189 lines
No EOL
9 KiB
Lua
189 lines
No EOL
9 KiB
Lua
local XUiGridRpgMakerGameCardMini = XClass(nil, "XUiGridRpgMakerGameCardMini")
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local Vector2 = CS.UnityEngine.Vector2
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local Vector3 = CS.UnityEngine.Vector3
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local LookRotation = CS.UnityEngine.Quaternion.LookRotation
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local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
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--提示说明地图上节点的小图标
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function XUiGridRpgMakerGameCardMini:Ctor(ui, uiRoot)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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self.UiRoot = uiRoot
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XTool.InitUiObject(self)
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self.ImageLineMap = {}
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self.ImageLine.gameObject:SetActiveEx(false)
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self.ImageFirstLineBg.gameObject:SetActiveEx(false)
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end
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function XUiGridRpgMakerGameCardMini:Refresh(blockId, colIndex, blockStatus, mapId, isNotShowLine)
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local isBlock = blockStatus == XRpgMakerGameConfigs.XRpgMakerGameBlockStatus.Block
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local row = XRpgMakerGameConfigs.GetRpgMakerGameBlockRow(blockId)
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local monsterId = XRpgMakerGameConfigs.GetRpgMakerGameMonsterId(mapId, colIndex, row)
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local isStartPoint = XRpgMakerGameConfigs.IsRpgMakerGameStartPoint(mapId, colIndex, row)
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local isEndPoint = XRpgMakerGameConfigs.IsRpgMakerGameEndPoint(mapId, colIndex, row)
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local triggerId = XRpgMakerGameConfigs.GetRpgMakerGameTriggerId(mapId, colIndex, row)
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local shadowId = XRpgMakerGameConfigs.GetRpgMakerGameShadowId(mapId, colIndex, row)
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local trapId = XRpgMakerGameConfigs.GetRpgMakerGameTrapId(mapId, colIndex, row)
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local transferPointId = XRpgMakerGameConfigs.GetRpgMakerGameTransferPointId(mapId, colIndex, row)
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local entityTypeList = XRpgMakerGameConfigs.GetRpgMakerGameEntityTypeListByXY(mapId, colIndex, row)
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local sameXYGapIdList = XRpgMakerGameConfigs.GetRpgMakerGameSameXYGapIdIdList(mapId, colIndex, row)
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local sameXYElectricFenceIdList = XRpgMakerGameConfigs.GetRpgMakerGameSameXYElectricFenceIdList(mapId, colIndex, row)
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--设置移动路线
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if not isNotShowLine then
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local lineParams = self.UiRoot:GetHintLineMapParams(row, colIndex)
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for i, param in ipairs(lineParams or {}) do
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local isStart = param.IsStart --是否是起点
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local widthPercent = param.WidthPercent --格子宽度百分比,用来计算线在格子中的起始位置,左下角为原点
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local heightPercent = param.HeightPercent --格子高度百分比,用来计算线在格子中的起始位置,左下角为原点
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local direction = param.Direction --箭头方向
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local id = param.Id
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local endWidthPercent = param.EndWidthPercent --格子宽度百分比,用来计算线在格子中的终点位置
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local endHeightPercent = param.EndHeightPercent --格子高度百分比,用来计算线在格子中的终点位置
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local imgLine = CSUnityEngineObjectInstantiate(self.ImageLine, self.Transform)
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self.ImageLineMap[id] = imgLine
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if isStart then
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imgLine.color = XUiHelper.Hexcolor2Color("21f480")
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end
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--设置线段的起点坐标
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local size = self.Transform:GetComponent("RectTransform").rect.size
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local startPosX = size.x * widthPercent
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local startPoxY = size.y * heightPercent
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--设置线段的终点坐标
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local imgLineHeight = imgLine.rectTransform.rect.height
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local endPosX = size.x * endWidthPercent
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local endPosY = size.y * endHeightPercent
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--设置线段的方向
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local originPos = imgLine.transform.localPosition
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local directionPos = self:GetDirectionPos(originPos, direction)
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if directionPos then
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imgLine.transform.right = directionPos - originPos
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end
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--设置线段的长度
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local imgLineWidth = math.sqrt((endPosY - startPoxY) ^ 2 + (endPosX - startPosX) ^ 2)
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imgLine.rectTransform.anchorMin = Vector2(0, 0)
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imgLine.rectTransform.anchorMax = Vector2(0, 0)
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imgLine.rectTransform.pivot = Vector2(0, 0.5)
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imgLine.rectTransform.sizeDelta = Vector2(math.abs(imgLineWidth), imgLineHeight)
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--设置线段起始点的坐标
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imgLine.transform.anchoredPosition = Vector2(startPosX, startPoxY)
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imgLine.gameObject:SetActiveEx(true)
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end
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end
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-- 图标key队列
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local coverIconKeyList = {}
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if isBlock then
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table.insert(coverIconKeyList, XRpgMakerGameConfigs.RpgMakerGameHintIconKeyMaps.BlockIcon)
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elseif monsterId then
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local monsterType = XRpgMakerGameConfigs.GetRpgMakerGameMonsterType(monsterId)
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local skillType = XRpgMakerGameConfigs.GetRpgMakerGameMonsterSkillType(monsterId)
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table.insert(coverIconKeyList, XRpgMakerGameConfigs.GetMonsterIconKey(monsterType, skillType))
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elseif isStartPoint then
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table.insert(coverIconKeyList, XRpgMakerGameConfigs.RpgMakerGameHintIconKeyMaps.StartPointIcon)
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elseif isEndPoint then
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table.insert(coverIconKeyList, XRpgMakerGameConfigs.RpgMakerGameHintIconKeyMaps.EndPointIcon)
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elseif shadowId then
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table.insert(coverIconKeyList, XRpgMakerGameConfigs.RpgMakerGameHintIconKeyMaps.ShadowIcon)
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elseif transferPointId then
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local transferPointColor = XRpgMakerGameConfigs.GetTransferPointColor(transferPointId)
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table.insert(coverIconKeyList, XRpgMakerGameConfigs.GetTransferPointIconKey(transferPointColor))
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end
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if not XTool.IsTableEmpty(entityTypeList) then
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for _, entityType in ipairs(entityTypeList) do
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table.insert(coverIconKeyList, XRpgMakerGameConfigs.GetEntityIconKey(entityType))
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end
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end
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if trapId then
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table.insert(coverIconKeyList, XRpgMakerGameConfigs.RpgMakerGameHintIconKeyMaps.TrapIcon)
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end
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if triggerId then
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local triggerType = XRpgMakerGameConfigs.GetRpgMakerGameTriggerType(triggerId)
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table.insert(coverIconKeyList, XRpgMakerGameConfigs.GetTriggerIconKey(triggerType))
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end
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--设置缝隙图标列表
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if not XTool.IsTableEmpty(sameXYGapIdList) then
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self:SetGapIcon(sameXYGapIdList, XRpgMakerGameConfigs.RpgMakerGameHintIconKeyMaps.GapIcon, XRpgMakerGameConfigs.GetRpgMakerGameGapDirection)
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end
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--设置电墙图标列表
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if not XTool.IsTableEmpty(sameXYElectricFenceIdList) then
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self:SetGapIcon(sameXYElectricFenceIdList, XRpgMakerGameConfigs.RpgMakerGameHintIconKeyMaps.ElectricFenceIcon, XRpgMakerGameConfigs.GetRpgMakerGameElectricDirection)
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end
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if not XTool.IsTableEmpty(coverIconKeyList) then
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-- 图标层级排序
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table.sort(coverIconKeyList, function (a,b)
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return XRpgMakerGameConfigs.GetRpgMakerGameHintLayer(a) > XRpgMakerGameConfigs.GetRpgMakerGameHintLayer(b)
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end)
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for index, key in ipairs(coverIconKeyList) do
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if index == 1 then
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self.ImgIcon:SetRawImage(XRpgMakerGameConfigs.GetRpgMakerGameHintIcon(key))
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self.ImgIcon.gameObject:SetActiveEx(true)
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else
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local imgIcon = XUiHelper.Instantiate(self.ImgIcon, self.ImgIcons)
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imgIcon:SetRawImage(XRpgMakerGameConfigs.GetRpgMakerGameHintIcon(key))
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imgIcon.gameObject:SetActiveEx(true)
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end
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end
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else
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self.ImgIcon.gameObject:SetActiveEx(false)
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end
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end
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function XUiGridRpgMakerGameCardMini:SetGapIcon(idList, hintIconKey, directionFunc)
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local icon = XRpgMakerGameConfigs.GetRpgMakerGameHintIcon(hintIconKey)
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local imgIcon
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local direction
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local gapSize = self.ImgIcon.transform.sizeDelta
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local originPos = self.ImgIcon.transform.localPosition
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local directionPos
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local lookRotation
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for i, gapId in ipairs(idList) do
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direction = directionFunc(gapId)
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imgIcon = CSUnityEngineObjectInstantiate(self.ImgIcon, self.Transform)
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directionPos = self:GetDirectionPos(originPos, direction, gapSize.x / 2, gapSize.y / 2)
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if directionPos then
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imgIcon.transform.localPosition = directionPos
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imgIcon.transform.up = originPos - directionPos
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end
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imgIcon:SetRawImage(icon)
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imgIcon.gameObject:SetActiveEx(true)
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end
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end
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function XUiGridRpgMakerGameCardMini:GetDirectionPos(originLocalPos, direction, changeWidth, changeHeight)
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local directionPos
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local width = changeWidth and Vector3(changeWidth, 0, 0) or Vector3(1, 0, 0)
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local height = changeHeight and Vector3(0, changeHeight, 0) or Vector3(0, 1, 0)
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if direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridLeft then
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directionPos = originLocalPos - width
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elseif direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridRight then
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directionPos = originLocalPos + width
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elseif direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridTop then
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directionPos = originLocalPos + height
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elseif direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridBottom then
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directionPos = originLocalPos - height
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end
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return directionPos
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end
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function XUiGridRpgMakerGameCardMini:GetImageLine(id)
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return self.ImageLineMap[id]
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end
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return XUiGridRpgMakerGameCardMini |