215 lines
6.4 KiB
Lua
215 lines
6.4 KiB
Lua
---@class XUiDoubleTowersSettlement:XLuaUi
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local XUiDoubleTowersSettlement = XLuaUiManager.Register(XLuaUi, "UiDoubleTowersSettlement")
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function XUiDoubleTowersSettlement:Ctor()
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self._AnimationTimer = false
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self.IsFirst = true
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self.GridRewardList = {}
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end
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function XUiDoubleTowersSettlement:OnStart(data)
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self.IsFirst = true
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self:RegisterBtnClick()
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self:InitInfo(data)
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XLuaUiManager.SetMask(true)
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self:PlayRewardAnimation()
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end
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function XUiDoubleTowersSettlement:OnEnable()
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if not self.IsFirst then
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XLuaUiManager.SetMask(true)
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self._AnimationTimer =
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XScheduleManager.ScheduleOnce(
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function()
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self._AnimationTimer = false
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self:PlaySecondAnimation()
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end,
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0
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)
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end
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end
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function XUiDoubleTowersSettlement:OnDisable()
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if self._AnimationTimer then
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XScheduleManager.UnSchedule(self._AnimationTimer)
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self._AnimationTimer = false
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end
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end
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function XUiDoubleTowersSettlement:OnDestroy()
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XDataCenter.AntiAddictionManager.EndFightAction()
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end
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function XUiDoubleTowersSettlement:InitInfo(data)
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local stageId = data.StageId
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self:SetStageName(stageId)
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if
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data.SettleData and data.SettleData.DoubleTowerFightResult and
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XDataCenter.DoubleTowersManager.IsSpecialStage(stageId)
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then
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self:SetWinStreak(data.SettleData.DoubleTowerFightResult.WinCount or 1)
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else
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self:SetWinStreak(false)
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end
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if data.SettleData then
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local stageCfg = XDataCenter.FubenManager.GetStageCfg(stageId)
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local passTimeLimit = stageCfg.PassTimeLimit
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local leftTime = data.SettleData.LeftTime
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self:SetTime(math.max(0, passTimeLimit - leftTime))
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end
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if data.SettleData and data.SettleData.NpcHpInfo then
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for i = 1, #data.SettleData.NpcHpInfo do
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local CharacterId = data.SettleData.NpcHpInfo[i].CharacterId
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if CharacterId and CharacterId ~= 0 then
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self:SetRoleImg(CharacterId)
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end
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end
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end
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self:InitRewardList(data.RewardGoodsList)
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end
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-- 关卡名
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function XUiDoubleTowersSettlement:SetStageName(stageId)
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self.TxtModeName.text = XDoubleTowersConfigs.GetStageName(stageId)
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end
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-- 连胜次数
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function XUiDoubleTowersSettlement:SetWinStreak(value)
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if value then
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self.TxtWinCount.text = value
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self.WinCount2.gameObject:SetActiveEx(true)
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else
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self.WinCount2.gameObject:SetActiveEx(false)
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end
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end
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-- 通关记录
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function XUiDoubleTowersSettlement:SetTime(seconds)
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self.TxtRecord.text = XUiHelper.GetTime(seconds)
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end
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-- 角色半身图
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function XUiDoubleTowersSettlement:SetRoleImg(roldId)
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local path = XDataCenter.CharacterManager.GetCharHalfBodyBigImage(roldId)
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self.RImgRole:SetRawImage(path)
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end
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function XUiDoubleTowersSettlement:RegisterBtnClick()
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self:RegisterClickEvent(self.BtnLeft, self.OnBtnLeftClick)
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self:RegisterClickEvent(self.BtnRight, self.OnBtnRightClick)
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end
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function XUiDoubleTowersSettlement:OnBtnLeftClick()
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XLuaUiManager.RunMain()
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end
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function XUiDoubleTowersSettlement:OnBtnRightClick()
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self:Close()
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end
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--region copy from UiSettleWin
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-- 奖励动画
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function XUiDoubleTowersSettlement:PlayRewardAnimation()
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local delay = XDataCenter.FubenManager.SettleRewardAnimationDelay
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local interval = XDataCenter.FubenManager.SettleRewardAnimationInterval
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local this = self
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-- 没有奖励则直接播放第二个动画
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-- 暂时没有动画,先跳过
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if true or not self.GridRewardList or #self.GridRewardList == 0 then
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XScheduleManager.ScheduleOnce(
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function()
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this:PlaySecondAnimation()
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end,
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delay
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)
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return
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end
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self.RewardAnimationIndex = 1
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XScheduleManager.Schedule(
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function()
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if this.RewardAnimationIndex == #self.GridRewardList then
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this:PlayReward(
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this.RewardAnimationIndex,
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function()
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this:PlaySecondAnimation()
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end
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)
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else
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this:PlayReward(this.RewardAnimationIndex)
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end
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this.RewardAnimationIndex = this.RewardAnimationIndex + 1
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end,
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interval,
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#self.GridRewardList,
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delay
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)
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end
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-- 第二个动画
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function XUiDoubleTowersSettlement:PlaySecondAnimation()
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local this = self
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-- self:PlayAnimation(
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-- "AnimEnable2",
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-- function()
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XLuaUiManager.SetMask(false)
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XDataCenter.FunctionEventManager.UnLockFunctionEvent()
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self.IsFirst = false
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-- end
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-- )
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end
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-- 物品奖励列表
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function XUiDoubleTowersSettlement:InitRewardList(rewardGoodsList)
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rewardGoodsList = rewardGoodsList or {}
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local rewards = XRewardManager.MergeAndSortRewardGoodsList(rewardGoodsList)
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for i, item in ipairs(rewards) do
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local ui =
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self["GridReward" .. i] or
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CS.UnityEngine.Object.Instantiate(self.GridReward1, self.GridReward1.transform.parent)
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local grid = XUiGridCommon.New(self, ui)
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grid:Refresh(item, nil, nil, true)
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-- 暂时没有动画,先跳过
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-- grid.GameObject:SetActive(false)
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table.insert(self.GridRewardList, grid)
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end
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for i = #rewards + 1, 99 do
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local ui = self["GridReward" .. i]
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if not ui then
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break
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end
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ui.gameObject:SetActiveEx(false)
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end
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end
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function XUiDoubleTowersSettlement:PlayCondition(index, cb)
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self:PlayAnimation("GirdCond", cb)
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end
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function XUiDoubleTowersSettlement:PlayReward(index, cb)
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self.GridRewardList[index].GameObject:SetActive(true)
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self:PlayAnimation("GridReward", cb)
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end
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--endregion copy from UiSettleWin
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return XUiDoubleTowersSettlement
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-- return {
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-- SettleData = settleData,
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-- StageId = settleData.StageId,
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-- RewardGoodsList = settleData.RewardGoodsList,
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-- CharExp = beginData.CharExp,
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-- RoleExp = beginData.RoleExp,
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-- RoleLevel = beginData.RoleLevel,
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-- RoleCoins = beginData.RoleCoins,
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-- StarsMap = starsMap,
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-- UrgentId = settleData.UrgentEnventId,
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-- ClientAssistInfo = AssistSuccess and beginData.AssistPlayerData or nil,
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-- FlopRewardList = settleData.FlopRewardList,
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-- PlayerList = beginData.PlayerList,
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-- }
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