PGRData/Script/matrix/xui/xuibiancatheatre/choice/XUiChoiceDifficultyPanel.lua

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Lua
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2024-09-01 20:49:41 +00:00
local XUiChoiceDifficultyPanel = XClass(nil, "XUiChoiceDifficultyPanel")
--难度选择布局
function XUiChoiceDifficultyPanel:Ctor(ui, rootUi)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.RootUi = rootUi
XUiHelper.InitUiClass(self, ui)
end
function XUiChoiceDifficultyPanel:Init()
-- 直接获取当前的管理器或者由方法内部创建新的
self.CurrentAdventureManager = XDataCenter.BiancaTheatreManager.GetCurrentAdventureManager()
local difficulties = self.CurrentAdventureManager:GetDifficulties()
self.CurrentDifficulty = difficulties[1]
-- 初始化难度选择标签
self:InitDifficultyTags(difficulties)
self:RewriteRootUiFunc()
self.GameObject:SetActiveEx(true)
end
-- 初始化难度标签
function XUiChoiceDifficultyPanel:InitDifficultyTags(difficulties)
self.BtnDifficulty.gameObject:SetActiveEx(false)
local buttons = {}
-- 获取冒险所有开启的难度
difficulties = difficulties or self.CurrentAdventureManager:GetDifficulties()
local go, button
for i, difficulty in ipairs(difficulties) do
go = XUiHelper.Instantiate(self.BtnDifficulty, self.BtnContent.transform)
button = go:GetComponent("XUiButton")
button:SetName(difficulty:GetName())
button.gameObject:SetActiveEx(true)
-- 设置禁用状态
button:SetDisable(not difficulty:GetIsOpen())
table.insert(buttons, button)
end
self.BtnContent:Init(buttons, function(index)
self:OnBtnDifficultyClicked(index)
end)
-- 本地读取难度选择缓存
self.BtnContent:SelectIndex(self.CurrentAdventureManager:GetDifficultyLocalCacheIndex() or 1)
end
function XUiChoiceDifficultyPanel:Refresh()
end
-- difficulty : XAdventureDifficulty
function XUiChoiceDifficultyPanel:OnBtnDifficultyClicked(index)
local difficulty = self.CurrentAdventureManager:GetDifficulties()[index]
if not difficulty:GetIsOpen(true) then
return
end
self.CurrentDifficulty = difficulty
self:RefreshDifficulty(difficulty)
-- 本地缓存难度选择
self.CurrentAdventureManager:SaveDifficultyLocalCache(self.CurrentDifficulty)
self.RootUi:PlayAnimation("QieHuan")
end
-- 刷新当前难度
-- difficulty : XAdventureDifficulty
function XUiChoiceDifficultyPanel:RefreshDifficulty(difficulty)
if difficulty == nil then difficulty = self.CurrentDifficulty end
self.RImgIcon:SetRawImage(difficulty:GetIcon())
self.TxtName.text = difficulty:GetTitle()
self.TxtDesc.text = difficulty:GetDesc()
-- 刷新经验掉落
self:RefreshRewardList(difficulty:GetRewardIds(), difficulty:GetExpFactor())
end
function XUiChoiceDifficultyPanel:RefreshRewardList(itemIds, factor)
self.GridBiancaPopUp.gameObject:SetActiveEx(false)
local child
local childCount = self.PanelRewardList.childCount
for i = 0, childCount - 1 do
child = self.PanelRewardList:GetChild(i)
child.gameObject:SetActiveEx(false)
end
for i = 1, #itemIds do
if i > childCount then
child = XUiHelper.Instantiate(self.GridBiancaPopUp, self.PanelRewardList)
else
child = self.PanelRewardList:GetChild(i - 1)
end
child.gameObject:SetActiveEx(true)
local gridCommon = XUiGridCommon.New(self.RootUi, child)
local itemId = itemIds[i]
gridCommon:Refresh(itemId)
if gridCommon.BtnClick then
XUiHelper.RegisterClickEvent(gridCommon, gridCommon.BtnClick, function()
XLuaUiManager.Open("UiBiancaTheatreTips", itemId)
end)
end
end
self.TxtNumber.text = factor
end
--######################## 重写父UI按钮点击回调 ########################
function XUiChoiceDifficultyPanel:RewriteRootUiFunc()
XUiHelper.RegisterClickEvent(self, self.RootUi.BtnNextStep, self.OnBtnNextStepClicked)
end
--点击下一步
function XUiChoiceDifficultyPanel:OnBtnNextStepClicked()
XLuaUiManager.Open("UiBiancaTheatreEndTips", nil, XUiHelper.GetText("TheatreDifficultyTip", self.CurrentDifficulty:GetName()), XUiManager.DialogType.Normal, nil, function()
self.CurrentAdventureManager:UpdateCurrentDifficulty(self.CurrentDifficulty)
self.CurrentAdventureManager:RequestStartAdventure(function()
-- 打开分队选择
XLuaUiManager.PopThenOpen("UiBiancaTheatreChoice", {UiType = XBiancaTheatreConfigs.UiChoiceType.TeamSelect})
end)
end)
end
return XUiChoiceDifficultyPanel