PGRData/Resources/Scripts/XUi/XUiFubenCoupleCombat/ChildView/XUiCoupleCombatChapter.lua
2022-12-26 14:06:01 +05:30

263 lines
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9.3 KiB
Lua

local XUiCoupleCombatChapter = XClass(nil, "XUiCoupleCombatChapter")
local XUiStageItem = require("XUi/XUiFubenCoupleCombat/ChildItem/XUiStageItem")
local FUBEN_FIGHT_DETAIL = "UiFubenCoupleCombatDetail"
local XUguiDragProxy = CS.XUguiDragProxy
function XUiCoupleCombatChapter:Ctor(ui, rootUi)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.RootUi = rootUi
XTool.InitUiObject(self)
XEventManager.AddEventListener(XEventId.EVENT_FUBEN_CLOSE_FUBENSTAGEDETAIL, self.CloseStageDetails, self)
self.StageGroup = {}
self.NeedReset = false
end
function XUiCoupleCombatChapter:OnEnable()
if self.NeedReset then
self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Elastic)
self:ReopenAssetPanel()
else
self.NeedReset = true
end
-- 线条处理
self:HandleStageLines()
-- 关卡处理
self:HandleStages()
end
function XUiCoupleCombatChapter:OnDestroy()
self.IsOpenDetails = nil
XEventManager.RemoveEventListener(XEventId.EVENT_FUBEN_CLOSE_FUBENSTAGEDETAIL, self.CloseStageDetails, self)
end
function XUiCoupleCombatChapter:SetUiData(chapterType, isAutoMove)
self.LastUnlockStage = 1
self.ChapterType = chapterType
self.StageIdList = XDataCenter.FubenCoupleCombatManager.GetChapterTemplate(chapterType).StageIds
-- 初始化prefab组件
--local chapterGameObject = self.Transform:LoadPrefab(self.ChapterTemplate.ChapterPrefab[chapterType])
--XTool.InitUiObjectByUi(self, chapterGameObject)
--local uiObj = chapterGameObject.transform:GetComponent("UiObject")
--for i = 0, uiObj.NameList.Count - 1 do
-- self[uiObj.NameList[i]] = uiObj.ObjList[i]
--end
self.AssetPanel = self.RootUi.AssetPanel
if self.PaneStageList then
local dragProxy = self.PaneStageList:GetComponent(typeof(XUguiDragProxy))
if not dragProxy then
dragProxy = self.PaneStageList.gameObject:AddComponent(typeof(XUguiDragProxy))
end
dragProxy:RegisterHandler(handler(self, self.OnDragProxy))
end
-- 线条处理
self:HandleStageLines()
self:UpdateNodeLines()
-- 关卡处理
self:HandleStages()
-- 移动至ListView正确的位置
if self.PanelStageContentSizeFitter then
self.PanelStageContentSizeFitter:SetLayoutHorizontal()
end
if isAutoMove then
self:MoveIntoStage(self.LastUnlockStage)
end
end
function XUiCoupleCombatChapter:HandleStages()
self.ChapterStages = {}
for i = 1, #self.StageIdList do
local itemStage = self.PanelStageContent:Find(string.format("Stage%d", i))
if not itemStage then
XLog.Error("XUiCoupleCombatChapter:HandleStages() 函数错误: 游戏物体PanelStageContent下找不到名字为:" .. string.format("Stage%d", i) .. "的游戏物体")
return
end
-- 组件初始化
itemStage.gameObject:SetActiveEx(true)
self.StageGroup[i] = itemStage
self.ChapterStages[i] = XUiStageItem.New(self, itemStage)
self.ChapterStages[i]:UpdateNode(self.StageIdList[i], i, self.ChapterType)
--self.ChapterStages[i]:SetChallengingStage(i == self.LastUnlockStage)
end
end
function XUiCoupleCombatChapter:HandleStageLines()
self.ChapterStageLine = {}
for i = 1, #self.StageIdList-1 do
local itemLine = self.PanelStageContent:Find(string.format("Line%d", i))
if not itemLine then
XLog.Error("XUiCoupleCombatChapter:SetUiData() error: prefab not found a child name:" .. string.format("Line%d", i))
return
end
itemLine.gameObject:SetActiveEx(false)
self.ChapterStageLine[i] = itemLine
end
-- 隐藏多余组件
local indexLine = #self.ChapterStageLine
local extraLine = self.PanelStageContent:Find(string.format("Line%d", indexLine))
while extraLine do
extraLine.gameObject:SetActiveEx(false)
indexLine = indexLine + 1
extraLine = self.PanelStageContent:Find(string.format("Line%d", indexLine))
end
end
-- 更新节点线条
function XUiCoupleCombatChapter:UpdateNodeLines()
if not self.StageIdList then return end
local stageLength = #self.StageIdList
for i = 1, stageLength - 1 do
local isOpen = XDataCenter.FubenManager.CheckStageOpen(self.StageIdList[i + 1])
self:SetStageLineActive(i, isOpen)
end
for i = 1, stageLength do
local isUnlock = XDataCenter.FubenManager.CheckStageIsUnlock(self.StageIdList[i])
if isUnlock then
self.LastUnlockStage = i
end
end
--self:SetStageLineActive(1, false)
--self:SetStageLineActive(stageLength + 1, true)
end
function XUiCoupleCombatChapter:SetStageLineActive(index, isActive)
if self.ChapterStageLine[index] then
self.ChapterStageLine[index].gameObject:SetActiveEx(isActive)
end
end
-- 选中关卡
function XUiCoupleCombatChapter:UpdateNodesSelect(stageId)
for i = 1, #self.StageIdList do
if self.ChapterStages[i] then
self.ChapterStages[i]:SetNodeSelect(self.StageIdList[i] == stageId)
end
end
end
-- 取消选中
function XUiCoupleCombatChapter:ClearNodesSelect()
for i = 1, #self.StageIdList do
if self.ChapterStages[i] then
self.ChapterStages[i]:SetNodeSelect(false)
end
end
self.IsOpenDetails = false
end
-- 打开剧情,战斗详情
function XUiCoupleCombatChapter:OpenStageDetails(stageId)
self.IsOpenDetails = true
--self.BtnCloseDetail.gameObject:SetActiveEx(true)
self.RootUi:OpenOneChildUi(FUBEN_FIGHT_DETAIL, self)
self.RootUi:FindChildUiObj(FUBEN_FIGHT_DETAIL):SetStageDetail(stageId)
if self.AssetPanel then
self.AssetPanel.GameObject:SetActiveEx(false)
end
self.PanelStageContentRaycast.raycastTarget = false
end
-- 关闭剧情,战斗详情
function XUiCoupleCombatChapter:CloseStageDetails()
self.IsOpenDetails = false
--self.BtnCloseDetail.gameObject:SetActiveEx(false)
self.PanelStageContentRaycast.raycastTarget = true
self:ClearNodesSelect()
self:ReopenAssetPanel()
self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Elastic)
end
function XUiCoupleCombatChapter:OnBtnCloseDetailClick()
self:CloseStageDetails()
end
function XUiCoupleCombatChapter:OnDragProxy(dragType)
if self.IsOpenDetails and dragType == 0 then
self:CloseStageDetails()
end
end
function XUiCoupleCombatChapter:PlayScrollViewMove(gridTransform)
self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Unrestricted)
local gridRect = gridTransform:GetComponent("RectTransform")
local diffX = gridRect.localPosition.x + self.PanelStageContent.localPosition.x
if diffX < XDataCenter.FubenMainLineManager.UiGridChapterMoveMinX or diffX > XDataCenter.FubenMainLineManager.UiGridChapterMoveMaxX then
local tarPosX = XDataCenter.FubenMainLineManager.UiGridChapterMoveTargetX - gridRect.localPosition.x
local tarPos = self.PanelStageContent.localPosition
tarPos.x = tarPosX
XLuaUiManager.SetMask(true)
XUiHelper.DoMove(self.PanelStageContent, tarPos, XDataCenter.FubenMainLineManager.UiGridChapterMoveDuration, XUiHelper.EaseType.Sin, function()
XLuaUiManager.SetMask(false)
end)
end
end
function XUiCoupleCombatChapter:MoveIntoStage(stageIndex)
local gridRect = self.StageGroup[stageIndex]
local diffX = gridRect.localPosition.x + self.PanelStageContent.localPosition.x
if diffX > CS.XResolutionManager.OriginWidth / 2 then
local tarPosX = (CS.XResolutionManager.OriginWidth / 4) - gridRect.localPosition.x
local tarPos = self.PanelStageContent.localPosition
tarPos.x = tarPosX
XLuaUiManager.SetMask(true)
self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Unrestricted)
XUiHelper.DoMove(self.PanelStageContent, tarPos, XDataCenter.FubenMainLineManager.UiGridChapterMoveDuration, XUiHelper.EaseType.Sin, function()
XLuaUiManager.SetMask(false)
self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Elastic)
end)
end
end
function XUiCoupleCombatChapter:EndScrollViewMove()
self:SetPanelStageListMovementType(CS.UnityEngine.UI.ScrollRect.MovementType.Elastic)
self:ReopenAssetPanel()
end
function XUiCoupleCombatChapter:ReopenAssetPanel()
if self.IsOpenDetails then
return
end
if self.AssetPanel then
self.AssetPanel.GameObject:SetActiveEx(true)
end
end
-- 背景
function XUiCoupleCombatChapter:SwitchFestivalBg(festivalTemplate)
if not festivalTemplate or not festivalTemplate.MainBackgound then
self.RImgFestivalBg.gameObject:SetActiveEx(false)
return
end
self.RImgFestivalBg:SetRawImage(festivalTemplate.MainBackgound)
end
-- 加载特效
function XUiCoupleCombatChapter:LoadEffect(effectUrl)
if not effectUrl or effectUrl == "" then
self.PanelEffect.gameObject:SetActiveEx(false)
return
end
self.PanelEffect.gameObject:LoadUiEffect(effectUrl)
self.PanelEffect.gameObject:SetActiveEx(true)
end
function XUiCoupleCombatChapter:SetPanelStageListMovementType(movementType)
if not self.PaneStageList then return end
self.PaneStageList.movementType = movementType
end
return XUiCoupleCombatChapter