711 lines
24 KiB
Lua
711 lines
24 KiB
Lua
local ChapterCompBaseCell = require "app/ui/main_city/component/main_comp_base_cell"
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local ChapterComp = class("ChapterComp", ChapterCompBaseCell)
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local UISpineObject = require "app/bf/unity/ui_spine_object"
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-- local CHAPTER_PATH = "assets/arts/textures/background/chapter/%s.png"
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local HERO_SPINE_ASSET_PATH = "assets/arts/spines/characters/%s/%s_skeletondata.asset"
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local CHAPTER_PATH = "assets/arts/textures/background/main/%s.png"
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local BOX_ICON = {
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"common_chest_1",
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"common_chest_4"
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}
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function ChapterComp:getIsOpen()
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return true
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end
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function ChapterComp:getEntranceName()
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return I18N:getGlobalText(I18N.GlobalConst.MAIN_CHAPTER)
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end
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function ChapterComp:isShowTopNode()
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return true
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end
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function ChapterComp:isShowSideBar()
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return true
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end
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function ChapterComp:isShowBounty()
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return true
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end
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function ChapterComp:isShowHeroFormation()
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return true
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end
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function ChapterComp:getFightHpCost()
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return DataManager.ChapterData:getFightCost()
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end
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function ChapterComp:onClickFight()
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ModuleManager.ChapterManager:startFight()
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end
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function ChapterComp:init()
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self.uiMap = self:getBaseObject():genAllChildren()
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self:initChapter()
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end
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function ChapterComp:initChapter()
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self.chapterImg = self.uiMap["chapter.img"]
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self.chapterNameTx = self.uiMap["chapter.name_tx"]
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self.chapterWavetx = self.uiMap["chapter.record_tx"]
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self.leftArrow = self.uiMap["chapter.left_arrow"]
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local leftArrowBtn = self.uiMap["chapter.left_arrow.btn"]
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leftArrowBtn:addClickListener(function()
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if DataManager.ChapterData:goLastChapter() then
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self:refresh()
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end
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end)
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self.rightArrow = self.uiMap["chapter.right_arrow"]
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local rightArrowBtn = self.uiMap["chapter.right_arrow.btn"]
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rightArrowBtn:addClickListener(function()
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if DataManager.ChapterData:goNextChapter() then
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self:refresh()
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end
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end)
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self.uiMap["chapter.effect_node.ui_spine_obj"]:playAnim("idle", true, false)
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self.chapterBg = self.uiMap["chapter_comp.bg"]
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self.chapterBg:setAnchoredPositionX(-720)
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self.bossSmoke = self.uiMap["chapter_comp.boss_smoke"]
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self.bossSmoke:setAnchoredPositionX(10000)
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self.smokeNodeTop = self.uiMap["chapter_comp.smoke_node_1"]
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self.monsterNodeTop = self.uiMap["chapter_comp.monster_node_1"]
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self.bossNode = self.uiMap["chapter_comp.boss_node"]
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self.bossNode:setActive(false)
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self.bossSpine = self.uiMap["chapter_comp.boss_node.boss"]
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self.smokeNodeDown = self.uiMap["chapter_comp.smoke_node_2"]
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self.monsterNodeDown = self.uiMap["chapter_comp.monster_node_2"]
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self.dialogueTx = self.uiMap["chapter_comp.dialogue_node.bg.text"]
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self.dialogueBg = self.uiMap["chapter_comp.dialogue_node.bg"]
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self.dialogueNode = self.uiMap["chapter_comp.dialogue_node"]
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self.dialogueNode:setAnchoredPositionX(0)
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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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end
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function ChapterComp:refresh()
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self:refreshChapter()
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end
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function ChapterComp:refreshChapter(force)
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local chapterId = DataManager.ChapterData:getChapterId()
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if self.currChapterId ~= chapterId or force then
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if DataManager.ChapterData:getIsFirstChapter(chapterId) then -- 第一章不需要左箭头
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self.leftArrow:setVisible(false)
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self.rightArrow:setVisible(DataManager.ChapterData:getMaxChapterId() >= 1)
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elseif chapterId == DataManager.ChapterData:getMaxChapterId() + 1 then -- 只能看打的最远的关卡
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self.leftArrow:setVisible(true)
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self.rightArrow:setVisible(false)
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else
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self.leftArrow:setVisible(true)
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self.rightArrow:setVisible(not DataManager.ChapterData:isFinalChapter(chapterId))
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end
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self.currChapterId = chapterId
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local chapterInfo = ConfigManager:getConfig("chapter")[chapterId]
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local chapterI18NInfo = I18N:getConfig("chapter")[chapterId]
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if chapterInfo then
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local monsterIdList = chapterInfo.monster_id
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if monsterIdList then
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local bossId = monsterIdList[1]
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if bossId then
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local monsterCfg = ConfigManager:getConfig("monster_base")
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local monsterInfo = monsterCfg[bossId]
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if monsterInfo then
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-- self.dialogueBg:setAnchoredPositionY(monsterInfo.blood * monsterInfo.ui/10 + 20)
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end
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end
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end
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-- main_bg_1
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-- self.chapterBg:setTexture(string.format(CHAPTER_PATH, chapterInfo.scenes_a)) end
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self.chapterBg:setTexture(string.format(CHAPTER_PATH, "main_bg_1"))
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end
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if chapterI18NInfo then
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self.chapterNameTx:setText(chapterI18NInfo.name)
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end
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self.chapterWavetx:setText(I18N:getGlobalText(I18N.GlobalConst.CHAPTER_DESC_1, DataManager.ChapterData:getChapterMaxWave()))
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local slider = self.uiMap["chapter.progress_bg.slider"]
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if not self.boxObjs then
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self.boxObjs = {}
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for i = 1, 3 do
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self.boxObjs[i] = {
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box = self.uiMap["chapter.progress_bg.box_" .. i],
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desc = self.uiMap["chapter.progress_bg.box_desc_" .. i],
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spineObj = self.uiMap["chapter.progress_bg.spine_node.ui_spine_obj_" .. i],
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boxIcon = self.uiMap["chapter.progress_bg.box_" .. i .. ".box_icon"]
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}
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end
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end
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local mysteryBoxCount = DataManager.ChapterData:getChapterMysteryBoxRewardCount(chapterId)
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local mysteryBoxBg = self.uiMap["chapter_comp.img.bg"]
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mysteryBoxBg:setVisible(mysteryBoxCount > 0)
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local mysteryBoxIcon = self.uiMap["chapter.img.mystery_box_icon"]
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mysteryBoxIcon:setVisible(mysteryBoxCount > 0)
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if mysteryBoxCount > 0 then
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local gotCount = DataManager.ChapterData:getChapterMysteryBoxGotCount(chapterId)
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local desc = I18N:getGlobalText(I18N.GlobalConst.CHAPTER_DESC_2, gotCount, mysteryBoxCount)
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self.uiMap["chapter.img.mystery_box_icon.desc"]:setText(desc)
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end
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local rewardChapterId = DataManager.ChapterData:getIsHaveRewardsMinId()
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if rewardChapterId > chapterId then
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rewardChapterId = chapterId
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end
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local curMaxWave = DataManager.ChapterData:getChapterMaxWave(rewardChapterId)
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local boxCount = DataManager.ChapterData:getChapterBoxCount(rewardChapterId)
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local unitValue = 1 / boxCount
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local sliderValue = 0
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local lastValue = 0
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for i = 1, boxCount do
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if curMaxWave < lastValue then
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break
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end
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local maxWave = DataManager.ChapterData:getChapterBoxNum(rewardChapterId, i)
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local wave = math.min(curMaxWave, maxWave)
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sliderValue = sliderValue + unitValue * (wave - lastValue) / (maxWave - lastValue)
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lastValue = maxWave
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end
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slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = sliderValue
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for index, objs in ipairs(self.boxObjs) do
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local show = boxCount >= index
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objs.box:setActive(show)
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objs.desc:setActive(show)
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objs.spineObj:setVisible(false)
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if show then
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local needWave = DataManager.ChapterData:getChapterBoxNum(rewardChapterId, index)
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local x = 370 * (index / boxCount)
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local rewards = DataManager.ChapterData:getChapterBoxRewards(rewardChapterId, index)
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local num = DataManager.ChapterData:getChapterBoxNum(rewardChapterId, index)
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local rewardGot = DataManager.ChapterData:getChapterBoxRewardGot(rewardChapterId, index)
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local icon = BOX_ICON[1]
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if rewardGot then
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icon = BOX_ICON[2]
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end
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objs.box:addClickListener(function()
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if needWave <= curMaxWave and not rewardGot then
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objs.spineObj:setVisible(true)
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objs.spineObj:playAnimComplete("open", false, false, function()
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ModuleManager.ChapterManager:openBox(rewardChapterId, index)
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end)
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else
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ModuleManager.TipsManager:showRewardsTips(rewards, nil, objs.box)
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end
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end)
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objs.boxIcon:setSprite(GConst.ATLAS_PATH.COMMON, icon)
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objs.box:setAnchoredPositionX(x)
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if needWave <= curMaxWave and not rewardGot then
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objs.spineObj:setVisible(true)
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objs.spineObj:playAnim("idle", true, false)
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objs.spineObj:setAnchoredPositionX(x)
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objs.boxIcon:setVisible(false)
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else
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objs.spineObj:setVisible(false)
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objs.boxIcon:setVisible(true)
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end
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objs.desc:setAnchoredPositionX(x)
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if boxCount == index then
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objs.desc:setText(I18N:getGlobalText(I18N.GlobalConst.MAIN_DESC_1, rewardChapterId))
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else
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objs.desc:setText(num)
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end
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end
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end
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self:refreshFightBtn()
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self:doBossAction()
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end
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self:doChapterMove()
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self:doMonsterAction()
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end
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function ChapterComp: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 ChapterComp: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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-- region 动画
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function ChapterComp: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 ChapterComp:doBossAction()
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if self.currChapterId == nil 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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end
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local monsterIdList = chapterInfo.monster_id
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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[1]
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local chapterBossId = self.chapterBossId
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local monsterCfg = ConfigManager:getConfig("monster_base")
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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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local shadowScale = (monsterInfo.shadow or 1) * scale
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-- local shadowOffset = (monsterInfo.shadow_offset or 0) * scale
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-- self.bossShadow:setLocalScale(shadowScale, shadowScale, shadowScale)
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-- self.bossShadow:setAnchoredPosition(10000, shadowOffset)
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self.bossSmoke:setLocalScale(-shadowScale, shadowScale, shadowScale)
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self.bossSmoke:setAnchoredPositionX(10000)
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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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-- self.bossShadow:setAnchoredPositionX(0)
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self.bossSmoke:playAnim("idle", true, true, true)
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self.bossSmoke:setAnchoredPositionX(0)
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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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else
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local chapterBossId = self.chapterMonsterShowList[1]
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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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end
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end
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end
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-- 切换boss
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function ChapterComp:doChangeBossAction()
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local chapterBossId = self.chapterBossId
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local monsterCfg = ConfigManager:getConfig("monster_base")
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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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local shadowScale = (monsterInfo.shadow or 1) * scale
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-- local shadowOffset = (monsterInfo.shadow_offset or 0) * scale
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-- self.bossShadow:setLocalScale(shadowScale, shadowScale, shadowScale)
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-- self.bossShadow:setAnchoredPosition(10000, shadowOffset)
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self.bossSmoke:setLocalScale(-shadowScale, shadowScale, shadowScale)
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self.bossSmoke:setAnchoredPositionX(10000)
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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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-- self.bossShadow:setAnchoredPositionX(0)
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self.bossSmoke:playAnim("idle", true, true, true)
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self.bossSmoke:setAnchoredPositionX(0)
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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 ChapterComp: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 ChapterComp: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 ChapterComp: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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-- local monsterShadow = self:getMonsterShadow()
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local scale = monsterInfo.ui or 1
|
||
local shadowScale = (monsterInfo.shadow or 1) * scale
|
||
-- monsterShadow:setLocalScale(shadowScale, shadowScale, shadowScale)
|
||
-- local shadowOffset = (monsterInfo.shadow_offset or 0) * scale
|
||
-- monsterShadow:setAnchoredPosition(posX, posY + shadowOffset)
|
||
-- local moveTween2 = monsterShadow:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
|
||
-- seq:Join(moveTween2)
|
||
|
||
local monsterSmoke = self:getMonsterSmoke(isTopTurn)
|
||
monsterSmoke:setAnchoredPosition(posX, posY)
|
||
monsterSmoke:setLocalScale(-shadowScale, shadowScale, shadowScale)
|
||
monsterSmoke:playAnim("idle", true, true, true)
|
||
local moveTween3 = monsterSmoke:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
|
||
seq:Join(moveTween3)
|
||
|
||
seq:AppendCallback(function()
|
||
spine:setActive(false)
|
||
-- monsterShadow:setAnchoredPositionX(10000)
|
||
-- table.insert(self.monsterShadowPool, monsterShadow)
|
||
monsterSmoke:setAnchoredPositionX(10000)
|
||
table.insert(self.monsterSmokePool, monsterSmoke)
|
||
if isTopTurn then
|
||
local pool = self.monsterSpineTopPool[modelId]
|
||
if pool == nil then
|
||
pool = {}
|
||
self.monsterSpineTopPool[modelId] = pool
|
||
end
|
||
table.insert(pool, spine)
|
||
for k, v in ipairs(self.monsterSpineTopList) do
|
||
if v == spine then
|
||
table.remove(self.monsterSpineTopList, k)
|
||
break
|
||
end
|
||
end
|
||
else
|
||
local pool = self.monsterSpineDownPool[modelId]
|
||
if pool == nil then
|
||
pool = {}
|
||
self.monsterSpineDownPool[modelId] = pool
|
||
end
|
||
table.insert(pool, spine)
|
||
for k, v in ipairs(self.monsterSpineDownList) do
|
||
if v == spine then
|
||
table.remove(self.monsterSpineDownList, k)
|
||
break
|
||
end
|
||
end
|
||
end
|
||
end)
|
||
end
|
||
|
||
function ChapterComp:enterChapterBattle()
|
||
-- boss等一会再跑
|
||
local bossWaitTime = GFunc.getConstValue("chapter_fight_bosswait") / 1000
|
||
local bossSeq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
|
||
bossSeq:AppendInterval(bossWaitTime)
|
||
local bossSpeed = GFunc.getConstValue("chapter_fight_bossmove")
|
||
local distance = GConst.UI_SCREEN_WIDTH/2 + 100
|
||
local moveTime = distance / bossSpeed
|
||
local targetPosX = -GConst.UI_SCREEN_WIDTH / 2 - 300
|
||
local moveTween = self.bossNode:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
|
||
bossSeq:Append(moveTween)
|
||
local moveTween2 = self.dialogueNode:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
|
||
bossSeq:Join(moveTween2)
|
||
-- local moveTween3 = self.bossShadow:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
|
||
-- bossSeq:Join(moveTween3)
|
||
|
||
|
||
-- 出来一批小怪从右边跑向左边
|
||
local monsterCount = GFunc.getConstIntValue("chapter_fight_monster_num")
|
||
self.chapterFightMonsterCount = monsterCount
|
||
local wave = 5
|
||
local monsterCountPerWave = math.ceil(monsterCount / wave)
|
||
-- 分批处理
|
||
local monsterSeq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
|
||
for i = 1, wave do
|
||
monsterSeq:AppendCallback(function ()
|
||
if monsterCountPerWave > monsterCount then
|
||
monsterCountPerWave = monsterCount
|
||
end
|
||
monsterCount = monsterCount - monsterCountPerWave
|
||
for j = 1, monsterCountPerWave do
|
||
self:generateChapterFightMonsters()
|
||
end
|
||
end)
|
||
monsterSeq:AppendInterval(0.03)
|
||
end
|
||
return GFunc.getConstValue("chapter_fight_wait") / 1000
|
||
end
|
||
|
||
function ChapterComp:generateChapterFightMonsters()
|
||
local monsterId
|
||
if #self.chapterMonsterShowList <= 2 then
|
||
monsterId = self.chapterMonsterShowList[2]
|
||
else
|
||
monsterId = self.chapterMonsterShowList[math.random(2, #self.chapterMonsterShowList)]
|
||
end
|
||
if monsterId == nil then
|
||
return
|
||
end
|
||
local monsterCfg = ConfigManager:getConfig("monster_base")
|
||
local monsterInfo = monsterCfg[monsterId]
|
||
if monsterInfo == nil then
|
||
return
|
||
end
|
||
local modelId = monsterInfo.model_id
|
||
local pool
|
||
local list
|
||
local parent
|
||
local posY
|
||
if self.isTopTurn then -- 刷上面
|
||
pool = self.monsterSpineTopPool[modelId]
|
||
list = self.monsterSpineTopList
|
||
parent = self.monsterNodeTop
|
||
posY = math.random(1, 300)
|
||
else -- 刷下面
|
||
pool = self.monsterSpineDownPool[modelId]
|
||
list = self.monsterSpineDownList
|
||
parent = self.monsterNodeDown
|
||
posY = -math.random(1, 240)
|
||
end
|
||
self.isTopTurn = not self.isTopTurn
|
||
if pool and #pool > 0 then
|
||
local spine = table.remove(pool)
|
||
table.insert(list, spine)
|
||
spine:setActive(true)
|
||
self:doMonsterFightMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
|
||
else
|
||
SpineManager:loadUIHeroSpineWidgetAsync(modelId, parent, function(spine)
|
||
if not self.startMonsterAction then
|
||
spine:destroy()
|
||
return
|
||
end
|
||
table.insert(list, spine)
|
||
local scale = monsterInfo.ui or 1
|
||
spine:setLocalScale(-scale, scale, scale)
|
||
self:doMonsterFightMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
|
||
end)
|
||
end
|
||
end
|
||
|
||
function ChapterComp:doMonsterFightMove(modelId, spine, posY, monsterInfo, isTopTurn)
|
||
spine:playAnim("move", true, true, true)
|
||
local posX = GConst.UI_SCREEN_WIDTH / 2 + math.random(100, math.floor(GConst.UI_SCREEN_WIDTH*2/3))
|
||
spine:setAnchoredPosition(posX, posY)
|
||
local seq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
|
||
if self.chapterMonsterFightSpeed == nil then
|
||
-- self.chapterMonsterFightSpeed = GFunc.getConstValue("chapter_fight_monstermove")
|
||
self.chapterMonsterFightSpeed = 880
|
||
end
|
||
local distance = posX + GConst.UI_SCREEN_WIDTH/2 + 100
|
||
local moveTime = distance / self.chapterMonsterFightSpeed
|
||
local targetPosX = -GConst.UI_SCREEN_WIDTH / 2 - 100
|
||
local moveTween = spine:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
|
||
seq:Append(moveTween)
|
||
|
||
-- local monsterShadow = self:getMonsterShadow()
|
||
local scale = monsterInfo.ui or 1
|
||
local shadowScale = (monsterInfo.shadow or 1) * scale
|
||
-- monsterShadow:setLocalScale(shadowScale, shadowScale, shadowScale)
|
||
-- local shadowOffset = (monsterInfo.shadow_offset or 0) * scale
|
||
-- monsterShadow:setAnchoredPosition(posX, posY + shadowOffset)
|
||
-- local moveTween2 = monsterShadow:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
|
||
-- seq:Join(moveTween2)
|
||
|
||
local monsterSmoke = self:getMonsterSmoke(isTopTurn)
|
||
monsterSmoke:setAnchoredPosition(posX, posY)
|
||
monsterSmoke:setLocalScale(-shadowScale, shadowScale, shadowScale)
|
||
monsterSmoke:playAnim("idle", true, true, true)
|
||
local moveTween3 = monsterSmoke:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
|
||
seq:Join(moveTween3)
|
||
|
||
seq:AppendCallback(function()
|
||
spine:setActive(false)
|
||
-- monsterShadow:setAnchoredPositionX(10000)
|
||
-- table.insert(self.monsterShadowPool, monsterShadow)
|
||
monsterSmoke:setAnchoredPositionX(10000)
|
||
table.insert(self.monsterSmokePool, monsterSmoke)
|
||
if isTopTurn then
|
||
local pool = self.monsterSpineTopPool[modelId]
|
||
if pool == nil then
|
||
pool = {}
|
||
self.monsterSpineTopPool[modelId] = pool
|
||
end
|
||
table.insert(pool, spine)
|
||
for k, v in ipairs(self.monsterSpineTopList) do
|
||
if v == spine then
|
||
table.remove(self.monsterSpineTopList, k)
|
||
break
|
||
end
|
||
end
|
||
else
|
||
local pool = self.monsterSpineDownPool[modelId]
|
||
if pool == nil then
|
||
pool = {}
|
||
self.monsterSpineDownPool[modelId] = pool
|
||
end
|
||
table.insert(pool, spine)
|
||
for k, v in ipairs(self.monsterSpineDownList) do
|
||
if v == spine then
|
||
table.remove(self.monsterSpineDownList, k)
|
||
break
|
||
end
|
||
end
|
||
end
|
||
end)
|
||
|
||
if self.chapterFightMonsterCount then
|
||
self.chapterFightMonsterCount = self.chapterFightMonsterCount - 1
|
||
if self.chapterFightMonsterCount == 0 then -- 最后一个怪物生成完毕后,重新排一下序
|
||
self:sortChapterFightMonstersOrder()
|
||
self:sortChapterFightMonstersOrder()
|
||
self:sortChapterFightMonstersOrder()
|
||
self:sortChapterFightMonstersOrder()
|
||
end
|
||
end
|
||
end
|
||
|
||
function ChapterComp:sortChapterFightMonstersOrder()
|
||
self:sortChildrenOrder(self.monsterNodeTop)
|
||
self:sortChildrenOrder(self.monsterNodeDown)
|
||
self:sortChildrenOrder(self.smokeNodeTop)
|
||
self:sortChildrenOrder(self.smokeNodeDown)
|
||
end
|
||
|
||
function ChapterComp: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
|
||
|
||
function ChapterComp:getMonsterSmoke(isTop)
|
||
local monsterSmoke
|
||
if #self.monsterSmokePool > 0 then
|
||
monsterSmoke = table.remove(self.monsterSmokePool)
|
||
monsterSmoke:setParent(isTop and self.smokeNodeTop or self.smokeNodeDown, false)
|
||
else
|
||
local shadowObj = CS.UnityEngine.Object.Instantiate(self.bossSmoke:getGameObject())
|
||
monsterSmoke = UISpineObject:create()
|
||
monsterSmoke:initWithPrefab(GConst.EMPTY_STRING, shadowObj)
|
||
monsterSmoke:getAnimationState()
|
||
monsterSmoke:setParent(isTop and self.smokeNodeTop or self.smokeNodeDown, false)
|
||
end
|
||
return monsterSmoke
|
||
end
|
||
-- endregion
|
||
|
||
return ChapterComp |