PGRData/Script/matrix/xui/xuifubenbabeltower/XUiBabelTowerRoomCharacter.lua

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local CSXTextManagerGetText = CS.XTextManager.GetText
local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
local TabBtnIndex = {
Normal = 1,
Isomer = 2,
}
local CharacterTypeConvert = {
[TabBtnIndex.Normal] = XCharacterConfigs.CharacterType.Normal,
[TabBtnIndex.Isomer] = XCharacterConfigs.CharacterType.Isomer,
}
local TabBtnIndexConvert = {
[XCharacterConfigs.CharacterType.Normal] = TabBtnIndex.Normal,
[XCharacterConfigs.CharacterType.Isomer] = TabBtnIndex.Isomer,
}
local XUiBabelTowerRoomCharacter = XLuaUiManager.Register(XLuaUi, "UiBabelTowerRoomCharacter")
function XUiBabelTowerRoomCharacter:OnAwake()
self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin)
self.BtnBack.CallBack = function() self:OnBtnBackClick() end
self.BtnMainUi.CallBack = function() self:OnBtnMainUiClick() end
self.BtnFashion.CallBack = function() self:OnBtnFashionClick() end
self.BtnConsciousness.CallBack = function() self:OnBtnConsciousnessClick() end
self.BtnWeapon.CallBack = function() self:OnBtnWeaponClick() end
self.BtnJoinTeam.CallBack = function() self:OnBtnJoinTeamClick() end
self.BtnQuitTeam.CallBack = function() self:OnBtnQuitTeamClick() end
self.BtnPartner.CallBack = function() self:OnBtnPartnerClick() end
self.BtnFilter.CallBack = function()
self:OnBtnFilterClick()
end
self.GridIndex = {}
self.TagCacheDic = {}
self.SortFunction = {}
self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default] = function(leftCharacter, rightCharacter)
local leftInTeam = self:IsInTeam(leftCharacter.Id)
local rightInTeam = self:IsInTeam(rightCharacter.Id)
if leftInTeam ~= rightInTeam then
return leftInTeam
end
return leftCharacter.Ability > rightCharacter.Ability
end
self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Quality] = function(leftCharacter, rightCharacter)
local leftQuality = leftCharacter.Quality
local rightQuality = rightCharacter.Quality
if leftQuality ~= rightQuality then
return leftQuality > rightQuality
end
return self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default](leftCharacter, rightCharacter)
end
self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Level] = function(leftCharacter, rightCharacter)
local leftLevel = leftCharacter.Level
local rightLevel = rightCharacter.Level
if leftLevel ~= rightLevel then
return leftLevel > rightLevel
end
return self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default](leftCharacter, rightCharacter)
end
self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Ability] = function(leftCharacter, rightCharacter)
return leftCharacter.Ability > rightCharacter.Ability
end
local root = self.UiModelGo.transform
self.PanelRoleModel = root:FindTransform("PanelRoleModel")
self.ImgEffectHuanren = root:FindTransform("ImgEffectHuanren")
self.ImgEffectHuanren1 = root:FindTransform("ImgEffectHuanren1")
self.GridCharacter.gameObject:SetActiveEx(false)
self.CharacterGrids = {}
end
function XUiBabelTowerRoomCharacter:OnStart(args, cb)
self.RoleModelPanel = XUiPanelRoleModel.New(self.PanelRoleModel, nil, nil, true)
self.StageId = args.StageId
self.TeamId = args.TeamId
self.StageCfg = XDataCenter.FubenManager.GetStageCfg(self.StageId)
self.TeamSelectPos = args.Index
self.BanCharacters = {}
self.TeamCharIdMap = args.CurTeamList
self.CharacterLimitType = args.CharacterLimitType
self.LimitBuffId = args.LimitBuffId
self.TeamResultCb = cb
self:InitRequireCharacterInfo()
self:InitCharacterTypeBtns()
end
function XUiBabelTowerRoomCharacter:OnEnable()
self:OnCharacterClick()
end
function XUiBabelTowerRoomCharacter:InitRequireCharacterInfo()
local characterLimitType = self.CharacterLimitType
if not XFubenConfigs.IsStageCharacterLimitConfigExist(characterLimitType) then
self.PanelRequireCharacter.gameObject:SetActiveEx(false)
return
else
self.PanelRequireCharacter.gameObject:SetActiveEx(true)
end
local icon = XFubenConfigs.GetStageCharacterLimitImageTeamEdit(characterLimitType)
self.ImgRequireCharacter:SetSprite(icon)
end
function XUiBabelTowerRoomCharacter:RefreshCharacterTypeTips()
local limitBuffId = self.LimitBuffId
local characterType = CharacterTypeConvert[self.SelectTabBtnIndex]
local characterLimitType = self.CharacterLimitType
local text = XFubenConfigs.GetStageCharacterLimitTextSelectCharacter(characterLimitType, characterType, limitBuffId)
self.TxtRequireCharacter.text = text
end
function XUiBabelTowerRoomCharacter:ResetTeamData()
self.TeamCharIdMap = { 0, 0, 0 }
end
function XUiBabelTowerRoomCharacter:InitCharacterTypeBtns()
self.BtnTabShougezhe.gameObject:SetActiveEx(not XFunctionManager.CheckFunctionFitter(XFunctionManager.FunctionName.Isomer))
local tabBtns = { self.BtnTabGouzaoti, self.BtnTabShougezhe }
self.PanelCharacterTypeBtns:Init(tabBtns, function(index) self:TrySelectCharacterType(index) end)
local characterLimitType = self.CharacterLimitType
local lockGouzaoti = characterLimitType == XFubenConfigs.CharacterLimitType.Isomer
local lockShougezhe = not XFunctionManager.JudgeOpen(XFunctionManager.FunctionName.Isomer) or characterLimitType == XFubenConfigs.CharacterLimitType.Normal
self.BtnTabGouzaoti:SetDisable(lockGouzaoti)
self.BtnTabShougezhe:SetDisable(lockShougezhe)
--检查选择角色类型是否和副本限制类型冲突
local characterType = XDataCenter.FubenManager.GetDefaultCharacterTypeByCharacterLimitType(self.CharacterLimitType)
local tempCharacterType = self:GetTeamCharacterType()
if tempCharacterType and not (tempCharacterType == XCharacterConfigs.CharacterType.Normal and lockGouzaoti
or tempCharacterType == XCharacterConfigs.CharacterType.Isomer and lockShougezhe) then
characterType = tempCharacterType
end
self.PanelCharacterTypeBtns:SelectIndex(TabBtnIndexConvert[characterType])
end
function XUiBabelTowerRoomCharacter:TrySelectCharacterType(index)
local characterType = CharacterTypeConvert[index]
if characterType == XCharacterConfigs.CharacterType.Isomer and not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.Isomer) then return end
local characterLimitType = self.CharacterLimitType
if characterLimitType == XFubenConfigs.CharacterLimitType.Normal then
if characterType == XCharacterConfigs.CharacterType.Isomer then
XUiManager.TipText("TeamSelectCharacterTypeLimitTipNormal")
return
end
elseif characterLimitType == XFubenConfigs.CharacterLimitType.Isomer then
if characterType == XCharacterConfigs.CharacterType.Normal then
XUiManager.TipText("TeamSelectCharacterTypeLimitTipIsomer")
return
end
-- elseif characterLimitType == XFubenConfigs.CharacterLimitType.IsomerDebuff then
-- if characterType == XCharacterConfigs.CharacterType.Isomer then
-- local buffDes = XFubenConfigs.GetBuffDes(self.LimitBuffId)
-- local content = CSXTextManagerGetText("TeamSelectCharacterTypeLimitTipIsomerDebuff", buffDes)
-- local sureCallBack = function()
-- self:OnSelectCharacterType(index)
-- end
-- local closeCallback = function()
-- self.PanelCharacterTypeBtns:SelectIndex(TabBtnIndexConvert[XCharacterConfigs.CharacterType.Normal])
-- end
-- XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, closeCallback, sureCallBack)
-- return
-- end
-- elseif characterLimitType == XFubenConfigs.CharacterLimitType.NormalDebuff then
-- if characterType == XCharacterConfigs.CharacterType.Normal then
-- local buffDes = XFubenConfigs.GetBuffDes(self.LimitBuffId)
-- local content = CSXTextManagerGetText("TeamSelectCharacterTypeLimitTipNormalDebuff", buffDes)
-- local sureCallBack = function()
-- self:OnSelectCharacterType(index)
-- end
-- local closeCallback = function()
-- self.PanelCharacterTypeBtns:SelectIndex(TabBtnIndexConvert[XCharacterConfigs.CharacterType.Isomer])
-- end
-- XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, closeCallback, sureCallBack)
-- return
-- end
end
self:OnSelectCharacterType(index)
end
function XUiBabelTowerRoomCharacter:OnSelectCharacterType(index)
if self.SelectTabBtnIndex == index then return end
self.SelectTabBtnIndex = index
XDataCenter.RoomCharFilterTipsManager.Reset()
local characterType = CharacterTypeConvert[index]
local charlist = XDataCenter.CharacterManager.GetOwnCharacterList(characterType)
table.sort(charlist, self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default])
self:RefreshCharacterTypeTips()
self:UpdateCharacterList(charlist)
end
function XUiBabelTowerRoomCharacter:SetPanelEmptyList(isEmpty)
self.BtnQuitTeam.gameObject:SetActiveEx(false)
self.BtnJoinTeam.gameObject:SetActiveEx(false)
self.BtnConsciousness.gameObject:SetActiveEx(not isEmpty)
self.BtnFashion.gameObject:SetActiveEx(not isEmpty)
self.BtnWeapon.gameObject:SetActiveEx(not isEmpty)
self.BtnPartner.gameObject:SetActiveEx(not isEmpty)
self.PanelRoleContent.gameObject:SetActiveEx(not isEmpty)
self.PanelRoleModel.gameObject:SetActiveEx(not isEmpty)
self.PanelEmptyList.gameObject:SetActiveEx(isEmpty)
end
function XUiBabelTowerRoomCharacter:UpdateCharacterList(charlist)
if not next(charlist) then
self:SetPanelEmptyList(true)
return
end
self:SetPanelEmptyList(false)
for _, item in pairs(self.CharacterGrids) do
item:Reset()
end
self.CharacterGrids = {}
local charDic = {}
for i = 1, #charlist do
local char = charlist[i]
local characterId = char.Id
charDic[characterId] = char
local grid = self.GridIndex[i]
if not grid then
local item = CS.UnityEngine.Object.Instantiate(self.GridCharacter)
grid = XUiGridCharacter.New(item, self, char, function(character)
self:OnCharacterClick(character)
end)
grid.Transform:SetParent(self.PanelRoleContent, false)
self.GridIndex[i] = grid
end
grid:UpdateGrid(char)
grid:SetInTeam(false)
-- 被禁用
grid:SetLimited(self.BanCharacters[characterId])
-- 被限制锁定
grid:SetIsLock(not self.BanCharacters[characterId]
and XDataCenter.FubenBabelTowerManager.IsCharacterLockByStageId(characterId, self.StageId, self.TeamId))
grid.GameObject:SetActiveEx(true)
self.CharacterGrids[characterId] = self.GridIndex[i]
end
local teamCharIdMap = self.TeamCharIdMap
local teamSelectPos = self.TeamSelectPos
for _, characterId in pairs(teamCharIdMap) do
local grid = self.CharacterGrids[characterId]
if grid then
grid:SetInTeam(true)
end
end
local selectId = teamCharIdMap[teamSelectPos]
local characterType = CharacterTypeConvert[self.SelectTabBtnIndex]
if not selectId or selectId == 0
or not self.CharacterGrids[selectId]
or characterType ~= XCharacterConfigs.GetCharacterType(selectId)
or not charDic[selectId]
then
selectId = charlist[1].Id
end
self:SelectCharacter(selectId)
end
function XUiBabelTowerRoomCharacter:IsInTeam(characterId)
for _, v in pairs(self.TeamCharIdMap) do
if v == characterId then
return true
end
end
return false
end
function XUiBabelTowerRoomCharacter:OnCharacterClick(character)
if character then
self.CurCharacter = character
end
if not self.CurCharacter then return end
if self.CurCharacterItem then
self.CurCharacterItem:SetSelect(false)
end
self.CurCharacterItem = self.CharacterGrids[self.CurCharacter.Id]
self.CurCharacterItem:UpdateGrid()
self.CurCharacterItem:SetSelect(true)
self.CurCharacterItem:SetLimited(self.BanCharacters[self.CurCharacter.Id])
self.CurCharacterItem:SetIsLock(not self.BanCharacters[self.CurCharacter.Id] and XDataCenter.FubenBabelTowerManager.IsCharacterLockByStageId(self.CurCharacter.Id, self.StageId, self.TeamId))
self:CenterToGrid(self.CurCharacterItem)
-- 更新按钮状态
self:UpdateBtns(self.CurCharacter.Id)
self:UpdateRoleMode(self.CurCharacter.Id)
end
-- 更新按钮状态
function XUiBabelTowerRoomCharacter:UpdateBtns(curCharacterId)
local isInTeam = false
for _, member_char_id in pairs(self.TeamCharIdMap or {}) do
if curCharacterId == member_char_id then
isInTeam = true
break
end
end
local oldMemberId = self.TeamCharIdMap[self.TeamSelectPos]
local hasOldMember = oldMemberId ~= nil and oldMemberId ~= 0
local isJoin = true
if hasOldMember and isInTeam and oldMemberId == curCharacterId then
isJoin = false
end
local isLock = XDataCenter.FubenBabelTowerManager.IsCharacterLockByStageId(curCharacterId, self.StageId, self.TeamId)
local isBan = self.BanCharacters[curCharacterId]
-- 点击有角色的位置
-- 选择的人在队伍中
-- 选择的人是当前角色-卸下
-- 选择的人不是当前角色-替换
-- 选择的人不在队伍中-替换
-- 点击无角色的位置
-- 选择的人在队伍中-替换
-- 选择的人不在队伍中-上阵
self.BtnLimit.gameObject:SetActiveEx(isBan)
self.BtnLock.gameObject:SetActiveEx(not isBan and isLock)
if isLock or isBan then
self.BtnJoinTeam.gameObject:SetActiveEx(false)
self.BtnQuitTeam.gameObject:SetActiveEx(false)
else
self.BtnJoinTeam.gameObject:SetActiveEx(isJoin)
self.BtnQuitTeam.gameObject:SetActiveEx(not isJoin)
end
end
--更新模型
function XUiBabelTowerRoomCharacter:UpdateRoleMode(characterId)
self.ImgEffectHuanren.gameObject:SetActiveEx(false)
self.ImgEffectHuanren1.gameObject:SetActiveEx(false)
self.RoleModelPanel:UpdateCharacterModel(characterId, self.PanelRoleModel, XModelManager.MODEL_UINAME.XUiBabelTowerRoomCharacter, function(model)
if not model then return end
self.PanelDrag.Target = model.transform
if self.SelectTabBtnIndex == TabBtnIndex.Normal then
self.ImgEffectHuanren.gameObject:SetActiveEx(true)
elseif self.SelectTabBtnIndex == TabBtnIndex.Isomer then
self.ImgEffectHuanren1.gameObject:SetActiveEx(true)
end
end)
end
-- 选一个角色
function XUiBabelTowerRoomCharacter:SelectCharacter(id)
local grid = self.CharacterGrids[id]
local character = grid and grid.Character
self:OnCharacterClick(character)
end
function XUiBabelTowerRoomCharacter:CenterToGrid(grid)
-- local normalizedPosition
-- local count = self.SViewCharacterList.content.transform.childCount
-- local index = grid.Transform:GetSiblingIndex()
-- if index > count / 2 then
-- normalizedPosition = (index + 1) / count
-- else
-- normalizedPosition = (index - 1) / count
-- end
-- self.SViewCharacterList.verticalNormalizedPosition = math.max(0, math.min(1, (1 - normalizedPosition)))
end
function XUiBabelTowerRoomCharacter:OnBtnBackClick()
if self.TeamResultCb then
self.TeamResultCb(self.TeamCharIdMap)
end
self:Close()
end
function XUiBabelTowerRoomCharacter:OnBtnMainUiClick()
XLuaUiManager.RunMain()
end
function XUiBabelTowerRoomCharacter:OnBtnFashionClick()
if not self.CurCharacter then return end
XLuaUiManager.Open("UiFashion", self.CurCharacter.Id)
end
function XUiBabelTowerRoomCharacter:OnBtnConsciousnessClick()
if not self.CurCharacter then return end
2024-09-01 20:49:41 +00:00
XMVCA:GetAgency(ModuleId.XEquip):OpenUiEquipAwareness(self.CurCharacter.Id)
end
function XUiBabelTowerRoomCharacter:OnBtnWeaponClick()
if not self.CurCharacter then return end
2024-09-01 20:49:41 +00:00
XMVCA:GetAgency(ModuleId.XEquip):OpenUiEquipReplace(self.CurCharacter.Id, nil, true)
end
function XUiBabelTowerRoomCharacter:OnBtnPartnerClick()
XDataCenter.PartnerManager.GoPartnerCarry(self.CurCharacter.Id, false)
end
-- 加入队伍
function XUiBabelTowerRoomCharacter:OnBtnJoinTeamClick()
if not self.CurCharacter then return end
local selectId = self.CurCharacter.Id
local joinFunc = function(isReset)
if isReset then
self:ResetTeamData()
else
for k, v in pairs(self.TeamCharIdMap) do
if v == selectId then
self.TeamCharIdMap[k] = 0
break
end
end
end
local maxMemberCount = XDataCenter.FubenBabelTowerManager.GetMaxTeamMemberCount()
if maxMemberCount < 3 then
local currentMemberCount = 0
for _, v in pairs(self.TeamCharIdMap) do
if v > 0 then
currentMemberCount = currentMemberCount + 1
end
end
if currentMemberCount >= maxMemberCount then
XUiManager.TipMsg(XUiHelper.GetText("BabelTowerTeamLimitCount"))
return
end
end
self.TeamCharIdMap[self.TeamSelectPos] = selectId
if self.TeamResultCb then
self.TeamResultCb(self.TeamCharIdMap)
end
self:Close()
end
-- 角色类型不一致拦截
local inTeamCharacterType = self:GetTeamCharacterType()
if inTeamCharacterType then
local characterType = XCharacterConfigs.GetCharacterType(selectId)
if characterType and characterType ~= inTeamCharacterType then
local content = CSXTextManagerGetText("TeamCharacterTypeNotSame")
local sureCallBack = function()
local isReset = true
joinFunc(isReset)
end
XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, nil, sureCallBack)
return
end
end
joinFunc()
end
-- 移出队伍
function XUiBabelTowerRoomCharacter:OnBtnQuitTeamClick()
if not self.CurCharacter then return end
local count = 0
for _, v in pairs(self.TeamCharIdMap) do
if v > 0 then
count = count + 1
end
end
local id = self.CurCharacter.Id
for k, v in pairs(self.TeamCharIdMap) do
if v == id then
self.TeamCharIdMap[k] = 0
break
end
end
if self.TeamResultCb then
self.TeamResultCb(self.TeamCharIdMap)
end
self:Close()
end
function XUiBabelTowerRoomCharacter:OnBtnFilterClick()
local characterType = CharacterTypeConvert[self.SelectTabBtnIndex]
XLuaUiManager.Open("UiRoomCharacterFilterTips",
self,
XRoomCharFilterTipsConfigs.EnumFilterType.BabelTower,
XRoomCharFilterTipsConfigs.EnumSortType.BabelTower,
characterType)
end
function XUiBabelTowerRoomCharacter:GetTeamCharacterType()
for k, v in pairs(self.TeamCharIdMap) do
if v ~= 0 then
return XCharacterConfigs.GetCharacterType(v)
end
end
end
function XUiBabelTowerRoomCharacter:Filter(selectTagGroupDic, sortTagId, isThereFilterDataCb)
local judgeCb = function(groupId, tagValue, character)
local detailConfig = XCharacterConfigs.GetCharDetailTemplate(character.Id)
local compareValue
if groupId == XRoomCharFilterTipsConfigs.EnumFilterTagGroup.Career then
compareValue = detailConfig.Career
if compareValue == tagValue then
-- 当前角色满足该标签
return true
end
elseif groupId == XRoomCharFilterTipsConfigs.EnumFilterTagGroup.Element then
compareValue = detailConfig.ObtainElementList
for _, element in pairs(compareValue) do
if element == tagValue then
-- 当前角色满足该标签
return true
end
end
else
XLog.Error(string.format("XUiBfrtRoomCharacter:Filter函数错误没有处理排序组%s的逻辑", groupId))
return
end
end
local allChar = XDataCenter.CharacterManager.GetOwnCharacterList(CharacterTypeConvert[self.SelectTabBtnIndex])
XDataCenter.RoomCharFilterTipsManager.Filter(self.TagCacheDic, selectTagGroupDic, allChar, judgeCb,
function(filteredData)
self:FilterRefresh(filteredData, sortTagId)
end,
isThereFilterDataCb)
end
function XUiBabelTowerRoomCharacter:FilterRefresh(filteredData, sortTagId)
if self.SortFunction[sortTagId] then
table.sort(filteredData, self.SortFunction[sortTagId])
else
XLog.Error(string.format("XUiBfrtRoomCharacter:FilterRefresh函数错误没有定义标签%s的排序函数", sortTagId))
return
end
self:UpdateCharacterList(filteredData)
end