PGRData/Script/matrix/xui/xuitrial/XUiPanelTrialSelect.lua

205 lines
No EOL
6.2 KiB
Lua

local XUiPanelTrialSelect = XClass(nil, "XUiPanelTrialSelect")
local XUiGridTrialDesItem = require("XUi/XUiTrial/XUiGridTrialDesItem")
function XUiPanelTrialSelect:Ctor(ui, uiRoot)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.UiRoot = uiRoot
self.RewardPanelList = {}
XTool.InitUiObject(self)
self:AddListener()
self:InitUiAfterAuto()
end
function XUiPanelTrialSelect:InitUiAfterAuto()
self.DynamicDesTable = XDynamicTableNormal.New(self.SViewTrialDesList.gameObject)
self.DynamicDesTable:SetProxy(XUiGridTrialDesItem)
self.DynamicDesTable:SetDelegate(self)
end
function XUiPanelTrialSelect:UpdateView(itemData)
if not itemData then
return
end
-- 设置说明
self.TxtDes.text = itemData.Explain
-- 设置名字
self.TxtName.text = itemData.Name
-- 设置图片
local iconpath = itemData.BigPicture
self.ImgIconA:SetRawImage(iconpath)
-- 设置奖励
local id = itemData.Id
local flag = XDataCenter.TrialManager.TrialLevelFinished(id)
if not flag or (flag and not XDataCenter.TrialManager.TrialRewardGeted(id)) then
self.UiContent.gameObject:SetActiveEx(true)
self:SetReward(itemData)
else
self.UiContent.gameObject:SetActiveEx(false)
end
-- 设置描述
self.Des = itemData.Des
self.DynamicDesTable:SetDataSource(itemData.Des)
self.DynamicDesTable:ReloadDataASync(1)
-- 等级
self.StageId = itemData.StageId
local stagecfg = XDataCenter.FubenManager.GetStageCfg(self.StageId)
local level = stagecfg.RecommandLevel or 1
self.TxtLevel.text = level
-- 电量
local active = stagecfg.RequireActionPoint or 0
self.TxtNums.text = active
-- 设置战斗力
self:SetAbility(itemData)
-- 设置进度
self:SetPro(itemData)
end
function XUiPanelTrialSelect:SetPro(itemData)
if itemData.Type == XDataCenter.TrialManager.TrialTypeCfg.TrialFor then
self.TxtPro.text = string.format("%s/%s", itemData.Id, XTrialConfigs.GetForTotalLength())
else
self.TxtPro.text = string.format(
"%s/%s",
itemData.Id - XTrialConfigs.GetForTotalLength(),
XTrialConfigs.GetBackEndTotalLength()
)
end
end
function XUiPanelTrialSelect:SetAbility(itemData)
local charlist = XDataCenter.CharacterManager.GetCharacterList()
local maxAbility = 0
for _, v in pairs(charlist) do
local ability = v.Ability or 0
if ability > maxAbility then
maxAbility = ability
end
end
local ability = itemData.AvgAbility
if ability < maxAbility then
self.ImgEnough.gameObject:SetActive(true)
self.ImgNotEnough.gameObject:SetActive(false)
self.TxtFight.text = CS.XTextManager.GetText("AbilityCurrentSufficientTips", ability, math.floor(maxAbility))
else
self.ImgEnough.gameObject:SetActive(false)
self.ImgNotEnough.gameObject:SetActive(true)
self.TxtFightA.text = CS.XTextManager.GetText("AbilityCurrentInSufficientTips", ability, math.floor(maxAbility))
end
end
function XUiPanelTrialSelect:SetReward(itemData)
local rewards = XRewardManager.GetRewardList(itemData.RewardId)
if not rewards then
return
end
self.RewardListData = rewards
local rewardCount = #rewards
for i = 1, rewardCount do
local panel = self.RewardPanelList[i]
if not panel then
local ui = CS.UnityEngine.Object.Instantiate(self.PanelReward)
ui.transform:SetParent(self.UiContent, false)
ui.gameObject:SetActive(true)
ui.gameObject.name = string.format("PanelReward%d", i)
panel = XUiGridCommon.New(self.UiRoot, ui)
table.insert(self.RewardPanelList, i, panel)
end
end
for i = 1, #self.RewardPanelList do
self.RewardPanelList[i].GameObject:SetActive(i <= rewardCount)
if i <= rewardCount then
self.RewardPanelList[i]:Refresh(rewards[i])
end
end
end
-- [监听动态列表事件]
function XUiPanelTrialSelect:OnDynamicTableEvent(event, index, grid)
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT then
grid:Init(self.UiRoot)
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
local data = self.Des[index]
grid:OnRefresh(data)
end
end
-- 打开界面
function XUiPanelTrialSelect:OpenView(data)
self.UiRoot:PlayAnimation("AniTrialDetailsOpen")
self.GameObject:SetActive(true)
self.ViewData = data
self:UpdateView(data)
self.UiRoot:CloseMainView()
self.UiRoot:ClostMainListItemFx()
end
-- 关闭界面
function XUiPanelTrialSelect:CloseView()
self.UiRoot:SetListItemFx()
self.GameObject:SetActive(false)
self.UiRoot:ReturnPreTrialBg()
self.UiRoot.TrialMain.GameObject:SetActive(true)
end
function XUiPanelTrialSelect:AddListener()
self.BtnEnterB.CallBack = function() self:OnBtnEnterBClick() end
end
function XUiPanelTrialSelect:OnSViewRewardListAClick()
end
function XUiPanelTrialSelect:OnBtnEnterBClick()
if self.StageId then
self.UiRoot:CloseSelectView()
local Stage = XDataCenter.FubenManager.GetStageCfg(self.StageId)
CsXGameEventManager.Instance:Notify(XEventId.EVENT_FUBEN_ENTERFIGHT, Stage)
end
end
function XUiPanelTrialSelect:OnGetEvents()
return { XEventId.EVENT_FUBEN_CLOSE_FUBENSTAGEDETAIL, XEventId.EVENT_FUBEN_ENTERFIGHT }
end
--事件监听
function XUiPanelTrialSelect:OnNotify(evt, ...)
-- if evt == XEventId.EVENT_FUBEN_CLOSE_FUBENSTAGEDETAIL then
-- else
if evt == XEventId.EVENT_FUBEN_ENTERFIGHT then
self:EnterFight(...)
end
end
function XUiPanelTrialSelect:EnterFight(stage)
if not XDataCenter.FubenManager.CheckPreFight(stage) then
return
end
if not XDataCenter.FubenManager.CheckPreFight(stage) then
return
end
if XDataCenter.BfrtManager.CheckStageTypeIsBfrt(stage.StageId) then
local groupId = XDataCenter.BfrtManager.GetGroupIdByBaseStage(stage.StageId)
XLuaUiManager.Open("UiBfrtDeploy", groupId)
else
if XTool.USENEWBATTLEROOM then
XLuaUiManager.Open("UiBattleRoleRoom", stage.StageId)
else
XLuaUiManager.Open("UiNewRoomSingle", stage.StageId)
end
end
end
return XUiPanelTrialSelect