PGRData/Script/matrix/xui/xuiactivitybosssingle/XUiActivityBossSingle.lua

308 lines
11 KiB
Lua
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local tableInsert = table.insert
local CsXTextManager = CS.XTextManager
local CsXScheduleManager = XScheduleManager
local XUiGridActivityBossSingle = require("XUi/XUiActivityBossSingle/XUiGridActivityBossSingle")
local XUiActivityBossSingle = XLuaUiManager.Register(XLuaUi, "UiActivityBossSingle")
local StageCount = 5
local StarDescCount = 3
function XUiActivityBossSingle:OnStart(sectionId)
self.SectionId = sectionId
self:AutoAddListener()
self.StageIds = XDataCenter.FubenActivityBossSingleManager.GetSectionStageIdList(self.SectionId)
self.GridList = {}
self:InitPanel()
end
function XUiActivityBossSingle:OnEnable()
self.PanelDetail.gameObject:SetActiveEx(false)
self.AnimBgLoop.gameObject:SetActiveEx(true)
self:RefreshPanel()
end
function XUiActivityBossSingle:OnDisable()
self:DestroyActivityTimer()
end
--初始化面板
function XUiActivityBossSingle:InitPanel()
self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin)
--不显示描述按钮
self.BtnActDesc.gameObject:SetActiveEx(false)
--初始化选项卡
self:InitStageCapter()
self:InitStarDesc()
self:CreateActivityTimer()
end
function XUiActivityBossSingle:CreateActivityTimer()
self:DestroyActivityTimer()
local time = XTime.GetServerNowTimestamp()
local fightEndTime = XDataCenter.FubenActivityBossSingleManager.GetFightEndTime()
local activityEndTime = XDataCenter.FubenActivityBossSingleManager.GetActivityEndTime()
local shopStr = CsXTextManager.GetText("ActivityBranchShopLeftTime")
local fightStr = CsXTextManager.GetText("ActivityBranchFightLeftTime")
if XDataCenter.FubenActivityBossSingleManager.IsStatusEqualFightEnd() then
self.TxtResetDesc.text = shopStr
self.TxtLeftTime.text = XUiHelper.GetTime(activityEndTime - time, XUiHelper.TimeFormatType.ACTIVITY)
else
self.TxtResetDesc.text = fightStr
self.TxtLeftTime.text = XUiHelper.GetTime(fightEndTime - time, XUiHelper.TimeFormatType.ACTIVITY)
end
self.ActivityTimer = CsXScheduleManager.ScheduleForever(function()
if XTool.UObjIsNil(self.TxtLeftTime) then
self:DestroyActivityTimer()
return
end
time = time + 1
if time >= activityEndTime then
self:DestroyActivityTimer()
XDataCenter.FubenActivityBossSingleManager.OnActivityEnd()
elseif fightEndTime <= time then
local leftTime = activityEndTime - time
if leftTime > 0 then
self.TxtResetDesc.text = shopStr
self.TxtLeftTime.text = XUiHelper.GetTime(leftTime, XUiHelper.TimeFormatType.ACTIVITY)
end
else
local leftTime = fightEndTime - time
if leftTime > 0 then
self.TxtResetDesc.text = fightStr
self.TxtLeftTime.text = XUiHelper.GetTime(leftTime, XUiHelper.TimeFormatType.ACTIVITY)
else
self:DestroyActivityTimer()
self:CreateActivityTimer()
end
end
end, CsXScheduleManager.SECOND, 0)
end
function XUiActivityBossSingle:DestroyActivityTimer()
if self.ActivityTimer then
CsXScheduleManager.UnSchedule(self.ActivityTimer)
self.ActivityTimer = nil
end
end
--初始化副本选择卡,选择卡是定死的,不使用滑动条
function XUiActivityBossSingle:InitStageCapter()
self.ChapterGrids = {}
for i = 1, StageCount do
if i > #self.StageIds then
self["PanelImg" .. i].gameObject:SetActiveEx(false)
else
local chapterGrid = XUiGridActivityBossSingle.New(self, self["PanelImg" .. i])
tableInsert(self.ChapterGrids, chapterGrid)
end
end
end
function XUiActivityBossSingle:RefreshPanel()
self:RefreshSchedule()
self:RefreshTreasureInfo()
--统一进行刷新,根据stageId
for gridIndex = 1, #self.ChapterGrids do
self.ChapterGrids[gridIndex]:Refresh(self.StageIds[gridIndex], gridIndex)
end
end
--初始化详细信息面板的挑战目标
function XUiActivityBossSingle:InitStarDesc()
self.GridStarList = {}
for i = 1, StarDescCount do
local ui = self["GridStageStar" .. i]
ui.gameObject:SetActiveEx(true)
local grid = XUiGridStageStar.New(ui)
self.GridStarList[i] = grid
end
end
--刷新收集进度条显示
function XUiActivityBossSingle:RefreshSchedule()
local curStarsCount = XDataCenter.FubenActivityBossSingleManager.GetCurStarsCount()
local totalStarsCount = XDataCenter.FubenActivityBossSingleManager.GetAllStarsCount()
if totalStarsCount ~= 0 then
self.ImgSchedule.fillAmount = curStarsCount / totalStarsCount
end
self.TxtSchedule.text = CsXTextManager.GetText("ActivityBossSingleSchedule", curStarsCount, totalStarsCount)
end
--刷新左下角奖励信息
function XUiActivityBossSingle:RefreshTreasureInfo()
local starsTotalCount = XDataCenter.FubenActivityBossSingleManager.GetAllStarsCount()
local starsCurCount = XDataCenter.FubenActivityBossSingleManager.GetCurStarsCount()
self.ImgJindu.fillAmount = starsTotalCount > 0 and starsCurCount / starsTotalCount or 0
self.ImgJindu.gameObject:SetActiveEx(true)
--设置是否全部领取完成
local isAllFinish = XDataCenter.FubenActivityBossSingleManager.CheckIsAllFinish()
self.BtnTreasure.gameObject:SetActiveEx(true)
self.ImgLingqu.gameObject:SetActiveEx(isAllFinish)
--红点
local isShowRedPoint = XDataCenter.FubenActivityBossSingleManager.CheckRedPoint()
self.ImgRedProgress.gameObject:SetActiveEx(isShowRedPoint)
end
--点击副本卡的时候回调
function XUiActivityBossSingle:SelectStageCallBack(index)
XLuaUiManager.SetMask(true)
self:PlayAnimation("FuBenImg" .. index .. "Up", function()
XLuaUiManager.SetMask(false)
for i = 1, #self.StageIds do
local animStr = string.format("%s%d%s", "AnimFuBenImg", i, "Loop")
self[animStr].gameObject:SetActiveEx(false)
if i == self.CurrentSelectIndex then
self[animStr].gameObject:SetActiveEx(true)
end
end
end)
--标记正在显示详细信息
self.IsInDetail = true
self.CurrentSelectIndex = index
self.CurrentSelectStageId = self.StageIds[index]
self:InitStageDetailInfo(self.CurrentSelectStageId)
self:PlayAnimation("DetailEnable")
self.PanelDetail.gameObject:SetActiveEx(true)
self.PanelLeftTreasure.gameObject:SetActiveEx(false)
end
--初始化副本的详细信息
function XUiActivityBossSingle:InitStageDetailInfo(stageId)
local stageCfg = XDataCenter.FubenManager.GetStageCfg(stageId)
local starsMap = XDataCenter.FubenActivityBossSingleManager.GetStageStarMap(stageId)
--加载特效
local effectPath = XFubenActivityBossSingleConfigs.GetBossChallengeEffectPath(stageId)
self.PanelEffectDetail.gameObject:LoadUiEffect(effectPath)
--刷新消耗数量
self.TxtATNums.text = stageCfg.RequireActionPoint
--TODO 显示挑战目标
for i = 1, StarDescCount do
self.GridStarList[i]:Refresh(stageCfg.StarDesc[i], starsMap[i])
end
--标题
self.ImgBt:SetRawImage(stageCfg.Icon)
--显示奖励,根据stageCfg
local rewardId = 0
local isFirst = false
local cfg = XDataCenter.FubenManager.GetStageLevelControl(stageCfg.StageId)
if not XDataCenter.FubenActivityBossSingleManager.IsChallengePassedByStageId(stageCfg.StageId) then
rewardId = cfg and cfg.FirstRewardShow or stageCfg.FirstRewardShow
if cfg and cfg.FirstRewardShow > 0 or stageCfg.FirstRewardShow > 0 then
isFirst = true
end
end
self.TxtFirstDrop.gameObject:SetActiveEx(isFirst)
self.TxtDrop.gameObject:SetActiveEx(not isFirst)
if rewardId == 0 then
rewardId = cfg and cfg.FinishRewardShow or stageCfg.FinishRewardShow
end
if rewardId == 0 then
for j = 1, #self.GridList do
self.GridList[j].GameObject:SetActive(false)
end
return
end
local rewards = isFirst and XRewardManager.GetRewardList(rewardId) or XRewardManager.GetRewardListNotCount(rewardId)
if rewards then
for i, item in ipairs(rewards) do
local grid
if self.GridList[i] then
grid = self.GridList[i]
else
local ui = CS.UnityEngine.Object.Instantiate(self.GridCommon)
grid = XUiGridCommon.New(self, ui)
grid.Transform:SetParent(self.PanelDropContent, false)
self.GridList[i] = grid
end
grid:Refresh(item)
grid.GameObject:SetActive(true)
end
end
local rewardsCount = 0
if rewards then
rewardsCount = #rewards
end
for j = 1, #self.GridList do
if j > rewardsCount then
self.GridList[j].GameObject:SetActive(false)
end
end
end
--打开详细信息的时候先退回副本选择卡界面,并刷新一次界面
function XUiActivityBossSingle:OnBtnBackClick()
if self.IsInDetail == true then
self.IsInDetail = false
self:PlayAnimation("AnimEnable")
self.PanelDetail.gameObject:SetActiveEx(false)
self:RefreshPanel()
return
end
self:Close()
end
function XUiActivityBossSingle:AutoAddListener()
self.BtnBack.CallBack = function()
self:OnBtnBackClick()
end
self.BtnMainUi.CallBack = function()
self:OnBtnMainUiClick()
end
self.BtnEnter.CallBack = function()
self:OnBtnEnterClick()
end
self.BtnTreasure.CallBack = function()
self:OnBtnTreasureClick()
end
self.BtnNote.CallBack = function()
self:OnBtnNoteClick()
end
end
--作战准备按钮点击
function XUiActivityBossSingle:OnBtnEnterClick()
self.IsInDetail = false
self.PanelDetail.gameObject:SetActiveEx(false)
XLuaUiManager.Open("UiNewRoomSingle", self.CurrentSelectStageId)
end
function XUiActivityBossSingle:OnBtnMainUiClick()
XLuaUiManager.RunMain()
end
function XUiActivityBossSingle:OnBtnTreasureClick()
XLuaUiManager.Open("UiActivityBossSingleReward", self.SectionId, function()
self:RefreshTreasureInfo()
end)
end
--点击描述按钮显示的注意事项
function XUiActivityBossSingle:OnBtnNoteClick()
local attentionDesc = XFubenActivityBossSingleConfigs.GetStageAttention(self.StageIds[self.CurrentSelectIndex])
local attentionDescTitle = XFubenActivityBossSingleConfigs.GetStageAttentionTitle(self.StageIds[self.CurrentSelectIndex])
local title = CsXTextManager.GetText("ActivityBossSingleAttention")
XLuaUiManager.Open("UiAttentionDesc", title, attentionDesc, attentionDescTitle)
end