337 lines
13 KiB
Lua
337 lines
13 KiB
Lua
local BattleRuneResultUI = class("BattleRuneResultUI", BaseUI)
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local RUNE_TASK_CELL = "app/ui/dungeon_rune/cell/rune_task_cell"
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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 BattleRuneResultUI:getPrefabPath()
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return "assets/prefabs/ui/battle/battle_rune_result_ui.prefab"
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end
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function BattleRuneResultUI:ctor(params)
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if EDITOR_MODE then
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Logger.printTable(params)
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end
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-- 通用
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self.battleType = params.battleType
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self.isWin = params.combatReport.victory
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self.rewards = params.rewards
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self.remainRound = params.remainRound
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-- pve特有
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self.atkReport = params.combatReport.atkReport
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self.wave = params.wave
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self.totalDmg = 0
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if self.atkReport then
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for _, info in ipairs(self.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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self.runeData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.RUNES_OPEN)
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self.chapterId = ModuleManager.BattleManager.battleController.chapterId
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end
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function BattleRuneResultUI:onClose()
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if self.animNode then
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self.animNode:Kill()
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self.animNode = nil
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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 BattleRuneResultUI:onLoadRootComplete()
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local uiMap = self.root:genAllChildren()
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self.continue = uiMap["battle_rune_result_ui.continue"]
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-- 胜利节点
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self.victoryNode = uiMap["battle_rune_result_ui.victory_node"]
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self.victoryMask = uiMap["battle_rune_result_ui.victory_node.mask_v"]
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self.victoryTxTitle = uiMap["battle_rune_result_ui.victory_node.title_bg.desc"]
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self.victorySpine = uiMap["battle_rune_result_ui.victory_node.ui_spine_obj"]
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self.victoryUnitNode = uiMap["battle_rune_result_ui.victory_node.unit_node"]
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-- 失败节点
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self.defeatNode = uiMap["battle_rune_result_ui.defeat_node"]
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self.defeatMask = uiMap["battle_rune_result_ui.defeat_node.mask_d"]
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self.defeatTxTitle = uiMap["battle_rune_result_ui.defeat_node.title_bg.desc"]
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self.defeatSpine = uiMap["battle_rune_result_ui.defeat_node.ui_spine_obj"]
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self.defeatUnitNode = uiMap["battle_rune_result_ui.defeat_node.unit_node"]
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-- 战斗信息
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self.unitNode = uiMap["battle_rune_result_ui.unit_node"]
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self.unitImgBattleIcon = uiMap["battle_rune_result_ui.unit_node.icon"]
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self.unitTxDesc1 = uiMap["battle_rune_result_ui.unit_node.desc_1"]
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self.unitTxDesc2 = uiMap["battle_rune_result_ui.unit_node.desc_2"]
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self.unitTxDesc3 = uiMap["battle_rune_result_ui.unit_node.desc_3"]
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self.unitTxDesc3 = uiMap["battle_rune_result_ui.unit_node.desc_3"]
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self.unitImgReportV = uiMap["battle_rune_result_ui.unit_node.report_img_v"]
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self.unitImgReportD = uiMap["battle_rune_result_ui.unit_node.report_img_d"]
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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_rune_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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-- 奖励节点
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self.rewardNode = uiMap["battle_rune_result_ui.reward_node"]
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self.rewardTxTitle = uiMap["battle_rune_result_ui.reward_title"]
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self.rewardScrollRect = uiMap["battle_rune_result_ui.reward_node.scroll_rect"]
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self.rewardScrollRectComp = self.rewardScrollRect:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
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self.descRoundMin = uiMap["battle_rune_result_ui.reward_node.desc"]
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self.imgRoundmIn = uiMap["battle_rune_result_ui.reward_node.icon"]
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self.imgRoundNew = uiMap["battle_rune_result_ui.reward_node.icon_new"]
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self.descRoundMin:setVisible(false)
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self.imgRoundmIn:setVisible(false)
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-- 任务节点
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self.taskNode = uiMap["battle_rune_result_ui.task_node"]
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self.runeTaskCells = {}
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for index = 1, 3 do
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self.runeTaskCells[index] = {}
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self.runeTaskCells[index].cell = CellManager:addCellComp(uiMap["battle_rune_result_ui.task_node.rune_task_cell_" .. index], RUNE_TASK_CELL)
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self.runeTaskCells[index].desc = uiMap["battle_rune_result_ui.task_node.desc_" .. index]
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self.runeTaskCells[index].descUnDone = uiMap["battle_rune_result_ui.task_node.desc_undone_" .. index]
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self.runeTaskCells[index].check = uiMap["battle_rune_result_ui.task_node.check_" .. index]
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end
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self.victoryMask:addClickListener(function()
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self:onClickMask()
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end)
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self.defeatMask:addClickListener(function()
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self:onClickMask()
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end)
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end
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function BattleRuneResultUI:onClickMask()
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if not self.isWin then
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ModuleManager.BattleManager:endBattleAndExit()
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else
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if not self.showRewardInfo then
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self.showRewardInfo = true
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self:refreshRewards()
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else
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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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function BattleRuneResultUI:onRefresh()
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if self.isWin 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:refreshUnitInfo()
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if self.runeData:isBossChapter(self.chapterId) then
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self.showRewardInfo = true
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self:refreshRewards()
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else
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self:refreshTaskNode()
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end
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end
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function BattleRuneResultUI:refreshVictoryNode()
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self.victoryNode:setVisible(true)
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self.unitImgReportV:setVisible(true)
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self.defeatNode:setVisible(false)
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self.unitImgReportD:setVisible(false)
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self.victorySpine:playAnimComplete("born", false, true, function()
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self.victorySpine:playAnim("idle", true, true)
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end)
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self:showNodeAnim(self.victoryUnitNode, self.unitNode)
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end
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function BattleRuneResultUI:refreshDefeatNode()
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self.victoryNode:setVisible(false)
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self.unitImgReportV:setVisible(false)
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self.defeatNode:setVisible(true)
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self.unitImgReportD:setVisible(true)
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self.defeatTxTitle:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_6))
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self.defeatSpine:playAnimComplete("born", false, true, function()
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self.defeatSpine:playAnim("idle", true, true)
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end)
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self:showNodeAnim(self.defeatUnitNode, self.unitNode)
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end
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-- 播放节点动画
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function BattleRuneResultUI:showNodeAnim(parent, node)
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if not parent then
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node:setVisible(false)
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return
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else
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node:setVisible(true)
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end
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node:setParent(parent, false)
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node:setAnchoredPosition(0, 0)
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local canvasNode = parent:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS_GROUP)
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self.animNode = self.root:createBindTweenSequence()
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self.animNode:Insert(0, canvasNode:DOFade(0, 0))
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self.animNode:Insert(0.1, canvasNode:DOFade(1, 0))
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self.animNode:Insert(0, parent:getTransform():DOScale(0, 0))
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self.animNode:Insert(0.1, parent:getTransform():DOScale(0.35, 0))
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self.animNode:Insert(0.13, parent:getTransform():DOScale(1.1, 0.16))
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self.animNode:Insert(0.26, parent:getTransform():DOScale(1, 0.14))
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self.animNode:OnComplete(function()
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self.animNode = nil
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end)
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end
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function BattleRuneResultUI:refreshTaskNode()
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self.taskNode:setVisible(true)
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self.rewardNode:setVisible(false)
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local id = self.chapterId
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if not id then
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return
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end
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local chapterCondition = self.runeData:getChapterCondition(id)
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if not chapterCondition then
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return
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end
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local taskProgress = ModuleManager.DungeonRuneManager:getTaskStatus(ModuleManager.BattleManager.battleController, chapterCondition)
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for index, objs in ipairs(self.runeTaskCells) do
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local newIndex = index + 1
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local condition = chapterCondition[newIndex]
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if condition then
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objs.cell:getBaseObject():setActive(true)
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local taskNum = taskProgress[newIndex] and taskProgress[newIndex].progress
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local desc = self.runeData:getConditionDesc(condition)
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local over = false
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if taskProgress[newIndex] then
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local info = taskProgress[newIndex]
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over = info.over
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local color = "#FF4949"
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if over then
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color = "#49FF49"
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end
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desc = desc .. string.format("<color=%s>(%s/%s)</color>", color, info.progress, info.totalProgress)
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end
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objs.cell:refresh(condition)
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objs.desc:setText(self.runeData:getConditionDesc(condition, taskNum))
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if over then
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objs.descUnDone:setText(GConst.EMPTY_STRING)
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objs.check:setVisible(true)
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else
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objs.descUnDone:setText(I18N:getGlobalText(I18N.GlobalConst.UNFINISHED))
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objs.check:setVisible(false)
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end
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else
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objs.cell:getBaseObject():setActive(false)
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objs.desc:setText(GConst.EMPTY_STRING)
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objs.descUnDone:setText(GConst.EMPTY_STRING)
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objs.check:setVisible(false)
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end
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end
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end
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function BattleRuneResultUI:refreshRewards()
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self.animRewards = {}
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self.taskNode:setVisible(false)
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self.rewardNode:setVisible(true)
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self.rewardTxTitle:setText(I18N:getGlobalText(I18N.GlobalConst.REWARD_DESC))
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self.continue:setText(I18N:getGlobalText(I18N.GlobalConst.CONTINUE_DESC))
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self.rewardScrollRectComp:addInitCallback(function()
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return GConst.TYPEOF_LUA_CLASS.REWARD_CELL
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end)
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self.rewardScrollRectComp: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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end)
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self.rewardScrollRectComp:setFadeArgs(0.05, 0.3)
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self.rewardScrollRectComp: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 = self.rewardScrollRect: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.rewardScrollRectComp:setPerLineNum(5)
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self.rewardScrollRect:setSizeDeltaX(560)
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else
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local comp = self.rewardScrollRect: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.rewardScrollRectComp:setPerLineNum(5)
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self.rewardScrollRect:setSizeDeltaX(560)
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elseif rewardCount <= 0 then
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self.rewardScrollRectComp:setPerLineNum(1)
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self.rewardScrollRect:setSizeDeltaX(560)
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else
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self.rewardScrollRectComp:setPerLineNum(rewardCount)
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self.rewardScrollRect:setSizeDeltaX(112*rewardCount)
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end
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end
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self.rewardScrollRectComp:refillCells(rewardCount)
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-- local id = self.chapterId
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-- self.descRoundMin:setText(I18N:getGlobalText(I18N.GlobalConst.DUNGEON_RUNE_MIN, self.runeData:getChapterPassRound(id)))
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-- GFunc.centerImgAndTx(self.imgRoundmIn, self.descRoundMin, 10)
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-- self.imgRoundNew:setVisible(self.runeData:getTagRoundNew() == true)
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end
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function BattleRuneResultUI:refreshUnitInfo()
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if not self.atkReport then
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self.unitNode:setVisible(false)
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return
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end
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self.unitNode:setVisible(true)
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for index, cell in ipairs(self.unitResultReportCells) do
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local info = self.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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self.unitTxDesc2:setText(self.wave)
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self.unitTxDesc3:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_7, GFunc.num2Str(self.totalDmg)))
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local iconName = "common_dec_15"
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local round = self.remainRound or 0
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self.unitTxDesc2:setText(round)
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self.unitTxDesc1:setText(I18N:getGlobalText(I18N.GlobalConst.ROUND_LEFT))
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self.unitImgBattleIcon:setSprite(GConst.ATLAS_PATH.COMMON, iconName)
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GFunc.centerImgAndTx(self.unitImgBattleIcon, self.unitTxDesc2, 7)
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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 BattleRuneResultUI: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 BattleRuneResultUI |