PGRData/Script/matrix/xui/xuibfrt/XUiBfrtQuickDeploy.lua

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local XUiGridQuickDeployTeam = require("XUi/XUiBfrt/XUiGridQuickDeployTeam")
local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
local CSXTextManagerGetText = CS.XTextManager.GetText
local XUiBfrtQuickDeploy = XLuaUiManager.Register(XLuaUi, "UiBfrtQuickDeploy")
function XUiBfrtQuickDeploy:OnAwake()
self.GridQuickDeployTeam.gameObject:SetActiveEx(false)
self:AutoAddListener()
end
function XUiBfrtQuickDeploy:OnStart(groupId, rootUi, saveCb)
self.GroupId = groupId
self.RootUi = rootUi
self.SaveCb = saveCb
self.StageIds = XDataCenter.BfrtManager.GetStageIdList(groupId)
self.FightInfoIdList = XDataCenter.BfrtManager.GetFightInfoIdList(groupId)
self.LogisticsInfoIdList = XDataCenter.BfrtManager.GetLogisticsInfoIdList(groupId)
self.TeamGridList = {}
end
function XUiBfrtQuickDeploy:OnEnable()
self:UpdateView()
end
function XUiBfrtQuickDeploy:OnDisable()
self.OldSelectCharacterId = nil
self.OldTeam = nil
self.OldPos = nil
if self.LastSelectGrid then
self.LastSelectGrid:SetSelect(false)
self.LastSelectGrid = nil
end
end
function XUiBfrtQuickDeploy:GetTeamCharacterType(team)
for _, characterId in pairs(team or {}) do
if characterId ~= 0 then
return XCharacterConfigs.GetCharacterType(characterId)
end
end
end
function XUiBfrtQuickDeploy:UpdateView()
local fightTeamList = self.RootUi.FightTeamList
local logisticsTeamList = self.RootUi.LogisticsTeamList
local fightInfoIdList = self.FightInfoIdList
local logisticsInfoIdList = self.LogisticsInfoIdList
local memberClickCb = function(characterId, grid, pos, team, characterLimitType)
local oldSelectCharacterId = self.OldSelectCharacterId
if oldSelectCharacterId then
if not (characterId == 0 and oldSelectCharacterId == 0)
and characterId ~= oldSelectCharacterId then
local swapFunc = function(isReset)
self:SwapTeamPos(self.OldTeam, self.OldPos, team, pos, isReset)
self:UpdateView()
grid:ShowEffect()
self.LastSelectGrid:ShowEffect()
self.LastSelectGrid:SetSelect(false)
self.LastSelectGrid = nil
self.OldSelectCharacterId = nil
self.OldTeam = nil
self.OldPos = nil
end
local oldCharacterType = self:GetTeamCharacterType(self.OldTeam)
local newCharacterType = self:GetTeamCharacterType(team)
--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(self.OldCharacterLimitType)
local newForceCharacterType = XDataCenter.FubenManager.GetForceCharacterTypeByCharacterLimitType(characterLimitType)
--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
if characterLimitType == XFubenConfigs.CharacterLimitType.Isomer or
characterLimitType == 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()
return
end
end
if self.LastSelectGrid then
self.LastSelectGrid:SetSelect(false)
end
self.LastSelectGrid = grid
self.LastSelectGrid:SetSelect(true)
self.LastSelectGrid:ShowEffect()
self.OldSelectCharacterId = characterId
self.OldTeam = team
self.OldPos = pos
self.OldCharacterLimitType = characterLimitType
end
local gridIndex = 1
local teamGridList = self.TeamGridList
local stageIds = self.StageIds
local groupId = self.GroupId
for index, echelonId in pairs(fightInfoIdList) do
local teamGrid = teamGridList[gridIndex]
if not teamGrid then
local go = CSUnityEngineObjectInstantiate(self.GridQuickDeployTeam, self.PanelFormationTeamContent)
teamGrid = XUiGridQuickDeployTeam.New(go, memberClickCb)
teamGridList[gridIndex] = teamGrid
end
local team = fightTeamList[index]
local characterLimitType = XFubenConfigs.GetStageCharacterLimitType(stageIds[index])
teamGrid:Refresh(echelonId, team, index, XDataCenter.BfrtManager.EchelonType.Fight, characterLimitType, groupId)
teamGrid.GameObject:SetActiveEx(true)
gridIndex = gridIndex + 1
end
for index, echelonId in pairs(logisticsInfoIdList) do
local teamGrid = teamGridList[gridIndex]
if not teamGrid then
local go = CSUnityEngineObjectInstantiate(self.GridQuickDeployTeam, self.PanelFormationTeamContent)
teamGrid = XUiGridQuickDeployTeam.New(go, memberClickCb)
teamGridList[gridIndex] = teamGrid
end
local team = logisticsTeamList[index]
local characterLimitType = XFubenConfigs.GetStageCharacterLimitType(stageIds[index])
teamGrid:Refresh(echelonId, team, index, XDataCenter.BfrtManager.EchelonType.Logistics, characterLimitType, groupId)
teamGrid.GameObject:SetActiveEx(true)
gridIndex = gridIndex + 1
end
for i = gridIndex + 1, #teamGridList do
teamGridList[i].GameObject:SetActiveEx(false)
end
end
function XUiBfrtQuickDeploy:AutoAddListener()
-- self.BtnClose.CallBack = function() self:Close() end
self.BtnConfirm.CallBack = function() self:OnClickBtnConfirm() end
end
function XUiBfrtQuickDeploy:OnClickBtnConfirm()
self.SaveCb()
self:Close()
end
function XUiBfrtQuickDeploy:SwapTeamPos(oldTeam, oldCharacterPos, newTeam, newCharacterPos, isReset)
local oldCharacterId = oldTeam[oldCharacterPos]
local newCharacterId = newTeam[newCharacterPos]
if oldTeam and oldCharacterPos then
if isReset then
for k in pairs(oldTeam) do
oldTeam[k] = 0
end
end
oldTeam[oldCharacterPos] = newCharacterId
end
if newTeam and newCharacterPos then
if isReset then
for k in pairs(oldTeam) do
newTeam[k] = 0
end
end
newTeam[newCharacterPos] = oldCharacterId
end
end