167 lines
No EOL
5.9 KiB
Lua
167 lines
No EOL
5.9 KiB
Lua
local XUiRogueLikeFightTips = XLuaUiManager.Register(XLuaUi, "UiRogueLikeFightTips")
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local XUiRogueLikeFightEntrance = require("XUi/XUiFubenRogueLike/XUiRogueLikeFightEntrance")
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local XUiRogueLikeStoryEntrance = require("XUi/XUiFubenRogueLike/XUiRogueLikeStoryEntrance")
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local XUiRogueLikeRestEntrance = require("XUi/XUiFubenRogueLike/XUiRogueLikeRestEntrance")
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local XUiRogueLikeShopEntrance = require("XUi/XUiFubenRogueLike/XUiRogueLikeShopEntrance")
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local XUiRogueLikeBoxEntrance = require("XUi/XUiFubenRogueLike/XUiRogueLikeBoxEntrance")
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-- 重新计算位置间隔
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local FRAME_GAP = 10
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function XUiRogueLikeFightTips:OnAwake()
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self.EntranceFight = XUiRogueLikeFightEntrance.New(self.PanelEnterFight, self)
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self.EntranceStory = XUiRogueLikeStoryEntrance.New(self.PanelStory, self)
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self.EntranceRest = XUiRogueLikeRestEntrance.New(self.PanelRest, self)
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self.EntranceShop = XUiRogueLikeShopEntrance.New(self.PanelShop, self)
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self.EntranceBox = XUiRogueLikeBoxEntrance.New(self.PanelBaoxiang, self)
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self.BtnCloseMask.CallBack = function() self:OnBtnCloseMask() end
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local behaviour = self.GameObject:GetComponent(typeof(CS.XLuaBehaviour))
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if not behaviour then
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behaviour = self.GameObject:AddComponent(typeof(CS.XLuaBehaviour))
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end
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if self.Update then
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behaviour.LuaUpdate = function() self:Update() end
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end
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end
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function XUiRogueLikeFightTips:Update()
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if self.FrameCount % FRAME_GAP ~= 0 then return end
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local nodePosition = self.GetNodePosition and self.GetNodePosition() or CS.UnityEngine.Vector3.zero
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if XFubenRogueLikeConfig.XRLNodeType.Fight == self.NodeType then
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self.EntranceFight.Transform.position = nodePosition
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end
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if XFubenRogueLikeConfig.XRLNodeType.Event == self.NodeType then
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self.EntranceStory.Transform.position = nodePosition
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end
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if XFubenRogueLikeConfig.XRLNodeType.Rest == self.NodeType then
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self.EntranceRest.Transform.position = nodePosition
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end
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if XFubenRogueLikeConfig.XRLNodeType.Shop == self.NodeType then
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self.EntranceShop.Transform.position = nodePosition
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end
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if XFubenRogueLikeConfig.XRLNodeType.Box == self.NodeType then
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self.EntranceBox.Transform.position = nodePosition
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end
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end
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function XUiRogueLikeFightTips:OnStart(args, get_node_position)
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self.Args = args
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self.GetNodePosition = get_node_position
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self.FrameCount = 0
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self.NodeInfo = self.Args.NodeInfo
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local nodeId = self.NodeInfo.NodeId
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self.NodeTemplate = XFubenRogueLikeConfig.GetNodeTemplateById(nodeId)
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self.NodeType = self.NodeTemplate.Type
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local isStoryType = XFubenRogueLikeConfig.XRLNodeType.Event == self.NodeType
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if isStoryType then
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local sectionInfo = XDataCenter.FubenRogueLikeManager.GetCurSectionInfo()
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local selectionNode = sectionInfo.SelectNodeInfo[nodeId]
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local eventTemplate = XFubenRogueLikeConfig.GetEventTemplateById(selectionNode.EventId)
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if eventTemplate.Type == XFubenRogueLikeConfig.XRLEventType.Other then
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self.NodeType = XFubenRogueLikeConfig.XRLNodeType.Event
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else
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local selectNodeInfo = sectionInfo.SelectNodeInfo[nodeId]
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local targetNodeId = selectNodeInfo.Value
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self.EventNodeTemplate = XFubenRogueLikeConfig.GetNodeTemplateById(targetNodeId)
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self.NodeType = self.EventNodeTemplate.Type
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end
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end
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self:ShowFightEntrance()
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self:ShowRestEntrance()
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self:ShowShopEntrance()
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self:ShowBoxEntrance()
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self:ShowStoryEntrance()
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end
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function XUiRogueLikeFightTips:OnEnable()
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XDataCenter.FubenRogueLikeManager.CheckRogueLikeDayResetOnUi("UiRogueLikeFightTips")
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end
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function XUiRogueLikeFightTips:OnDisable()
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XEventManager.DispatchEvent(XEventId.EVENT_ROGUELIKE_NODE_ADJUSTION)
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end
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function XUiRogueLikeFightTips:ShowFightEntrance()
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local isFightType = XFubenRogueLikeConfig.XRLNodeType.Fight == self.NodeType
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self.EntranceFight.GameObject:SetActiveEx(isFightType)
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if isFightType then
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self.EntranceFight:UpdateByNode(self.NodeTemplate, self.EventNodeTemplate, self.NodeInfo.Index)
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self:PlaySaftyAnimation("PanelEnterFightEnable")
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end
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end
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function XUiRogueLikeFightTips:ShowStoryEntrance()
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local isStoryType = XFubenRogueLikeConfig.XRLNodeType.Event == self.NodeType
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self.EntranceStory.GameObject:SetActiveEx(isStoryType)
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if isStoryType then
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self.EntranceStory:UpdateByNode(self.NodeTemplate)
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self:PlaySaftyAnimation("PanelStoryEnable")
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end
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end
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function XUiRogueLikeFightTips:ShowRestEntrance()
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local isRestType = XFubenRogueLikeConfig.XRLNodeType.Rest == self.NodeType
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self.EntranceRest.GameObject:SetActiveEx(isRestType)
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if isRestType then
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self.EntranceRest:UpdateByNode(self.NodeTemplate, self.EventNodeTemplate)
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self:PlaySaftyAnimation("PanelRestEnable")
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end
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end
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function XUiRogueLikeFightTips:ShowShopEntrance()
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local isShopType = XFubenRogueLikeConfig.XRLNodeType.Shop == self.NodeType
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self.EntranceShop.GameObject:SetActiveEx(isShopType)
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if isShopType then
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self.EntranceShop:UpdateByNode(self.NodeTemplate, self.EventNodeTemplate)
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self:PlaySaftyAnimation("PanelShopEnable")
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end
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end
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function XUiRogueLikeFightTips:ShowBoxEntrance()
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local isBoxType = XFubenRogueLikeConfig.XRLNodeType.Box == self.NodeType
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self.EntranceBox.GameObject:SetActiveEx(isBoxType)
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if isBoxType then
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self.EntranceBox:UpdateByNode(self.NodeTemplate, self.EventNodeTemplate)
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self:PlaySaftyAnimation("PanelBaoxiangEnable")
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end
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end
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function XUiRogueLikeFightTips:OnBtnCloseMask()
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self:Close()
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end
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function XUiRogueLikeFightTips:PlaySaftyAnimation(animName, endCb, startCb)
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self:PlayAnimation(animName, function()
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if endCb then
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endCb()
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end
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XLuaUiManager.SetMask(false)
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end,
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function()
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if startCb then
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startCb()
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end
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XLuaUiManager.SetMask(true)
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end)
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end
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function XUiRogueLikeFightTips:OnDestroy()
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end |