PGRData/Script/matrix/xui/xuifubensimulatedcombat/XUiSimulatedCombatChapter.lua

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local XUiSimulatedCombatChapter = XClass(nil, "XUiSimulatedCombatChapter")
local XUiStageItem = require("XUi/XUiFubenSimulatedCombat/ChildItem/XUiStageItem")
local FUBEN_FIGHT_DETAIL = "UiSimulatedCombatStageDetail"
local XUguiDragProxy = CS.XUguiDragProxy
function XUiSimulatedCombatChapter:Ctor(ui, rootUi)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.RootUi = rootUi
XTool.InitUiObject(self)
self.StageGroup = {}
self.NeedReset = false
end
function XUiSimulatedCombatChapter:OnEnable()
if self.PanelStageList and self.NeedReset then
self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Elastic)
self:ReopenAssetPanel()
else
self.NeedReset = true
end
-- 线条处理
self:HandleStageLines()
-- 关卡处理
self:HandleStages()
-- 彩蛋处理
--self:HandleEggStage()
end
function XUiSimulatedCombatChapter:OnDestroy()
self.IsOpenDetails = nil
self:StopActivityTimer()
end
function XUiSimulatedCombatChapter:OpenDefaultStage(stageId)
if self.StageInterDatas and self.ChapterStages then
for i = 2, #self.StageInterDatas do
if self.StageInterDatas[i].StageId == stageId and self.ChapterStages[i] then
self.ChapterStages[i]:OnBtnStageClick()
break
end
end
end
end
function XUiSimulatedCombatChapter:SetUiData(chapterType)
self.LastUnlockStage = 1
self.ChapterType = chapterType
self.ChapterTemplate = XDataCenter.FubenSimulatedCombatManager.GetCurrentActTemplate()
if not self.ChapterTemplate then return end
self.StageInterDatas = XFubenSimulatedCombatConfig.GetStageInterDataByType(chapterType)
-- 初始化prefab组件
local chapterGameObject = self.Transform:LoadPrefab(self.ChapterTemplate.ChapterPrefab[chapterType])
--XTool.InitUiObjectByUi(self, chapterGameObject)
local uiObj = chapterGameObject.transform:GetComponent("UiObject")
for i = 0, uiObj.NameList.Count - 1 do
self[uiObj.NameList[i]] = uiObj.ObjList[i]
end
if self.PaneStageList then
local dragProxy = self.PaneStageList:GetComponent(typeof(XUguiDragProxy))
if not dragProxy then
dragProxy = self.PaneStageList.gameObject:AddComponent(typeof(XUguiDragProxy))
end
dragProxy:RegisterHandler(handler(self, self.OnDragProxy))
end
--self.StageInterDatas = self:GetFakeStages()
-- 线条处理
self:HandleStageLines()
self:UpdateNodeLines()
-- 关卡处理
self:HandleStages()
-- 彩蛋处理
--self:HandleEggStage()
-- 界面信息
--self:SwitchFestivalBg(chapterTemplate)
-- 加载特效
--self:LoadEffect(chapterTemplate.EffectUrl)
self:MoveIntoStage(self.LastUnlockStage)
end
function XUiSimulatedCombatChapter:HandleStages()
self.ChapterStages = {}
for i = 1, #self.StageInterDatas do
local itemStage = self.PanelStageContent:Find(string.format("Stage%d", i+1))
if not itemStage then
XLog.Error("XUiSimulatedCombatChapter:HandleStages() 函数错误: 游戏物体PanelStageContent下找不到名字为:" .. string.format("Stage%d", i) .. "的游戏物体")
return
else
--XLog.Warning("itemStage",itemStage, i)
end
-- 组件初始化
itemStage.gameObject:SetActiveEx(true)
self.StageGroup[i] = itemStage
self.ChapterStages[i] = XUiStageItem.New(self, itemStage)
self.ChapterStages[i]:UpdateNode(self.StageInterDatas[i])
self.ChapterStages[i]:SetChallengingStage(i == self.LastUnlockStage)
end
-- 隐藏多余组件
--local indexStage = #self.StageInterDatas + 2
--local extraStage = self.PanelStageContent:Find(string.format("Stage%d", indexStage))
--while extraStage do
-- extraStage.gameObject:SetActiveEx(false)
-- indexStage = indexStage + 1
-- extraStage = self.PanelStageContent:Find(string.format("Stage%d", indexStage))
--end
end
function XUiSimulatedCombatChapter:HandleStageLines()
self.ChapterStageLine = {}
for i = 1, #self.StageInterDatas do
local itemLine = self.PanelStageContent:Find(string.format("Line%d", i))
if not itemLine then
XLog.Error("XUiSimulatedCombatChapter:SetUiData() error: prefab not found a child name:" .. string.format("Line%d", i))
return
end
itemLine.gameObject:SetActiveEx(false)
self.ChapterStageLine[i] = itemLine
end
-- 隐藏多余组件
local indexLine = #self.ChapterStageLine
local extraLine = self.PanelStageContent:Find(string.format("Line%d", indexLine))
while extraLine do
extraLine.gameObject:SetActiveEx(false)
indexLine = indexLine + 1
extraLine = self.PanelStageContent:Find(string.format("Line%d", indexLine))
end
end
-- 更新节点线条
function XUiSimulatedCombatChapter:UpdateNodeLines()
if not self.StageInterDatas then return end
local stageLength = #self.StageInterDatas
for i = 2, stageLength do
local isOpen = XDataCenter.FubenManager.CheckStageOpen(self.StageInterDatas[i].StageId)
self:SetStageLineActive(i, isOpen)
local isUnlock = XDataCenter.FubenManager.CheckStageIsUnlock(self.StageInterDatas[i].StageId)
if isUnlock then
self.LastUnlockStage = i
end
end
self:SetStageLineActive(1, false)
self:SetStageLineActive(stageLength + 1, true)
end
function XUiSimulatedCombatChapter:SetStageLineActive(index, isActive)
if self.ChapterStageLine[index] then
self.ChapterStageLine[index].gameObject:SetActiveEx(isActive)
end
end
--function XUiSimulatedCombatChapter:HandleEggStage()
-- self.ChapterStageLine[1].gameObject:SetActiveEx(false)
-- local eggStageIndex = 1
-- local eggStageId = self.FestivalStageIds[eggStageIndex]
-- if XDataCenter.FubenFestivalActivityManager.IsEgg(eggStageId) then
-- -- 彩蛋处理
-- local isUnlock = XDataCenter.FubenFestivalActivityManager.CheckFestivalStageOpen(eggStageId)
-- self.FestivalStages[eggStageIndex].GameObject:SetActiveEx(isUnlock)
-- local stageCfg = XDataCenter.FubenManager.GetStageCfg(eggStageId)
-- if isUnlock and stageCfg then
-- if stageCfg.PreStageId and stageCfg.PreStageId[1] then
-- for i = 1, #self.FestivalStageIds do
-- if stageCfg.PreStageId[1] == self.FestivalStageIds[i] then
-- self.FestivalStages[eggStageIndex]:ResetItemPosition(self.FestivalStages[i].Transform.localPosition)
-- break
-- end
-- end
-- end
-- end
-- else
-- -- 非彩蛋
-- self.FestivalStages[eggStageIndex].GameObject:SetActiveEx(false)
-- end
-- self.FestivalStageLine[eggStageIndex].gameObject:SetActiveEx(false)
--end
-- 选中关卡
function XUiSimulatedCombatChapter:UpdateNodesSelect(stageId)
for i = 1, #self.StageInterDatas do
if self.ChapterStages[i] then
self.ChapterStages[i]:SetNodeSelect(self.StageInterDatas[i].StageId == stageId)
end
end
end
-- 取消选中
function XUiSimulatedCombatChapter:ClearNodesSelect()
for i = 1, #self.StageInterDatas do
if self.ChapterStages[i] then
self.ChapterStages[i]:SetNodeSelect(false)
end
end
self.IsOpenDetails = false
end
-- 没有彩蛋则增加一个假彩蛋
function XUiSimulatedCombatChapter:GetFakeStages()
local stageIds = {}
for i = 1, #self.ChapterStages do
stageIds[i] = self.ChapterStages[i]
end
table.insert(stageIds, 1, stageIds[1])
return stageIds
end
-- 打开剧情,战斗详情
function XUiSimulatedCombatChapter:OpenStageDetails(stageInterId)
self.IsOpenDetails = true
self.BtnCloseDetail.gameObject:SetActiveEx(true)
self.RootUi:OpenOneChildUi(FUBEN_FIGHT_DETAIL, self)
self.RootUi:FindChildUiObj(FUBEN_FIGHT_DETAIL):SetStageDetail(stageInterId)
if self.AssetPanel then
self.AssetPanel.GameObject:SetActiveEx(false)
end
self.PanelStageContentRaycast.raycastTarget = false
end
-- 关闭剧情,战斗详情
function XUiSimulatedCombatChapter:CloseStageDetails()
self.IsOpenDetails = false
self.BtnCloseDetail.gameObject:SetActiveEx(false)
self.PanelStageContentRaycast.raycastTarget = true
self:ClearNodesSelect()
self:ReopenAssetPanel()
self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Elastic)
end
function XUiSimulatedCombatChapter:OnBtnCloseDetailClick()
self:CloseStageDetails()
end
function XUiSimulatedCombatChapter:OnDragProxy(dragType)
if self.IsOpenDetails and dragType == 0 then
self:CloseStageDetails()
end
end
function XUiSimulatedCombatChapter:PlayScrollViewMove(gridTransform)
self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Unrestricted)
local gridRect = gridTransform:GetComponent("RectTransform")
local diffX = gridRect.localPosition.x + self.PanelStageContent.localPosition.x
if diffX < XDataCenter.FubenMainLineManager.UiGridChapterMoveMinX or diffX > XDataCenter.FubenMainLineManager.UiGridChapterMoveMaxX then
local tarPosX = XDataCenter.FubenMainLineManager.UiGridChapterMoveTargetX - gridRect.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
function XUiSimulatedCombatChapter:MoveIntoStage(stageIndex)
local gridRect = self.StageGroup[stageIndex]
local diffX = gridRect.localPosition.x + self.PanelStageContent.localPosition.x
--XLog.Warning("diffX", diffX, CS.XResolutionManager.OriginWidth / 2)
if diffX > CS.XResolutionManager.OriginWidth / 2 then
local tarPosX = (CS.XResolutionManager.OriginWidth / 4) - gridRect.localPosition.x
local tarPos = self.PanelStageContent.localPosition
tarPos.x = tarPosX
XLuaUiManager.SetMask(true)
self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Unrestricted)
XUiHelper.DoMove(self.PanelStageContent, tarPos, XDataCenter.FubenMainLineManager.UiGridChapterMoveDuration, XUiHelper.EaseType.Sin, function()
XLuaUiManager.SetMask(false)
self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Elastic)
end)
end
end
function XUiSimulatedCombatChapter:EndScrollViewMove()
self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Elastic)
self:ReopenAssetPanel()
end
function XUiSimulatedCombatChapter:ReopenAssetPanel()
if self.IsOpenDetails then
return
end
if self.AssetPanel then
self.AssetPanel.GameObject:SetActiveEx(true)
end
end
-- 背景
function XUiSimulatedCombatChapter:SwitchFestivalBg(festivalTemplate)
if not festivalTemplate or not festivalTemplate.MainBackgound then
self.RImgFestivalBg.gameObject:SetActiveEx(false)
return
end
self.RImgFestivalBg:SetRawImage(festivalTemplate.MainBackgound)
end
-- 加载特效
function XUiSimulatedCombatChapter:LoadEffect(effectUrl)
if not effectUrl or effectUrl == "" then
self.PanelEffect.gameObject:SetActiveEx(false)
return
end
self.PanelEffect.gameObject:LoadUiEffect(effectUrl)
self.PanelEffect.gameObject:SetActiveEx(true)
end
function XUiSimulatedCombatChapter:SetPanelStageListMovementType(movementType)
if not self.PanelStageList then return end
self.PanelStageList.movementType = movementType
end
return XUiSimulatedCombatChapter