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

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local XUiRogueLikeNode = XClass(nil, "XUiRogueLikeNode")
local half_alpha = 0.3
local full_alpha = 1
function XUiRogueLikeNode:Ctor(ui, uiParent, uiRoot)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.UiRoot = uiRoot
self.UiParent = uiParent
self.Transform.localPosition = CS.UnityEngine.Vector3.zero
XTool.InitUiObject(self)
self.BtnNode = self.Transform:GetComponent("XUiButton")
self.BtnNode.CallBack = function() self:PlaySelectNodeAnimation() end
self.LineList = {}
self.LineCanvasGroupList = {}
end
-- Finish节点
-- 记下历史节点
-- 上次选中的节点
function XUiRogueLikeNode:UpdateNode(nodeInfo)
self.NodeInfo = nodeInfo
self.NodeTemplate = XFubenRogueLikeConfig.GetNodeTemplateById(self.NodeInfo.NodeId)
self.NodeConfig = XFubenRogueLikeConfig.GetNodeConfigteById(self.NodeInfo.NodeId)
local sectionInfo = XDataCenter.FubenRogueLikeManager.GetCurSectionInfo()
-- 自己已经完成
self.PanelComplete.gameObject:SetActiveEx(sectionInfo.FinishNode[self.NodeInfo.NodeId])
if sectionInfo.FinishNode[self.NodeInfo.NodeId] then
self.BtnNode:SetButtonState(XUiButtonState.Normal)
self.NodeUsable = true
else
self.BtnNode:SetButtonState(XUiButtonState.Disable)
self.NodeUsable = false
end
-- 父节点已经完成
for i = 1, #self.NodeInfo.FatherNodes do
local fatherNodeId = self.NodeInfo.FatherNodes[i]
if sectionInfo.FinishNode[fatherNodeId] then
self.BtnNode:SetButtonState(XUiButtonState.Normal)
self.NodeUsable = true
break
end
end
-- 首节点
if #self.NodeInfo.FatherNodes <= 0 then
self.BtnNode:SetButtonState(XUiButtonState.Normal)
self.NodeUsable = true
end
-- 同级节点判断,如果有同级节点完成/不可逆节点选中
local tierDatas = XFubenRogueLikeConfig.GetGroup2TierMapDatas(self.NodeInfo.Group, self.NodeInfo.TierIndex)
local hasSameTier = false
for _, v in pairs(tierDatas and tierDatas.Nodes or {}) do
if v ~= self.NodeInfo.NodeId then
if sectionInfo.FinishNode[v] then
hasSameTier = true
end
if sectionInfo.SelectNodeInfo[v] then
-- 类型是随机事件、商店需要处理
local selectNodeTemplate = XFubenRogueLikeConfig.GetNodeTemplateById(v)
if selectNodeTemplate.Type == XFubenRogueLikeConfig.XRLNodeType.Shop or
selectNodeTemplate.Type == XFubenRogueLikeConfig.XRLNodeType.Event or
selectNodeTemplate.Type == XFubenRogueLikeConfig.XRLNodeType.Rest then
hasSameTier = true
end
end
end
end
if hasSameTier then
self.BtnNode:SetButtonState(XUiButtonState.Disable)
self.NodeUsable = false
end
-- 特效
if self.PanelEffect then
self.PanelEffect.gameObject:SetActiveEx(self.NodeUsable and (not sectionInfo.FinishNode[self.NodeInfo.NodeId]))
end
self:UpdateNodeTab()
-- 界面显示
self:UpdateNodeUi()
self:UpdateNodeLines()
end
function XUiRogueLikeNode:UpdateNodeTab()
if self.ImgTab and self.NodeTemplate then
local sectionInfo = XDataCenter.FubenRogueLikeManager.GetCurSectionInfo()
self.ImgTab.gameObject:SetActiveEx(self.NodeUsable and (not sectionInfo.FinishNode[self.NodeInfo.NodeId])
and self.NodeTemplate.Type == XFubenRogueLikeConfig.XRLNodeType.Fight
and XDataCenter.FubenRogueLikeManager.CanSwitch2Assist())
end
end
function XUiRogueLikeNode:UpdateNodeUi()
-- 界面显示
if self.NodeTemplate.Type ~= XFubenRogueLikeConfig.XRLNodeType.Fight then
self.RogueLikeTabNor:SetRawImage(XFubenRogueLikeConfig.NodeTabBg[self.NodeTemplate.Type])
else
local fightType = self.NodeConfig.Param[1] or 0
self.RogueLikeTabNor:SetRawImage(XFubenRogueLikeConfig.NodeFightTabBg[fightType])
end
self.TxtNumber.text = self.NodeConfig.Name
if not self.NodeUsable then
if self.NodeTemplate.Type ~= XFubenRogueLikeConfig.XRLNodeType.Fight then
self.RogueLikeTabDis:SetRawImage(XFubenRogueLikeConfig.NodeTabDisBg[self.NodeTemplate.Type], function()
self.RogueLikeTabDis:SetNativeSize()
end)
else
local fightType = self.NodeConfig.Param[1] or 0
self.RogueLikeTabDis:SetRawImage(XFubenRogueLikeConfig.NodeFightTabDisBg[fightType], function()
self.RogueLikeTabDis:SetNativeSize()
end)
end
end
end
function XUiRogueLikeNode:HideAllLines()
for _, line in pairs(self.LineList or {}) do
if line then
line.gameObject:SetActiveEx(false)
end
end
end
function XUiRogueLikeNode:HideTargetLines(targetNodeId)
if not self.NodeInfo then return end
local curNdoeIndex = self.UiRoot:GetNodeIndex(self.NodeInfo.NodeId)
local targetNodeIndex = self.UiRoot:GetNodeIndex(targetNodeId)
local cur2TargetLine = string.format("Line%d_%d", curNdoeIndex, targetNodeIndex)
if self.LineList[cur2TargetLine] then
self.LineList[cur2TargetLine].gameObject:SetActiveEx(false)
end
end
function XUiRogueLikeNode:UpdateNodeLines()
local childNodes = self.UiRoot:GetChildNode(self.NodeInfo.NodeId)
local curNdoeIndex = self.UiRoot:GetNodeIndex(self.NodeInfo.NodeId)
for childNodeId, _ in pairs(childNodes or {}) do
-- 缓存
local childNodeIndex = self.UiRoot:GetNodeIndex(childNodeId)
local cur2ChildLine = string.format("Line%d_%d", curNdoeIndex, childNodeIndex)
if not self.LineList[cur2ChildLine] then
self.LineList[cur2ChildLine] = self.UiParent:Find(cur2ChildLine)
if self.LineList[cur2ChildLine] then
self.LineCanvasGroupList[cur2ChildLine] = self.LineList[cur2ChildLine]:GetComponent("CanvasGroup")
if not self.LineCanvasGroupList[cur2ChildLine] then
XLog.Error(string.format("%s 不存在", cur2ChildLine))
end
self.LineCanvasGroupList[cur2ChildLine].interactable = false
self.LineCanvasGroupList[cur2ChildLine].blocksRaycasts = false
end
end
-- 默认,当前节点还没有完成,全部子节点低透明度显示
if self.LineList[cur2ChildLine] then
self.LineCanvasGroupList[cur2ChildLine].alpha = half_alpha
self.LineCanvasGroupList[cur2ChildLine].gameObject:SetActiveEx(true)
end
end
local sectionInfo = XDataCenter.FubenRogueLikeManager.GetCurSectionInfo()
-- 看子节点、如果有子节点完成,那么只有一条线高透明度显示,如果没有子节点完成,则全部显示
if sectionInfo.FinishNode[self.NodeInfo.NodeId] then
local hasChildFinishOrSelected = false
local finishOrSelectedChildNodeId = 0
for childNodeId, _ in pairs(childNodes or {}) do
local hasSelect = false
local selectNodeTemplate = XFubenRogueLikeConfig.GetNodeTemplateById(childNodeId)
if sectionInfo.SelectNodeInfo[childNodeId] and
(selectNodeTemplate.Type == XFubenRogueLikeConfig.XRLNodeType.Shop or
selectNodeTemplate.Type == XFubenRogueLikeConfig.XRLNodeType.Event or
selectNodeTemplate.Type == XFubenRogueLikeConfig.XRLNodeType.Rest ) then
hasSelect = true
end
if sectionInfo.FinishNode[childNodeId] or hasSelect then
hasChildFinishOrSelected = true
finishOrSelectedChildNodeId = childNodeId
break
end
end
if hasChildFinishOrSelected and finishOrSelectedChildNodeId > 0 then
for childNodeId, _ in pairs(childNodes or {}) do
local childNodeIndex = self.UiRoot:GetNodeIndex(childNodeId)
local cur2ChildLine = string.format("Line%d_%d", curNdoeIndex, childNodeIndex)
if self.LineCanvasGroupList[cur2ChildLine] then
if childNodeId == finishOrSelectedChildNodeId then
self.LineCanvasGroupList[cur2ChildLine].alpha = full_alpha
-- self.LineCanvasGroupList[cur2ChildLine].gameObject:SetActiveEx(true)
else
self.LineCanvasGroupList[cur2ChildLine].alpha = half_alpha
-- self.LineCanvasGroupList[cur2ChildLine].gameObject:SetActiveEx(false)
end
end
end
else
for childNodeId, _ in pairs(childNodes or {}) do
local childNodeIndex = self.UiRoot:GetNodeIndex(childNodeId)
local cur2ChildLine = string.format("Line%d_%d", curNdoeIndex, childNodeIndex)
if self.LineCanvasGroupList[cur2ChildLine] then
self.LineCanvasGroupList[cur2ChildLine].alpha = full_alpha
-- self.LineCanvasGroupList[cur2ChildLine].gameObject:SetActiveEx(true)
end
end
end
end
end
function XUiRogueLikeNode:PlaySelectNodeAnimation()
if self.UiRoot:OpenSetTeamView() then
return
end
local sectionInfo = XDataCenter.FubenRogueLikeManager.GetCurSectionInfo()
if sectionInfo.FinishNode[self.NodeInfo.NodeId] then
XUiManager.TipMsg(CS.XTextManager.GetText("RogueLikeCurrentNodeFinish"))
return
end
if not self.NodeUsable then
return
end
if not self:CheckActionPointEnouth() and false then
XUiManager.TipMsg(CS.XTextManager.GetText("RogueLikeNotActionPoint"))
return
end
self.UiRoot:SelectNodeAnimation(self.Transform, function()
self:OnBtnNodeClick()
end)
end
function XUiRogueLikeNode:CheckActionPointEnouth()
if XFubenRogueLikeConfig.NoNeedCheckActionPointType(self.NodeTemplate.Type) then
return true
end
local actionPoint = XDataCenter.FubenRogueLikeManager.GetRogueLikeActionPoint()
return actionPoint > 0
end
function XUiRogueLikeNode:OnBtnNodeClick()
if not XDataCenter.FubenRogueLikeManager.IsInActivity() then
XUiManager.TipMsg(CS.XTextManager.GetText("RougeLikeNotInActivityTime"))
return
end
local args = {}
args.NodeInfo = self.NodeInfo
local sectionInfo = XDataCenter.FubenRogueLikeManager.GetCurSectionInfo()
local hasSelectNode = sectionInfo.SelectNodeInfo[self.NodeInfo.NodeId] ~= nil
hasSelectNode = hasSelectNode or (XDataCenter.FubenRogueLikeManager.GetShowSelectNodeById(self.NodeInfo.NodeId) ~= nil)
local getNodePositionFunc = function() return self:GetNodePosition() end
if hasSelectNode or XFubenRogueLikeConfig.IsRequestBeforeSelectType(self.NodeTemplate.Type) then
XLuaUiManager.Open("UiRogueLikeFightTips", args, getNodePositionFunc)
else
XDataCenter.FubenRogueLikeManager.SelectNode(self.NodeInfo.NodeId, function()
-- 选择节点成功打开界面
XLuaUiManager.Open("UiRogueLikeFightTips", args, getNodePositionFunc)
end)
end
end
function XUiRogueLikeNode:GetNodePosition()
return self.Transform.position
end
return XUiRogueLikeNode