c1_lua/lua/app/ui/hero/hero_detail_ui.lua
puxuan 2960713f83 Merge branch 'dev_hero' into dev_equip
# Conflicts:
#	lua/app/config/localization/localization_global_const.lua
#	lua/app/config/strings/cn/global.lua
2025-09-16 16:12:53 +08:00

297 lines
9.3 KiB
Lua

local HeroDetailUI = class("HeroDetailUI", BaseUI)
local COMP_HERO = "app/ui/hero/hero_info_comp"
local COMP_STAR = "app/ui/hero/star_info_comp"
local COMP_EQUIP = "app/ui/hero/equip_info_comp"
local SIZE_DELTA_Y_HERO = 942
local SIZE_DELTA_Y_LOOK_HERO = 802
function HeroDetailUI:isFullScreen()
return false
end
function HeroDetailUI:getPrefabPath()
return "assets/prefabs/ui/hero/hero_detail_ui.prefab"
end
function HeroDetailUI:onPressBackspace()
self:closeUI()
end
function HeroDetailUI:ctor(parmas)
self.page = parmas.panelType or GConst.HeroConst.PANEL_TYPE.HERO
self.formationType = parmas.formationType
self.onlyLook = parmas.onlyLook
if parmas.heroEntity then
self.heroEntity = parmas.heroEntity
else
local heroId = parmas.heroId
self.heroEntity = DataManager.HeroData:getHeroById(heroId)
end
self:initList()
end
function HeroDetailUI:onLoadRootComplete()
local uiMap = self.root:genAllChildren()
self.root:addClickListener(function()
self:closeUI()
end)
uiMap["hero_detail_ui.common.close_btn"]:addClickListener(function()
self:closeUI()
end)
self.heroInfo = uiMap["hero_detail_ui.hero_info"]
self.starInfo = uiMap["hero_detail_ui.star_info"]
self.equipInfo = uiMap["hero_detail_ui.equip_info"]
self.titleTx = uiMap["hero_detail_ui.common.name_tx"]
self.bg = uiMap["hero_detail_ui.common.bg"]
self.leftBtn = uiMap["hero_detail_ui.common.left_btn"]
self.rightBtn = uiMap["hero_detail_ui.common.right_btn"]
self.heroNode = uiMap["hero_detail_ui.hero_node"]
self.elementBg = uiMap["hero_detail_ui.common.hero_node.element_bg"]
self.elementDesc = uiMap["hero_detail_ui.common.hero_node.element_bg.element_desc_tx"]
self.heroElement = uiMap["hero_detail_ui.common.hero_node.hero_element"]
self.spineObjAvatar = uiMap["hero_detail_ui.common.hero_node.ui_spine_obj_avatar"]
self.powerTx = uiMap["hero_detail_ui.common.power_img.power_tx"]
self.qltBg = uiMap["hero_detail_ui.common.qlt_bg"]
self.qltBgTx = uiMap["hero_detail_ui.common.qlt_bg.qlt_tx"]
self.starComp = uiMap["hero_detail_ui.common.hero_node.star_cell"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.STAR_CELL)
self.btnsLayout = uiMap["hero_detail_ui.common.btns"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_HORIZONTAL_OR_VERTICAL_LAYOUT)
self.redNodeLayout = uiMap["hero_detail_ui.red_node"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_HORIZONTAL_OR_VERTICAL_LAYOUT)
self.btnTxs = {I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4), I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_16), I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_1)}
self.pageBtns = {}
self.pageBtnTxs = {}
self.pageBtnLocks = {}
self.pageRedImgs = {}
for i = 1, 3 do
self.pageBtns[i] = uiMap["hero_detail_ui.common.btns.page_btn_" .. i]
self.pageBtnTxs[i] = uiMap["hero_detail_ui.common.btns.page_btn_" .. i .. ".text"]
self.pageBtnLocks[i] = uiMap["hero_detail_ui.common.btns.page_btn_" .. i .. ".lock_img"]
self.pageRedImgs[i] = uiMap["hero_detail_ui.red_node.red_img_" .. i]
if self.pageBtnLocks[i] then
self.pageBtnLocks[i]:setActive(not self:getIsOpen(i))
end
self.pageBtns[i] :addClickListener(function()
if not self:getIsOpen(i) or self.page == i then
return
end
self.page = i
self:onRefresh()
end)
end
self.leftBtn:addClickListener(function()
if not self:isShowLeftArrow() then
return
end
self.heroEntity = DataManager.HeroData:getHeroById(self.heroList[self.idxLast].cfgId)
self:onRefresh()
end)
self.rightBtn:addClickListener(function()
if not self:isShowRightArrow() then
return
end
self.heroEntity = DataManager.HeroData:getHeroById(self.heroList[self.idxNext].cfgId)
self:onRefresh()
end)
self:bind(DataManager.BagData.ItemData, "dirty", function()
self:refreshPageBtn()
end)
self:bind(DataManager.HeroData, "isDirty", function()
self:onRefresh()
end)
self:addEventListener(EventManager.CUSTOM_EVENT.HERO_UPGRADE_SUCCESS, function(id)
self:refreshPageBtn()
end)
self:addEventListener(EventManager.CUSTOM_EVENT.EQUIP_UPSECTION_SUCCESS, function(part)
if part == GConst.EquipConst.PART_TYPE.STAR then
self.compStar:playEffect(true, true)
else
self.compEquip:playUpgradeEffect(part)
end
self:refreshPageBtn()
end)
self:addEventListener(EventManager.CUSTOM_EVENT.EQUIP_UPGRADE_SUCCESS, function(part)
if part == GConst.EquipConst.PART_TYPE.STAR then
self.compStar:playEffect(true, false)
else
self.compEquip:playUpgradeEffect(part)
end
self:refreshPageBtn()
end)
self:addEventListener(EventManager.CUSTOM_EVENT.GO_DUNGEON_UI, function()
self:closeUI()
end)
end
function HeroDetailUI:initList()
self.heroList = DataManager.HeroData:getAllHeroesSort(self.formationType)
end
function HeroDetailUI:getIsOpen(page)
if page == GConst.HeroConst.PANEL_TYPE.HERO then
return true
elseif page == GConst.HeroConst.PANEL_TYPE.STAR then
return DataManager.HeroData:isStarOpen()
elseif page == GConst.HeroConst.PANEL_TYPE.EQUIP then
return true
end
return false
end
function HeroDetailUI:onRefresh()
self:updateHero()
self:updateSide()
self:refreshPageInfo()
end
function HeroDetailUI:changePage(page)
self.page = page
self:onRefresh()
end
function HeroDetailUI:updateSide()
for index, data in ipairs(self.heroList) do
if data.cfgId == self.heroEntity:getCfgId() then
self.idxLast = index - 1
self.idxNext = index + 1
end
end
end
function HeroDetailUI:updateHero()
local matchType = self.heroEntity:getMatchType()
self.elementDesc:setText(ModuleManager.HeroManager:getMatchTypeName(matchType))
local elementTxRectWidth = self.elementDesc:getRectWidth()
local elementTxWidth = self.elementDesc:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).preferredWidth
if elementTxWidth > elementTxRectWidth then
self.elementBg:setSizeDeltaX(52 + elementTxWidth)
else
self.elementBg:setSizeDeltaX(52 + elementTxRectWidth)
end
self.elementBg:setSprite(ModuleManager.HeroManager:getMatchTypeBg(matchType))
self.heroElement:setSprite(GConst.ATLAS_PATH.ICON_HERO, ModuleManager.HeroManager:getMatchTypeIcon(matchType))
self.spineObjAvatar:getSkeletonGraphic().enabled = false
self.spineObjAvatar:loadAssetAsync(self.heroEntity:getModelId(), function()
self.spineObjAvatar:getSkeletonGraphic().enabled = true
self.spineObjAvatar:playAnim("idle", true, true, true)
end, true)
local qlt = self.heroEntity:getQlt()
self.starComp:refresh(self.heroEntity:getStar())
self.qltBg:setSprite(GFunc.getHeroQltImg(qlt))
self.qltBgTx:setText(GFunc.getHeroQltStr(qlt))
end
function HeroDetailUI:refreshPageInfo()
self.titleTx:setText(self.heroEntity:getName())
if self.page == GConst.HeroConst.PANEL_TYPE.HERO then
self:showHeroInfo()
elseif self.page == GConst.HeroConst.PANEL_TYPE.STAR then
self:showStarInfo()
elseif self.page == GConst.HeroConst.PANEL_TYPE.EQUIP then
self:showEquipInfo()
end
self:refreshPageBtn()
end
-- 刷新标签红点
function HeroDetailUI:refreshPageBtn()
if self.onlyLook then -- 仅查看的不显示升级和激活按钮
self.leftBtn:setActive(false)
self.rightBtn:setActive(false)
for i = 1, 3 do
self.pageBtns[i]:setActive(false)
self.pageRedImgs[i]:setActive(false)
end
else
self.leftBtn:setActive(self:isShowLeftArrow())
self.rightBtn:setActive(self:isShowRightArrow())
for i = 1, 3 do
self.pageBtns[i]:setActive(true)
if self.page == i then
self.pageBtns[i]:setSprite(GConst.ATLAS_PATH.COMMON, "common_tab_1")
self.pageBtnTxs[i]:setText(self.btnTxs[i])
else
self.pageBtns[i]:setSprite(GConst.ATLAS_PATH.COMMON, "common_tab_2")
self.pageBtnTxs[i]:setText("<color=#72778C>" .. self.btnTxs[i] .. "</color>")
end
self.pageRedImgs[i]:setActive(self.heroEntity:showRedPoint(i))
end
end
end
function HeroDetailUI:showHeroInfo()
self.heroInfo:setActive(true)
self.starInfo:setActive(false)
self.equipInfo:setActive(false)
self.bg:setActive(true)
local power = self.heroEntity:getPower()
self.powerTx:setText(GFunc.num2Str2(power, 2))
if not self.compHero then
self.heroInfo:initPrefabHelper()
self.heroInfo:genAllChildren()
self.compHero = self.heroInfo:addLuaComponent(COMP_HERO)
self.compHero:setParentUI(self)
end
self.compHero:setHeroData(self.heroEntity, self.onlyLook)
self.compHero:refresh()
end
function HeroDetailUI:showStarInfo()
self.heroInfo:setActive(false)
self.starInfo:setActive(true)
self.equipInfo:setActive(false)
self.bg:setActive(true)
if not self.compStar then
self.starInfo:initPrefabHelper()
self.starInfo:genAllChildren()
self.compStar = self.starInfo:addLuaComponent(COMP_STAR)
self.compStar:setParentUI(self)
end
self.compStar:setHeroData(self.heroEntity, self.onlyLook)
self.compStar:refresh()
end
function HeroDetailUI:showEquipInfo()
self.heroInfo:setActive(false)
self.starInfo:setActive(false)
self.equipInfo:setActive(true)
self.bg:setActive(true)
if not self.compEquip then
self.equipInfo:initPrefabHelper()
self.equipInfo:genAllChildren()
self.compEquip = self.equipInfo:addLuaComponent(COMP_EQUIP)
self.compEquip:setParentUI(self)
end
self.compEquip:setHeroData(self.heroEntity)
self.compEquip:refresh()
end
-- 是否显示左箭头
function HeroDetailUI:isShowLeftArrow()
if self.page == GConst.HeroConst.PANEL_TYPE.RUNES then
return false
end
return self.idxLast and self.idxLast > 0
end
-- 是否显示右箭头
function HeroDetailUI:isShowRightArrow()
if self.page == GConst.HeroConst.PANEL_TYPE.RUNES then
return false
end
return self.idxNext and self.idxNext <= #self.heroList
end
return HeroDetailUI