PGRData/Script/matrix/xui/xuifubenroguelike/XUiRogueLikeFightTips.lua

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local XUiRogueLikeFightTips = XLuaUiManager.Register(XLuaUi, "UiRogueLikeFightTips")
local XUiRogueLikeFightEntrance = require("XUi/XUiFubenRogueLike/XUiRogueLikeFightEntrance")
local XUiRogueLikeStoryEntrance = require("XUi/XUiFubenRogueLike/XUiRogueLikeStoryEntrance")
local XUiRogueLikeRestEntrance = require("XUi/XUiFubenRogueLike/XUiRogueLikeRestEntrance")
local XUiRogueLikeShopEntrance = require("XUi/XUiFubenRogueLike/XUiRogueLikeShopEntrance")
local XUiRogueLikeBoxEntrance = require("XUi/XUiFubenRogueLike/XUiRogueLikeBoxEntrance")
-- 重新计算位置间隔
local FRAME_GAP = 10
function XUiRogueLikeFightTips:OnAwake()
self.EntranceFight = XUiRogueLikeFightEntrance.New(self.PanelEnterFight, self)
self.EntranceStory = XUiRogueLikeStoryEntrance.New(self.PanelStory, self)
self.EntranceRest = XUiRogueLikeRestEntrance.New(self.PanelRest, self)
self.EntranceShop = XUiRogueLikeShopEntrance.New(self.PanelShop, self)
self.EntranceBox = XUiRogueLikeBoxEntrance.New(self.PanelBaoxiang, self)
self.BtnCloseMask.CallBack = function() self:OnBtnCloseMask() end
local behaviour = self.GameObject:GetComponent(typeof(CS.XLuaBehaviour))
if not behaviour then
behaviour = self.GameObject:AddComponent(typeof(CS.XLuaBehaviour))
end
if self.Update then
behaviour.LuaUpdate = function() self:Update() end
end
end
function XUiRogueLikeFightTips:Update()
if self.FrameCount % FRAME_GAP ~= 0 then return end
local nodePosition = self.GetNodePosition and self.GetNodePosition() or CS.UnityEngine.Vector3.zero
if XFubenRogueLikeConfig.XRLNodeType.Fight == self.NodeType then
self.EntranceFight.Transform.position = nodePosition
end
if XFubenRogueLikeConfig.XRLNodeType.Event == self.NodeType then
self.EntranceStory.Transform.position = nodePosition
end
if XFubenRogueLikeConfig.XRLNodeType.Rest == self.NodeType then
self.EntranceRest.Transform.position = nodePosition
end
if XFubenRogueLikeConfig.XRLNodeType.Shop == self.NodeType then
self.EntranceShop.Transform.position = nodePosition
end
if XFubenRogueLikeConfig.XRLNodeType.Box == self.NodeType then
self.EntranceBox.Transform.position = nodePosition
end
end
function XUiRogueLikeFightTips:OnStart(args, get_node_position)
self.Args = args
self.GetNodePosition = get_node_position
self.FrameCount = 0
self.NodeInfo = self.Args.NodeInfo
local nodeId = self.NodeInfo.NodeId
self.NodeTemplate = XFubenRogueLikeConfig.GetNodeTemplateById(nodeId)
self.NodeType = self.NodeTemplate.Type
local isStoryType = XFubenRogueLikeConfig.XRLNodeType.Event == self.NodeType
if isStoryType then
local sectionInfo = XDataCenter.FubenRogueLikeManager.GetCurSectionInfo()
local selectionNode = sectionInfo.SelectNodeInfo[nodeId]
local eventTemplate = XFubenRogueLikeConfig.GetEventTemplateById(selectionNode.EventId)
if eventTemplate.Type == XFubenRogueLikeConfig.XRLEventType.Other then
self.NodeType = XFubenRogueLikeConfig.XRLNodeType.Event
else
local selectNodeInfo = sectionInfo.SelectNodeInfo[nodeId]
local targetNodeId = selectNodeInfo.Value
self.EventNodeTemplate = XFubenRogueLikeConfig.GetNodeTemplateById(targetNodeId)
self.NodeType = self.EventNodeTemplate.Type
end
end
self:ShowFightEntrance()
self:ShowRestEntrance()
self:ShowShopEntrance()
self:ShowBoxEntrance()
self:ShowStoryEntrance()
end
function XUiRogueLikeFightTips:OnEnable()
XDataCenter.FubenRogueLikeManager.CheckRogueLikeDayResetOnUi("UiRogueLikeFightTips")
end
function XUiRogueLikeFightTips:OnDisable()
XEventManager.DispatchEvent(XEventId.EVENT_ROGUELIKE_NODE_ADJUSTION)
end
function XUiRogueLikeFightTips:ShowFightEntrance()
local isFightType = XFubenRogueLikeConfig.XRLNodeType.Fight == self.NodeType
self.EntranceFight.GameObject:SetActiveEx(isFightType)
if isFightType then
self.EntranceFight:UpdateByNode(self.NodeTemplate, self.EventNodeTemplate, self.NodeInfo.Index)
self:PlaySaftyAnimation("PanelEnterFightEnable")
end
end
function XUiRogueLikeFightTips:ShowStoryEntrance()
local isStoryType = XFubenRogueLikeConfig.XRLNodeType.Event == self.NodeType
self.EntranceStory.GameObject:SetActiveEx(isStoryType)
if isStoryType then
self.EntranceStory:UpdateByNode(self.NodeTemplate)
self:PlaySaftyAnimation("PanelStoryEnable")
end
end
function XUiRogueLikeFightTips:ShowRestEntrance()
local isRestType = XFubenRogueLikeConfig.XRLNodeType.Rest == self.NodeType
self.EntranceRest.GameObject:SetActiveEx(isRestType)
if isRestType then
self.EntranceRest:UpdateByNode(self.NodeTemplate, self.EventNodeTemplate)
self:PlaySaftyAnimation("PanelRestEnable")
end
end
function XUiRogueLikeFightTips:ShowShopEntrance()
local isShopType = XFubenRogueLikeConfig.XRLNodeType.Shop == self.NodeType
self.EntranceShop.GameObject:SetActiveEx(isShopType)
if isShopType then
self.EntranceShop:UpdateByNode(self.NodeTemplate, self.EventNodeTemplate)
self:PlaySaftyAnimation("PanelShopEnable")
end
end
function XUiRogueLikeFightTips:ShowBoxEntrance()
local isBoxType = XFubenRogueLikeConfig.XRLNodeType.Box == self.NodeType
self.EntranceBox.GameObject:SetActiveEx(isBoxType)
if isBoxType then
self.EntranceBox:UpdateByNode(self.NodeTemplate, self.EventNodeTemplate)
self:PlaySaftyAnimation("PanelBaoxiangEnable")
end
end
function XUiRogueLikeFightTips:OnBtnCloseMask()
self:Close()
end
function XUiRogueLikeFightTips:PlaySaftyAnimation(animName, endCb, startCb)
self:PlayAnimation(animName, function()
if endCb then
endCb()
end
XLuaUiManager.SetMask(false)
end,
function()
if startCb then
startCb()
end
XLuaUiManager.SetMask(true)
end)
end
function XUiRogueLikeFightTips:OnDestroy()
end