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- -- <*
- -- @Author: Saber
- -- @Description: 转职任务界面
- -- *>
- ReinTaskView = ReinTaskView or BaseClass(BaseItem)
- local ReinTaskView = ReinTaskView
-
- function ReinTaskView:__init(parent_wnd,prefab_asset,layer_name)
- self.base_file = "reincarnation"
- self.layout_file = "ReinTaskView"
- self.parent_wnd = parent_wnd
- self.layer_name = layer_name
-
- self.full_screen = true
- self.ani_right = 400
- self.ani_left = -200
- -- self.adjust_mid = {left = 160, right = 780}
-
- self.model_activity_bg = true
- self.model_activity_bg_pos = Vector2(-160, 32)
- self.open_rein_lv = nil -- 如果通过外部按钮跳转进来的,就会有这个值,自动定位到目标转职
- -- self:AddPreLoadList("reincarnation", {"ReinTaskScrollItem"})
- -- self:AddPreLoadList("reincarnation", {"ReinTaskDataItem"})
- self.model = ReincarnationModel:getInstance()
-
- -- self.model:UpdateCurReinTask() -- 加载一次转职任务
-
- self.task_model = TaskModel:getInstance()
- self.main_vo = RoleManager.Instance.mainRoleInfo
- self.rein_lv = 1
- self.rein_stage_cfg = {} -- 当前转职等级的阶段任务属性配置
- self.cur_task_stage = self.main_vo.turn_stage -- 当前转职任务阶段index
- self.first_loaded = true -- 第一次加载子节点
- -- self.task_btn_list = {} -- 任务按钮item
- self.tab_item = {}
- self.eu_item = {}
- self.task_scroll_item = {} -- 任务描述item
- self.task_btn_flag = 0 -- 任务功能按钮状态 0对于已完成的任务 1接任务 2前往任务 3完成任务 4完成转职 5任务不可接
- self.click_tips_level = 0 -- 当任务无法接取或进行时提示的任务等级
- self.task_btn_flag_content = {
- [0] = "已完成",
- [1] = "接取任务",
- [2] = "前往",
- [3] = "完成任务",
- [4] = "完成转职",
- [5] = "前往",
- }
-
- self:Load()
- end
-
- function ReinTaskView:Load_callback()
- local nodes = {
- -- 左侧玩家模型,技能节点
- "mid/role_con",
- -- 右侧信息部分
- "right/right_bg:raw",
- "right/task_func_btn:obj:imgex", -- 任务交互按钮相关
- "right/task_func_btn/task_func_btn_lb:tmp",
-
- "right/arrow:obj", -- 转职名称相关
-
- "right/stage_cur:obj",
- "right/stage_cur/stage_cur_lb:tmp",
- "right/stage_next:obj",
- "right/stage_next/stage_next_lb:tmp",
-
- "right/data_scroll",
- "right/data_scroll/Viewport/data_con",
- -- "right/attr_scroll", -- 转职属性奖励容器
- -- "right/attr_scroll/Viewport/attr_con",
-
- -- "right/taskdesc_scroll", -- 转职任务描述容器
- -- "right/taskdesc_scroll/taskdesc_vp:img",
- "right/taskdesc_con",
- -- "right/unlock_con",
- -- "right/titleTxt2:tmp",
- -- "right/next_task_condition:tmp", -- 任务开放条件文本
- -- 最左侧tab相关
- "left/tab_scroll",
- "left/tab_scroll/tab_vp:img",
- "left/tab_scroll/tab_vp/tab_con",
- }
- self:GetChildren(nodes)
- lua_resM:setOutsideRawImage(self, self.right_bg_raw, GameResPath.GetViewBigBg("re_task_right_bg"), false)
- self:AddEvents()
- if self.need_refresh_data then
- self:UpdateView()
- end
- end
-
- function ReinTaskView:AddEvents()
- local function click_event(target)
- if target == self.task_func_btn_obj then -- 任务交互按钮
- self:OnTaskFuncBtnClick()
- end
- end
- AddClickEvent(self.task_func_btn_obj, click_event)
-
- local function updateReinStage()
- self.cur_task_stage = self.main_vo.turn_stage
- end
- self.update_rein_stage_id = self.main_vo:BindOne("turn_stage", updateReinStage)
-
- local function updateReinTask()
- -- self.model:UpdateCurReinTask()
- self:UpdateCurStageTask() -- 更新任务按钮
- self:UpdateTrunTabItem()
- end
- -- self:BindEvent(TaskModel:getInstance(), TaskEvent.TASK_LIST_INIT, updateReinTask)
- self:BindEvent(self.model, ReincarnationModel.REFRESH_REIN_TASK, updateReinTask)
- end
-
- function ReinTaskView:SetData(view_index, rein_lv)
- self.open_rein_lv = rein_lv
- if self.is_loaded then
- self.need_refresh_data = false
- self:UpdateView()
- else
- self.need_refresh_data = true
- end
- end
-
- function ReinTaskView:UpdateView()
- self.tab_data = self.model:GetTotalReinTransferCfg()
- self:InitReinData(self.open_rein_lv)
- self:UpdateRoleModel() -- 更新模型
- self:UpdateTrunTabItem() -- 更新左侧职业按钮
- self:UpdateAllTurnData() -- 更新界面转职数据
- end
-
- -- 更新界面转职数据
- function ReinTaskView:UpdateAllTurnData( )
- self:UpdateCareerTitle() -- 更新职业变化节点
- self:UpdateCurStageTask() -- 更新任务按钮
- self:UpdateReinStageEnhanceAndUnlockData() -- 更新当前阶段的转职的属性提升和解锁内容
- end
-
- function ReinTaskView:InitReinData(rein_lv)
- self.rein_lv = rein_lv or self.model:GetCurTurn()
- self.rein_stage_cfg = self.model:GetReinLvStageData(self.rein_lv)
- -- if self.rein_lv == 0 then -- 对0转特殊处理,给5个球
- -- self.rein_stage_cfg = {
- -- {id = 0},
- -- {id = 0},
- -- {id = 0},
- -- {id = 0},
- -- {id = 0},
- -- }
- -- end
- self.total_stage = #self.rein_stage_cfg
- end
-
- function ReinTaskView:UpdateRoleModel( )
- local res_data = {
- father_node = self,
- transform = self.role_con,
- fashion_type = FuncOpenModel.TypeId.Clothes,
- size = Vector2(550, 440),
- scale = 255,
- ui_model_type = UIModelCommon.ModelType.BackModel,
- show_reflection = true,
- reflect_pos = Vector3(0, 76, 0),
- }
- FuncOpenModel:getInstance():SetModelRes(res_data)
- end
-
- -- 更新转职头衔
- function ReinTaskView:UpdateCareerTitle( )
- -- self.rein_lv是当前查看的转职,所以self.rein_lv获取到的数据实际上是next_cfg
- local lv_cfg, next_cfg
- for k, v in ipairs(self.tab_data) do
- if v.transfer_id == self.rein_lv-1 then
- lv_cfg = v
- end
- if v.transfer_id == self.rein_lv then
- next_cfg = v
- end
- end
- local turn, turn_stage = self.main_vo.turn, self.main_vo.turn_stage
- if self.rein_lv <= turn then -- 只显示当前职业
- self.stage_next_obj:SetActive(false)
- self.arrow_obj:SetActive(false)
- SetAnchoredPositionX(self.stage_cur, 4.5)
- self.stage_cur_lb_tmp.text = Trim(next_cfg.name)
- else -- 显示当前职业和后续转职职业
- self.stage_next_obj:SetActive(true)
- self.arrow_obj:SetActive(true)
- SetAnchoredPositionX(self.stage_cur, -102)
- if lv_cfg then
- self.stage_cur_lb_tmp.text = Trim(lv_cfg.name)
- end
- self.stage_next_lb_tmp.text = Trim(next_cfg.name)
- end
- end
-
- -- 加载转生阶段tabitem
- function ReinTaskView:UpdateTrunTabItem( )
- local tab_click_func = function(rein_lv)
- self:InitReinData(rein_lv)
- self:UpdateAllTurnData()
- for k, v in pairs(self.tab_item) do
- v:SetSelected(v.data.transfer_id == rein_lv)
- end
- end
- local tab_index = 1
- for k = 2, #self.tab_data do
- self.tab_item[tab_index] = self.tab_item[tab_index] or ReinTaskTabItem.New(self.tab_con)
- self.tab_item[tab_index]:SetAnchoredPosition(22, -(tab_index - 1) * (87 + 42) - 21)
- self.tab_item[tab_index]:SetData(self.tab_data[k], tab_index, tab_click_func)
- self.tab_item[tab_index]:SetSelected(self.tab_data[k].transfer_id == self.rein_lv)
- tab_index = tab_index + 1
- end
- end
-
- -- 加载任务节点
- function ReinTaskView:UpdateCurStageTask()
- -- 如果查看的是当前正在进行的转生阶段,则自动定位任务,否则定位到最后一个
- if self.rein_lv == self.main_vo.turn + 1 then
- -- 自动定位到当前正在进行的任务
- local cur_task_vo = self.model:GetCurTaskVo()
- local auto_index = self.cur_task_stage + 1
- if cur_task_vo then
- -- 当前已接任务则当前阶段等于跳转阶段,否则为下一阶段
- local task_received = cur_task_vo.acceptType == 0
- auto_index = task_received and self.cur_task_stage or self.cur_task_stage + 1
- end
- self:UpdateTaskData(auto_index > self.total_stage and self.total_stage or auto_index)
- else
- self:UpdateTaskData(self.rein_lv > self.main_vo.turn + 1 and 1 or self.total_stage)
- end
- end
-
- -- 构建任务详细数据结构体生成展示节点
- function ReinTaskView:UpdateTaskData(stage)
- if not stage then return end
- -- 当前转职进度
- local turn, turn_stage = self.main_vo.turn, self.main_vo.turn_stage
- -- 创建展示内容
- local task_data_list = {}
- self.task_btn_flag = 0 -- 任务功能按钮状态 0已完成的任务 1接任务 2前往任务 3完成任务 4完成转职 5任务不可接
- local condition_tmp = "" -- 条件文本,根据不同条件赋值
- if self.rein_lv < turn then -- 查看往期转职任务
- -- 提示任务内容已经完成
- task_data_list[#task_data_list+1] = {finish_content = string.format("<color=%s>已完成</color>全部转职任务", ColorUtil.GREEN_DARK)}
- -- self.titleTxt2_tmp.text = "转职任务"
- else
- local cur_task_vo, auto_index = nil, self.cur_task_stage + 1
- if self.rein_lv == turn + 1 then -- 查看当前转职任务
- -- 先尝试获取进行中的任务
- cur_task_vo = self.model:GetCurTaskVo()
- if cur_task_vo then
- -- 当前已接任务则当前阶段等于跳转阶段,否则为下一阶段
- local task_received = cur_task_vo.acceptType == 0
- auto_index = task_received and self.cur_task_stage or self.cur_task_stage + 1
- self.task_btn_flag = task_received and 2 or 1
- if task_received then
- -- 如果任务已经完成了,则要进一步确认状态
- local is_task_finished = cur_task_vo.taskTips[1] and cur_task_vo.taskTips[1].isFinish == 1
- if is_task_finished then
- self.task_btn_flag = self.total_stage == stage and 4 or 3
- end
- end
- end
- task_data_list[#task_data_list+1] = {title = string.format("(<color=%s>%s</color>/%s)", ColorUtil.GREEN_DARK, stage, self.total_stage)}
- -- self.titleTxt2_tmp.text = string.format("转职任务(<color=%s>%s</color>/%s)", ColorUtil.GREEN_DARK, stage, self.total_stage)
- else
- -- self.titleTxt2_tmp.text = "转职任务"
- end
- local stage_data = self.rein_stage_cfg[stage]
- local task_id = stage_data and stage_data.task_id
-
- -- 用于获取展示数据的task_vo
- local task_vo = nil
-
- if stage == auto_index then -- 当查看的阶段数相同时,才获取正在进行中的转生任务
- task_vo = cur_task_vo
- end
- -- 如果当前有进行中或可接的转职任务,则直接使用任务结构体
- if task_vo then
- task_data_list[#task_data_list+1] = {task_data = task_vo}
- else -- 当前进行中的任务不存在,则获取任务配置
- if task_id and not self.task_model:IsTaskFinished(task_id) then
- task_vo = ConfigItemMgr.Instance:GetTaskData(task_id)
- task_data_list[#task_data_list+1] = {
- content = string.format("%s任务 (<color=%s>%s</color>/%s) 级可接取",
- (self.rein_lv == turn + 1 and turn_stage ~= 0) and "下一阶段" or "转职",
- self.main_vo.level < task_vo.level and ColorUtil.RED_DARK or ColorUtil.GREEN_DARK,
- self.main_vo.level, task_vo.level)
- }
- self.task_btn_flag = 5
- self.click_tips_level = task_vo.level
- -- 若查看的是当前正在进行的转职,而且没有可接或进行中的任务,就需要实时显示下一阶段所需要的角色等级
- if not cur_task_vo and self.rein_lv == turn + 1 then
- local next_stage_cfg = self.rein_stage_cfg[auto_index]
- local next_stage_task = next_stage_cfg and ConfigItemMgr.Instance:GetTaskData(next_stage_cfg.task_id)
- condition_tmp = next_stage_task and
- string.format("<color=%s>Lv.%s</color> 开启下一星任务", ColorUtil.RED_DARK, WordManager:GetRoleLevel(next_stage_task.level, turn))
- or ""
- end
- else -- 对于已完成的任务或者不存在的任务,提示任务内容已经完成
- task_data_list[#task_data_list+1] = {finish_content = string.format("<color=%s>已完成</color>全部转职任务", ColorUtil.GREEN_DARK)}
- self.task_btn_flag = 0
- end
- end
- end
- -- self.next_task_condition_tmp.text = condition_tmp
- for k, v in pairs(self.task_scroll_item) do
- v:SetVisible(false)
- end
- -- 生成节点
- local item, height = nil, 0
- for k, v in ipairs(task_data_list) do
- item = self.task_scroll_item[k]
- if not item then
- item = ReinTaskScrollItem.New(self.taskdesc_con)
- self.task_scroll_item[k] = item
- end
- item:SetVisible(true)
- item:SetAnchoredPosition(0, -height)
- height = height + item:SetData(v, stage)
- end
- SetSizeDeltaY(self.taskdesc_con, height)
-
- -- 更新任务按钮样式
- local is_gray = self.task_btn_flag == 0 or self.task_btn_flag == 5
- self.task_func_btn_imgex.gray = is_gray
- SetTMPSharedMaterial(self.task_func_btn_lb_tmp, is_gray and ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkGrayBtn or ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkOrangeBtn)
- self.task_func_btn_lb_tmp.text = self.task_btn_flag_content[self.task_btn_flag]
- end
-
- function ReinTaskView:UpdateReinStageEnhanceAndUnlockData( )
- -- 总内容
- local eu_data_list = {}
- -- 属性提升相关
- eu_data_list[#eu_data_list+1] = {title = "提升 战力属性"}
- -- 获取配置
- local attr_list
- if self.rein_lv == 0 then -- 特殊处理
- attr_list = {
- {1,20},{2,200}
- }
- else
- attr_list = stringtotable(self.rein_stage_cfg[#self.rein_stage_cfg].attr_list)
- end
- local attr_temp1, attr_temp2
- for i = 1, #attr_list, 2 do
- attr_temp1 = attr_list[i]
- attr_temp2 = attr_list[i + 1]
- if attr_temp1 then
- eu_data_list[#eu_data_list+1] = {attr1 = attr_temp1}
- end
- if attr_temp2 then
- eu_data_list[#eu_data_list].attr2 = attr_temp2
- end
- end
- -- 设置最后一条属性的条目位最终条目,该字段会增加条目高度拓宽间隔
- eu_data_list[#eu_data_list].is_last = true
-
- -- 解锁的技能和装备代数表现
- local unlock_data = self.model:GetReinSucceedUnlockData(self.rein_lv)
- if not IsTableEmpty(unlock_data.skill_list) then
- eu_data_list[#eu_data_list+1] = {title = "新增 强力技能"}
- eu_data_list[#eu_data_list+1] = {skill_data = unlock_data.skill_list}
- end
- eu_data_list[#eu_data_list].is_last = true
-
- if not IsTableEmpty(unlock_data.equip_list) then
- eu_data_list[#eu_data_list+1] = {title = string.format("解锁 %s代装备", ChineseNumber(unlock_data.equip_series))}
- eu_data_list[#eu_data_list+1] = {equip_data = unlock_data.equip_list}
- end
- eu_data_list[#eu_data_list].is_last = true
-
- local height = 0
- for k, v in pairs(self.eu_item) do
- v:SetVisible(false)
- end
- for k, v in ipairs(eu_data_list) do
- self.eu_item[k] = self.eu_item[k] or ReinTaskDataItem.New(self.data_con)
- self.eu_item[k]:SetAnchoredPosition(0, - height)
- height = height + self.eu_item[k]:SetData(v)
- self.eu_item[k]:SetVisible(true)
- end
- SetSizeDeltaY(self.data_con, height)
- -- local start_y = -3 - (#attr_list > 6 and 0 or ((self.attr_scroll.sizeDelta.y - math.floor(#attr_list/2) * 31) / 2))
- -- self.attr_item_creator = self.attr_item_creator or self:AddUIComponent(UI.ItemListCreator)
- -- local info = {
- -- data_list = attr_list,
- -- scroll_view = self.attr_scroll,
- -- item_con = self.attr_con,
- -- prefab_ab_name = "reincarnation",
- -- prefab_res_name = "ReinTaskAttrItem",
- -- item_width = 175,
- -- item_height = 34,
- -- start_y = start_y,
- -- space_x = 15,
- -- space_y = -3,
- -- create_frequency = 0.01,
- -- alignment = UnityEngine.TextAnchor.UpperLeft,
- -- child_names = {"attr_val:tmp", "attr_name:tmp"},
- -- on_update_item = function(item, i, v)
- -- item.attr_name_tmp.text = WordManager:GetProperties(v[1])
- -- item.attr_val_tmp.text = "+"..WordManager:GetPropertyValue(v[1], v[2])
- -- end,
- -- }
- -- self.attr_item_creator:UpdateItems(info)
- end
-
- -- 创建转职技能节点
- -- function ReinTaskView:UpdateUnlockItems( )
- -- -- 先隐藏所有的技能
- -- for k, v in pairs(self.unlock_item) do
- -- v:SetVisible(false)
- -- end
- -- local unlock_data = self.model:GetReinSucceedUnlockData(self.rein_lv)
- -- local item
- -- local list_num = #unlock_data
-
- -- for k, v in ipairs(unlock_data) do
- -- item = self.unlock_item[k]
- -- if not item then
- -- item = ReinUnlockItem.New(self.unlock_con)
- -- self.unlock_item[k] = item
- -- end
- -- local x_index = k % 2 == 0 and 1 or 0
- -- local y_index = math.ceil(k / 2) - 1
- -- item:SetAnchoredPosition(5.5 + x_index * 192, -121 * y_index - 5)
- -- item:SetData(v)
- -- item:SetVisible(true)
- -- end
- -- end
-
- -- 点击任务交互按钮
- function ReinTaskView:OnTaskFuncBtnClick( )
- if self.task_btn_flag ~= 0 and self.task_btn_flag ~= 5 then
- local cur_rein_task = self.model:GetCurTaskVo()
- TaskModel:getInstance():TaskClickFun(cur_rein_task)
- -- 关闭转生任务界面
- GlobalEventSystem:Fire(EventName.CLOSE_NEW_MAIN_ROLE_VIEW)
- elseif self.task_btn_flag == 5 then
- Message.show(string.format("任务%s级开放", self.click_tips_level), "fault")
- end
- end
-
- function ReinTaskView:__delete( )
- for k,v in pairs(self.tab_item) do
- v:DeleteMe()
- v = nil
- end
- self.tab_item = {}
-
- for k, v in pairs(self.task_scroll_item) do
- v:DeleteMe()
- v = nil
- end
- self.task_scroll_item = nil
-
- for k, v in pairs(self.eu_item) do
- v:DeleteMe()
- v = nil
- end
- self.eu_item = {}
-
- if self.update_rein_stage_id then
- self.main_vo:UnBind(self.update_rein_stage_id)
- self.update_rein_stage_id = nil
- end
- end
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