PGRData/Script/matrix/xui/xuinewroomsingle/XUiBattleRoleRoomDefaultProxy.lua
2024-09-01 22:49:41 +02:00

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---@class XUiBattleRoleRoomDefaultProxy
local XUiBattleRoleRoomDefaultProxy = XClass(nil, "XUiBattleRoleRoomDefaultProxy")
-- PS : 加上这个主要为了兼容旧编队界面逻辑带来的写法
-- 这里负责处自身玩法的事件一般不建议使用可通过切OnEnable注册和Disable关闭事件监听即可
function XUiBattleRoleRoomDefaultProxy:OnNotify(evt, ...)
end
-- 根据实体id获取角色视图数据
-- return : XCharacterViewModel
function XUiBattleRoleRoomDefaultProxy:GetCharacterViewModelByEntityId(id)
if id > 0 then
local entity = nil
if XEntityHelper.GetIsRobot(id) then
entity = XRobotManager.GetRobotById(id)
else
entity = XDataCenter.CharacterManager.GetCharacter(id)
end
if entity == nil then
XLog.Warning(string.format("找不到id%s的角色", id))
return
end
return entity:GetCharacterViewModel()
end
return nil
end
-- 通过实体Id获取角色Id基本上只要实现好GetCharacterViewModelByEntityId接口可不必处理该接口
-- return : number 角色id
function XUiBattleRoleRoomDefaultProxy:GetCharacterIdByEntityId(id)
local viewModel = self:GetCharacterViewModelByEntityId(id)
if viewModel == nil then return end
return viewModel:GetId()
end
-- 获取实体战力,如有特殊战力计算公式,可重写
-- return : number 战力
function XUiBattleRoleRoomDefaultProxy:GetRoleAbility(entityId)
-- local viewModel = self:GetCharacterViewModelByEntityId(entityId)
-- if viewModel then
-- return viewModel:GetAbility()
-- end
-- return 0
---@type XCharacterAgency
local ag = XMVCA:GetAgency(ModuleId.XCharacter)
return ag:GetCharacterHaveRobotAbilityById(entityId)
end
-- 根据实体Id获取伙伴实体
-- return : XPartner
function XUiBattleRoleRoomDefaultProxy:GetPartnerByEntityId(id)
if id <= 0 then return nil end
local result = nil
if XEntityHelper.GetIsRobot(id) then
result = XRobotManager.GetRobotPartner(id)
else
result = XDataCenter.PartnerManager.GetCarryPartnerEntityByCarrierId(id)
end
return result
end
function XUiBattleRoleRoomDefaultProxy:GetIsShowRoleBGEffect()
return true
end
-- 获取子面板数据,主要用来增加编队界面自身玩法信息,就不用污染通用的预制体
--[[
return : {
assetPath : 资源路径
proxy : 子面板代理
proxyArgs : 子面板SetData传入的参数列表
}
]]
function XUiBattleRoleRoomDefaultProxy:GetChildPanelData()
return nil
end
-- 获取XUiBattleRoomRoleDetail代理默认XUiBattleRoomRoleDetailDefaultProxy
-- return : 继承自XUiBattleRoomRoleDetailDefaultProxy类或匿名类
function XUiBattleRoleRoomDefaultProxy:GetRoleDetailProxy()
return nil
end
-- 获取是否能够进入战斗,主要检查队伍设置是否正确,是否满足关卡配置的强制性条件
-- team : XTeam
-- return : bool
function XUiBattleRoleRoomDefaultProxy:GetIsCanEnterFight(team, stageId)
-- 检查队长是否为空
if team:GetCaptainPosEntityId() == 0 then
return false, CS.XTextManager.GetText("TeamManagerCheckCaptainNil")
end
-- 检查首发位置是否为空
if team:GetFirstFightPosEntityId() == 0 then
return false, CS.XTextManager.GetText("TeamManagerCheckFirstFightNil")
end
-- 检查关卡开启条件
return self:CheckStageForceConditionWithTeamEntityId(team, stageId)
end
-- 检查是否满足关卡配置的强制性条件
-- return : bool
function XUiBattleRoleRoomDefaultProxy:CheckStageForceConditionWithTeamEntityId(team, stageId, showTip)
local fubenManager = XDataCenter.FubenManager
local _, forceConditionIds = fubenManager.GetConditonByMapId(stageId)
return fubenManager.CheckFightConditionByTeamData(forceConditionIds, team:GetEntityIds(), showTip)
end
-- 进入战斗
-- team : XTeam
-- stageId : number
function XUiBattleRoleRoomDefaultProxy:EnterFight(team, stageId, challengeCount, isAssist)
local stageConfig = XDataCenter.FubenManager.GetStageCfg(stageId)
local teamId = team:GetId()
local isAssist = isAssist
local challengeCount = challengeCount
XDataCenter.FubenManager.EnterFight(stageConfig, teamId, isAssist, challengeCount)
end
-- 检查是否能够编辑队伍,关卡若是配置了固定机器人为不可编辑
function XUiBattleRoleRoomDefaultProxy:CheckIsCanEditorTeam(stageId, showTip)
if showTip == nil then showTip = true end
if #XDataCenter.FubenManager.GetStageCfg(stageId).RobotId > 0 then
if showTip then
XUiManager.TipError(XUiHelper.GetText("NewRoomSingleCannotSetRobot"))
end
return false
end
return true
end
-- 获取编队界面左下角提示信息,可追加自身玩法的信息
-- return : { "提示1", ... }
function XUiBattleRoleRoomDefaultProxy:GetTipDescs()
return {}
end
-- 获取编队能获取到所有实体只有在关卡配置AISuggestType为XFubenConfigs.AISuggestType并拥有机器人时要实现
-- 目前只用来对比队伍内角色和已拥有相同试玩角色战力高低提示可参考XUiBattleRoomRoleDetailDefaultProxy.GetEntities
-- return : { ... }
function XUiBattleRoleRoomDefaultProxy:GetEntities()
return {}
end
-- return : bool 是否开启自动关闭检查, number 自动关闭的时间戳(秒), function 每秒更新的回调 function(isClose) isClose标志是否到达结束时间
function XUiBattleRoleRoomDefaultProxy:GetAutoCloseInfo()
return false
end
-- 检查关卡机器人是否使用自定义代理,默认不使用传入的代理,使用回默认代理,可以走回统一界面,避免多系统代理冲突
-- return : bool
function XUiBattleRoleRoomDefaultProxy:CheckStageRobotIsUseCustomProxy(robotIds)
return #robotIds <= 0
end
-- 创建编队自定义提示的gameObject默认放在所有提示的最下面
function XUiBattleRoleRoomDefaultProxy:CreateCustomTipGo(panel)
end
-- 过滤预设队伍实体Id
-- teamData : 旧系统的队伍数据
function XUiBattleRoleRoomDefaultProxy:FilterPresetTeamEntitiyIds(teamData)
return teamData
end
--######################## AOP ########################
function XUiBattleRoleRoomDefaultProxy:AOPOnStartBefore(rootUi)
end
function XUiBattleRoleRoomDefaultProxy:AOPOnStartAfter(rootUi)
end
function XUiBattleRoleRoomDefaultProxy:AOPOnEnableAfter(rootUi)
end
function XUiBattleRoleRoomDefaultProxy:AOPRefreshRoleInfosAfter(rootUi)
end
function XUiBattleRoleRoomDefaultProxy:AOPRefreshFightControlStateBefore(rootUi)
end
function XUiBattleRoleRoomDefaultProxy:AOPOnCharacterClickBefore(rootUi, index)
end
function XUiBattleRoleRoomDefaultProxy:AOPOnRefreshPartnersBefore(self)
end
function XUiBattleRoleRoomDefaultProxy:CheckIsCanDrag()
return true
end
function XUiBattleRoleRoomDefaultProxy:AOPHideCharacterLimits()
return false
end
function XUiBattleRoleRoomDefaultProxy:ClearErrorTeamEntityId(...)
XEntityHelper.ClearErrorTeamEntityId(...)
end
function XUiBattleRoleRoomDefaultProxy:AOPGoPartnerCarry()
return false
end
-- 该界面是否启用q版模型 默认用愚人节检测
function XUiBattleRoleRoomDefaultProxy:CheckUseCuteModel()
return XDataCenter.AprilFoolDayManager.IsInCuteModelTime()
end
function XUiBattleRoleRoomDefaultProxy:AOPOnClickFight()
return false
end
return XUiBattleRoleRoomDefaultProxy