PGRData/Script/matrix/xui/xuitrpg/UiTRPGMapTips.lua

150 lines
No EOL
4.6 KiB
Lua

local XUiGridTRPGMapNode = require("XUi/XUiTRPG/XUiGridTRPGMapNode")
local XUiGridTRPGCardRecord = require("XUi/XUiTRPG/XUiGridTRPGCardRecord")
local CSXTextManagerGetText = CS.XTextManager.GetText
local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
local mathFloor = math.floor
local XUiTRPGMapTips = XLuaUiManager.Register(XLuaUi, "UiTRPGMapTips")
function XUiTRPGMapTips:OnAwake()
self:AutoAddListener()
self.GridNode.gameObject:SetActiveEx(false)
end
function XUiTRPGMapTips:OnStart(mazeId)
self.MazeId = mazeId
self.LayerIds = XTRPGConfigs.GetMazeLayerIds(mazeId)
self.LayerId = XDataCenter.TRPGManager.GetMazeCurrentLayerId(mazeId)
self.RecordGrids = {}
self.LayerBtns = {}
self:InitMaze()
end
function XUiTRPGMapTips:OnEnable()
self.PanelLayer:SelectIndex(self:GetLayerIndex(self.LayerId))
self:UpdateCardRecords()
end
function XUiTRPGMapTips:OnGetEvents()
return { XEventId.EVENT_TRPG_MAZE_RECORD_CARD }
end
function XUiTRPGMapTips:OnNotify(evt, ...)
if evt == XEventId.EVENT_TRPG_MAZE_RECORD_CARD then
self:UpdateProgress()
self:UpdateCardRecords()
end
end
function XUiTRPGMapTips:InitMaze()
local mazeId = self.MazeId
self.TxtMazeName.text = XTRPGConfigs.GetMazeName(mazeId)
local btns = {}
for index in pairs(self.LayerIds) do
local btn = index == 1 and self.BtnTabLayer or CSUnityEngineObjectInstantiate(self.BtnTabLayer, self.PanelLayer.transform)
btns[index] = btn
btn:SetName(CSXTextManagerGetText("TRPGMazeMapBtnName", index))
end
self.PanelLayer:Init(btns, function(index) self:OnSelectLayer(index) end)
self.LayerBtns = btns
self.DynamicTable = XDynamicTableNormal.New(self.SViewStage)
self.DynamicTable:SetDelegate(self)
self.DynamicTable:SetProxy(XUiGridTRPGMapNode)
end
function XUiTRPGMapTips:OnSelectLayer(index)
self:PlayAnimation("QieHuan")
local layerId = self.LayerIds[index]
self.LayerId = layerId
self:UpdateMap()
self:UpdateProgress()
end
function XUiTRPGMapTips:UpdateProgress()
local mazeId = self.MazeId
local layerId = self.LayerId
local mazeProgress = XDataCenter.TRPGManager.GetMazeProgress(mazeId, layerId)
self.TxtProgress.text = mathFloor(mazeProgress * 100) .. "%"
end
function XUiTRPGMapTips:UpdateMap()
local mazeId = self.MazeId
local layerId = self.LayerId
self.TxtMazeName.text = XTRPGConfigs.GetMazeLayerName(layerId)
local isCurrentLayer = XDataCenter.TRPGManager.IsCurrentLayer(mazeId, layerId)
local curStandNodeIndex = isCurrentLayer and XDataCenter.TRPGManager.GetMazeCurrentStandNodeIndex(mazeId, layerId) or 1
local nodeIdList = XDataCenter.TRPGManager.GetMazeNodeIdList(mazeId, layerId, true)
self.NodeIdList = nodeIdList
self.DynamicTable:SetDataSource(nodeIdList)
self.DynamicTable:ReloadDataSync(curStandNodeIndex)
for index, layerId in pairs(self.LayerIds) do
local isCurrentLayer = XDataCenter.TRPGManager.IsCurrentLayer(mazeId, layerId)
local btn = self.LayerBtns[index]
btn:ShowTag(isCurrentLayer)
end
end
function XUiTRPGMapTips:OnDynamicTableEvent(event, index, grid)
local mazeId = self.MazeId
local layerId = self.LayerId
local nodeIdList = self.NodeIdList
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT then
grid:Init(self)
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
local nodeId = nodeIdList[index]
grid:Refresh(mazeId, layerId, nodeId)
end
end
function XUiTRPGMapTips:UpdateCardRecords()
local mazeId = self.MazeId
local grids = self.RecordGrids
local cardRecordGroupIds = XTRPGConfigs.GetMazeCardRecordGroupIdList()
for i, groupId in ipairs(cardRecordGroupIds) do
local grid = grids[i]
if not grid then
local ui = i == 1 and self.GridReward or CSUnityEngineObjectInstantiate(self.GridReward, self.PanelContent)
grid = XUiGridTRPGCardRecord.New(ui, self)
grids[i] = grid
end
grid:Refresh(mazeId, groupId)
grid.GameObject:SetActiveEx(true)
end
for i = #cardRecordGroupIds + 1, #grids do
if grids[i] then
grids[i].GameObject:SetActiveEx(false)
end
end
end
function XUiTRPGMapTips:AutoAddListener()
self.BtnTanchuangCloseBig.CallBack = function() self:OnBtnBackClick() end
end
function XUiTRPGMapTips:OnBtnBackClick()
self:Close()
end
function XUiTRPGMapTips:GetLayerIndex(targetLayerId)
for index, layerId in pairs(self.LayerIds or {}) do
if layerId == targetLayerId then
return index
end
end
return 1
end