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

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local CSXTextManagerGetText = CS.XTextManager.GetText
local XUiGridAssignFormationMember = XClass(nil, "XUiGridAssignFormationMember") -- XUiGridEchelonMember
function XUiGridAssignFormationMember:Ctor(rootUi, ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.RootUi = rootUi
XTool.InitUiObject(self)
self:InitComponent()
end
function XUiGridAssignFormationMember:InitComponent()
CsXUiHelper.RegisterClickEvent(self.BtnMember, function() self:OnMemberClick() end)
self.RImgRole.gameObject:SetActiveEx(false)
self.ImgLeader.gameObject:SetActiveEx(false)
self.ImgAbility.gameObject:SetActiveEx(false)
-- self.TxtAbility
self.ImgSelect.gameObject:SetActiveEx(false)
self.ImgSelect.gameObject:SetActiveEx(false)
self.PanelEffect.gameObject:SetActiveEx(false)
self.ImgFirstRole.gameObject:SetActiveEx(false)
end
function XUiGridAssignFormationMember:Refresh(groupId, teamOrder, teamData, memberOrder)
self.GroupId = groupId
self.TeamOrder = teamOrder
self.TeamData = teamData
self.MemberOrder = memberOrder
local memberData = teamData:GetMemberList()[memberOrder]
self.MemberData = memberData
self.CurCharacterId = nil
local index = memberData:GetIndex()
local color = XUiHelper.Hexcolor2Color(XDataCenter.FubenAssignManager.MemberColor[index])
self.ImgLeftSkill.color = color
self.ImgRightSkill.color = color
self.ImgSelect.gameObject:SetActiveEx(false)
self.PanelEffect.gameObject:SetActiveEx(false)
self.CharacterId = memberData:GetCharacterId()
if self.CharacterId and self.CharacterId ~= 0 then
self.RImgRole.gameObject:SetActiveEx(true)
self.RImgRole:SetRawImage(XDataCenter.CharacterManager.GetCharSmallHeadIcon(self.CharacterId))
else
self.RImgRole.gameObject:SetActiveEx(false)
end
self:RefreshLeaderIndex()
end
-- 更新角色grid的队长与首发标签
function XUiGridAssignFormationMember:RefreshLeaderIndex()
if not self.MemberData then
return
end
local index = self.MemberData:GetIndex()
local leaderIndex = self.TeamData:GetLeaderIndex()
local firstFightIndex = self.TeamData:GetFirstFightIndex()
self.ImgLeader.gameObject:SetActiveEx(index == leaderIndex)
self.ImgFirstRole.gameObject:SetActiveEx(index == firstFightIndex)
end
function XUiGridAssignFormationMember:OnMemberClick()
local firstOrder = XDataCenter.FubenAssignManager.OccupyFirstSelectOrder
if not firstOrder and not self.CharacterId then
XLog.Debug("请选中角色")
return
end
local teamId = self.TeamData:GetId()
local memberList = self.TeamData:GetMemberList()
-- 选第一个
if not firstOrder then
firstOrder = self.MemberOrder
self.ImgSelect.gameObject:SetActiveEx(true)
XDataCenter.FubenAssignManager.OccupyFirstSelectTeamId = teamId
XDataCenter.FubenAssignManager.OccupyFirstSelectOrder = firstOrder
else
if teamId == XDataCenter.FubenAssignManager.OccupyFirstSelectTeamId and firstOrder == self.MemberOrder then -- 反选第一个
-- memberList[firstOrder]:SetCharacterId(nil)
return
else
-- self.ImgSelect.gameObject:SetActiveEx(true)
local srcTeamId = XDataCenter.FubenAssignManager.OccupyFirstSelectTeamId
local srcTeamData = XDataCenter.FubenAssignManager.GetTeamDataById(srcTeamId)
local srcMemberList = srcTeamData:GetMemberList()
local srcCharacterId = srcMemberList[firstOrder]:GetCharacterId()
local dstCharacterId = self.CharacterId
local swapFunc = function(isReset)
if isReset then
srcTeamData:ClearMemberList()
self.TeamData:ClearMemberList()
end
srcMemberList[firstOrder]:SetCharacterId(self.CharacterId)
memberList[self.MemberOrder]:SetCharacterId(srcCharacterId)
XDataCenter.FubenAssignManager.OccupySecondSelectTeamId = teamId
XDataCenter.FubenAssignManager.OccupySecondSelectOrder = self.MemberOrder
CsXGameEventManager.Instance:Notify(XEventId.EVENT_ASSIGN_REFRESH_FORMATION) -- 刷新编队界面 将调用RefreshEffect
end
local oldCharacterLimitType = XFubenConfigs.GetStageCharacterLimitType(srcTeamId)
local newCharacterLimitType = XFubenConfigs.GetStageCharacterLimitType(teamId)
local oldCharacterType = srcTeamData:GetCharacterType()
local newCharacterType = self.TeamData:GetCharacterType()
--仅当副本限制类型为构造体/感染体强制要求时赋值
local oldForceCharacterType = XDataCenter.FubenManager.GetForceCharacterTypeByCharacterLimitType(oldCharacterLimitType)
local newForceCharacterType = XDataCenter.FubenManager.GetForceCharacterTypeByCharacterLimitType(newCharacterLimitType)
--角色类型不符合副本限制类型
if oldForceCharacterType and newCharacterType and oldForceCharacterType ~= newCharacterType
or newForceCharacterType and oldCharacterType and newForceCharacterType ~= oldCharacterType then
XUiManager.TipText("SwapCharacterTypeIsNotMatch")
return
end
local limitType = XFubenConfigs.GetStageCharacterLimitType(teamId)
if limitType == XFubenConfigs.CharacterLimitType.Isomer or
limitType == XFubenConfigs.CharacterLimitType.Normal then
--角色类型不一致
if newCharacterType and oldCharacterType and oldCharacterType ~= newCharacterType then
local content = CSXTextManagerGetText("SwapCharacterTypeIsDiffirent")
local sureCallBack = function() swapFunc(true) end
XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, nil, sureCallBack)
return
end
end
swapFunc()
end
end
end
function XUiGridAssignFormationMember:RefreshEffect(state)
if state == XDataCenter.FubenAssignManager.FormationState.Effect then -- 隐藏选框,显示特效
local firstTeamId = XDataCenter.FubenAssignManager.OccupyFirstSelectTeamId or 0
local secondTeamId = XDataCenter.FubenAssignManager.OccupySecondSelectTeamId or 0
local firstOrder = XDataCenter.FubenAssignManager.OccupyFirstSelectOrder
local secondOrder = XDataCenter.FubenAssignManager.OccupySecondSelectOrder
local teamId = self.TeamData:GetId()
local isFirstSelected = (teamId == firstTeamId and self.MemberOrder == firstOrder)
local isSecondSelect = (teamId == secondTeamId and self.MemberOrder == secondOrder)
self.ImgSelect.gameObject:SetActiveEx(false)
self.PanelEffect.gameObject:SetActiveEx(isFirstSelected or isSecondSelect)
elseif state == XDataCenter.FubenAssignManager.FormationState.Reset then -- 重置数据
XDataCenter.FubenAssignManager.OccupyFirstSelectTeamId = nil
XDataCenter.FubenAssignManager.OccupyFirstSelectOrder = nil
XDataCenter.FubenAssignManager.OccupySecondSelectTeamId = nil
XDataCenter.FubenAssignManager.OccupySecondSelectOrder = nil
self.ImgSelect.gameObject:SetActiveEx(false)
self.PanelEffect.gameObject:SetActiveEx(false)
end
end
return XUiGridAssignFormationMember