PGRData/Script/matrix/xui/xuiassign/XUiAssignDeploy.lua

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local XUiAssignDeploy = XLuaUiManager.Register(XLuaUi, "UiAssignDeploy")
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local AutoCheckTeamTrigger = nil
local table = table
local ipairs = ipairs
local XUiGridAssignDeployTeam = require("XUi/XUiAssign/XUiGridAssignDeployTeam")
local XUiPanelAssignFormation = require("XUi/XUiAssign/XUiPanelAssignFormation")
function XUiAssignDeploy:OnAwake()
self:InitComponent()
end
function XUiAssignDeploy:OnStart()
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AutoCheckTeamTrigger = true
self.GroupId = XDataCenter.FubenAssignManager.SelectGroupId
self.ChapterId = XDataCenter.FubenAssignManager.SelectChapterId
self:InitGroupInfo()
end
function XUiAssignDeploy:OnEnable()
self.GroupId = XDataCenter.FubenAssignManager.SelectGroupId
self.ChapterId = XDataCenter.FubenAssignManager.SelectChapterId
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if AutoCheckTeamTrigger then
AutoCheckTeamTrigger = nil
self:AutoCheckTeamToRefresh()
end
self:RefreshTeamGrid()
self.TextDesc.text = CS.XTextManager.GetText("AwarenessHintText")
end
function XUiAssignDeploy:InitComponent()
self.FormationPanel = XUiPanelAssignFormation.New(self, self.PanelFormation)
self.FormationPanel:Close()
self.GridDeployTeam.gameObject:SetActiveEx(false)
-- self.PanelDanger
self:RegisterClickEvent(self.BtnBack, self.OnBtnBackClick)
self:RegisterClickEvent(self.BtnMainUi, self.OnBtnMainUiClick)
self.BtnAutoTeam.CallBack = function() self:OnBtnAutoTeamClick() end
self.BtnFight.CallBack = function() self:OnBtnFightClick() end
self.BtnFormation.CallBack = function() self:OnBtnFormationClick() end
self.BtnFormation:SetButtonState(XUiButtonState.Disable)
end
function XUiAssignDeploy:OnGetEvents()
return { XEventId.EVENT_FUBEN_ASSIGN_FORMATION_CONFIRM, XEventId.EVENT_ON_ASSIGN_TEAM_CHANGED, XEventId.EVENT_ASSIGN_REFRESH_FORMATION }
end
--事件监听
function XUiAssignDeploy:OnNotify(evt)
if evt == XEventId.EVENT_FUBEN_ASSIGN_FORMATION_CONFIRM then
self:OnFormationConfirm()
elseif evt == XEventId.EVENT_ON_ASSIGN_TEAM_CHANGED then
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self:RefreshTeamGrid()
elseif evt == XEventId.EVENT_ASSIGN_REFRESH_FORMATION then
self.FormationPanel:RefreshForAnim()
end
end
function XUiAssignDeploy:InitGroupInfo()
local data = XDataCenter.FubenAssignManager.GetGroupDataById(self.GroupId)
self.TeamGridList = {}
self.ListData = data:GetTeamInfoId()
self.StageListData = data:GetStageId()
for _, _ in ipairs(self.ListData) do
local ui = CS.UnityEngine.Object.Instantiate(self.GridDeployTeam)
ui.transform:SetParent(self.PanelTeamContent, false)
ui.gameObject:SetActiveEx(true)
local grid = XUiGridAssignDeployTeam.New(self, ui)
table.insert(self.TeamGridList, grid)
end
end
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function XUiAssignDeploy:AutoCheckTeamToRefresh()
-- 先检查队伍是否为空
-- 若为空则往前查找有队伍信息的group
if not XDataCenter.FubenAssignManager.CheckGroupHadRecordTeam(self.GroupId) then
-- 且自动填充前清除队伍数据
for k, teamId in pairs(self.ListData) do
local teamData = teamId and XDataCenter.FubenAssignManager.GetTeamDataById(teamId) or nil
if teamData then
teamData:SetMemberList(nil)
end
end
local targetPreGroupTeamData = nil
local teamRecords = XDataCenter.FubenAssignManager.GetGroupTeamRecords()
for i = #teamRecords, 1, -1 do
local groupTeamRecordData = teamRecords[i]
local groupId = groupTeamRecordData.GroupId
if groupId < self.GroupId then
targetPreGroupTeamData = XTool.Clone(groupTeamRecordData)
break
end
end
-- 如果找到了copy到这一group并同步服务器
if targetPreGroupTeamData then
-- copy前要检查队伍兼容性
-- 如果被copy的队伍比该group需要的队伍多,剔除掉多的
-- 如果相同位置的队伍 人数也比当前的多, 剔除掉多的
for i = 1, #targetPreGroupTeamData.TeamInfoList, 1 do
local teamId = self.ListData[i]
local teamData = teamId and XDataCenter.FubenAssignManager.GetTeamDataById(teamId) or nil
-- 处理成员
local teamList = targetPreGroupTeamData.TeamInfoList[i]
if teamData then
for index, charId in pairs(teamList) do
if index > teamData:GetNeedCharacter() then
-- table.remove(teamList, index)
teamList[index] = nil
end
end
end
-- 处理首发位(有部分老玩家在首发位概念出来前就玩过该活动导致服务端没存所以要额外判空1次firstFightPosListNum)
local firstFightPosListNum = targetPreGroupTeamData.FirstFightPosList[i]
if teamData and firstFightPosListNum and firstFightPosListNum > teamData:GetNeedCharacter() then
targetPreGroupTeamData.FirstFightPosList[i] = 1
end
-- 处理队长位
local captainPosListNum = targetPreGroupTeamData.CaptainPosList[i]
if teamData and captainPosListNum and captainPosListNum > teamData:GetNeedCharacter() then
targetPreGroupTeamData.CaptainPosList[i] = 1
end
-- 清除多余队伍
if i > #self.ListData then
-- table.remove(targetPreGroupTeamData.TeamInfoList, i)
-- table.remove(targetPreGroupTeamData.FirstFightPosList, i)
-- table.remove(targetPreGroupTeamData.CaptainPosList, i)
targetPreGroupTeamData.TeamInfoList[i] = nil
targetPreGroupTeamData.FirstFightPosList[i] = nil
targetPreGroupTeamData.CaptainPosList[i] = nil
end
-- 设置修改后的数据
if teamData then
teamData:SetMemberList(targetPreGroupTeamData.TeamInfoList[i])
teamData:SetFirstFightIndex(targetPreGroupTeamData.FirstFightPosList[i])
teamData:SetLeaderIndex(targetPreGroupTeamData.CaptainPosList[i])
end
end
end
end
end
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function XUiAssignDeploy:RefreshTeamGrid()
local memberCount = XDataCenter.FubenAssignManager.GetGroupMemberCount(self.GroupId)
self.BtnFormation.gameObject:SetActiveEx(memberCount > 0)
self.BtnFormation:SetButtonState(XUiButtonState.Normal)
for i, grid in ipairs(self.TeamGridList) do
if self.ListData[i] then
grid.GameObject:SetActiveEx(true)
grid:Refresh(self.GroupId, i, self.ListData[i])
else
grid.GameObject:SetActiveEx(false)
end
end
end
function XUiAssignDeploy:OnBtnFightClick()
-- --检查挑战次数
-- local groupData = XDataCenter.FubenAssignManager.GetGroupDataById(self.GroupId)
-- if groupData:GetFightCount() >= groupData:GetMaxFightCount() then
-- XUiManager.TipMsg(CS.XTextManager.GetText("FubenChallengeCountNotEnough"))
-- return
-- end
-- 检查队伍
local allTeamHasMember, teamCharList, captainPosList, firstFightPosList = XDataCenter.FubenAssignManager.TryGetFightTeamCharList(self.GroupId)
if not allTeamHasMember then
XUiManager.TipMsg(CS.XTextManager.GetText("AssignFightNoMember"))
return
end
-- 设置队伍
XDataCenter.FubenAssignManager.AssignSetTeamRequest(self.GroupId, teamCharList, captainPosList, firstFightPosList, function()
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local targetIndex = 1
local targetStageId = nil
local groupData = XDataCenter.FubenAssignManager.GetGroupDataById(self.GroupId)
local stageIdList = groupData:GetStageId()
for i = 1, #stageIdList, 1 do
local stageId = stageIdList[i]
if not XDataCenter.FubenAssignManager.CheckStageFinish(stageId) then
targetIndex = i
targetStageId = stageId
break
end
end
-- 进入战斗
local chapterData = XDataCenter.FubenAssignManager.GetChapterDataById(self.ChapterId)
XDataCenter.FubenAssignManager.SetEnterLoadingData(targetIndex, teamCharList[targetIndex], groupData, chapterData, true)
XDataCenter.FubenManager.EnterAssignFight(targetStageId, teamCharList[targetIndex], captainPosList[targetStageId], nil, nil, firstFightPosList[targetIndex])
XDataCenter.FubenAssignManager.AssignGetDataRequest() -- 同步数据
-- 打开战斗前loading界面
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-- XLuaUiManager.Open("UiAssignInfo", self.ChapterId, self.GroupId, teamCharList, captainPosList, firstFightPosList)
end)
end
function XUiAssignDeploy:OnBtnFormationClick()
self.FormationPanel:Show(self.GroupId)
end
function XUiAssignDeploy:OnBtnAutoTeamClick()
XDataCenter.FubenAssignManager.AutoTeam(self.GroupId)
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self:RefreshTeamGrid()
end
function XUiAssignDeploy:OnBtnBackClick()
self:Close()
end
function XUiAssignDeploy:OnBtnMainUiClick()
XLuaUiManager.RunMain()
end
function XUiAssignDeploy:OnFormationConfirm()
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self:RefreshTeamGrid()
end