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