local XUiCoupleCombatChapter = XClass(nil, "XUiCoupleCombatChapter") local XUiStageItem = require("XUi/XUiFubenCoupleCombat/ChildItem/XUiStageItem") local FUBEN_FIGHT_DETAIL = "UiFubenCoupleCombatDetail" local XUguiDragProxy = CS.XUguiDragProxy function XUiCoupleCombatChapter:Ctor(ui, rootUi) self.GameObject = ui.gameObject self.Transform = ui.transform self.RootUi = rootUi XTool.InitUiObject(self) XEventManager.AddEventListener(XEventId.EVENT_FUBEN_CLOSE_FUBENSTAGEDETAIL, self.CloseStageDetails, self) self.StageGroup = {} self.NeedReset = false end function XUiCoupleCombatChapter:OnEnable() if self.NeedReset then self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Elastic) self:ReopenAssetPanel() else self.NeedReset = true end -- 线条处理 self:HandleStageLines() -- 关卡处理 self:HandleStages() end function XUiCoupleCombatChapter:OnDestroy() self.IsOpenDetails = nil XEventManager.RemoveEventListener(XEventId.EVENT_FUBEN_CLOSE_FUBENSTAGEDETAIL, self.CloseStageDetails, self) end function XUiCoupleCombatChapter:SetUiData(chapterType, isAutoMove) self.LastUnlockStage = 1 self.ChapterType = chapterType self.StageIdList = XDataCenter.FubenCoupleCombatManager.GetChapterTemplate(chapterType).StageIds -- 初始化prefab组件 --local chapterGameObject = self.Transform:LoadPrefab(self.ChapterTemplate.ChapterPrefab[chapterType]) --XTool.InitUiObjectByUi(self, chapterGameObject) --local uiObj = chapterGameObject.transform:GetComponent("UiObject") --for i = 0, uiObj.NameList.Count - 1 do -- self[uiObj.NameList[i]] = uiObj.ObjList[i] --end self.AssetPanel = self.RootUi.AssetPanel if self.PaneStageList then local dragProxy = self.PaneStageList:GetComponent(typeof(XUguiDragProxy)) if not dragProxy then dragProxy = self.PaneStageList.gameObject:AddComponent(typeof(XUguiDragProxy)) end dragProxy:RegisterHandler(handler(self, self.OnDragProxy)) end -- 线条处理 self:HandleStageLines() self:UpdateNodeLines() -- 关卡处理 self:HandleStages() -- 移动至ListView正确的位置 if self.PanelStageContentSizeFitter then self.PanelStageContentSizeFitter:SetLayoutHorizontal() end if isAutoMove then self:MoveIntoStage(self.LastUnlockStage) end end function XUiCoupleCombatChapter:HandleStages() self.ChapterStages = {} for i = 1, #self.StageIdList do local itemStage = self.PanelStageContent:Find(string.format("Stage%d", i)) if not itemStage then XLog.Error("XUiCoupleCombatChapter:HandleStages() 函数错误: 游戏物体PanelStageContent下找不到名字为:" .. string.format("Stage%d", i) .. "的游戏物体") return end -- 组件初始化 itemStage.gameObject:SetActiveEx(true) self.StageGroup[i] = itemStage self.ChapterStages[i] = XUiStageItem.New(self, itemStage) self.ChapterStages[i]:UpdateNode(self.StageIdList[i], i, self.ChapterType) --self.ChapterStages[i]:SetChallengingStage(i == self.LastUnlockStage) end end function XUiCoupleCombatChapter:HandleStageLines() self.ChapterStageLine = {} for i = 1, #self.StageIdList-1 do local itemLine = self.PanelStageContent:Find(string.format("Line%d", i)) if not itemLine then XLog.Error("XUiCoupleCombatChapter:SetUiData() error: prefab not found a child name:" .. string.format("Line%d", i)) return end itemLine.gameObject:SetActiveEx(false) self.ChapterStageLine[i] = itemLine end -- 隐藏多余组件 local indexLine = #self.ChapterStageLine local extraLine = self.PanelStageContent:Find(string.format("Line%d", indexLine)) while extraLine do extraLine.gameObject:SetActiveEx(false) indexLine = indexLine + 1 extraLine = self.PanelStageContent:Find(string.format("Line%d", indexLine)) end end -- 更新节点线条 function XUiCoupleCombatChapter:UpdateNodeLines() if not self.StageIdList then return end local stageLength = #self.StageIdList for i = 1, stageLength - 1 do local isOpen = XDataCenter.FubenManager.CheckStageOpen(self.StageIdList[i + 1]) self:SetStageLineActive(i, isOpen) end for i = 1, stageLength do local isUnlock = XDataCenter.FubenManager.CheckStageIsUnlock(self.StageIdList[i]) if isUnlock then self.LastUnlockStage = i end end --self:SetStageLineActive(1, false) --self:SetStageLineActive(stageLength + 1, true) end function XUiCoupleCombatChapter:SetStageLineActive(index, isActive) if self.ChapterStageLine[index] then self.ChapterStageLine[index].gameObject:SetActiveEx(isActive) end end -- 选中关卡 function XUiCoupleCombatChapter:UpdateNodesSelect(stageId) for i = 1, #self.StageIdList do if self.ChapterStages[i] then self.ChapterStages[i]:SetNodeSelect(self.StageIdList[i] == stageId) end end end -- 取消选中 function XUiCoupleCombatChapter:ClearNodesSelect() for i = 1, #self.StageIdList do if self.ChapterStages[i] then self.ChapterStages[i]:SetNodeSelect(false) end end self.IsOpenDetails = false end -- 打开剧情,战斗详情 function XUiCoupleCombatChapter:OpenStageDetails(stageId) self.IsOpenDetails = true --self.BtnCloseDetail.gameObject:SetActiveEx(true) self.RootUi:OpenOneChildUi(FUBEN_FIGHT_DETAIL, self) self.RootUi:FindChildUiObj(FUBEN_FIGHT_DETAIL):SetStageDetail(stageId) if self.AssetPanel then self.AssetPanel.GameObject:SetActiveEx(false) end self.PanelStageContentRaycast.raycastTarget = false end -- 关闭剧情,战斗详情 function XUiCoupleCombatChapter:CloseStageDetails() self.IsOpenDetails = false --self.BtnCloseDetail.gameObject:SetActiveEx(false) self.PanelStageContentRaycast.raycastTarget = true self:ClearNodesSelect() self:ReopenAssetPanel() self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Elastic) end function XUiCoupleCombatChapter:OnBtnCloseDetailClick() self:CloseStageDetails() end function XUiCoupleCombatChapter:OnDragProxy(dragType) if self.IsOpenDetails and dragType == 0 then self:CloseStageDetails() end end function XUiCoupleCombatChapter:PlayScrollViewMove(gridTransform) self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Unrestricted) local gridRect = gridTransform:GetComponent("RectTransform") local diffX = gridRect.localPosition.x + self.PanelStageContent.localPosition.x if diffX < XDataCenter.FubenMainLineManager.UiGridChapterMoveMinX or diffX > XDataCenter.FubenMainLineManager.UiGridChapterMoveMaxX then local tarPosX = XDataCenter.FubenMainLineManager.UiGridChapterMoveTargetX - gridRect.localPosition.x local tarPos = self.PanelStageContent.localPosition tarPos.x = tarPosX XLuaUiManager.SetMask(true) XUiHelper.DoMove(self.PanelStageContent, tarPos, XDataCenter.FubenMainLineManager.UiGridChapterMoveDuration, XUiHelper.EaseType.Sin, function() XLuaUiManager.SetMask(false) end) end end function XUiCoupleCombatChapter:MoveIntoStage(stageIndex) local gridRect = self.StageGroup[stageIndex] local diffX = gridRect.localPosition.x + self.PanelStageContent.localPosition.x if diffX > CS.XResolutionManager.OriginWidth / 2 then local tarPosX = (CS.XResolutionManager.OriginWidth / 4) - gridRect.localPosition.x local tarPos = self.PanelStageContent.localPosition tarPos.x = tarPosX XLuaUiManager.SetMask(true) self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Unrestricted) XUiHelper.DoMove(self.PanelStageContent, tarPos, XDataCenter.FubenMainLineManager.UiGridChapterMoveDuration, XUiHelper.EaseType.Sin, function() XLuaUiManager.SetMask(false) self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Elastic) end) end end function XUiCoupleCombatChapter:EndScrollViewMove() self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Elastic) self:ReopenAssetPanel() end function XUiCoupleCombatChapter:ReopenAssetPanel() if self.IsOpenDetails then return end if self.AssetPanel then self.AssetPanel.GameObject:SetActiveEx(true) end end -- 背景 function XUiCoupleCombatChapter:SwitchFestivalBg(festivalTemplate) if not festivalTemplate or not festivalTemplate.MainBackgound then self.RImgFestivalBg.gameObject:SetActiveEx(false) return end self.RImgFestivalBg:SetRawImage(festivalTemplate.MainBackgound) end -- 加载特效 function XUiCoupleCombatChapter:LoadEffect(effectUrl) if not effectUrl or effectUrl == "" then self.PanelEffect.gameObject:SetActiveEx(false) return end self.PanelEffect.gameObject:LoadUiEffect(effectUrl) self.PanelEffect.gameObject:SetActiveEx(true) end function XUiCoupleCombatChapter:SetPanelStageListMovementType(movementType) if not self.PaneStageList then return end self.PaneStageList.movementType = movementType end return XUiCoupleCombatChapter