c1_lua/lua/app/ui/hero/hero_comp.lua
2023-04-24 20:18:17 +08:00

213 lines
7.5 KiB
Lua

local HeroComp = class("HeroComp", LuaComponent)
local HERO_LIST_CELL = "app/ui/hero/cell/hero_list_cell"
local OUT_SCREEN_X = 10000
function HeroComp:init()
self.uiMap = self:getBaseObject():genAllChildren()
self.scrollRect = self.uiMap["hero_ui.scrollrect"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
self.scrollRect:addInitCallback(function()
return HERO_LIST_CELL
end)
self.scrollRect:addRefreshCallback(function(index, cell)
cell:refresh(index, self.heroList, self.stageFormation, self.allHeroCount, self.unlockCount, function(cell, heroId)
self:onClickHero(cell, heroId)
end)
end)
self.heroList = {}
local heroCfg = ConfigManager:getConfig("hero")
for id, v in pairs(heroCfg) do
table.insert(self.heroList, {cfgId = id, sort = id, elementType = v.position})
end
self.heroNodeList = {
self.uiMap["hero_ui.formation.hero_1"],
self.uiMap["hero_ui.formation.hero_2"],
self.uiMap["hero_ui.formation.hero_3"],
self.uiMap["hero_ui.formation.hero_4"],
self.uiMap["hero_ui.formation.hero_5"],
}
self.heroAddImgList = {
self.uiMap["hero_ui.formation.hero_1.add"],
self.uiMap["hero_ui.formation.hero_2.add"],
self.uiMap["hero_ui.formation.hero_3.add"],
self.uiMap["hero_ui.formation.hero_4.add"],
self.uiMap["hero_ui.formation.hero_5.add"],
}
self.heroBgSpineObj = {
self.uiMap["hero_ui.formation.hero_1.ui_spine_obj"],
self.uiMap["hero_ui.formation.hero_2.ui_spine_obj"],
self.uiMap["hero_ui.formation.hero_3.ui_spine_obj"],
self.uiMap["hero_ui.formation.hero_4.ui_spine_obj"],
self.uiMap["hero_ui.formation.hero_5.ui_spine_obj"],
}
self.heroSpineList = {}
self.largeHeroCell = CellManager:addCellComp(self.uiMap["hero_ui.scrollrect.viewport.content.large_hero_cell"], GConst.TYPEOF_LUA_CLASS.LARGE_HERO_CELL)
self.content = self.uiMap["hero_ui.scrollrect.viewport.content"]
self.largeHeroCell:getBaseObject():setAnchoredPositionX(OUT_SCREEN_X)
self.content:addClickListener(function()
self.largeHeroCell:getBaseObject():setAnchoredPositionX(OUT_SCREEN_X)
end)
for index, obj in ipairs(self.heroNodeList) do
obj:addClickListener(function()
local heroId = self.stageFormation[index]
if heroId then
local hero = DataManager.HeroData:getHeroById(heroId)
if hero then
ModuleManager.HeroManager:showHeroDetailUI(heroId)
end
end
end)
if self.heroBgSpineObj[index] then
self.heroBgSpineObj[index]:playAnim("idle", true, false)
end
end
self.uiMap["hero_ui.top_bg.title_bg_img.title_tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.MAIN_BTN_2))
end
function HeroComp:refresh()
self:clearAdapt()
self:adapt()
self.stageFormation = DataManager.FormationData:getStageFormation()
self:refreshStageFormation()
self:refreshScrollRect()
end
function HeroComp:refreshStageFormation()
for i = 1, 5 do
local heroId = self.stageFormation[i]
local hero = DataManager.HeroData:getHeroById(heroId)
if hero and hero:getLv() > 0 then
self.heroAddImgList[i]:setVisible(false)
if self.heroSpineList[i] and self.heroSpineList[i]:getModelId() == hero:getModelId() then
self.heroSpineList[i]:setActive(true)
self.heroSpineList[i]:playAnimation("idle", true)
else
SpineManager:loadHeroAsync(hero:getModelId(), self.heroNodeList[i], function(spineObject)
if heroId ~= self.stageFormation[i] then
return
end
if self.heroSpineList[i] then
self.heroSpineList[i]:destroy()
end
spineObject:playAnimation("idle", true)
spineObject:setLocalScale(0.7, 0.7, 0.7)
self.heroSpineList[i] = spineObject
self.heroSpineList[i]:setLocalPosition(0, -52, 0)
end)
end
else
self.heroAddImgList[i]:setVisible(true)
if self.heroSpineList[i] then
self.heroSpineList[i]:setActive(false)
end
end
end
end
function HeroComp:refreshScrollRect()
self:sortHeroList()
self.allHeroCount = #self.heroList
self.unlockCount = DataManager.HeroData:getUnlockHeroCount()
local lockCount = self.allHeroCount - self.unlockCount
local cellCount = 0
if self.unlockCount > 0 then
cellCount = cellCount + math.ceil(self.unlockCount / 4)
end
if lockCount > 0 then
cellCount = cellCount + math.ceil(lockCount / 4)
end
local currCount = self.scrollRect:getTotalCount()
if cellCount == currCount then
self.scrollRect:updateAllCell()
else
self.scrollRect:clearCells()
self.scrollRect:refillCells(cellCount)
end
end
-- 等级>品质>id
function HeroComp:sortHeroList()
local HeroData = DataManager.HeroData
for _, info in ipairs(self.heroList) do
local heroEntity = HeroData:getHeroById(info.cfgId)
local sort = info.cfgId -- id 预留6位
sort = sort + (10 - info.elementType) * 1000000 -- 位置预留1位
sort = sort + 10000000 * heroEntity:getQlt() -- 品质1位
sort = sort + 100000000 * heroEntity:getLv() -- 预留3位
if heroEntity:isUnlock() then
sort = sort + 300000000000
if heroEntity:isActived() then
sort = sort + 400000000000
else
sort = sort + 300000000000
end
elseif DataManager.BagData.ItemData:getItemNumById(heroEntity:getFragmentId()) > 0 then
sort = sort + 200000000000
else
sort = sort + 100000000000
end
info.sort = sort
end
table.sort(self.heroList, function(a, b)
return a.sort > b.sort
end)
end
function HeroComp:onClickHero(cell, heroId)
if not cell or not heroId then
self.largeHeroCell:getBaseObject():setAnchoredPositionX(OUT_SCREEN_X)
return
end
local entity = DataManager.HeroData:getHeroById(heroId)
if entity then
if entity:isActived() and not DataManager.FormationData:heroInFormation(GConst.BattleConst.BATTLE_TYPE.STAGE, heroId) then
local targetPos = cell:getBaseObject():getTransform().position
local sPoint = UIManager:getUICameraComponent():WorldToScreenPoint(targetPos)
targetPos = CS.BF.Utils.RectTransformScreenPointToLocalPointInRectangle(self.content:getTransform(), sPoint.x, sPoint.y, UIManager:getUICameraComponent())
self.largeHeroCell:getBaseObject():setAnchoredPosition(targetPos.x, targetPos.y)
self.largeHeroCell:getBaseObject():getTransform():SetAsLastSibling()
self.largeHeroCell:refresh(entity, not entity:isActived())
self.largeHeroCell:showCheck(self.stageFormation[entity:getMatchType()] == heroId)
else
ModuleManager.HeroManager:showHeroDetailUI(heroId)
self.largeHeroCell:getBaseObject():setAnchoredPositionX(OUT_SCREEN_X)
end
else
self.largeHeroCell:getBaseObject():setAnchoredPositionX(OUT_SCREEN_X)
end
end
function HeroComp:adapt()
local addH = GFunc.calculateFitSizeY()
local uiMap = self:getBaseObject():genAllChildren()
local scrollRect = uiMap["hero_ui.scrollrect"]
local viewport = uiMap["hero_ui.scrollrect.viewport"]
if not self.rectDefaultSize then
self.rectDefaultSize = scrollRect:getSizeDelta()
end
if not self.viewDefaultSize then
self.viewDefaultSize = viewport:getSizeDelta()
end
scrollRect:setSizeDelta(self.rectDefaultSize.x, self.rectDefaultSize.y + addH)
viewport:setSizeDelta(self.viewDefaultSize.x, self.viewDefaultSize.y + addH)
end
function HeroComp:clearAdapt()
local uiMap = self:getBaseObject():genAllChildren()
local scrollRect = uiMap["hero_ui.scrollrect"]
local viewport = uiMap["hero_ui.scrollrect.viewport"]
if not self.rectDefaultSize then
self.rectDefaultSize = scrollRect:getSizeDelta()
end
if not self.viewDefaultSize then
self.viewDefaultSize = viewport:getSizeDelta()
end
scrollRect:setSizeDelta(self.rectDefaultSize.x, self.rectDefaultSize.y)
viewport:setSizeDelta(self.viewDefaultSize.x, self.viewDefaultSize.y)
end
return HeroComp