682 lines
No EOL
28 KiB
Lua
682 lines
No EOL
28 KiB
Lua
local CsXTextManager = CS.XTextManager
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local Vector2 = CS.UnityEngine.Vector2
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local XUiBattleRoomRoleGrid = require("XUi/XUiNewRoomSingle/XUiBattleRoomRoleGrid")
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local XUiBattleRoomRoleDetailDefaultProxy = require("XUi/XUiNewRoomSingle/XUiBattleRoomRoleDetailDefaultProxy")
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local XUiBattleRoomRoleDetail = XLuaUiManager.Register(XLuaUi, "UiBattleRoomRoleDetail")
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local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
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--[[
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基本描述:通用编队界面,支持所有类型角色编队(XCharacter, XRobot, 其他自定义实体)
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参数说明:stageId : Stage表的Id
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team : XTeam 队伍数据,可通过XTeamManager相关接口获取对应的队伍或自己系统创建的队伍
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pos : 当前编辑的角色在队伍中的位置
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proxy : 代理定义,必须传入继承自XUiBattleRoomRoleDetailDefaultProxy的类定义或传入匿名类(如下)
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-- 偷懒的一种写法,来源于1.只想实现一个接口而不想创建整个文件 2.修正旧编队界面带来的耦合逻辑写法
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匿名类:{
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-- proxy : 等同于self, 属于代理实例, 是匿名类重写的接口的第一个参数
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GetRoleAbility = function(proxy, entityId)
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-- eg : 根据id处理自己的角色战力
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end
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}
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使用规则:1.可参考XUiBattleRoomRoleDetailDefaultProxy文件去重写自己玩法需要的接口,接口已基本写明注释,或查询该文件看相关实现
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2.当前页面增加功能时,如果不是通用编队的功能或不是所有玩法大概率能够使用的功能尽量不要直接加,可通过AOP接口切上下去加自己的功能
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3.可任意追加AOP接口,比如AOPOnStartBefore,AOPOnStartAfter,只切上下面去处理自己的逻辑
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]]
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function XUiBattleRoomRoleDetail:OnAwake()
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-- XTeam
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self.Team = nil
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self.StageId = nil
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self.Pos = nil
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self.CurrentEntityId = nil
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self.CurrentCharacterType = XCharacterConfigs.CharacterType.Normal
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--[[
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{
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assetPath : 子面板资源路径,
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proxy : 子面板代理,
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proxyArgs : 子面板需要使用的参数
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}
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]]
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self.ChildPanelData = nil
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self.RoleDynamicGrid = self.GridCharacter
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self.CurrentSelectTagGroup = {
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[XCharacterConfigs.CharacterType.Normal] = {},
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[XCharacterConfigs.CharacterType.Isomer] = {}
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}
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-- 角色列表
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self.DynamicTable = XDynamicTableNormal.New(self.SViewCharacterList)
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self.DynamicTable:SetProxy(XUiBattleRoomRoleGrid)
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self.DynamicTable:SetDelegate(self)
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self:RegisterUiEvents()
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self.BtnTabShougezhe:SetDisable(not XFunctionManager.JudgeOpen(XFunctionManager.FunctionName.Isomer))
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-- 模型初始化
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self.PanelRoleModelGo = self.UiModelGo.transform:FindTransform("PanelRoleModel")
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self.ImgEffectHuanren = self.UiModelGo.transform:FindTransform("ImgEffectHuanren")
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self.ImgEffectHuanren1 = self.UiModelGo.transform:FindTransform("ImgEffectHuanren1")
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self.ImgEffectHuanren1.gameObject:SetActiveEx(false)
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self.UiPanelRoleModel = XUiPanelRoleModel.New(self.PanelRoleModelGo, self.Name, nil, true)
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XUiPanelAsset.New(
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self,
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self.PanelAsset,
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XDataCenter.ItemManager.ItemId.FreeGem,
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XDataCenter.ItemManager.ItemId.ActionPoint,
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XDataCenter.ItemManager.ItemId.Coin
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)
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end
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-- team : XTeam 如果是旧系统改过来,可以参考下XTeamManager后面新加的接口去处理旧队伍数据
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function XUiBattleRoomRoleDetail:OnStart(stageId, team, pos, proxy)
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self.StageId = stageId
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self.Team = team
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self.Pos = pos
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local proxyInstance = nil -- 代理实例
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if proxy == nil then -- 使用默认的
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proxyInstance = XUiBattleRoomRoleDetailDefaultProxy.New(stageId, team, pos)
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elseif not CheckIsClass(proxy) then -- 使用匿名类
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proxyInstance = CreateAnonClassInstance(proxy, XUiBattleRoomRoleDetailDefaultProxy, stageId, team, pos)
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else -- 使用自定义类
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proxyInstance = proxy.New(stageId, team, pos)
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end
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self.Proxy = proxyInstance
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-- 避免其他系统队伍数据错乱,预先清除
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XEntityHelper.ClearErrorTeamEntityId(team, function(entityId)
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return self.Proxy:GetCharacterViewModelByEntityId(entityId) ~= nil
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end)
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local isStop = self.Proxy:AOPOnStartBefore(self)
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if isStop then
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return
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end
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self:UpdateCurrentEntityId(self.Team:GetEntityIdByTeamPos(self.Pos))
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local gridProxy = self.Proxy:GetGridProxy() or XUiBattleRoomRoleGrid
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self.RoleDynamicGrid = self.Proxy:GetRoleDynamicGrid(self) or self.GridCharacter
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self.DynamicTable:SetProxy(gridProxy)
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self.DynamicTable:SetGrid(self.RoleDynamicGrid)
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self.DynamicTable:SetGridSize(
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Vector2(self.RoleDynamicGrid.transform.rect.width, self.RoleDynamicGrid.transform.rect.height)
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)
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self.CurrentCharacterType = self.CurrentEntityId > 0
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and self.Proxy:GetCharacterType(self.CurrentEntityId)
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or self.Proxy:GetDefaultCharacterType() --self.Team:GetCharacterType()
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-- 刷新限制切换按钮状态
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local limitType = self:GetCharacterLimitType()
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if limitType == XFubenConfigs.CharacterLimitType.Normal then
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self.BtnTabShougezhe:SetButtonState(CS.UiButtonState.Disable)
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elseif limitType == XFubenConfigs.CharacterLimitType.Isomer then
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self.BtnTabGouzaoti:SetButtonState(CS.UiButtonState.Disable)
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end
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-- 注册自动关闭
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local openAutoClose, autoCloseEndTime, callback = self.Proxy:GetAutoCloseInfo()
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if openAutoClose then
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self:SetAutoCloseInfo(autoCloseEndTime, callback)
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end
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self.Proxy:AOPOnStartAfter(self)
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end
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function XUiBattleRoomRoleDetail:OnEnable()
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XUiBattleRoomRoleDetail.Super.OnEnable(self)
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-- 设置子面板配置
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self.ChildPanelData = self.Proxy:GetChildPanelData()
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self:LoadChildPanelInfo()
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self.BtnGroupCharacterType:SelectIndex(self.CurrentCharacterType)
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-- -- 更新教学功能是否已开启
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-- self.BtnTeaching.gameObject:SetActiveEx(XFunctionManager.JudgeCanOpen(XFunctionManager.FunctionName.Practice))
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end
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function XUiBattleRoomRoleDetail:OnDisable()
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XUiBattleRoomRoleDetail.Super.OnDisable(self)
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end
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function XUiBattleRoomRoleDetail:Filter(selectTagGroupDic, sortTagId, isThereFilterDataCb)
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if self.TagCacheDic == nil then
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self.TagCacheDic = {}
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end
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XDataCenter.RoomCharFilterTipsManager.Filter(
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self.TagCacheDic,
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selectTagGroupDic,
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self.Proxy:GetEntities(self.CurrentCharacterType),
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self.Proxy:GetFilterJudge(),
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function(filteredData)
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self.CurrentSelectTagGroup[self.CurrentCharacterType].TagGroupDic = selectTagGroupDic
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self.CurrentSelectTagGroup[self.CurrentCharacterType].SortType = sortTagId
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self:FilterRefresh(filteredData, sortTagId)
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end,
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isThereFilterDataCb
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)
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end
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function XUiBattleRoomRoleDetail:FilterRefresh(filteredData, sortTagType)
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filteredData = self.Proxy:SortEntitiesWithTeam(self.Team, filteredData, sortTagType)
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self:RefreshRoleList(filteredData)
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end
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--######################## 私有方法 ########################
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function XUiBattleRoomRoleDetail:RegisterUiEvents()
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self.BtnBack.CallBack = function()
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self:Close()
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end
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self.BtnMainUi.CallBack = function()
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XLuaUiManager.RunMain()
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end
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-- 角色类型按钮组
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self.BtnGroupCharacterType:Init(
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{
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[XCharacterConfigs.CharacterType.Normal] = self.BtnTabGouzaoti,
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[XCharacterConfigs.CharacterType.Isomer] = self.BtnTabShougezhe
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},
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function(tabIndex)
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self:OnBtnGroupCharacterTypeClicked(tabIndex)
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end
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)
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self.BtnJoinTeam.CallBack = function()
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self:OnBtnJoinTeamClicked()
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end
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self.BtnQuitTeam.CallBack = function()
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self:OnBtnQuitTeamClicked()
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end
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self.BtnPartner.CallBack = function()
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self:OnBtnPartnerClicked()
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end
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self.BtnFashion.CallBack = function()
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self:OnBtnFashionClicked()
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end
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self.BtnConsciousness.CallBack = function()
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self:OnBtnConsciousnessClicked()
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end
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self.BtnWeapon.CallBack = function()
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self:OnBtnWeaponClicked()
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end
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self.BtnFilter.CallBack = function()
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self:OnBtnFilterClicked()
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end
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self.BtnTeaching.CallBack = function()
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self:OnBtnTeachingClicked()
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end
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XUiHelper.RegisterClickEvent(self, self.BtnElementDetail, self.OnBtnElementDetailClicked)
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XUiHelper.RegisterClickEvent(self, self.BtnCareerTips, self.OnBtnCareerTipsClicked)
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end
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function XUiBattleRoomRoleDetail:OnBtnElementDetailClicked()
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XLuaUiManager.Open("UiCharacterElementDetail"
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, self.Proxy:GetCharacterViewModelByEntityId(self.CurrentEntityId):GetId())
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end
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function XUiBattleRoomRoleDetail:OnBtnCareerTipsClicked()
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XLuaUiManager.Open("UiCharacterCarerrTips"
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, self.Proxy:GetCharacterViewModelByEntityId(self.CurrentEntityId):GetId())
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end
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function XUiBattleRoomRoleDetail:OnBtnTeachingClicked()
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XDataCenter.PracticeManager.OpenUiFubenPractice(
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self.Proxy:GetCharacterViewModelByEntityId(self.CurrentEntityId):GetSourceEntityId(), true)
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end
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function XUiBattleRoomRoleDetail:OnBtnFilterClicked()
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local enumFilterType, sortType = self.Proxy:GetFilterTypeAndSortType()
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XLuaUiManager.Open(
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"UiRoomCharacterFilterTips",
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self,
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enumFilterType,
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sortType,
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self.CurrentCharacterType,
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nil,
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nil,
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self.Proxy:GetHideSortTagDic(),
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false
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)
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end
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function XUiBattleRoomRoleDetail:OnBtnJoinTeamClicked()
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local isStop = self.Proxy:AOPOnBtnJoinTeamClickedBefore(self)
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if isStop then
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return
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end
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local finishedCallback = function()
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self.Team:UpdateEntityTeamPos(self.CurrentEntityId, self.Pos, true)
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self.Proxy:AOPOnBtnJoinTeamClickedAfter(self)
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self:Close(true)
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end
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if not self:CheckCanJoin(self.CurrentEntityId, finishedCallback) then
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return
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end
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if self.Proxy:CheckIsNeedPractice() then
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XDataCenter.PracticeManager.OnJoinTeam(self.Proxy:GetCharacterViewModelByEntityId(self.CurrentEntityId):GetSourceEntityId()
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, handler(self, self.OnBtnTeachingClicked)
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, finishedCallback)
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else
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finishedCallback()
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end
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end
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function XUiBattleRoomRoleDetail:CheckCanJoin(entityId, finishedCallback)
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-- 检查队伍里是否拥有同样的角色(同时兼容机器人)
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if self.Proxy:CheckTeamHasSameCharacterId(self.Team, entityId) then
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XUiManager.TipError(XUiHelper.GetText("SameCharacterInTeamTip"))
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return false
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end
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local limitType = XFubenConfigs.GetStageCharacterLimitType(self.StageId)
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if limitType == XFubenConfigs.CharacterLimitType.Isomer or
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limitType == XFubenConfigs.CharacterLimitType.Normal then
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-- 检查是否为角色类型不一致,不一致清空
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local currentCharacterType = self.Proxy:GetCharacterType(entityId)
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local teamCharacterType = self.Team:GetCharacterType()
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if currentCharacterType ~= teamCharacterType and not self.Team:GetIsEmpty() then
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XUiManager.DialogTip(
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nil,
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CsXTextManager.GetText("TeamCharacterTypeNotSame"),
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XUiManager.DialogType.Normal,
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nil,
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function()
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-- 清空
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self.Team:ClearEntityIds()
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if finishedCallback then
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finishedCallback()
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end
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end
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)
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return false
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end
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end
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-- 检查玩法自定义限定条件
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if self.Proxy:CheckCustomLimit(entityId) then
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return false
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end
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return true
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end
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function XUiBattleRoomRoleDetail:OnBtnQuitTeamClicked()
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self.Team:UpdateEntityTeamPos(self.CurrentEntityId, self.Pos, false)
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self:Close(true)
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end
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function XUiBattleRoomRoleDetail:OnBtnPartnerClicked()
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XDataCenter.PartnerManager.GoPartnerCarry(self.CurrentEntityId, false)
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end
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function XUiBattleRoomRoleDetail:OnBtnFashionClicked()
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local isRobot = self.Proxy:CheckIsRobot(self.CurrentEntityId)
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if isRobot then
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local sourceEntityId = self.Proxy:GetCharacterViewModelByEntityId(self.CurrentEntityId):GetSourceEntityId()
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local characterId = XRobotManager.GetCharacterId(sourceEntityId)
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local isOwn = XDataCenter.CharacterManager.IsOwnCharacter(characterId)
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if not isOwn then
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XUiManager.TipText("CharacterLock")
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return
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else
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XLuaUiManager.Open("UiFashion", characterId, nil, nil, XUiConfigs.OpenUiType.RobotFashion)
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end
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else
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XLuaUiManager.Open("UiFashion", self.CurrentEntityId)
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end
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end
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function XUiBattleRoomRoleDetail:OnBtnConsciousnessClicked()
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XLuaUiManager.Open("UiEquipAwarenessReplace", self.CurrentEntityId, nil, true)
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end
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function XUiBattleRoomRoleDetail:OnBtnWeaponClicked()
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XLuaUiManager.Open("UiEquipReplaceNew", self.CurrentEntityId, nil, true)
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end
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-- characterType : XCharacterConfigs.CharacterType
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function XUiBattleRoomRoleDetail:OnBtnGroupCharacterTypeClicked(characterType)
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-- 检查角色限制
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local limitType = self:GetCharacterLimitType()
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if limitType == XFubenConfigs.CharacterLimitType.Normal
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and characterType == XCharacterConfigs.CharacterType.Isomer then
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XUiManager.TipText("TeamSelectCharacterTypeLimitTipNormal")
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self.BtnGroupCharacterType:SelectIndex(XCharacterConfigs.CharacterType.Normal)
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return
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elseif limitType == XFubenConfigs.CharacterLimitType.Isomer
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and characterType == XCharacterConfigs.CharacterType.Normal then
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XUiManager.TipText("TeamSelectCharacterTypeLimitTipIsomer")
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self.BtnGroupCharacterType:SelectIndex(XCharacterConfigs.CharacterType.Isomer)
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return
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end
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-- 检查功能是否开启
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if characterType == XCharacterConfigs.CharacterType.Isomer and
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not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.Isomer)
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then
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return
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end
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self.CurrentCharacterType = characterType
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local selectTagGroupDic = self.CurrentSelectTagGroup[characterType].TagGroupDic or {}
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local sortTagId = self.CurrentSelectTagGroup[characterType].SortType or XRoomCharFilterTipsConfigs.EnumSortTag.Default
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local roles = self.Proxy:GetEntities(self.CurrentCharacterType)
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if characterType == XCharacterConfigs.CharacterType.Normal and #roles <= 0 then
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return
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end
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if #roles <= 0 then
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XUiManager.TipError(XUiHelper.GetText("IsomerLimitTip"))
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self.BtnGroupCharacterType:SelectIndex(XCharacterConfigs.CharacterType.Normal)
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return
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end
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self:Filter(
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selectTagGroupDic,
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sortTagId,
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function(roles)
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if #roles <= 0 then
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XUiManager.TipError(XUiHelper.GetText("IsomerLimitTip"))
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self.BtnGroupCharacterType:SelectIndex(XCharacterConfigs.CharacterType.Normal)
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return false
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end
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return true
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end
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)
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end
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-- characterType : XCharacterConfigs.CharacterType
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function XUiBattleRoomRoleDetail:RefreshRoleList(roleEntities)
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local searchEntityId = self.CurrentEntityId
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local index = 1
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if searchEntityId ~= nil or searchEntityId ~= 0 then
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for i, v in ipairs(roleEntities) do
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if v:GetId() == searchEntityId then
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index = i
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break
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end
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end
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end
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self:UpdateCurrentEntityId(roleEntities[index]:GetId())
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self:SetJoinBtnIsActive(not self.Team:GetEntityIdIsInTeam(self.CurrentEntityId))
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self.DynamicTable:SetDataSource(roleEntities)
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self.DynamicTable:ReloadDataSync(index)
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self:RefreshModel()
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self:RefreshOperationBtns()
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self:RefreshChildPanel()
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end
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function XUiBattleRoomRoleDetail:OnDynamicTableEvent(event, index, grid)
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if index <= 0 or index > #self.DynamicTable.DataSource then
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return
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end
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local entity = self.DynamicTable.DataSource[index]
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if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
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grid:SetAbility(self.Proxy:GetRoleAbility(entity:GetId()))
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grid:SetData(entity, self.Team, self.StageId)
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local isInTeam = self.Team:GetEntityIdIsInTeam(entity:GetId())
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local isSameRole = self.Proxy:CheckTeamHasSameCharacterId(self.Team, entity:GetId())
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grid:SetSelectStatus(self.CurrentEntityId == entity:GetId())
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grid:SetInTeamStatus(isInTeam)
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grid:SetInSameStatus(isSameRole and not isInTeam)
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_TOUCHED then
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self:UpdateCurrentEntityId(entity:GetId())
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for _, tmpGrid in pairs(self.DynamicTable:GetGrids()) do
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tmpGrid:SetSelectStatus(false)
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end
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grid:SetSelectStatus(true)
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self:SetJoinBtnIsActive(not self.Team:GetEntityIdIsInTeam(self.CurrentEntityId))
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self:RefreshModel()
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self:RefreshOperationBtns()
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self:RefreshChildPanel()
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end
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self.Proxy:AOPOnDynamicTableEventAfter(self, event, index, grid)
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end
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function XUiBattleRoomRoleDetail:SetJoinBtnIsActive(value)
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self.BtnJoinTeam.gameObject:SetActiveEx(value)
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self.BtnQuitTeam.gameObject:SetActiveEx(not value)
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self.Proxy:AOPSetJoinBtnIsActiveAfter(self)
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end
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function XUiBattleRoomRoleDetail:RefreshModel(entityId)
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if entityId == nil then
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entityId = self.CurrentEntityId
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end
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self.ImgEffectHuanren.gameObject:SetActiveEx(false)
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self.ImgEffectHuanren1.gameObject:SetActiveEx(false)
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local finishedCallback = function(model)
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self.PanelDrag.Target = model.transform
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self.ImgEffectHuanren.gameObject:SetActiveEx(
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self.CurrentCharacterType == XCharacterConfigs.CharacterType.Normal
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)
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self.ImgEffectHuanren1.gameObject:SetActiveEx(
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self.CurrentCharacterType == XCharacterConfigs.CharacterType.Isomer
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)
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end
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local characterViewModel = self.Proxy:GetCharacterViewModelByEntityId(entityId)
|
||
local sourceEntityId = characterViewModel:GetSourceEntityId()
|
||
if XRobotManager.CheckIsRobotId(sourceEntityId) then
|
||
local robot2CharEntityId = XRobotManager.GetCharacterId(sourceEntityId)
|
||
local isOwen = XDataCenter.CharacterManager.IsOwnCharacter(robot2CharEntityId)
|
||
if XRobotManager.CheckUseFashion(sourceEntityId) and isOwen then
|
||
local character = XDataCenter.CharacterManager.GetCharacter(robot2CharEntityId)
|
||
local robot2CharViewModel = character:GetCharacterViewModel()
|
||
self.UiPanelRoleModel:UpdateCharacterModel(robot2CharEntityId
|
||
, self.PanelRoleModelGo
|
||
, self.Name
|
||
, finishedCallback
|
||
, nil
|
||
, robot2CharViewModel:GetFashionId())
|
||
else
|
||
local robotConfig = XRobotManager.GetRobotTemplate(sourceEntityId)
|
||
self.UiPanelRoleModel:UpdateRobotModel(sourceEntityId
|
||
, robotConfig.CharacterId
|
||
, nil
|
||
, robotConfig.FashionId
|
||
, robotConfig.WeaponId
|
||
, finishedCallback
|
||
, nil
|
||
, self.PanelRoleModelGo
|
||
, self.Name)
|
||
end
|
||
else
|
||
self.UiPanelRoleModel:UpdateCharacterModel(
|
||
sourceEntityId,
|
||
self.PanelRoleModelGo,
|
||
self.Name,
|
||
finishedCallback,
|
||
nil,
|
||
characterViewModel:GetFashionId()
|
||
)
|
||
end
|
||
end
|
||
|
||
function XUiBattleRoomRoleDetail:RefreshOperationBtns()
|
||
if self.Proxy:AOPRefreshOperationBtnsBefore(self) then
|
||
return
|
||
end
|
||
local isRobot = self.Proxy:CheckIsRobot(self.CurrentEntityId)
|
||
local sourceEntityId = self.Proxy:GetCharacterViewModelByEntityId(self.CurrentEntityId):GetSourceEntityId()
|
||
local useFashion = true
|
||
if isRobot then
|
||
useFashion = XRobotManager.CheckUseFashion(sourceEntityId)
|
||
end
|
||
self.BtnPartner:SetDisable(isRobot, not isRobot)
|
||
self.BtnFashion:SetDisable(not useFashion, useFashion)
|
||
self.BtnConsciousness:SetDisable(isRobot, not isRobot)
|
||
self.BtnWeapon:SetDisable(isRobot, not isRobot)
|
||
end
|
||
|
||
function XUiBattleRoomRoleDetail:LoadChildPanelInfo()
|
||
if not self.ChildPanelData then
|
||
return
|
||
end
|
||
local childPanelData = self.ChildPanelData
|
||
-- 加载panel asset
|
||
local instanceGo = childPanelData.instanceGo
|
||
if XTool.UObjIsNil(instanceGo) then
|
||
instanceGo = self.PanelChildContainer:LoadPrefab(childPanelData.assetPath)
|
||
childPanelData.instanceGo = instanceGo
|
||
-- 加载panel proxy
|
||
childPanelData.instanceProxy = childPanelData.proxy.New(instanceGo)
|
||
end
|
||
-- 加载proxy参数
|
||
local proxyArgs = {}
|
||
if childPanelData.proxyArgs then
|
||
for _, argName in ipairs(childPanelData.proxyArgs) do
|
||
if type(argName) == "string" then
|
||
proxyArgs[#proxyArgs + 1] = self[argName]
|
||
else
|
||
proxyArgs[#proxyArgs + 1] = argName
|
||
end
|
||
end
|
||
end
|
||
if childPanelData.instanceProxy.SetData then
|
||
childPanelData.instanceProxy:SetData(table.unpack(proxyArgs))
|
||
end
|
||
end
|
||
|
||
function XUiBattleRoomRoleDetail:RefreshChildPanel()
|
||
if not self.ChildPanelData then
|
||
return
|
||
end
|
||
if not self.ChildPanelData.instanceProxy then
|
||
return
|
||
end
|
||
if not self.ChildPanelData.instanceProxy.Refresh then
|
||
return
|
||
end
|
||
self.ChildPanelData.instanceProxy:Refresh(self.CurrentEntityId)
|
||
end
|
||
|
||
-- 刷新提示
|
||
function XUiBattleRoomRoleDetail:RefreshTipGrids()
|
||
-- 将所有的限制,职业,试用提示隐藏
|
||
self.PanelCharacterLimit.gameObject:SetActiveEx(false)
|
||
self.PanelCharacterCareer.gameObject:SetActiveEx(false)
|
||
local viewModels = { }
|
||
for pos, entityId in ipairs(self.Team:GetEntityIds()) do
|
||
if entityId > 0 and pos ~= self.Pos and self.CurrentEntityId ~= entityId then -- 排除当前的打开位置+选中的在队伍里的
|
||
table.insert(viewModels, self.Proxy:GetCharacterViewModelByEntityId(entityId))
|
||
end
|
||
end
|
||
local currentInTeam = self.Team:GetEntityIdIsInTeam(self.CurrentEntityId)
|
||
if not currentInTeam then -- 如果不在里面,直接加入检查
|
||
table.insert(viewModels, self.Proxy:GetCharacterViewModelByEntityId(self.CurrentEntityId))
|
||
else
|
||
local currentPosEntityId = self.Team:GetEntityIdByTeamPos(self.Pos)
|
||
if currentPosEntityId > 0
|
||
and self.Team:GetEntityIdIsInTeam(currentPosEntityId)
|
||
and currentPosEntityId ~= self.CurrentEntityId then -- 在里面并选中的位置也在里面,加入原本位置的
|
||
table.insert(viewModels, self.Proxy:GetCharacterViewModelByEntityId(currentPosEntityId))
|
||
end
|
||
end
|
||
-- 检查是否满足角色限制条件
|
||
if #viewModels > 0 and XEntityHelper.CheckIsNeedRoleLimit(self.StageId, viewModels) then
|
||
self:RefreshRoleLimitTip()
|
||
return
|
||
end
|
||
-- 检查职业推荐
|
||
local needCareerTip, types, indexDic = XEntityHelper.CheckIsNeedCareerLimit(self.StageId, viewModels)
|
||
if needCareerTip then
|
||
self.PanelCharacterCareer.gameObject:SetActiveEx(true)
|
||
XUiHelper.RefreshCustomizedList(self.PanelCharacterCareer, self.GridCareer, #types + 1, function(index, grid)
|
||
if index <= 1 then return end
|
||
index = index - 1
|
||
local uiObject = grid.transform:GetComponent("UiObject")
|
||
local isActive = indexDic[index] or false
|
||
local professionIcon = XCharacterConfigs.GetNpcTypeIcon(types[index])
|
||
uiObject:GetObject("RImgNormalIcon").gameObject:SetActiveEx(isActive)
|
||
uiObject:GetObject("RImgDisableIcon").gameObject:SetActiveEx(not isActive)
|
||
uiObject:GetObject("RImgNormalIcon"):SetRawImage(professionIcon)
|
||
uiObject:GetObject("RImgDisableIcon"):SetRawImage(professionIcon)
|
||
end)
|
||
XUiHelper.MarkLayoutForRebuild(self.PanelCharacterCareer.transform)
|
||
return
|
||
end
|
||
-- 检查试用角色
|
||
if XFubenConfigs.GetStageAISuggestType(self.StageId) ~= XFubenConfigs.AISuggestType.Robot then
|
||
return
|
||
end
|
||
local compareAbility = false
|
||
-- 拿到相同角色的战力字典
|
||
local currentCharacterId = self.Proxy:GetCharacterViewModelByEntityId(self.CurrentEntityId):GetId()
|
||
local currentAbility = self.Proxy:GetRoleAbility(self.CurrentEntityId)
|
||
local viewModel
|
||
for _, entity in ipairs(self.Proxy:GetEntities()) do
|
||
viewModel = self.Proxy:GetCharacterViewModelByEntityId(entity:GetId())
|
||
if XEntityHelper.GetIsRobot(viewModel:GetSourceEntityId()) -- 机器人
|
||
and viewModel:GetId() == currentCharacterId -- 相同角色id
|
||
and self.Proxy:GetRoleAbility(entity:GetId()) > currentAbility then -- 机器人战力更高
|
||
compareAbility = true -- 开启使用角色提示
|
||
break
|
||
end
|
||
end
|
||
if compareAbility then
|
||
self.PanelCharacterLimit.gameObject:SetActiveEx(true)
|
||
self.ImgCharacterLimit.gameObject:SetActiveEx(false)
|
||
self.TxtCharacterLimit.text = XUiHelper.GetText("TeamRobotTips")
|
||
end
|
||
end
|
||
|
||
function XUiBattleRoomRoleDetail:RefreshRoleLimitTip()
|
||
-- XFubenConfigs.CharacterLimitType
|
||
local limitType = self:GetCharacterLimitType()
|
||
local isShow = XFubenConfigs.IsStageCharacterLimitConfigExist(limitType)
|
||
self.PanelCharacterLimit.gameObject:SetActiveEx(isShow)
|
||
if not isShow then return end
|
||
-- 图标
|
||
self.ImgCharacterLimit:SetSprite(XFubenConfigs.GetStageCharacterLimitImageTeamEdit(limitType))
|
||
-- 文案
|
||
if limitType == XFubenConfigs.CharacterLimitType.IsomerDebuff or
|
||
limitType == XFubenConfigs.CharacterLimitType.NormalDebuff then
|
||
self.TxtCharacterLimit.text = XFubenConfigs.GetStageMixCharacterLimitTips(limitType
|
||
, self:GetTeamDynamicCharacterTypes(), true)
|
||
return
|
||
end
|
||
local limitBuffId = XFubenConfigs.GetStageCharacterLimitBuffId(self.StageId)
|
||
self.TxtCharacterLimit.text = XFubenConfigs.GetStageCharacterLimitTextSelectCharacter(limitType
|
||
, self.Proxy:GetCharacterType(self.CurrentEntityId), limitBuffId)
|
||
end
|
||
|
||
function XUiBattleRoomRoleDetail:GetTeamDynamicCharacterTypes()
|
||
local result = { }
|
||
for pos, entityId in ipairs(self.Team:GetEntityIds()) do
|
||
if entityId > 0 and pos ~= self.Pos and self.CurrentEntityId ~= entityId then
|
||
table.insert(result, self.Proxy:GetCharacterViewModelByEntityId(entityId):GetCharacterType())
|
||
end
|
||
end
|
||
local currentInTeam = self.Team:GetEntityIdIsInTeam(self.CurrentEntityId)
|
||
if not currentInTeam then -- 如果不在里面,直接加入检查
|
||
table.insert(result, self.Proxy:GetCharacterViewModelByEntityId(self.CurrentEntityId):GetCharacterType())
|
||
else
|
||
local currentPosEntityId = self.Team:GetEntityIdByTeamPos(self.Pos)
|
||
if currentPosEntityId > 0
|
||
and self.Team:GetEntityIdIsInTeam(currentPosEntityId)
|
||
and currentPosEntityId ~= self.CurrentEntityId then -- 在里面并选中的位置也在里面,加入原本位置的
|
||
table.insert(result, self.Proxy:GetCharacterViewModelByEntityId(currentPosEntityId):GetCharacterType())
|
||
end
|
||
end
|
||
return result
|
||
end
|
||
|
||
function XUiBattleRoomRoleDetail:GetCharacterLimitType()
|
||
return XFubenConfigs.GetStageCharacterLimitType(self.StageId)
|
||
end
|
||
|
||
function XUiBattleRoomRoleDetail:UpdateCurrentEntityId(value)
|
||
self.CurrentEntityId = value
|
||
if self.CurrentEntityId > 0 then
|
||
self:RefreshTipGrids()
|
||
self:RefreshRoleDetail()
|
||
-- 检查教学功能按钮红点
|
||
XRedPointManager.CheckOnceByButton(self.BtnTeaching, { XRedPointConditions.Types.CONDITION_CELICA_TEACH }
|
||
, self.Proxy:GetCharacterViewModelByEntityId(self.CurrentEntityId):GetSourceEntityId())
|
||
end
|
||
end
|
||
|
||
function XUiBattleRoomRoleDetail:RefreshRoleDetail()
|
||
local isShow = self.Proxy:GetIsShowRoleDetail()
|
||
self.PanelRoleDetail.gameObject:SetActiveEx(isShow)
|
||
if not isShow then return end
|
||
local viewModel = self.Proxy:GetCharacterViewModelByEntityId(self.CurrentEntityId)
|
||
self.PanelRoleDetail.gameObject:SetActiveEx(viewModel ~= nil)
|
||
if viewModel == nil then return end
|
||
self.RImgTypeIcon:SetRawImage(viewModel:GetProfessionIcon())
|
||
self.TxtName.text = viewModel:GetName()
|
||
self.TxtTradeName.text = viewModel:GetTradeName()
|
||
self.TxtAbility.text = self.Proxy:GetRoleAbility(self.CurrentEntityId)
|
||
local elementIcons = viewModel:GetObtainElementIcons()
|
||
XUiHelper.RefreshCustomizedList(self.BtnElementDetail.transform, self.RImgCharElement, #elementIcons, function(index, grid)
|
||
grid:GetComponent("RawImage"):SetRawImage(elementIcons[index])
|
||
end)
|
||
end
|
||
|
||
function XUiBattleRoomRoleDetail:Close(updated)
|
||
local isStop = self.Proxy:AOPCloseBefore(self)
|
||
if isStop then return end
|
||
if updated then
|
||
self:EmitSignal("UpdateEntityId", self.CurrentEntityId)
|
||
end
|
||
self.Super.Close(self)
|
||
end
|
||
|
||
return XUiBattleRoomRoleDetail |