c1_lua/lua/app/ui/hero/hero_detail_ui.lua
2023-07-25 23:32:59 +08:00

244 lines
8.6 KiB
Lua

local HeroDetailUI = class("HeroDetailUI", BaseUI)
local COMP_HERO = "app/ui/hero/hero_info_comp"
local COMP_WEAPON = "app/ui/hero/weapon_info_comp"
local COMP_ARMOR = "app/ui/hero/armor_info_comp"
local SIZE_DELTA_Y_HERO = 942
local SIZE_DELTA_Y_LOOK = 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.panelType = parmas.panelType or GConst.EquipConst.PANEL_TYPE.HERO
self.onlyLook = parmas.onlyLook
if parmas.heroEntity then
self.heroEntity = parmas.heroEntity
else
local heroId = parmas.heroId
self.heroEntity = DataManager.HeroData:getHeroById(heroId)
end
end
function HeroDetailUI:onLoadRootComplete()
local uiMap = self.root:genAllChildren()
self.commonInfo = uiMap["hero_detail_ui.common"]
self.heroInfo = uiMap["hero_detail_ui.hero_info"]
self.weaponInfo = uiMap["hero_detail_ui.weapon_info"]
self.armorInfo = uiMap["hero_detail_ui.armor_info"]
self.txTitle = uiMap["hero_detail_ui.common.img_title.tx_title"]
self.btnClose = uiMap["hero_detail_ui.common.btn_close"]
self.btnHero = uiMap["hero_detail_ui.common.btns.btn_hero"]
self.txHero1 = uiMap["hero_detail_ui.common.btns.btn_hero.tx_btn"]
self.selectHero = uiMap["hero_detail_ui.common.btns.btn_hero.select"]
self.txHero2 = uiMap["hero_detail_ui.common.btns.btn_hero.select.tx_select"]
self.btnWeapon = uiMap["hero_detail_ui.common.btns.btn_weapon"]
self.lockWeapon = uiMap["hero_detail_ui.common.btns.btn_weapon.img_lock"]
self.txWeapon1 = uiMap["hero_detail_ui.common.btns.btn_weapon.tx_btn"]
self.selectWeapon = uiMap["hero_detail_ui.common.btns.btn_weapon.select"]
self.txWeapon2 = uiMap["hero_detail_ui.common.btns.btn_weapon.select.tx_select"]
self.btnArmor = uiMap["hero_detail_ui.common.btns.btn_armor"]
self.lockArmor = uiMap["hero_detail_ui.common.btns.btn_armor.img_lock"]
self.txArmor1 = uiMap["hero_detail_ui.common.btns.btn_armor.tx_btn"]
self.selectArmor = uiMap["hero_detail_ui.common.btns.btn_armor.select"]
self.txArmor2 = uiMap["hero_detail_ui.common.btns.btn_armor.select.tx_select"]
self.btnLeft = uiMap["hero_detail_ui.common.btn_left"]
self.btnRight = uiMap["hero_detail_ui.common.btn_right"]
self.txHero1:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
self.txHero2:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4))
self.txWeapon1:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_1))
self.txWeapon2:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_1))
self.txArmor1:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_2))
self.txArmor2:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_2))
if not DataManager.EquipData:isWeaponOpen() then
self.lockWeapon:setVisible(true)
GFunc.centerImgAndTx(self.lockWeapon, self.txWeapon1, 5)
else
self.lockWeapon:setVisible(false)
end
if not DataManager.EquipData:isArmorOpen() then
self.lockArmor:setVisible(true)
GFunc.centerImgAndTx(self.lockArmor, self.txArmor1, 5)
else
self.lockArmor:setVisible(false)
end
self.heroList = DataManager.HeroData:getAllHeroesSort()
self:updateSide()
self:refreshShow()
self.btnHero:addClickListener(function()
self.panelType = GConst.EquipConst.PANEL_TYPE.HERO
self:refreshShow()
end)
self.btnWeapon:addClickListener(function()
if not DataManager.EquipData:isWeaponOpen(true) then
return
end
self.panelType = GConst.EquipConst.PANEL_TYPE.WEAPON
self:refreshShow()
end)
self.btnArmor:addClickListener(function()
if not DataManager.EquipData:isArmorOpen(true) then
return
end
self.panelType = GConst.EquipConst.PANEL_TYPE.ARMOR
self:refreshShow()
end)
self.btnClose:addClickListener(function()
self:closeUI()
end)
self.btnLeft:addClickListener(function()
if not self:isExistLeftHero() then
return
end
self.heroEntity = DataManager.HeroData:getHeroById(self.heroList[self.idxLast].cfgId)
self:updateSide()
self:refreshShow()
end)
self.btnRight:addClickListener(function()
if not self:isExistRightHero() then
return
end
self.heroEntity = DataManager.HeroData:getHeroById(self.heroList[self.idxNext].cfgId)
self:updateSide()
self:refreshShow()
end)
self:addEventListener(EventManager.CUSTOM_EVENT.EQUIP_UPSECTION_SUCCESS, function(part)
Logger.logHighlight("升段:"..part)
if part == GConst.EquipConst.PART_TYPE.WEAPON then
self.compWeapon:playEffect(true, true)
else
self.compArmor:playUpgradeEffect(part)
end
end)
self:addEventListener(EventManager.CUSTOM_EVENT.EQUIP_UPGRADE_SUCCESS, function(part)
Logger.logHighlight("升级:"..part)
if part == GConst.EquipConst.PART_TYPE.WEAPON then
self.compWeapon:playEffect(true, false)
else
self.compArmor:playUpgradeEffect(part)
end
end)
self:addEventListener(EventManager.CUSTOM_EVENT.GO_DUNGEON_UI, function()
self:closeUI()
end)
self:bind(DataManager.BagData.ItemData, "dirty", function()
self:refreshShow()
end)
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:refreshShow()
self.txTitle:setText(self.heroEntity:getName())
if self.panelType == GConst.EquipConst.PANEL_TYPE.HERO then
self:showHeroInfo()
elseif self.panelType == GConst.EquipConst.PANEL_TYPE.WEAPON then
self:showWeaponInfo()
elseif self.panelType == GConst.EquipConst.PANEL_TYPE.ARMOR then
self:showArmorInfo()
end
if self.onlyLook then -- 仅查看的不显示升级和激活按钮
self.btnHero:setVisible(false)
self.btnWeapon:setVisible(false)
self.btnArmor:setVisible(false)
self.btnLeft:setVisible(false)
self.btnRight:setVisible(false)
self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_LOOK)
else
self.btnHero:setVisible(true)
self.btnWeapon:setVisible(true)
self.btnArmor:setVisible(true)
self.btnLeft:setVisible(self:isExistLeftHero())
self.btnRight:setVisible(self:isExistRightHero())
self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_HERO)
end
end
function HeroDetailUI:showHeroInfo()
self.heroInfo:setActive(true)
self.selectHero:setActive(true)
self.weaponInfo:setActive(false)
self.selectWeapon:setActive(false)
self.armorInfo:setActive(false)
self.selectArmor:setActive(false)
if not self.compHero then
self.heroInfo:initPrefabHelper()
self.heroInfo:genAllChildren()
self.compHero = self.heroInfo:addLuaComponent(COMP_HERO)
end
self.compHero:setHeroData(self.heroEntity, self.onlyLook)
self.compHero:refresh()
end
function HeroDetailUI:showWeaponInfo()
self.heroInfo:setActive(false)
self.selectHero:setActive(false)
self.weaponInfo:setActive(true)
self.selectWeapon:setActive(true)
self.armorInfo:setActive(false)
self.selectArmor:setActive(false)
if not self.compWeapon then
self.weaponInfo:initPrefabHelper()
self.weaponInfo:genAllChildren()
self.compWeapon = self.weaponInfo:addLuaComponent(COMP_WEAPON)
self.compWeapon:setUI(self)
end
self.compWeapon:setHeroData(self.heroEntity)
self.compWeapon:refresh()
end
function HeroDetailUI:showArmorInfo()
self.heroInfo:setActive(false)
self.selectHero:setActive(false)
self.weaponInfo:setActive(false)
self.selectWeapon:setActive(false)
self.armorInfo:setActive(true)
self.selectArmor:setActive(true)
if not self.compArmor then
self.armorInfo:initPrefabHelper()
self.armorInfo:genAllChildren()
self.compArmor = self.armorInfo:addLuaComponent(COMP_ARMOR)
self.compArmor:setUI(self)
end
self.compArmor:setHeroData(self.heroEntity)
self.compArmor:refresh()
end
-- 是否存在左侧英雄
function HeroDetailUI:isExistLeftHero()
return self.idxLast and self.idxLast > 0
end
-- 是否存在右侧英雄
function HeroDetailUI:isExistRightHero()
return self.idxNext and self.idxNext <= #self.heroList
end
return HeroDetailUI