PGRData/Script/matrix/xui/xuinewroomsingle/XUiPanelBabelTower.lua

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local XUiGridInfoSupportCondition = require("XUi/XUiFubenBabelTower/XUiGridInfoSupportCondition")
local XUiPanelBabelTower = XClass(nil, "XUiPanelBabelTower")
function XUiPanelBabelTower:Ctor(ui, stageId, characterIds)
self.GameObject = ui.gameObject
self.Transform = ui.transform
XTool.InitUiObject(self)
self.GridCondition.gameObject:SetActiveEx(false)
self.StageTemplate = XFubenBabelTowerConfigs.GetBabelTowerStageTemplate(stageId)
self.DynamicTableSupportConditon = XDynamicTableNormal.New(self.PanelCondition.gameObject)
self.DynamicTableSupportConditon:SetProxy(XUiGridInfoSupportCondition)
self.DynamicTableSupportConditon:SetDelegate(self)
self:Refresh(characterIds)
end
function XUiPanelBabelTower:Refresh(characterIds)
self.CharacterIds = characterIds
self.TxtTotalPoint.text = self:GetTotalSupportPoint()
self.SupportConditionList = self:GetStageSupportConditionListSort()
self.DynamicTableSupportConditon:SetDataSource(self.SupportConditionList)
self.DynamicTableSupportConditon:ReloadDataASync()
end
function XUiPanelBabelTower:OnDynamicTableEvent(event, index, grid)
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT then
grid:Init(self)
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
if self.SupportConditionList[index] then
grid:SetItemInfo(self.SupportConditionList[index])
end
end
end
function XUiPanelBabelTower:GetStageSupportConditionListSort()
if not self.StageTemplate then return {} end
local conditionList = {}
for i = 1, #self.StageTemplate.SupportConditionId do
local conditionId = self.StageTemplate.SupportConditionId[i]
local conditionTemplate = XFubenBabelTowerConfigs.GetBabelTowerSupportConditonTemplate(conditionId)
local isSupport = self:CheckBabelTeamCondition(conditionTemplate.Condition)
table.insert(conditionList, {
SupportConditionId = conditionId,
IsSupport = isSupport
})
end
table.sort(conditionList, function(elementA, elemenbB)
local priorityA = elementA.IsSupport and 1 or 0
local priorityB = elemenbB.IsSupport and 1 or 0
if priorityA == priorityB then
return elementA.SupportConditionId < elemenbB.SupportConditionId
end
return priorityA > priorityB
end)
return conditionList
end
function XUiPanelBabelTower:CheckBabelTeamCondition(conditionId)
if conditionId == nil or conditionId == 0 then return true end
local characterIds = {}
for i = 1, XFubenBabelTowerConfigs.MAX_TEAM_MEMBER do
local characterId = self.CharacterIds[i]
if characterId ~= nil and characterId ~= 0 then
table.insert(characterIds, characterId)
end
end
local isConditionAvailable = XConditionManager.CheckCondition(conditionId, characterIds)
return isConditionAvailable
end
function XUiPanelBabelTower:GetTotalSupportPoint()
local totalSupportPoint = self.StageTemplate.BaseSupportPoint or 0
local characterIds = {}
for i = 1, XFubenBabelTowerConfigs.MAX_TEAM_MEMBER do
local characterId = self.CharacterIds[i]
if characterId ~= nil and characterId ~= 0 then
table.insert(characterIds, characterId)
end
end
for i = 1, #self.StageTemplate.SupportConditionId do
local supportConditionId = self.StageTemplate.SupportConditionId[i]
local supportConditionTemplate = XFubenBabelTowerConfigs.GetBabelTowerSupportConditonTemplate(supportConditionId)
if supportConditionTemplate.Condition == nil or supportConditionTemplate.Condition == 0 then
totalSupportPoint = totalSupportPoint + supportConditionTemplate.PointAdd
else
local isConditionAvailable = XConditionManager.CheckCondition(supportConditionTemplate.Condition, characterIds)
if isConditionAvailable then
totalSupportPoint = totalSupportPoint + supportConditionTemplate.PointAdd
end
end
end
return totalSupportPoint
end
return XUiPanelBabelTower