支线副本战斗中的任务

This commit is contained in:
xiekaidong 2023-07-20 20:41:17 +08:00
parent 100e125c19
commit ef1b59db67
8 changed files with 175 additions and 0 deletions

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@ -16,6 +16,10 @@ function DungeonArmorManager:showStarRewardUI()
UIManager:showUI("app/ui/dungeon_armor/dungeon_armor_star_reward_ui") UIManager:showUI("app/ui/dungeon_armor/dungeon_armor_star_reward_ui")
end end
function DungeonArmorManager:showBattleTaskUI()
UIManager:showUI("app/ui/dungeon_armor/dungeon_armor_task_ui")
end
function DungeonArmorManager:reqFight(chapterId) function DungeonArmorManager:reqFight(chapterId)
if not DataManager.FormationData:formationIsFull(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR) then if not DataManager.FormationData:formationIsFull(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR) then
GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_8)) GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_8))

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@ -455,6 +455,11 @@ function BattleUI:refreshTaskBtn()
taskBtn:addClickListener(function() taskBtn:addClickListener(function()
ModuleManager.DailyChallengeManager:showBattleTaskUI() ModuleManager.DailyChallengeManager:showBattleTaskUI()
end) end)
elseif self.battleController.battleType == GConst.BattleConst.BATTLE_TYPE.DUNGEON_ARMOR then
taskBtn:setActive(true)
taskBtn:addClickListener(function()
ModuleManager.DungeonArmorManager:showBattleTaskUI()
end)
else else
taskBtn:setActive(false) taskBtn:setActive(false)
end end

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@ -0,0 +1,16 @@
local TaskCell = class("TaskCell", BaseCell)
local ICON_BG = {"dungeon_armor_bg_9", "dungeon_armor_bg_10"}
local ICON = {"dungeon_armor_star_2", "dungeon_armor_star_1"}
function TaskCell:refresh(desc, over)
local uiMap = self:getUIMap()
local icon = over and ICON_BG[2] or ICON_BG[1]
uiMap["task_cell.task_icon_bg"]:setSprite(GConst.ATLAS_PATH.UI_DUGEON_ARMOR, icon)
icon = over and ICON[2] or ICON[1]
uiMap["task_cell.task_icon"]:setSprite(GConst.ATLAS_PATH.UI_DUGEON_ARMOR, icon)
uiMap["task_cell.desc"]:setText(desc)
uiMap["task_cell.check"]:setVisible(over)
end
return TaskCell

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@ -0,0 +1,10 @@
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@ -52,6 +52,8 @@ function DungeonArmorMainUI:_display()
uiMap["dungeon_armor_main_ui.banner.btn_formation.tx_ok"]:setText(I18N:getGlobalText(I18N.GlobalConst.DUNGEON_WEAPON_DESC_4)) uiMap["dungeon_armor_main_ui.banner.btn_formation.tx_ok"]:setText(I18N:getGlobalText(I18N.GlobalConst.DUNGEON_WEAPON_DESC_4))
self.bg1 = uiMap["dungeon_armor_main_ui.scrollrect.viewport.content.bg_1"] self.bg1 = uiMap["dungeon_armor_main_ui.scrollrect.viewport.content.bg_1"]
self.bg2 = uiMap["dungeon_armor_main_ui.scrollrect.viewport.content.bg_2"] self.bg2 = uiMap["dungeon_armor_main_ui.scrollrect.viewport.content.bg_2"]
self.bg1:setAnchoredPositionY(-1)
self.bg2:setAnchoredPositionY(-1)
self:refreshScrollrect() self:refreshScrollrect()
self:refreshFormation() self:refreshFormation()

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@ -0,0 +1,55 @@
local DungeonArmorTaskUI = class("DungeonArmorTaskUI", BaseUI)
local TASK_CELL = "app/ui/dungeon_armor/cell/task_cell"
function DungeonArmorTaskUI:isFullScreen()
return false
end
function DungeonArmorTaskUI:getPrefabPath()
return "assets/prefabs/ui/dungeon_armor/dungeon_armor_task_ui.prefab"
end
---- 构建数据
function DungeonArmorTaskUI:ctor()
local battleController = ModuleManager.BattleManager.battleController
if not battleController then
self.taskCurProgress = {}
return
end
self.armorData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_ARMOR)
self.chapterId = battleController.chapterId
self.taskProgrees = self.armorData:formatTaskByController(battleController, self.chapterId)
end
function DungeonArmorTaskUI:onLoadRootComplete()
self:_display()
self:_addListeners()
end
function DungeonArmorTaskUI:_display()
local uiMap = self.root:genAllChildren()
if not self.taskCells then
self.taskCells = {}
for i = 1, 3 do
self.taskCells[i] = CellManager:addCellComp(uiMap["dungeon_armor_task_ui.bg.task_cell_" .. i], TASK_CELL)
end
end
for index, cell in ipairs(self.taskCells) do
local desc, over = self.armorData:getTaskDescByIndex(self.chapterId, index, nil, self.taskProgrees)
print(desc)
cell:refresh(desc, over)
end
uiMap["dungeon_armor_task_ui.bg.title_desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.TASK_NAME))
end
function DungeonArmorTaskUI:_addListeners()
local uiMap = self.root:genAllChildren()
uiMap["dungeon_armor_task_ui.bg.close_btn"]:addClickListener(function()
self:closeUI()
end)
end
return DungeonArmorTaskUI

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@ -0,0 +1,10 @@
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View File

@ -299,4 +299,77 @@ function DungeonArmorEntity:getMinLowThreeStarId()
return self.maxPassedId return self.maxPassedId
end end
function DungeonArmorEntity:formatTaskByController(battleBaseController, chapterId)
local taskProgress = {}
if not battleBaseController then
return taskProgress
end
local pass = self:getPassedMaxId() >= chapterId and 1 or 0
local hpp = math.floor(battleBaseController.battleData:getAtkTeam():getHpPercent() * 100 + 0.0001)
local bossRoundCount = 0
if battleBaseController.waveIndex >= battleBaseController.maxWaveIndex then -- 最后一波
bossRoundCount = battleBaseController.waveRoundCount[battleBaseController.waveIndex] or 0
end
local totalRound = 0
for wave, round in pairs(battleBaseController.waveRoundCount) do
totalRound = totalRound + round
end
taskProgress = {
[0] = pass,
[1] = hpp,
[2] = bossRoundCount,
[3] = totalRound,
}
return taskProgress
end
function DungeonArmorEntity:getTaskDesc(chapterId, taskId, progress)
local config = ConfigManager:getConfig("task_dungeon_armor")[taskId]
if not config then
return I18N:getGlobalText(I18N.GlobalConst.DUNGEON_ARMOR_DESC_7), self:getPassedMaxId() >= chapterId
end
local desc = I18N:getConfig("task_dungeon_armor")[taskId].desc
progress = progress or 0
local taskNum = config.param
local over = false
if taskId == 1 then -- 特殊处理
over = progress >= taskNum
progress = progress .. "%"
taskNum = taskNum .. "%"
elseif taskId == 2 then
over = progress <= taskNum
elseif taskId == 3 then
over = progress <= taskNum
end
local color = "#FF4949"
if over then
color = "#49FF49"
end
local progressStr = string.format("<color=%s>(%s/%s)</color>", color, progress, taskNum)
return desc .. progressStr, over
end
function DungeonArmorEntity:getTaskDescByIndex(chapterId, index, battleBaseController, taskProgress)
taskProgress = taskProgress or self:formatTaskByController(battleBaseController, chapterId)
if not self.taskList then
self.taskList = {}
end
if not self.taskList[chapterId] then
self.taskList[chapterId] = GFunc.getTable(self:getConfig(chapterId).star_task)
table.insert(self.taskList[chapterId], 1, 0) -- 首位添加默认任务
end
local taskId = self.taskList[chapterId][index]
if not taskId then
return GConst.EMPTY_STRING
end
return self:getTaskDesc(chapterId, taskId, taskProgress[taskId])
end
return DungeonArmorEntity return DungeonArmorEntity