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

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local XUiGridAssignDeployTeam = XClass(nil, "XUiGridAssignDeployTeam")
local XUiGridAssignDeployMember = require("XUi/XUiAssign/XUiGridAssignDeployMember")
function XUiGridAssignDeployTeam:Ctor(rootUi, ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.RootUi = rootUi
XTool.InitUiObject(self)
self:InitComponent()
end
function XUiGridAssignDeployTeam:InitComponent()
self.MemberGridList = {}
self.BtnLeader.CallBack = function() self:OnBtnLeaderClick() end
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self.BtnReset.CallBack = function() self:OnBtnResetClick() end
self.BtnFight.CallBack = function() self:OnBtnFightClick() end
self.GridDeployMember.gameObject:SetActiveEx(false)
self.ImgNotPassCondition.gameObject:SetActiveEx(false)
end
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function XUiGridAssignDeployTeam:OnBtnFightClick()
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()
local targetIndex = self.TeamOrder
local groupData = XDataCenter.FubenAssignManager.GetGroupDataById(self.GroupId)
local stageIdList = groupData:GetStageId()
local targetStageId = stageIdList[targetIndex]
-- 进入战斗
local chapterId = XFubenAssignConfigs.GetChapterIdByGroupId(self.GroupId)
local chapterData = XDataCenter.FubenAssignManager.GetChapterDataById(chapterId)
XDataCenter.FubenAssignManager.SetEnterLoadingData(targetIndex, teamCharList[targetIndex], groupData, chapterData)
XDataCenter.FubenManager.EnterAssignFight(targetStageId, teamCharList[targetIndex], captainPosList[targetStageId], nil, nil, firstFightPosList[targetIndex])
end)
end
function XUiGridAssignDeployTeam:OnBtnResetClick()
XDataCenter.FubenAssignManager.AssignResetStageRequest(self.GroupId, self.StageId , function ()
self:RefreshVictoryState(self.StageId)
end)
end
function XUiGridAssignDeployTeam:OnBtnLeaderClick()
local teamData = XDataCenter.FubenAssignManager.GetTeamDataById(self.TeamInfoId)
local team = {}
local captainPos = teamData:GetLeaderIndex()
local memberList = teamData:GetMemberList()
for _, memberData in ipairs(memberList) do
local characterId = memberData:GetCharacterId() or 0
team[memberData:GetIndex()] = characterId
end
XLuaUiManager.Open("UiNewRoomSingleTip", self, team, captainPos, function(index)
teamData:SetLeaderIndex(index)
CsXGameEventManager.Instance:Notify(XEventId.EVENT_ON_ASSIGN_TEAM_CHANGED)
end)
end
function XUiGridAssignDeployTeam:Refresh(groupId, teamOrder, teamInfoId)
self.TeamOrder = teamOrder
self.TeamInfoId = teamInfoId
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self.GroupId = groupId
local teamData = XDataCenter.FubenAssignManager.GetTeamDataById(teamInfoId)
self.TxtTitle.text = CS.XTextManager.GetText("AssignTeamTitle", self.TeamOrder) -- 作战梯队1
self.TxtRequireAbility.text = teamData:GetRequireAbility()
self.TxtFightTips.text = teamData:GetDesc()
self.TxtLeaderSkill.text = teamData:GetLeaderSkillDesc()
for i = 1, teamData:GetNeedCharacter() do
local grid = self.MemberGridList[i]
if not grid then
local ui = CS.UnityEngine.Object.Instantiate(self.GridDeployMember)
ui.transform:SetParent(self.PanelDeployMembers, false)
ui.gameObject:SetActiveEx(true)
grid = XUiGridAssignDeployMember.New(self, ui)
self.MemberGridList[i] = grid
end
grid:Refresh(groupId, teamOrder, teamData, i)
end
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local groupData = XDataCenter.FubenAssignManager.GetGroupDataById(groupId)
local stageId = groupData:GetStageId()[teamOrder]
self.StageId = stageId
self:RefreshVictoryState(self.StageId)
-- self.ImgNotPassCondition.gameObject:SetActiveEx(not teamData:IsEnoughAbility())
end
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function XUiGridAssignDeployTeam:RefreshVictoryState(stageId)
local isFinish = XDataCenter.FubenAssignManager.CheckStageFinish(stageId)
self.PanelVictory.gameObject:SetActiveEx(isFinish)
end
return XUiGridAssignDeployTeam