local XUiGridBfrtCharacter = require("XUi/XUiBfrt/XUiGridBfrtCharacter") local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel") local CSXTextManagerGetText = CS.XTextManager.GetText local ANIMATION_OPEN = "AniBfrtRoomCharacterBegin" local CONDITION_HEX_COLOR = { [true] = "000000FF", [false] = "BC0F23FF", } local TabBtnIndex = { Normal = 1, Isomer = 2, } local CharacterTypeConvert = { [TabBtnIndex.Normal] = XCharacterConfigs.CharacterType.Normal, [TabBtnIndex.Isomer] = XCharacterConfigs.CharacterType.Isomer, } local TabBtnIndexConvert = { [XCharacterConfigs.CharacterType.Normal] = TabBtnIndex.Normal, [XCharacterConfigs.CharacterType.Isomer] = TabBtnIndex.Isomer, } local XUiBfrtRoomCharacter = XLuaUiManager.Register(XLuaUi, "UiBfrtRoomCharacter") function XUiBfrtRoomCharacter:OnAwake() self:InitAutoScript() self:InitComponentState() local root = self.UiModelGo.transform self.PanelRoleModel = root:FindTransform("PanelRoleModel") self.ImgEffectHuanren = root:FindTransform("ImgEffectHuanren") self.ImgEffectHuanren1 = root:FindTransform("ImgEffectHuanren1") self.RoleModelPanel = XUiPanelRoleModel.New(self.PanelRoleModel, self.Name, nil, true, nil, true) self.GridIndex = {} self.TagCacheDic = {} self.SortFunction = {} self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default] = function(leftCharacter, rightCharacter) local leftNotInTeam = not self:CheckCharacterInTeam(leftCharacter.Id) local leftNotInTeamList = self.CheckIsInTeamListCb(leftCharacter.Id) == nil local leftAbility = leftCharacter.Ability local leftLevel = leftCharacter.Level local leftQuality = leftCharacter.Quality local leftPriority = XCharacterConfigs.GetCharacterPriority(leftCharacter.Id) local rightNotInTeam = not self:CheckCharacterInTeam(rightCharacter.Id) local rightNotInTeamList = self.CheckIsInTeamListCb(rightCharacter.Id) == nil local rightAbility = rightCharacter.Ability local rightLevel = rightCharacter.Level local rightQuality = rightCharacter.Quality local rightPriority = XCharacterConfigs.GetCharacterPriority(rightCharacter.Id) if leftNotInTeam ~= rightNotInTeam then return leftNotInTeam end if leftNotInTeamList ~= rightNotInTeamList then return leftNotInTeamList end if leftAbility ~= rightAbility then return leftAbility > rightAbility end if leftLevel ~= rightLevel then return leftLevel > rightLevel end if leftQuality ~= rightQuality then return leftQuality > rightQuality end return leftPriority < rightPriority end self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Quality] = function(leftCharacter, rightCharacter) local leftQuality = leftCharacter.Quality local rightQuality = rightCharacter.Quality if leftQuality ~= rightQuality then return leftQuality > rightQuality end return self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default](leftCharacter, rightCharacter) end self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Level] = function(leftCharacter, rightCharacter) local leftLevel = leftCharacter.Level local rightLevel = rightCharacter.Level if leftLevel ~= rightLevel then return leftLevel > rightLevel end return self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default](leftCharacter, rightCharacter) end self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Ability] = function(leftCharacter, rightCharacter) local leftAbility = leftCharacter.Ability local rightAbility = rightCharacter.Ability if leftAbility ~= rightAbility then return leftAbility > rightAbility end return self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default](leftCharacter, rightCharacter) end self.CharacterGrids = {} end function XUiBfrtRoomCharacter:OnStart(viewData) self:UpdateViewData(viewData) self:UpdateTxtRequireAbility() self:PlayAnimation(ANIMATION_OPEN) XEventManager.AddEventListener(XEventId.EVENT_TEAM_PREFAB_SELECT, self.UpdateTeamPrefab, self) end function XUiBfrtRoomCharacter:OnDestroy() XEventManager.RemoveEventListener(XEventId.EVENT_TEAM_PREFAB_SELECT, self.UpdateTeamPrefab, self) end function XUiBfrtRoomCharacter:OnEnable() CS.XGraphicManager.UseUiLightDir = true self:UpdateCurCharacterGrid() end function XUiBfrtRoomCharacter:OnDisable() CS.XGraphicManager.UseUiLightDir = false end function XUiBfrtRoomCharacter:InitComponentState() self.GridBfrtCharacter.gameObject:SetActiveEx(false) self.BtnJoinTeam.gameObject:SetActiveEx(false) self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin) end function XUiBfrtRoomCharacter:UpdateViewData(viewData) if not viewData.TeamCharacterIdList or not viewData.TeamSelectPos then XLog.Error("XUiBfrtRoomCharacter:UpdateViewData error: TeamCharacterIdList or TeamSelectPos do not exist!") return end self.EchelonId = viewData.EchelonId self.GroupId = viewData.BfrtGroupId self.StageId = viewData.StageId self.RequireAbility = viewData.RequireAbility self.TeamCharacterIdList = viewData.TeamCharacterIdList self.TeamSelectPos = viewData.TeamSelectPos self.EchelonIndex = viewData.EchelonIndex self.EchelonType = viewData.EchelonType self.CheckIsInTeamListCb = viewData.CheckIsInTeamListCb self.CharacterSwapEchelonCb = viewData.CharacterSwapEchelonCb self.TeamResultCb = viewData.TeamResultCb self.EchelonRequireCharacterNum = viewData.EchelonRequireCharacterNum self.CharacterLimitType = XFubenConfigs.GetStageCharacterLimitType(self.StageId) self.LimitBuffId = XFubenConfigs.GetStageCharacterLimitBuffId(self.StageId) self:InitRequireCharacterInfo() self:InitCharacterTypeBtns() end function XUiBfrtRoomCharacter:InitRequireCharacterInfo() local characterLimitType = self.CharacterLimitType if not XFubenConfigs.IsStageCharacterLimitConfigExist(characterLimitType) then self.PanelRequireCharacter.gameObject:SetActiveEx(false) return else self.PanelRequireCharacter.gameObject:SetActiveEx(true) end local icon = XFubenConfigs.GetStageCharacterLimitImageTeamEdit(characterLimitType) self.ImgRequireCharacter:SetSprite(icon) end function XUiBfrtRoomCharacter:ResetTeamData() self.TeamCharacterIdList = { 0, 0, 0 } end function XUiBfrtRoomCharacter:RefreshCharacterTypeTips() local limitBuffId = self.LimitBuffId local characterType = CharacterTypeConvert[self.SelectTabBtnIndex] local characterLimitType = self.CharacterLimitType local text = XFubenConfigs.GetStageCharacterLimitTextSelectCharacter(characterLimitType, characterType, limitBuffId) self.TxtRequireCharacter.text = text end function XUiBfrtRoomCharacter:InitCharacterTypeBtns() self.BtnTabShougezhe.gameObject:SetActiveEx(not XFunctionManager.CheckFunctionFitter(XFunctionManager.FunctionName.Isomer)) local tabBtns = { self.BtnTabGouzaoti, self.BtnTabShougezhe } self.PanelCharacterTypeBtns:Init(tabBtns, function(index) self:TrySelectCharacterType(index) end) local characterLimitType = self.CharacterLimitType local lockGouzaoti = characterLimitType == XFubenConfigs.CharacterLimitType.Isomer local lockShougezhe = not XFunctionManager.JudgeOpen(XFunctionManager.FunctionName.Isomer) or characterLimitType == XFubenConfigs.CharacterLimitType.Normal self.BtnTabGouzaoti:SetDisable(lockGouzaoti) self.BtnTabShougezhe:SetDisable(lockShougezhe) --检查选择角色类型是否和副本限制类型冲突 local characterType = XDataCenter.FubenManager.GetDefaultCharacterTypeByCharacterLimitType(self.CharacterLimitType) local tempCharacterType = self:GetTeamCharacterType() if tempCharacterType and not (tempCharacterType == XCharacterConfigs.CharacterType.Normal and lockGouzaoti or tempCharacterType == XCharacterConfigs.CharacterType.Isomer and lockShougezhe) then characterType = tempCharacterType end self.PanelCharacterTypeBtns:SelectIndex(TabBtnIndexConvert[characterType]) end function XUiBfrtRoomCharacter:TrySelectCharacterType(index) local characterType = CharacterTypeConvert[index] if characterType == XCharacterConfigs.CharacterType.Isomer and not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.Isomer) then return end local characterLimitType = self.CharacterLimitType if characterLimitType == XFubenConfigs.CharacterLimitType.Normal then if characterType == XCharacterConfigs.CharacterType.Isomer then XUiManager.TipText("TeamSelectCharacterTypeLimitTipNormal") return end elseif characterLimitType == XFubenConfigs.CharacterLimitType.Isomer then if characterType == XCharacterConfigs.CharacterType.Normal then XUiManager.TipText("TeamSelectCharacterTypeLimitTipIsomer") return end -- elseif characterLimitType == XFubenConfigs.CharacterLimitType.IsomerDebuff then -- if characterType == XCharacterConfigs.CharacterType.Isomer then -- local buffDes = XFubenConfigs.GetBuffDes(self.LimitBuffId) -- local content = CSXTextManagerGetText("TeamSelectCharacterTypeLimitTipIsomerDebuff", buffDes) -- local sureCallBack = function() -- self:OnSelectCharacterType(index) -- end -- local closeCallback = function() -- self.PanelCharacterTypeBtns:SelectIndex(TabBtnIndexConvert[XCharacterConfigs.CharacterType.Normal]) -- end -- XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, closeCallback, sureCallBack) -- return -- end -- elseif characterLimitType == XFubenConfigs.CharacterLimitType.NormalDebuff then -- if characterType == XCharacterConfigs.CharacterType.Normal then -- local buffDes = XFubenConfigs.GetBuffDes(self.LimitBuffId) -- local content = CSXTextManagerGetText("TeamSelectCharacterTypeLimitTipNormalDebuff", buffDes) -- local sureCallBack = function() -- self:OnSelectCharacterType(index) -- end -- local closeCallback = function() -- self.PanelCharacterTypeBtns:SelectIndex(TabBtnIndexConvert[XCharacterConfigs.CharacterType.Isomer]) -- end -- XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, closeCallback, sureCallBack) -- return -- end end self:OnSelectCharacterType(index) end function XUiBfrtRoomCharacter:OnSelectCharacterType(index) if self.SelectTabBtnIndex == index then return end self.SelectTabBtnIndex = index XDataCenter.RoomCharFilterTipsManager.Reset() local characterType = CharacterTypeConvert[index] local charlist = XDataCenter.CharacterManager.GetOwnCharacterList(characterType) table.sort(charlist, self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default]) self:RefreshCharacterTypeTips() self:UpdateCharacterList(charlist) end function XUiBfrtRoomCharacter:UpdateCharacterList(charlist) if not next(charlist) then self:SetPanelEmptyList(true) return end self:SetPanelEmptyList(false) for _, item in pairs(self.CharacterGrids) do item.GameObject:SetActiveEx(false) end local charDic = {} for i = 1, #charlist do local character = charlist[i] local characterId = character.Id charDic[characterId] = character local grid = self.CharacterGrids[characterId] if not grid then local item = CS.UnityEngine.Object.Instantiate(self.GridBfrtCharacter) grid = XUiGridBfrtCharacter.New(self, item, character) grid.Transform:SetParent(self.PanelRoleContent, false) self.GridIndex[i] = grid else self.GridIndex[i]:Refresh(character) end self.CharacterGrids[characterId] = self.GridIndex[i] self.CharacterGrids[characterId]:SetInTeam(self.CheckIsInTeamListCb(characterId)) end local characterType = CharacterTypeConvert[self.SelectTabBtnIndex] local teamCharIdMap = self.TeamCharacterIdList local teamSelectPos = self.TeamSelectPos local selectId = teamCharIdMap[teamSelectPos] if not selectId or selectId == 0 or not self.CharacterGrids[selectId] or characterType ~= XCharacterConfigs.GetCharacterType(selectId) or not charDic[selectId] then selectId = charlist[1].Id end self:OnSelectCharacter(selectId) end function XUiBfrtRoomCharacter:SetPanelEmptyList(isEmpty) self.BtnQuitTeam.gameObject:SetActiveEx(false) self.BtnJoinTeam.gameObject:SetActiveEx(false) self.BtnConsciousness.gameObject:SetActiveEx(not isEmpty) self.BtnFashion.gameObject:SetActiveEx(not isEmpty) self.BtnWeapon.gameObject:SetActiveEx(not isEmpty) self.BtnPartner.gameObject:SetActiveEx(not isEmpty) self.PanelRoleModel.gameObject:SetActiveEx(not isEmpty) self.PanelRoleContent.gameObject:SetActiveEx(not isEmpty) self.PanelEmptyList.gameObject:SetActiveEx(isEmpty) end function XUiBfrtRoomCharacter:CenterToGrid(grid) -- local normalizedPosition -- local count = self.SViewCharacterList.content.transform.childCount -- local index = grid.Transform:GetSiblingIndex() -- if index > count / 2 then -- normalizedPosition = (index + 1) / count -- else -- normalizedPosition = (index - 1) / count -- end -- self.SViewCharacterList.verticalNormalizedPosition = math.max(0, math.min(1, (1 - normalizedPosition))) end function XUiBfrtRoomCharacter:OnSelectCharacter(selectId) if not selectId then return end self.CurCharacterId = selectId if self.CurCharacterGrid then self.CurCharacterGrid:SetSelect(false) end self.CurCharacterGrid = self.CharacterGrids[self.CurCharacterId] self.CurCharacterGrid:SetSelect(true) self:CenterToGrid(self.CurCharacterGrid) self:UpdateCurCharacterGrid() end function XUiBfrtRoomCharacter:UpdateCurCharacterGrid() local character = XDataCenter.CharacterManager.GetCharacter(self.CurCharacterId) self.CurCharacterGrid:Refresh(character) self:UpdateTeamBtn() self:UpdateTxtRequireAbilityColor() self:UpdateRoleModel() end function XUiBfrtRoomCharacter:UpdateTeamBtn() if not (self.TeamCharacterIdList and next(self.TeamCharacterIdList)) then return end local isInTeam = self:CheckCharacterInTeam(self.CurCharacterId) self.BtnQuitTeam.gameObject:SetActiveEx(isInTeam) self.BtnJoinTeam.gameObject:SetActiveEx(not isInTeam) end function XUiBfrtRoomCharacter:UpdateTxtRequireAbility() self.TxtRequireAbility.text = self.RequireAbility self.TxtEchelonName.text = XDataCenter.BfrtManager.GetEchelonNameTxt(self.EchelonType, self.EchelonIndex) end function XUiBfrtRoomCharacter:UpdateTxtRequireAbilityColor() local curCharacter = XDataCenter.CharacterManager.GetCharacter(self.CurCharacterId) local passed = curCharacter and curCharacter.Ability >= self.RequireAbility or false self.TxtRequireAbility.color = XUiHelper.Hexcolor2Color(CONDITION_HEX_COLOR[passed]) end function XUiBfrtRoomCharacter:UpdateRoleModel() local characterId = self.CurCharacterId if not characterId then return end local targetPanelRole = self.PanelRoleModel local targetUiName = self.Name local charaterFunc = function(model) if not model then return end self.PanelDrag.Target = model.transform if self.SelectTabBtnIndex == TabBtnIndex.Normal then self.ImgEffectHuanren.gameObject:SetActiveEx(true) elseif self.SelectTabBtnIndex == TabBtnIndex.Isomer then self.ImgEffectHuanren1.gameObject:SetActiveEx(true) end end self.ImgEffectHuanren.gameObject:SetActiveEx(false) self.ImgEffectHuanren1.gameObject:SetActiveEx(false) self.RoleModelPanel:UpdateCharacterModel(self.CurCharacterId, targetPanelRole, targetUiName, charaterFunc) end function XUiBfrtRoomCharacter:InitAutoScript() self:AutoInitUi() self:AutoAddListener() end function XUiBfrtRoomCharacter:AutoInitUi() self.BtnFashion = self.Transform:Find("SafeAreaContentPane/CharList/TeamBtn/BtnFashion"):GetComponent("Button") self.BtnConsciousness = self.Transform:Find("SafeAreaContentPane/CharList/TeamBtn/BtnConsciousness"):GetComponent("Button") self.BtnJoinTeam = self.Transform:Find("SafeAreaContentPane/CharList/TeamBtn/BtnJoinTeam"):GetComponent("Button") self.BtnQuitTeam = self.Transform:Find("SafeAreaContentPane/CharList/TeamBtn/BtnQuitTeam"):GetComponent("Button") self.BtnTeaching = self.Transform:Find("SafeAreaContentPane/BtnTeaching"):GetComponent("XUiButton") self.SViewCharacterList = self.Transform:Find("SafeAreaContentPane/CharList/CharInfo/Left/SViewCharacterList"):GetComponent("ScrollRect") self.PanelRoleContent = self.Transform:Find("SafeAreaContentPane/CharList/CharInfo/Left/SViewCharacterList/Viewport/PanelRoleContent") self.GridBfrtCharacter = self.Transform:Find("SafeAreaContentPane/CharList/CharInfo/Left/SViewCharacterList/Viewport/PanelRoleContent/GridBfrtCharacter") self.PanelDrag = self.Transform:Find("SafeAreaContentPane/CharList/CharInfo/PanelDrag"):GetComponent("XDrag") self.PanelAsset = self.Transform:Find("SafeAreaContentPane/PanelAsset") self.BtnBack = self.Transform:Find("SafeAreaContentPane/Top/BtnBack"):GetComponent("Button") self.BtnMainUi = self.Transform:Find("SafeAreaContentPane/Top/BtnMainUi"):GetComponent("Button") self.BtnWeapon = self.Transform:Find("SafeAreaContentPane/CharList/TeamBtn/BtnWeapon"):GetComponent("Button") end function XUiBfrtRoomCharacter:AutoAddListener() self:RegisterClickEvent(self.BtnFashion, self.OnBtnFashionClick) self:RegisterClickEvent(self.BtnConsciousness, self.OnBtnConsciousnessClick) self:RegisterClickEvent(self.BtnJoinTeam, self.OnBtnJoinTeamClick) self:RegisterClickEvent(self.BtnQuitTeam, self.OnBtnQuitTeamClick) self:RegisterClickEvent(self.BtnBack, self.OnBtnBackClick) self:RegisterClickEvent(self.BtnMainUi, self.OnBtnMainUiClick) self:RegisterClickEvent(self.BtnWeapon, self.OnBtnWeaponClick) self:RegisterClickEvent(self.BtnTeamPrefab, self.OnBtnTeamPrefabClick) self.BtnPartner.CallBack = function() self:OnBtnPartnerClick() end self.BtnFilter.CallBack = function() self:OnBtnFilterClick() end self.BtnTeaching.CallBack = function () self:OnBtnBtnTeachingClick() end end function XUiBfrtRoomCharacter:OnBtnTeamPrefabClick() local stageId = self.StageId local limitBuffId = self.LimitBuffId local characterLimitType = self.CharacterLimitType local stageInfos = XDataCenter.FubenManager.GetStageInfo(stageId) local stageType = stageInfos and stageInfos.Type local closeCallback = function() self:CheckJoinTeamPrefab() end XLuaUiManager.Open("UiRoomTeamPrefab", nil, nil, characterLimitType, limitBuffId, stageType, nil, closeCallback, stageId) end function XUiBfrtRoomCharacter:OnBtnConsciousnessClick() XLuaUiManager.Open("UiEquipAwarenessReplace", self.CurCharacterId, nil, true) end function XUiBfrtRoomCharacter:OnBtnBtnTeachingClick() local id = self.CurCharacterId XDataCenter.PracticeManager.OpenUiFubenPractice(id, true) end function XUiBfrtRoomCharacter:OnBtnWeaponClick() XLuaUiManager.Open("UiEquipReplaceNew", self.CurCharacterId, nil, true) end function XUiBfrtRoomCharacter:OnBtnFashionClick() XLuaUiManager.Open("UiFashion", self.CurCharacterId) end function XUiBfrtRoomCharacter:UpdateTeamPrefab(team) self.TeamDataPrefab = team.TeamData self.TeamDataIndex = 1 XDataCenter.BfrtManager.SetTeamCaptainPos(self.EchelonId, team.CaptainPos) XDataCenter.BfrtManager.SetTeamFirstFightPos(self.EchelonId, team.FirstFightPos) end function XUiBfrtRoomCharacter:CheckJoinTeamPrefab() if not self.TeamDataIndex or not self.TeamDataPrefab then return end local index = self.TeamDataIndex local characterId = self.TeamDataPrefab[index] if not characterId then XUiManager.TipText("SCRoleSkillUploadSuccess") self:Close() return end local joinFunc = function() self.TeamDataIndex = self.TeamDataIndex + 1 self:CheckJoinTeamPrefab() end self:OnJoinTeam(characterId, index, true, joinFunc, true) end function XUiBfrtRoomCharacter:OnJoinTeam(characterId, teamSelectPos, isNotClose, cb, isSkipTip) local callback = cb --成功或取消加入编队回调 local teamSelectPos = teamSelectPos or self.TeamSelectPos if teamSelectPos > self.EchelonRequireCharacterNum then if callback then callback() end return end local characterId = characterId local isNotClose = isNotClose --是否不关闭本界面 local isSkipTip = isSkipTip --是否跳过二次弹窗确认 local joinFunc = function(isReset) local echelonIndex, echelonType = self.CheckIsInTeamListCb(characterId) if echelonIndex and echelonType then local sureCallback = function() if isReset then self:ResetTeamData() end self.CharacterSwapEchelonCb(characterId, self.TeamCharacterIdList[teamSelectPos]) self.TeamCharacterIdList[teamSelectPos] = characterId if not isNotClose then self:Close() elseif callback then callback() end end if isSkipTip then sureCallback() return end local title = CS.XTextManager.GetText("BfrtDeployTipTitle") local characterName = XCharacterConfigs.GetCharacterName(characterId) local oldEchelon = XDataCenter.BfrtManager.GetEchelonNameTxt(echelonType, echelonIndex) local newEchelon = XDataCenter.BfrtManager.GetEchelonNameTxt(self.EchelonType, self.EchelonIndex) local content = CS.XTextManager.GetText("BfrtDeployTipContent", characterName, oldEchelon, newEchelon) XUiManager.DialogTip(title, content, XUiManager.DialogType.Normal, callback, sureCallback) else if isReset then self:ResetTeamData() end self:QuitTeam(characterId) self.TeamCharacterIdList[teamSelectPos] = characterId if not isNotClose then self:Close() elseif callback then callback() end end end -- 角色类型不一致拦截 local inTeamCharacterType = self:GetTeamCharacterType() if inTeamCharacterType then local characterType = characterId and characterId ~= 0 and XCharacterConfigs.GetCharacterType(characterId) if characterType and characterType ~= inTeamCharacterType then local content = CSXTextManagerGetText("TeamCharacterTypeNotSame") local sureCallBack = function() local isReset = true joinFunc(isReset) end XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, nil, sureCallBack) return end end joinFunc() end function XUiBfrtRoomCharacter:OnBtnJoinTeamClick() local characterId = self.CurCharacterId self:OnJoinTeam(characterId) end function XUiBfrtRoomCharacter:OnBtnQuitTeamClick() self:QuitTeam(self.CurCharacterId) self:Close() end function XUiBfrtRoomCharacter:OnBtnBackClick() self:Close() end function XUiBfrtRoomCharacter:OnBtnMainUiClick() XLuaUiManager.RunMain() end function XUiBfrtRoomCharacter:OnBtnFilterClick() local characterType = CharacterTypeConvert[self.SelectTabBtnIndex] XLuaUiManager.Open("UiRoomCharacterFilterTips", self, XRoomCharFilterTipsConfigs.EnumFilterType.Bfrt, XRoomCharFilterTipsConfigs.EnumSortType.Bfrt, characterType) end function XUiBfrtRoomCharacter:OnBtnPartnerClick() XDataCenter.PartnerManager.GoPartnerCarry(self.CurCharacterId, false) end function XUiBfrtRoomCharacter:QuitTeam(characterId) for index, existCharacterId in pairs(self.TeamCharacterIdList) do if characterId == existCharacterId then self.TeamCharacterIdList[index] = 0 return end end end function XUiBfrtRoomCharacter:Close() if self.TeamResultCb then self.TeamResultCb(self.TeamCharacterIdList) end XUiBfrtRoomCharacter.Super.Close(self) end function XUiBfrtRoomCharacter:CheckCharacterInTeam(checkCharacterId) for _, characterId in pairs(self.TeamCharacterIdList) do if checkCharacterId == characterId then return true end end return false end function XUiBfrtRoomCharacter:GetTeamCharacterType() for k, v in pairs(self.TeamCharacterIdList) do if v ~= 0 then return XCharacterConfigs.GetCharacterType(v) end end end function XUiBfrtRoomCharacter:Filter(selectTagGroupDic, sortTagId, isThereFilterDataCb) local judgeCb = function(groupId, tagValue, character) local detailConfig = XCharacterConfigs.GetCharDetailTemplate(character.Id) local compareValue if groupId == XRoomCharFilterTipsConfigs.EnumFilterTagGroup.Career then compareValue = detailConfig.Career if compareValue == tagValue then -- 当前角色满足该标签 return true end elseif groupId == XRoomCharFilterTipsConfigs.EnumFilterTagGroup.Element then compareValue = detailConfig.ObtainElementList for _, element in pairs(compareValue) do if element == tagValue then -- 当前角色满足该标签 return true end end else XLog.Error(string.format("XUiBfrtRoomCharacter:Filter函数错误,没有处理排序组:%s的逻辑", groupId)) return false end end local allChar = XDataCenter.CharacterManager.GetOwnCharacterList(CharacterTypeConvert[self.SelectTabBtnIndex]) XDataCenter.RoomCharFilterTipsManager.Filter(self.TagCacheDic, selectTagGroupDic, allChar, judgeCb, function(filteredData) self:FilterRefresh(filteredData, sortTagId) end, isThereFilterDataCb) end function XUiBfrtRoomCharacter:FilterRefresh(filteredData, sortTagId) if self.SortFunction[sortTagId] then table.sort(filteredData, self.SortFunction[sortTagId]) else XLog.Error(string.format("XUiBfrtRoomCharacter:FilterRefresh函数错误,没有定义标签:%s的排序函数", sortTagId)) return end self:UpdateCharacterList(filteredData) end