268 lines
8.9 KiB
Lua
268 lines
8.9 KiB
Lua
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--兵法蓝图主页面
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local XUiRpgTowerMain = XLuaUiManager.Register(XLuaUi, "UiRpgTowerMain")
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local XUiRpgTowerMonstersPanel = require("XUi/XUiRpgTower/MainPage/PanelMonsters/XUiRpgTowerMonstersPanel")
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local XUiRpgTwerStageDetails = require("XUi/XUiRpgTower/MainPage/PanelStageDetails/XUiRpgTowerStageDetails")
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local XUiRpgTowerStageList = require("XUi/XUiRpgTower/MainPage/PanelStageList/XUiRpgTowerStageList")
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-- ========= =========
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-- =========生命周期方法=========
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-- ========= =========
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function XUiRpgTowerMain:OnAwake()
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XTool.InitUiObject(self)
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XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin)
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XDataCenter.RpgTowerManager.SetNewBegining()
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self:InitButtons()
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self:InitMonsterPanel()
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self:InitStageDetailPanel()
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self:InitStageList()
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self:InitTeamLevel()
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self.RedEvents = {}
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end
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function XUiRpgTowerMain:OnEnable()
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if self.MainEnable and not XDataCenter.RpgTowerManager.GetIsReset() then
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self.MainEnable.gameObject:SetActiveEx(false)
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self.MainEnable.gameObject:SetActiveEx(true)
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else
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self:OnActivityReset()
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return
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end
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self:OnShowPanel()
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self:AddRedPointEvents()
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--[[
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if XDataCenter.RpgTowerManager.GetIsFirstIn() then
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XUiManager.ShowHelpTip("RpgTowerHelp")
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end]]
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CS.XShadowHelper.SetDisableUIGlobalShadowMeshHeight(true)
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end
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function XUiRpgTowerMain:OnDisable()
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self:StopTimer()
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self:RemoveRedPointEvents()
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CS.XShadowHelper.SetDisableUIGlobalShadowMeshHeight(false)
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end
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function XUiRpgTowerMain:OnGetEvents()
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return { XEventId.EVENT_RPGTOWER_RESET, XEventId.EVENT_RPGTOWER_REFRESH_DAILYREWARD }
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end
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function XUiRpgTowerMain:OnNotify(evt, ...)
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local args = { ... }
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if evt == XEventId.EVENT_RPGTOWER_RESET then
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self:OnActivityReset()
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elseif evt == XEventId.EVENT_RPGTOWER_REFRESH_DAILYREWARD then
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self:RefreshSupply()
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self:RefreshTeamLevel()
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end
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end
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--================
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--初始化按钮
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--================
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function XUiRpgTowerMain:InitButtons()
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self.BtnBack.CallBack = function() self:OnBtnBackClick() end
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self.BtnMainUi.CallBack = function() self:OnBtnMainUiClick() end
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self:BindHelpBtn(self.BtnHelp, "RpgTowerHelp")
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self.BtnEnterStage.CallBack = function() self:OnEnterStageClick() end
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self.BtnActivityTask.CallBack = function() self:OnTaskClick() end
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self.BtnTeam.CallBack = function() self:OnTeamClick() end
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XUiHelper.RegisterClickEvent(self, self.ImgSupply, function() self:OnSupplyClick() end)
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end
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--================
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--返回按钮
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--================
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function XUiRpgTowerMain:OnBtnBackClick()
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self:Close()
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end
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--================
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--主界面按钮
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--================
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function XUiRpgTowerMain:OnBtnMainUiClick()
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XLuaUiManager.RunMain()
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end
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--================
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--进入关卡按钮
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--================
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function XUiRpgTowerMain:OnEnterStageClick()
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self.StageDetail:ShowPanel()
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end
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--================
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--活动任务按钮
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--================
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function XUiRpgTowerMain:OnTaskClick()
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XLuaUiManager.Open("UiRpgTowerTask")
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end
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--================
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--队伍养成按钮
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--================
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function XUiRpgTowerMain:OnTeamClick()
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XLuaUiManager.Open("UiRpgTowerRoleList")
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end
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--================
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--获取今日补给
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--================
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function XUiRpgTowerMain:OnSupplyClick()
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if XDataCenter.RpgTowerManager.GetCanReceiveSupply() then
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XDataCenter.RpgTowerManager.ReceiveSupply()
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else
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XUiManager.TipMsg(CS.XTextManager.GetText("RpgTowerCantGetSupply"))
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end
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end
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--================
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--初始化怪兽模型面板
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--================
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function XUiRpgTowerMain:InitMonsterPanel()
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local uiModelRoot = self.UiModelGo.transform
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self.MonstersPanel = XUiRpgTowerMonstersPanel.New(self.PanelMonster, uiModelRoot)
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end
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--================
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--初始化关卡列表
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--================
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function XUiRpgTowerMain:InitStageList()
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self.StageList = XUiRpgTowerStageList.New(self.PanelStageList, self)
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end
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--================
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--初始化关卡详细
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--================
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function XUiRpgTowerMain:InitStageDetailPanel()
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self.StageDetail = XUiRpgTwerStageDetails.New(self.PanelStageDetail, self)
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self.StageDetail:HidePanel()
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end
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function XUiRpgTowerMain:InitTeamLevel()
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local teamLevelScript = require("XUi/XUiRpgTower/Common/XUiRpgTowerTeamBar")
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self.TeamLevel = teamLevelScript.New(self.PanelTeamBar, self)
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self.TeamLevel:RefreshBar()
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end
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--================
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--点击关卡控件时
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--================
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function XUiRpgTowerMain:OnClickStageGrid(rStage)
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if self.RStage == rStage then return end
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self.RStage = rStage
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self.StageDetail:RefreshStage(self.RStage)
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self.MonstersPanel:RefreshMonsters(self.RStage)
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local isShowScore = self.RStage:GetIsShowScore()
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self.TxtStageScore.gameObject:SetActiveEx(isShowScore)
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if isShowScore then self:SetStageScoreText() end
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end
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--================
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--设置关卡分数
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--================
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function XUiRpgTowerMain:SetStageScoreText()
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local score = self.RStage:GetScore()
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if score > 100000000 then
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local billion = math.floor(score / 100000000)
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local delta = score - billion * 100000000
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local scoreNum = string.format("%.2f",delta / 10000)
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self.TxtStageScore.text = XUiHelper.GetText("RpgTowerStageScoreBiggerThenBillion", billion, scoreNum)
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else
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local scoreNum = string.format("%.2f",score / 10000)
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self.TxtStageScore.text = XUiHelper.GetText("RpgTowerStageScoreStr", scoreNum)
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end
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end
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--================
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--显示界面时
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--================
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function XUiRpgTowerMain:OnShowPanel()
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self.StageList:UpdateData()
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self:RefreshSupply()
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self:RefreshTeamLevel()
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self:SetTimer()
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end
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--================
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--设置界面计时器
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--================
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function XUiRpgTowerMain:SetTimer()
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self:StopTimer()
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self:SetResetTime()
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self.Timer = XScheduleManager.ScheduleForever(function()
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self:SetResetTime()
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end, XScheduleManager.SECOND, 0)
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end
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--================
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--显示倒计时与处理倒计时完成时事件
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--================
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function XUiRpgTowerMain:SetResetTime()
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local endTimeSecond = XDataCenter.RpgTowerManager.GetEndTime()
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local now = XTime.GetServerNowTimestamp()
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local leftTime = endTimeSecond - now
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local remainTime = XUiHelper.GetTime(leftTime, XUiHelper.TimeFormatType.ACTIVITY)
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self.TxtRemainTime.text = CS.XTextManager.GetText("RpgTowerRemainTime", remainTime)
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if leftTime <= 0 then
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self:OnActivityReset()
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end
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end
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--================
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--停止界面计时器
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--================
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function XUiRpgTowerMain:StopTimer()
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if self.Timer then
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XScheduleManager.UnSchedule(self.Timer)
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self.Timer = nil
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end
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end
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--================
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--活动周期结束时弹回主界面
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--================
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function XUiRpgTowerMain:OnActivityReset()
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if self.IsReseting then return end
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self.IsReseting = true
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self:StopTimer()
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XLuaUiManager.RunMain()
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XUiManager.TipMsg(CS.XTextManager.GetText("RpgTowerFinished"))
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end
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--================
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--刷新每日补给
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--================
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function XUiRpgTowerMain:RefreshSupply()
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local haveSupply = XDataCenter.RpgTowerManager.GetCanReceiveSupply()
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self.TxtSupplyNotReceive.gameObject:SetActiveEx(haveSupply)
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self.TxtSupplyReceive.gameObject:SetActiveEx(not haveSupply)
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self.ObjSupplyRed.gameObject:SetActiveEx(haveSupply)
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end
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--================
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--刷新队伍经验条
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--================
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function XUiRpgTowerMain:RefreshTeamLevel()
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if XDataCenter.RpgTowerManager.CheckExpChange() then
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local changes = XDataCenter.RpgTowerManager.GetExpChanges()
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self.TeamLevel:AddExp(changes.ChangeExp, changes.PreTeamExp, changes.PreTeamLevel)
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else
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self.TeamLevel:RefreshBar()
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end
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end
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--================
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--注册页面红点事件
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--================
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function XUiRpgTowerMain:AddRedPointEvents()
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if self.AlreadyAddRed then return end
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self.AlreadyAddRed = true
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table.insert(self.RedEvents, XRedPointManager.AddRedPointEvent(self.BtnActivityTask, self.OnCheckBtnTaskRedPoint, self, { XRedPointConditions.Types.CONDITION_RPGTOWER_TASK_RED }))
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table.insert(self.RedEvents, XRedPointManager.AddRedPointEvent(self.BtnTeam, self.OnCheckBtnTeamRedPoint, self, { XRedPointConditions.Types.CONDITION_RPGTOWER_TEAM_RED }))
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end
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--================
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--注销页面红点事件
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--================
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function XUiRpgTowerMain:RemoveRedPointEvents()
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if not self.AlreadyAddRed then return end
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for _, eventId in pairs(self.RedEvents) do
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XRedPointManager.RemoveRedPointEvent(eventId)
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end
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self.RedEvents = {}
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self.AlreadyAddRed = false
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end
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--================
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--检查任务按钮红点
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--================
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function XUiRpgTowerMain:OnCheckBtnTaskRedPoint(count)
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self.BtnActivityTask:ShowReddot(count >= 0)
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end
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--================
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--检查养成界面按钮红点
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--================
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function XUiRpgTowerMain:OnCheckBtnTeamRedPoint(count)
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self.BtnTeam:ShowReddot(count >= 0)
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end
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return XUiRpgTowerMain
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