PGRData/Script/matrix/xui/xuifubenpartnerteaching/XUiPartnerTeachingFightDetail.lua

122 lines
No EOL
4 KiB
Lua

local XUiPartnerTeachingFightDetail = XLuaUiManager.Register(XLuaUi, "UiPartnerTeachingFightDetail")
local MAX_STAR = 3
function XUiPartnerTeachingFightDetail:OnAwake()
self.StarGridList = {}
self.CommonGridList = {}
self.GridList = {}
self:InitComponent()
self:AddListener()
end
function XUiPartnerTeachingFightDetail:OnStart(closeParentCb)
self.CloseParentCb = closeParentCb
end
function XUiPartnerTeachingFightDetail:InitComponent()
self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset,
XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint)
for i = 1, MAX_STAR do
self.StarGridList[i] = XUiGridStageStar.New(self[string.format("GridStageStar%d", i)])
end
end
-----------------------------------------------按钮响应函数---------------------------------------------------------------
function XUiPartnerTeachingFightDetail:AddListener()
self.BtnEnter.CallBack = function()
self:OnBtnEnterClick()
end
end
function XUiPartnerTeachingFightDetail:OnBtnEnterClick()
local isUnlockChapter = XDataCenter.PartnerTeachingManager.WhetherUnLockChapter(self.ChapterId)
if not isUnlockChapter then
XUiManager.TipMsg(CSXTextManagerGetText("PartnerTeachingActivityEnd"))
self.CloseParentCb()
return
end
local stageCfg = XDataCenter.FubenManager.GetStageCfg(self.StageId)
if XDataCenter.FubenManager.CheckPreFight(stageCfg) then
XEventManager.DispatchEvent(XEventId.EVENT_PARTNER_TEACHING_CLOSE_STAGE_DETAIL)
if XTool.USENEWBATTLEROOM then
XLuaUiManager.Open("UiBattleRoleRoom", self.StageId)
else
XLuaUiManager.Open("UiNewRoomSingle", self.StageId)
end
end
end
---------------------------------------------------刷新------------------------------------------------------------------
function XUiPartnerTeachingFightDetail:Refresh(stageId, chapterId)
self.StageId = stageId
self.ChapterId = chapterId
-- 名称
self.TxtTitle.text = XDataCenter.FubenManager.GetStageName(stageId)
-- 关卡通关描述
local starDescList = XFubenConfigs.GetStarDesc(stageId)
for i = 1, MAX_STAR do
self.StarGridList[i]:Refresh(starDescList[i], false)
end
-- 需要的消耗体力
self.ImgCostIcon:SetRawImage(XDataCenter.ItemManager.GetItemIcon(XDataCenter.ItemManager.ItemId.ActionPoint))
self.TxtATNums.text = XFubenConfigs.GetRequireActionPoint(stageId)
self:UpdateRewards()
end
---
--- 刷新掉落奖励
function XUiPartnerTeachingFightDetail:UpdateRewards()
local rewardId
local isFirst = not XDataCenter.FubenManager.CheckStageIsPass(self.StageId)
if isFirst then
rewardId = XFubenConfigs.GetFirstRewardShow(self.StageId)
else
rewardId = XFubenConfigs.GetFinishRewardShow(self.StageId)
end
-- 可能掉落
self.TxtDrop.gameObject:SetActiveEx(not isFirst)
-- 首通奖励
self.TxtFirstDrop.gameObject:SetActiveEx(isFirst)
-- 刷新奖励格子
local rewards
if rewardId > 0 then
rewards = isFirst and XRewardManager.GetRewardList(rewardId) or XRewardManager.GetRewardListNotCount(rewardId)
end
if rewards then
for i, item in ipairs(rewards) do
local grid
if self.GridList[i] then
grid = self.GridList[i]
else
local ui = CS.UnityEngine.Object.Instantiate(self.GridCommon)
grid = XUiGridCommon.New(self, ui)
grid.Transform:SetParent(self.PanelDropContent, false)
self.GridList[i] = grid
end
grid:Refresh(item)
grid.GameObject:SetActiveEx(true)
end
end
-- 隐藏多余的奖励格子
local rewardCount = rewards and #rewards or 0
for j = rewardCount + 1, #self.GridList do
self.GridList[j].GameObject:SetActiveEx(false)
end
end
function XUiPartnerTeachingFightDetail:CloseDetailWithAnimation()
self:PlayAnimation("AnimDisableEnd", function()
self:Close()
end)
end