PGRData/Script/matrix/xui/xuitheatre/XUiTheatreContinue.lua

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Lua
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local XUiTheatreSkillGrid = require("XUi/XUiTheatre/XUiTheatreSkillGrid")
local XUiTheatreContinue = XLuaUiManager.Register(XLuaUi, "UiTheatreContinue")
function XUiTheatreContinue:OnAwake()
self.TheatreManager = XDataCenter.TheatreManager
self.CurrentAdventureManager = self.TheatreManager:GetCurrentAdventureManager()
self.CurrentChapter = nil
self.IsSettle = false
-- 奖励列表
self.DynamicTable = XDynamicTableNormal.New(self.PanelItemScrollView)
self.DynamicTable:SetProxy(XUiGridCommon)
self.DynamicTable:SetDelegate(self)
self.GridReward.gameObject:SetActiveEx(false)
-- 结算数据 XAdventureEnd
self.AdventureEnd = nil
self:RegisterUiEvents()
end
-- adventureEnd : XAdventureEnd
function XUiTheatreContinue:OnStart(adventureEnd, closeCb)
self.CloseCallback = closeCb
self.AdventureEnd = adventureEnd
end
function XUiTheatreContinue:OnEnable()
self.Super.OnEnable(self)
self.IsSettle = self.AdventureEnd ~= nil
self.CurrentChapter = self.CurrentAdventureManager:GetCurrentChapter()
local currentDifficulty = self.CurrentAdventureManager:GetCurrentDifficulty()
-- 标题
self.TxtTitle.text = self.CurrentChapter:GetTitle()
-- 难度图标
self.RImgDifficultyIcon:SetRawImage(currentDifficulty:GetTitleIcon())
self.RImgDifficultyIcon2:SetRawImage(currentDifficulty:GetTitleIcon())
-- 重开次数
self.TxtReopenCount.text = self.CurrentAdventureManager:GetPlayableCount()
-- 成员数
self.TxtRoleCount.text = #self.CurrentAdventureManager:GetCurrentRoles(false)
-- 全员等级
self.TxtLevel.text = self.CurrentAdventureManager:GetCurrentLevel()
-- 平均战力
self.TxtPower.text = self.CurrentAdventureManager:GeRoleAveragePower()
-- 信物刷新
local currentToken = self.CurrentAdventureManager:GetCurrentToken()
self.GridToken.gameObject:SetActiveEx(currentToken ~= nil)
self.TxtNone.gameObject:SetActiveEx(currentToken == nil)
if currentToken then
self.RImgTokenIcon:SetRawImage(currentToken:GetIcon())
self.ImgTokenQuality:SetSprite(currentToken:GetItemQualityIcon())
end
-- 核心技能刷新
self:RefreshCoreSkills()
-- 附加技能刷新
self:RefreshAdditionSkills()
-- 难度掉落
self.TxtDifficultyRate.text = XUiHelper.GetText("TheatreDifficultyRateTip", currentDifficulty:GetRewardFactor())
-- 奖励刷新
self:RefreshRewardList()
self.CurrentAdventureManager:ShowNextOperation()
end
function XUiTheatreContinue:OnDestroy()
if self.CloseCallback then
self.CloseCallback()
end
end
--######################## 私有方法 ########################
function XUiTheatreContinue:RegisterUiEvents()
XUiHelper.RegisterClickEvent(self, self.BtnClose, self.Close)
XUiHelper.RegisterClickEvent(self, self.BtnEnd, self.OnBtnEndClicked)
XUiHelper.RegisterClickEvent(self, self.BtnContinue, self.OnBtnContinueClicked)
end
function XUiTheatreContinue:OnBtnEndClicked()
XLuaUiManager.Open("UiDialog", XUiHelper.GetText("TheatreChapterSettleSureTitle")
, XUiHelper.GetText("TheatreChapterSettleSureTip", self.CurrentChapter:GetTitle())
, XUiManager.DialogType.Normal, nil
, function()
self.CurrentAdventureManager:RequestSettleAdventure(function()
self:Remove()
end)
end)
end
function XUiTheatreContinue:OnBtnContinueClicked()
if self.IsSettle then
-- 进入下一个章节
self.CurrentAdventureManager:EnterChapter()
else
local currentChapter = self.CurrentChapter
currentChapter:SetIsReady(true)
-- todo, 后面把GetIsCanRecruit判断放进GetIsCanEnterGame里
if currentChapter:GetIsCanRecruit() and not currentChapter:GetIsCanEnterGame() then
if table.nums(currentChapter:GetRecruitRoleDic()) <= 0 then
-- 默认刷新一次
currentChapter:RequestRefreshRoles(function()
XLuaUiManager.Open("UiTheatreRecruit", currentChapter:GetId())
end)
else
XLuaUiManager.Open("UiTheatreRecruit", currentChapter:GetId())
end
return
end
XLuaUiManager.Open("UiTheatrePlayMain")
end
end
function XUiTheatreContinue:RefreshCoreSkills()
local coreSkills = self.CurrentAdventureManager:GetCoreSkills()
local grid
XUiHelper.RefreshCustomizedList(self.PanelBuffList, self.GridBuff, math.max(#coreSkills, 4)
, function(index, go)
local data = self.CurrentAdventureManager:GetCoreSkillByPos(index)
grid = XUiTheatreSkillGrid.New(go):SetData(data, true, index)
if not data then
grid:SetLevel(1)
end
end)
end
function XUiTheatreContinue:RefreshAdditionSkills()
local skills, powerCountDic = self.CurrentAdventureManager:GetAdditionSkillDic()
local grid
XUiHelper.RefreshCustomizedList(self.PanelNormalBuffList, self.GridNormalBuff, math.max(#skills, 7)
, function(index, go)
grid = XUiTheatreSkillGrid.New(go)
grid:SetIcon(XTheatreConfigs.GetPowerConditionSmallIcon(index))
grid:SetLevel(powerCountDic[index] or 0)
end)
end
function XUiTheatreContinue:RefreshRewardList()
local rewardItemDatas = nil
if self.IsSettle then
rewardItemDatas = self.AdventureEnd:GetRewardItemDatas()
else
rewardItemDatas = {}
if self.CurrentAdventureManager:GetCurrentFavorCoin() > 0 then
table.insert(rewardItemDatas, {
TemplateId = XTheatreConfigs.TheatreFavorCoin,
Count = self.CurrentAdventureManager:GetCurrentFavorCoin()
})
end
if self.CurrentAdventureManager:GetCurrentDecorationCoin() > 0 then
table.insert(rewardItemDatas, {
TemplateId = XTheatreConfigs.TheatreDecorationCoin,
Count = self.CurrentAdventureManager:GetCurrentDecorationCoin()
})
end
end
self.DynamicTable:SetDataSource(rewardItemDatas)
self.DynamicTable:ReloadDataSync(1)
end
function XUiTheatreContinue:OnDynamicTableEvent(event, index, grid)
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT then
grid:Init(self)
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
grid:Refresh(self.DynamicTable.DataSource[index])
end
end
return XUiTheatreContinue