375 lines
12 KiB
Lua
375 lines
12 KiB
Lua
local IdleDropUI = class("IdleDropUI", BaseUI)
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local IDLE_UNIT_COMPONENT = "app/ui/idle/component/idle_unit_comp"
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local FIGHT_STATE_STOP = 0
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local FIGHT_STATE_FIGHT = 1
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local FIGHT_STATE_WAIT = 2
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function IdleDropUI:isFullScreen()
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return false
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end
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function IdleDropUI:getPrefabPath()
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return "assets/prefabs/ui/idle/idle_drop_ui.prefab"
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end
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function IdleDropUI:ctor()
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self.itemList = {}
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self.refreshIntervalTime = GFunc.getConstValue("idle_exp_drop_time")
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self.canRefreshReward = false
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self.fightState = FIGHT_STATE_STOP
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self.fightWaitTime = 0
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end
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function IdleDropUI:onCover()
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if self.cdSid then
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self:pauseScheduleGlobal(self.cdSid)
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end
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end
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function IdleDropUI:onReshow()
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if self.cdSid then
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self:resumeScheduleGlobal(self.cdSid)
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end
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end
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function IdleDropUI:onClose()
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if self.fightRoot then
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self.fightRoot:removeAllChildren()
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end
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end
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function IdleDropUI:onLoadRootComplete()
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local uiMap = self.root:genAllChildren()
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self.uiMap = uiMap
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uiMap["idle_drop_ui.bg.title_text"]:setText(I18N:getGlobalText(I18N.GlobalConst.IDLE_DROP_REWARD))
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uiMap["idle_drop_ui.bg.desc_tx_1"]:setText(I18N:getGlobalText(I18N.GlobalConst.IDLE_DROP_DESC_1))
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self.timeTx = uiMap["idle_drop_ui.bg.time_tx"]
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local goldPerHour = GFunc.num2Str(DataManager.IdleData:getGoldPerHour())
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local expPerHour = GFunc.num2Str(DataManager.IdleData:getExpPerHour())
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uiMap["idle_drop_ui.bg.bg_1.desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.PER_HOUR, goldPerHour))
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uiMap["idle_drop_ui.bg.bg_2.desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.PER_HOUR, expPerHour))
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local idleMaxTime = DataManager.IdleData:getIdleMaxTime()
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uiMap["idle_drop_ui.bg.desc_tx_2"]:setText(I18N:getGlobalText(I18N.GlobalConst.IDLE_DROP_DESC_2, idleMaxTime // 3600))
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self.quickBtn = uiMap["idle_drop_ui.bg.quick_btn"]
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self.quickBtn:addClickListener(function()
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ModuleManager.IdleManager:showIdleQuickDropUI()
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end)
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uiMap["idle_drop_ui.bg.quick_btn.text"]:setText(I18N:getGlobalText(I18N.GlobalConst.IDLE_QUICK))
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self.getBtn = uiMap["idle_drop_ui.bg.get_btn"]
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self.getBtn:addClickListener(function()
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self.lastRefreshTime = Time:getServerTime()
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ModuleManager.IdleManager:getIdleRewrad()
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end)
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uiMap["idle_drop_ui.bg.get_btn.text"]:setText(I18N:getGlobalText(I18N.GlobalConst.BTN_CLAIM))
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uiMap["idle_drop_ui.bg.close_btn"]:addClickListener(function()
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self:closeUI()
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end)
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self.fightRoot = self.uiMap["idle_drop_ui.bg.fight_root"]
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self:initRewards()
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self:initSmallFight()
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self:bindData()
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self:refreshCD()
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self.cdSid = self:scheduleGlobal(function()
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self:refreshCD()
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end, 1)
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self:scheduleGlobal(function(dt)
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self:tickFight(dt)
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end, 0)
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end
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function IdleDropUI:initRewards()
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self.scrollRect = self.uiMap["idle_drop_ui.bg.scroll_rect"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
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self.scrollRect:addInitCallback(function()
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return GConst.TYPEOF_LUA_CLASS.REWARD_CELL
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end)
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self.scrollRect:addRefreshCallback(function(index, cell)
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cell:refreshByConfig(self.itemList[index])
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end)
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self.scrollRect:clearCells()
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self.scrollRect:setTotalCount(0)
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end
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function IdleDropUI:initSmallFight()
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if self.atkUnit == nil then
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local stageFormation = DataManager.FormationData:getStageFormation()
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local tmpList = GFunc.getTempList()
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for k, v in pairs(stageFormation) do
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table.insert(tmpList, v)
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end
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if #tmpList <= 0 then
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GFunc.recycleTempList(tmpList)
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return
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end
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local heroId = tmpList[math.random(1, #tmpList)]
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GFunc.recycleTempList(tmpList)
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local heroInfo = ConfigManager:getConfig("hero")[heroId]
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if heroInfo == nil then
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return
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end
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SpineManager:loadHeroAsync(heroInfo.model_id, self.fightRoot, function(spineObject)
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spineObject:setDefaultMix(0)
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local atkUnitComp = spineObject:addLuaComponent(IDLE_UNIT_COMPONENT)
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atkUnitComp:prepare(1, heroInfo.model_id)
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atkUnitComp:initSkills(heroInfo.hurt_skill)
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self.atkUnit = atkUnitComp
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self:onIdleUnitInitFinish()
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end)
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end
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if self.defUnit == nil then
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local chapterId = DataManager.ChapterData:getMaxChapterId()
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if chapterId <= 0 then
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chapterId = DataManager.ChapterData:getChapterId()
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end
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local chapterInfo = ConfigManager:getConfig("chapter")[chapterId]
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if chapterInfo == nil then
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return
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end
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local tmpMap = GFunc.getTempMap()
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self.monsterList = {}
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local monsterCfg = ConfigManager:getConfig("monster")
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for k, v in ipairs(chapterInfo.monster) do
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local monsterInfo = monsterCfg[v]
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if monsterInfo ~= nil then
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if monsterInfo.is_boss == nil and tmpMap[monsterInfo.model_id] == nil then
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tmpMap[monsterInfo.model_id] = true
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table.insert(self.monsterList, v)
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end
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end
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end
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GFunc.recycleTempMap(tmpMap)
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if #self.monsterList <= 0 then
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return
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end
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if self.idleMonsterIndex == nil then
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self.idleMonsterIndex = math.random(1, #self.monsterList)
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else
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local temp = self.monsterList[#self.monsterList]
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self.monsterList[#self.monsterList] = self.monsterList[self.idleMonsterIndex]
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self.monsterList[self.idleMonsterIndex] = temp
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self.idleMonsterIndex = math.random(1, #self.monsterList - 1)
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end
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self.idleMonsterId = self.monsterList[self.idleMonsterIndex]
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self:getDefUnit(function(defUnitComp)
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self.defUnit = defUnitComp
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self:onIdleUnitInitFinish()
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end)
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end
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end
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function IdleDropUI:onIdleUnitInitFinish()
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if self.atkUnit == nil then
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return
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end
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if self.defUnit == nil then
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return
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end
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self.atkUnit:setTarget(self.defUnit)
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self.defUnit:setTarget(self.atkUnit)
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self.fightWaitTime = self.defUnit:getBornTime() + 0.2
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self.fightState = FIGHT_STATE_WAIT
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self.atkUnit:playBorn()
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self.defUnit:playBorn()
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end
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function IdleDropUI:bindData()
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self:bind(DataManager.IdleData, "dirty", function()
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self:onRefresh()
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self.canRefreshReward = true
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self:refreshCD()
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end)
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end
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function IdleDropUI:onRefresh()
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self:refreshRewards()
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self:refreshBtns()
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end
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function IdleDropUI:refreshRewards()
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for i = 1, #self.itemList do
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table.remove(self.itemList)
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end
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local rewards = DataManager.IdleData:getIdleRewards()
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for _, item in pairs(rewards) do
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if item.num > 0 then
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table.insert(self.itemList, item)
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end
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end
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if #self.itemList > 1 then
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-- 道具类型从低到高>道具ID从低到高>品质从高到低
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local cfg = ConfigManager:getConfig("item")
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local infoA
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local infoB
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table.sort(self.itemList, function(a, b)
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infoA = cfg[a.id]
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infoB = cfg[b.id]
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if infoA.type == infoB.type then
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if infoA.qlt == infoB.qlt then
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return infoA.qlt > infoB.qlt
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else
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return a.id < b.id
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end
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else
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return infoA.type < infoB.type
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end
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end)
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end
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if self.scrollRect:getTotalCount() ~= #self.itemList then -- 打开界面的时候定位到当前可领取的最低等级奖励,如果没有则定位到当前等级
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self.scrollRect:refillCells(#self.itemList)
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else
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self.scrollRect:updateAllCell()
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end
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end
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function IdleDropUI:refreshBtns()
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if #self.itemList > 0 then
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self.getBtn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_green_2")
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self.getBtn:setTouchEnable(true)
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else
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self.getBtn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_grey_2")
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self.getBtn:setTouchEnable(false)
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end
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local quickTimes = DataManager.IdleData:getQuickIdleRemainTimes()
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if quickTimes > 0 then
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self.quickBtn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_yellow_2")
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self.quickBtn:setTouchEnable(true)
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self:addQuickBtnRedPoint()
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else
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self.quickBtn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_grey_2")
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self.quickBtn:setTouchEnable(false)
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self:removeQuickBtnRedPoint()
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end
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end
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function IdleDropUI:refreshCD()
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local time = Time:getServerTime() - DataManager.IdleData:getLastDropTime()
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local idleMaxTime = DataManager.IdleData:getIdleMaxTime()
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if time >= idleMaxTime then
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if #self.itemList > 0 then
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self:addGetBtnRedPoint()
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else
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self:removeGetBtnRedPoint()
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end
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self.timeTx:setText(Time:formatNumTime(idleMaxTime))
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else
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self:removeGetBtnRedPoint()
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self.timeTx:setText(Time:formatNumTime(time))
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end
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if self.lastRefreshTime == nil then
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self.lastRefreshTime = Time:getServerTime()
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elseif Time:getServerTime() - self.lastRefreshTime > self.refreshIntervalTime then
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if not self.canRefreshReward then
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return
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end
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self.canRefreshReward = false
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self.lastRefreshTime = Time:getServerTime()
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ModuleManager.IdleManager:getIdleShowRewrad()
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end
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end
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function IdleDropUI:addGetBtnRedPoint()
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if self.getBtnRedPoint == true then
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return
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end
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self.getBtnRedPoint = true
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self.getBtn:addRedPoint(94, 42, 0.8)
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end
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function IdleDropUI:removeGetBtnRedPoint()
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if self.getBtnRedPoint == false then
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return
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end
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self.getBtnRedPoint = false
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self.getBtn:removeRedPoint()
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end
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function IdleDropUI:addQuickBtnRedPoint()
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if self.quickBtnRedPoint == true then
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return
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end
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self.quickBtnRedPoint = true
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self.quickBtn:addRedPoint(94, 42, 0.8)
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end
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function IdleDropUI:removeQuickBtnRedPoint()
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if self.quickBtnRedPoint == false then
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return
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end
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self.quickBtnRedPoint = false
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self.quickBtn:removeRedPoint()
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end
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function IdleDropUI:findNextDefUnit()
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local temp = self.monsterList[#self.monsterList]
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self.monsterList[#self.monsterList] = self.monsterList[self.idleMonsterIndex]
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self.monsterList[self.idleMonsterIndex] = temp
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self.idleMonsterIndex = math.random(1, #self.monsterList - 1)
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self.idleMonsterId = self.monsterList[self.idleMonsterIndex]
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self:getDefUnit(function(defUnit)
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self:recycleDefUnit(self.defUnit)
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self.defUnit = defUnit
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self.atkUnit:setTarget(self.defUnit)
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self.defUnit:setTarget(self.atkUnit)
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self.fightWaitTime = self.defUnit:getBornTime() + 0.2
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self.fightState = FIGHT_STATE_WAIT
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self.defUnit:playBorn()
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end)
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end
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function IdleDropUI:getDefUnit(callback)
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if self.cacheUnit == nil then
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self.cacheUnit = {}
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end
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local monsterCfg = ConfigManager:getConfig("monster")
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local monsterInfo = monsterCfg[self.idleMonsterId]
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local defUnit = self.cacheUnit[monsterInfo.model_id]
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if defUnit then
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defUnit:setActive(true)
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return callback(defUnit)
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end
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SpineManager:loadHeroAsync(monsterInfo.model_id, self.fightRoot, function(spineObject)
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spineObject:setDefaultMix(0)
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local defUnitComp = spineObject:addLuaComponent(IDLE_UNIT_COMPONENT)
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defUnitComp:prepare(2, monsterInfo.model_id)
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callback(defUnitComp)
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end)
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end
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function IdleDropUI:recycleDefUnit(defUnit)
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if self.cacheUnit == nil then
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self.cacheUnit = {}
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end
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defUnit:setActive(false)
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self.cacheUnit[defUnit:getModelId()] = defUnit
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end
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function IdleDropUI:changeNextDefUnit()
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self.defUnit:playDead(function()
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self:findNextDefUnit()
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end)
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end
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function IdleDropUI:tickFight(dt)
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if self.fightState == FIGHT_STATE_STOP then
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return
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end
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self.atkUnit:tick(dt)
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self.defUnit:tick(dt)
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if self.fightState == FIGHT_STATE_FIGHT then
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elseif self.fightState == FIGHT_STATE_WAIT then
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self.fightWaitTime = self.fightWaitTime - dt
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if self.fightWaitTime < 0 then
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self.fightState = FIGHT_STATE_FIGHT
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self.atkUnit:doAttack(function()
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self:changeNextDefUnit()
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end)
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end
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end
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end
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return IdleDropUI |