local BattleResultUI = class("BattleResultUI", BaseUI) local UNIT_RESULT_RERPORT_CELL = "app/ui/battle/cell/unit_result_report_cell" local MAX_SCROLL_SHOW_COUNT = 10 function BattleResultUI:getPrefabPath() return "assets/prefabs/ui/battle/battle_result_ui.prefab" end function BattleResultUI:ctor(params) if EDITOR_MODE then Logger.printTable(params) end -- 通用 self.battleType = params.battleType self.isWin = params.isWin self.rewards = params.rewards -- pve特有 self.atkReport = params.atkReport self.wave = params.wave -- 主线特有 self.mysteryBoxIdx = params.mysteryBoxIdx or 0 -- 金币副本特有 self.remainRound = params.remainRound -- 竞技场特有 self.incrScore = params.incrScore self.arenaTotalCount = params.arenaTotalCount self.isTryShowGoldPig = false self.totalDmg = 0 if self.atkReport then for _, info in ipairs(self.atkReport) do self.totalDmg = self.totalDmg + info.dmg end end -- 相同奖励合并 for idx, reward in pairs(self.rewards) do for i = #self.rewards, idx + 1, -1 do if i ~= idx and reward.item.id == self.rewards[i].item.id then reward.item.count = reward.item.count + self.rewards[i].item.count table.remove(self.rewards, i) end end end end function BattleResultUI:onClose() if self.sliderSequence then self.sliderSequence:Kill() end if self.animNode then self.animNode:Kill() end if self.animPig then self.animPig:Kill() end if self.animRewards then for idx, anim in pairs(self.animRewards) do if anim then anim:Kill() end end end if self.arenaSequence then self.arenaSequence:Kill() self.arenaSequence = nil end end function BattleResultUI: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.unitImgBattleIcon = uiMap["battle_result_ui.unit_node.icon"] self.unitTxDesc1 = uiMap["battle_result_ui.unit_node.desc_1"] self.unitTxDesc2 = uiMap["battle_result_ui.unit_node.desc_2"] self.unitTxDesc3 = uiMap["battle_result_ui.unit_node.desc_3"] self.unitImgReportV = uiMap["battle_result_ui.unit_node.report_img_v"] self.unitImgReportD = uiMap["battle_result_ui.unit_node.report_img_d"] 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) -- 金猪存钱罐 self.goldPigNode = uiMap["battle_result_ui.gold_pig"] self.goldPigTxGem = uiMap["battle_result_ui.gold_pig.gem_bg.gem_tx"] self.goldPigSlider = uiMap["battle_result_ui.gold_pig.slider_bg.slider"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER) self.goldPigTxSlider = uiMap["battle_result_ui.gold_pig.slider_bg.text"] self.goldPigImgGem = uiMap["battle_result_ui.gold_pig.gem_bg.gem_img"] self.goldPigSpine = uiMap["battle_result_ui.gold_pig.spine_pig"] self.goldPigGem = uiMap["battle_result_ui.gold_pig.gem_bg"] self.canvasGroupPigGem = self.goldPigGem:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP) -- 竞技场 self.arenaNode = uiMap["battle_result_ui.arena_node"] self.arenaSpineRoot = uiMap["battle_result_ui.arena_node.spine_root"] self.arenaTxGrading = uiMap["battle_result_ui.arena_node.tx_grading"] self.arenaTxScore = uiMap["battle_result_ui.arena_node.tx_score"] self.arenaImgProp = uiMap["battle_result_ui.arena_node.prog.img_prog"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER) self.arenaTxProg = uiMap["battle_result_ui.arena_node.prog.tx_prog"] -- 竞技场广告宝箱 self.arenaBoxNode = uiMap["battle_result_ui.arena_box_node"] self.victoryMask:addClickListener(function() self:onClickMask() end) self.defeatMask:addClickListener(function() self:onClickMask() end) end function BattleResultUI:onClickMask() if self.isTryShowGoldPig then ModuleManager.BattleManager:endBattleAndExit() else if not self:tryShowGoldPig() then ModuleManager.BattleManager:endBattleAndExit() end end end function BattleResultUI: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:refreshRewards() self:refreshUnitInfo() self:refreshArenaNode() end function BattleResultUI:refreshVictoryNode() self.victoryNode:setVisible(true) self.unitImgReportV:setVisible(true) self.defeatNode:setVisible(false) self.unitImgReportD: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) if self.battleType == GConst.BattleConst.BATTLE_TYPE.ARENA then self:showNodeAnim(self.victoryUnitNode, self.arenaNode) else self:showNodeAnim(self.victoryUnitNode, self.unitNode) end end function BattleResultUI:refreshDefeatNode() self.victoryNode:setVisible(false) self.unitImgReportV:setVisible(false) self.defeatNode:setVisible(true) self.unitImgReportD: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) if self.battleType == GConst.BattleConst.BATTLE_TYPE.ARENA then self:showNodeAnim(self.defeatUnitNode, self.arenaNode) else self:showNodeAnim(self.defeatUnitNode, self.unitNode) end end -- 播放节点动画 function BattleResultUI: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 BattleResultUI:refreshArenaNode() if self.battleType ~= GConst.BattleConst.BATTLE_TYPE.ARENA then self.arenaNode:setVisible(false) self.arenaBoxNode:setVisible(false) return end self.arenaNode:setVisible(true) local totalScore = DataManager.ArenaData:getScore() local lastScore = totalScore - self.incrScore local curId = DataManager.ArenaData:getGradingId() local lastId = DataManager.ArenaData:getGradingIdFromScore(lastScore) self.arenaTxGrading:setText(DataManager.ArenaData:getGradingName(lastId)) self:refreshArenaGradingSpine(lastId) if self.arenaSequence then self.arenaSequence:Kill() end self.arenaSequence = DOTweenManager:createSeqWithIntId() local tween = DOTweenManager:createDOTweenTo( function() return lastScore end, function(value) local maxScore = DataManager.ArenaData:getGradingScoreTotal(value) local curScore = DataManager.ArenaData:getGradingScore(value) self.arenaImgProp.value = curScore/maxScore self.arenaTxProg:setText(math.floor(curScore).."/"..maxScore) end, totalScore, 1.5) self.arenaSequence:Append(tween) self.arenaSequence:AppendCallback(function() self.arenaTxGrading:setText(DataManager.ArenaData:getGradingName(curId)) self:refreshArenaGradingSpine(curId) self.arenaSequence = nil end) if self.incrScore > 0 then self.arenaTxScore:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_27, "+"..self.incrScore)) else self.arenaTxScore:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_27, self.incrScore)) end -- 检查ad宝箱显示 if self.isWin then if (self.arenaTotalCount % GFunc.getConstIntValue("arena_win_adbox")) == 0 then self.arenaBoxNode:setVisible(true) end else if (self.arenaTotalCount % GFunc.getConstIntValue("arena_lose_adbox")) == 0 then self.arenaBoxNode:setVisible(true) end end end function BattleResultUI:refreshArenaGradingSpine(gradingId) if self.arenaSpine then self.arenaSpine:playAnimComplete("vanish", false, false, function() self.arenaSpine:destroy() self.arenaSpine = nil self:refreshArenaGradingSpine(gradingId) end) else SpineManager:loadUISpineWidgetAsync(DataManager.ArenaData:getGradingIconName(gradingId).."_spine", self.arenaSpineRoot, function(spineObject) self.arenaSpine = spineObject self.arenaSpine:setLocalScale(0.8, 0.8, 1) self.arenaSpine:setSkin(DataManager.ArenaData:getGradingNumName(gradingId)) self.arenaSpine:playAnimComplete("born", false, false, function() self.arenaSpine:playAnim("idle", true, false) end) end) end end function BattleResultUI:refreshRewards() self.animRewards = {} self.rewardNode:setVisible(true) self.goldPigNode:setVisible(false) 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:showRightUpIcon(index <= self.mysteryBoxIdx, GConst.ATLAS_PATH.COMMON, "common_chest_1") 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 BattleResultUI: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.unitTxDesc2:setText(self.wave) self.unitTxDesc3:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_7, GFunc.num2Str(self.totalDmg))) local iconName = "common_dec_3" if self.battleType == GConst.BattleConst.BATTLE_TYPE.DUNGEON_GOLD then iconName = "common_dec_15" local round = self.remainRound or 0 self.unitTxDesc2:setText(round) self.unitTxDesc1:setText(I18N:getGlobalText(I18N.GlobalConst.ROUND_LEFT)) else self.unitTxDesc1:setText(GConst.EMPTY_STRING) end self.unitImgBattleIcon:setSprite(GConst.ATLAS_PATH.COMMON, iconName) GFunc.centerImgAndTx(self.unitImgBattleIcon, self.unitTxDesc2, 7) end function BattleResultUI:tryShowGoldPig() self.isTryShowGoldPig = true if self.battleType ~= GConst.BattleConst.BATTLE_TYPE.STAGE then return false end if not DataManager.GoldPigData:getIsOpen() then return false end self.rewardNode:setVisible(false) self.goldPigNode:setVisible(true) local lastGemCount = DataManager.GoldPigData:getLastCount() local currGemCount = DataManager.GoldPigData:getCount() local maxGemCount = DataManager.GoldPigData:getMaxCount() if lastGemCount > currGemCount then lastGemCount = currGemCount end self.animPig = self.root:createBindTweenSequence() self.animPig:Insert(0, self.canvasGroupPigGem:DOFade(0, 0)) self.animPig:Insert(1.5, self.canvasGroupPigGem:DOFade(1, 0.3)) self.animPig:SetAutoKill(false) self.animPig:OnComplete(function() self.animPig = nil end) self.goldPigSpine:playAnimComplete("idle1", false, false, function() self.goldPigSpine:playAnim("idle2", true, false) end) self.goldPigTxGem:setText("+" .. currGemCount - lastGemCount) GFunc.centerImgAndTx(self.goldPigImgGem, self.goldPigTxGem, 0, -4) if currGemCount > lastGemCount then self.sliderSequence = DOTweenManager:createSeqWithIntId() local curProgress = 0 local remain = currGemCount - lastGemCount local startPercent = lastGemCount / maxGemCount local remainPercent = currGemCount / maxGemCount - startPercent self.goldPigSlider.value = startPercent self.goldPigTxSlider:setText(lastGemCount .. "/" .. currGemCount) local tween = DOTweenManager:createDOTweenTo( function() return curProgress end, function(value) curProgress = value self.goldPigSlider.value = startPercent + remainPercent*curProgress self.goldPigTxSlider:setText(lastGemCount + math.floor(remain*curProgress) .. "/" .. maxGemCount) end, 1, 1) self.sliderSequence:Append(tween) self.sliderSequence:AppendCallback(function() self.sliderSequence = nil end) else -- 相等就不跑动画了 self.goldPigSlider.value = currGemCount / maxGemCount self.goldPigTxSlider:setText(currGemCount .. "/" .. maxGemCount) end return true end -- 展示结算奖励的出现动画 function BattleResultUI: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 BattleResultUI