PGRData/Resources/Scripts/XUi/XUiStronghold/XUiPanelStrongholdRoomCharacterSelf.lua
2022-12-26 14:06:01 +05:30

464 lines
No EOL
17 KiB
Lua

local XUiGridStrongholdCharacter = require("XUi/XUiStronghold/XUiGridStrongholdCharacter")
local handler = handler
local CsXUiHelper = CsXUiHelper
local CsXTextManagerGetText = CsXTextManagerGetText
local IsNumberValid = XTool.IsNumberValid
local IsTableEmpty = XTool.IsTableEmpty
local tableRemove = table.remove
local tableInsert = table.insert
local XUiPanelStrongholdRoomCharacterSelf = XClass(nil, "XUiPanelStrongholdRoomCharacterSelf")
function XUiPanelStrongholdRoomCharacterSelf:Ctor(ui, selectCharacterCb, closeUiFunc, playAnimationCb)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.SelectCharacterCb = selectCharacterCb
self.CloseUiFunc = closeUiFunc
self.PlayAnimationCb = playAnimationCb
XTool.InitUiObject(self)
self.IsUpdateTeamPrefab = false --是否来自预设的更新队伍
self.DialogTipCount = 0 --打开弹窗的数量,确定时不减少
self.IsHasOpenDialogTip = false --是否有打开过弹窗
self:InitDynamicTable()
self:AutoAddListener()
self.GridCharacter.gameObject:SetActiveEx(false)
end
function XUiPanelStrongholdRoomCharacterSelf:InitDynamicTable()
self.DynamicTable = XDynamicTableNormal.New(self.SViewCharacterList)
self.DynamicTable:SetProxy(XUiGridStrongholdCharacter)
self.DynamicTable:SetDelegate(self)
end
function XUiPanelStrongholdRoomCharacterSelf:Hide()
self.GameObject:SetActiveEx(false)
end
function XUiPanelStrongholdRoomCharacterSelf:Show(teamList, teamId, memberIndex, groupId, isSelectIsomer)
self.TeamList = teamList
self.TeamId = teamId
self.MemberIndex = memberIndex
self.GroupId = groupId
self.IsSelectIsomer = isSelectIsomer
if self:IsPrefab() then
self.TxtEchelonName.text = CsXTextManagerGetText("StrongholdTeamTitle", teamId)
self.PanelTxt.gameObject:SetActiveEx(false)
else
local stageIndex = self.TeamId
self.TxtEchelonName.text = XDataCenter.StrongholdManager.GetGroupStageName(groupId, stageIndex)
local requireAbility = XDataCenter.StrongholdManager.GetGroupRequireAbility(groupId)
self.TxtRequireAbility.text = requireAbility
self.PanelTxt.gameObject:SetActiveEx(true)
self:RefreshCharacterTypeTips()
end
self:UpdateCharacters()
self.GameObject:SetActiveEx(true)
end
function XUiPanelStrongholdRoomCharacterSelf:RefreshCharacterTypeTips()
if self:IsPrefab() then return end
local groupId = self.GroupId
local stageIndex = self.TeamId
local stageId = XDataCenter.StrongholdManager.GetGroupStageId(groupId, stageIndex)
local characterLimitType = XFubenConfigs.GetStageCharacterLimitType(stageId)
if not XFubenConfigs.IsStageCharacterLimitConfigExist(characterLimitType) then
self.PanelRequireCharacter.gameObject:SetActiveEx(false)
return
end
local icon = XFubenConfigs.GetStageCharacterLimitImageTeamEdit(characterLimitType)
self.ImgRequireCharacter:SetSprite(icon)
local limitBuffId = nil
local characterType = self:GetSelectCharacterType()
local text = XFubenConfigs.GetStageCharacterLimitTextSelectCharacter(characterLimitType, characterType, limitBuffId)
self.TxtRequireCharacter.text = text
self.PanelRequireCharacter.gameObject:SetActiveEx(true)
end
function XUiPanelStrongholdRoomCharacterSelf:UpdateCharacters()
local teamList = self.TeamList
local groupId = self.GroupId
local stageIndex = self.TeamId
local characterType = self:GetSelectCharacterType()
self.CharacterIds = XDataCenter.StrongholdManager.GetCanUseCharacterOrRobotIds(groupId, stageIndex, characterType, teamList)
if not self:CheckInCharacterIds(self.CharacterId) then
self.CharacterId = self.CharacterIds[1]
end
--将选中角色提到第一位
local find = false
local selectCharacterId = self.CharacterId
for index, inCharacterId in pairs(self.CharacterIds) do
if inCharacterId == selectCharacterId then
tableRemove(self.CharacterIds, index)
find = true
break
end
end
if find then
tableInsert(self.CharacterIds, 1, selectCharacterId)
end
local index = self:GetCharacterIndex()
self.DynamicTable:SetDataSource(self.CharacterIds)
self.DynamicTable:ReloadDataASync(index)
local isEmpty = IsTableEmpty(self.CharacterIds)
self.PanelEmptyList.gameObject:SetActiveEx(isEmpty)
self.PlayAnimationCb("ShuaXin")
end
function XUiPanelStrongholdRoomCharacterSelf:IsLoading()
return self.DynamicTable and self.DynamicTable:IsAsyncLoading()
end
function XUiPanelStrongholdRoomCharacterSelf:OnDynamicTableEvent(event, index, grid)
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
local characterId = self.CharacterIds[index]
local groupId = self.GroupId
grid:Refresh(characterId, groupId, self.TeamId, self.TeamList)
local isSelected = characterId == self.CharacterId
grid:SetSelect(isSelected)
if isSelected then
self.LastSelectGrid = grid
end
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_TOUCHED then
local characterId = self.CharacterIds[index]
if self.LastSelectGrid then
self.LastSelectGrid:SetSelect(false)
end
self.LastSelectGrid = grid
self.LastSelectGrid:SetSelect(true)
self:SelectCharacter(characterId)
end
end
function XUiPanelStrongholdRoomCharacterSelf:SelectCharacter(characterId)
if not self:CheckInCharacterIds(characterId) then
characterId = self.CharacterIds[1]
end
self.CharacterId = characterId
local teamList = self.TeamList
local oldTeamId = XDataCenter.StrongholdManager.GetCharacterInTeamId(characterId, teamList)
local isInCurTeam = oldTeamId == self.TeamId
self.BtnJoinTeam.gameObject:SetActiveEx(not isInCurTeam)
self.BtnQuitTeam.gameObject:SetActiveEx(isInCurTeam)
self.SelectCharacterCb(characterId)
end
function XUiPanelStrongholdRoomCharacterSelf:AutoAddListener()
CsXUiHelper.RegisterClickEvent(self.BtnPartner, handler(self, self.OnClickBtnPartner))
CsXUiHelper.RegisterClickEvent(self.BtnFashion, handler(self, self.OnClickBtnFashion))
CsXUiHelper.RegisterClickEvent(self.BtnConsciousness, handler(self, self.OnBtnConsciousnessClick))
CsXUiHelper.RegisterClickEvent(self.BtnWeapon, handler(self, self.OnBtnWeaponClick))
CsXUiHelper.RegisterClickEvent(self.BtnJoinTeam, handler(self, self.OnClickBtnJoinTeam))
CsXUiHelper.RegisterClickEvent(self.BtnQuitTeam, handler(self, self.OnBtnQuitTeamClick))
CsXUiHelper.RegisterClickEvent(self.BtnTeamPrefab, handler(self, self.OnBtnTeamPrefabClick))
end
function XUiPanelStrongholdRoomCharacterSelf:OnClickBtnPartner()
if self:IsRobot() then
XUiManager.TipText("StrongholdRobotRefusePartner")
return
end
XDataCenter.PartnerManager.GoPartnerCarry(self.CharacterId, false)
end
function XUiPanelStrongholdRoomCharacterSelf:OnBtnConsciousnessClick()
if self:IsRobot() then
XUiManager.TipText("StrongholdRobotRefuseAwareness")
return
end
XLuaUiManager.Open("UiEquipAwarenessReplace", self.CharacterId, nil, true)
end
function XUiPanelStrongholdRoomCharacterSelf:OnBtnWeaponClick()
if self:IsRobot() then
XUiManager.TipText("StrongholdRobotRefuseWeapon")
return
end
XLuaUiManager.Open("UiEquipReplaceNew", self.CharacterId, nil, true)
end
function XUiPanelStrongholdRoomCharacterSelf:OnClickBtnFashion()
if self:IsRobot() then
XUiManager.TipText("StrongholdRobotRefuseFashion")
return
end
XLuaUiManager.Open("UiFashion", self.CharacterId)
end
function XUiPanelStrongholdRoomCharacterSelf:OnClickBtnJoinTeam(btnSelfObj, prefabCharId, prefabMemberIndex)
local groupId = self.GroupId
local teamList = self.TeamList
local teamId = self.TeamId
local characterId = prefabCharId or self.CharacterId
local team = self:GetTeam()
local member = self:GetMember(prefabMemberIndex)
--电能支援
local isElectric = XDataCenter.StrongholdManager.CheckInElectricTeam(characterId)
if isElectric then
XUiManager.TipText("StrongholdElectricDeployInElectricTeam")
return
end
--队伍是否已上阵相同型号角色
local sameCharacter = XDataCenter.StrongholdManager.CheckTeamListExistSameCharacter(characterId, teamList)
if sameCharacter then
local key = prefabMemberIndex and "StrongholdElectricDeployUsePrefabSameCharacter" or "StrongholdElectricDeploySameCharacter"
XUiManager.TipText(key)
return
end
--在有关卡进度的队伍中
local isInTeamLock = XDataCenter.StrongholdManager.CheckInTeamListLock(groupId, characterId, teamList)
if isInTeamLock then
XUiManager.TipText("StrongholdElectricDeployInTeamLock")
return
end
local swapFunc = function()
local oldCharacterId = member:GetInTeamCharacterId()
local oldTeamId = XDataCenter.StrongholdManager.GetCharacterInTeamId(characterId, teamList)
if IsNumberValid(oldTeamId) then
--switch team
local oldTeam = teamList[oldTeamId]
local oldMember = oldTeam:GetInTeamMemberByCharacterId(characterId)
local oldCharacterType = self:GetCharacterType(oldCharacterId)
if oldTeam:ExistDifferentCharacterType(oldCharacterType) then
oldTeam:Clear()
end
oldMember:SetInTeam(oldCharacterId)
end
local characterType = self:GetCharacterType(characterId)
if team:ExistDifferentCharacterType(characterType) then
--队伍中已经存在其他类型的角色(构造体/授格者)时,清空队伍
team:Clear()
end
member:SetInTeam(characterId)
if self.IsUpdateTeamPrefab then
self:CheckIsCloseView()
else
self.CloseUiFunc()
end
end
local setTeamFunc = function()
local characterType = self:GetCharacterType(characterId)
if team:ExistDifferentCharacterType(characterType) then
--队伍中已经存在其他类型的角色(构造体/授格者)
local content = CSXTextManagerGetText("TeamCharacterTypeNotSame")
self:AddDialogTipCount()
XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, handler(self, self.DialogCloseCallback), swapFunc)
else
swapFunc()
end
end
local isInTeam = XDataCenter.StrongholdManager.CheckInTeamList(characterId, teamList, nil, teamId)
if isInTeam then
--在别的队伍中,可以交换
local inTeamId = XDataCenter.StrongholdManager.GetCharacterInTeamId(characterId, teamList)
local title = CsXTextManagerGetText("StrongholdDeployTipTitle")
local showCharacterId = XRobotManager.GetCharacterId(characterId)
local characterName = XCharacterConfigs.GetCharacterName(showCharacterId)
local content = CsXTextManagerGetText("StrongholdDeployTipContent", characterName, inTeamId, teamId)
self:AddDialogTipCount()
XUiManager.DialogTip(title, content, XUiManager.DialogType.Normal, handler(self, self.DialogCloseCallback), setTeamFunc)
else
--不在在别的队伍中,直接上阵
setTeamFunc()
end
end
function XUiPanelStrongholdRoomCharacterSelf:OnBtnQuitTeamClick()
local teamList = self.TeamList
local teamId = self.TeamId
local characterId = self.CharacterId
local inTeamId = XDataCenter.StrongholdManager.GetCharacterInTeamId(characterId, teamList)
if teamId ~= inTeamId then return end
local team = self:GetTeam()
local member = team:GetInTeamMemberByCharacterId(characterId)
member:KickOutTeam()
self.CloseUiFunc()
end
function XUiPanelStrongholdRoomCharacterSelf:OnBtnTeamPrefabClick()
local groupId = self.GroupId
local stageIndex = self.TeamId
local stageId = not self:IsPrefab() and XDataCenter.StrongholdManager.GetGroupStageId(groupId, stageIndex)
local characterLimitType = IsNumberValid(stageId) and XFubenConfigs.GetStageCharacterLimitType(stageId)
local limitBuffId = IsNumberValid(stageId) and XFubenConfigs.GetStageCharacterLimitBuffId(stageId)
local stageType = IsNumberValid(stageId) and XFubenConfigs.GetStageType(stageId)
local closeCb = function()
if self.IsUpdateTeamPrefab and (XTool.IsNumberValid(self.DialogTipCount) or not self.IsHasOpenDialogTips) then
self.CloseUiFunc()
end
self.IsUpdateTeamPrefab = false
self.DialogTipCount = 0
end
XLuaUiManager.Open("UiRoomTeamPrefab", nil, nil, characterLimitType, limitBuffId, stageType, nil, closeCb)
end
function XUiPanelStrongholdRoomCharacterSelf:GetTeam()
return self.TeamList[self.TeamId]
end
function XUiPanelStrongholdRoomCharacterSelf:GetMember(prefabMemberIndex)
local team = self:GetTeam()
local memberIndex = prefabMemberIndex or self.MemberIndex
return team:GetMember(memberIndex)
end
function XUiPanelStrongholdRoomCharacterSelf:GetSelectCharacterType()
return self.IsSelectIsomer and XCharacterConfigs.CharacterType.Isomer or XCharacterConfigs.CharacterType.Normal
end
function XUiPanelStrongholdRoomCharacterSelf:GetCharacterType(characterId)
characterId = characterId or self.CharacterId
if not IsNumberValid(characterId) then return end
local showCharacterId = XRobotManager.GetCharacterId(characterId)
return XCharacterConfigs.GetCharacterType(showCharacterId)
end
function XUiPanelStrongholdRoomCharacterSelf:IsPrefab()
return not IsNumberValid(self.GroupId)
end
function XUiPanelStrongholdRoomCharacterSelf:IsRobot()
return XRobotManager.CheckIsRobotId(self.CharacterId)
end
function XUiPanelStrongholdRoomCharacterSelf:GetCharacterIndex()
local selectCharacterId = self.CharacterId
if not IsNumberValid(selectCharacterId) then return -1 end
local characterIds = self.CharacterIds
if IsTableEmpty(characterIds) then return -1 end
for index, characterId in ipairs(characterIds) do
if selectCharacterId == characterId then
return index
end
end
return -1
end
function XUiPanelStrongholdRoomCharacterSelf:CheckInCharacterIds(characterId)
if not IsNumberValid(characterId) then return false end
local characterIds = self.CharacterIds
if IsTableEmpty(characterIds) then return false end
for _, inCharacterId in pairs(characterIds) do
if characterId == inCharacterId then
return true
end
end
return false
end
function XUiPanelStrongholdRoomCharacterSelf:UpdateTeamPrefab(team)
self.IsUpdateTeamPrefab = true
self.IsCloseRoomTeamPrefab = true
local teamData = team and team.TeamData
local firstFightPos = team and team.FirstFightPos
local captainPos = team and team.CaptainPos
local updateTeam = function(teamData, firstFightPos, captainPos)
for index, characterId in ipairs(teamData or {}) do
self:OnClickBtnJoinTeam(nil, characterId, index)
end
local team = self:GetTeam()
team:SetCaptainPos(captainPos)
team:SetFirstPos(firstFightPos)
end
for _, characterId in ipairs(teamData or {}) do
if characterId > 0 then
local characterType = self:GetCharacterType(characterId)
local team = self:GetTeam()
if team:ExistDifferentCharacterType(characterType) then
local content = CSXTextManagerGetText("TeamCharacterTypeNotSame")
local sureCallback = function()
team:Clear()
updateTeam(teamData, firstFightPos, captainPos)
end
self:AddDialogTipCount()
XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, handler(self, self.DialogCloseCallback), sureCallback)
return
end
updateTeam(teamData, firstFightPos, captainPos)
return
end
end
end
function XUiPanelStrongholdRoomCharacterSelf:AddDialogTipCount()
self.IsHasOpenDialogTips = true
self.DialogTipCount = self.DialogTipCount + 1
end
function XUiPanelStrongholdRoomCharacterSelf:DeleteDialogTipCount()
self.DialogTipCount = self.DialogTipCount - 1
end
function XUiPanelStrongholdRoomCharacterSelf:CheckIsCloseView()
if not self.IsUpdateTeamPrefab then
return
end
if not XLuaUiManager.IsUiShow("UiDialog") and XTool.IsNumberValid(self.DialogTipCount) and self.IsHasOpenDialogTips then
if XLuaUiManager.IsUiShow("UiRoomTeamPrefab") then
XLuaUiManager.Close("UiRoomTeamPrefab")
end
end
end
function XUiPanelStrongholdRoomCharacterSelf:DialogCloseCallback()
self:DeleteDialogTipCount()
self:CheckIsCloseView()
end
return XUiPanelStrongholdRoomCharacterSelf