PGRData/Script/matrix/xui/xuiequipawarenessreplace/XUiEquipAwarenessSuitPrefab.lua

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local XUiGridSuitPrefab = require("XUi/XUiEquipAwarenessReplace/XUiGridSuitPrefab")
local XUiGridEquip = require("XUi/XUiEquipAwarenessReplace/XUiGridEquip")
local XUiGridResonanceSkill = require("XUi/XUiEquipResonanceSkill/XUiGridResonanceSkill")
local XUiGridDoubleResonanceSkill = require("XUi/XUiEquipResonanceSkill/XUiGridDoubleResonanceSkill")
local tableInsert = table.insert
local tableSort = table.sort
local CSXTextManagerGetText = CS.XTextManager.GetText
local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
local CUR_SUIT_PREFAB_INDEX = 0
local MAX_MERGE_ATTR_COUNT = 4
local MAX_RESONANCE_SKILL_COUNT = 6
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local MAX_SUIT_SKILL_COUNT = 4
local ShowPropertyIndex = {
Attr = 1,
SuitSkill = 2,
ResonanceSkill = 3,
}
local TAB_TYPE = {
ALL = 1, --通用
ONE = 2, --专属
}
local XUiEquipAwarenessSuitPrefab = XLuaUiManager.Register(XLuaUi, "UiEquipAwarenessSuitPrefab")
function XUiEquipAwarenessSuitPrefab:OnAwake()
self:AutoAddListener()
self.GridSuitPrefab.gameObject:SetActiveEx(false)
end
function XUiEquipAwarenessSuitPrefab:OnStart(characterId)
self.CharacterId = characterId
self.CurPrefabIndex = CUR_SUIT_PREFAB_INDEX
self.SelectShowProperty = ShowPropertyIndex.Attr
self.GridDoubleResonanceSkills = {}
self.GridDoubleResonanceSkill.gameObject:SetActiveEx(false)
self:InitDynamicTable()
self:InitCurEquipGrids()
self:InitPropertyBtnGroup()
self:InitTabGroup()
end
function XUiEquipAwarenessSuitPrefab:OnEnable()
-- 获取是否有专属意识组合数据
local oneSuitPrefabIndexs = self:GetSuitPrefabIndexList(TAB_TYPE.ONE)
-- 如果已经有专属意识组合,直接切换专属
if #oneSuitPrefabIndexs > 1 then
self.TabGroup:SelectIndex(TAB_TYPE.ONE)
-- 默认切换通用
else
self.TabGroup:SelectIndex(TAB_TYPE.ALL)
end
end
function XUiEquipAwarenessSuitPrefab:OnGetEvents()
return {
XEventId.EVENT_EQUIP_SUIT_PREFAB_DATA_UPDATE_NOTIFY
, XEventId.EVENT_EQUIP_DATA_LIST_UPDATE_NOTYFY
, XEventId.EVENT_EQUIP_PUTON_NOTYFY
, XEventId.EVENT_EQUIP_TAKEOFF_NOTYFY
, XEventId.EVENT_EQUIPLIST_TAKEOFF_NOTYFY
}
end
function XUiEquipAwarenessSuitPrefab:OnNotify(evt)
if evt == XEventId.EVENT_EQUIP_SUIT_PREFAB_DATA_UPDATE_NOTIFY
or evt == XEventId.EVENT_EQUIP_DATA_LIST_UPDATE_NOTYFY
or evt == XEventId.EVENT_EQUIP_PUTON_NOTYFY
or evt == XEventId.EVENT_EQUIPLIST_TAKEOFF_NOTYFY
or evt == XEventId.EVENT_EQUIP_TAKEOFF_NOTYFY then
self:Refresh(nil, true)
end
end
--@region 点击事件
function XUiEquipAwarenessSuitPrefab:AutoAddListener()
self.BtnTanchuangClose.CallBack = function() self:OnBtnTanchuangClose() end
self.BtnClosePopup.CallBack = function() self:ClosePopup() end
self.BtnSetName.CallBack = function() self:OnBtnSetName() end
self.BtnSave.CallBack = function() self:OnBtnSave() end
self.BtnEquip.CallBack = function() self:OnBtnEquip() end
self.BtnChangeName.CallBack = function() self:OnBtnChangeName() end
self.BtnDelete.CallBack = function() self:OnBtnDelete() end
self:RegisterClickEvent(self.BtnPos1, function() self:OnSelectEquipSite(XEquipConfig.EquipSite.Awareness.One) end)
self:RegisterClickEvent(self.BtnPos2, function() self:OnSelectEquipSite(XEquipConfig.EquipSite.Awareness.Two) end)
self:RegisterClickEvent(self.BtnPos3, function() self:OnSelectEquipSite(XEquipConfig.EquipSite.Awareness.Three) end)
self:RegisterClickEvent(self.BtnPos4, function() self:OnSelectEquipSite(XEquipConfig.EquipSite.Awareness.Four) end)
self:RegisterClickEvent(self.BtnPos5, function() self:OnSelectEquipSite(XEquipConfig.EquipSite.Awareness.Five) end)
self:RegisterClickEvent(self.BtnPos6, function() self:OnSelectEquipSite(XEquipConfig.EquipSite.Awareness.Six) end)
self:RegisterClickEvent(self.PanelDynamicTable, self.OnPanelDynamicTable)
end
function XUiEquipAwarenessSuitPrefab:OnSelectType(index)
if self.TabType ~= index then
self.TabType = index
self.CurPrefabIndex = CUR_SUIT_PREFAB_INDEX
self:Refresh()
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self:PlayAnimation("QieHuan")
end
end
function XUiEquipAwarenessSuitPrefab:OnBtnTanchuangClose()
self:ClosePopup()
self:Close()
end
function XUiEquipAwarenessSuitPrefab:OnPanelDynamicTable()
self:ClosePopup()
end
function XUiEquipAwarenessSuitPrefab:OnBtnSetName()
self:ClosePopup()
XLuaUiManager.Open("UiEquipSuitPrefabRename", function(newName)
self.UnSavedPrefabInfo:SetName(newName)
self:Refresh(true)
end)
end
function XUiEquipAwarenessSuitPrefab:OnBtnSave()
local num = #self.SuitPrefabInfoList-1
local maxNum
if self.TabType == TAB_TYPE.ALL then
maxNum = XDataCenter.EquipManager.GetSuitPrefabNumMax()
elseif self.TabType == TAB_TYPE.ONE then
maxNum = XDataCenter.EquipManager.GetEquipSuitCharacterPrefabMaxNum()
end
if num >= maxNum then
XUiManager.TipText("EquipSuitPrefabSaveOverMaxNum")
return
end
if self.TabType == TAB_TYPE.ALL then
XDataCenter.EquipManager.EquipSuitPrefabSave(self.UnSavedPrefabInfo, 0)
elseif self.TabType == TAB_TYPE.ONE then
XDataCenter.EquipManager.EquipSuitPrefabSave(self.UnSavedPrefabInfo, self.CharacterId)
end
self:ClosePopup()
end
function XUiEquipAwarenessSuitPrefab:OnBtnEquip()
self:ClosePopup()
local characterType = XCharacterConfigs.GetCharacterType(self.CharacterId)
local conflictInfoList = {}
local suitPrefabInfo = self:GetShowingPrefabInfo()
local equipIds = suitPrefabInfo:GetEquipIds()
for _, equipId in pairs(equipIds) do
if not XDataCenter.EquipManager.IsCharacterTypeFit(equipId, characterType) then
XUiManager.TipText("EquipAwarenessSuitPrefabCharacterTypeWrong")
return
end
local characterId = XDataCenter.EquipManager.GetEquipWearingCharacterId(equipId)
if characterId and characterId ~= self.CharacterId then
local conflictInfo = {
EquipId = equipId,
CharacterId = characterId,
}
tableInsert(conflictInfoList, conflictInfo)
end
end
tableSort(conflictInfoList, function(a, b)
return XDataCenter.EquipManager.GetEquipSite(a.EquipId) < XDataCenter.EquipManager.GetEquipSite(b.EquipId)
end)
local equipFunc = function()
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XMVCA:GetAgency(ModuleId.XEquip):EquipSuitPrefabEquip(self.CurPrefabIndex, self.CharacterId, function()
self.CurPrefabIndex = CUR_SUIT_PREFAB_INDEX
end)
end
if not next(conflictInfoList) then
equipFunc()
else
XLuaUiManager.Open("UiEquipSuitPrefabConflict", conflictInfoList, equipFunc)
end
end
function XUiEquipAwarenessSuitPrefab:OnBtnChangeName()
self:ClosePopup()
XLuaUiManager.Open("UiEquipSuitPrefabRename", function(newName)
XDataCenter.EquipManager.EquipSuitPrefabRename(self.CurPrefabIndex, newName)
end)
end
function XUiEquipAwarenessSuitPrefab:OnBtnDelete()
self:ClosePopup()
local suitPrefabInfo = self:GetShowingPrefabInfo()
local content = suitPrefabInfo:GetName()
XLuaUiManager.Open("UiEquipSuitPrefabConfirm", content, function()
local prefabIndex = self.CurPrefabIndex
self.CurPrefabIndex = CUR_SUIT_PREFAB_INDEX
XDataCenter.EquipManager.EquipSuitPrefabDelete(prefabIndex)
end)
end
--@endregion
--@region 初始化函数
function XUiEquipAwarenessSuitPrefab:InitDynamicTable()
self.DynamicTable = XDynamicTableNormal.New(self.PanelDynamicTable)
self.DynamicTable:SetProxy(XUiGridSuitPrefab)
self.DynamicTable:SetDelegate(self)
end
function XUiEquipAwarenessSuitPrefab:InitCurEquipGrids()
local clickCb = function(equipId)
self:OnSelectEquip(equipId)
end
self.CurEquipGirds = {}
self.GridCurAwareness.gameObject:SetActiveEx(false)
for _, equipSite in pairs(XEquipConfig.EquipSite.Awareness) do
local item = CS.UnityEngine.Object.Instantiate(self.GridCurAwareness)
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self.CurEquipGirds[equipSite] = XUiGridEquip.New(item, self, clickCb, true)
self.CurEquipGirds[equipSite]:InitRootUi(self)
self.CurEquipGirds[equipSite].Transform:SetParent(self["PanelPos" .. equipSite], false)
end
end
function XUiEquipAwarenessSuitPrefab:InitTabGroup()
local tabBtns = { self.BtnTabAll, self.BtnTabOne }
self.TabGroup:Init(tabBtns, function(index) self:OnSelectType(index) end)
self.RImgRole:SetRawImage(XDataCenter.CharacterManager.GetCharSmallHeadIcon(self.CharacterId))
end
function XUiEquipAwarenessSuitPrefab:InitPropertyBtnGroup()
self.EquipBtnGroup:Init({
self.BtnEquipProperty,
self.BtnEquipSkill,
self.BtnEquipResonance,
}, function(tabIndex) self:OnSelectShowProperty(tabIndex) end)
end
function XUiEquipAwarenessSuitPrefab:OnSelectShowProperty(selectShowProperty)
self.SelectShowProperty = selectShowProperty
if selectShowProperty == ShowPropertyIndex.Attr then
self:UpdateCurEquipAttr()
self.PanelAttrParent.gameObject:SetActiveEx(true)
self.PanelSuitSkill.gameObject:SetActiveEx(false)
self.PanelResonanceSkill.gameObject:SetActiveEx(false)
elseif selectShowProperty == ShowPropertyIndex.SuitSkill then
self:UpdateCurEquipSkill()
self.PanelAttrParent.gameObject:SetActiveEx(false)
self.PanelSuitSkill.gameObject:SetActiveEx(true)
self.PanelResonanceSkill.gameObject:SetActiveEx(false)
elseif selectShowProperty == ShowPropertyIndex.ResonanceSkill then
self:UpdateCurEquipResonanceSkill()
self.PanelAttrParent.gameObject:SetActiveEx(false)
self.PanelSuitSkill.gameObject:SetActiveEx(false)
self.PanelResonanceSkill.gameObject:SetActiveEx(true)
end
self:ClosePopup()
end
--@endregion
function XUiEquipAwarenessSuitPrefab:Refresh(doNotResetUnsaved, resetScroll)
local characterId = self.CharacterId
self.UnSavedPrefabInfo = not doNotResetUnsaved and XDataCenter.EquipManager.GetUnSavedSuitPrefabInfo(characterId) or self.UnSavedPrefabInfo
self.SuitPrefabInfoList = self:GetSuitPrefabIndexList()
self:UpdateDynamicTable(resetScroll)
self:UpdateCurEquipGrids(self.CurPrefabIndex)
end
function XUiEquipAwarenessSuitPrefab:UpdateCurEquipAttr()
local suitPrefabInfo = self:GetShowingPrefabInfo()
local attrMap = XDataCenter.EquipManager.GetAwarenessMergeAttrMap(suitPrefabInfo:GetEquipIds())
local attrCount = 0
for _, attr in pairs(attrMap) do
attrCount = attrCount + 1
if attrCount > MAX_MERGE_ATTR_COUNT then
break
end
self["TxtName" .. attrCount].text = attr.Name
self["TxtAttr" .. attrCount].text = attr.Value
self["PanelAttr" .. attrCount].gameObject:SetActiveEx(true)
end
for i = attrCount + 1, MAX_MERGE_ATTR_COUNT do
self["PanelAttr" .. i].gameObject:SetActiveEx(false)
end
end
function XUiEquipAwarenessSuitPrefab:UpdateCurEquipSkill()
local suitPrefabInfo = self:GetShowingPrefabInfo()
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local activeSkillDesInfoList = XDataCenter.EquipManager.GetSuitMergeActiveSkillDesInfoList(suitPrefabInfo:GetEquipIds(), self.CharacterId)
local skillCount = 0
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for i = 1, MAX_SUIT_SKILL_COUNT do
if not activeSkillDesInfoList[i] then
self["TxtSkillDes" .. i].gameObject:SetActiveEx(false)
else
self["TxtPos" .. i].text = activeSkillDesInfoList[i].PosDes
self["TxtSkillDes" .. i].text = activeSkillDesInfoList[i].SkillDes
self["TxtSkillDes" .. i].gameObject:SetActiveEx(true)
skillCount = skillCount + 1
end
end
if skillCount == 0 then
self.PanelNoSkill.gameObject:SetActiveEx(true)
else
self.PanelNoSkill.gameObject:SetActiveEx(false)
end
CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self["TxtSkillDes1"].transform.parent)
end
function XUiEquipAwarenessSuitPrefab:UpdateCurEquipResonanceSkill()
local skillCount = 0
for equipSite = 1, MAX_RESONANCE_SKILL_COUNT do
local suitPrefabInfo = self:GetShowingPrefabInfo()
local equipId = suitPrefabInfo:GetEquipId(equipSite)
local grid = self.GridDoubleResonanceSkills[equipSite]
if not grid then
local go = CSUnityEngineObjectInstantiate(self.GridDoubleResonanceSkill, self.PanelResonanceSkillParent)
grid = XUiGridDoubleResonanceSkill.New(go)
self.GridDoubleResonanceSkills[equipSite] = grid
grid.GameObject:SetActiveEx(true)
end
if not equipId or equipId == 0 then
grid:RefreshByEquipId(nil, nil, equipSite)
else
grid:RefreshByEquipId(self.CharacterId, equipId, equipSite)
skillCount = skillCount + 1
end
end
local noResonanceSkill = skillCount == 0
self.PanelResonanceSkillParent.gameObject:SetActiveEx(not noResonanceSkill)
self.PanelNoResonanceSkill.gameObject:SetActiveEx(noResonanceSkill)
end
function XUiEquipAwarenessSuitPrefab:UpdateSavePanel()
local isPreafabSaved = self.CurPrefabIndex ~= CUR_SUIT_PREFAB_INDEX
self.PanelSavedPrefab.gameObject:SetActiveEx(isPreafabSaved)
self.PanelUnSavedPrefab.gameObject:SetActiveEx(not isPreafabSaved)
if not isPreafabSaved then
local suitPrefabInfo = self:GetShowingPrefabInfo()
self.BtnSetName:SetName(suitPrefabInfo:GetName())
end
end
function XUiEquipAwarenessSuitPrefab:UpdateDynamicTable(resetScroll)
local num = #self.SuitPrefabInfoList-1
if self.TabType == TAB_TYPE.ALL then
self.TxtTotalNum.text = CSXTextManagerGetText("EquipSuitPrefabNum", num, XDataCenter.EquipManager.GetSuitPrefabNumMax())
self.TextName.text = CSXTextManagerGetText("AwarenessGroup")
elseif self.TabType == TAB_TYPE.ONE then
local charConfig = XCharacterConfigs.GetCharacterTemplate(self.CharacterId)
self.TxtTotalNum.text = CSXTextManagerGetText("EquipSuitPrefabNum", num, XDataCenter.EquipManager.GetEquipSuitCharacterPrefabMaxNum())
self.TextName.text = CSXTextManagerGetText("AwarenessGroupWithName", charConfig.TradeName)
end
self.DynamicTable:SetDataSource(self.SuitPrefabInfoList)
self.DynamicTable:ReloadDataASync(resetScroll and 1)
end
function XUiEquipAwarenessSuitPrefab:OnDynamicTableEvent(event, index, grid)
local suitPrefabIndex = self.SuitPrefabInfoList[index]
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
local suitPrefabInfo = self:GetShowingPrefabInfo(suitPrefabIndex)
local isPreafabSaved = suitPrefabIndex ~= CUR_SUIT_PREFAB_INDEX
grid:Refresh(suitPrefabInfo, index-1, isPreafabSaved)
if self.CurPrefabIndex == suitPrefabIndex then
grid:SetSelected(true)
self.LastSelectSuitPrefabGird = grid
else
grid:SetSelected(false)
end
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_TOUCHED then
if self.LastSelectSuitPrefabGird then
self.LastSelectSuitPrefabGird:SetSelected(false)
end
self.LastSelectSuitPrefabGird = grid
if self.LastSelectSuitPrefabGird then
self.LastSelectSuitPrefabGird:SetSelected(true)
end
self:UpdateCurEquipGrids(suitPrefabIndex)
self:ClosePopup()
end
end
function XUiEquipAwarenessSuitPrefab:UpdateCurEquipGrids(suitPrefabIndex)
self.CurPrefabIndex = suitPrefabIndex
self:UpdateSavePanel()
self.EquipBtnGroup:SelectIndex(self.SelectShowProperty)
for _, equipSite in pairs(XEquipConfig.EquipSite.Awareness) do
self:UpdateCurEquipGrid(equipSite)
end
end
function XUiEquipAwarenessSuitPrefab:UpdateCurEquipGrid(equipSite)
local suitPrefabInfo = self:GetShowingPrefabInfo()
local equipId = suitPrefabInfo:GetEquipId(equipSite)
if not equipId or equipId == 0 then
self.CurEquipGirds[equipSite].GameObject:SetActiveEx(false)
self["PanelNoEquip" .. equipSite].gameObject:SetActiveEx(true)
else
self.CurEquipGirds[equipSite]:Refresh(equipId)
self.CurEquipGirds[equipSite].GameObject:SetActiveEx(true)
self["PanelNoEquip" .. equipSite].gameObject:SetActiveEx(false)
end
end
function XUiEquipAwarenessSuitPrefab:ClosePopup()
if XLuaUiManager.IsUiShow("UiEquipAwarenessPopup") then
XLuaUiManager.Close("UiEquipAwarenessPopup")
end
end
function XUiEquipAwarenessSuitPrefab:OnSelectEquip(equipId)
local equipSite = XDataCenter.EquipManager.GetEquipSite(equipId)
self:OnSelectEquipSite(equipSite)
if self.CurEquipGirds[equipSite] then
XLuaUiManager.Open("UiEquipAwarenessPopup", self, nil, equipId, self.CharacterId, true)
end
end
function XUiEquipAwarenessSuitPrefab:OnSelectEquipSite(equipSite)
if self.LastSelectPos then
local go = self["ImgSelect" .. self.LastSelectPos]
if go then
go.gameObject:SetActiveEx(false)
end
end
self.LastSelectPos = equipSite
if self.LastSelectPos then
local go = self["ImgSelect" .. self.LastSelectPos]
if go then
go.gameObject:SetActiveEx(true)
end
end
if self.LastSelectCurGrid then
self.LastSelectCurGrid:SetSelected(false)
end
self.LastSelectCurGrid = self.CurEquipGirds[equipSite]
if self.LastSelectCurGrid then
self.LastSelectCurGrid:SetSelected(true)
end
self:ClosePopup()
end
function XUiEquipAwarenessSuitPrefab:GetShowingPrefabInfo(prefabIndex)
prefabIndex = prefabIndex or self.CurPrefabIndex
return XDataCenter.EquipManager.GetSuitPrefabInfo(prefabIndex) or self.UnSavedPrefabInfo
end
function XUiEquipAwarenessSuitPrefab:GetSuitPrefabIndexList(tabType)
if tabType == nil then tabType = self.TabType end
local tl = {0} --0对应自定义的那列
local suitPrefabInfoList = XDataCenter.EquipManager.GetSuitPrefabIndexList()
for i,suitPrefabIndex in ipairs(suitPrefabInfoList) do
local suitPrefabInfo = self:GetShowingPrefabInfo(suitPrefabIndex)
if tabType == TAB_TYPE.ALL then
if suitPrefabInfo:GetCharacterId() == 0 then
table.insert(tl, suitPrefabIndex)
end
elseif tabType == TAB_TYPE.ONE then
if suitPrefabInfo:GetCharacterId() == self.CharacterId then
table.insert(tl, suitPrefabIndex)
end
end
end
return tl
end