PGRData/Script/matrix/xui/xuifubenpractice/XUiPanelPracticeMainline.lua

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local XUiPanelPracticeMainline = XClass(nil,"XUiPanelPracticeMainline")
local XUiGridStagePracticeCharacter = require("XUi/XUiFubenPractice/XUiGridStagePracticeCharacter")
local MAX_STAGE_COUNT = CS.XGame.ClientConfig:GetInt("PracticeStageMaxCount")
local Fight = "GridStagePracticeCharacterFight"
local Reward = "GridStagePracticeCharacterReward"
function XUiPanelPracticeMainline:Ctor(ui, groupId, hideStageCb, showStageCb)
self.GameObject = ui.gameObject
self.Transform = ui.transform
XTool.InitUiObject(self)
self.GroupId = groupId
self.HideStageCb = hideStageCb
self.ShowStageCb = showStageCb
self.LineItemList = {} -- 关卡线数组
self.GridStageList = {}
self.StageIds = XPracticeConfigs.GetPracticeStageIdsByGroupId(self.GroupId)
self:LoadBackGroundImage()
self:InitComponent()
end
function XUiPanelPracticeMainline:LoadBackGroundImage()
local bg = XPracticeConfigs.GetPracticeGroupBackGroundImage(self.GroupId)
if bg then
self.PanelClass:SetRawImage(bg)
end
end
function XUiPanelPracticeMainline:InitComponent()
-- 保存关卡与关卡线物体
self:FindItem("Line%d", self.LineItemList)
-- 实例化关卡类
for i = 1, #self.StageIds do
local stageId = self.StageIds[i]
local stageCfg = XDataCenter.FubenManager.GetStageCfg(stageId)
local stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId)
if stageInfo.IsOpen then
local grid = self.GridStageList[i]
if not grid then
local uiName = XTool.IsNumberValid(stageCfg.FirstRewardId) and Reward or Fight
local parent = self.PanelStageContent.transform:Find("Stage" .. i)
local prefabName = CS.XGame.ClientConfig:GetString(uiName)
local prefab = parent:LoadPrefab(prefabName)
grid = XUiGridStagePracticeCharacter.New(prefab, handler(self, self.ClickStageGrid))
grid.Parent = parent
self.GridStageList[i] = grid
end
grid:UpdateStage(stageId, self.GroupId)
grid.Parent.gameObject:SetActiveEx(true)
self:SetLineActive(i, true)
end
--默认选中排序最小的未通关关卡
if stageInfo.IsOpen and stageInfo.Unlock and not stageInfo.Passed and not XTool.IsNumberValid(self.LastOpenStage) then
self.LastOpenStage = i
end
end
local activeStageCount = #self.GridStageList
for i = activeStageCount + 1, MAX_STAGE_COUNT do
local parent = self.PanelStageContent.transform:Find("Stage" .. i)
if parent then
parent.gameObject:SetActiveEx(false)
end
self:SetLineActive(i, false)
end
local icon = self.GridStageList[activeStageCount].Parent.transform:Find("Icon")
if icon then
icon.gameObject:SetActiveEx(true)
end
end
function XUiPanelPracticeMainline:FindItem(itemName, saveList)
local i = 1
local item = self.PanelStageContent:Find(string.format(itemName, i))
while item do
table.insert(saveList, item)
i = i + 1
item = self.PanelStageContent:Find(string.format(itemName, i))
end
end
function XUiPanelPracticeMainline:SetLineActive(index, isActive)
local line = self.LineItemList[index - 1]
if line then
line.gameObject:SetActiveEx(isActive)
end
end
function XUiPanelPracticeMainline:Refresh()
-- 章节名字
self.TxtChapterName.text = XPracticeConfigs.GetPracticeGroupName(self.GroupId)
-- 关卡进度
local passNum, totalNum = XDataCenter.PracticeManager.GetChapterProgress(self.GroupId)
self.TxtProgressNumber.text = string.format("%d/%d", passNum, totalNum)
self:MoveToLastStage()
end
-- 滑动到最后一个关卡
function XUiPanelPracticeMainline:MoveToLastStage()
if self.LastOpenStage then
local grid = self.GridStageList[self.LastOpenStage]
local gridTf = grid.Parent.gameObject:GetComponent("RectTransform")
local diffX = gridTf.localPosition.x + self.PanelStageContent.localPosition.x
local viewPortRectTransform = XUiHelper.TryGetComponent(self.PanelStageContent.parent,"","RectTransform")
local left = viewPortRectTransform.offsetMin.x
if diffX > CS.XResolutionManager.OriginWidth / 2 - left then
local tarPosX = (CS.XResolutionManager.OriginWidth / 4) - gridTf.localPosition.x - left
local tarPos = self.PanelStageContent.localPosition
tarPos.x = tarPosX
XLuaUiManager.SetMask(true)
self.PanelStageList.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Unrestricted
XUiHelper.DoMove(self.PanelStageContent, tarPos, XDataCenter.FubenMainLineManager.UiGridChapterMoveDuration, XUiHelper.EaseType.Sin, function()
XLuaUiManager.SetMask(false)
self.PanelStageList.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Elastic
end)
end
end
end
-- 选中一个 stage grid
function XUiPanelPracticeMainline:ClickStageGrid(grid)
local curGrid = self.CurStageGrid
if curGrid and curGrid.StageId == grid.StageId then
return
end
local stageInfo = XDataCenter.FubenManager.GetStageInfo(grid.StageId)
if not stageInfo.Unlock then
XUiManager.TipMsg(XDataCenter.FubenManager.GetFubenOpenTips(grid.StageId))
return
end
-- 选中回调
if self.ShowStageCb then
self.ShowStageCb(grid.StageId)
end
-- 取消上一个选择
if curGrid then
curGrid:SetSelect(false)
end
-- 选中当前选择
grid:SetSelect(true)
-- 滚动容器自由移动
self.PanelStageList.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Unrestricted
-- 面板移动
self:PlayScrollViewMove(grid)
self.CurStageGrid = grid
end
-- 返回滚动容器是否动画回弹
function XUiPanelPracticeMainline:CancelSelect()
if not self.CurStageGrid then
return false
end
self.CurStageGrid:SetSelect(false)
self.CurStageGrid = nil
if self.HideStageCb then
self.HideStageCb()
end
self:EndScrollViewMove()
end
function XUiPanelPracticeMainline:PlayScrollViewMove(grid)
-- 动画
local gridTf = grid.Parent.gameObject:GetComponent("RectTransform")
local diffX = gridTf.localPosition.x + self.PanelStageContent.localPosition.x
if diffX < XDataCenter.FubenMainLineManager.UiGridChapterMoveMinX or diffX > XDataCenter.FubenMainLineManager.UiGridChapterMoveMaxX then
local tarPosX = XDataCenter.FubenMainLineManager.UiGridChapterMoveTargetX - gridTf.localPosition.x
local tarPos = self.PanelStageContent.localPosition
tarPos.x = tarPosX
XLuaUiManager.SetMask(true)
XUiHelper.DoMove(self.PanelStageContent, tarPos, XDataCenter.FubenMainLineManager.UiGridChapterMoveDuration, XUiHelper.EaseType.Sin, function()
XLuaUiManager.SetMask(false)
end)
end
end
--- 结束关卡列表滑动
function XUiPanelPracticeMainline:EndScrollViewMove()
self.PanelStageList.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Elastic
end
return XUiPanelPracticeMainline