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

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local stringFormat = string.format
local MAX_UI_STAGE_COUNT = 10
local ANIMATION_OPEN = "UiBfrtInfoBegan%d"
local ANIMATION_LOOP = "UiBfrtInfoLoop%d"
local ANIMATION_PANEL = "PanelStageList0%d"
local XUiBfrtInfo = XLuaUiManager.Register(XLuaUi, "UiBfrtInfo")
function XUiBfrtInfo:OnGetEvents()
return { CS.XEventId.EVENT_FIGHT_FORCE_EXIT, XEventId.EVENT_FUBEN_SETTLE_FAIL }
end
function XUiBfrtInfo:OnNotify(evt)
if evt == CS.XEventId.EVENT_FIGHT_FORCE_EXIT or evt == XEventId.EVENT_FUBEN_SETTLE_FAIL then
self:Close()
end
end
function XUiBfrtInfo:OnStart(groupId, fightTeams)
self:ShowBfrtInfo(groupId, fightTeams)
end
function XUiBfrtInfo:ShowBfrtInfo(groupId, fightTeams)
self.GroupId = groupId
self.CurIndex = 1
local chapterId = XDataCenter.BfrtManager.GetChapterIdByGroupId(groupId)
local chapterCfg = XDataCenter.BfrtManager.GetChapterCfg(chapterId)
local stageIdList = XDataCenter.BfrtManager.GetStageIdList(groupId)
local maxIndex = #stageIdList
self.TxtZhangjie.text = chapterCfg.ChapterName
self.TxtGroupName.text = chapterCfg.ChapterEn
local updateStageInfofunc = function()
if self.CurIndex > maxIndex then
XDataCenter.BfrtManager.SetCloseLoadingCb()
XDataCenter.BfrtManager.SetFightCb()
self:Close()
return
end
self.FullScreenBackground.gameObject:SetActiveEx(true)
self.SafeAreaContentPane.gameObject:SetActiveEx(true)
local stageId = stageIdList[self.CurIndex]
local team = fightTeams[self.CurIndex]
self:UpdateAnimationNode()
self:PlayBeginAnimation()
self:SetBfrtTeam(team)
local fightInfoIdList = XDataCenter.BfrtManager.GetFightInfoIdList(groupId)
local echelonId = fightInfoIdList[self.CurIndex]
local captainPos = XDataCenter.BfrtManager.GetTeamCaptainPos(echelonId, groupId, self.CurIndex)
local firstFightPost = XDataCenter.BfrtManager.GetTeamFirstFightPos(echelonId, groupId, self.CurIndex)
XDataCenter.FubenManager.EnterBfrtFight(stageId, team, captainPos, firstFightPost)
self.TxtName.text = CS.XTextManager.GetText("BfrtInfoTeamName", self.CurIndex)
end
XDataCenter.BfrtManager.SetCloseLoadingCb(function()
self.FullScreenBackground.gameObject:SetActiveEx(false)
self.SafeAreaContentPane.gameObject:SetActiveEx(false)
end)
XDataCenter.BfrtManager.SetFightCb(function(result)
if not result then
XDataCenter.BfrtManager.SetCloseLoadingCb()
XDataCenter.BfrtManager.SetFightCb()
self:Close()
else
self.CurIndex = self.CurIndex + 1
updateStageInfofunc()
end
end)
updateStageInfofunc()
end
function XUiBfrtInfo:SetBfrtTeam(team)
local count = #team
if count <= 0 then
self.GridTeam.gameObject:SetActiveEx(false)
return
end
for i = 1, count do
local viewIndex = XDataCenter.BfrtManager.TeamPosConvert(i)
if team[i] > 0 then
self["RImgCharIcon" .. viewIndex]:SetRawImage(XDataCenter.CharacterManager.GetCharBigRoundnessNotItemHeadIcon(team[i]))
self["PanelCharIcon" .. viewIndex].gameObject:SetActiveEx(true)
else
self["PanelCharIcon" .. viewIndex].gameObject:SetActiveEx(false)
end
end
end
function XUiBfrtInfo:UpdateAnimationNode()
for i = 1, MAX_UI_STAGE_COUNT do
local go = self.Transform:FindGameObject(stringFormat(ANIMATION_PANEL, i))
if not XTool.UObjIsNil(go) then
go:SetActiveEx(i == self.CurIndex)
end
end
local stageList = XDataCenter.BfrtManager.GetStageIdList(self.GroupId)
local parent = self.Transform:FindGameObject(stringFormat(ANIMATION_PANEL, self.CurIndex))
if not XTool.UObjIsNil(parent) then
for i = #stageList + 2, MAX_UI_STAGE_COUNT do
local go = parent.transform:FindGameObject("GridBfrtStage" .. i)
if not XTool.UObjIsNil(go) then
go:SetActiveEx(false)
end
end
end
end
function XUiBfrtInfo:PlayBeginAnimation()
local endCb = function()
self:PlayLoopAnimation()
end
local animName = stringFormat(ANIMATION_OPEN, self.CurIndex)
self:PlayAnimation(animName, endCb)
end
function XUiBfrtInfo:PlayLoopAnimation()
local animName = stringFormat(ANIMATION_LOOP, self.CurIndex)
self:PlayAnimation(animName)
end