207 lines
No EOL
6.8 KiB
Lua
207 lines
No EOL
6.8 KiB
Lua
--角色选择界面
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local XUiSimulatedCombatRoomCharacter = XLuaUiManager.Register(XLuaUi, "UiSimulatedCombatRoomCharacter")
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local XUiSimulatedCombatRoomCharListGrid = require("XUi/XUiFubenSimulatedCombat/ChildItem/XUiRoomCharListGrid")
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local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
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local CSXTextManagerGetText = CS.XTextManager.GetText
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function XUiSimulatedCombatRoomCharacter:OnAwake()
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XTool.InitUiObject(self)
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self.AssetActivityPanel = XUiPanelActivityAsset.New(self.PanelSpecialTool, true)
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self.AssetActivityPanel:SetQueryFunc(XDataCenter.FubenSimulatedCombatManager.GetCurrencyByItem)
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local root = self.UiModelGo.transform
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self.PanelRoleModel = root:FindTransform("PanelRoleModel")
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self.ImgEffectHuanren = root:FindTransform("ImgEffectHuanren")
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self.GridCharacter.gameObject:SetActiveEx(false)
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self.RoleModelPanel = XUiPanelRoleModel.New(self.PanelRoleModel, self.Name, nil, true, nil, true)
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self.DynamicTable = XDynamicTableNormal.New(self.SViewCharacterList)
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self.DynamicTable:SetProxy(XUiSimulatedCombatRoomCharListGrid)
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self.DynamicTable:SetDelegate(self)
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self:AddListener()
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end
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function XUiSimulatedCombatRoomCharacter:OnStart(teamData, changePos, cb)
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self.TeamData = teamData
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self.ChangePos = changePos
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self.ActTemplate = XDataCenter.FubenSimulatedCombatManager.GetCurrentActTemplate()
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self.MemberList = XDataCenter.FubenSimulatedCombatManager.GetRoomMemberList()
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-- XLog.Warning("RoomCharacter", teamData, "- split - ", self.MemberList)
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local charId = teamData[changePos]
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if charId ~= 0 then
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for i, v in pairs(self.MemberList) do
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if v == charId then
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self.CurrentSelect = i
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end
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end
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self.CurrentSelect = self.CurrentSelect or 1
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else
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self.CurrentSelect = 1
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end
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self:UpdateList()
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self.CallBack = cb
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end
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function XUiSimulatedCombatRoomCharacter:OnEnable()
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CS.XGraphicManager.UseUiLightDir = true
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self:UpdateList()
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end
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function XUiSimulatedCombatRoomCharacter:Refresh(charId, robotId)
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if not self.ActTemplate then return end
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self.RobotId = robotId
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self:UpdateModel(charId, robotId)
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self:SetTeamBtns(charId)
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self.AssetActivityPanel:Refresh(self.ActTemplate.ConsumeIds)
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end
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function XUiSimulatedCombatRoomCharacter:UpdateModel(characterId, robotId)
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if not characterId then return end
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self.ImgEffectHuanren.gameObject:SetActiveEx(false)
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self.ImgEffectHuanren.gameObject:SetActiveEx(true)
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local callback = function()
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self.ModelReady = true
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end
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self.ModelReady = false
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local robotCfg = XRobotManager.GetRobotTemplate(robotId)
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if not robotCfg then return end
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self.RoleModelPanel:UpdateRobotModel(robotId, characterId, callback, robotCfg and robotCfg.FashionId, robotCfg and robotCfg.WeaponId)
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end
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function XUiSimulatedCombatRoomCharacter:OnDisable()
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CS.XGraphicManager.UseUiLightDir = false
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end
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function XUiSimulatedCombatRoomCharacter:OnDestroy()
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if self.CallBack then
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self.CallBack(self.TeamData)
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self.CallBack = nil
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end
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end
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function XUiSimulatedCombatRoomCharacter:SetTeamBtns(charId)
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local isInTeam = self:IsInTeam(charId)
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self.BtnJoinTeam.gameObject:SetActiveEx(not isInTeam)
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self.BtnQuitTeam.gameObject:SetActiveEx(isInTeam)
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end
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function XUiSimulatedCombatRoomCharacter:OnGetEvents()
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return { XEventId.EVENT_ACTIVITY_ON_RESET }
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end
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function XUiSimulatedCombatRoomCharacter:OnNotify(evt, ...)
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local args = { ... }
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if evt == XEventId.EVENT_ACTIVITY_ON_RESET then
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if args[1] ~= XDataCenter.FubenManager.StageType.SimulatedCombat then return end
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XDataCenter.FubenSimulatedCombatManager.OnActivityEnd()
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end
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end
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function XUiSimulatedCombatRoomCharacter: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.BtnJoinTeam, self.OnBtnJoinClick)
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self:RegisterClickEvent(self.BtnQuitTeam, self.OnBtnQuitClick)
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end
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function XUiSimulatedCombatRoomCharacter:OnBtnBackClick()
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self:Close()
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end
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function XUiSimulatedCombatRoomCharacter:OnBtnMainUiClick()
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local title = CSXTextManagerGetText("TipTitle")
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local content = CSXTextManagerGetText("SimulatedCombatBackConfirm")
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XUiManager.DialogTip(title, content, XUiManager.DialogType.Normal, nil, function()
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XLuaUiManager.RunMain()
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end)
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end
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function XUiSimulatedCombatRoomCharacter:OnBtnJoinClick()
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local id = self.MemberList[self.CurrentSelect]
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for k, v in pairs(self.TeamData) do
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if v == id then
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self.TeamData[k] = 0
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break
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end
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end
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self.TeamData[self.ChangePos] = id
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if self.CallBack then
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self.CallBack(self.TeamData)
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self.CallBack = nil
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end
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self:Close()
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end
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function XUiSimulatedCombatRoomCharacter:OnBtnQuitClick()
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local count = 0
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for _, v in pairs(self.TeamData) do
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if v > 0 then
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count = count + 1
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end
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end
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local id = self.MemberList[self.CurrentSelect]
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for k, v in pairs(self.TeamData) do
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if v == id then
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self.TeamData[k] = 0
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break
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end
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end
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if self.CallBack then
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self.CallBack(self.TeamData)
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self.CallBack = nil
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end
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self:Close()
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end
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function XUiSimulatedCombatRoomCharacter:OnDynamicTableEvent(event, index, grid)
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if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT then
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grid:Init(grid.DynamicGrid.gameObject, self)
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if self.CurrentSelect == index then
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self:SetSelectCharacter(grid)
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end
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local charId = self.MemberList[index]
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grid:SetInTeam(self:IsInTeam(charId))
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grid:Refresh(charId)
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
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grid:SetSelect(false)
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grid:SetInTeam(false)
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if self.CurrentSelect == index then
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self:SetSelectCharacter(grid)
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end
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local charId = self.MemberList[index]
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grid:SetInTeam(self:IsInTeam(charId))
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grid:Refresh(charId)
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_TOUCHED then
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self.CurrentSelect = index
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self:SetSelectCharacter(grid)
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end
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end
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function XUiSimulatedCombatRoomCharacter:UpdateList()
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self.DynamicTable:SetDataSource(self.MemberList)
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if #self.MemberList > 0 then
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self.DynamicTable:ReloadDataSync(self.CurrentSelect)
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end
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end
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--选中
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function XUiSimulatedCombatRoomCharacter:SetSelectCharacter(grid)
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if self.CurCharacterGrid then
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self.CurCharacterGrid:SetSelect(false)
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end
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self.CurCharacterGrid = grid
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self.CurCharacterGrid:SetSelect(true)
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end
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function XUiSimulatedCombatRoomCharacter:IsInTeam(id)
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for _, v in pairs(self.TeamData) do
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if v == id then
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return true
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end
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end
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return false
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end
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return XUiSimulatedCombatRoomCharacter |