forked from endernon/PGRData
679 lines
No EOL
27 KiB
Lua
679 lines
No EOL
27 KiB
Lua
local XUiGridBfrtCharacter = require("XUi/XUiBfrt/XUiGridBfrtCharacter")
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local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
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local CSXTextManagerGetText = CS.XTextManager.GetText
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local ANIMATION_OPEN = "AniBfrtRoomCharacterBegin"
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local CONDITION_HEX_COLOR = {
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[true] = "000000FF",
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[false] = "BC0F23FF",
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}
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local TabBtnIndex = {
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Normal = 1,
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Isomer = 2,
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}
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local CharacterTypeConvert = {
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[TabBtnIndex.Normal] = XCharacterConfigs.CharacterType.Normal,
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[TabBtnIndex.Isomer] = XCharacterConfigs.CharacterType.Isomer,
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}
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local TabBtnIndexConvert = {
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[XCharacterConfigs.CharacterType.Normal] = TabBtnIndex.Normal,
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[XCharacterConfigs.CharacterType.Isomer] = TabBtnIndex.Isomer,
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}
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local XUiBfrtRoomCharacter = XLuaUiManager.Register(XLuaUi, "UiBfrtRoomCharacter")
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function XUiBfrtRoomCharacter:OnAwake()
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self:InitAutoScript()
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self:InitComponentState()
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local root = self.UiModelGo.transform
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self.PanelRoleModel = root:FindTransform("PanelRoleModel")
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self.ImgEffectHuanren = root:FindTransform("ImgEffectHuanren")
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self.ImgEffectHuanren1 = root:FindTransform("ImgEffectHuanren1")
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self.RoleModelPanel = XUiPanelRoleModel.New(self.PanelRoleModel, self.Name, nil, true, nil, true)
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self.GridIndex = {}
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self.TagCacheDic = {}
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self.SortFunction = {}
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self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default] = function(leftCharacter, rightCharacter)
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local leftNotInTeam = not self:CheckCharacterInTeam(leftCharacter.Id)
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local leftNotInTeamList = self.CheckIsInTeamListCb(leftCharacter.Id) == nil
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local leftAbility = leftCharacter.Ability
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local leftLevel = leftCharacter.Level
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local leftQuality = leftCharacter.Quality
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local leftPriority = XCharacterConfigs.GetCharacterPriority(leftCharacter.Id)
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local rightNotInTeam = not self:CheckCharacterInTeam(rightCharacter.Id)
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local rightNotInTeamList = self.CheckIsInTeamListCb(rightCharacter.Id) == nil
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local rightAbility = rightCharacter.Ability
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local rightLevel = rightCharacter.Level
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local rightQuality = rightCharacter.Quality
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local rightPriority = XCharacterConfigs.GetCharacterPriority(rightCharacter.Id)
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if leftNotInTeam ~= rightNotInTeam then
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return leftNotInTeam
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end
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if leftNotInTeamList ~= rightNotInTeamList then
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return leftNotInTeamList
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end
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if leftAbility ~= rightAbility then
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return leftAbility > rightAbility
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end
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if leftLevel ~= rightLevel then
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return leftLevel > rightLevel
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end
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if leftQuality ~= rightQuality then
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return leftQuality > rightQuality
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end
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return leftPriority < rightPriority
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end
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self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Quality] = function(leftCharacter, rightCharacter)
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local leftQuality = leftCharacter.Quality
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local rightQuality = rightCharacter.Quality
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if leftQuality ~= rightQuality then
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return leftQuality > rightQuality
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end
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return self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default](leftCharacter, rightCharacter)
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end
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self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Level] = function(leftCharacter, rightCharacter)
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local leftLevel = leftCharacter.Level
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local rightLevel = rightCharacter.Level
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if leftLevel ~= rightLevel then
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return leftLevel > rightLevel
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end
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return self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default](leftCharacter, rightCharacter)
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end
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self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Ability] = function(leftCharacter, rightCharacter)
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local leftAbility = leftCharacter.Ability
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local rightAbility = rightCharacter.Ability
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if leftAbility ~= rightAbility then
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return leftAbility > rightAbility
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end
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return self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default](leftCharacter, rightCharacter)
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end
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self.CharacterGrids = {}
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end
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function XUiBfrtRoomCharacter:OnStart(viewData)
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self:UpdateViewData(viewData)
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self:UpdateTxtRequireAbility()
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self:PlayAnimation(ANIMATION_OPEN)
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XEventManager.AddEventListener(XEventId.EVENT_TEAM_PREFAB_SELECT, self.UpdateTeamPrefab, self)
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end
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function XUiBfrtRoomCharacter:OnDestroy()
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XEventManager.RemoveEventListener(XEventId.EVENT_TEAM_PREFAB_SELECT, self.UpdateTeamPrefab, self)
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end
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function XUiBfrtRoomCharacter:OnEnable()
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CS.XGraphicManager.UseUiLightDir = true
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self:UpdateCurCharacterGrid()
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end
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function XUiBfrtRoomCharacter:OnDisable()
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CS.XGraphicManager.UseUiLightDir = false
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end
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function XUiBfrtRoomCharacter:InitComponentState()
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self.GridBfrtCharacter.gameObject:SetActiveEx(false)
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self.BtnJoinTeam.gameObject:SetActiveEx(false)
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self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin)
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end
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function XUiBfrtRoomCharacter:UpdateViewData(viewData)
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if not viewData.TeamCharacterIdList or not viewData.TeamSelectPos then
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XLog.Error("XUiBfrtRoomCharacter:UpdateViewData error: TeamCharacterIdList or TeamSelectPos do not exist!")
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return
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end
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self.EchelonId = viewData.EchelonId
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self.GroupId = viewData.BfrtGroupId
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self.StageId = viewData.StageId
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self.RequireAbility = viewData.RequireAbility
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self.TeamCharacterIdList = viewData.TeamCharacterIdList
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self.TeamSelectPos = viewData.TeamSelectPos
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self.EchelonIndex = viewData.EchelonIndex
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self.EchelonType = viewData.EchelonType
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self.CheckIsInTeamListCb = viewData.CheckIsInTeamListCb
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self.CharacterSwapEchelonCb = viewData.CharacterSwapEchelonCb
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self.TeamResultCb = viewData.TeamResultCb
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self.EchelonRequireCharacterNum = viewData.EchelonRequireCharacterNum
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self.CharacterLimitType = XFubenConfigs.GetStageCharacterLimitType(self.StageId)
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self.LimitBuffId = XFubenConfigs.GetStageCharacterLimitBuffId(self.StageId)
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self:InitRequireCharacterInfo()
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self:InitCharacterTypeBtns()
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end
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function XUiBfrtRoomCharacter:InitRequireCharacterInfo()
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local characterLimitType = self.CharacterLimitType
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if not XFubenConfigs.IsStageCharacterLimitConfigExist(characterLimitType) then
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self.PanelRequireCharacter.gameObject:SetActiveEx(false)
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return
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else
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self.PanelRequireCharacter.gameObject:SetActiveEx(true)
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end
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local icon = XFubenConfigs.GetStageCharacterLimitImageTeamEdit(characterLimitType)
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self.ImgRequireCharacter:SetSprite(icon)
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end
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function XUiBfrtRoomCharacter:ResetTeamData()
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self.TeamCharacterIdList = { 0, 0, 0 }
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end
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function XUiBfrtRoomCharacter:RefreshCharacterTypeTips()
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local limitBuffId = self.LimitBuffId
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local characterType = CharacterTypeConvert[self.SelectTabBtnIndex]
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local characterLimitType = self.CharacterLimitType
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local text = XFubenConfigs.GetStageCharacterLimitTextSelectCharacter(characterLimitType, characterType, limitBuffId)
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self.TxtRequireCharacter.text = text
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end
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function XUiBfrtRoomCharacter:InitCharacterTypeBtns()
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self.BtnTabShougezhe.gameObject:SetActiveEx(not XFunctionManager.CheckFunctionFitter(XFunctionManager.FunctionName.Isomer))
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local tabBtns = { self.BtnTabGouzaoti, self.BtnTabShougezhe }
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self.PanelCharacterTypeBtns:Init(tabBtns, function(index) self:TrySelectCharacterType(index) end)
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local characterLimitType = self.CharacterLimitType
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local lockGouzaoti = characterLimitType == XFubenConfigs.CharacterLimitType.Isomer
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local lockShougezhe = not XFunctionManager.JudgeOpen(XFunctionManager.FunctionName.Isomer) or characterLimitType == XFubenConfigs.CharacterLimitType.Normal
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self.BtnTabGouzaoti:SetDisable(lockGouzaoti)
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self.BtnTabShougezhe:SetDisable(lockShougezhe)
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--检查选择角色类型是否和副本限制类型冲突
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local characterType = XDataCenter.FubenManager.GetDefaultCharacterTypeByCharacterLimitType(self.CharacterLimitType)
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local tempCharacterType = self:GetTeamCharacterType()
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if tempCharacterType and not (tempCharacterType == XCharacterConfigs.CharacterType.Normal and lockGouzaoti
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or tempCharacterType == XCharacterConfigs.CharacterType.Isomer and lockShougezhe) then
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characterType = tempCharacterType
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end
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self.PanelCharacterTypeBtns:SelectIndex(TabBtnIndexConvert[characterType])
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end
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function XUiBfrtRoomCharacter:TrySelectCharacterType(index)
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local characterType = CharacterTypeConvert[index]
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if characterType == XCharacterConfigs.CharacterType.Isomer and not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.Isomer) then return end
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local characterLimitType = self.CharacterLimitType
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if characterLimitType == XFubenConfigs.CharacterLimitType.Normal then
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if characterType == XCharacterConfigs.CharacterType.Isomer then
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XUiManager.TipText("TeamSelectCharacterTypeLimitTipNormal")
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return
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end
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elseif characterLimitType == XFubenConfigs.CharacterLimitType.Isomer then
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if characterType == XCharacterConfigs.CharacterType.Normal then
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XUiManager.TipText("TeamSelectCharacterTypeLimitTipIsomer")
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return
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end
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-- elseif characterLimitType == XFubenConfigs.CharacterLimitType.IsomerDebuff then
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-- if characterType == XCharacterConfigs.CharacterType.Isomer then
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-- local buffDes = XFubenConfigs.GetBuffDes(self.LimitBuffId)
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-- local content = CSXTextManagerGetText("TeamSelectCharacterTypeLimitTipIsomerDebuff", buffDes)
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-- local sureCallBack = function()
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-- self:OnSelectCharacterType(index)
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-- end
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-- local closeCallback = function()
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-- self.PanelCharacterTypeBtns:SelectIndex(TabBtnIndexConvert[XCharacterConfigs.CharacterType.Normal])
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-- end
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-- XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, closeCallback, sureCallBack)
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-- return
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-- end
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-- elseif characterLimitType == XFubenConfigs.CharacterLimitType.NormalDebuff then
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-- if characterType == XCharacterConfigs.CharacterType.Normal then
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-- local buffDes = XFubenConfigs.GetBuffDes(self.LimitBuffId)
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-- local content = CSXTextManagerGetText("TeamSelectCharacterTypeLimitTipNormalDebuff", buffDes)
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-- local sureCallBack = function()
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-- self:OnSelectCharacterType(index)
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-- end
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-- local closeCallback = function()
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-- self.PanelCharacterTypeBtns:SelectIndex(TabBtnIndexConvert[XCharacterConfigs.CharacterType.Isomer])
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-- end
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-- XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, closeCallback, sureCallBack)
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-- return
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-- end
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end
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self:OnSelectCharacterType(index)
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end
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function XUiBfrtRoomCharacter:OnSelectCharacterType(index)
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if self.SelectTabBtnIndex == index then return end
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self.SelectTabBtnIndex = index
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XDataCenter.RoomCharFilterTipsManager.Reset()
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local characterType = CharacterTypeConvert[index]
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local charlist = XDataCenter.CharacterManager.GetOwnCharacterList(characterType)
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table.sort(charlist, self.SortFunction[XRoomCharFilterTipsConfigs.EnumSortTag.Default])
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self:RefreshCharacterTypeTips()
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self:UpdateCharacterList(charlist)
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end
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function XUiBfrtRoomCharacter:UpdateCharacterList(charlist)
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if not next(charlist) then
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self:SetPanelEmptyList(true)
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return
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end
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self:SetPanelEmptyList(false)
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for _, item in pairs(self.CharacterGrids) do
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item.GameObject:SetActiveEx(false)
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end
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local charDic = {}
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for i = 1, #charlist do
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local character = charlist[i]
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local characterId = character.Id
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charDic[characterId] = character
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local grid = self.CharacterGrids[characterId]
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if not grid then
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local item = CS.UnityEngine.Object.Instantiate(self.GridBfrtCharacter)
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grid = XUiGridBfrtCharacter.New(self, item, character)
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grid.Transform:SetParent(self.PanelRoleContent, false)
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self.GridIndex[i] = grid
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else
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self.GridIndex[i]:Refresh(character)
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end
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self.CharacterGrids[characterId] = self.GridIndex[i]
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self.CharacterGrids[characterId]:SetInTeam(self.CheckIsInTeamListCb(characterId))
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end
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local characterType = CharacterTypeConvert[self.SelectTabBtnIndex]
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local teamCharIdMap = self.TeamCharacterIdList
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local teamSelectPos = self.TeamSelectPos
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local selectId = teamCharIdMap[teamSelectPos]
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if not selectId or selectId == 0
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or not self.CharacterGrids[selectId]
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or characterType ~= XCharacterConfigs.GetCharacterType(selectId)
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or not charDic[selectId]
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then
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selectId = charlist[1].Id
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end
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self:OnSelectCharacter(selectId)
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end
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function XUiBfrtRoomCharacter:SetPanelEmptyList(isEmpty)
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self.BtnQuitTeam.gameObject:SetActiveEx(false)
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self.BtnJoinTeam.gameObject:SetActiveEx(false)
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self.BtnConsciousness.gameObject:SetActiveEx(not isEmpty)
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self.BtnFashion.gameObject:SetActiveEx(not isEmpty)
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self.BtnWeapon.gameObject:SetActiveEx(not isEmpty)
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self.BtnPartner.gameObject:SetActiveEx(not isEmpty)
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self.PanelRoleModel.gameObject:SetActiveEx(not isEmpty)
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self.PanelRoleContent.gameObject:SetActiveEx(not isEmpty)
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self.PanelEmptyList.gameObject:SetActiveEx(isEmpty)
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end
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function XUiBfrtRoomCharacter:CenterToGrid(grid)
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-- local normalizedPosition
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-- local count = self.SViewCharacterList.content.transform.childCount
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-- local index = grid.Transform:GetSiblingIndex()
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-- if index > count / 2 then
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-- normalizedPosition = (index + 1) / count
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-- else
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-- normalizedPosition = (index - 1) / count
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-- end
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-- self.SViewCharacterList.verticalNormalizedPosition = math.max(0, math.min(1, (1 - normalizedPosition)))
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end
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function XUiBfrtRoomCharacter:OnSelectCharacter(selectId)
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if not selectId then
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return
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end
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self.CurCharacterId = selectId
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if self.CurCharacterGrid then
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self.CurCharacterGrid:SetSelect(false)
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end
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self.CurCharacterGrid = self.CharacterGrids[self.CurCharacterId]
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self.CurCharacterGrid:SetSelect(true)
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self:CenterToGrid(self.CurCharacterGrid)
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self:UpdateCurCharacterGrid()
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end
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function XUiBfrtRoomCharacter:UpdateCurCharacterGrid()
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local character = XDataCenter.CharacterManager.GetCharacter(self.CurCharacterId)
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self.CurCharacterGrid:Refresh(character)
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self:UpdateTeamBtn()
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self:UpdateTxtRequireAbilityColor()
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self:UpdateRoleModel()
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end
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function XUiBfrtRoomCharacter:UpdateTeamBtn()
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if not (self.TeamCharacterIdList and next(self.TeamCharacterIdList)) then
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return
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end
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local isInTeam = self:CheckCharacterInTeam(self.CurCharacterId)
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self.BtnQuitTeam.gameObject:SetActiveEx(isInTeam)
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self.BtnJoinTeam.gameObject:SetActiveEx(not isInTeam)
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end
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function XUiBfrtRoomCharacter:UpdateTxtRequireAbility()
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self.TxtRequireAbility.text = self.RequireAbility
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self.TxtEchelonName.text = XDataCenter.BfrtManager.GetEchelonNameTxt(self.EchelonType, self.EchelonIndex)
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end
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function XUiBfrtRoomCharacter:UpdateTxtRequireAbilityColor()
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local curCharacter = XDataCenter.CharacterManager.GetCharacter(self.CurCharacterId)
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local passed = curCharacter and curCharacter.Ability >= self.RequireAbility or false
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self.TxtRequireAbility.color = XUiHelper.Hexcolor2Color(CONDITION_HEX_COLOR[passed])
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end
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function XUiBfrtRoomCharacter:UpdateRoleModel()
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local characterId = self.CurCharacterId
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if not characterId then return end
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local targetPanelRole = self.PanelRoleModel
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local targetUiName = self.Name
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local charaterFunc = function(model)
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if not model then
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return
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end
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self.PanelDrag.Target = model.transform
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if self.SelectTabBtnIndex == TabBtnIndex.Normal then
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self.ImgEffectHuanren.gameObject:SetActiveEx(true)
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elseif self.SelectTabBtnIndex == TabBtnIndex.Isomer then
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self.ImgEffectHuanren1.gameObject:SetActiveEx(true)
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end
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end
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self.ImgEffectHuanren.gameObject:SetActiveEx(false)
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self.ImgEffectHuanren1.gameObject:SetActiveEx(false)
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self.RoleModelPanel:UpdateCharacterModel(self.CurCharacterId, targetPanelRole, targetUiName, charaterFunc)
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end
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function XUiBfrtRoomCharacter:InitAutoScript()
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self:AutoInitUi()
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self:AutoAddListener()
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end
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function XUiBfrtRoomCharacter:AutoInitUi()
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self.BtnFashion = self.Transform:Find("SafeAreaContentPane/CharList/TeamBtn/BtnFashion"):GetComponent("Button")
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self.BtnConsciousness = self.Transform:Find("SafeAreaContentPane/CharList/TeamBtn/BtnConsciousness"):GetComponent("Button")
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self.BtnJoinTeam = self.Transform:Find("SafeAreaContentPane/CharList/TeamBtn/BtnJoinTeam"):GetComponent("Button")
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self.BtnQuitTeam = self.Transform:Find("SafeAreaContentPane/CharList/TeamBtn/BtnQuitTeam"):GetComponent("Button")
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self.BtnTeaching = self.Transform:Find("SafeAreaContentPane/BtnTeaching"):GetComponent("XUiButton")
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self.SViewCharacterList = self.Transform:Find("SafeAreaContentPane/CharList/CharInfo/Left/SViewCharacterList"):GetComponent("ScrollRect")
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self.PanelRoleContent = self.Transform:Find("SafeAreaContentPane/CharList/CharInfo/Left/SViewCharacterList/Viewport/PanelRoleContent")
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self.GridBfrtCharacter = self.Transform:Find("SafeAreaContentPane/CharList/CharInfo/Left/SViewCharacterList/Viewport/PanelRoleContent/GridBfrtCharacter")
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self.PanelDrag = self.Transform:Find("SafeAreaContentPane/CharList/CharInfo/PanelDrag"):GetComponent("XDrag")
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self.PanelAsset = self.Transform:Find("SafeAreaContentPane/PanelAsset")
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self.BtnBack = self.Transform:Find("SafeAreaContentPane/Top/BtnBack"):GetComponent("Button")
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self.BtnMainUi = self.Transform:Find("SafeAreaContentPane/Top/BtnMainUi"):GetComponent("Button")
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self.BtnWeapon = self.Transform:Find("SafeAreaContentPane/CharList/TeamBtn/BtnWeapon"):GetComponent("Button")
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end
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function XUiBfrtRoomCharacter:AutoAddListener()
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self:RegisterClickEvent(self.BtnFashion, self.OnBtnFashionClick)
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self:RegisterClickEvent(self.BtnConsciousness, self.OnBtnConsciousnessClick)
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self:RegisterClickEvent(self.BtnJoinTeam, self.OnBtnJoinTeamClick)
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self:RegisterClickEvent(self.BtnQuitTeam, self.OnBtnQuitTeamClick)
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self:RegisterClickEvent(self.BtnBack, self.OnBtnBackClick)
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self:RegisterClickEvent(self.BtnMainUi, self.OnBtnMainUiClick)
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self:RegisterClickEvent(self.BtnWeapon, self.OnBtnWeaponClick)
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self:RegisterClickEvent(self.BtnTeamPrefab, self.OnBtnTeamPrefabClick)
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self.BtnPartner.CallBack = function()
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self:OnBtnPartnerClick()
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end
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self.BtnFilter.CallBack = function()
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self:OnBtnFilterClick()
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end
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self.BtnTeaching.CallBack = function () self:OnBtnBtnTeachingClick() end
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:OnBtnTeamPrefabClick()
|
||
local stageId = self.StageId
|
||
local limitBuffId = self.LimitBuffId
|
||
local characterLimitType = self.CharacterLimitType
|
||
local stageInfos = XDataCenter.FubenManager.GetStageInfo(stageId)
|
||
local stageType = stageInfos and stageInfos.Type
|
||
local closeCallback = function()
|
||
self:CheckJoinTeamPrefab()
|
||
end
|
||
XLuaUiManager.Open("UiRoomTeamPrefab", nil, nil, characterLimitType, limitBuffId, stageType, nil, closeCallback, stageId)
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:OnBtnConsciousnessClick()
|
||
XMVCA:GetAgency(ModuleId.XEquip):OpenUiEquipAwareness(self.CurCharacterId)
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:OnBtnBtnTeachingClick()
|
||
local id = self.CurCharacterId
|
||
XDataCenter.PracticeManager.OpenUiFubenPractice(id, true)
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:OnBtnWeaponClick()
|
||
XMVCA:GetAgency(ModuleId.XEquip):OpenUiEquipReplace(self.CurCharacterId, nil, true)
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:OnBtnFashionClick()
|
||
XLuaUiManager.Open("UiFashion", self.CurCharacterId)
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:UpdateTeamPrefab(team)
|
||
self.TeamDataPrefab = team.TeamData
|
||
self.TeamDataIndex = 1
|
||
XDataCenter.BfrtManager.SetTeamCaptainPos(self.EchelonId, team.CaptainPos)
|
||
XDataCenter.BfrtManager.SetTeamFirstFightPos(self.EchelonId, team.FirstFightPos)
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:CheckJoinTeamPrefab()
|
||
if not self.TeamDataIndex or not self.TeamDataPrefab then
|
||
return
|
||
end
|
||
|
||
local index = self.TeamDataIndex
|
||
local characterId = self.TeamDataPrefab[index]
|
||
if not characterId then
|
||
XUiManager.TipText("SCRoleSkillUploadSuccess")
|
||
self:Close()
|
||
return
|
||
end
|
||
|
||
local joinFunc = function()
|
||
self.TeamDataIndex = self.TeamDataIndex + 1
|
||
self:CheckJoinTeamPrefab()
|
||
end
|
||
self:OnJoinTeam(characterId, index, true, joinFunc, true)
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:OnJoinTeam(characterId, teamSelectPos, isNotClose, cb, isSkipTip)
|
||
local callback = cb --成功或取消加入编队回调
|
||
local teamSelectPos = teamSelectPos or self.TeamSelectPos
|
||
if teamSelectPos > self.EchelonRequireCharacterNum then
|
||
if callback then
|
||
callback()
|
||
end
|
||
return
|
||
end
|
||
|
||
local characterId = characterId
|
||
local isNotClose = isNotClose --是否不关闭本界面
|
||
local isSkipTip = isSkipTip --是否跳过二次弹窗确认
|
||
|
||
local joinFunc = function(isReset)
|
||
local echelonIndex, echelonType = self.CheckIsInTeamListCb(characterId)
|
||
if echelonIndex and echelonType then
|
||
local sureCallback = function()
|
||
if isReset then
|
||
self:ResetTeamData()
|
||
end
|
||
|
||
self.CharacterSwapEchelonCb(characterId, self.TeamCharacterIdList[teamSelectPos])
|
||
self.TeamCharacterIdList[teamSelectPos] = characterId
|
||
if not isNotClose then
|
||
self:Close()
|
||
elseif callback then
|
||
callback()
|
||
end
|
||
end
|
||
|
||
if isSkipTip then
|
||
sureCallback()
|
||
return
|
||
end
|
||
|
||
local title = CS.XTextManager.GetText("BfrtDeployTipTitle")
|
||
local characterName = XCharacterConfigs.GetCharacterName(characterId)
|
||
local oldEchelon = XDataCenter.BfrtManager.GetEchelonNameTxt(echelonType, echelonIndex)
|
||
local newEchelon = XDataCenter.BfrtManager.GetEchelonNameTxt(self.EchelonType, self.EchelonIndex)
|
||
local content = CS.XTextManager.GetText("BfrtDeployTipContent", characterName, oldEchelon, newEchelon)
|
||
|
||
XUiManager.DialogTip(title, content, XUiManager.DialogType.Normal, callback, sureCallback)
|
||
else
|
||
if isReset then
|
||
self:ResetTeamData()
|
||
end
|
||
|
||
self:QuitTeam(characterId)
|
||
self.TeamCharacterIdList[teamSelectPos] = characterId
|
||
if not isNotClose then
|
||
self:Close()
|
||
elseif callback then
|
||
callback()
|
||
end
|
||
end
|
||
end
|
||
|
||
-- 角色类型不一致拦截
|
||
local inTeamCharacterType = self:GetTeamCharacterType()
|
||
if inTeamCharacterType then
|
||
local characterType = characterId and characterId ~= 0 and XCharacterConfigs.GetCharacterType(characterId)
|
||
if characterType and characterType ~= inTeamCharacterType then
|
||
local content = CSXTextManagerGetText("TeamCharacterTypeNotSame")
|
||
local sureCallBack = function()
|
||
local isReset = true
|
||
joinFunc(isReset)
|
||
end
|
||
XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, nil, sureCallBack)
|
||
return
|
||
end
|
||
end
|
||
|
||
joinFunc()
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:OnBtnJoinTeamClick()
|
||
local characterId = self.CurCharacterId
|
||
self:OnJoinTeam(characterId)
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:OnBtnQuitTeamClick()
|
||
self:QuitTeam(self.CurCharacterId)
|
||
self:Close()
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:OnBtnBackClick()
|
||
self:Close()
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:OnBtnMainUiClick()
|
||
XLuaUiManager.RunMain()
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:OnBtnFilterClick()
|
||
local characterType = CharacterTypeConvert[self.SelectTabBtnIndex]
|
||
XLuaUiManager.Open("UiRoomCharacterFilterTips",
|
||
self,
|
||
XRoomCharFilterTipsConfigs.EnumFilterType.Bfrt,
|
||
XRoomCharFilterTipsConfigs.EnumSortType.Bfrt,
|
||
characterType)
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:OnBtnPartnerClick()
|
||
XDataCenter.PartnerManager.GoPartnerCarry(self.CurCharacterId, false)
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:QuitTeam(characterId)
|
||
for index, existCharacterId in pairs(self.TeamCharacterIdList) do
|
||
if characterId == existCharacterId then
|
||
self.TeamCharacterIdList[index] = 0
|
||
return
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:Close()
|
||
if self.TeamResultCb then
|
||
self.TeamResultCb(self.TeamCharacterIdList)
|
||
end
|
||
|
||
XUiBfrtRoomCharacter.Super.Close(self)
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:CheckCharacterInTeam(checkCharacterId)
|
||
for _, characterId in pairs(self.TeamCharacterIdList) do
|
||
if checkCharacterId == characterId then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:GetTeamCharacterType()
|
||
for k, v in pairs(self.TeamCharacterIdList) do
|
||
if v ~= 0 then
|
||
return XCharacterConfigs.GetCharacterType(v)
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:Filter(selectTagGroupDic, sortTagId, isThereFilterDataCb)
|
||
local judgeCb = function(groupId, tagValue, character)
|
||
local detailConfig = XCharacterConfigs.GetCharDetailTemplate(character.Id)
|
||
local compareValue
|
||
if groupId == XRoomCharFilterTipsConfigs.EnumFilterTagGroup.Career then
|
||
compareValue = detailConfig.Career
|
||
if compareValue == tagValue then
|
||
-- 当前角色满足该标签
|
||
return true
|
||
end
|
||
elseif groupId == XRoomCharFilterTipsConfigs.EnumFilterTagGroup.Element then
|
||
compareValue = detailConfig.ObtainElementList
|
||
for _, element in pairs(compareValue) do
|
||
if element == tagValue then
|
||
-- 当前角色满足该标签
|
||
return true
|
||
end
|
||
end
|
||
else
|
||
XLog.Error(string.format("XUiBfrtRoomCharacter:Filter函数错误,没有处理排序组:%s的逻辑", groupId))
|
||
return false
|
||
end
|
||
end
|
||
|
||
local allChar = XDataCenter.CharacterManager.GetOwnCharacterList(CharacterTypeConvert[self.SelectTabBtnIndex])
|
||
XDataCenter.RoomCharFilterTipsManager.Filter(self.TagCacheDic, selectTagGroupDic, allChar, judgeCb,
|
||
function(filteredData)
|
||
self:FilterRefresh(filteredData, sortTagId)
|
||
end,
|
||
isThereFilterDataCb)
|
||
end
|
||
|
||
function XUiBfrtRoomCharacter:FilterRefresh(filteredData, sortTagId)
|
||
if self.SortFunction[sortTagId] then
|
||
table.sort(filteredData, self.SortFunction[sortTagId])
|
||
else
|
||
XLog.Error(string.format("XUiBfrtRoomCharacter:FilterRefresh函数错误,没有定义标签:%s的排序函数", sortTagId))
|
||
return
|
||
end
|
||
self:UpdateCharacterList(filteredData)
|
||
end |