PGRData/Script/matrix/xui/xuispecialtrainyuanxiao/XUiFubenYuanXiaoFight.lua

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local XUiFubenYuanXiaoFight = XLuaUiManager.Register(XLuaUi,"UiFubenYuanXiaoFight")
local XUiGridYuanXiaoFightItem = require("XUi/XUiSpecialTrainYuanXiao/XUiGridYuanXiaoFightItem")
local MathLerp = CS.UnityEngine.Mathf.Lerp
local ClickState = {
CountDown = 1,
RankScore = 2,
Close = 3
}
function XUiFubenYuanXiaoFight:OnAwake()
self:RegisterClickEvent(self.BtnContinue, self.OnBtnContinueClick)
XEventManager.AddEventListener(XEventId.EVENT_ROOM_KICKOUT, self.OnKickOut, self)
end
function XUiFubenYuanXiaoFight:OnStart(winData, itemClass, proxy)
self.WinData = winData
self.FightItemClass = itemClass
self.Proxy = proxy and proxy.New()
self:InitPlayerData()
self:InitGradeItem()
self:InitPanelMedal()
self:StartCountDown()
-- 开启自动关闭检查
local endTime = XDataCenter.FubenSpecialTrainManager.GetActivityEndTime()
self:SetAutoCloseInfo(endTime, function(isClose)
if isClose then
XDataCenter.FubenSpecialTrainManager.HandleActivityEndTime()
end
end)
end
function XUiFubenYuanXiaoFight:InitPlayerData()
self.PlayerList = self.WinData.PlayerList
for _, play in pairs(self.PlayerList) do
if play.Id == XPlayer.Id then
self.CurPlayer = play
end
end
self.ResultPlayer = {}
local settleData = self.WinData.SettleData
local SpecialTrainRankFightResult = settleData.SpecialTrainRankFightResult or settleData.SpecialTrainBreakthroughResult
local players = SpecialTrainRankFightResult and SpecialTrainRankFightResult.Players or nil
local fightResult = XDataCenter.FubenManager.CurFightResult
if not fightResult then
return
end
local customData = fightResult.CustomData
if not players then
return
end
-- Value名次、回合数、总分、结算combo数、最高combo数 对应Key数字1~5
for _, player in pairs(players) do
if customData then
local roleCustomData = customData[player.PlayerId].Dict
local data = {}
if roleCustomData then
data.Rank = roleCustomData[1] --名次
data.Round = roleCustomData[2] --回合数
data.Score = player.Score --奖杯数
data.StageScore = player.StageScore --关卡积分
end
self.ResultPlayer[player.PlayerId] = data
end
end
local rankMvp = -1
local roundMvpTable = {}
local scoreMvpTable = {}
local stageScoreMvpTable = {}
local rankMvpValue = -1
local roundMvpValue = -1
local scoreMvpValue = -1
local stageScoreMvpValue = -1
XTool.LoopMap(self.ResultPlayer, function(k, v)
if rankMvpValue == -1 or v.Rank < rankMvpValue then
rankMvpValue = v.Rank
rankMvp = k
end
if roundMvpValue == -1 or v.Round >= roundMvpValue then
if v.Round > roundMvpValue then
roundMvpTable = {}
roundMvpValue = v.Round
end
table.insert(roundMvpTable,{ Rank = v.Rank, Mvp = k })
end
if scoreMvpValue == -1 or v.Score >= scoreMvpValue then
if v.Score > scoreMvpValue then
scoreMvpTable = {}
scoreMvpValue = v.Score
end
table.insert(scoreMvpTable,{ Rank = v.Rank, Mvp = k })
end
if stageScoreMvpValue == -1 or v.StageScore >= stageScoreMvpValue then
if v.StageScore > stageScoreMvpValue then
stageScoreMvpTable = {}
stageScoreMvpValue = v.StageScore
end
table.insert(stageScoreMvpTable,{ Rank = v.Rank, Mvp = k })
end
end)
if self.Proxy then
self.Proxy:RankMvp(self, rankMvp, roundMvpTable, scoreMvpTable, stageScoreMvpTable)
else
self:RankMvp(rankMvp, roundMvpTable, scoreMvpTable, stageScoreMvpTable)
end
end
function XUiFubenYuanXiaoFight:RankMvp(rankMvp, roundMvpTable, scoreMvpTable, stageScoreMvpTable)
if rankMvp ~= -1 and self.ResultPlayer[rankMvp] then
self.ResultPlayer[rankMvp].IsRankingMvp = true
end
if not XTool.IsTableEmpty(roundMvpTable) then
table.sort(roundMvpTable,function(a, b) return a.Rank < b.Rank end)
local mvp = roundMvpTable[1].Mvp
if self.ResultPlayer[mvp] then
self.ResultPlayer[mvp].IsRoundMvp = true
end
end
if not XTool.IsTableEmpty(scoreMvpTable) then
table.sort(scoreMvpTable,function(a, b) return a.Rank < b.Rank end)
local mvp = scoreMvpTable[1].Mvp
if self.ResultPlayer[mvp] then
self.ResultPlayer[mvp].IsScoreMvp = true
end
end
if not XTool.IsTableEmpty(stageScoreMvpTable) then
table.sort(stageScoreMvpTable,function(a, b) return a.Rank < b.Rank end)
local mvp = stageScoreMvpTable[1].Mvp
if self.ResultPlayer[mvp] then
self.ResultPlayer[mvp].IsStageScoreMvp = true
end
end
end
function XUiFubenYuanXiaoFight:InitGradeItem()
self.GridList = {}
for _, v in pairs(self.PlayerList) do
local ui
if v.Id == XPlayer.Id then
ui = self.GridFightGradeItem
else
ui = CS.UnityEngine.GameObject.Instantiate(self.GridFightGradeItem, self.PanelFightGradeContainer)
end
self.GridList[v.Id] = self:NewFightItem(ui, self)
end
self.PanelMedal.gameObject:SetActiveEx(false)
for _, v in pairs(self.PlayerList) do
local grid = self.GridList[v.Id]
grid:RefreshPlayerData(v)
local data = self.ResultPlayer[v.Id]
grid:RefreshDataItem(data)
end
end
function XUiFubenYuanXiaoFight:InitPanelMedal()
self:InitMedalGrid()
--结算前数据
local curScore = self.CurPlayer.RankScore
self.BeginInfo = self:GetCurRankInfoByScore(curScore)
self:RefreshRawImage(self.BeginInfo.CurIcon, self.BeginInfo.CurIcon)
self.ImgPlayerExpFillAdd.fillAmount = self.BeginInfo.Value
self.ImgPlayerExpFill.fillAmount = self.BeginInfo.Value
--结算后数据
local playerData = self.ResultPlayer[XPlayer.Id]
if not playerData then
return
end
local Score = playerData.Score and playerData.Score or 0
self.Increase.text = CSXTextManagerGetText("SnowGameIncrease", Score)
self.CurInfo = self:GetCurRankInfoByScore(curScore + Score)
self:RefreshTextScore(self.CurInfo)
end
function XUiFubenYuanXiaoFight:InitMedalGrid()
self.MedalGrid = self:NewFightItem(self.PanelMedalGrid, self)
self.MedalGrid:RefreshPlayerData(self.CurPlayer)
self.MedalGrid:RefreshDataItem(self.ResultPlayer[XPlayer.Id])
end
function XUiFubenYuanXiaoFight:RefreshRawImage(rankIcon, nextRankIcon)
self.RankIcon:SetRawImage(rankIcon)
self.NextRankIcon:SetRawImage(nextRankIcon)
end
function XUiFubenYuanXiaoFight:GetCurRankInfoByScore(score)
local info = {}
info.CurScore = score
--当前段位Id、是否是最高段位、下一段位id
info.CurRankId, info.IsHighestGrade, info.NextRankId = XDataCenter.FubenSpecialTrainManager.GetCurIdAndNextIdByScore(info.CurScore)
info.CurIcon = XFubenSpecialTrainConfig.GetRankIconById(info.CurRankId)
if not info.IsHighestGrade then
info.CurRankScore = XFubenSpecialTrainConfig.GetRankScoreById(info.CurRankId)
info.NextRankScore = XFubenSpecialTrainConfig.GetRankScoreById(info.NextRankId)
info.Value = (info.CurScore - info.CurRankScore) / (info.NextRankScore - info.CurRankScore)
else
info.Value = 1 --最高段位时progress为1
end
return info
end
function XUiFubenYuanXiaoFight:RefreshTextScore(info)
if info.IsHighestGrade then
self.TxtNex.text = CSXTextManagerGetText("SnowHighestGrade") --最高段位
self.TextNow.text = info.CurScore
else
self.TxtNex.text = CSXTextManagerGetText("SnowNextGrade") --下一段位
self.TextNow.text = CSXTextManagerGetText("SnowGradeScore", info.CurScore, info.NextRankScore)
end
end
function XUiFubenYuanXiaoFight:StartCountDown()
self.CurrentClickState = ClickState.CountDown
self.TxtContinue.gameObject:SetActiveEx(false)
self.PanelCountDown.gameObject:SetActiveEx(true)
self:StartTimer()
end
function XUiFubenYuanXiaoFight:StartTimer()
if self.Timers then
self:StopTimer()
end
self.TotalTime = CS.XGame.Config:GetInt("PlayThroughCountDown")
self.Time = self.TotalTime
self.StartTicks = CS.XTimerManager.Ticks
self.Timers = XScheduleManager.ScheduleForever(function(timer)
self:OnUpdateTime(timer)
end, 0)
end
function XUiFubenYuanXiaoFight:OnUpdateTime()
if not self.ImgCountDownBarRight.gameObject:Exist() or not self.ImgCountDownBarLeft.gameObject:Exist() then
self:StopTimer()
return
end
self.ImgCountDownBarRight.fillAmount = self.Time / self.TotalTime
self.ImgCountDownBarLeft.fillAmount = self.Time / self.TotalTime
local t = self.TotalTime - (CS.XTimerManager.Ticks - self.StartTicks) / CS.System.TimeSpan.TicksPerSecond
self.Time = t
if self.Time <= 0 then
self:OnSkipCountDown()
end
end
function XUiFubenYuanXiaoFight:StopTimer()
if self.Timers then
XScheduleManager.UnSchedule(self.Timers)
self.ImgCountDownBarRight.fillAmount = 0
self.ImgCountDownBarLeft.fillAmount = 0
self.Timers = nil
end
end
function XUiFubenYuanXiaoFight:OnBtnContinueClick()
if self.CurrentClickState == ClickState.CountDown then
self:OnSkipCountDown()
elseif self.CurrentClickState == ClickState.RankScore then
self:OnSkipRankScoreClose()
elseif self.CurrentClickState == ClickState.Close then
self:Close()
end
end
--跳过倒计时到奖杯结算界面
function XUiFubenYuanXiaoFight:OnSkipCountDown()
self:StopTimer()
self.PanelCountDown.gameObject:SetActiveEx(false)
self:PlayAnimation("PanelMedalEnable",function()
self.TxtContinue.gameObject:SetActiveEx(true)
self.IsPanelMedalEnable = false
self:RefreshSettlementPanel()
end,function()
self.IsPanelMedalEnable = true
self.PanelMedal.gameObject:SetActiveEx(true)
end)
self.CurrentClickState = ClickState.RankScore
end
--跳过奖杯结算界面
function XUiFubenYuanXiaoFight:OnSkipRankScoreClose()
if self.IsPanelMedalEnable then --正在播放动画PanelMedalEnable
return
end
self:StopProgressAnimation()
self:RefreshRawImage(self.CurInfo.CurIcon, self.CurInfo.CurIcon)
self.ImgPlayerExpFillAdd.fillAmount = self.CurInfo.Value
if self.BeginInfo.CurRankId ~= self.CurInfo.CurRankId and not self.CurInfo.IsHighestGrade then
self.ImgPlayerExpFill.fillAmount = 0
end
self.CurrentClickState = ClickState.Close
end
function XUiFubenYuanXiaoFight:RefreshSettlementPanel()
local data = self:GetSettlementPanelData()
local animation = function()
if data.IsPlayAnimation then
self:PlayAnimation("IconQieHuan", function()
self:OnSkipRankScoreClose()
end, function()
self:RefreshRawImage(self.BeginInfo.CurIcon, self.CurInfo.CurIcon)
end)
else
self:OnSkipRankScoreClose()
end
end
if data.IsProgressAnimation then
self:ProgressAnimation(self.BeginInfo.Value, self.CurInfo.Value, data.IsNext, function()
animation()
end)
else
self:OnSkipRankScoreClose()
end
end
function XUiFubenYuanXiaoFight:GetSettlementPanelData()
local data = {}
if self.BeginInfo.IsHighestGrade or self.BeginInfo.CurScore == self.CurInfo.CurScore then
data.IsProgressAnimation = false
return data
end
if self.CurInfo.IsHighestGrade then
data.IsProgressAnimation = true
data.IsPlayAnimation = true
return data
end
if self.BeginInfo.CurRankId ~= self.CurInfo.CurRankId then
data.IsProgressAnimation = true
data.IsPlayAnimation = true
data.IsNext = true
elseif self.BeginInfo.CurScore < self.CurInfo.CurScore then
data.IsProgressAnimation = true
end
return data
end
function XUiFubenYuanXiaoFight:ProgressAnimation(start, tar, isNext, cb)
if self.ImageFillAdd then
self:StopProgressAnimation()
end
local duration = CS.XGame.Config:GetInt("SnowGameProgressDuration")
self.ImageFillAdd = self:DoFillAmount(self.ImgPlayerExpFill, self.ImgPlayerExpFillAdd, start, tar, duration, isNext, XUiHelper.EaseType.Linear, cb)
end
function XUiFubenYuanXiaoFight:StopProgressAnimation()
if self.ImageFillAdd then
XScheduleManager.UnSchedule(self.ImageFillAdd)
self.ImageFillAdd = nil
end
end
function XUiFubenYuanXiaoFight:DoFillAmount(image, imageAdd, startFill, tarFill, duration, isNext, easeType, cb)
easeType = easeType or XUiHelper.EaseType.Linear
local tarValue = isNext and 1 + tarFill or tarFill
local value = 0
local timer = XUiHelper.Tween(
duration,
function(t)
if not image:Exist() or not imageAdd:Exist() then
return true
end
value = MathLerp(startFill, tarValue, t)
if isNext and value >= 1 then
image.fillAmount = 0
value = value - 1
end
imageAdd.fillAmount = value
end,
cb,
function(t)
return XUiHelper.Evaluate(easeType, t)
end
)
return timer
end
function XUiFubenYuanXiaoFight:OnDestroy()
XEventManager.RemoveEventListener(XEventId.EVENT_ROOM_KICKOUT, self.OnKickOut, self)
end
function XUiFubenYuanXiaoFight:OnKickOut()
XDataCenter.RoomManager.RemoveMultiPlayerRoom()
end
function XUiFubenYuanXiaoFight:NewFightItem(...)
if self.FightItemClass then
return self.FightItemClass.New(...)
end
return XUiGridYuanXiaoFightItem.New(...)
end
return XUiFubenYuanXiaoFight