182 lines
No EOL
5.7 KiB
Lua
182 lines
No EOL
5.7 KiB
Lua
local XUiGridExpeditionChapter = XClass(nil, "XUiGridExpeditionChapter")
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local XUiGridExpeditionStage = require("XUi/XUiExpedition/Chapter/XUiGridExpeditionStage")
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local MAX_STAGE_COUNT = CS.XGame.ClientConfig:GetInt("ExpeditionStageMaxCount")
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local FocusTime = 0.5
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local ScaleLevel = {}
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function XUiGridExpeditionChapter:Ctor(ui, rootUi)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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self.RootUi = rootUi
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XTool.InitUiObject(self)
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self.GridStageList = {}
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ScaleLevel = {
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Small = self.PanelDrag.MinScale,
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Big = self.PanelDrag.MaxScale,
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Normal = (self.PanelDrag.MinScale + self.PanelDrag.MaxScale) / 2,
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}
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end
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function XUiGridExpeditionChapter:Refresh(data)
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self.HideStageCb = data.HideStageCb
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self.ShowStageCb = data.ShowStageCb
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self:SetStageList()
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end
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function XUiGridExpeditionChapter:SetStageList()
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local eActivity = XDataCenter.ExpeditionManager.GetEActivity()
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local stageList = eActivity:GetEStages()
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self.CanPlayList = {}
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for i = 1, #stageList do
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local eStage = stageList[i]
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local isShow = eStage:GetStageIsShow()
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if isShow then
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local grid = self.GridStageList[i]
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if not grid then
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local prefabName = eStage:GetStagePrefab()
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local parent = self.PanelStageContent.transform:Find("Stage" .. i)
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local prefab = parent:LoadPrefab(prefabName)
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grid = XUiGridExpeditionStage.New(prefab, self.RootUi, handler(self, self.ClickStageGrid))
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grid.Parent = parent
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self.GridStageList[i] = grid
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end
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grid:Refresh(eStage:GetStageId())
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if not XTool.UObjIsNil(grid.Parent.gameObject) then
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grid.Parent.gameObject:SetActiveEx(true)
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end
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-- 刷新线
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self:UpdateStageLine(grid.Parent, eStage)
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end
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local passed = eStage:GetIsPass()
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if isShow and not passed then
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table.insert(self.CanPlayList, i)
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end
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end
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for i = 1, MAX_STAGE_COUNT do
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if not self.GridStageList[i] then
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local parent = self.PanelStageContent.transform:Find(string.format("Stage%d", i))
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if parent then
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parent.gameObject:SetActiveEx(false)
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end
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end
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end
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if self.MoveArea then
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self.MoveArea:UpdateAreaSize(false)
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end
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end
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function XUiGridExpeditionChapter:UpdateStageLine(parent, eStage)
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local lineAfter = XUiHelper.TryGetComponent(parent.transform,"LineAfter")
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local passed = eStage:GetIsPass()
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if lineAfter then
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lineAfter.gameObject:SetActiveEx(passed)
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end
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end
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function XUiGridExpeditionChapter:Show()
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if self.GameObject.activeSelf == true then
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return
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end
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self.GameObject:SetActiveEx(true)
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end
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function XUiGridExpeditionChapter:Hide()
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if not self.GameObject:Exist() or self.GameObject.activeSelf == false then
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return
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end
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self.GameObject:SetActiveEx(false)
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end
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-- 选中一个 stage grid
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function XUiGridExpeditionChapter:ClickStageGrid(grid)
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local curGrid = self.CurStageGrid
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if curGrid and curGrid.StageId == grid.StageId then
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return
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end
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-- 取消上一个选择
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if curGrid then
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curGrid:SetStageSelect(false)
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end
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-- 选中当前选择
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grid:SetStageSelect(true)
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self.CurStageGrid = grid
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-- 选中回调
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if self.ShowStageCb then
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self.ShowStageCb(grid.StageId)
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end
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self.Mask.gameObject:SetActiveEx(true)
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self.PanelDrag:FocusTarget(grid.Transform, ScaleLevel.Big, FocusTime, CS.UnityEngine.Vector3.zero, function()
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self.Mask.gameObject:SetActiveEx(false)
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end)
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end
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-- 返回滚动容器是否动画回弹
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function XUiGridExpeditionChapter:CancelSelect()
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if not self.CurStageGrid then
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return false
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end
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self.CurStageGrid:SetStageSelect(false)
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self.CurStageGrid = nil
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if self.HideStageCb then
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self.HideStageCb()
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end
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end
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--=================
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--滚动到最后的关卡
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--=================
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function XUiGridExpeditionChapter:GoToNearestStage(lastStageIndex)
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if #self.CanPlayList > 0 then
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local firstCanPlayId = self.CanPlayList[1]
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local firstGridStage = self.GridStageList[firstCanPlayId]
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if not firstGridStage then
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XLog.Error("ExploreGroup's setting is Error by stageIndex:" .. firstCanPlayId)
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return
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end
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local nearestTransform = firstGridStage.Transform
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local minDis = CS.UnityEngine.Vector3.Distance(nearestTransform.position, self.PanelDrag.gameObject.transform.position)
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for i = 2, #self.CanPlayList do
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local canPlayId = self.CanPlayList[i]
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local gridStage = self.GridStageList[canPlayId]
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if not gridStage then
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XLog.Error("ExploreGroup's setting is Error by stageIndex:" .. canPlayId)
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break
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end
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local tempDis = CS.UnityEngine.Vector3.Distance(gridStage.Transform.position, self.PanelDrag.gameObject.transform.position)
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if tempDis < minDis then
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nearestTransform = gridStage.Transform
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minDis = tempDis
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end
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end
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self.PanelDrag:FocusTarget(nearestTransform, ScaleLevel.Normal, FocusTime, CS.UnityEngine.Vector3.zero)
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elseif lastStageIndex and lastStageIndex > 0 then
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local gridStage = self.GridStageList[lastStageIndex]
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local nearestTransform = gridStage.Transform
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self.PanelDrag:FocusTarget(nearestTransform, ScaleLevel.Normal, FocusTime, CS.UnityEngine.Vector3.zero)
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end
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end
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function XUiGridExpeditionChapter:OnDisable()
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for _, grid in pairs(self.GridStageList) do
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grid:OnDisable()
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end
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end
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return XUiGridExpeditionChapter |