254 lines
11 KiB
Lua
254 lines
11 KiB
Lua
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--修改安装模块 技能的界面
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local XUiBrilliantWalkModule = XLuaUiManager.Register(XLuaUi, "UiBrilliantWalkModule")
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local XUIBrilliantWalkModulePanelModule = require("XUi/XUiBrilliantWalk/ModuleSubPanel/XUIBrilliantWalkModulePanelModule")--模块子界面
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local XUIBrilliantWalkModulePanelSkill = require("XUi/XUiBrilliantWalk/ModuleSubPanel/XUIBrilliantWalkModulePanelSkill")--技能子界面
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local XUIBrilliantWalkModulePanelUltimateModule = require("XUi/XUiBrilliantWalk/ModuleSubPanel/XUIBrilliantWalkModulePanelUltimateModule")--必杀模块子界面
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local MODULE_LOCK_RIMG = CS.XGame.ClientConfig:GetString("BrilliantWalkStageDefaultModuleLockRImg") --插槽未解锁时图标
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local MODULE_UNACTIVE_RIMG = CS.XGame.ClientConfig:GetString("BrilliantWalkStageDefaultModuleUnActiveRImg") --插槽没装备模块时的默认图标
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function XUiBrilliantWalkModule:OnAwake()
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--界面左边 四个槽位Panel
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self.UIPanelEquipmentTap = XTool.InitUiObjectByUi({},self.PanelEquipmentTap)
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self.TrenchTapToggleGroup = {}
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local index = 1
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while self.UIPanelEquipmentTap["BtnTog" .. index] do
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local trenchId = index
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local btnTog = self.UIPanelEquipmentTap["BtnTog" .. trenchId]
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table.insert(self.TrenchTapToggleGroup, btnTog)
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btnTog.CallBack = function() self:OnBtnTrenchsClick(trenchId) end
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index = index + 1
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end
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--界面右边普通模块界面
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self.UIPanelEquipmentModule = XUIBrilliantWalkModulePanelModule.New(self.PanelEquipmentModule,self)
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--界面右边必杀模块界面
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self.UIPanelEquipmentUltimateModule = XUIBrilliantWalkModulePanelUltimateModule.New(self.PanelEquipmentUltimateModule,self)
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--界面右边技能子界面
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self.UIPanelEquipmentSkill = XUIBrilliantWalkModulePanelSkill.New(self.PanelEquipmentSkill,self)
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--主界面按钮
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self.BtnMainUi.CallBack = function()
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self:OnBtnMainUiClick()
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end
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--返回按钮
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self.BtnBack.CallBack = function()
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self:OnBtnBackClick()
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end
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--帮助按钮
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self.BtnHelp.CallBack = function()
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self:OnBtnHelpClick()
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end
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end
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function XUiBrilliantWalkModule:OnStart()
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end
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--记录并在UI中修改openUIData是因为 此界面记录的插槽和模块会随着玩家操作改变,当从子界面返回时,Main堆栈所记录的打开数据就与操作后的不符。
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function XUiBrilliantWalkModule:OnEnable(openUIData)
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self.OpenUIData = openUIData
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self.TrenchId = openUIData.TrenchId
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self.ModuleId = openUIData.ModuleId or self.ModuleId or nil
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self:UpdateView()
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XEventManager.AddEventListener(XEventId.EVENT_BRILLIANT_WALK_PLUGIN_CHANGE,self.UpdatePanelEquipmentTap,self)
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self.RedPointID = XRedPointManager.AddRedPointEvent(self, self.UpdateTrenchRed, self,{ XRedPointConditions.Types.CONDITION_BRILLIANTWALK_PLUGIN }, -1)
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end
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function XUiBrilliantWalkModule:OnDisable()
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XEventManager.RemoveEventListener(XEventId.EVENT_BRILLIANT_WALK_PLUGIN_CHANGE, self.UpdatePanelEquipmentTap, self)
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XRedPointManager.RemoveRedPointEvent(self.RedPointID)
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end
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--刷新模块信息界面
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function XUiBrilliantWalkModule:UpdateView()
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local UiData = XDataCenter.BrilliantWalkManager.GetUiDataModuleInfo()
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self:UpdatePanelEquipmentTap(UiData)
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if self.TrenchId then
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self.ParentUi:SwitchSceneCamera(XBrilliantWalkCameraType["Trench" .. self.TrenchId])
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local trenchType = XBrilliantWalkConfigs.GetTrenchConfig(self.TrenchId).TrenchType
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if trenchType == XBrilliantWalkTrenchType.Ultimate then --打开右面板必杀模块界面
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self:OpenPanelEquipmentUltimateModule(self.TrenchId)
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else
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if not self.ModuleId then
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--打开右面板模块界面
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self:OpenPanelEquipmentModule(self.TrenchId)
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else --打开右面板技能界面
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self:OpenPanelEquipmentSkill(self.TrenchId,self.ModuleId)
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end
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end
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else --不打开右面板
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self:CloseAllSubPanel()
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end
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end
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--===========打开界面 begin==========
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--打开右插件模块面板
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function XUiBrilliantWalkModule:OpenPanelEquipmentModule(trenchId)
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self.PanelEquipmentSkill.gameObject:SetActiveEx(false)
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self.PanelEquipmentModule.gameObject:SetActiveEx(true)
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self.PanelEquipmentUltimateModule.gameObject:SetActiveEx(false)
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self:UpdatePanelEquipmentModule(trenchId)
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end
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--打开右插件必杀模块面板
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function XUiBrilliantWalkModule:OpenPanelEquipmentUltimateModule(trenchId)
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self.PanelEquipmentSkill.gameObject:SetActiveEx(false)
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self.PanelEquipmentModule.gameObject:SetActiveEx(false)
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self.PanelEquipmentUltimateModule.gameObject:SetActiveEx(true)
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self:UpdatePanelEquipmentUltimateModule(trenchId)
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end
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--打开右插件技能面板
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function XUiBrilliantWalkModule:OpenPanelEquipmentSkill(trenchId, moduleId)
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self.PanelEquipmentSkill.gameObject:SetActiveEx(true)
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self.PanelEquipmentModule.gameObject:SetActiveEx(false)
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self.PanelEquipmentUltimateModule.gameObject:SetActiveEx(false)
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self:UpdatePanelEquipmentSkill(trenchId,moduleId)
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end
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--关闭所有子面板
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function XUiBrilliantWalkModule:CloseAllSubPanel()
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self.PanelEquipmentModule.gameObject:SetActiveEx(false)
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self.PanelEquipmentUltimateModule.gameObject:SetActiveEx(false)
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self.PanelEquipmentSkill.gameObject:SetActiveEx(false)
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end
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--===========打开界面 end==========
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--===========刷新界面 begin==========
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--刷新左插槽面板
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function XUiBrilliantWalkModule:UpdatePanelEquipmentTap(UiData)
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local UiData = UiData or XDataCenter.BrilliantWalkManager.GetUiDataModuleInfo()
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for index,ToggleTrench in pairs(self.TrenchTapToggleGroup) do
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repeat --为了让break变成continue功能做的
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--检查是否存在插槽数据
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if not UiData.TrenchConfigs[index] then
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ToggleTrench.gameObject:SetActiveEx(false)
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break --continue
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end
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ToggleTrench.gameObject:SetActiveEx(true)
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--插槽模块详情
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local pluginId = XDataCenter.BrilliantWalkManager.CheckTrenchEquipModule(index)
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if pluginId then --有装备模块
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local pluginConfig = XBrilliantWalkConfigs.GetBuildPluginConfig(pluginId)
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if pluginConfig.Icon then
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ToggleTrench:SetRawImage(pluginConfig.Icon)
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end
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else --无装备模块
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ToggleTrench:SetRawImage(MODULE_UNACTIVE_RIMG)
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end
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--是否选中高亮插槽
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if index == self.TrenchId then
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ToggleTrench:SetButtonState(CS.UiButtonState.Select)
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else
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ToggleTrench:SetButtonState(CS.UiButtonState.Normal)
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end
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--检查是否选中该插槽
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if self.TrenchId == index then
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ToggleTrench:SetButtonState(CS.UiButtonState.Select)
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else
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ToggleTrench:SetButtonState(CS.UiButtonState.Normal)
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end
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--检查插槽是否解锁
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if XDataCenter.BrilliantWalkManager.CheckTrenchUnlock(index) then --解锁
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if index == 4 then --特殊武装模块 配置和UI过于特殊无共性 暂时代码写死
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ToggleTrench.gameObject:SetActiveEx(true)
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end
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ToggleTrench:SetDisable(false)
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if self.TrenchId == index then
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ToggleTrench:SetButtonState(CS.UiButtonState.Select)
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else
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ToggleTrench:SetButtonState(CS.UiButtonState.Normal)
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end
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else--未解锁
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if index == 4 then --特殊武装模块 配置和UI过于特殊无共性 暂时代码写死
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ToggleTrench.gameObject:SetActiveEx(false)
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end
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ToggleTrench:SetDisable(true)
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ToggleTrench:SetRawImage(MODULE_LOCK_RIMG)
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end
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index = index + 1
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break;
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until true
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end
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end
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--刷新刷右插件模块面板
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function XUiBrilliantWalkModule:UpdatePanelEquipmentModule(trenchId)
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self.UIPanelEquipmentModule:UpdateView(trenchId)
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end
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--刷新刷右插件必杀模块面板
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function XUiBrilliantWalkModule:UpdatePanelEquipmentUltimateModule(trenchId)
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self.UIPanelEquipmentUltimateModule:UpdateView(trenchId)
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end
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--刷新刷右插件技能面板
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function XUiBrilliantWalkModule:UpdatePanelEquipmentSkill(trenchId, moduleId)
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self.UIPanelEquipmentSkill:UpdateView(trenchId, moduleId)
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end
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--===========刷新界面 end==========
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--=========红点 begin===========
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--插槽红点
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function XUiBrilliantWalkModule:UpdateTrenchRed()
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for index,ToggleTrench in pairs(self.TrenchTapToggleGroup) do
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ToggleTrench:ShowReddot(XDataCenter.BrilliantWalkManager.CheckBrilliantWalkTrenchIsRed(index))
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end
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end
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--=========红点 end=============
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--点击插槽按钮
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function XUiBrilliantWalkModule:OnBtnTrenchsClick(trenchId)
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if XDataCenter.BrilliantWalkManager.CheckTrenchUnlock(trenchId) then
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--改变当前UI显示数据
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self.TrenchId = trenchId
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self.ModuleId = nil
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self:UpdateView(trenchId)
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--改变主界面堆栈记录UI数据
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self.OpenUIData.TrenchId = trenchId
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self.OpenUIData.ModuleId = nil
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else
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XUiManager.TipMsg(CS.XTextManager.GetText("BrilliantWalkTrenchNotUnlock"))
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end
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end
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--点击模块按钮(右侧模块面板)
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function XUiBrilliantWalkModule:OnBtnModuleClick(moduleId)
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self.ModuleId = moduleId
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self:OpenPanelEquipmentSkill(self.TrenchId,moduleId)
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--改变主界面堆栈记录UI数据
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self.OpenUIData.ModuleId = moduleId
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end
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--点击启用模块按钮(右侧技能面板或必杀模块面板)
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function XUiBrilliantWalkModule:OnBtnActiveModule(moduleId)
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local result = XDataCenter.BrilliantWalkManager.DoEnableModule(self.TrenchId, moduleId)
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if result then XEventManager.DispatchEvent(XEventId.EVENT_BRILLIANT_WALK_UIEFFECT_CHANGEPLUGIN) end
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return result
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end
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--点击取消模块按钮(右侧技能面板或必杀模块面板)
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function XUiBrilliantWalkModule:OnBtnDisactiveModule(moduleId)
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--XLog.Log("XUiBrilliantWalkModule:OnBtnDisactiveModule T:" .. self.TrenchId .. " M:" .. moduleId)
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return XDataCenter.BrilliantWalkManager.DoDisableModule(self.TrenchId, moduleId)
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end
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--点击技能模块按钮(右侧技能面板)
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function XUiBrilliantWalkModule:OnBtnActiveSkill(skillId)
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self.ParentUi:OpenStackSubUi("UiBrilliantWalkPerk",{
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TrenchId = self.TrenchId,
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ModuleId = self.ModuleId,
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SkillId = skillId
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})
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end
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--点击取消激活技能按钮(右侧技能面板)
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function XUiBrilliantWalkModule:OnBtnDisactiveSkill(skillId)
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--XLog.Log("XUiBrilliantWalkModule:OnBtnDisactiveSkill T:" .. self.TrenchId .. " S:" .. skillId)
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return XDataCenter.BrilliantWalkManager.DoDisableSkill(self.TrenchId, skillId)
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end
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--点击返回按钮
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function XUiBrilliantWalkModule:OnBtnBackClick()
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if self.ModuleId then
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self:OnBtnTrenchsClick(self.TrenchId)
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return
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end
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self.TrenchId = nil
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self.ParentUi:CloseStackTopUi()
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end
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--点击主界面按钮
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function XUiBrilliantWalkModule:OnBtnMainUiClick()
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self.TrenchId = nil
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self.ModuleId = nil
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XLuaUiManager.RunMain()
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end
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--点击感叹号按钮
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function XUiBrilliantWalkModule:OnBtnHelpClick()
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XUiManager.ShowHelpTip("BrilliantWalk")
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end
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