130 lines
5 KiB
Lua
130 lines
5 KiB
Lua
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local XUiSSBReadyPanel1v1 = XClass(nil, "XUiSSBReadyPanel1v1")
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function XUiSSBReadyPanel1v1:Ctor(uiPrefab, mode, rootUi)
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self.Mode = mode
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self.RootUiCloseFunc = function() rootUi:Close() end
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self.RootUiRefresh = function() rootUi:Refresh() end
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self.RootUiNextEnemy = function() rootUi:ConfirmNextEnemy() end
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self.RootUiEnterFight = function() rootUi:OnEnterFight() end
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XTool.InitUiObjectByUi(self, uiPrefab)
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self:InitPanel()
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end
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function XUiSSBReadyPanel1v1:InitPanel()
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self:InitBtns()
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self:InitInfos()
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end
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function XUiSSBReadyPanel1v1:InitBtns()
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self.BtnNextFight.CallBack = function() self:OnClickBtnNextFight() end
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self.BtnReFight.CallBack = function() self:OnClickBtnReFight() end
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end
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function XUiSSBReadyPanel1v1:InitInfos()
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local isLine = self.Mode:GetIsLinearStage()
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if not isLine then
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self.TxtTime.gameObject:SetActiveEx(false)
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self.TxtProgress.gameObject:SetActiveEx(false)
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else
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self.TxtTime.gameObject:SetActiveEx(true)
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self.TxtProgress.gameObject:SetActiveEx(true)
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self.TxtTimeNumber.text = XUiHelper.GetTime(self.Mode:GetSpendTime(), XUiHelper.TimeFormatType.DEFAULT)
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self.TxtProgressNumber.text = self.Mode:GetLineProgress()
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end
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end
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function XUiSSBReadyPanel1v1:Refresh()
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local isStart = self.Mode:CheckIsStart()
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local isEnd = self.Mode:CheckIsEnd()
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local isWin = self.Mode:CheckIsWin()
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local buttonName = ""
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if isStart then
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buttonName = XUiHelper.GetText("SSBStartFight")
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elseif isEnd then
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buttonName = XUiHelper.GetText("SSBConfirmFight")
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else
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buttonName = XUiHelper.GetText("SSBNextFight")
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end
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self.BtnReFight.gameObject:SetActiveEx(not isStart)
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self.BtnNextFight.gameObject:SetActiveEx(not (isEnd and not isWin))
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self.BtnNextFight:SetName(buttonName)
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if self.Mode:GetIsLinearStage() then
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self.TxtTimeNumber.text = XUiHelper.GetTime(self.Mode:GetSpendTime(), XUiHelper.TimeFormatType.DEFAULT)
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self.TxtProgressNumber.text = self.Mode:GetLineProgress()
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end
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end
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function XUiSSBReadyPanel1v1:OnClickBtnNextFight()
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if self.Mode:GetIsLinearStage() then
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--检查是否已打完关卡
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if self.Mode:CheckIsEnd() then
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--再检查是赢了还是输了
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if self.Mode:CheckIsWin() then
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XDataCenter.SuperSmashBrosManager.BattleConfirm(function(rewardList)
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XLuaUiManager.Open("UiSuperSmashBrosSettle", self.Mode)
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end, false)
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else
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XDataCenter.SuperSmashBrosManager.BattleConfirm(function(rewardList)
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XLuaUiManager.Open("UiSuperSmashBrosSettle", self.Mode)
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end, false)
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end
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else
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if self.Mode:GetConfirmFlag() then
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XDataCenter.SuperSmashBrosManager.BattleConfirm(function(rewardList)
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if self.RootUiNextEnemy then
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self.RootUiNextEnemy()
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end
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end, false)
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else
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self.RootUiEnterFight()
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end
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end
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return
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end
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--检查是否已打完关卡
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if self.Mode:CheckIsEnd() then
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--再检查是赢了还是输了
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if self.Mode:CheckIsWin() then
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XDataCenter.SuperSmashBrosManager.BattleConfirm(function(rewardList, score, teamItem)
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local isRewardList = rewardList and next(rewardList)
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local isTeamItem = teamItem and teamItem > 0
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if not isRewardList and not isTeamItem then
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XDataCenter.SuperSmashBrosManager.ResetMode()
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self.RootUiCloseFunc()
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else
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XLuaUiManager.Open("UiSuperSmashBrosObtain", score, rewardList, teamItem, function()
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XDataCenter.SuperSmashBrosManager.ResetMode()
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self.RootUiCloseFunc()
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end)
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end
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end, false)
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else
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XDataCenter.SuperSmashBrosManager.BattleConfirm(function(rewardList)
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XDataCenter.SuperSmashBrosManager.ResetMode()
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self.RootUiCloseFunc()
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end, false)
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end
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-- 重置彩蛋机器人数据
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XDataCenter.SuperSmashBrosManager.ResetEggRobotOpen()
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elseif self.Mode:CheckIsStart() then
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self.RootUiEnterFight()
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else
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if self.Mode:GetConfirmFlag() then
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XDataCenter.SuperSmashBrosManager.BattleConfirm(function(rewardList)
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self.RootUiEnterFight()
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end, false)
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else
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self.RootUiEnterFight()
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end
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end
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end
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function XUiSSBReadyPanel1v1:OnClickBtnReFight()
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local stageConfig = XDataCenter.FubenManager.GetStageCfg(self.Mode:GetNextStageId())
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local isAssist = false
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local challengeCount = 1
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XDataCenter.FubenManager.EnterFight(stageConfig, nil, isAssist, challengeCount)
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end
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return XUiSSBReadyPanel1v1
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