318 lines
13 KiB
Lua
318 lines
13 KiB
Lua
local BattleResultUI = class("BattleResultUI", BaseUI)
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local UNIT_RESULT_RERPORT_CELL = "app/ui/battle/cell/unit_result_report_cell"
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local MAX_SCROLL_SHOW_COUNT = 10
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function BattleResultUI:getPrefabPath()
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return "assets/prefabs/ui/battle/battle_result_ui.prefab"
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end
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function BattleResultUI:ctor(params)
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self.rewards = params.rewards
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self.combatReport = params.combatReport
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self.mysteryBoxIdx = params.mysteryBoxIdx or 0
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self.battleType = params.battleType
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self.isTryShowGoldPig = false
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self.totalDmg = 0
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if self.combatReport.atkReport then
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for _, info in ipairs(self.combatReport.atkReport) do
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self.totalDmg = self.totalDmg + info.dmg
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end
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end
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end
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function BattleResultUI:onClose()
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if self.sliderSequence then
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self.sliderSequence:Kill()
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end
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if self.animUnit then
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self.animUnit:Kill()
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end
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if self.animPig then
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self.animPig:Kill()
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end
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if self.animRewards then
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for idx, anim in pairs(self.animRewards) do
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if anim then
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anim:Kill()
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end
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end
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end
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end
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function BattleResultUI:onLoadRootComplete()
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self:_display()
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self:_addListeners()
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end
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function BattleResultUI:_display()
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if self.combatReport.victory then
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self:refreshVictoryNode()
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AudioManager:playEffect(AudioManager.EFFECT_ID.BATTLE_VICTORY)
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else
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self:refreshDefeatNode()
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AudioManager:playEffect(AudioManager.EFFECT_ID.BATTLE_DEFEAT)
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end
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self:refreshFixedInfo()
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self:refreshRewards()
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self:refreshUnitInfo()
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self:initGoldPig()
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end
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function BattleResultUI:_addListeners()
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local uiMap = self.root:genAllChildren()
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uiMap["battle_result_ui.mask_v"]:addClickListener(function()
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if self.isTryShowGoldPig then
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ModuleManager.BattleManager:endBattleAndExit()
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else
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if not self:tryShowGoldPig() then
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ModuleManager.BattleManager:endBattleAndExit()
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end
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end
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end)
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uiMap["battle_result_ui.mask_d"]:addClickListener(function()
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if self.isTryShowGoldPig then
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ModuleManager.BattleManager:endBattleAndExit()
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else
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if not self:tryShowGoldPig() then
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ModuleManager.BattleManager:endBattleAndExit()
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end
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end
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end)
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end
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function BattleResultUI:refreshFixedInfo()
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local uiMap = self.root:genAllChildren()
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local icon = uiMap["battle_result_ui.unit_node.icon"]
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local desc1 = uiMap["battle_result_ui.unit_node.desc_1"]
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local desc2 = uiMap["battle_result_ui.unit_node.desc_2"]
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local desc3 = uiMap["battle_result_ui.unit_node.desc_3"]
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local rewardTitle = uiMap["battle_result_ui.reward_node.reward_title"]
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local continue = uiMap["battle_result_ui.continue"]
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desc1:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_4))
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desc2:setText(self.combatReport.wave)
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desc3:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_7, GFunc.num2Str(self.totalDmg)))
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rewardTitle:setText(I18N:getGlobalText(I18N.GlobalConst.REWARD_DESC))
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continue:setText(I18N:getGlobalText(I18N.GlobalConst.CONTINUE_DESC))
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local iconName = "common_dec_3"
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if self.battleType == GConst.BattleConst.BATTLE_TYPE.DUNGEON_GOLD then
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iconName = "common_dec_15"
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local round = 0
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if self.combatReport.waveRoundCount then
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round = self.combatReport.waveRoundCount[1] or 0
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end
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desc2:setText(round)
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end
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icon:setSprite(GConst.ATLAS_PATH.COMMON, iconName)
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GFunc.centerImgAndTx(icon, desc2, 7)
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end
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function BattleResultUI:refreshVictoryNode()
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local uiMap = self.root:genAllChildren()
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uiMap["battle_result_ui.mask_v"]:setVisible(true)
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uiMap["battle_result_ui.mask_d"]:setVisible(false)
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uiMap["battle_result_ui.defeat_node"]:setVisible(false)
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uiMap["battle_result_ui.victory_node"]:setVisible(true)
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uiMap["battle_result_ui.victory_node.unit_node.report_img_v"]:setVisible(true)
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uiMap["battle_result_ui.defeat_node.unit_node.report_img_d"]:setVisible(false)
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uiMap["battle_result_ui.victory_node.title_bg.desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_5))
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uiMap["battle_result_ui.victory_node.ui_spine_obj"]:playAnimComplete("born", false, true, function()
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uiMap["battle_result_ui.victory_node.ui_spine_obj"]:playAnim("idle", true, true)
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end)
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self:refreshUnitNodeAnim(uiMap["battle_result_ui.victory_node.unit_node"])
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end
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function BattleResultUI:refreshDefeatNode()
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local uiMap = self.root:genAllChildren()
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uiMap["battle_result_ui.mask_v"]:setVisible(false)
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uiMap["battle_result_ui.mask_d"]:setVisible(true)
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uiMap["battle_result_ui.defeat_node"]:setVisible(true)
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uiMap["battle_result_ui.victory_node"]:setVisible(false)
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uiMap["battle_result_ui.victory_node.unit_node.report_img_v"]:setVisible(false)
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uiMap["battle_result_ui.defeat_node.unit_node.report_img_d"]:setVisible(true)
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uiMap["battle_result_ui.defeat_node.title_bg.desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_6))
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uiMap["battle_result_ui.defeat_node.ui_spine_obj"]:playAnimComplete("born", false, true, function()
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uiMap["battle_result_ui.defeat_node.ui_spine_obj"]:playAnim("idle", true, true)
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end)
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self:refreshUnitNodeAnim(uiMap["battle_result_ui.defeat_node.unit_node"])
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end
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function BattleResultUI:refreshUnitNodeAnim(parent)
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local uiMap = self.root:genAllChildren()
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uiMap["battle_result_ui.unit_node"]:setParent(parent, false)
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uiMap["battle_result_ui.unit_node"]:setAnchoredPosition(0, 0)
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local canvasNodeUnit = parent:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
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self.animUnit = self.root:createBindTweenSequence()
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self.animUnit:Insert(0, canvasNodeUnit:DOFade(0, 0))
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self.animUnit:Insert(0.1, canvasNodeUnit:DOFade(1, 0))
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self.animUnit:Insert(0, parent:getTransform():DOScale(0, 0))
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self.animUnit:Insert(0.1, parent:getTransform():DOScale(0.35, 0))
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self.animUnit:Insert(0.13, parent:getTransform():DOScale(1.1, 0.16))
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self.animUnit:Insert(0.26, parent:getTransform():DOScale(1, 0.14))
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self.animUnit:OnComplete(function()
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self.animUnit = nil
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end)
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end
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function BattleResultUI:refreshRewards()
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if self.scrollRectComp then
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self.scrollRectComp:updateAllCell()
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return
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end
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self.animRewards = {}
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local uiMap = self.root:genAllChildren()
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self.rewardNode = uiMap["battle_result_ui.reward_node"]
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self.rewardNode:setVisible(true)
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local scrollRect = uiMap["battle_result_ui.reward_node.scroll_rect"]
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self.scrollRectComp = scrollRect:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
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self.scrollRectComp:addInitCallback(function()
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return GConst.TYPEOF_LUA_CLASS.REWARD_CELL
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end)
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self.scrollRectComp:addRefreshCallback(function(index, cell)
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cell:refresh(self.rewards[index])
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if index <= MAX_SCROLL_SHOW_COUNT and self.animRewards[index] == nil then
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self.animRewards[index] = self:showRewardAppearAnim(index, cell)
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end
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cell:showRightUpIcon(index <= self.mysteryBoxIdx, GConst.ATLAS_PATH.COMMON, "common_chest_1")
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end)
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self.scrollRectComp:setFadeArgs(0.05, 0.3)
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self.scrollRectComp:clearCells()
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local rewardCount = #self.rewards
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if rewardCount > MAX_SCROLL_SHOW_COUNT then
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local comp = scrollRect:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_SCROLL_RECT)
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comp.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Elastic
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self.scrollRectComp:setPerLineNum(5)
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scrollRect:setSizeDeltaX(560)
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else
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local comp = scrollRect:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_SCROLL_RECT)
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comp.movementType = CS.UnityEngine.UI.ScrollRect.MovementType.Clamped
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if rewardCount >= 5 then
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self.scrollRectComp:setPerLineNum(5)
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scrollRect:setSizeDeltaX(560)
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elseif rewardCount <= 0 then
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self.scrollRectComp:setPerLineNum(1)
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scrollRect:setSizeDeltaX(560)
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else
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self.scrollRectComp:setPerLineNum(rewardCount)
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scrollRect:setSizeDeltaX(112*rewardCount)
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end
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end
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self.scrollRectComp:refillCells(rewardCount)
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end
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function BattleResultUI:refreshUnitInfo()
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local uiMap = self.root:genAllChildren()
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if not self.unitResultReportCells then
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self.unitResultReportCells = {}
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for index = 1, 5 do
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self.unitResultReportCells[index] = CellManager:addCellComp(uiMap["battle_result_ui.unit_node.unit_result_report_cell_" .. index], UNIT_RESULT_RERPORT_CELL)
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end
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end
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for index, cell in ipairs(self.unitResultReportCells) do
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local info = self.combatReport.atkReport[index]
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cell:getBaseObject():setVisible(info ~= nil)
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if info then
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cell:refresh(info, self.totalDmg)
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end
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end
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end
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function BattleResultUI:initGoldPig()
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local uiMap = self.root:genAllChildren()
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self.goldPigRoot = uiMap["battle_result_ui.gold_pig"]
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self.goldPigRoot:setVisible(false)
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self.goldPigGem = uiMap["battle_result_ui.gold_pig.gem_bg"]
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self.goldPigGemTx = uiMap["battle_result_ui.gold_pig.gem_bg.gem_tx"]
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self.goldPigGemImg = uiMap["battle_result_ui.gold_pig.gem_bg.gem_img"]
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self.goldPigGemSliderComp = uiMap["battle_result_ui.gold_pig.slider_bg.slider"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER)
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self.goldPigGemSliderTx = uiMap["battle_result_ui.gold_pig.slider_bg.text"]
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self.goldPigSpine = uiMap["battle_result_ui.gold_pig.spine_pig"]
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self.canvasGroupPigGem = self.goldPigGem:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
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end
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function BattleResultUI:tryShowGoldPig()
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self.isTryShowGoldPig = true
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if self.battleType ~= GConst.BattleConst.BATTLE_TYPE.STAGE then
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return false
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end
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if not DataManager.GoldPigData:getIsOpen() then
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return false
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end
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self.rewardNode:setVisible(false)
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self.goldPigRoot:setVisible(true)
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local lastGemCount = DataManager.GoldPigData:getLastCount()
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local currGemCount = DataManager.GoldPigData:getCount()
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local maxGemCount = DataManager.GoldPigData:getMaxCount()
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if lastGemCount > currGemCount then
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lastGemCount = currGemCount
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end
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self.animPig = self.root:createBindTweenSequence()
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self.animPig:Insert(0, self.canvasGroupPigGem:DOFade(0, 0))
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self.animPig:Insert(1.5, self.canvasGroupPigGem:DOFade(1, 0.3))
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self.animPig:SetAutoKill(false)
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self.animPig:OnComplete(function()
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self.animPig = nil
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end)
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self.goldPigSpine:playAnimComplete("idle1", false, false, function()
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self.goldPigSpine:playAnim("idle2", true, false)
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end)
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self.goldPigGemTx:setText("+" .. currGemCount - lastGemCount)
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GFunc.centerImgAndTx(self.goldPigGemImg, self.goldPigGemTx, 0, -4)
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if currGemCount > lastGemCount then
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self.sliderSequence = DOTweenManager:createSeqWithIntId()
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local curProgress = 0
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local remain = currGemCount - lastGemCount
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local startPercent = lastGemCount / maxGemCount
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local remainPercent = currGemCount / maxGemCount - startPercent
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self.goldPigGemSliderComp.value = startPercent
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self.goldPigGemSliderTx:setText(lastGemCount .. "/" .. currGemCount)
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local tween = DOTweenManager:createDOTweenTo(
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function()
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return curProgress
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end,
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function(value)
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curProgress = value
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self.goldPigGemSliderComp.value = startPercent + remainPercent*curProgress
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self.goldPigGemSliderTx:setText(lastGemCount + math.floor(remain*curProgress) .. "/" .. maxGemCount)
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end,
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1, 1)
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self.sliderSequence:Append(tween)
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self.sliderSequence:AppendCallback(function()
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self.sliderSequence = nil
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end)
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else -- 相等就不跑动画了
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self.goldPigGemSliderComp.value = currGemCount / maxGemCount
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self.goldPigGemSliderTx:setText(currGemCount .. "/" .. maxGemCount)
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end
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return true
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end
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-- 展示结算奖励的出现动画
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function BattleResultUI:showRewardAppearAnim(idx, cell)
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local canvasGroup = cell.baseObject:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
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local selfObj = cell.baseObject
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local delay = (idx - 1) * 0.05
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local scaleX = selfObj:fastGetLocalScale()
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local animRewardAppear = selfObj:createBindTweenSequence()
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animRewardAppear:Insert(0, canvasGroup:DOFade(0, 0))
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animRewardAppear:Insert(0, selfObj:getTransform():DOScale(scaleX * 0.6, 0))
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animRewardAppear:Insert(0.3 + delay, selfObj:getTransform():DOScale(scaleX * 1.1, 0.1))
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animRewardAppear:Insert(0.3 + delay, canvasGroup:DOFade(1, 0.1))
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animRewardAppear:Insert(0.4 + delay, selfObj:getTransform():DOScale(scaleX * 1, 0.13))
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animRewardAppear:OnComplete(function()
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animRewardAppear = nil
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end)
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return animRewardAppear
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end
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return BattleResultUI |