152 lines
5.8 KiB
Lua
152 lines
5.8 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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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.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: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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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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ModuleManager.BattleManager:endBattleAndExit()
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end)
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uiMap["battle_result_ui.mask_d"]:addClickListener(function()
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ModuleManager.BattleManager:endBattleAndExit()
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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.icon"]
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local desc1 = uiMap["battle_result_ui.desc_1"]
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local desc2 = uiMap["battle_result_ui.desc_2"]
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local desc3 = uiMap["battle_result_ui.desc_3"]
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local rewardTitle = uiMap["battle_result_ui.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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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.report_img_v"]:setVisible(true)
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uiMap["battle_result_ui.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", true, 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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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.report_img_v"]:setVisible(false)
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uiMap["battle_result_ui.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"]:playAnim("idle", false, true)
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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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local uiMap = self.root:genAllChildren()
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local scrollRect = uiMap["battle_result_ui.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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cell:showLeftUpIcon(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 > 10 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, true)
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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_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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return BattleResultUI |