local XUiGridStageBuff = require("XUi/XUiFubenCoupleCombat/ChildItem/XUiGridStageBuff") local XUiFubenCoupleCombatDetail = XLuaUiManager.Register(XLuaUi, "UiFubenCoupleCombatDetail") function XUiFubenCoupleCombatDetail:OnAwake() self:AutoAddListener() --self.GridStageStar.gameObject:SetActive(false) --self.GridCommon.gameObject:SetActive(false) --self:InitStarPanels() self.GridBuffList = {} self.GridBuff.gameObject:SetActiveEx(false) end function XUiFubenCoupleCombatDetail:OnStart(rootUi) self.GridList = {} self.DescList = {} self.RootUi = rootUi self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin) end function XUiFubenCoupleCombatDetail:OnEnable() -- 动画 --self.IsPlaying = true --self:PlayAnimation("AnimBegin", handler(self, function() -- self.IsPlaying = false --end)) self.IsOpen = true end function XUiFubenCoupleCombatDetail:OnDisable() self.IsOpen = false end function XUiFubenCoupleCombatDetail:SetStageDetail(stageId) self.StageId = stageId self.StageCfg = XDataCenter.FubenManager.GetStageCfg(self.StageId) self.StageInfo = XDataCenter.FubenManager.GetStageInfo(self.StageId) self.StageInterInfo = XFubenCoupleCombatConfig.GetStageInfo(self.StageId) self.IsPassed = self.StageInfo and self.StageInfo.Passed if not self.StageInterInfo then return end local showReset = false local useList = XDataCenter.FubenCoupleCombatManager.GetStageUsedCharacter(self.StageId) if useList and next(useList) then showReset = true end self.BtnEnter.gameObject:SetActiveEx(not showReset) self.BtnReset.gameObject:SetActiveEx(showReset) self:UpdateDesc() self:UpdateCommon() self:UpdateRewards() self:UpdateFeature() --self:UpdateStageFightControl()--更新战力限制提示 end function XUiFubenCoupleCombatDetail:InitStarPanels() self.GridStarList = {} for i = 1, 3 do local ui = self.Transform:Find("SafeAreaContentPane/PanelDetail/PanelTargetList/GridStageStar" .. i) ui.gameObject:SetActive(true) local grid = XUiGridStageStar.New(ui) self.GridStarList[i] = grid end end function XUiFubenCoupleCombatDetail:UpdateDesc() self.TxtActive.gameObject:SetActiveEx(false) for i, desc in ipairs(self.StageInterInfo.Intro) do if not self.DescList[i] then self.DescList[i] = CS.UnityEngine.GameObject.Instantiate(self.TxtActive.gameObject, self.DescContent):GetComponent("Text") end self.DescList[i].text = desc self.DescList[i].gameObject:SetActiveEx(true) end for i = #self.StageInterInfo.Intro + 1, #self.DescList do self.DescList[i].gameObject:SetActiveEx(false) end CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self.DescContent) end function XUiFubenCoupleCombatDetail:AutoAddListener() self.BtnEnter.CallBack = function() self:OnBtnEnterClick() end self.BtnReset.CallBack = function() self:OnBtnResetClick() end self.BtnCloseDetail.CallBack = function() self:OnBtnCloseDetailClick() end end -- auto function XUiFubenCoupleCombatDetail:OnBtnResetClick() XUiManager.DialogTip(nil, CSXTextManagerGetText("CoupleCombatResetStageTip"), XUiManager.DialogType.Normal, nil, function() XDataCenter.FubenCoupleCombatManager.ResetStage(self.StageId, function() XUiManager.TipText("CoupleCombatResetStageSucc") self:Hide() end) end) end function XUiFubenCoupleCombatDetail:OnBtnCloseDetailClick() self:Hide() end function XUiFubenCoupleCombatDetail:OnBtnEnterClick() if self.IsPlaying then return end if XDataCenter.FubenManager.CheckPreFight(self.StageCfg) then XEventManager.DispatchEvent(XEventId.EVENT_FUBEN_CLOSE_FUBENSTAGEDETAIL) CsXGameEventManager.Instance:Notify(XEventId.EVENT_FUBEN_COUPLECOMBAT_UPDATE) XLuaUiManager.Open("UiNewRoomSingle", self.StageId) --self:Hide() self:Close() end end function XUiFubenCoupleCombatDetail:Hide() if self.IsPlaying or not self.IsOpen then return end self.IsPlaying = true self:PlayAnimation("AnimEnd", handler(self, function() if XTool.UObjIsNil(self.GameObject) then return end self.IsPlaying = false self:Close() XEventManager.DispatchEvent(XEventId.EVENT_FUBEN_CLOSE_FUBENSTAGEDETAIL) end)) end function XUiFubenCoupleCombatDetail:UpdateCommon() local stageId = self.StageId local stageCfg = XDataCenter.FubenManager.GetStageCfg(stageId) local stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId) self.TxtTitle.text = stageCfg.Name --self.TxtDesc.text = stageCfg.Description self.TxtATNums.text = stageCfg.RequireActionPoint local maxChallengeNum = XDataCenter.FubenManager.GetStageMaxChallengeNums(stageId) --self.PanelNums.gameObject:SetActive(maxChallengeNum > 0) --self.PanelNoLimitCount.gameObject:SetActive(maxChallengeNum <= 0) -- --if maxChallengeNum > 0 then -- local stageData = XDataCenter.FubenManager.GetStageData(stageId) -- local chanllengeNum = stageData and stageData.PassTimesToday or 0 -- self.TxtAllNums.text = "/" .. maxChallengeNum -- self.TxtLeftNums.text = maxChallengeNum - chanllengeNum --end local firstDrop = false if not stageInfo.Passed then local cfg = XDataCenter.FubenManager.GetStageLevelControl(stageId) if cfg and cfg.FirstRewardShow > 0 or stageCfg.FirstRewardShow > 0 then firstDrop = true end end self.TxtFirstDrop.gameObject:SetActive(firstDrop) self.TxtDrop.gameObject:SetActive(not firstDrop) --for i = 1, 3 do -- self.GridStarList[i]:Refresh(stageCfg.StarDesc[i], stageInfo.StarsMap[i]) --end end function XUiFubenCoupleCombatDetail:UpdateFeature() local stageId = self.StageId local showFightEventIds = XFubenCoupleCombatConfig.GetStageShowFightEventIds(stageId) local gridBuff for i, eventId in ipairs(showFightEventIds) do gridBuff = self.GridBuffList[i] if not gridBuff then local grid = i == 1 and self.GridBuff or CS.UnityEngine.Object.Instantiate(self.GridBuff.gameObject, self.PanelBuff) gridBuff = XUiGridStageBuff.New(self, grid) self.GridBuffList[i] = gridBuff end gridBuff:Refresh(eventId) gridBuff.GameObject:SetActiveEx(true) end local showFightEventIdsCount = #showFightEventIds for i = showFightEventIdsCount + 1, #self.GridBuffList do self.GridBuffList[i].GameObject:SetActiveEx(false) end if self.PanelBuffList then self.PanelBuffList.gameObject:SetActiveEx(XTool.IsNumberValid(showFightEventIdsCount)) end end function XUiFubenCoupleCombatDetail:UpdateRewards() self.GridCommon.gameObject:SetActiveEx(false) local stageInfo = XDataCenter.FubenManager.GetStageInfo(self.StageId) -- 获取显示奖励Id local rewardId = 0 local IsFirst = false local cfg = XDataCenter.FubenManager.GetStageLevelControl(self.StageId) if not stageInfo.Passed then rewardId = cfg and cfg.FirstRewardShow or self.StageCfg.FirstRewardShow if cfg and cfg.FirstRewardShow > 0 or self.StageCfg.FirstRewardShow > 0 then IsFirst = true end end if rewardId == 0 then rewardId = cfg and cfg.FinishRewardShow or self.StageCfg.FinishRewardShow end if rewardId == 0 then for j = 1, #self.GridList do self.GridList[j].GameObject:SetActive(false) end return end local rewards = IsFirst and XRewardManager.GetRewardList(rewardId) or XRewardManager.GetRewardListNotCount(rewardId) if rewards then for i, item in ipairs(rewards) do local grid if self.GridList[i] then grid = self.GridList[i] else local ui = CS.UnityEngine.Object.Instantiate(self.GridCommon) grid = XUiGridCommon.New(self, ui) grid.Transform:SetParent(self.PanelDropContent, false) self.GridList[i] = grid end grid:Refresh(item) grid.GameObject:SetActive(true) end end local rewardsCount = 0 if rewards then rewardsCount = #rewards end for j = 1, #self.GridList do if j > rewardsCount then self.GridList[j].GameObject:SetActive(false) end end end function XUiFubenCoupleCombatDetail:UpdateStageFightControl() local stageInfo = XDataCenter.FubenManager.GetStageInfo(self.StageId) if self.StageFightControl == nil then self.StageFightControl = XUiStageFightControl.New(self.PanelStageFightControl, self.StageCfg.FightControlId) end if not stageInfo.Passed and stageInfo.Unlock then self.StageFightControl.GameObject:SetActive(true) self.StageFightControl:UpdateInfo(self.StageCfg.FightControlId) else self.StageFightControl.GameObject:SetActive(false) end end