local XUiRpgMakerGameStages = require("XUi/XUiRpgMakerGame/Main/XUiRpgMakerGameStages") local XUiRpgMakerGameTabBtn = require("XUi/XUiRpgMakerGame/Main/XUiRpgMakerGameTabBtn") local XUiPanelTitle = require("XUi/XUiRpgMakerGame/Main/XUiPanelTitle") local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate --功能主界面 local XUiRpgMakerGameMain = XLuaUiManager.Register(XLuaUi, "UiRpgMakerGameMain") function XUiRpgMakerGameMain:OnAwake() self.NewStageId = 0 --最近解锁的关卡 self:InitObj() self:UpdateCurChapterGroupId() XUiHelper.NewPanelActivityAsset({XDataCenter.ItemManager.ItemId.RpgMakerGameHintCoin}, self.PanelSpecialTool) self:AutoAddListener() self:InitTabGroup() end function XUiRpgMakerGameMain:OnStart() local defaultButtonGroupIndex = self:GetDefaultButtonGroupIndex() self:UpdateTabSelect(defaultButtonGroupIndex, self.ChapterIdList) self:InitTimes() end function XUiRpgMakerGameMain:OnEnable() XUiRpgMakerGameMain.Super.OnEnable(self) self:UpdateNewStageId() self:Refresh() end function XUiRpgMakerGameMain:InitObj() self.CurShowBgEffect = nil local chapterGroupIdList = XRpgMakerGameConfigs.GetRpgMakerGameChapterGroupIdList() local bgEffect for i, chapterGroupId in ipairs(chapterGroupIdList) do bgEffect = XUiHelper.TryGetComponent(self.Transform, "FullScreenBackground/BgEffect0" .. i) self["BgEffect" .. chapterGroupId] = bgEffect if bgEffect then bgEffect.gameObject:SetActiveEx(false) end end end --更新当前选择的第几期章节 function XUiRpgMakerGameMain:UpdateCurChapterGroupId(chapterGroupId) self.CurChapterGroupId = chapterGroupId or XDataCenter.RpgMakerGameManager.GetDefaultChapterGroupId() XDataCenter.RpgMakerGameManager.SetCurChapterGroupId(self.CurChapterGroupId) if not self.CurChapterGroupId then return end local bgEffect = self["BgEffect" .. self.CurChapterGroupId] if bgEffect then bgEffect.gameObject:SetActiveEx(true) if self.CurShowBgEffect then self.CurShowBgEffect.gameObject:SetActiveEx(false) end self.CurShowBgEffect = bgEffect else XLog.Error("切换背景特效错误,chapterGroupId:", self.CurChapterGroupId) end end function XUiRpgMakerGameMain:UpdateNewStageId() local chapterIdList = XRpgMakerGameConfigs.GetRpgMakerGameChapterIdList(XDataCenter.RpgMakerGameManager.GetCurChapterGroupId()) local chapterId = chapterIdList[self.TabGroupIndex] local allStageIdList = XRpgMakerGameConfigs.GetRpgMakerGameStageIdList(chapterId) for _, stageId in ipairs(allStageIdList) do if not XDataCenter.RpgMakerGameManager.IsStageClear(stageId) then self.NewStageId = stageId return end end self.NewStageId = 0 end function XUiRpgMakerGameMain:InitTimes() -- 设置自动关闭和倒计时 self:SetAutoCloseInfo(XDataCenter.RpgMakerGameManager.GetActivityEndTime(), function(isClose) if isClose then XDataCenter.RpgMakerGameManager.CheckActivityIsOpen() return end self:RefreshActivityTime() self:UpdateActiveRedPoint() end, nil, 0) end function XUiRpgMakerGameMain:RefreshActivityTime() local id = XRpgMakerGameConfigs.GetDefaultActivityId() local timeId = XRpgMakerGameConfigs.GetRpgMakerGameActivityTimeId(id) local endTime = XFunctionManager.GetEndTimeByTimeId(timeId) local now = XTime.GetServerNowTimestamp() local offset = endTime - now if self.PanelTitle then self.PanelTitle:Refresh(XUiHelper.GetTime(offset, XUiHelper.TimeFormatType.RPG_MAKER_GAME_MAIN)) end for _, tabBtn in ipairs(self.TabBtnTemplates) do tabBtn:RefreshTimer() end end function XUiRpgMakerGameMain:InitTabGroup() self.TabBtns = self.TabBtns or {} self.TabBtnTemplates = self.TabBtnTemplates or {} self.ChapterIdList = XRpgMakerGameConfigs.GetRpgMakerGameChapterIdList(self.CurChapterGroupId) for i, chapterId in ipairs(self.ChapterIdList) do if not self.TabBtns[i] then self.TabBtns[i] = i == 1 and self.BtnPlotTab or CSUnityEngineObjectInstantiate(self.BtnPlotTab, self.UiContent) end if not self.TabBtnTemplates[i] then self.TabBtnTemplates[i] = XUiRpgMakerGameTabBtn.New(self.TabBtns[i], i) end self.TabBtnTemplates[i]:Init(chapterId) self.TabBtnTemplates[i].GameObject:SetActiveEx(true) end for i = #self.ChapterIdList + 1, #self.TabBtnTemplates do local tabBtn = self.TabBtnTemplates[i] tabBtn.GameObject:SetActiveEx(false) end self.UiContentButtonGroup = self.UiContent:GetComponent("XUiButtonGroup") self.UiContentButtonGroup:Init(self.TabBtns, function(groupIndex) self:TabGroupSkip(groupIndex) end) end function XUiRpgMakerGameMain:GetDefaultButtonGroupIndex() local defaultGroupIndex = 1 local groupIndex = XDataCenter.RpgMakerGameManager.GetCurrClearButtonGroupIndex() local chapterId local isUnLock if groupIndex then chapterId = self.ChapterIdList[groupIndex] isUnLock = XDataCenter.RpgMakerGameManager.IsChapterUnLock(chapterId) return isUnLock and groupIndex or defaultGroupIndex end local allStageIdList = XRpgMakerGameConfigs.GetRpgMakerGameAllStageIdList() for _, stageId in ipairs(allStageIdList) do if not XDataCenter.RpgMakerGameManager.IsStageUnLock(stageId) then chapterId = XRpgMakerGameConfigs.GetRpgMakerGameStageChapterId(stageId) isUnLock = XDataCenter.RpgMakerGameManager.IsChapterUnLock(chapterId) groupIndex = isUnLock and self:GetTabBtnIndex(chapterId) or defaultGroupIndex return groupIndex end end return defaultGroupIndex end function XUiRpgMakerGameMain:GetTabBtnIndex(chapterId) local tabBtnTemplates = self:GetTabBtnTemplates() for _, v in ipairs(tabBtnTemplates) do if v:GetChapterId() == chapterId then return v:GetTabBtnIndex() end end end function XUiRpgMakerGameMain:TabGroupSkip(groupIndex) if self.TabGroupIndex == groupIndex then return end local chapterId = self.ChapterIdList[groupIndex] local isUnLock = XDataCenter.RpgMakerGameManager.IsChapterUnLock(chapterId) if not isUnLock then local timeId = XRpgMakerGameConfigs.GetRpgMakerGameChapterOpenTimeId(chapterId) local time = XFunctionManager.GetStartTimeByTimeId(timeId) local serverTimestamp = XTime.GetServerNowTimestamp() local str = CS.XTextManager.GetText("ScheOpenCountdown", XUiHelper.GetTime(time - serverTimestamp, XUiHelper.TimeFormatType.RPG_MAKER_GAME)) XUiManager.TipMsg(str) if self.TabGroupIndex then self:UpdateTabSelect(self.TabGroupIndex, self.ChapterIdList) end return end self:PlayAnimation("QieHuan") self.TabGroupIndex = groupIndex XDataCenter.RpgMakerGameManager.SetCurrTabGroupIndexByUiMainTemp(groupIndex) XDataCenter.RpgMakerGameManager.SetChapterIdOpen(self.ChapterIdList[self.TabGroupIndex]) self:UpdateNewStageId() self:Refresh() end function XUiRpgMakerGameMain:AutoAddListener() self:RegisterClickEvent(self.SceneBtnBack, self.Close) self:RegisterClickEvent(self.SceneBtnMainUi, self.OnBtnMainUiClick) self:RegisterClickEvent(self.BtnTask, self.OnBtnTaskClick) self:RegisterClickEvent(self.BtnActive, self.OnBtnActiveClick) self:UpdateHelpBtn() end function XUiRpgMakerGameMain:UpdateHelpBtn() self:BindHelpBtn(self.BtnActDesc, XRpgMakerGameConfigs.GetChapterGroupHelpKey(self.CurChapterGroupId)) end --系列活动按钮 function XUiRpgMakerGameMain:OnBtnActiveClick() local closeCb = function(chapterGroupId) self:UpdateCurChapterGroupId(chapterGroupId) self:UpdateHelpBtn() self:InitTabGroup() self:UpdateTabIndex() self:UpdateNewStageId() self:Refresh() end XLuaUiManager.Open("UiFubenRpgMakerGameTanChuang", closeCb, self.CurChapterGroupId) end function XUiRpgMakerGameMain:OnBtnMainUiClick() XLuaUiManager.RunMain() end function XUiRpgMakerGameMain:OnBtnTaskClick() XLuaUiManager.Open("UiRpgMakerGamePlayTask") end function XUiRpgMakerGameMain:Refresh() self:UpdateStagesMap() self:UpdateTabBtnTemplates() self:UpdateBtnTask() self:UpdateBg() self:UpdateTitle() end function XUiRpgMakerGameMain:UpdateTitle() local prefabPath = XRpgMakerGameConfigs.GetChapterGroupTitlePrefab(self.CurChapterGroupId) local ui = self.PanelMainlineChapter.gameObject:LoadPrefab(prefabPath) self.PanelTitle = XUiPanelTitle.New(ui) self:RefreshActivityTime() end function XUiRpgMakerGameMain:UpdateBg() local bg = XRpgMakerGameConfigs.GetChapterGroupBg(self.CurChapterGroupId) self.RawImageBg:SetRawImage(bg) end function XUiRpgMakerGameMain:UpdateBtnTask() local isShowTask = XRpgMakerGameConfigs.GetChapterGroupIsShowTask(self.CurChapterGroupId) self.BtnTask.gameObject:SetActiveEx(isShowTask) self:UpdateTaskRedPoint() end function XUiRpgMakerGameMain:UpdateTaskRedPoint() local isShowRedPoint = XDataCenter.RpgMakerGameManager.CheckRedPoint() self.BtnTask:ShowReddot(isShowRedPoint) end --更新章节组小红点 function XUiRpgMakerGameMain:UpdateActiveRedPoint() local isShowRedPoint = XDataCenter.RpgMakerGameManager.CheckAllChapterGroupRedPoint() self.BtnActive:ShowReddot(isShowRedPoint) end function XUiRpgMakerGameMain:UpdateTabIndex() if not self.TabGroupIndex then return end local chapterIdList = XRpgMakerGameConfigs.GetRpgMakerGameChapterIdList(self.CurChapterGroupId) if self.TabGroupIndex >= #chapterIdList then local tabIndex = #chapterIdList self.TabGroupIndex = tabIndex XDataCenter.RpgMakerGameManager.SetCurrTabGroupIndexByUiMainTemp(tabIndex) end self:UpdateTabSelect(self.TabGroupIndex, chapterIdList) end function XUiRpgMakerGameMain:UpdateTabSelect(tabGroupIndex, ChapterIdList) self.UiContentButtonGroup:SelectIndex(tabGroupIndex) -- 章节小红点 XDataCenter.RpgMakerGameManager.SetChapterIdOpen(ChapterIdList[tabGroupIndex]) end function XUiRpgMakerGameMain:UpdateStagesMap() if not self.TabGroupIndex then return end local chapterId = self.ChapterIdList[self.TabGroupIndex] if not chapterId then XLog.Error(string.format("不存在的章节Id,TabGroupIndex:%", self.TabGroupIndex), self.ChapterIdList) return end if chapterId ~= self.ChapterId then local prefabName = XRpgMakerGameConfigs.GetRpgMakerGameChapterPrefab(chapterId) local prefab = self.PanelChapter:LoadPrefab(prefabName) if prefab == nil or not prefab:Exist() then return end self.ChapterId = chapterId self.CurStages = XUiRpgMakerGameStages.New(prefab, chapterId, function(stageId) self:OpenEnterDialog(stageId) end) end local newStageId = self:GetNewStageId() self.CurStages:Refresh(newStageId) end function XUiRpgMakerGameMain:UpdateTabBtnTemplates() for _, tabBtn in ipairs(self.TabBtnTemplates) do tabBtn:Refresh() end end function XUiRpgMakerGameMain:GetTabBtnTemplates() return self.TabBtnTemplates end function XUiRpgMakerGameMain:GetNewStageId() return self.NewStageId end