主界面英雄
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@ -7,43 +7,8 @@ local HERO_SPINE_ASSET_PATH = "assets/arts/spines/characters/%s/%s_skeletondata.
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local CHAPTER_PATH = "assets/prefabs/ui/chapter/%s.prefab"
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local CHAPTER_PAGE = 5
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function MainComp:onOpen()
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self.startMonsterAction = true
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if self.bossNode then
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self.bossNode:setAnchoredPositionX(0)
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end
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-- if self.bossShadow then
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-- self.bossShadow:setAnchoredPositionX(0)
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-- end
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if self.dialogueNode then
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self.dialogueNode:setAnchoredPositionX(0)
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end
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end
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function MainComp:onClose()
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if self.chapterMoveSeq then
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self.chapterMoveSeq:Kill()
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self.chapterMoveSeq = nil
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end
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if self.chapterMonsterGenerateSeq then
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self.chapterMonsterGenerateSeq:Kill()
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self.chapterMonsterGenerateSeq = nil
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end
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self.currChapterId = nil
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self.isTopTurn = nil
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self.startMonsterAction = false
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GFunc.killDOTween(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
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self.monsterSpineTopPool = {}
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self.monsterSpineDownPool = {}
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self.monsterSpineTopList = {}
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self.monsterSpineDownList = {}
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-- self.monsterShadowPool = {}
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self.monsterSmokePool = {}
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self.monsterNodeTop:removeAllChildren()
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self.monsterNodeDown:removeAllChildren()
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-- self.shadowNode:removeAllChildren()
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self.smokeNodeTop:removeAllChildren()
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self.smokeNodeDown:removeAllChildren()
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end
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function MainComp:init()
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@ -58,22 +23,6 @@ function MainComp:init()
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self.dailyChallengeBtn = uiMap["main_comp.daily_challenge_btn"]
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self.chapterBg = uiMap["main_comp.bg"]
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-- self.chapterBg:setAnchoredPositionX(-720)
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self.smokeNodeTop = uiMap["main_comp.smoke_node_1"]
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self.monsterNodeTop = uiMap["main_comp.monster_node_1"]
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self.bossNode = uiMap["main_comp.boss_node"]
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self.bossNode:setActive(false)
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self.bossSpine = uiMap["main_comp.boss_node.boss"]
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self.smokeNodeDown = uiMap["main_comp.smoke_node_2"]
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self.monsterNodeDown = uiMap["main_comp.monster_node_2"]
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self.monsterSpineTopPool = {}
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self.monsterSpineDownPool = {}
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self.monsterSpineTopList = {}
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self.monsterSpineDownList = {}
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-- self.monsterShadowPool = {}
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self.monsterSmokePool = {}
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self.startMonsterAction = true
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self.fightBtn = uiMap["main_comp.fight_btn"]
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-- 体力消耗
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self.fightCost = uiMap["main_comp.fight_btn.cost"]
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@ -89,6 +38,20 @@ function MainComp:init()
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self.leftBtn = uiMap["main_comp.left_btn"]
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self.rightBtn = uiMap["main_comp.right_btn"]
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self.heroSpineList = {}
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self.heroNodeList = {}
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for i = 1, 5 do
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self.heroNodeList[i] = uiMap["main_comp.formation.hero_" .. i]
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self.heroNodeList[i]:addClickListener(function()
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local heroId = self.curFormation[i]
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if heroId then
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local hero = DataManager.HeroData:getHeroById(heroId)
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if hero then
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ModuleManager.HeroManager:showHeroDetailUI(heroId, nil, nil, GConst.BattleConst.FORMATION_TYPE.STAGE)
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end
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end
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end)
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end
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self.chapterMiddleBg = uiMap["main_comp.middle_bg"]
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self.chapterTx = uiMap["main_comp.middle_bg.chapter_tx"]
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@ -181,6 +144,7 @@ end
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function MainComp:refresh()
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self:refreshChapter()
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self:refreshRedPoint()
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self:refreshHero()
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end
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function MainComp:refreshChapter(force)
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@ -192,12 +156,9 @@ function MainComp:refreshChapter(force)
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self.chapterStage = DataManager.ChapterData:getChapterStage(chapterId)
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self:refreshChapterBg()
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self:refreshFightBtn()
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self:doBossAction()
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end
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self.currChapterId = chapterId
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self:refreshChapterInfo()
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-- self:doChapterMove()
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-- self:doMonsterAction()
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self:refreshChapterBtn()
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self.leftBtn:setActive(ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.IDLE_DROP, true))
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@ -333,304 +294,36 @@ end
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function MainComp:getSummonBtnPosition()
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return self.rightBtn:getPosition()
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end
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-- region 动画
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-- function MainComp:doChapterMove()
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-- if self.chapterMoveSeq then
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-- return
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-- end
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-- self.chapterBg:setAnchoredPositionX(-720)
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-- self.chapterMoveSeq = self.chapterBg:createBindTweenSequence()
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-- local moveTween = self.chapterBg:getTransform():DOAnchorPosX(720, 20):SetEase(CS.DG.Tweening.Ease.Linear)
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-- self.chapterMoveSeq:Append(moveTween)
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-- self.chapterMoveSeq:AppendCallback(function()
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-- self.chapterBg:setAnchoredPositionX(-720)
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-- end)
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-- self.chapterMoveSeq:SetLoops(-1)
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-- end
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function MainComp:doBossAction()
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if self.currChapterId == nil then
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function MainComp:refreshHero()
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self.curFormation = DataManager.FormationData:getStageFormation()
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for i = 1, 5 do
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local heroId = self.curFormation[i]
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local hero = DataManager.HeroData:getHeroById(heroId)
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if hero and hero:getLv() > 0 then
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if self.heroSpineList[i] and self.heroSpineList[i]:getModelId() == hero:getModelId() then
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self.heroSpineList[i]:setActive(true)
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self.heroSpineList[i]:playAnimation("move", true)
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else
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SpineManager:loadHeroAsync(hero:getModelId(), self.heroNodeList[i], function(spineObject)
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if heroId ~= self.curFormation[i] then
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return
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end
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local chapterInfo = ConfigManager:getConfig("chapter")[self.currChapterId]
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if chapterInfo == nil then
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return
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if self.heroSpineList[i] then
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self.heroSpineList[i]:destroy()
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end
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local monsterIdList = chapterInfo.monster
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-- monsterIdList = {20001, 10001, 10002}
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if monsterIdList == nil then
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return
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end
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self.chapterMonsterShowList = monsterIdList
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if self.chapterBossId == nil then -- 还没显示boss模型
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self.chapterBossId = self.chapterMonsterShowList[#self.chapterMonsterShowList]
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local chapterBossId = self.chapterBossId
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local monsterCfg = ConfigManager:getConfig("monster")
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local monsterInfo = monsterCfg[self.chapterBossId]
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if monsterInfo then
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local modelId = monsterInfo.model_id
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local path = string.format(HERO_SPINE_ASSET_PATH, modelId, modelId)
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self.bossNode:setActive(false)
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local scale = monsterInfo.ui or 1
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self.bossSpine:loadAssetAsync(modelId, function()
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if chapterBossId == self.chapterBossId then
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self.bossNode:setActive(true)
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self.bossSpine:setLocalScale(scale, scale, scale)
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self.bossSpine:playAnim("move", true, true, true)
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else -- 加载完成后,已经切换到其他boss了
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self:doChangeBossAction()
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end
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end, path)
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spineObject:playAnimation("move", true)
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spineObject:setLocalScale(0.7, 0.7, 0.7)
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self.heroSpineList[i] = spineObject
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self.heroSpineList[i]:setLocalPosition(0, -60, 0)
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end)
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end
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else
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local chapterBossId = self.chapterMonsterShowList[#self.chapterMonsterShowList]
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if self.chapterBossId ~= chapterBossId then
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self.chapterBossId = chapterBossId
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self:doChangeBossAction()
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if self.heroSpineList[i] then
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self.heroSpineList[i]:setActive(false)
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end
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end
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end
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end
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-- 切换boss
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function MainComp:doChangeBossAction()
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local chapterBossId = self.chapterBossId
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local monsterCfg = ConfigManager:getConfig("monster")
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local monsterInfo = monsterCfg[self.chapterBossId]
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if monsterInfo then
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local modelId = monsterInfo.model_id
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local path = string.format(HERO_SPINE_ASSET_PATH, modelId, modelId)
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self.bossNode:setActive(false)
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local scale = monsterInfo.ui or 1
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self.bossSpine:loadAssetAsync(modelId, function()
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if chapterBossId == self.chapterBossId then
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self.bossNode:setActive(true)
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self.bossSpine:setLocalScale(scale, scale, scale)
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self.bossSpine:playAnim("move", true, true, true)
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else -- 加载完成后,已经切换到其他boss了
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self:doChangeBossAction()
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end
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end, path)
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end
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end
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-- function MainComp:doMonsterAction()
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-- if self.chapterMonsterGenerateSeq then
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-- return
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-- end
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-- self.chapterMonsterGenerateSeq = DOTweenManager:createSeqWithIntId()
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-- local interval = GFunc.getConstValue("chapter_idel_monster_x") / 1000
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-- interval = 2
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-- self.chapterMonsterGenerateSeq:AppendCallback(function()
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-- self:generateChapterMonsters()
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-- end)
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-- self.chapterMonsterGenerateSeq:AppendInterval(interval)
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-- self.chapterMonsterGenerateSeq:SetLoops(-1)
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-- end
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-- function MainComp:generateChapterMonsters()
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-- local monsterId
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-- if #self.chapterMonsterShowList <= 2 then
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-- monsterId = self.chapterMonsterShowList[2]
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-- else
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-- monsterId = self.chapterMonsterShowList[math.random(2, #self.chapterMonsterShowList)]
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-- end
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-- if monsterId == nil then
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-- return
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-- end
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-- local monsterCfg = ConfigManager:getConfig("monster_base")
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-- local monsterInfo = monsterCfg[monsterId]
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-- if monsterInfo == nil then
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-- return
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-- end
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-- if self.isTopTurn == nil then
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-- self.isTopTurn = math.random(1, 100) > 50
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-- end
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-- local modelId = monsterInfo.model_id
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-- local pool
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-- local list
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-- local parent
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-- local posY
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-- if self.isTopTurn then -- 刷上面
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-- pool = self.monsterSpineTopPool[modelId]
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-- list = self.monsterSpineTopList
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-- parent = self.monsterNodeTop
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-- posY = math.random(1, 300)
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-- else -- 刷下面
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-- pool = self.monsterSpineDownPool[modelId]
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-- list = self.monsterSpineDownList
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-- parent = self.monsterNodeDown
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-- posY = -math.random(1, 240)
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-- end
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-- self.isTopTurn = not self.isTopTurn
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-- if pool and #pool > 0 then
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-- local spine = table.remove(pool)
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-- table.insert(list, spine)
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-- spine:setActive(true)
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-- self:doMonsterMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
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-- else
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-- SpineManager:loadUIHeroSpineWidgetAsync(modelId, parent, function(spine)
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-- if not self.startMonsterAction then
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-- spine:destroy()
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-- return
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-- end
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-- table.insert(list, spine)
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-- local scale = monsterInfo.ui or 1
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-- spine:setLocalScale(-scale, scale, scale)
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-- self:doMonsterMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
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-- end)
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-- end
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-- end
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-- function MainComp:doMonsterMove(modelId, spine, posY, monsterInfo, isTopTurn)
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-- spine:playAnim("move", true, true, true)
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-- local posX = GConst.UI_SCREEN_WIDTH / 2 + 100
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-- local targetPosX = -GConst.UI_SCREEN_WIDTH / 2 - 300
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-- spine:setAnchoredPosition(posX, posY)
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-- local seq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
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-- if self.chapterMonsterSpeed == nil then
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-- -- self.chapterMonsterSpeed = GFunc.getConstValue("chapter_idel_monstermove")
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-- self.chapterMonsterSpeed = 150
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-- end
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-- local distance = posX - targetPosX
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-- local moveTime = distance / self.chapterMonsterSpeed
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-- local moveTween = spine:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
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-- seq:Append(moveTween)
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-- end
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-- function MainComp:enterChapterBattle()
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-- -- boss等一会再跑
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-- local bossWaitTime = GFunc.getConstValue("chapter_fight_bosswait") / 1000
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-- local bossSeq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
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-- bossSeq:AppendInterval(bossWaitTime)
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-- local bossSpeed = GFunc.getConstValue("chapter_fight_bossmove")
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-- local distance = GConst.UI_SCREEN_WIDTH/2 + 100
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-- local moveTime = distance / bossSpeed
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-- local targetPosX = -GConst.UI_SCREEN_WIDTH / 2 - 300
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-- local moveTween = self.bossNode:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
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-- bossSeq:Append(moveTween)
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-- local moveTween2 = self.dialogueNode:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
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-- bossSeq:Join(moveTween2)
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-- -- local moveTween3 = self.bossShadow:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
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-- -- bossSeq:Join(moveTween3)
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-- -- 出来一批小怪从右边跑向左边
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-- local monsterCount = GFunc.getConstIntValue("chapter_fight_monster_num")
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-- self.chapterFightMonsterCount = monsterCount
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-- local wave = 5
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-- local monsterCountPerWave = math.ceil(monsterCount / wave)
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-- -- 分批处理
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-- local monsterSeq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
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-- for i = 1, wave do
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-- monsterSeq:AppendCallback(function ()
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-- if monsterCountPerWave > monsterCount then
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-- monsterCountPerWave = monsterCount
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-- end
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-- monsterCount = monsterCount - monsterCountPerWave
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-- for j = 1, monsterCountPerWave do
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-- self:generateChapterFightMonsters()
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-- end
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-- end)
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-- monsterSeq:AppendInterval(0.03)
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-- end
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-- return GFunc.getConstValue("chapter_fight_wait") / 1000
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-- end
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-- function MainComp:generateChapterFightMonsters()
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-- local monsterId
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-- if #self.chapterMonsterShowList <= 2 then
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-- monsterId = self.chapterMonsterShowList[2]
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-- else
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-- monsterId = self.chapterMonsterShowList[math.random(2, #self.chapterMonsterShowList)]
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-- end
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-- if monsterId == nil then
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-- return
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-- end
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-- local monsterCfg = ConfigManager:getConfig("monster_base")
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-- local monsterInfo = monsterCfg[monsterId]
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-- if monsterInfo == nil then
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-- return
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-- end
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-- local modelId = monsterInfo.model_id
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-- local pool
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-- local list
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-- local parent
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-- local posY
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-- if self.isTopTurn then -- 刷上面
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-- pool = self.monsterSpineTopPool[modelId]
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-- list = self.monsterSpineTopList
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-- parent = self.monsterNodeTop
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-- posY = math.random(1, 300)
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-- else -- 刷下面
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-- pool = self.monsterSpineDownPool[modelId]
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-- list = self.monsterSpineDownList
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-- parent = self.monsterNodeDown
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-- posY = -math.random(1, 240)
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-- end
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-- self.isTopTurn = not self.isTopTurn
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-- if pool and #pool > 0 then
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-- local spine = table.remove(pool)
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-- table.insert(list, spine)
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-- spine:setActive(true)
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-- self:doMonsterFightMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
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-- else
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-- SpineManager:loadUIHeroSpineWidgetAsync(modelId, parent, function(spine)
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-- if not self.startMonsterAction then
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-- spine:destroy()
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-- return
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-- end
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-- table.insert(list, spine)
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-- local scale = monsterInfo.ui or 1
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-- spine:setLocalScale(-scale, scale, scale)
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-- self:doMonsterFightMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
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-- end)
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-- end
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-- end
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-- function MainComp:doMonsterFightMove(modelId, spine, posY, monsterInfo, isTopTurn)
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-- spine:playAnim("move", true, true, true)
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-- local posX = GConst.UI_SCREEN_WIDTH / 2 + math.random(100, math.floor(GConst.UI_SCREEN_WIDTH*2/3))
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-- spine:setAnchoredPosition(posX, posY)
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-- local seq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
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-- if self.chapterMonsterFightSpeed == nil then
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-- -- self.chapterMonsterFightSpeed = GFunc.getConstValue("chapter_fight_monstermove")
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-- self.chapterMonsterFightSpeed = 880
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-- end
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-- local distance = posX + GConst.UI_SCREEN_WIDTH/2 + 100
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-- local moveTime = distance / self.chapterMonsterFightSpeed
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-- local targetPosX = -GConst.UI_SCREEN_WIDTH / 2 - 100
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-- local moveTween = spine:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
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-- seq:Append(moveTween)
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-- if self.chapterFightMonsterCount then
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-- self.chapterFightMonsterCount = self.chapterFightMonsterCount - 1
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-- if self.chapterFightMonsterCount == 0 then -- 最后一个怪物生成完毕后,重新排一下序
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-- self:sortChapterFightMonstersOrder()
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-- self:sortChapterFightMonstersOrder()
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-- self:sortChapterFightMonstersOrder()
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-- self:sortChapterFightMonstersOrder()
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-- end
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-- end
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-- end
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-- function MainComp:sortChapterFightMonstersOrder()
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||||
-- self:sortChildrenOrder(self.monsterNodeTop)
|
||||
-- self:sortChildrenOrder(self.monsterNodeDown)
|
||||
-- end
|
||||
|
||||
-- function MainComp:sortChildrenOrder(parent)
|
||||
-- local children = parent:getChildList()
|
||||
-- if children and #children > 0 then
|
||||
-- table.sort(children, function(a, b)
|
||||
-- return a:getAnchoredPositionY() > b:getAnchoredPositionY()
|
||||
-- end)
|
||||
|
||||
-- for i = #children, 1, -1 do
|
||||
-- children[i]:getTransform():SetSiblingIndex(i - 1)
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
|
||||
-- endregion
|
||||
|
||||
return MainComp
|
||||
Loading…
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Reference in New Issue
Block a user