PGRData/Script/matrix/xui/xuicommonwindow/XUiSelectCharacterWin.lua

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--选取角色页面
local XUiSelectCharacterWin = XLuaUiManager.Register(XLuaUi, "UiSelectCharacterWin")
local XUiSelectCharacterGrid = require("XUi/XUiCommonWindow/XUiSelectCharacterGrid")
local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
--自定义选择种类
UiSelectCharacterType = {
Normal = 1, --选取我所拥有的角色
LimitedByCharacterAndRobot = 2, --在给定的限制范围robotId以及这些robot对应的characterid内选取角色 工会boss使用
WorldBoss = 3, --选取我所拥有的角色和开放的机器人世界Boss用
NieROnlyRobot = 4, --仅使用开放的机器人(尼尔玩法用)
}
function XUiSelectCharacterWin:OnAwake()
self.BtnBack.CallBack = function() self:OnBtnBackClick() end
self.BtnMainUi.CallBack = function() self:OnBtnMainUiClick() end
self.BtnJoinTeam.CallBack = function() self:OnBtnJoinTeamClick() end
self.BtnQuitTeam.CallBack = function() self:OnBtnQuitTeamClick() end
self.BtnFashion.CallBack = function() self:OnBtnFashionClick() end
self.BtnFashion2.CallBack = function() self:OnBtnFashionClick() end
self.BtnConsciousness.CallBack = function() self:OnBtnConsciousnessClick() end
self.BtnWeapon.CallBack = function() self:OnBtnWeaponClick() end
self.BtnTeaching.CallBack = function() self:OnBtnTeachingClick() end
self:RegisterClickEvent(self.BtnPartner, self.OnCarryPartnerClick)
self.GridCharacterObj.gameObject:SetActiveEx(false)
self.BtnFashion2.gameObject:SetActiveEx(false)
self.DynamicTable = XDynamicTableNormal.New(self.PanelCharacterList)
self.DynamicTable:SetProxy(XUiSelectCharacterGrid)
self.DynamicTable:SetDelegate(self)
local root = self.UiModelGo
self.PanelRoleModel = root:FindTransform("PanelRoleModel")
self.ImgEffectHuanren = root:FindTransform("ImgEffectHuanren")
self.RoleModelPanel = XUiPanelRoleModel.New(self.PanelRoleModel, self.Name, nil, true)
self.XDrag = self.PanelDrag:GetComponent("XDrag")
self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin)
self.CharacterGrids = {}
self.CurSelectData = nil
self.SelectIndex = 1
self.NeedUpdate = false
end
function XUiSelectCharacterWin:OnStart(cb, type, teamData, editPos, ...)
self.Cb = cb --选择回调
self.Type = type --选择类型
self.TeamData = teamData --当前队伍情况
self.EditPos = editPos --当前编辑的位置
self.Args = (...)
end
function XUiSelectCharacterWin:UpdateByType()
if self.Type == UiSelectCharacterType.Normal then
self:NormalTypeUpdate(self.Args)
elseif self.Type == UiSelectCharacterType.LimitedByCharacterAndRobot then
self:LimitedByCharacterAndRobotTypeUpdate(self.Args)
elseif self.Type == UiSelectCharacterType.WorldBoss then
self:WorldBossUpdate(self.Args)
elseif self.Type == UiSelectCharacterType.NieROnlyRobot then
self:NieRUpdate(self.Args)
end
end
function XUiSelectCharacterWin:OnEnable()
self:UpdateByType()
if self.NeedUpdate then
self:OnSelect(self.CurSelectData)
end
self.NeedUpdate = true
end
function XUiSelectCharacterWin:NormalTypeUpdate()
end
--LimitedByCharacterAndRobot规则的构造列表 参数:(机器人id列表角色原型Id列表)
function XUiSelectCharacterWin:LimitedByCharacterAndRobotTypeUpdate(robotTab)
local list = XTool.Clone(robotTab)
--拥有对应的character才加入可选列表
for i = 1, #robotTab do
local characterId = XRobotManager.GetRobotTemplate(robotTab[i]).CharacterId
if XDataCenter.CharacterManager.IsOwnCharacter(characterId) then
table.insert(list, characterId)
end
end
self.GridData = {}
for i = 1, #list do
if i <= #robotTab then
table.insert(self.GridData, { Type = UiCharacterGridType.Try, Id = list[i] })
else
table.insert(self.GridData, { Type = UiCharacterGridType.Normal, Id = list[i] })
end
end
--排序
local function sortByAbility(a, b)
return self:GetAbility(a) > self:GetAbility(b)
end
table.sort(self.GridData, sortByAbility)
self:DefaultSelect()
self.DynamicTable:SetDataSource(self.GridData)
self.DynamicTable:ReloadDataASync(self.SelectIndex)
end
function XUiSelectCharacterWin:WorldBossUpdate(robotTab)
local list = XTool.Clone(robotTab)
local charlist = XDataCenter.CharacterManager.GetCharacterListInTeam(XCharacterConfigs.CharacterType.Normal)
for _, char in pairs(charlist) do
table.insert(list, char.Id)
end
self.GridData = {}
for i = 1, #list do
if i <= #robotTab then
table.insert(self.GridData, { Type = UiCharacterGridType.Try, Id = list[i] })
else
table.insert(self.GridData, { Type = UiCharacterGridType.Normal, Id = list[i] })
end
end
--排序
local function sortByAbility(a, b)
if a.Type == b.Type then
return self:GetAbility(a) > self:GetAbility(b)
else
return a.Type == UiCharacterGridType.Try
end
end
table.sort(self.GridData, sortByAbility)
self:DefaultSelect()
self.DynamicTable:SetDataSource(self.GridData)
self.DynamicTable:ReloadDataASync(self.SelectIndex)
end
function XUiSelectCharacterWin:NieRUpdate(robotTab)
local list = XTool.Clone(robotTab)
self.GridData = {}
for i = 1, #list do
table.insert(self.GridData, { Type = UiCharacterGridType.Try, Id = list[i], NieRCharacterId = XDataCenter.NieRManager.GetCharacterIdByNieRRobotId(list[i]) })
end
--排序
local function sortByAbility(a, b)
if a.Type == b.Type then
local aCharacterId = a.NieRCharacterId
local bCharacterId = b.NieRCharacterId
if aCharacterId == 0 and 0 ~= bCharacterId then
return true
elseif aCharacterId ~= 0 and bCharacterId ~= 0 then
return XDataCenter.NieRManager.GetNieRCharacterByCharacterId(aCharacterId):GetAbilityNum() > XDataCenter.NieRManager.GetNieRCharacterByCharacterId(bCharacterId):GetAbilityNum()
elseif 0 == aCharacterId and 0 == bCharacterId then
return self:GetAbility(a) > self:GetAbility(b)
end
return false
else
return a.Type == UiCharacterGridType.Try
end
end
table.sort(self.GridData, sortByAbility)
self:DefaultSelect()
self.DynamicTable:SetDataSource(self.GridData)
self.DynamicTable:ReloadDataASync(self.SelectIndex)
end
--获取战力
function XUiSelectCharacterWin:GetAbility(data)
if data.Type == UiCharacterGridType.Try then
return XRobotManager.GetRobotAbility(data.Id)
elseif data.Type == UiCharacterGridType.Normal then
return XDataCenter.CharacterManager.GetCharacter(data.Id).Ability
end
end
--每种情况下的默认选择
function XUiSelectCharacterWin:DefaultSelect()
if self.Type == UiSelectCharacterType.Normal then
elseif self.Type == UiSelectCharacterType.LimitedByCharacterAndRobot then
if self.TeamData[self.EditPos] ~= 0 then
for i = 1, #self.GridData do
if self.TeamData[self.EditPos] == self.GridData[i].Id then
self.SelectIndex = i
break
end
end
end
elseif self.Type == UiSelectCharacterType.WorldBoss then
if self.TeamData[self.EditPos] ~= 0 then
for i = 1, #self.GridData do
if self.TeamData[self.EditPos] == self.GridData[i].Id then
self.SelectIndex = i
break
end
end
end
elseif self.Type == UiSelectCharacterType.NieROnlyRobot then
if self.TeamData[self.EditPos] ~= 0 then
for i = 1, #self.GridData do
if self.TeamData[self.EditPos] == self.GridData[i].Id then
self.SelectIndex = i
break
end
end
end
end
end
--每种类型的功能按钮需求
function XUiSelectCharacterWin:UpdateFunctionBtn()
local isSame = self.TeamData[self.EditPos] == self.CurSelectData.Id
self.BtnJoinTeam.gameObject:SetActiveEx(not isSame)
self.BtnQuitTeam.gameObject:SetActiveEx(isSame)
self.BtnFashion2.gameObject:SetActiveEx(false)
if self.Type == UiSelectCharacterType.NieROnlyRobot then
local nierChId = XDataCenter.NieRManager.GetCharacterIdByNieRRobotId(self.CurSelectData.Id)
if nierChId ~= 0 then
self.BtnFashion2.gameObject:SetActiveEx(true)
end
end
if self.CurSelectData.Type == UiCharacterGridType.Normal then
self.BtnFashion.gameObject:SetActiveEx(true)
self.BtnConsciousness.gameObject:SetActiveEx(true)
self.BtnWeapon.gameObject:SetActiveEx(true)
-- self.BtnPartner.gameObject:SetActiveEx(true)
elseif self.CurSelectData.Type == UiCharacterGridType.Try then
self.BtnFashion.gameObject:SetActiveEx(false)
self.BtnConsciousness.gameObject:SetActiveEx(false)
self.BtnWeapon.gameObject:SetActiveEx(false)
-- self.BtnPartner.gameObject:SetActiveEx(false)
end
end
--每种情况下获取选中的characterId
function XUiSelectCharacterWin:GetCharacterId()
if self.CurSelectData.Type == UiCharacterGridType.Normal then
return self.CurSelectData.CharacterData.Id
elseif self.CurSelectData.Type == UiCharacterGridType.Try then
return self.CurSelectData.RobotData.CharacterId
end
end
--把id转换成characterId
function XUiSelectCharacterWin:GetCharacterIdById(id)
if not XRobotManager.CheckIsRobotId(id) then
return id
elseif id > 0 then
return XRobotManager.GetRobotTemplate(id).CharacterId
end
end
function XUiSelectCharacterWin:UpdateRoleModel(targetUiName)
local loadModeCb = function(model)
if not model then
return
end
self.XDrag.Target = model.transform
self.ImgEffectHuanren.gameObject:SetActive(false)
self.ImgEffectHuanren.gameObject:SetActive(true)
end
if self.CurSelectData.Type == UiCharacterGridType.Try then
local robotId = self.CurSelectData.Id
local robotCfg = XRobotManager.GetRobotTemplate(robotId)
if self.Type == UiSelectCharacterType.NieROnlyRobot then
local fashionId = robotCfg.FashionId
local weaponId = robotCfg.WeaponId
local nierChId = XDataCenter.NieRManager.GetCharacterIdByNieRRobotId(robotId)
if nierChId ~= 0 then
local nierCharacter = XDataCenter.NieRManager.GetNieRCharacterByCharacterId(nierChId)
weaponId = nierCharacter:GetNieRWeaponId()
fashionId = nierCharacter:GetNieRFashionId()
end
self.RoleModelPanel:UpdateRobotModel(robotId, self:GetCharacterId(), nil, fashionId, weaponId, loadModeCb)
else
self.RoleModelPanel:UpdateRobotModel(robotId, self:GetCharacterId(), nil, robotCfg.FashionId, robotCfg.WeaponId, loadModeCb)
end
else
self.RoleModelPanel:UpdateCharacterModel(self:GetCharacterId(), nil, targetUiName, loadModeCb)
end
end
--On Event
function XUiSelectCharacterWin:OnSelect(data)
self.CurSelectData = data
self:UpdateRoleModel(self.Name)
self:UpdateFunctionBtn()
if self.Type == UiSelectCharacterType.NieROnlyRobot then
local nierChId = XDataCenter.NieRManager.GetCharacterIdByNieRRobotId(self.CurSelectData.Id)
if nierChId ~= 0 then
XDataCenter.NieRManager.SetSelCharacterId(nierChId)
end
end
-- 检查教学功能按钮红点
XRedPointManager.CheckOnceByButton(self.BtnTeaching, { XRedPointConditions.Types.CONDITION_CELICA_TEACH }, self.CurSelectData.Id)
end
function XUiSelectCharacterWin:OnBtnCloseClick()
self:Close()
if self.CloseFinishCallBack then
self.CloseFinishCallBack()
end
end
function XUiSelectCharacterWin:OnDynamicTableEvent(event, index, grid)
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
grid:UpdateInfo(self.GridData[index], self.TeamData, self.EditPos, self)
grid:SetSelectMark(index == self.SelectIndex)
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_TOUCHED then
local lastGrid = self.DynamicTable:GetGridByIndex(self.SelectIndex)
if lastGrid then
self.DynamicTable:GetGridByIndex(self.SelectIndex):SetSelectMark(false)
end
self.SelectIndex = index
grid:SetSelectMark(true)
self:OnSelect(self.GridData[index])
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_RELOAD_COMPLETED then
self:OnSelect(self.GridData[self.SelectIndex])
end
end
function XUiSelectCharacterWin:OnBtnBackClick()
if self.Cb then
self.Cb(self.TeamData)
end
self:Close()
end
function XUiSelectCharacterWin:OnBtnMainUiClick()
XLuaUiManager.RunMain()
end
function XUiSelectCharacterWin:OnBtnJoinTeamClick()
local finishCallBack = function()
--如果该角色已经在队伍中
for i = 1, #self.TeamData do
if i ~= self.EditPos and self:GetCharacterIdById(self.TeamData[i]) == self:GetCharacterIdById(self.CurSelectData.Id) then
self.TeamData[i] = 0
end
end
if self.Cb then
self.TeamData[self.EditPos] = self.CurSelectData.Id
self.Cb(self.TeamData)
end
self:Close()
end
XDataCenter.PracticeManager.OnJoinTeam(self.CurSelectData.Id, handler(self, self.OnBtnTeachingClick), finishCallBack)
end
function XUiSelectCharacterWin:OnBtnQuitTeamClick()
local id = self.CurSelectData.Id
for k, v in pairs(self.TeamData) do
if v == id then
self.TeamData[k] = 0
break
end
end
if self.Cb then
self.Cb(self.TeamData)
end
self:Close()
end
function XUiSelectCharacterWin:OnCarryPartnerClick()
XDataCenter.PartnerManager.GoPartnerCarry(self.CurSelectData.Id, false)
end
function XUiSelectCharacterWin:OnBtnFashionClick()
if self.Type == UiSelectCharacterType.NieROnlyRobot then
XLuaUiManager.Open("UiFashion", self.CurSelectData.Id, true, true, XUiConfigs.OpenUiType.NieRCharacterUI)
else
XLuaUiManager.Open("UiFashion", self.CurSelectData.Id, true, true)
end
end
function XUiSelectCharacterWin:OnBtnConsciousnessClick()
2024-09-01 20:49:41 +00:00
XMVCA:GetAgency(ModuleId.XEquip):OpenUiEquipAwareness(self.CurSelectData.Id)
end
function XUiSelectCharacterWin:OnBtnWeaponClick()
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XMVCA:GetAgency(ModuleId.XEquip):OpenUiEquipReplace(self.CurSelectData.Id, nil, true)
end
function XUiSelectCharacterWin:OnBtnTeachingClick()
XDataCenter.PracticeManager.OpenUiFubenPractice(self.CurSelectData.Id, true)
end
--On Event end