支线副本

This commit is contained in:
xiekaidong 2023-07-20 21:46:49 +08:00
parent ef1b59db67
commit cd41579159
5 changed files with 300 additions and 2 deletions

View File

@ -38,6 +38,20 @@ function BattleManager:showBattleResultUI(battleType, rewards, combatReport, mys
}) })
end end
function BattleManager:showBattleArmorResultUI(battleType, rewards, combatReport, mysteryBoxIdx, firstPassIdx, noMergeReward)
UIManager:showUI("app/ui/battle/battle_armor_result_ui", {
battleType = battleType,
isWin = combatReport.victory,
rewards = rewards,
atkReport = combatReport.atkReport,
wave = combatReport.wave,
mysteryBoxIdx = mysteryBoxIdx or 0,
firstPassIdx = firstPassIdx or 0,
remainRound = combatReport.remainRound or 0,
noMergeReward = noMergeReward,
})
end
function BattleManager:showArenaBattleResultUI(settlement, rewards, checkCount) function BattleManager:showArenaBattleResultUI(settlement, rewards, checkCount)
UIManager:showUI("app/ui/battle/battle_result_ui", { UIManager:showUI("app/ui/battle/battle_result_ui", {
battleType = GConst.BattleConst.BATTLE_TYPE.ARENA, battleType = GConst.BattleConst.BATTLE_TYPE.ARENA,

View File

@ -87,7 +87,7 @@ function DungeonArmorManager:rsqEndChallenge(result)
if result.reqData then if result.reqData then
armorData:refreshInfoOnSettlement(result.reqData.chapter_armor_id, result) armorData:refreshInfoOnSettlement(result.reqData.chapter_armor_id, result)
end end
ModuleManager.BattleManager:showBattleResultUI(GConst.BattleConst.BATTLE_TYPE.DUNGEON_ARMOR, result.rewards, result.reqData.combatReport) ModuleManager.BattleManager:showBattleArmorResultUI(GConst.BattleConst.BATTLE_TYPE.DUNGEON_ARMOR, result.rewards, result.reqData.combatReport)
end end
end end

View File

@ -0,0 +1,275 @@
local BattleArmorResultUI = class("BattleArmorResultUI", BaseUI)
local UNIT_RESULT_RERPORT_CELL = "app/ui/battle/cell/unit_result_report_cell"
local MAX_SCROLL_SHOW_COUNT = 10
function BattleArmorResultUI:getPrefabPath()
return "assets/prefabs/ui/battle/battle_armor_result_ui.prefab"
end
function BattleArmorResultUI:ctor(params)
if EDITOR_MODE then
Logger.printTable(params)
end
-- 通用
self.battleType = params.battleType
self.isWin = params.isWin
self.rewards = params.rewards
self.firstPassIdx = params.firstPassIdx or 0
self.noMergeReward = params.noMergeReward
-- pve特有
self.atkReport = params.atkReport
self.wave = params.wave
self.totalDmg = 0
if self.atkReport then
for _, info in ipairs(self.atkReport) do
self.totalDmg = self.totalDmg + info.dmg
end
end
if not self.noMergeReward then
local newRewards = {}
GFunc.mergeRewards2(self.rewards, newRewards)
self.rewards = newRewards
end
end
function BattleArmorResultUI:onClose()
if self.animNode then
self.animNode:Kill()
self.animNode = nil
end
if self.animRewards then
for idx, anim in pairs(self.animRewards) do
if anim then
anim:Kill()
end
end
end
end
function BattleArmorResultUI:onLoadRootComplete()
local uiMap = self.root:genAllChildren()
self.continue = uiMap["battle_result_ui.continue"]
-- 胜利节点
self.victoryNode = uiMap["battle_result_ui.victory_node"]
self.victoryMask = uiMap["battle_result_ui.mask_v"]
self.victoryTxTitle = uiMap["battle_result_ui.victory_node.title_bg.desc"]
self.victorySpine = uiMap["battle_result_ui.victory_node.ui_spine_obj"]
self.victoryUnitNode = uiMap["battle_result_ui.victory_node.unit_node"]
-- 失败节点
self.defeatNode = uiMap["battle_result_ui.defeat_node"]
self.defeatMask = uiMap["battle_result_ui.mask_d"]
self.defeatTxTitle = uiMap["battle_result_ui.defeat_node.title_bg.desc"]
self.defeatSpine = uiMap["battle_result_ui.defeat_node.ui_spine_obj"]
self.defeatUnitNode = uiMap["battle_result_ui.defeat_node.unit_node"]
-- 战斗信息
self.unitNode = uiMap["battle_result_ui.unit_node"]
self.unitTxDesc3 = uiMap["battle_result_ui.unit_node.desc_3"]
if not self.unitResultReportCells then
self.unitResultReportCells = {}
for index = 1, 5 do
self.unitResultReportCells[index] = CellManager:addCellComp(uiMap["battle_result_ui.unit_node.unit_result_report_cell_" .. index], UNIT_RESULT_RERPORT_CELL)
end
end
-- 奖励节点
self.rewardNode = uiMap["battle_result_ui.reward_node"]
self.rewardTxTitle = uiMap["battle_result_ui.reward_node.reward_title"]
self.rewardScrollRect = uiMap["battle_result_ui.reward_node.scroll_rect"]
self.rewardScrollRectComp = self.rewardScrollRect:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
self.victoryMask:addClickListener(function()
self:onClickMask()
end)
self.defeatMask:addClickListener(function()
self:onClickMask()
end)
end
function BattleArmorResultUI:onClickMask()
ModuleManager.BattleManager:endBattleAndExit()
end
function BattleArmorResultUI:onRefresh()
if self.isWin then
self:refreshVictoryNode()
AudioManager:playEffect(AudioManager.EFFECT_ID.BATTLE_VICTORY)
else
self:refreshDefeatNode()
AudioManager:playEffect(AudioManager.EFFECT_ID.BATTLE_DEFEAT)
end
self:refreshUnitInfo()
self:refreshRewards()
end
function BattleArmorResultUI:refreshVictoryNode()
self.victoryNode:setVisible(true)
self.defeatNode:setVisible(false)
-- self.victoryTxTitle:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_5))
self.victorySpine:playAnimComplete("born", false, true, function()
self.victorySpine:playAnim("idle", true, true)
end)
self:showNodeAnim(self.victoryUnitNode, self.unitNode)
end
function BattleArmorResultUI:refreshDefeatNode()
self.victoryNode:setVisible(false)
self.defeatNode:setVisible(true)
self.defeatTxTitle:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_6))
self.defeatSpine:playAnimComplete("born", false, true, function()
self.defeatSpine:playAnim("idle", true, true)
end)
self:showNodeAnim(self.defeatUnitNode, self.unitNode)
end
-- 播放节点动画
function BattleArmorResultUI:showNodeAnim(parent, node)
if not parent then
node:setVisible(false)
return
else
node:setVisible(true)
end
node:setParent(parent, false)
node:setAnchoredPosition(0, 0)
local canvasNode = parent:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
self.animNode = self.root:createBindTweenSequence()
self.animNode:Insert(0, canvasNode:DOFade(0, 0))
self.animNode:Insert(0.1, canvasNode:DOFade(1, 0))
self.animNode:Insert(0, parent:getTransform():DOScale(0, 0))
self.animNode:Insert(0.1, parent:getTransform():DOScale(0.35, 0))
self.animNode:Insert(0.13, parent:getTransform():DOScale(1.1, 0.16))
self.animNode:Insert(0.26, parent:getTransform():DOScale(1, 0.14))
self.animNode:OnComplete(function()
self.animNode = nil
end)
end
function BattleArmorResultUI:refreshRewards()
self.animRewards = {}
self.rewardNode:setVisible(true)
self.rewardTxTitle:setText(I18N:getGlobalText(I18N.GlobalConst.REWARD_DESC))
self.continue:setText(I18N:getGlobalText(I18N.GlobalConst.CONTINUE_DESC))
self.rewardScrollRectComp:addInitCallback(function()
return GConst.TYPEOF_LUA_CLASS.REWARD_CELL
end)
self.rewardScrollRectComp:addRefreshCallback(function(index, cell)
cell:refresh(self.rewards[index])
if index <= MAX_SCROLL_SHOW_COUNT and self.animRewards[index] == nil then
self.animRewards[index] = self:showRewardAppearAnim(index, cell)
end
cell:showFirstPass(index <= self.firstPassIdx)
end)
self.rewardScrollRectComp:setFadeArgs(0.05, 0.3)
self.rewardScrollRectComp:clearCells()
local rewardCount = #self.rewards
if rewardCount > MAX_SCROLL_SHOW_COUNT then
local comp = self.rewardScrollRect:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_SCROLL_RECT)
comp.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Elastic
self.rewardScrollRectComp:setPerLineNum(5)
self.rewardScrollRect:setSizeDeltaX(560)
else
local comp = self.rewardScrollRect:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_SCROLL_RECT)
comp.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Clamped
if rewardCount >= 5 then
self.rewardScrollRectComp:setPerLineNum(5)
self.rewardScrollRect:setSizeDeltaX(560)
elseif rewardCount <= 0 then
self.rewardScrollRectComp:setPerLineNum(1)
self.rewardScrollRect:setSizeDeltaX(560)
else
self.rewardScrollRectComp:setPerLineNum(rewardCount)
self.rewardScrollRect:setSizeDeltaX(112*rewardCount)
end
end
self.rewardScrollRectComp:refillCells(rewardCount)
end
function BattleArmorResultUI:refreshUnitInfo()
if not self.atkReport then
self.unitNode:setVisible(false)
return
end
self.unitNode:setVisible(true)
for index, cell in ipairs(self.unitResultReportCells) do
local info = self.atkReport[index]
cell:getBaseObject():setVisible(info ~= nil)
if info then
cell:refresh(info, self.totalDmg)
end
end
self.unitTxDesc3:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_7, GFunc.num2Str(self.totalDmg)))
local armorData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_ARMOR)
local battleController = ModuleManager.BattleManager.battleController
if not battleController then
return
end
local chapterId = battleController.chapterId
local taskProgrees = armorData:formatTaskByController(battleController, chapterId)
local uiMap = self.root:genAllChildren()
local y = 431
for index = 1, 3 do
local star = uiMap["battle_armor_result_ui.unit_node.star_" .. index]
local starDesc = uiMap["battle_armor_result_ui.unit_node.star_desc_" .. index]
local desc, over = armorData:getTaskDescByIndex(chapterId, index, nil, taskProgrees)
starDesc:setText(desc)
if over then
star:setSprite(GConst.ATLAS_PATH.COMMON, "common_star_1")
else
star:setSprite(GConst.ATLAS_PATH.COMMON, "common_star_2")
end
local h = starDesc:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).preferredHeight
starDesc:setAnchoredPositionY(y)
star:setAnchoredPositionY(y + 5)
y = y - h - 19
end
local starNum = armorData:getStarNum(chapterId)
local starSpine = uiMap["battle_armor_result_ui.unit_node.ui_spine_obj"]
if starNum > 0 then
local openAni = "open" .. starNum
local idleAni = "idle" .. starNum
starSpine:playAnimComplete(openAni, false, true, function()
starSpine:playAnim(idleAni, true, true)
end)
else
-- 处理
end
end
-- 展示结算奖励的出现动画
function BattleArmorResultUI:showRewardAppearAnim(idx, cell)
local canvasGroup = cell.baseObject:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
local selfObj = cell.baseObject
local delay = (idx - 1) * 0.05
local scaleX = selfObj:fastGetLocalScale()
local animRewardAppear = selfObj:createBindTweenSequence()
animRewardAppear:Insert(0, canvasGroup:DOFade(0, 0))
animRewardAppear:Insert(0, selfObj:getTransform():DOScale(scaleX * 0.6, 0))
animRewardAppear:Insert(0.3 + delay, selfObj:getTransform():DOScale(scaleX * 1.1, 0.1))
animRewardAppear:Insert(0.3 + delay, canvasGroup:DOFade(1, 0.1))
animRewardAppear:Insert(0.4 + delay, selfObj:getTransform():DOScale(scaleX * 1, 0.13))
animRewardAppear:OnComplete(function()
animRewardAppear = nil
end)
return animRewardAppear
end
return BattleArmorResultUI

View File

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: da1b064b694a5134090c9d9af4b611a5
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 3b8b241bab4a4ac9a22fcce9c64f1242, type: 3}

View File

@ -38,7 +38,6 @@ function DungeonArmorTaskUI:_display()
for index, cell in ipairs(self.taskCells) do for index, cell in ipairs(self.taskCells) do
local desc, over = self.armorData:getTaskDescByIndex(self.chapterId, index, nil, self.taskProgrees) local desc, over = self.armorData:getTaskDescByIndex(self.chapterId, index, nil, self.taskProgrees)
print(desc)
cell:refresh(desc, over) cell:refresh(desc, over)
end end