forked from endernon/PGRData
212 lines
7.2 KiB
Lua
212 lines
7.2 KiB
Lua
local XUiBattleRoomRoleGridCute = require("XUi/XUiSpecialTrainBreakthrough/XUiBattleRoomRoleGridCute")
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local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
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local XUiBattleRoomRoleDetailDefaultProxy = require("XUi/XUiNewRoomSingle/XUiBattleRoomRoleDetailDefaultProxy")
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local XRobot = require("XEntity/XRobot/XRobot")
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local XSpecialTrainActionRandom = require("XUi/XUiSpecialTrainBreakthrough/XSpecialTrainActionRandom")
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---@class XUiBattleRoomRoleDetailCute:XLuaUi@因为cute与原版ui差别巨大,所以不复用XUiBattleRoomRoleDetail
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local XUiBattleRoomRoleDetailCute = XLuaUiManager.Register(XLuaUi, "UiBattleRoomRoleDetailCute")
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function XUiBattleRoomRoleDetailCute:OnAwake()
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---@type XUiBattleRoomRoleDetailDefaultProxy
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self.DefaultProxy = XUiBattleRoomRoleDetailDefaultProxy.New()
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self.Proxy = false
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---@type XTeam
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self.Team = nil
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self.StageId = nil
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self.Pos = nil
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self.CurrentEntityId = nil
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-- 角色列表
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self.DynamicTable = XDynamicTableNormal.New(self.SViewCharacterList)
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self.DynamicTable:SetProxy(XUiBattleRoomRoleGridCute)
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self.DynamicTable:SetDelegate(self)
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-- 模型初始化
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self.PanelRoleModelGo = self.UiModelGo.transform:FindTransform("PanelRoleModel")
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self.ImgEffectHuanren = self.UiModelGo.transform:FindTransform("ImgEffectHuanren")
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self.ImgEffectHuanren1 = self.UiModelGo.transform:FindTransform("ImgEffectHuanren1")
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self.ImgEffectHuanren1.gameObject:SetActiveEx(false)
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self.UiPanelRoleModel = XUiPanelRoleModel.New(self.PanelRoleModelGo, self.Name, nil, true)
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self:RegisterUiEvents()
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self.SpecialTrainActionRandom = XSpecialTrainActionRandom.New()
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end
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function XUiBattleRoomRoleDetailCute:GetAutoCloseInfo()
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local callback = function(isClose)
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if isClose then
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XDataCenter.FubenSpecialTrainManager.HandleActivityEndTime()
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end
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end
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local endTime = XDataCenter.FubenSpecialTrainManager.GetActivityEndTime()
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return endTime, callback
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end
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function XUiBattleRoomRoleDetailCute:OnStart(stageId, team, pos, proxy)
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self.StageId = stageId
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self.Team = team
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self.Pos = pos
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self.Proxy = proxy
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self.DynamicTable:SetGrid(self.GridCharacterNew)
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self.GridCharacterNew.gameObject:SetActiveEx(false)
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-- 避免其他系统队伍数据错乱,预先清除
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XEntityHelper.ClearErrorTeamEntityId(
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team,
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function(entityId)
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return self.DefaultProxy:GetCharacterViewModelByEntityId(entityId) ~= nil
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end
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)
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self:UpdateCurrentEntityId(self.Team:GetEntityIdByTeamPos(self.Pos))
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-- 注册自动关闭
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local autoCloseEndTime, callback = self:GetAutoCloseInfo()
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if autoCloseEndTime then
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self:SetAutoCloseInfo(autoCloseEndTime, callback)
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end
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end
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function XUiBattleRoomRoleDetailCute:OnEnable()
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XUiBattleRoomRoleDetailCute.Super.OnEnable(self)
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self:InitRoleList()
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end
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function XUiBattleRoomRoleDetailCute:OnDisable()
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XUiBattleRoomRoleDetailCute.Super.OnDisable(self)
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self.SpecialTrainActionRandom:Stop()
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end
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function XUiBattleRoomRoleDetailCute:InitRoleList()
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self:RefreshRoleList(self:GetEntities())
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end
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function XUiBattleRoomRoleDetailCute:RegisterUiEvents()
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self:BindExitBtns()
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self:RegisterClickEvent(
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self.BtnEnterFight,
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function()
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if self:isSameRole() then
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return
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end
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self:JoinTeam()
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end
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)
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end
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function XUiBattleRoomRoleDetailCute:JoinTeam()
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self.Team:UpdateEntityTeamPos(self.CurrentEntityId, self.Pos, true)
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self:Close(true)
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end
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function XUiBattleRoomRoleDetailCute:QuitTeam()
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self.Team:UpdateEntityTeamPos(self.CurrentEntityId, self.Pos, false)
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self:Close(true)
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end
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function XUiBattleRoomRoleDetailCute:RefreshRoleList(roleEntities)
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local searchEntityId = self.CurrentEntityId
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local index = 1
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if XTool.IsNumberValid(searchEntityId) then
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for i, v in ipairs(roleEntities) do
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if v:GetId() == searchEntityId then
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index = i
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break
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end
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end
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end
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self:UpdateCurrentEntityId(roleEntities[index]:GetId())
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self.DynamicTable:SetDataSource(roleEntities)
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self.DynamicTable:ReloadDataSync(index)
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self:RefreshModel()
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end
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function XUiBattleRoomRoleDetailCute:OnDynamicTableEvent(event, index, grid)
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if index <= 0 or index > #self.DynamicTable.DataSource then
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return
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end
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local entity = self.DynamicTable:GetData(index)
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if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
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grid:SetData(entity, self.Team, self.StageId, self.Pos)
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grid:SetSelectStatus(self.CurrentEntityId == entity:GetId())
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elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_TOUCHED then
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self:UpdateCurrentEntityId(entity:GetId())
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for _, tmpGrid in pairs(self.DynamicTable:GetGrids()) do
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tmpGrid:SetSelectStatus(false)
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end
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grid:SetSelectStatus(true)
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self:RefreshModel()
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end
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end
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function XUiBattleRoomRoleDetailCute:RefreshModel(robotId)
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if robotId == nil then
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robotId = self.CurrentEntityId
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end
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self.ImgEffectHuanren.gameObject:SetActiveEx(false)
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self:OnModelLoadBegin()
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local finishedCallback = function(model)
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self.PanelDrag.Target = model.transform
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self.ImgEffectHuanren.gameObject:SetActiveEx(true)
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self:OnModelLoadCallback()
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end
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local characterViewModel = self.DefaultProxy:GetCharacterViewModelByEntityId(robotId)
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local sourceEntityId = characterViewModel:GetSourceEntityId()
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local robotConfig = XRobotManager.GetRobotTemplate(sourceEntityId)
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local characterId = XRobotManager.GetCharacterId(robotId)
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self.UiPanelRoleModel:UpdateCuteModel(
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robotId,
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characterId,
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nil,
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robotConfig.FashionId,
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robotConfig.WeaponId,
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finishedCallback,
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true,
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self.PanelRoleModelGo,
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self.Name
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)
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end
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function XUiBattleRoomRoleDetailCute:UpdateCurrentEntityId(value)
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self.CurrentEntityId = value
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self.BtnEnterFight:SetDisable(self:isSameRole())
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end
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function XUiBattleRoomRoleDetailCute:isSameRole()
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return self.CurrentEntityId == self.Team:GetEntityIdByTeamPos(self.Pos)
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end
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function XUiBattleRoomRoleDetailCute:Close(updated)
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local isStop = self.Proxy:AOPCloseBefore(self)
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if isStop then
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return
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end
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if updated then
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self:EmitSignal("UpdateEntityId", self.CurrentEntityId)
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end
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XUiBattleRoomRoleDetailCute.Super.Close(self)
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end
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function XUiBattleRoomRoleDetailCute:GetEntities()
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local stageType = XFubenConfigs.GetStageType(self.StageId)
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local robotIdList = XFubenConfigs.GetStageTypeRobot(stageType)
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local robots = {}
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for _, robotId in ipairs(robotIdList) do
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robots[#robots + 1] = XRobot.New(robotId)
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end
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return robots
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end
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function XUiBattleRoomRoleDetailCute:OnModelLoadBegin()
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self.SpecialTrainActionRandom:Stop()
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end
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function XUiBattleRoomRoleDetailCute:OnModelLoadCallback()
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local actionArray = XFubenSpecialTrainConfig.GetModelRandomAction(self.UiPanelRoleModel:GetCurRoleName())
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self.SpecialTrainActionRandom:SetAnimator(self.UiPanelRoleModel:GetAnimator(), actionArray, self.UiPanelRoleModel)
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self.SpecialTrainActionRandom:Play()
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end
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return XUiBattleRoomRoleDetailCute
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