PGRData/Script/matrix/xui/xuistronghold/XUiStrongholdQuickDeploy.lua

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local XUiGridQuickDeployTeam = require("XUi/XUiStronghold/XUiGridQuickDeployTeam")
local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
local XUiStrongholdQuickDeploy = XLuaUiManager.Register(XLuaUi, "UiStrongholdQuickDeploy")
function XUiStrongholdQuickDeploy:OnAwake()
self.GridQuickDeployTeam.gameObject:SetActiveEx(false)
self:AutoAddListener()
end
function XUiStrongholdQuickDeploy:OnStart(groupId, teamList, saveCb)
self.TeamList = teamList
self.GroupId = groupId
self.SaveCb = saveCb
self.TeamListClip = XDataCenter.StrongholdManager.GetTeamListClipTemp(groupId, teamList)
self.TeamGridList = {}
end
function XUiStrongholdQuickDeploy:OnEnable()
self:UpdateView()
end
function XUiStrongholdQuickDeploy:OnDisable()
self.OldTeamId = nil
self.OldPos = nil
if self.LastSelectGrid then
self.LastSelectGrid:SetSelect(false)
self.LastSelectGrid = nil
end
end
function XUiStrongholdQuickDeploy:UpdateView()
local teamList = self.TeamList
local teamListClip = self.TeamListClip
local memberClickCb = function(grid, pos, teamId)
local grid = grid
local oldTeamId = self.OldTeamId
local oldPos = self.OldPos
--队伍中有关卡进度
local groupId = self.GroupId
if groupId then
if XDataCenter.StrongholdManager.IsGroupStageFinished(groupId, oldTeamId)
or XDataCenter.StrongholdManager.IsGroupStageFinished(groupId, teamId)
then
XUiManager.TipText("StrongholdQuickDeployTeamLock")
return
end
end
local sucCb = function()
self:UpdateView()
grid:ShowEffect()
self.LastSelectGrid:ShowEffect()
self.LastSelectGrid:SetSelect(false)
self.LastSelectGrid = nil
self.OldTeamId = nil
self.OldPos = nil
end
local failCb = function()
if self.LastSelectGrid then
self.LastSelectGrid:SetSelect(false)
end
self.LastSelectGrid = grid
self.LastSelectGrid:SetSelect(true)
self.OldTeamId = teamId
self.OldPos = pos
end
self:SwapTeamPos(oldTeamId, oldPos, teamId, pos, sucCb, failCb)
end
local teamGridList = self.TeamGridList
for index, team in ipairs(teamListClip) do
local teamGrid = teamGridList[index]
if not teamGrid then
local go = CSUnityEngineObjectInstantiate(self.GridQuickDeployTeam, self.PanelFormationTeamContent)
teamGrid = XUiGridQuickDeployTeam.New(go, memberClickCb)
teamGridList[index] = teamGrid
end
local teamId = index
teamGrid:Refresh(teamList, teamId, self.GroupId)
teamGrid.GameObject:SetActiveEx(true)
end
for i = #teamListClip + 1, #teamGridList do
teamGridList.GameObject:SetActiveEx(false)
end
end
function XUiStrongholdQuickDeploy:AutoAddListener()
self.BtnConfirm.CallBack = function() self:OnClickBtnConfirm() end
end
function XUiStrongholdQuickDeploy:OnClickBtnConfirm()
self.SaveCb()
self:Close()
end
function XUiStrongholdQuickDeploy:SwapTeamPos(oldTeamId, oldPos, newTeamId, newPos, sucCb, failCb)
if not oldTeamId then failCb() return false end
if oldTeamId == newTeamId and oldPos == newPos then failCb() return false end
local teamList = self.TeamList
local oldTeam = teamList[oldTeamId]
local oldMember = XTool.Clone(oldTeam:GetMember(oldPos))
local newTeam = teamList[newTeamId]
local newMember = XTool.Clone(newTeam:GetMember(newPos))
if oldMember:IsEmpty() and newMember:IsEmpty() then failCb() return false end
local oldCharacterType = oldMember:GetCharacterType()
local newCharacterType = newMember:GetCharacterType()
local swapFunc = function()
if newTeam:ExistDifferentCharacterType(oldCharacterType) then
newTeam:Clear()
end
if oldTeam:ExistDifferentCharacterType(newCharacterType) then
oldTeam:Clear()
end
oldTeam:SetMemberForce(oldPos, newMember)
newTeam:SetMemberForce(newPos, oldMember)
sucCb()
end
if newTeam:ExistDifferentCharacterType(oldCharacterType)
or oldTeam:ExistDifferentCharacterType(newCharacterType)
then
--队伍中已经存在其他类型的角色(构造体/授格者)
local content = CSXTextManagerGetText("TeamCharacterTypeNotSame")
XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, nil, swapFunc)
else
swapFunc()
end
end