PGRData/Script/matrix/xui/xuibfrt/XUiBfrtDeploy.lua

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Lua
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local pairs = pairs
local ipairs = ipairs
local ANIMATION_OPEN = "AniBfrtDeployBegin"
local XUiGridEchelon = require("XUi/XUiBfrt/XUiGridEchelon")
local XUiBfrtDeploy = XLuaUiManager.Register(XLuaUi, "UiBfrtDeploy")
function XUiBfrtDeploy:OnAwake()
XDataCenter.BfrtManager.InitTeamCaptainPos()
XDataCenter.BfrtManager.InitTeamFirstFightPos()
self:AutoAddListener()
self.GridEchelon.gameObject:SetActiveEx(false)
self:ResetGroupInfo()
end
function XUiBfrtDeploy:OnStart(groupId)
self:InitGroupInfo(groupId)
--self:PlayAnimation(ANIMATION_OPEN)
end
function XUiBfrtDeploy:OnDestroy()
for index, echelonId in ipairs(self.FightInfoIdList) do
XDataCenter.BfrtManager.InitTeamCaptainPos()
XDataCenter.BfrtManager.InitTeamFirstFightPos()
end
self:ResetGroupInfo()
end
function XUiBfrtDeploy:ResetGroupInfo()
self.GroupId = nil
self.FightInfoIdList = {}
self.LogisticsInfoIdList = {}
self.FightTeamList = {}
self.LogisticsTeamList = {}
self.CharacterIdListWrap = {}
self.FightTeamGridList = {}
self.LogisticsTeamGridList = {}
end
function XUiBfrtDeploy:InitGroupInfo(groupId)
if not groupId then
XLog.Error("XUiBfrtDeploy:InitGroupInfo error: groupId not Exist.")
return
end
self.GroupId = groupId
self.FightInfoIdList = XDataCenter.BfrtManager.GetFightInfoIdList(groupId)
self.LogisticsInfoIdList = XDataCenter.BfrtManager.GetLogisticsInfoIdList(groupId)
self.FightTeamList = XDataCenter.BfrtManager.GetFightTeamList(groupId)
self.LogisticsTeamList = XDataCenter.BfrtManager.GetLogisticsTeamList(groupId)
self:UpdateEchelonList()
end
function XUiBfrtDeploy:AutoAddListener()
self.BtnAutoTeam.CallBack = function() self:OnBtnAutoTeamClick() end
self.BtnFight.CallBack = function() self:OnBtnFightClick() end
self.BtnBack.CallBack = function() self:OnBtnBackClick() end
self.BtnMainUi.CallBack = function() self:OnBtnMainUiClick() end
self.BtnQuickDeploy.CallBack = function() self:OnBtnQuickDeployClick() end
self.BtnHelp.CallBack = function()
self:OnBtnHelpClick()
end
end
function XUiBfrtDeploy:OnBtnFightClick()
--先检查挑战次数
local groupId = self.GroupId
local baseStageId = XDataCenter.BfrtManager.GetBaseStage(groupId)
local chanllengeNum = XDataCenter.BfrtManager.GetGroupFinishCount(baseStageId)
local maxChallengeNum = XDataCenter.BfrtManager.GetGroupMaxChallengeNum(baseStageId)
if maxChallengeNum > 0 and chanllengeNum >= maxChallengeNum then
XUiManager.TipMsg(CS.XTextManager.GetText("FubenChallengeCountNotEnough"))
return
end
--再检查队伍
local fightTeamList = self.FightTeamList
local logisticsTeamList = self.LogisticsTeamList
local checkTeamCb = function()
self:Close()
XLuaUiManager.Open("UiBfrtInfo", groupId, fightTeamList)
end
XDataCenter.BfrtManager.CheckTeam(groupId, fightTeamList, logisticsTeamList, checkTeamCb)
end
function XUiBfrtDeploy:OnBtnAutoTeamClick()
local fightTeamList, logisticsTeamList, anyMemberInTeam = XDataCenter.BfrtManager.AutoTeam(self.GroupId)
if not anyMemberInTeam then
XUiManager.TipMsg(CS.XTextManager.GetText("BfrtAutoTeamNoMember"))
return
end
self.FightTeamList, self.LogisticsTeamList = fightTeamList, logisticsTeamList
self:UpdateEchelonList()
end
function XUiBfrtDeploy:OnBtnQuickDeployClick()
local groupId = self.GroupId
local saveCb = function()
self:UpdateEchelonList()
end
self:OpenChildUi("UiBfrtQuickDeploy", groupId, self, saveCb)
end
function XUiBfrtDeploy:OnBtnBackClick()
self:Close()
end
function XUiBfrtDeploy:OnBtnMainUiClick()
XLuaUiManager.RunMain()
end
function XUiBfrtDeploy:UpdateEchelonList()
local passCondition = true
local data = {
EchelonType = nil,
BfrtGroupId = self.GroupId,
EchelonId = nil,
EchelonIndex = nil,
BaseStage = XDataCenter.BfrtManager.GetBaseStage(self.GroupId),
}
for index, echelonId in ipairs(self.FightInfoIdList) do
data.EchelonType = XDataCenter.BfrtManager.EchelonType.Fight
data.EchelonId = echelonId
data.EchelonIndex = index
data.TeamList = self.FightTeamList
data.CharacterIdListWrap = self.CharacterIdListWrap
local grid = self.FightTeamGridList[index]
if not grid then
local ui = CS.UnityEngine.Object.Instantiate(self.GridEchelon)
grid = XUiGridEchelon.New(self, ui, data)
grid.Transform:SetParent(self.PanelEchelonContent, false)
grid.GameObject:SetActiveEx(true)
grid.GameObject.name = tostring(echelonId)
self.FightTeamGridList[index] = grid
else
grid:UpdateEchelonInfo(data)
end
passCondition = passCondition and grid.ConditionPassed
end
for i = #self.FightInfoIdList + 1, #self.FightTeamList do
self.FightTeamList[i] = nil
end
for index, echelonId in ipairs(self.LogisticsInfoIdList) do
data.EchelonType = XDataCenter.BfrtManager.EchelonType.Logistics
data.EchelonId = echelonId
data.EchelonIndex = index
data.TeamList = self.LogisticsTeamList
data.CharacterIdListWrap = self.CharacterIdListWrap
local grid = self.LogisticsTeamGridList[index]
if not grid then
local ui = CS.UnityEngine.Object.Instantiate(self.GridEchelon)
grid = XUiGridEchelon.New(self, ui, data)
grid.Transform:SetParent(self.PanelEchelonContent, false)
grid.GameObject:SetActiveEx(true)
grid.GameObject.name = tostring(echelonId)
self.LogisticsTeamGridList[index] = grid
else
grid:UpdateEchelonInfo(data)
end
passCondition = passCondition and grid.ConditionPassed
end
for i = #self.LogisticsInfoIdList + 1, #self.LogisticsTeamList do
self.LogisticsTeamList[i] = nil
end
-- self.PanelDanger.gameObject:SetActiveEx(not passCondition)
self.PanelDanger.gameObject:SetActiveEx(false)
local allTeamEmpty = self:CheckAllTeamEmpty()
self.BtnQuickDeploy.gameObject:SetActiveEx(not allTeamEmpty)
end
function XUiBfrtDeploy:OnBtnHelpClick()
local helpContent = CS.XGame.ClientConfig:GetString("BfrtShowHelpTip03")
XUiManager.ShowHelpTip(helpContent)
end
function XUiBfrtDeploy:CheckIsInTeamList(characterId, curEchelonIndex)
if not characterId or characterId == 0 then
return
end
for echelonIndex, team in pairs(self.FightTeamList) do
if curEchelonIndex ~= echelonIndex then
for _, id in pairs(team) do
if id == characterId then
return echelonIndex, XDataCenter.BfrtManager.EchelonType.Fight
end
end
end
end
for echelonIndex, team in pairs(self.LogisticsTeamList) do
if curEchelonIndex ~= echelonIndex then
for _, id in pairs(team) do
if id == characterId then
return echelonIndex, XDataCenter.BfrtManager.EchelonType.Logistics
end
end
end
end
end
function XUiBfrtDeploy:CheckAllTeamEmpty()
for echelonIndex, team in pairs(self.FightTeamList) do
for _, id in pairs(team) do
if id and id > 0 then
return false
end
end
end
for echelonIndex, team in pairs(self.LogisticsTeamList) do
for _, id in pairs(team) do
if id and id > 0 then
return false
end
end
end
return true
end
function XUiBfrtDeploy:FindTeamPos(characterId)
if not characterId or characterId <= 0 then return end
local findTeam, findPos
for _, team in pairs(self.FightTeamList) do
for pos, id in pairs(team) do
if id == characterId then
findTeam = team
findPos = pos
break
end
end
end
if not findTeam then
for _, team in pairs(self.LogisticsTeamList) do
for pos, id in pairs(team) do
if id == characterId then
findTeam = team
findPos = pos
break
end
end
end
end
return findTeam, findPos
end
function XUiBfrtDeploy:CharacterSwapEchelon(oldCharacterId, newCharacterId)
local oldTeam, oldCharacterPos = self:FindTeamPos(oldCharacterId)
local newTeam, newCharacterPos = self:FindTeamPos(newCharacterId)
if oldTeam and oldCharacterPos then
oldTeam[oldCharacterPos] = newCharacterId
end
if newTeam and newCharacterPos then
newTeam[newCharacterPos] = oldCharacterId
end
end