PGRData/Script/matrix/xui/xuidormcomponent/XUiDormComponent.lua

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local XUiDormComponent = XLuaUiManager.Register(XLuaUi, "UiDormComponent")
local XUiGrid3DObj = require("XUi/XUiDormComponent/XUiGrid3DObj")
local XUiGridDialogBox = require("XUi/XUiDormComponent/XUiGridDialogBox")
local XUiPanelExp = require("XUi/XUiDormComponent/XUiPanelExp")
local XUiPanelExpDetail = require("XUi/XUiDormComponent/XUiPanelExpDetail")
local XUiPanelPutOn = require("XUi/XUiDormComponent/XUiPanelPutOn")
local XUiPanelTouch = require("XUi/XUiDormComponent/XUiPanelTouch")
local XUiFurnitureAttrObj = require("XUi/XUiDormComponent/XUiFurnitureAttrObj")
function XUiDormComponent:OnAwake()
self.CurDormSecond = true
XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_MOOD_CHANGED, self.OnCharacterMoodChange, self)
XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_VITALITY_CHANGED, self.OnCharacterVitaltyChange, self)
XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_PUT_ON, self.OnCharacterPutOn, self)
XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_PUT_DOWN, self.OnCharacterPutDown, self)
XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_CATCH, self.OnCharacterCatch, self)
XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_EXIT, self.OnCharacterExit, self)
XEventManager.AddEventListener(XEventId.EVENT_DORM_ROOM, self.OnEnterRoom, self)
XEventManager.AddEventListener(XEventId.EXIT_DORM_ROOM, self.CloseComponent, self)
XEventManager.AddEventListener(XEventId.EVENT_DORM_TOUCH_SHOW, self.OnTouchShow, self)
XEventManager.AddEventListener(XEventId.EVENT_DORM_TOUCH_SHOW_VIEW, self.OnTouchShow, self)
XEventManager.AddEventListener(XEventId.EVENT_DORM_TOUCH_HIDE, self.OnTouchHide, self)
XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_SHOW_DIALOBOX, self.OnShowDialoBox, self)
XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_HIDE_DIALOBOX, self.OnHideDialoBox, self)
XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_SHOW_3DIOBJ, self.OnShow3DObj, self)
XEventManager.AddEventListener(XEventId.EVENT_CHARACTER_HIDE_3DIOBJ, self.OnHide3DObj, self)
XEventManager.AddEventListener(XEventId.EVENT_DORM_EXP_DETAIL_SHOW, self.OnExpDetailShow, self)
XEventManager.AddEventListener(XEventId.EVENT_DORM_EXP_DETAIL_HIDE, self.OnExpDetailHide, self)
XEventManager.AddEventListener(XEventId.EVENT_DORM_TOUCH_ENTER, self.OnExpShow, self)
XEventManager.AddEventListener(XEventId.EVENT_DORM_EXP_SHOW, self.OnExpShow, self)
XEventManager.AddEventListener(XEventId.EVENT_DORM_EXP_HIDE, self.OnExpHide, self)
XEventManager.AddEventListener(XEventId.EVENT_DORM_HIDE_COMPONET, self.HieComponent, self)
XEventManager.AddEventListener(XEventId.EVENT_DORM_CLOSE_COMPONET, self.CloseComponent, self)
XEventManager.AddEventListener(XEventId.EVENT_DORM_SECOND_STATE, self.DormSecondState, self)
CsXGameEventManager.Instance:RegisterEvent(XEventId.EVENT_DORM_FURNITURE_ATTR_TAG_DETAIL, handler(self, self.ShowFurnitureAttr))
CsXGameEventManager.Instance:RegisterEvent(XEventId.EVENT_DORM_FURNITURE_HIDE_ATTR_TAG_DETAIL, handler(self, self.HideFurnitureAttr))
CsXGameEventManager.Instance:RegisterEvent(XEventId.EVENT_DORM_FURNITURE_HIDE_ALL_ATTR_TAG_DETAIL, handler(self, self.HideAllFurnitureAttr))
end
function XUiDormComponent:OnDestroy()
XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_MOOD_CHANGED, self.OnCharacterMoodChange, self)
XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_VITALITY_CHANGED, self.OnCharacterVitaltyChange, self)
XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_PUT_ON, self.OnCharacterPutOn, self)
XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_PUT_DOWN, self.OnCharacterPutDown, self)
XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_CATCH, self.OnCharacterCatch, self)
XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_EXIT, self.OnCharacterExit, self)
XEventManager.RemoveEventListener(XEventId.EVENT_DORM_ROOM, self.OnEnterRoom, self)
XEventManager.RemoveEventListener(XEventId.EXIT_DORM_ROOM, self.CloseComponent, self)
XEventManager.RemoveEventListener(XEventId.EVENT_DORM_TOUCH_SHOW, self.OnTouchShow, self)
XEventManager.RemoveEventListener(XEventId.EVENT_DORM_TOUCH_SHOW_VIEW, self.OnTouchShow, self)
XEventManager.RemoveEventListener(XEventId.EVENT_DORM_TOUCH_HIDE, self.OnTouchHide, self)
XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_SHOW_DIALOBOX, self.OnShowDialoBox, self)
XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_HIDE_DIALOBOX, self.OnHideDialoBox, self)
XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_SHOW_3DIOBJ, self.OnShow3DObj, self)
XEventManager.RemoveEventListener(XEventId.EVENT_CHARACTER_HIDE_3DIOBJ, self.OnHide3DObj, self)
XEventManager.RemoveEventListener(XEventId.EVENT_DORM_EXP_DETAIL_SHOW, self.OnExpDetailShow, self)
XEventManager.RemoveEventListener(XEventId.EVENT_DORM_EXP_DETAIL_HIDE, self.OnExpDetailHide, self)
XEventManager.RemoveEventListener(XEventId.EVENT_DORM_TOUCH_ENTER, self.OnExpShow, self)
XEventManager.RemoveEventListener(XEventId.EVENT_DORM_EXP_SHOW, self.OnExpShow, self)
XEventManager.RemoveEventListener(XEventId.EVENT_DORM_EXP_HIDE, self.OnExpHide, self)
XEventManager.RemoveEventListener(XEventId.EVENT_DORM_HIDE_COMPONET, self.HieComponent, self)
XEventManager.RemoveEventListener(XEventId.EVENT_DORM_CLOSE_COMPONET, self.CloseComponent, self)
XEventManager.RemoveEventListener(XEventId.EVENT_DORM_SECOND_STATE, self.DormSecondState, self)
CsXGameEventManager.Instance:RemoveEvent(XEventId.EVENT_DORM_FURNITURE_ATTR_TAG_DETAIL, handler(self, self.ShowFurnitureAttr))
CsXGameEventManager.Instance:RemoveEvent(XEventId.EVENT_DORM_FURNITURE_HIDE_ATTR_TAG_DETAIL, handler(self, self.HideFurnitureAttr))
CsXGameEventManager.Instance:RemoveEvent(XEventId.EVENT_DORM_FURNITURE_HIDE_ALL_ATTR_TAG_DETAIL, handler(self, self.HideAllFurnitureAttr))
end
function XUiDormComponent:DormSecondState(state)
self.CurDormSecond = state
end
function XUiDormComponent:OnStart()
self.DialogGridsDir = {}
self.DialogGridsList = {}
self.Obj3DGridsDir = {}
self.Obj3DGridsList = {}
self.FurnitureScoreDic = {}
self.UiPanelExp = XUiPanelExp.New(self, self.PanelExp)
self.UiPanelTouch = XUiPanelTouch.New(self, self.PanelTouch)
self.UiPanelExpDetail = XUiPanelExpDetail.New(self, self.PanelExpDetail)
self.UiPanelPutOn = XUiPanelPutOn.New(self, self.PanelPutOn)
self.UiPanelExp.GameObject:SetActive(false)
self.UiPanelExpDetail.GameObject:SetActive(false)
self.UiPanelPutOn.GameObject:SetActive(false)
self.UiPanelTouch.GameObject:SetActive(false)
self.GridDialogBox.gameObject:SetActive(false)
self.Grid3DObj.gameObject:SetActive(false)
end
function XUiDormComponent:OnEnterRoom(curRoomId)
self.CurRoomId = curRoomId
self.UiPanelExp:InitRoomId(curRoomId)
self.UiPanelExpDetail:InitRoomId(curRoomId)
self.UiPanelPutOn:InitRoomId(curRoomId)
self.UiPanelTouch:InitRoomId(curRoomId)
end
function XUiDormComponent:OnCharacterMoodChange(characterId, changeValue)
self.UiPanelExp:UpdateExpInfo(characterId, changeValue)
self.UiPanelExpDetail:UpdateExpInfo(characterId)
end
function XUiDormComponent:OnCharacterVitaltyChange(characterId)
self.UiPanelExpDetail:UpdateInfo(characterId)
end
----------------------- 外部调用 ------------------------------------
-- 对话气泡显示
function XUiDormComponent:OnShowDialoBox(characterId, contextId, transform, cb)
-- 处理已经在显示中
if self.DialogGridsDir[characterId] then
self.DialogGridsDir[characterId]:RefreshContext(contextId)
return
end
-- 处理缓存中的
if #self.DialogGridsList > 0 then
local temp = table.remove(self.DialogGridsList, 1)
temp:Show(self.CurRoomId, characterId, contextId, transform, cb)
self.DialogGridsDir[characterId] = temp
return
end
-- 重新实例一个
local grid = CS.UnityEngine.Object.Instantiate(self.GridDialogBox)
local gridBox = XUiGridDialogBox.New(self, grid)
gridBox:Show(self.CurRoomId, characterId, contextId, transform, cb)
grid.transform:SetParent(self.DialogContainer, false)
self.DialogGridsDir[characterId] = gridBox
end
-- 对话气泡隐藏
function XUiDormComponent:OnHideDialoBox(characterId)
if not self.DialogGridsDir[characterId] then
return
end
self.DialogGridsDir[characterId]:Hide()
table.insert(self.DialogGridsList, self.DialogGridsDir[characterId])
self.DialogGridsDir[characterId] = nil
end
-- 3DUI显示
function XUiDormComponent:OnShow3DObj(characterId, effectId, transform, bindWorldPos)
-- 处理已经在显示中
if self.Obj3DGridsDir[characterId] then
self.Obj3DGridsDir[characterId]:RefreshEffect(effectId, bindWorldPos)
return
end
-- 处理缓存中的
if #self.Obj3DGridsList > 0 then
local temp = table.remove(self.Obj3DGridsList, 1)
temp:Show(characterId, effectId, transform, bindWorldPos)
self.Obj3DGridsDir[characterId] = temp
return
end
-- 重新实例一个
local grid = CS.UnityEngine.Object.Instantiate(self.Grid3DObj)
local gridBox = XUiGrid3DObj.New(grid)
gridBox:Show(characterId, effectId, transform, bindWorldPos)
self.Obj3DGridsDir[characterId] = gridBox
end
-- 3DUI隐藏
function XUiDormComponent:OnHide3DObj(characterId)
if not self.Obj3DGridsDir[characterId] then
return
end
self.Obj3DGridsDir[characterId]:Hide()
table.insert(self.Obj3DGridsList, self.Obj3DGridsDir[characterId])
self.Obj3DGridsDir[characterId].Transform:SetParent(self.Obje3DContainer, false)
self.Obj3DGridsDir[characterId] = nil
end
-- 抚摸显示
function XUiDormComponent:OnTouchShow(touchState, characterId, point, propNum)
self.UiPanelTouch:Show(characterId, touchState, point, propNum)
end
-- 抚摸隐藏
function XUiDormComponent:OnTouchHide()
self.UiPanelTouch:Hide()
self.UiPanelExp:Hide(true)
self:OnExpDetailHide()
end
-- 抓起构造体
function XUiDormComponent:OnCharacterCatch()
self.UiPanelPutOn:Catch()
end
-- 抓起构造体读条放下
function XUiDormComponent:OnCharacterExit()
self.UiPanelPutOn:Close()
end
-- 构造体抓起读条
function XUiDormComponent:OnCharacterPutOn(id, transform, isCharacter)
self.UiPanelPutOn:Show(id, transform, isCharacter)
end
-- 放下构造体
function XUiDormComponent:OnCharacterPutDown()
self.UiPanelPutOn:Hide()
end
-- 显示体力详情
function XUiDormComponent:OnExpDetailShow(characterId, transform)
if not self.CurDormSecond then
return
end
self.CharacterId = characterId
self.Transform = transform
self.UiPanelExpDetail:Show(characterId, transform)
end
-- 隐藏体力详情
function XUiDormComponent:OnExpDetailHide()
self.UiPanelExpDetail:Hide()
end
-- 显示心情条
function XUiDormComponent:OnExpShow(characterId)
local trans = XHomeCharManager.GetSelectCharacter().Transform
self.UiPanelExp:Show(characterId, trans)
end
-- 隐藏心情条
function XUiDormComponent:OnExpHide()
self.UiPanelExp:Hide(false)
end
-- 设置心情条是否再爱抚中
function XUiDormComponent:SetExpOffset(isFondle)
self.UiPanelExp:UpdateOffset(isFondle)
end
-- 隐藏所有组建
function XUiDormComponent:HieComponent()
self.UiPanelExp:Hide(true)
self.UiPanelExpDetail:Hide()
self.UiPanelTouch:Hide()
self.UiPanelPutOn:Hide()
for _, v in pairs(self.DialogGridsDir) do
v:Hide()
table.insert(self.DialogGridsList, v)
end
for _, v in pairs(self.Obj3DGridsDir) do
v:Hide()
table.insert(self.Obj3DGridsList, v)
v.Transform:SetParent(self.Obje3DContainer, false)
end
self.Obj3DGridsDir = {}
self.DialogGridsDir = {}
end
--显示家具属性
function XUiDormComponent:ShowFurnitureAttr(evt, args)
local furnitureAttrObj
local furnitureId = args[1]
if not self.FurnitureScoreContainer or XTool.UObjIsNil(self.FurnitureScoreContainer) then
return
end
if not self.FurnitureScoreDic[furnitureId] then
local obj = self.FurnitureScoreContainer:Spawn()
furnitureAttrObj = XUiFurnitureAttrObj.New(self, obj)
self.FurnitureScoreDic[furnitureId] = furnitureAttrObj
else
furnitureAttrObj = self.FurnitureScoreDic[furnitureId]
end
self.FurnitureScoreContainer.gameObject:SetActiveEx(true)
furnitureAttrObj:Show(args[0], args[1], args[2], args[3], args[4], args[5], args[6])
end
--隐藏家具属性
function XUiDormComponent:HideFurnitureAttr(evt, args)
local furnitureId = args[0]
if not self.FurnitureScoreContainer or XTool.UObjIsNil(self.FurnitureScoreContainer) then
return
end
if self.FurnitureScoreDic[furnitureId] then
local furnitureAttrObj = self.FurnitureScoreDic[furnitureId]
self.FurnitureScoreContainer:Despawn(furnitureAttrObj.GameObject)
furnitureAttrObj:Hide()
self.FurnitureScoreDic[furnitureId] = nil
end
end
--隐藏家具属性
function XUiDormComponent:HideAllFurnitureAttr(evt)
if not self.FurnitureScoreContainer or XTool.UObjIsNil(self.FurnitureScoreContainer) then
return
end
if self.FurnitureScoreDic then
for _, v in pairs(self.FurnitureScoreDic) do
self.FurnitureScoreContainer:Despawn(v.GameObject)
v:Hide()
end
end
XHomeDormManager.FurnitureShowAttrType = -1
self.FurnitureScoreContainer.gameObject:SetActiveEx(false)
self.FurnitureScoreDic = {}
end
-- 关闭
function XUiDormComponent:CloseComponent()
self:HideAllFurnitureAttr()
self:Close()
end