557 lines
No EOL
21 KiB
Lua
557 lines
No EOL
21 KiB
Lua
local CSXTextManagerGetText = CS.XTextManager.GetText
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local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
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local TabBtnIndex = {
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Normal = 1,
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Isomer = 2,
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}
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local CharacterTypeConvert = {
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[TabBtnIndex.Normal] = XCharacterConfigs.CharacterType.Normal,
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[TabBtnIndex.Isomer] = XCharacterConfigs.CharacterType.Isomer,
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}
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local TabBtnIndexConvert = {
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[XCharacterConfigs.CharacterType.Normal] = TabBtnIndex.Normal,
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[XCharacterConfigs.CharacterType.Isomer] = TabBtnIndex.Isomer,
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}
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local XUiBabelTowerRoomCharacter = XLuaUiManager.Register(XLuaUi, "UiBabelTowerRoomCharacter")
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function XUiBabelTowerRoomCharacter:OnAwake()
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self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin)
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self.BtnBack.CallBack = function() self:OnBtnBackClick() end
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self.BtnMainUi.CallBack = function() self:OnBtnMainUiClick() end
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self.BtnFashion.CallBack = function() self:OnBtnFashionClick() end
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self.BtnConsciousness.CallBack = function() self:OnBtnConsciousnessClick() end
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self.BtnWeapon.CallBack = function() self:OnBtnWeaponClick() end
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self.BtnJoinTeam.CallBack = function() self:OnBtnJoinTeamClick() end
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self.BtnQuitTeam.CallBack = function() self:OnBtnQuitTeamClick() end
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self.BtnPartner.CallBack = function() self:OnBtnPartnerClick() end
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self.BtnFilter.CallBack = function()
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self:OnBtnFilterClick()
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end
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self.GridIndex = {}
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self.TagCacheDic = {}
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self.SortFunction = {}
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self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default] = function(leftCharacter, rightCharacter)
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local leftInTeam = self:IsInTeam(leftCharacter.Id)
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local rightInTeam = self:IsInTeam(rightCharacter.Id)
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if leftInTeam ~= rightInTeam then
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return leftInTeam
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end
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return leftCharacter.Ability > rightCharacter.Ability
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end
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self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Quality] = function(leftCharacter, rightCharacter)
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local leftQuality = leftCharacter.Quality
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local rightQuality = rightCharacter.Quality
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if leftQuality ~= rightQuality then
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return leftQuality > rightQuality
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end
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return self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default](leftCharacter, rightCharacter)
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end
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self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Level] = function(leftCharacter, rightCharacter)
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local leftLevel = leftCharacter.Level
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local rightLevel = rightCharacter.Level
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if leftLevel ~= rightLevel then
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return leftLevel > rightLevel
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end
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return self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default](leftCharacter, rightCharacter)
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end
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self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Ability] = function(leftCharacter, rightCharacter)
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return leftCharacter.Ability > rightCharacter.Ability
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end
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local root = self.UiModelGo.transform
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self.PanelRoleModel = root:FindTransform("PanelRoleModel")
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self.ImgEffectHuanren = root:FindTransform("ImgEffectHuanren")
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self.ImgEffectHuanren1 = root:FindTransform("ImgEffectHuanren1")
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self.GridCharacter.gameObject:SetActiveEx(false)
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self.CharacterGrids = {}
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end
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function XUiBabelTowerRoomCharacter:OnStart(args, cb)
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self.RoleModelPanel = XUiPanelRoleModel.New(self.PanelRoleModel, nil, nil, true)
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self.StageId = args.StageId
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self.TeamId = args.TeamId
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self.StageCfg = XDataCenter.FubenManager.GetStageCfg(self.StageId)
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self.TeamSelectPos = args.Index
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self.BanCharacters = {}
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self.TeamCharIdMap = args.CurTeamList
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self.CharacterLimitType = args.CharacterLimitType
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self.LimitBuffId = args.LimitBuffId
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self.TeamResultCb = cb
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self:InitRequireCharacterInfo()
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self:InitCharacterTypeBtns()
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end
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function XUiBabelTowerRoomCharacter:OnEnable()
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self:OnCharacterClick()
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end
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function XUiBabelTowerRoomCharacter:InitRequireCharacterInfo()
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local characterLimitType = self.CharacterLimitType
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if not XFubenConfigs.IsStageCharacterLimitConfigExist(characterLimitType) then
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self.PanelRequireCharacter.gameObject:SetActiveEx(false)
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return
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else
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self.PanelRequireCharacter.gameObject:SetActiveEx(true)
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end
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local icon = XFubenConfigs.GetStageCharacterLimitImageTeamEdit(characterLimitType)
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self.ImgRequireCharacter:SetSprite(icon)
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end
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function XUiBabelTowerRoomCharacter:RefreshCharacterTypeTips()
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local limitBuffId = self.LimitBuffId
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local characterType = CharacterTypeConvert[self.SelectTabBtnIndex]
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local characterLimitType = self.CharacterLimitType
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local text = XFubenConfigs.GetStageCharacterLimitTextSelectCharacter(characterLimitType, characterType, limitBuffId)
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self.TxtRequireCharacter.text = text
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end
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function XUiBabelTowerRoomCharacter:ResetTeamData()
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self.TeamCharIdMap = { 0, 0, 0 }
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end
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function XUiBabelTowerRoomCharacter:InitCharacterTypeBtns()
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self.BtnTabShougezhe.gameObject:SetActiveEx(not XFunctionManager.CheckFunctionFitter(XFunctionManager.FunctionName.Isomer))
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local tabBtns = { self.BtnTabGouzaoti, self.BtnTabShougezhe }
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self.PanelCharacterTypeBtns:Init(tabBtns, function(index) self:TrySelectCharacterType(index) end)
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local characterLimitType = self.CharacterLimitType
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local lockGouzaoti = characterLimitType == XFubenConfigs.CharacterLimitType.Isomer
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local lockShougezhe = not XFunctionManager.JudgeOpen(XFunctionManager.FunctionName.Isomer) or characterLimitType == XFubenConfigs.CharacterLimitType.Normal
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self.BtnTabGouzaoti:SetDisable(lockGouzaoti)
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self.BtnTabShougezhe:SetDisable(lockShougezhe)
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--检查选择角色类型是否和副本限制类型冲突
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local characterType = XDataCenter.FubenManager.GetDefaultCharacterTypeByCharacterLimitType(self.CharacterLimitType)
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local tempCharacterType = self:GetTeamCharacterType()
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if tempCharacterType and not (tempCharacterType == XCharacterConfigs.CharacterType.Normal and lockGouzaoti
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or tempCharacterType == XCharacterConfigs.CharacterType.Isomer and lockShougezhe) then
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characterType = tempCharacterType
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end
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self.PanelCharacterTypeBtns:SelectIndex(TabBtnIndexConvert[characterType])
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end
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function XUiBabelTowerRoomCharacter:TrySelectCharacterType(index)
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local characterType = CharacterTypeConvert[index]
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if characterType == XCharacterConfigs.CharacterType.Isomer and not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.Isomer) then return end
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local characterLimitType = self.CharacterLimitType
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if characterLimitType == XFubenConfigs.CharacterLimitType.Normal then
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if characterType == XCharacterConfigs.CharacterType.Isomer then
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XUiManager.TipText("TeamSelectCharacterTypeLimitTipNormal")
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return
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end
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elseif characterLimitType == XFubenConfigs.CharacterLimitType.Isomer then
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if characterType == XCharacterConfigs.CharacterType.Normal then
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XUiManager.TipText("TeamSelectCharacterTypeLimitTipIsomer")
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return
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end
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-- elseif characterLimitType == XFubenConfigs.CharacterLimitType.IsomerDebuff then
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-- if characterType == XCharacterConfigs.CharacterType.Isomer then
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-- local buffDes = XFubenConfigs.GetBuffDes(self.LimitBuffId)
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-- local content = CSXTextManagerGetText("TeamSelectCharacterTypeLimitTipIsomerDebuff", buffDes)
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-- local sureCallBack = function()
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-- self:OnSelectCharacterType(index)
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-- end
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-- local closeCallback = function()
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-- self.PanelCharacterTypeBtns:SelectIndex(TabBtnIndexConvert[XCharacterConfigs.CharacterType.Normal])
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-- end
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-- XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, closeCallback, sureCallBack)
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-- return
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-- end
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-- elseif characterLimitType == XFubenConfigs.CharacterLimitType.NormalDebuff then
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-- if characterType == XCharacterConfigs.CharacterType.Normal then
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-- local buffDes = XFubenConfigs.GetBuffDes(self.LimitBuffId)
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-- local content = CSXTextManagerGetText("TeamSelectCharacterTypeLimitTipNormalDebuff", buffDes)
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-- local sureCallBack = function()
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-- self:OnSelectCharacterType(index)
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-- end
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-- local closeCallback = function()
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-- self.PanelCharacterTypeBtns:SelectIndex(TabBtnIndexConvert[XCharacterConfigs.CharacterType.Isomer])
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-- end
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-- XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, closeCallback, sureCallBack)
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-- return
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-- end
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end
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self:OnSelectCharacterType(index)
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end
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function XUiBabelTowerRoomCharacter:OnSelectCharacterType(index)
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if self.SelectTabBtnIndex == index then return end
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self.SelectTabBtnIndex = index
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XDataCenter.RoomCharFilterTipsManager.Reset()
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local characterType = CharacterTypeConvert[index]
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local charlist = XDataCenter.CharacterManager.GetOwnCharacterList(characterType)
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table.sort(charlist, self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default])
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self:RefreshCharacterTypeTips()
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self:UpdateCharacterList(charlist)
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end
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function XUiBabelTowerRoomCharacter:SetPanelEmptyList(isEmpty)
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self.BtnQuitTeam.gameObject:SetActiveEx(false)
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self.BtnJoinTeam.gameObject:SetActiveEx(false)
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self.BtnConsciousness.gameObject:SetActiveEx(not isEmpty)
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self.BtnFashion.gameObject:SetActiveEx(not isEmpty)
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self.BtnWeapon.gameObject:SetActiveEx(not isEmpty)
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self.BtnPartner.gameObject:SetActiveEx(not isEmpty)
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self.PanelRoleContent.gameObject:SetActiveEx(not isEmpty)
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self.PanelRoleModel.gameObject:SetActiveEx(not isEmpty)
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self.PanelEmptyList.gameObject:SetActiveEx(isEmpty)
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end
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function XUiBabelTowerRoomCharacter:UpdateCharacterList(charlist)
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if not next(charlist) then
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self:SetPanelEmptyList(true)
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return
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end
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self:SetPanelEmptyList(false)
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for _, item in pairs(self.CharacterGrids) do
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item:Reset()
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end
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self.CharacterGrids = {}
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local charDic = {}
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for i = 1, #charlist do
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local char = charlist[i]
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local characterId = char.Id
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charDic[characterId] = char
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local grid = self.GridIndex[i]
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if not grid then
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local item = CS.UnityEngine.Object.Instantiate(self.GridCharacter)
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grid = XUiGridCharacter.New(item, self, char, function(character)
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self:OnCharacterClick(character)
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end)
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grid.Transform:SetParent(self.PanelRoleContent, false)
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self.GridIndex[i] = grid
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end
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grid:UpdateGrid(char)
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grid:SetInTeam(false)
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-- 被禁用
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grid:SetLimited(self.BanCharacters[characterId])
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-- 被限制锁定
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grid:SetIsLock(not self.BanCharacters[characterId]
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and XDataCenter.FubenBabelTowerManager.IsCharacterLockByStageId(characterId, self.StageId, self.TeamId))
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grid.GameObject:SetActiveEx(true)
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self.CharacterGrids[characterId] = self.GridIndex[i]
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end
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local teamCharIdMap = self.TeamCharIdMap
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local teamSelectPos = self.TeamSelectPos
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for _, characterId in pairs(teamCharIdMap) do
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local grid = self.CharacterGrids[characterId]
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if grid then
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grid:SetInTeam(true)
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end
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end
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local selectId = teamCharIdMap[teamSelectPos]
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local characterType = CharacterTypeConvert[self.SelectTabBtnIndex]
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if not selectId or selectId == 0
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or not self.CharacterGrids[selectId]
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or characterType ~= XCharacterConfigs.GetCharacterType(selectId)
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or not charDic[selectId]
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then
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selectId = charlist[1].Id
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end
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self:SelectCharacter(selectId)
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end
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function XUiBabelTowerRoomCharacter:IsInTeam(characterId)
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for _, v in pairs(self.TeamCharIdMap) do
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if v == characterId then
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return true
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end
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end
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return false
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end
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function XUiBabelTowerRoomCharacter:OnCharacterClick(character)
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if character then
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self.CurCharacter = character
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end
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if not self.CurCharacter then return end
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if self.CurCharacterItem then
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self.CurCharacterItem:SetSelect(false)
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end
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self.CurCharacterItem = self.CharacterGrids[self.CurCharacter.Id]
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self.CurCharacterItem:UpdateGrid()
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self.CurCharacterItem:SetSelect(true)
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self.CurCharacterItem:SetLimited(self.BanCharacters[self.CurCharacter.Id])
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self.CurCharacterItem:SetIsLock(not self.BanCharacters[self.CurCharacter.Id] and XDataCenter.FubenBabelTowerManager.IsCharacterLockByStageId(self.CurCharacter.Id, self.StageId, self.TeamId))
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self:CenterToGrid(self.CurCharacterItem)
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-- 更新按钮状态
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self:UpdateBtns(self.CurCharacter.Id)
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self:UpdateRoleMode(self.CurCharacter.Id)
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end
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-- 更新按钮状态
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function XUiBabelTowerRoomCharacter:UpdateBtns(curCharacterId)
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local isInTeam = false
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for _, member_char_id in pairs(self.TeamCharIdMap or {}) do
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if curCharacterId == member_char_id then
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isInTeam = true
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break
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end
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end
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local oldMemberId = self.TeamCharIdMap[self.TeamSelectPos]
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local hasOldMember = oldMemberId ~= nil and oldMemberId ~= 0
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local isJoin = true
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if hasOldMember and isInTeam and oldMemberId == curCharacterId then
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isJoin = false
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end
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local isLock = XDataCenter.FubenBabelTowerManager.IsCharacterLockByStageId(curCharacterId, self.StageId, self.TeamId)
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local isBan = self.BanCharacters[curCharacterId]
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-- 点击有角色的位置
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-- 选择的人在队伍中
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-- 选择的人是当前角色-卸下
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-- 选择的人不是当前角色-替换
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-- 选择的人不在队伍中-替换
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-- 点击无角色的位置
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-- 选择的人在队伍中-替换
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-- 选择的人不在队伍中-上阵
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self.BtnLimit.gameObject:SetActiveEx(isBan)
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self.BtnLock.gameObject:SetActiveEx(not isBan and isLock)
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if isLock or isBan then
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self.BtnJoinTeam.gameObject:SetActiveEx(false)
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self.BtnQuitTeam.gameObject:SetActiveEx(false)
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else
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self.BtnJoinTeam.gameObject:SetActiveEx(isJoin)
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self.BtnQuitTeam.gameObject:SetActiveEx(not isJoin)
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end
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end
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--更新模型
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function XUiBabelTowerRoomCharacter:UpdateRoleMode(characterId)
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self.ImgEffectHuanren.gameObject:SetActiveEx(false)
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self.ImgEffectHuanren1.gameObject:SetActiveEx(false)
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self.RoleModelPanel:UpdateCharacterModel(characterId, self.PanelRoleModel, XModelManager.MODEL_UINAME.XUiBabelTowerRoomCharacter, function(model)
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if not model then return end
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self.PanelDrag.Target = model.transform
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if self.SelectTabBtnIndex == TabBtnIndex.Normal then
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self.ImgEffectHuanren.gameObject:SetActiveEx(true)
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elseif self.SelectTabBtnIndex == TabBtnIndex.Isomer then
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self.ImgEffectHuanren1.gameObject:SetActiveEx(true)
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end
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end)
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end
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-- 选一个角色
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function XUiBabelTowerRoomCharacter:SelectCharacter(id)
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local grid = self.CharacterGrids[id]
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local character = grid and grid.Character
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self:OnCharacterClick(character)
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end
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function XUiBabelTowerRoomCharacter:CenterToGrid(grid)
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-- local normalizedPosition
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-- local count = self.SViewCharacterList.content.transform.childCount
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-- local index = grid.Transform:GetSiblingIndex()
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-- if index > count / 2 then
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-- normalizedPosition = (index + 1) / count
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-- else
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-- normalizedPosition = (index - 1) / count
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-- end
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-- self.SViewCharacterList.verticalNormalizedPosition = math.max(0, math.min(1, (1 - normalizedPosition)))
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end
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function XUiBabelTowerRoomCharacter:OnBtnBackClick()
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if self.TeamResultCb then
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self.TeamResultCb(self.TeamCharIdMap)
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end
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self:Close()
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end
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function XUiBabelTowerRoomCharacter:OnBtnMainUiClick()
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XLuaUiManager.RunMain()
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end
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function XUiBabelTowerRoomCharacter:OnBtnFashionClick()
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if not self.CurCharacter then return end
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XLuaUiManager.Open("UiFashion", self.CurCharacter.Id)
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end
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function XUiBabelTowerRoomCharacter:OnBtnConsciousnessClick()
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if not self.CurCharacter then return end
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XMVCA:GetAgency(ModuleId.XEquip):OpenUiEquipAwareness(self.CurCharacter.Id)
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end
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function XUiBabelTowerRoomCharacter:OnBtnWeaponClick()
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if not self.CurCharacter then return end
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XMVCA:GetAgency(ModuleId.XEquip):OpenUiEquipReplace(self.CurCharacter.Id, nil, true)
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end
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function XUiBabelTowerRoomCharacter:OnBtnPartnerClick()
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XDataCenter.PartnerManager.GoPartnerCarry(self.CurCharacter.Id, false)
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end
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-- 加入队伍
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function XUiBabelTowerRoomCharacter:OnBtnJoinTeamClick()
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if not self.CurCharacter then return end
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local selectId = self.CurCharacter.Id
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local joinFunc = function(isReset)
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if isReset then
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self:ResetTeamData()
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else
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for k, v in pairs(self.TeamCharIdMap) do
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if v == selectId then
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self.TeamCharIdMap[k] = 0
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break
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end
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end
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end
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local maxMemberCount = XDataCenter.FubenBabelTowerManager.GetMaxTeamMemberCount()
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if maxMemberCount < 3 then
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local currentMemberCount = 0
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for _, v in pairs(self.TeamCharIdMap) do
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if v > 0 then
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currentMemberCount = currentMemberCount + 1
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end
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end
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if currentMemberCount >= maxMemberCount then
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XUiManager.TipMsg(XUiHelper.GetText("BabelTowerTeamLimitCount"))
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return
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end
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end
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self.TeamCharIdMap[self.TeamSelectPos] = selectId
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if self.TeamResultCb then
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self.TeamResultCb(self.TeamCharIdMap)
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end
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self:Close()
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end
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-- 角色类型不一致拦截
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local inTeamCharacterType = self:GetTeamCharacterType()
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if inTeamCharacterType then
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local characterType = XCharacterConfigs.GetCharacterType(selectId)
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if characterType and characterType ~= inTeamCharacterType then
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local content = CSXTextManagerGetText("TeamCharacterTypeNotSame")
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local sureCallBack = function()
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local isReset = true
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joinFunc(isReset)
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end
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XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, nil, sureCallBack)
|
||
return
|
||
end
|
||
end
|
||
|
||
joinFunc()
|
||
end
|
||
|
||
-- 移出队伍
|
||
function XUiBabelTowerRoomCharacter:OnBtnQuitTeamClick()
|
||
if not self.CurCharacter then return end
|
||
|
||
local count = 0
|
||
for _, v in pairs(self.TeamCharIdMap) do
|
||
if v > 0 then
|
||
count = count + 1
|
||
end
|
||
end
|
||
|
||
local id = self.CurCharacter.Id
|
||
for k, v in pairs(self.TeamCharIdMap) do
|
||
if v == id then
|
||
self.TeamCharIdMap[k] = 0
|
||
break
|
||
end
|
||
end
|
||
|
||
if self.TeamResultCb then
|
||
self.TeamResultCb(self.TeamCharIdMap)
|
||
end
|
||
|
||
self:Close()
|
||
end
|
||
|
||
function XUiBabelTowerRoomCharacter:OnBtnFilterClick()
|
||
local characterType = CharacterTypeConvert[self.SelectTabBtnIndex]
|
||
XLuaUiManager.Open("UiRoomCharacterFilterTips",
|
||
self,
|
||
XRoomCharFilterTipsConfigs.EnumFilterType.BabelTower,
|
||
XRoomCharFilterTipsConfigs.EnumSortType.BabelTower,
|
||
characterType)
|
||
end
|
||
|
||
function XUiBabelTowerRoomCharacter:GetTeamCharacterType()
|
||
for k, v in pairs(self.TeamCharIdMap) do
|
||
if v ~= 0 then
|
||
return XCharacterConfigs.GetCharacterType(v)
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiBabelTowerRoomCharacter: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
|
||
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 XUiBabelTowerRoomCharacter: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 |