625 lines
No EOL
23 KiB
Lua
625 lines
No EOL
23 KiB
Lua
local CSXTextManagerGetText = CS.XTextManager.GetText
|
||
|
||
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 XUiAssignRoomCharacter = XLuaUiManager.Register(XLuaUi, "UiAssignRoomCharacter")
|
||
|
||
function XUiAssignRoomCharacter:OnAwake()
|
||
self:InitComponent()
|
||
|
||
self.GridIndex = {}
|
||
self.TagCacheDic = {}
|
||
self.SortFunction = {}
|
||
self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default] = function(leftCharacter, rightCharacter)
|
||
local leftInTeam = self:IsInTeam(leftCharacter.Id)
|
||
local leftLevel = leftCharacter.Level
|
||
local leftQuality = leftCharacter.Quality
|
||
local leftPriority = XCharacterConfigs.GetCharacterPriority(leftCharacter.Id)
|
||
|
||
local rightInTeam = self:IsInTeam(rightCharacter.Id)
|
||
local rightLevel = rightCharacter.Level
|
||
local rightQuality = rightCharacter.Quality
|
||
local rightPriority = XCharacterConfigs.GetCharacterPriority(rightCharacter.Id)
|
||
|
||
if leftInTeam ~= rightInTeam then
|
||
return rightInTeam
|
||
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
|
||
end
|
||
|
||
-- teamCharIdMap, teamSelectPos, cb, canQuitCharIdMap, teamOrderCharIdMap, ablityRequire, curTeamOrder
|
||
function XUiAssignRoomCharacter:OnStart(teamCharIdMap, teamSelectPos, cb, teamOrderCharIdMap, canQuitCharIdMap, ablityRequire, curTeamOrder, characterLimitType, limitBuffId, teamId)
|
||
self.CharacterGrids = {}
|
||
|
||
self.TeamCharIdMap = teamCharIdMap
|
||
self.TeamSelectPos = teamSelectPos
|
||
self.TeamResultCb = cb
|
||
self.TeamOrderCharIdMap = teamOrderCharIdMap
|
||
self.CanQuitCharIdMap = canQuitCharIdMap
|
||
self.CurTeamOrder = curTeamOrder
|
||
self.CharacterLimitType = characterLimitType or XFubenConfigs.CharacterLimitType.All
|
||
self.LimitBuffId = limitBuffId
|
||
self.TeamId = teamId
|
||
|
||
self.TxtTeamInfoName.text = CS.XTextManager.GetText("AssignTeamTitle", self.CurTeamOrder) -- 作战梯队{0}
|
||
self.TxtRequireAbility.text = ablityRequire and ablityRequire or ""
|
||
|
||
self:InitRequireCharacterInfo()
|
||
self:InitCharacterTypeBtns()
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:OnEnable()
|
||
CS.XGraphicManager.UseUiLightDir = true
|
||
self:UpdateInfo()
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:OnDisable()
|
||
CS.XGraphicManager.UseUiLightDir = false
|
||
end
|
||
|
||
function XUiAssignRoomCharacter: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 XUiAssignRoomCharacter: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 XUiAssignRoomCharacter:ResetTeamData()
|
||
local teamId = self.TeamId
|
||
for k, characterId in pairs(self.TeamCharIdMap) do
|
||
if XDataCenter.FubenAssignManager.IsCharacterInTeamById(teamId, characterId) then
|
||
self.TeamCharIdMap[k] = 0
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiAssignRoomCharacter: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 XUiAssignRoomCharacter: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 XUiAssignRoomCharacter:OnSelectCharacterType(index)
|
||
if self.SelectTabBtnIndex == index then return end
|
||
self.SelectTabBtnIndex = index
|
||
|
||
XDataCenter.RoomCharFilterTipsManager.Reset()
|
||
|
||
local characterType = CharacterTypeConvert[index]
|
||
|
||
local tmpTeamIdDic = {}
|
||
for _, id in pairs(self.TeamCharIdMap) do
|
||
tmpTeamIdDic[id] = true
|
||
end
|
||
|
||
local charlist = XDataCenter.CharacterManager.GetAssignCharacterListInTeam(characterType, tmpTeamIdDic)
|
||
local teamCharIdMap = self.TeamCharIdMap
|
||
local teamSelectPos = self.TeamSelectPos
|
||
local selectId = teamCharIdMap[teamSelectPos]
|
||
|
||
table.sort(charlist,self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default])
|
||
|
||
self:RefreshCharacterTypeTips()
|
||
self:UpdateCharacterList(charlist, function(charDic)
|
||
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:SelectCharacter(selectId)
|
||
|
||
for _, id in pairs(teamCharIdMap) do
|
||
if id > 0 then
|
||
local grid = self.CharacterGrids[id]
|
||
if grid then
|
||
grid:SetInTeam(true)
|
||
end
|
||
end
|
||
end
|
||
end)
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:IsInTeam(charId)
|
||
local tmpTeamIdDic = {}
|
||
for _, id in pairs(self.TeamCharIdMap) do
|
||
tmpTeamIdDic[id] = true
|
||
end
|
||
return tmpTeamIdDic[charId]
|
||
end
|
||
|
||
function XUiAssignRoomCharacter: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 XUiAssignRoomCharacter:SelectCharacter(id)
|
||
local grid = self.CharacterGrids[id]
|
||
if grid then
|
||
self:CenterToGrid(grid)
|
||
end
|
||
|
||
local character = grid and grid.Character
|
||
self:UpdateInfo(character)
|
||
end
|
||
|
||
function XUiAssignRoomCharacter: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.PanelRoleContent.gameObject:SetActiveEx(not isEmpty)
|
||
self.PanelRoleModel.gameObject:SetActiveEx(not isEmpty)
|
||
self.PanelEmptyList.gameObject:SetActiveEx(isEmpty)
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:UpdateCharacterList(charList, cb)
|
||
if not next(charList) then
|
||
self:SetPanelEmptyList(true)
|
||
return
|
||
end
|
||
self:SetPanelEmptyList(false)
|
||
|
||
for _, item in pairs(self.CharacterGrids) do
|
||
item:Reset()
|
||
end
|
||
|
||
self.CharacterGrids = {}
|
||
local baseItem = self.GridCharacter
|
||
local count = #charList
|
||
local charDic = {}
|
||
|
||
for i = 1, count do
|
||
local char = charList[i]
|
||
|
||
local grid = self.GridIndex[i]
|
||
charDic[char.Id] = char
|
||
|
||
if not grid then
|
||
local item = CS.UnityEngine.Object.Instantiate(baseItem)
|
||
grid = XUiGridCharacter.New(item, self, char, function(character)
|
||
self:UpdateInfo(character)
|
||
end)
|
||
|
||
grid.GameObject.name = char.Id
|
||
grid.Transform:SetParent(self.PanelRoleContent, false)
|
||
|
||
self.GridIndex[i] = grid
|
||
else
|
||
grid.GameObject.name = char.Id
|
||
end
|
||
self.CharacterGrids[char.Id] = grid
|
||
grid:UpdateGrid(char)
|
||
grid.GameObject:SetActiveEx(true)
|
||
grid.Transform:SetAsLastSibling()
|
||
end
|
||
|
||
if cb then
|
||
cb(charDic)
|
||
end
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:UpdateInfo(character)
|
||
if character then
|
||
self.CurCharacter = character
|
||
end
|
||
if not self.CurCharacter then return end
|
||
|
||
if self.CurCharacterGrid then
|
||
self.CurCharacterGrid:SetSelect(false)
|
||
end
|
||
|
||
self.CurCharacterGrid = self.CharacterGrids[self.CurCharacter.Id]
|
||
self.CurCharacterGrid:UpdateGrid()
|
||
self.CurCharacterGrid:SetSelect(true)
|
||
self:UpdateTeamBtn()
|
||
self:UpdateRoleModel()
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:UpdateTeamBtn()
|
||
if not (self.TeamCharIdMap and next(self.TeamCharIdMap)) then
|
||
return
|
||
end
|
||
|
||
self.BtnQuitTeam.gameObject:SetActiveEx(false)
|
||
self.BtnJoinTeam.gameObject:SetActiveEx(false)
|
||
|
||
-- 等待模型加载后设置按钮状态
|
||
local isInTeam = self.TeamOrderCharIdMap[self.CurCharacter.Id]
|
||
local isCanQuit = self.CanQuitCharIdMap[self.CurCharacter.Id]
|
||
self.IsShowQuitTeamBtn = isInTeam and isCanQuit
|
||
self.IsShowJoinTeamBtn = not isInTeam or not isCanQuit
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:UpdateRoleModel()
|
||
local characterId = self.CurCharacter and self.CurCharacter.Id
|
||
if not characterId then return end
|
||
local targetPanelRole = self.PanelRoleModel
|
||
local targetUiName = self.Name
|
||
|
||
local func = function()
|
||
self.BtnJoinTeam.gameObject:SetActiveEx(self.IsShowJoinTeamBtn)
|
||
self.BtnQuitTeam.gameObject:SetActiveEx(self.IsShowQuitTeamBtn)
|
||
end
|
||
|
||
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(characterId, targetPanelRole, targetUiName, charaterFunc, func)
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:InitComponent()
|
||
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)
|
||
self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin)
|
||
self.GridCharacter.gameObject:SetActiveEx(false)
|
||
|
||
self:RegisterClickEvent(self.BtnBack, self.OnBtnBackClick)
|
||
self:RegisterClickEvent(self.BtnJoinTeam, self.OnBtnJoinTeamClick)
|
||
self:RegisterClickEvent(self.BtnConsciousness, self.OnBtnConsciousnessClick)
|
||
self:RegisterClickEvent(self.BtnQuitTeam, self.OnBtnQuitTeamClick)
|
||
self:RegisterClickEvent(self.BtnFashion, self.OnBtnFashionClick)
|
||
self:RegisterClickEvent(self.BtnWeapon, self.OnBtnWeaponClick)
|
||
self:RegisterClickEvent(self.BtnMainUi, self.OnBtnMainUiClick)
|
||
self:RegisterClickEvent(self.BtnPartner, self.OnBtnPartnerClick)
|
||
|
||
self.BtnFilter.CallBack = function()
|
||
self:OnBtnFilterClick()
|
||
end
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:OnBtnWeaponClick()
|
||
XLuaUiManager.Open("UiEquipReplaceNew", self.CurCharacter.Id, nil, true)
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:OnBtnConsciousnessClick()
|
||
XLuaUiManager.Open("UiEquipAwarenessReplace", self.CurCharacter.Id, nil, true)
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:OnBtnMainUiClick()
|
||
XLuaUiManager.RunMain()
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:OnBtnPartnerClick()
|
||
XDataCenter.PartnerManager.GoPartnerCarry(self.CurCharacter.Id, false)
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:OnBtnBackClick()
|
||
if self.TeamResultCb then
|
||
self.TeamResultCb(self.TeamCharIdMap)
|
||
end
|
||
self:Close()
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:OnBtnJoinTeamClick()
|
||
local selectId = self.CurCharacter.Id
|
||
|
||
local joinFunc = function(isReset)
|
||
local newTeamCharIdMap = self:GetNewTeamCharIdMap()
|
||
-- 修改的角色id
|
||
local fromCharacterId = newTeamCharIdMap[self.TeamSelectPos]
|
||
-- 将要下队
|
||
if not fromCharacterId or fromCharacterId == 0 then
|
||
self:OnJoinTeam(isReset)
|
||
return
|
||
end
|
||
|
||
local oldOrder = self.TeamOrderCharIdMap[fromCharacterId]
|
||
-- 不在其他梯队
|
||
if not oldOrder then
|
||
self:OnJoinTeam(isReset)
|
||
return
|
||
end
|
||
|
||
local newOrder = self.CurTeamOrder
|
||
|
||
local title = CS.XTextManager.GetText("AssignDeployTipTitle")
|
||
local characterName = XCharacterConfigs.GetCharacterName(fromCharacterId)
|
||
local oldTeamName = CS.XTextManager.GetText("AssignTeamTitle", oldOrder) -- 作战梯队1
|
||
local newTeamName = CS.XTextManager.GetText("AssignTeamTitle", newOrder)
|
||
local content = CS.XTextManager.GetText("AssignDeployTipContent", characterName, oldTeamName, newTeamName)
|
||
XUiManager.DialogTip(title, content, XUiManager.DialogType.Normal, nil, function()
|
||
self:OnJoinTeam(isReset)
|
||
end)
|
||
end
|
||
|
||
-- 角色类型不一致拦截
|
||
local inTeamCharacterType = self:GetTeamCharacterType()
|
||
if inTeamCharacterType then
|
||
local characterType = selectId and selectId ~= 0 and XCharacterConfigs.GetCharacterType(selectId)
|
||
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 XUiAssignRoomCharacter:GetNewTeamCharIdMap()
|
||
local newTeamCharIdMap = XTool.Clone(self.TeamCharIdMap)
|
||
local fromCharacterId = self.CurCharacter.Id
|
||
local toCharacterId = newTeamCharIdMap[self.TeamSelectPos] or 0
|
||
-- 换人
|
||
for pos, id in pairs(self.TeamCharIdMap) do
|
||
if id == fromCharacterId then
|
||
newTeamCharIdMap[pos] = toCharacterId
|
||
break
|
||
end
|
||
end
|
||
newTeamCharIdMap[self.TeamSelectPos] = fromCharacterId
|
||
return newTeamCharIdMap
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:OnJoinTeam(isReset)
|
||
self.TeamCharIdMap = self:GetNewTeamCharIdMap()
|
||
if isReset then
|
||
self:ResetTeamData()
|
||
end
|
||
if self.TeamResultCb then
|
||
self.TeamResultCb(self.TeamCharIdMap)
|
||
end
|
||
self:Close()
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:OnBtnQuitTeamClick()
|
||
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 XUiAssignRoomCharacter:OnBtnFashionClick()
|
||
XLuaUiManager.Open("UiFashion", self.CurCharacter.Id)
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:OnBtnFilterClick()
|
||
local characterType = CharacterTypeConvert[self.SelectTabBtnIndex]
|
||
XLuaUiManager.Open("UiRoomCharacterFilterTips",
|
||
self,
|
||
XRoomCharFilterTipsConfigs.EnumFilterType.Assign,
|
||
XRoomCharFilterTipsConfigs.EnumSortType.Assign,
|
||
characterType)
|
||
end
|
||
|
||
function XUiAssignRoomCharacter:GetTeamCharacterType()
|
||
local teamId = self.TeamId
|
||
return XDataCenter.FubenAssignManager.GetTeamCharacterType(teamId)
|
||
end
|
||
|
||
function XUiAssignRoomCharacter: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 XUiAssignRoomCharacter: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
|
||
|
||
local characterType = CharacterTypeConvert[self.SelectTabBtnIndex]
|
||
local teamCharIdMap = self.TeamCharIdMap
|
||
local teamSelectPos = self.TeamSelectPos
|
||
local selectId = teamCharIdMap[teamSelectPos]
|
||
|
||
self:RefreshCharacterTypeTips()
|
||
self:UpdateCharacterList(filteredData, function(charDic)
|
||
if not selectId or selectId == 0
|
||
or not self.CharacterGrids[selectId]
|
||
or characterType ~= XCharacterConfigs.GetCharacterType(selectId)
|
||
or not charDic[selectId]
|
||
then
|
||
selectId = filteredData[1].Id
|
||
end
|
||
|
||
self:SelectCharacter(selectId)
|
||
|
||
for _, id in pairs(teamCharIdMap) do
|
||
if id > 0 then
|
||
local grid = self.CharacterGrids[id]
|
||
if grid then
|
||
grid:SetInTeam(true)
|
||
end
|
||
end
|
||
end
|
||
end)
|
||
end |