301 lines
No EOL
13 KiB
Lua
301 lines
No EOL
13 KiB
Lua
local XUiFubenExploreLevel = XLuaUiManager.Register(XLuaUi, "UiFubenExploreLevel")
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function XUiFubenExploreLevel:OnAwake()
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self:AddListener()
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end
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function XUiFubenExploreLevel:OnStart(chapterId)
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self.ChapterId = chapterId
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self.BannerList = {}
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self.QuickJumpBtnList = {}
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self.BuffList = {}
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self.BuffDetailList = {}
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self.BtnNormalDot.gameObject:SetActive(false)
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self.ExploreBuff.gameObject:SetActive(false)
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self.ExploreBuffDetail.gameObject:SetActive(false)
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self.AnimFullExploreEnable = self:FindGameObject("AnimFullExploreEnable")
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self:InitDragPanel()
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self:Init()
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XEventManager.AddEventListener(XEventId.EVENT_FUBEN_EXPLORE_UPDATE, self.Init, self)
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XEventManager.AddEventListener(XEventId.EVENT_FUBEN_EXPLORE_UPDATEBUFF, self.UpdateBuffList, self)
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end
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function XUiFubenExploreLevel:OnEnable()
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if XDataCenter.FubenExploreManager.GetExploreProgress(self.ChapterId) ~= 1 then
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--选择最近的可打节点去focuse
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self:AutoFocus()
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end
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end
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function XUiFubenExploreLevel:OnDestroy()
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if self.LoadResource then
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self.LoadResource:Release()
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end
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XEventManager.RemoveEventListener(XEventId.EVENT_FUBEN_EXPLORE_UPDATE, self.Init, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_FUBEN_EXPLORE_UPDATEBUFF, self.UpdateBuffList, self)
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end
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function XUiFubenExploreLevel:AddListener()
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self:RegisterClickEvent(self.BtnBack, self.OnBtnBackClick)
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self:RegisterClickEvent(self.BtnMainUi, self.OnBtnMainUiClick)
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self:RegisterClickEvent(self.BtnBuff, self.OnBtnBuffClick)
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self:RegisterClickEvent(self.BtnClose, self.OnBtnCloseClick)
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self:RegisterClickEvent(self.BtnReward, self.OnBtnRewardClick)
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self:BindHelpBtn(self.BtnHelpCourse, "Explore")
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end
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function XUiFubenExploreLevel:OnBtnRewardClick()
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local chapterData = XFubenExploreConfigs.GetChapterData(self.ChapterId)
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if XDataCenter.FubenExploreManager.GetChapterData(self.ChapterId) ~= nil
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and XDataCenter.FubenExploreManager.GetChapterData(self.ChapterId).RewardStatus == 1 then
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-- XUiManager.TipError(CS.XTextManager.GetText("ExploreRewardError"))
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-- 已领取状态下直接显示奖励物品信息
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XUiManager.OpenUiTipRewardByRewardId(chapterData.RewardId, CS.XTextManager.GetText("ExploreRewardTitle"))
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else
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if XDataCenter.FubenExploreManager.GetExploreProgress(self.ChapterId) == 1 then
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XDataCenter.FubenExploreManager.GetChapterReward(self.ChapterId, function() self:CompleteInit() end)
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else
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XUiManager.OpenUiTipRewardByRewardId(chapterData.RewardId, CS.XTextManager.GetText("ExploreRewardTitle"))
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end
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end
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end
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function XUiFubenExploreLevel:OnBtnMainUiClick()
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XLuaUiManager.RunMain()
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--self.PanelDragArea:EndFocus()
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end
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function XUiFubenExploreLevel:OnBtnBackClick()
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self:Close()
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end
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function XUiFubenExploreLevel:OnBtnBuffClick()
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XDataCenter.UiPcManager.OnUiEnable(self, "OnBtnCloseClick")
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self.PanelBuffDetail.gameObject:SetActive(true)
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self:PlayAnimation("AnimBuffDetailEnable")
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end
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function XUiFubenExploreLevel:OnBtnCloseClick()
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self.PanelBuffDetail.gameObject:SetActive(false)
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XDataCenter.UiPcManager.OnUiDisableAbandoned(true, self)
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end
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function XUiFubenExploreLevel:OnQuickJumpClick(nodeInfo)
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self.PanelDragArea:FocusTarget(self:GetNodeObj(nodeInfo), 1, 0.5, CS.UnityEngine.Vector3.zero, function() self:OnLevelNodeClick(nodeInfo) end)
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--self.PanelDragArea:StartFocus(self:GetNodeObj(nodeInfo).transform.position, 1, 0.5, CS.UnityEngine.Vector3.zero, true, function() XLog.Debug("StartFinish!!!!") end)
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end
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function XUiFubenExploreLevel:InitDragPanel()
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local chapterData = XFubenExploreConfigs.GetChapterData(self.ChapterId)
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local prefabName = string.format(chapterData.ChapterPrefab)
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self.LoadResource = CS.XResourceManager.Load(prefabName);
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self.DragPanel = CS.UnityEngine.Object.Instantiate(self.LoadResource.Asset)
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self.DragPanel.transform:SetParent(self.FullScreenBackground, false)
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self.PanelDragArea = self.DragPanel:GetComponentInChildren(typeof(CS.XDragArea))
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self.LayerLevel = self.PanelDragArea.gameObject.transform:Find("LayerLevel")
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end
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function XUiFubenExploreLevel:CompleteInit()
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self.PanelFullExplore.gameObject:SetActive(true)
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if self.AnimFullExploreEnable and self.AnimFullExploreEnable.activeInHierarchy then
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self:PlayAnimationWithMask("AnimFullExploreEnable", function()
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self:Close()
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end)
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else
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self:Close()
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end
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end
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function XUiFubenExploreLevel:Init()
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local chapterData = XFubenExploreConfigs.GetChapterData(self.ChapterId)
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--生成可拖动区域内的所有节点
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--获取这一章表所有的关卡(处理后)
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self.AllNodeList = XDataCenter.FubenExploreManager.GetAllNodeData(self.ChapterId)
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local useNodeList = {}
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for i = 1, #self.AllNodeList do
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if self.AllNodeList[i].State ~= XFubenExploreConfigs.NodeStateEnum.Invisivle then
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table.insert(useNodeList, self.AllNodeList[i])
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end
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end
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for i = 1, #useNodeList do
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if self.BannerList[useNodeList[i].tableData.Id] == nil then
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local tempLevelNodeObj
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if useNodeList[i].tableData.IsBossNode then
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tempLevelNodeObj = CS.UnityEngine.Object.Instantiate(self.Obj:GetPrefab("FubenExploreBossLevel"))
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else
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tempLevelNodeObj = CS.UnityEngine.Object.Instantiate(self.Obj:GetPrefab("FubenExploreLevel"))
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end
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local parentObj = self.LayerLevel.transform:Find(useNodeList[i].tableData.Id)
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parentObj.gameObject:SetActive(true)
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tempLevelNodeObj.transform:SetParent(parentObj, false)
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tempLevelNodeObj.transform:SetAsLastSibling()
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local tempLevelNode = XUiFubenExploreLevelNode.New(tempLevelNodeObj, useNodeList[i], self, function(nodeInfo) self:OnLevelNodeClick(nodeInfo) end)
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self.BannerList[useNodeList[i].tableData.Id] = tempLevelNode
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else
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self.BannerList[useNodeList[i].tableData.Id]:UpdateNode(useNodeList[i])
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end
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end
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--生成所有可到达节点按钮
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self.CanPlayList = {}
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for i = 1, #self.AllNodeList do
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if self.AllNodeList[i].State == XFubenExploreConfigs.NodeStateEnum.Availavle then
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table.insert(self.CanPlayList, self.AllNodeList[i])
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end
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end
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for i = 1, #self.CanPlayList do
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if self.QuickJumpBtnList[i] == nil then
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local tempBtn = CS.UnityEngine.Object.Instantiate(self.BtnNormalDot)
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tempBtn.transform:SetParent(self.PanelNodeList, false)
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tempBtn.gameObject:SetActive(true)
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self.QuickJumpBtnList[i] = XUiFubenExploreQuickJumpBtn.New(tempBtn, self.CanPlayList[i], function(nodeInfo) self:OnQuickJumpClick(nodeInfo) end)
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else
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self.QuickJumpBtnList[i]:UpdateNode(self.CanPlayList[i])
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self.QuickJumpBtnList[i].GameObject:SetActiveEx(true)
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end
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end
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for i = #self.CanPlayList + 1, #self.QuickJumpBtnList do
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self.QuickJumpBtnList[i].GameObject:SetActiveEx(false)
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end
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--更新探索率
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local progress = XDataCenter.FubenExploreManager.GetExploreProgress(self.ChapterId)
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local progressInt = math.floor(progress * 100)
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self.TxtProgress.text = string.format("%d%%", progressInt)
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self.ImgProgress.fillAmount = progress
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self.ImgRedPoint.gameObject:SetActive(XDataCenter.FubenExploreManager.IsChapterRedPoint(self.ChapterId))
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--0未领取,1已领取
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if XDataCenter.FubenExploreManager.GetChapterData(self.ChapterId) ~= nil
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and XDataCenter.FubenExploreManager.GetChapterData(self.ChapterId).RewardStatus == 1 then
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self.ImgComplete.gameObject:SetActive(true)
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else
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self.ImgComplete.gameObject:SetActive(false)
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end
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--更新buff以及章节名
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self.TxtTitle.text = chapterData.Name
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self.TxtChapterId.text = chapterData.Id
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self:UpdateBuffList()
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--为了粒子层正常,更新canvas的order
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self:InitCanvas()
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end
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function XUiFubenExploreLevel:InitCanvas()
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self.PanelTopareaCanvas.sortingOrder = self.UiFubenExploreLevelCanvas.sortingOrder + 5
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self.PanelTopCenterCanvas.sortingOrder = self.UiFubenExploreLevelCanvas.sortingOrder + 5
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self.PanelBottomLeftCanvas.sortingOrder = self.UiFubenExploreLevelCanvas.sortingOrder + 5
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self.PanelFullExploreCanvas.sortingOrder = self.UiFubenExploreLevelCanvas.sortingOrder + 5
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self.PanelBuffDetailCanvas.sortingOrder = self.UiFubenExploreLevelCanvas.sortingOrder + 5
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end
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function XUiFubenExploreLevel:AutoFocus()
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if #self.CanPlayList > 0 then
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local nearestNode = self.CanPlayList[1]
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local minDis = CS.UnityEngine.Vector3.Distance(self:GetNodeObj(self.CanPlayList[1]).transform.position, self.DragPanel.gameObject.transform.position)
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for i = 2, #self.CanPlayList do
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local tempDis = CS.UnityEngine.Vector3.Distance(self:GetNodeObj(self.CanPlayList[i]).transform.position, self.DragPanel.gameObject.transform.position)
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if tempDis < minDis then
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nearestNode = self.CanPlayList[i]
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minDis = tempDis
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end
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end
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self.PanelDragArea:FocusTarget(self:GetNodeObj(nearestNode), 1, 0.5, CS.UnityEngine.Vector3.zero)
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end
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end
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function XUiFubenExploreLevel:UpdateBuffList()
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--小buffIco
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local allBuff = XFubenExploreConfigs.GetChapterBuff(self.ChapterId)
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for i = 1, #allBuff do
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if self.BuffList[i] == nil then
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local tempBuff = CS.UnityEngine.Object.Instantiate(self.ExploreBuff)
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tempBuff.transform:SetParent(self.BtnBuff.transform, false)
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tempBuff.gameObject:SetActive(true)
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self.BuffList[i] = XUiFubenExploreBuff.New(tempBuff, allBuff[i])
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else
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self.BuffList[i]:Update(allBuff[i])
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end
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end
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for i = #allBuff + 1, #self.BuffList do
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self.BuffList[i].GameObject:SetActive(false)
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end
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--大BuffList
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for i = 1, #allBuff do
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if self.BuffDetailList[i] == nil then
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local tempBuff = CS.UnityEngine.Object.Instantiate(self.ExploreBuffDetail)
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tempBuff.transform:SetParent(self.DetailBuffListPanel.transform, false)
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tempBuff.gameObject:SetActive(true)
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self.BuffDetailList[i] = XUiFubenExploreBuffDetail.New(tempBuff, allBuff[i])
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else
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self.BuffDetailList[i]:Update(allBuff[i])
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end
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end
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for i = #allBuff + 1, #self.BuffDetailList do
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self.BuffDetailList[i].GameObject:SetActive(false)
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end
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end
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function XUiFubenExploreLevel:GetNodeObj(nodeInfo)
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for _, v in pairs(self.BannerList) do
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if v.NodeInfo.tableData.Id == nodeInfo.tableData.Id then
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return v.GameObject.transform
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end
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end
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end
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function XUiFubenExploreLevel:OnLevelNodeClick(nodeInfo)
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--锁定的点了不能进
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if nodeInfo.State == XFubenExploreConfigs.NodeStateEnum.Visivle then
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local unLockText = ""
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local unLockTextSeparate = CS.XTextManager.GetText("ExploreBuffUnlockSeparate")
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for i = 1, #nodeInfo.tableData.PreOpenId do
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if not XDataCenter.FubenExploreManager.IsNodeFinish(self.ChapterId, nodeInfo.tableData.PreOpenId[i]) then
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local lockNodeInfo = XFubenExploreConfigs.GetLevel(nodeInfo.tableData.PreOpenId[i])
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if i >= 2 then
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unLockText = unLockText .. unLockTextSeparate .. lockNodeInfo.Name
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else
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unLockText = lockNodeInfo.Name
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end
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end
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end
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XUiManager.TipError(CS.XTextManager.GetText("ExploreBuffUnlock", unLockText))
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return
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end
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XDataCenter.FubenExploreManager.SetCurNodeId(nodeInfo.tableData.Id)
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--剧情节点
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if nodeInfo.tableData.Type == XFubenExploreConfigs.NodeTypeEnum.Story then
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local chapterId = self.ChapterId
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local tableDataId = nodeInfo.tableData.Id
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XLuaUiManager.Open("UiEnterFight", nodeInfo.tableData.Type, nodeInfo.tableData.Title, nodeInfo.tableData.Explain, nodeInfo.tableData.EnterIco, nodeInfo.tableData.RewardId, function()
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XDataCenter.MovieManager.PlayMovie(nodeInfo.tableData.TypeValue, function()
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if not XDataCenter.FubenExploreManager.IsNodeFinish(chapterId, tableDataId) then
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XDataCenter.FubenExploreManager.FinishNode(chapterId, tableDataId)
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end
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end)
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end)
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end
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-- function()
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-- -- 新剧情返回时会销毁对象
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-- if self and not XTool.UObjIsNil(self.GameObject) then
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-- self:Init()
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-- self:AutoFocus()
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-- end
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-- end
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--战斗节点
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if nodeInfo.tableData.Type == XFubenExploreConfigs.NodeTypeEnum.Stage then
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XLuaUiManager.Open("UiEnterFight", nodeInfo.tableData.Type, nodeInfo.tableData.Title, nodeInfo.tableData.Explain, nodeInfo.tableData.EnterIco, nodeInfo.tableData.RewardId, function()
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if XTool.USENEWBATTLEROOM then
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XLuaUiManager.Open("UiBattleRoleRoom", tonumber(nodeInfo.tableData.TypeValue)
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, XDataCenter.TeamManager.GetXTeamByTypeId(CS.XGame.Config:GetInt("TypeIdExplore"))
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, require("XUi/XUiFubenExplore/XUiExploreBattleRoleRoom"))
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else
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XLuaUiManager.Open("UiNewRoomSingle", tonumber(nodeInfo.tableData.TypeValue))
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end
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end)
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end
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end |