222 lines
No EOL
8.4 KiB
Lua
222 lines
No EOL
8.4 KiB
Lua
local Base = require("XUi/XUiSuperTower/Common/XUiSTChildPanel")
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local COST_MAX_NUM = 9
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--=====================
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--爬塔掉落页面详细信息面板
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--=====================
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local XUiStCpPluginListPanel = XClass(Base, "XUiStCpPluginListPanel")
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--=====================
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--插件排序方法
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--=====================
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local SortPlugin = function(dataA, dataB)
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--先比较插件品质
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local qualityA = dataA.Plugin:GetQuality()
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local qualityB = dataB.Plugin:GetQuality()
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if qualityA ~= qualityB then
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return qualityA > qualityB
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end
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--再比较适合的角色战力
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if dataA.AbilityIndex ~= dataB.AbilityIndex then
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return dataA.AbilityIndex > dataB.AbilityIndex
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end
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--最后比较排序配置
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return dataA.Plugin:GetPriority() < dataB.Plugin:GetPriority()
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end
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function XUiStCpPluginListPanel:InitPanel()
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COST_MAX_NUM = XSuperTowerConfigs.GetBaseConfigByKey("MaxTeamPluginCount")
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self:InitDynamicTable()
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end
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function XUiStCpPluginListPanel:InitDynamicTable()
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local GridProxy = require("XUi/XUiSuperTower/Plugins/XUiSuperTowerPluginGrid")
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self.DynamicTable = XDynamicTableNormal.New(self.GameObject)
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self.DynamicTable:SetProxy(GridProxy)
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self.DynamicTable:SetDelegate(self)
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end
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--=============
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--动态列表事件
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--=============
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function XUiStCpPluginListPanel: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, function(pluginGrid) self:OnGridClick(pluginGrid) end)
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
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if self.DataList and self.DataList[index] then
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grid:RefreshData(self.DataList[index].Plugin, index)
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if self.DataList[index].IsCost then
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grid:SetFloorLock(true)
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grid:SetLockText(CS.XTextManager.GetText("STPcLockText"))
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else
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grid:SetFloorLock(false)
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end
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if self.SelectIndex[index] then
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grid:SetSelectStatus(true)
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else
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grid:SetSelectStatus(false)
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end
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end
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end
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end
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--==================
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--设置选择列表
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--==================
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function XUiStCpPluginListPanel:SetList()
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--获取背包的所有插件列表
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local bagPluginList = XDataCenter.SuperTowerManager.GetBagManager():GetPlugins(true)
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local havePlugin = next(bagPluginList) ~= nil
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self.PanelNoPlugin.gameObject:SetActiveEx(not havePlugin)
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self.DataList = {}--最终的插件数据列表
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if havePlugin then
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local targetStage = XDataCenter.SuperTowerManager.GetTargetStageByStageId(self.RootUi.StageId)
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--获取目标关卡的所有关卡
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local stageIds = targetStage:GetStageId()
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--获取所有现在要调整的队伍以外的所有其他队伍
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local teams = {}
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for index, stageId in pairs(stageIds) do
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--若StageId不是当前队伍所属的关卡即为其他队伍
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if stageId ~= self.RootUi.StageId then
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teams[index] = XDataCenter.SuperTowerManager.GetTeamByStageId(stageId)
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end
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end
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--创建选择其他队的装备插件槽汇总对象
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local script = require("XEntity/XSuperTower/XSuperTowerPluginSlotManager")
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local costTotalSlot = script.New()
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--设置插件槽的总容量
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costTotalSlot:SetMaxCapacity(COST_MAX_NUM * #stageIds)
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--把其他队的装备插件汇总
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for _, team in pairs(teams) do
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costTotalSlot:AddSlot(team:GetExtraData())
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end
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--获取合并后的消耗插件列表
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local costPluginList = costTotalSlot:GetPluginsNotSplit()
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--生成后面比照用的消耗插件字典
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local costCountDic = {}
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for _, costPlugin in pairs(costPluginList) do
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costCountDic[costPlugin:GetId()] = costPlugin:GetCount()
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end
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--获取角色ID对应的战力排行顺序字典(战力越高越大)
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local roleDic = self:GetCurrentTeamRoleDic()
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for _, plugin in pairs(bagPluginList) do
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--遍历背包所有插件列表,对照消耗插件字典,标记被消耗的插件
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local costCount = costCountDic[plugin:GetId()]
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local charaId = plugin:GetCharacterId()
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local data = {
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Plugin = plugin,
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IsCost = costCount and costCount > 0 or false,
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AbilityIndex = ((not charaId or charaId == 0) and 0) or roleDic[charaId] or 0--根据当前队伍角色的战力排序对应插件
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}
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if data.IsCost then costCountDic[plugin:GetId()] = costCount - 1 end
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table.insert(self.DataList, data)
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end
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table.sort(self.DataList, SortPlugin)
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end
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--初始化当前队伍已经装备的插件状态
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self:InitSelectIndex()
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self.DynamicTable:SetDataSource(self.DataList)
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self.DynamicTable:ReloadDataASync(1)
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end
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--===============
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--根据当前队伍获取角色ID对应的战力排行顺序字典(战力越高越大)
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--===============
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function XUiStCpPluginListPanel:GetCurrentTeamRoleDic()
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--获取当前队伍,用于后面排序操作
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local currentTeam = XDataCenter.SuperTowerManager.GetTeamByStageId(self.RootUi.StageId)
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--队伍角色列表(按战力从小到大排列,无上阵的视为战力最小)
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local teamRoles = {}
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for _, entityId in pairs(currentTeam:GetEntityIds()) do
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if entityId > 0 then
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local role = XDataCenter.SuperTowerManager.GetRoleManager():GetRole(entityId)
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table.insert(teamRoles, role)
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else
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table.insert(teamRoles, 0)
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end
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end
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--按战力排序
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table.sort(teamRoles, function(roleA, roleB)
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if roleA == 0 then
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return true
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end
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if roleB == 0 then
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return false
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end
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return roleA:GetCharacterViewModel():GetAbility() < roleB:GetCharacterViewModel():GetAbility()
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end)
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local roleDic = {}
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for index, role in pairs(teamRoles) do
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if role ~= 0 then
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roleDic[role:GetCharacterId()] = index
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end
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end
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return roleDic
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end
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--===============
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--初始化当前队伍已经装备的插件状态
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--===============
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function XUiStCpPluginListPanel:InitSelectIndex()
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self.SelectIndex = {}
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local team = XDataCenter.SuperTowerManager.GetTeamByStageId(self.RootUi.StageId)
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--获取当前队伍以及装备的合并插件列表
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local teamPlugins = team:GetExtraData():GetPluginsNotSplit()
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for _, teamPlugin in pairs(teamPlugins) do
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for index, plugin in ipairs(self.DataList or {}) do
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if not plugin.IsCost and teamPlugin:GetId() == plugin.Plugin:GetId() and teamPlugin:GetCount() > 0 then
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if not self.SelectIndex[index] then
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self.SelectIndex[index] = true
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teamPlugin:UpdateCount(teamPlugin:GetCount() - 1)
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end
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end
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end
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end
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end
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function XUiStCpPluginListPanel:OnShowPanel()
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self:SetList()
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for index, plugin in ipairs(self.DataList or {}) do
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if self.SelectIndex[index] then
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self.RootUi:EquipPlugin(index, plugin.Plugin)
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end
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end
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end
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function XUiStCpPluginListPanel:OnGridClick(pluginGrid)
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if pluginGrid.IsLock or pluginGrid.IsSelect then return end
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self.EquipGrid = pluginGrid
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self.EquipGrid:SetActiveStatus(true)
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XLuaUiManager.Open("UiSuperTowerPluginDetails",
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self.EquipGrid.Plugin, 0,
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function()
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if not XTool.UObjIsNil(self.Transform) then
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self.EquipGrid:SetActiveStatus(false)
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self.EquipGrid = nil
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end
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end, true,
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function()
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self:OnEquip()
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end)
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end
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function XUiStCpPluginListPanel:OnEquip()
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local count = 0
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for _, isSelect in pairs(self.SelectIndex) do
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if isSelect then
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count = count + 1
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end
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end
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if count >= COST_MAX_NUM then
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XUiManager.TipMsg(CS.XTextManager.GetText("STCostPluginNumberOver"))
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return
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end
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self.EquipGrid:SetSelectStatus(true)
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self.SelectIndex[self.EquipGrid.Index] = true
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self.RootUi:EquipPlugin(self.EquipGrid.Index, self.EquipGrid.Plugin)
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end
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function XUiStCpPluginListPanel:OnUnEquip(gridIndex)
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local grid = self.DynamicTable:GetGridByIndex(gridIndex)
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if grid then
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grid:SetSelectStatus(false)
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end
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self.SelectIndex[gridIndex] = false
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end
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return XUiStCpPluginListPanel |