186 lines
6.9 KiB
Lua
186 lines
6.9 KiB
Lua
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local XUiGridQuickDeployTeam = require("XUi/XUiBfrt/XUiGridQuickDeployTeam")
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local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
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local CSXTextManagerGetText = CS.XTextManager.GetText
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local XUiBfrtQuickDeploy = XLuaUiManager.Register(XLuaUi, "UiBfrtQuickDeploy")
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function XUiBfrtQuickDeploy:OnAwake()
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self.GridQuickDeployTeam.gameObject:SetActiveEx(false)
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self:AutoAddListener()
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end
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function XUiBfrtQuickDeploy:OnStart(groupId, rootUi, saveCb)
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self.GroupId = groupId
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self.RootUi = rootUi
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self.SaveCb = saveCb
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self.StageIds = XDataCenter.BfrtManager.GetStageIdList(groupId)
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self.FightInfoIdList = XDataCenter.BfrtManager.GetFightInfoIdList(groupId)
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self.LogisticsInfoIdList = XDataCenter.BfrtManager.GetLogisticsInfoIdList(groupId)
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self.TeamGridList = {}
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end
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function XUiBfrtQuickDeploy:OnEnable()
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self:UpdateView()
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end
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function XUiBfrtQuickDeploy:OnDisable()
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self.OldSelectCharacterId = nil
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self.OldTeam = nil
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self.OldPos = nil
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if self.LastSelectGrid then
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self.LastSelectGrid:SetSelect(false)
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self.LastSelectGrid = nil
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end
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end
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function XUiBfrtQuickDeploy:GetTeamCharacterType(team)
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for _, characterId in pairs(team or {}) do
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if characterId ~= 0 then
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return XCharacterConfigs.GetCharacterType(characterId)
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end
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end
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end
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function XUiBfrtQuickDeploy:UpdateView()
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local fightTeamList = self.RootUi.FightTeamList
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local logisticsTeamList = self.RootUi.LogisticsTeamList
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local fightInfoIdList = self.FightInfoIdList
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local logisticsInfoIdList = self.LogisticsInfoIdList
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local memberClickCb = function(characterId, grid, pos, team, characterLimitType)
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local oldSelectCharacterId = self.OldSelectCharacterId
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if oldSelectCharacterId then
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if not (characterId == 0 and oldSelectCharacterId == 0)
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and characterId ~= oldSelectCharacterId then
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local swapFunc = function(isReset)
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self:SwapTeamPos(self.OldTeam, self.OldPos, team, pos, isReset)
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self:UpdateView()
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grid:ShowEffect()
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self.LastSelectGrid:ShowEffect()
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self.LastSelectGrid:SetSelect(false)
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self.LastSelectGrid = nil
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self.OldSelectCharacterId = nil
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self.OldTeam = nil
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self.OldPos = nil
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end
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local oldCharacterType = self:GetTeamCharacterType(self.OldTeam)
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local newCharacterType = self:GetTeamCharacterType(team)
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--仅当副本限制类型为构造体/感染体强制要求时赋值
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local oldForceCharacterType = XDataCenter.FubenManager.GetForceCharacterTypeByCharacterLimitType(self.OldCharacterLimitType)
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local newForceCharacterType = XDataCenter.FubenManager.GetForceCharacterTypeByCharacterLimitType(characterLimitType)
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--角色类型不符合副本限制类型
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if oldForceCharacterType and newCharacterType and oldForceCharacterType ~= newCharacterType
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or newForceCharacterType and oldCharacterType and newForceCharacterType ~= oldCharacterType then
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XUiManager.TipText("SwapCharacterTypeIsNotMatch")
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return
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end
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if characterLimitType == XFubenConfigs.CharacterLimitType.Isomer or
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characterLimitType == XFubenConfigs.CharacterLimitType.Normal then
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--角色类型不一致
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if newCharacterType and oldCharacterType and oldCharacterType ~= newCharacterType then
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local content = CSXTextManagerGetText("SwapCharacterTypeIsDiffirent")
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local sureCallBack = function() swapFunc(true) end
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XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, nil, sureCallBack)
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return
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end
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end
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swapFunc()
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return
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end
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end
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if self.LastSelectGrid then
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self.LastSelectGrid:SetSelect(false)
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end
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self.LastSelectGrid = grid
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self.LastSelectGrid:SetSelect(true)
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self.LastSelectGrid:ShowEffect()
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self.OldSelectCharacterId = characterId
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self.OldTeam = team
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self.OldPos = pos
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self.OldCharacterLimitType = characterLimitType
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end
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local gridIndex = 1
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local teamGridList = self.TeamGridList
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local stageIds = self.StageIds
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local groupId = self.GroupId
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for index, echelonId in pairs(fightInfoIdList) do
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local teamGrid = teamGridList[gridIndex]
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if not teamGrid then
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local go = CSUnityEngineObjectInstantiate(self.GridQuickDeployTeam, self.PanelFormationTeamContent)
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teamGrid = XUiGridQuickDeployTeam.New(go, memberClickCb)
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teamGridList[gridIndex] = teamGrid
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end
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local team = fightTeamList[index]
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local characterLimitType = XFubenConfigs.GetStageCharacterLimitType(stageIds[index])
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teamGrid:Refresh(echelonId, team, index, XDataCenter.BfrtManager.EchelonType.Fight, characterLimitType, groupId)
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teamGrid.GameObject:SetActiveEx(true)
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gridIndex = gridIndex + 1
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end
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for index, echelonId in pairs(logisticsInfoIdList) do
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local teamGrid = teamGridList[gridIndex]
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if not teamGrid then
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local go = CSUnityEngineObjectInstantiate(self.GridQuickDeployTeam, self.PanelFormationTeamContent)
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teamGrid = XUiGridQuickDeployTeam.New(go, memberClickCb)
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teamGridList[gridIndex] = teamGrid
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end
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local team = logisticsTeamList[index]
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local characterLimitType = XFubenConfigs.GetStageCharacterLimitType(stageIds[index])
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teamGrid:Refresh(echelonId, team, index, XDataCenter.BfrtManager.EchelonType.Logistics, characterLimitType, groupId)
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teamGrid.GameObject:SetActiveEx(true)
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gridIndex = gridIndex + 1
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end
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for i = gridIndex + 1, #teamGridList do
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teamGridList[i].GameObject:SetActiveEx(false)
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end
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end
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function XUiBfrtQuickDeploy:AutoAddListener()
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-- self.BtnClose.CallBack = function() self:Close() end
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self.BtnConfirm.CallBack = function() self:OnClickBtnConfirm() end
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end
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function XUiBfrtQuickDeploy:OnClickBtnConfirm()
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self.SaveCb()
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self:Close()
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end
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function XUiBfrtQuickDeploy:SwapTeamPos(oldTeam, oldCharacterPos, newTeam, newCharacterPos, isReset)
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local oldCharacterId = oldTeam[oldCharacterPos]
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local newCharacterId = newTeam[newCharacterPos]
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if oldTeam and oldCharacterPos then
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if isReset then
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for k in pairs(oldTeam) do
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oldTeam[k] = 0
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end
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end
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oldTeam[oldCharacterPos] = newCharacterId
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end
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if newTeam and newCharacterPos then
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if isReset then
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for k in pairs(oldTeam) do
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newTeam[k] = 0
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end
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end
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newTeam[newCharacterPos] = oldCharacterId
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end
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end
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