180 lines
6.1 KiB
Lua
180 lines
6.1 KiB
Lua
local MainCompBaseCell = require "app/ui/main_city/component/main_comp_base_cell"
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local ChapterComp = class("ChapterComp", MainCompBaseCell)
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local CHAPTER_PATH = "assets/arts/textures/background/chapter/%s.png"
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local BOX_ICON = {
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"common_chest_1",
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"common_chest_4"
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}
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function ChapterComp:getIsOpen()
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return true
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end
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function ChapterComp:getEntranceName()
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return "主线章节"
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end
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function ChapterComp:getEntranceIcon()
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return GConst.ATLAS_PATH.COMMON,"common_dec_1"
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end
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function ChapterComp:getHpCost()
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return DataManager.ChapterData:getFightCost()
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end
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function ChapterComp:onClickFight()
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ModuleManager.ChapterManager:startFight()
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end
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function ChapterComp:init()
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self.uiMap = self:getBaseObject():genAllChildren()
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self:initChapter()
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end
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function ChapterComp:initChapter()
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self.chapterImg = self.uiMap["chapter.img"]
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self.chapterNameTx = self.uiMap["chapter.name_tx"]
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self.chapterWavetx = self.uiMap["chapter.record_tx"]
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self.leftArrow = self.uiMap["chapter.left_arrow"]
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local leftArrowBtn = self.uiMap["chapter.left_arrow.btn"]
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leftArrowBtn:addClickListener(function()
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if DataManager.ChapterData:goLastChapter() then
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self:refresh()
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end
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end)
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self.rightArrow = self.uiMap["chapter.right_arrow"]
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local rightArrowBtn = self.uiMap["chapter.right_arrow.btn"]
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rightArrowBtn:addClickListener(function()
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if DataManager.ChapterData:goNextChapter() then
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self:refresh()
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end
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end)
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self.uiMap["chapter.effect_node.ui_spine_obj"]:playAnim("idle", true, false)
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end
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function ChapterComp:refresh()
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self:refreshChapter()
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end
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function ChapterComp:refreshChapter(force)
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local chapterId = DataManager.ChapterData:getChapterId()
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if self.currChapterId ~= chapterId or force then
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if DataManager.ChapterData:getIsFirstChapter(chapterId) then -- 第一章不需要左箭头
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self.leftArrow:setVisible(false)
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self.rightArrow:setVisible(DataManager.ChapterData:getMaxChapterId() >= 1)
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elseif chapterId == DataManager.ChapterData:getMaxChapterId() + 1 then -- 只能看打的最远的关卡
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self.leftArrow:setVisible(true)
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self.rightArrow:setVisible(false)
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else
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self.leftArrow:setVisible(true)
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self.rightArrow:setVisible(not DataManager.ChapterData:isFinalChapter(chapterId))
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end
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self.currChapterId = chapterId
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local chapterInfo = ConfigManager:getConfig("chapter")[chapterId]
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local chapterI18NInfo = I18N:getConfig("chapter")[chapterId]
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if chapterInfo then
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self.chapterImg:setTexture(string.format(CHAPTER_PATH, chapterInfo.icon))
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end
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if chapterI18NInfo then
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self.chapterNameTx:setText(chapterI18NInfo.name)
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end
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self.chapterWavetx:setText(I18N:getGlobalText(I18N.GlobalConst.CHAPTER_DESC_1, DataManager.ChapterData:getChapterMaxWave()))
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local slider = self.uiMap["chapter.progress_bg.slider"]
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if not self.boxObjs then
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self.boxObjs = {}
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for i = 1, 3 do
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self.boxObjs[i] = {
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box = self.uiMap["chapter.progress_bg.box_" .. i],
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desc = self.uiMap["chapter.progress_bg.box_desc_" .. i],
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spineObj = self.uiMap["chapter.progress_bg.spine_node.ui_spine_obj_" .. i],
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boxIcon = self.uiMap["chapter.progress_bg.box_" .. i .. ".box_icon"]
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}
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end
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end
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local mysteryBoxCount = DataManager.ChapterData:getChapterMysteryBoxRewardCount(chapterId)
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local mysteryBoxBg = self.uiMap["chapter_comp.img.bg"]
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mysteryBoxBg:setVisible(mysteryBoxCount > 0)
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local mysteryBoxIcon = self.uiMap["chapter.img.mystery_box_icon"]
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mysteryBoxIcon:setVisible(mysteryBoxCount > 0)
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if mysteryBoxCount > 0 then
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local gotCount = DataManager.ChapterData:getChapterMysteryBoxGotCount(chapterId)
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local desc = I18N:getGlobalText(I18N.GlobalConst.CHAPTER_DESC_2, gotCount, mysteryBoxCount)
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self.uiMap["chapter.img.mystery_box_icon.desc"]:setText(desc)
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end
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local rewardChapterId = DataManager.ChapterData:getIsHaveRewardsMinId()
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if rewardChapterId > chapterId then
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rewardChapterId = chapterId
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end
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local curMaxWave = DataManager.ChapterData:getChapterMaxWave(rewardChapterId)
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local boxCount = DataManager.ChapterData:getChapterBoxCount(rewardChapterId)
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local unitValue = 1 / boxCount
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local sliderValue = 0
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local lastValue = 0
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for i = 1, boxCount do
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if curMaxWave < lastValue then
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break
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end
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local maxWave = DataManager.ChapterData:getChapterBoxNum(rewardChapterId, i)
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local wave = math.min(curMaxWave, maxWave)
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sliderValue = sliderValue + unitValue * (wave - lastValue) / (maxWave - lastValue)
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lastValue = maxWave
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end
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slider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = sliderValue
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for index, objs in ipairs(self.boxObjs) do
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local show = boxCount >= index
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objs.box:setActive(show)
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objs.desc:setActive(show)
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objs.spineObj:setVisible(false)
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if show then
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local needWave = DataManager.ChapterData:getChapterBoxNum(rewardChapterId, index)
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local x = 370 * (index / boxCount)
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local rewards = DataManager.ChapterData:getChapterBoxRewards(rewardChapterId, index)
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local num = DataManager.ChapterData:getChapterBoxNum(rewardChapterId, index)
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local rewardGot = DataManager.ChapterData:getChapterBoxRewardGot(rewardChapterId, index)
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local icon = BOX_ICON[1]
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if rewardGot then
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icon = BOX_ICON[2]
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end
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objs.box:addClickListener(function()
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if needWave <= curMaxWave and not rewardGot then
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objs.spineObj:setVisible(true)
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objs.spineObj:playAnimComplete("open", false, false, function()
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ModuleManager.ChapterManager:openBox(rewardChapterId, index)
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end)
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else
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ModuleManager.TipsManager:showRewardsTips(rewards, nil, objs.box)
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end
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end)
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objs.boxIcon:setSprite(GConst.ATLAS_PATH.COMMON, icon)
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objs.box:setAnchoredPositionX(x)
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if needWave <= curMaxWave and not rewardGot then
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objs.spineObj:setVisible(true)
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objs.spineObj:playAnim("idle", true, false)
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objs.spineObj:setAnchoredPositionX(x)
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objs.boxIcon:setVisible(false)
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else
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objs.spineObj:setVisible(false)
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objs.boxIcon:setVisible(true)
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end
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objs.desc:setAnchoredPositionX(x)
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if boxCount == index then
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objs.desc:setText(I18N:getGlobalText(I18N.GlobalConst.MAIN_DESC_1, rewardChapterId))
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else
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objs.desc:setText(num)
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end
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end
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end
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self:refreshFightBtn()
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end
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end
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return ChapterComp |