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- -- <*
- -- @Author: Saber
- -- @Description: 转职系统 转职弹出任务界面 (与角色-转职界面区分,这个界面仅当转职进行中可以弹出)
- -- *>
- ReinMainTaskView = ReinMainTaskView or BaseClass(BaseView)
- local ReinMainTaskView = ReinMainTaskView
- local SetAnchoredPositionX = SetAnchoredPositionX
- --[[
- ReinMainTaskView.TabData = {
- [1] = {name = "人物", level = MainRoleModel.TabOpenLevel[1]},
- }
- --]]
-
- function ReinMainTaskView:__init()
- self.base_file = "reincarnation"
- self.layout_file = "ReinMainTaskView"
- self.layer_name = "UI"
- self.destroy_imm = true
- self.use_background = true --全屏界面默认使用这个参数,非全屏界面自行设置
- self.use_show_anim = false
- self.use_hide_anim = true
- self.model = ReincarnationModel:getInstance()
- self.task_model = TaskModel:getInstance()
- self.role_img_pos = {
- [1] = Vector2(-315.5, -6),
- [2] = Vector2(-313.5, -25),
- [3] = Vector2(-168.5, 9.5),
- [4] = Vector2(-318, -0.5),
- }
- self.main_vo = RoleManager.Instance.mainRoleInfo
- self.cur_task_stage = self.main_vo.turn_stage -- 当前转职任务阶段index
- self.rein_lv = 1
- self.rein_stage_cfg = {} -- 当前转生等级的阶段任务属性配置
- self.skill_item = {} -- 界面中的技能图标
- self.equip_item = {} -- 界面中的技能图标
- self.task_reward = {} -- 界面中的任务奖励
- 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_callback = function ()
- self:LoadSuccess()
- self:AddEvent()
- end
- self.open_callback = function ( )
- self:UpdateView()
- end
- self.destroy_callback = function ( )
- self:DestroySuccess()
- end
- end
-
- function ReinMainTaskView:Open(rein_lv)
- self.rein_lv = rein_lv
- BaseView.Open(self)
- end
-
- function ReinMainTaskView:LoadSuccess()
- local nodes = {
- "bg:raw",
- "role_rp:rawex",
- "close_btn:obj",
- "main_title:imgex",
- -- 右侧信息部分,分为动画父节点和内部的信息节点
- -- 转职头像和名称
- "head_anim_con:cg",
- "head_anim_con/head_before_bg/head_before:raw",
- "head_anim_con/head_new_bg/head_new:raw",
- "head_anim_con/pname_before:tmp", "head_anim_con/pname_new:tmp",
- -- 属性节点和技能解锁容器
- "attr_skill_anim_con:cg",
- "attr_skill_anim_con/attr_scroll", "attr_skill_anim_con/attr_scroll/Viewport/attr_con",
- "attr_skill_anim_con/skill_con",
- -- 装备代数解锁容器
- "equip_anim_con:cg",
- "equip_anim_con/equip_con", "equip_anim_con/title3:tmp",
- -- 任务内容容器
- "task_anim_con:cg",
- "task_anim_con/task_proceed_btn:obj:imgex",
- "task_anim_con/task_proceed_btn/task_proceed_red:img",
- "task_anim_con/task_proceed_btn/task_proceed_btn_lb:tmp",
- "task_anim_con/task_title",
- "task_anim_con/task_award_con",
- "task_anim_con/task_progress:tmp",
- "task_anim_con/title4:tmp",
- }
- self:GetChildren(nodes)
- lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("re_main_bg"))
- end
-
- function ReinMainTaskView:AddEvent()
- local function click_event(target)
- if target == self.close_btn_obj then
- self:Close()
- elseif target == self.task_proceed_btn_obj then
- self:OnTaskProceedBtnClick()
- end
- end
- AddClickEvent(self.close_btn_obj, click_event)
- AddClickEvent(self.task_proceed_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:UpdateCurrentTask() -- 更新任务按钮
- end
- self:BindEvent(self.model, ReincarnationModel.REFRESH_REIN_TASK, updateReinTask)
- end
-
- function ReinMainTaskView:UpdateView()
- self:InitReinData(self.rein_lv)
- self:UpdateRoleRP() -- 更新立绘
- self:UpdateRoleHead() -- 更新转职系统头像
- self:UpdateAttrData() -- 更新战斗力和属性
- self:UpdateUnlockItems() -- 更新新增技能
- self:UpdateCurrentTask() -- 更新任务相关
- self:StartReinMainTaskAnim()
- end
-
- function ReinMainTaskView:InitReinData(rein_lv)
- self.rein_lv = rein_lv or self.model:GetCurTurn()
- self.rein_stage_cfg = self.model:GetReinLvStageData(self.rein_lv)
- self.total_stage = #self.rein_stage_cfg
- end
-
- -- 更新立绘
- function ReinMainTaskView:UpdateRoleRP( )
- -- 加载立绘
- self.role_rp_rawex.alpha = 0
- lua_resM:setOutsideRawImage(self, self.role_rp_rawex, GameResPath.GetRoleBg("rein_success_role" .. self.main_vo.career), true)
- end
-
- -- 更新转职系统头像
- function ReinMainTaskView:UpdateRoleHead( )
- -- 先获取上个转职阶段的默认头像
- local career_cfg = self.model:GetReinCareerHeadData(self.main_vo.career, self.rein_lv - 1)
- lua_resM:setOutsideRawImage(self, self.head_before_raw, GameResPath.GetHeadIcon(career_cfg and career_cfg.image_id or 1001))
- self.pname_before_tmp.text = career_cfg and Trim(career_cfg.name) or ""
- -- 获取当前转职的头像
- career_cfg = self.model:GetReinCareerHeadData(self.main_vo.career, self.rein_lv)
- lua_resM:setOutsideRawImage(self, self.head_new_raw, GameResPath.GetHeadIcon(career_cfg and career_cfg.image_id or 1001))
- self.pname_new_tmp.text = career_cfg and Trim(career_cfg.name) or ""
- end
-
- -- 更新转职属性提升数据
- function ReinMainTaskView:UpdateAttrData( )
- -- 获取配置
- local attr_list = stringtotable(self.rein_stage_cfg[#self.rein_stage_cfg].attr_list)
- attr_list = SortAttrList(attr_list)
-
- 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 = "ReinMainTaskAttrItem",
- item_height = 30,
- create_frequency = 0.01,
- alignment = UnityEngine.TextAnchor.UpperLeft,
- child_names = {"attr_name:tmp", "attr_val: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
-
-
- -- 更新转职解锁内容
- function ReinMainTaskView:UpdateUnlockItems( )
- local unlock_data = self.model:GetReinSucceedUnlockData(self.rein_lv)
- -- 解锁的技能
- for k, v in ipairs(unlock_data.skill_list) do
- self.skill_item[k] = self.skill_item[k] or ReinTaskSkillItem.New(self.skill_con)
- self.skill_item[k]:SetTransformSize(62)
- local row, col = (k - 1) % 4, math.floor((k - 1) / 4)
- self.skill_item[k]:SetAnchoredPosition(81.5 * row + 1, -68 * col)
- self.skill_item[k]:SetData(v.skill_data)
- end
- -- 解锁的装备
- for k, v in ipairs(unlock_data.equip_list) do
- self.equip_item[k] = self.equip_item[k] or UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem, self.equip_con)
- self.equip_item[k]:SetAnchoredPosition((k - 1) * 78 + 9, -5)
- self.equip_item[k]:SetItemSize(62, 62)
- self.equip_item[k]:SetVisible(true)
- self.equip_item[k]:SetData(v.equip_data)
- end
- -- 装备栏标题
- self.title3_tmp.text = string.format("解锁 %s代装备", ChineseNumber(unlock_data.equip_series))
- end
-
- -- 更新当前的转职任务信息
- function ReinMainTaskView:UpdateCurrentTask( )
- -- 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
-
- function ReinMainTaskView: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 progress_lb = nil
- local task_award = nil
- if self.rein_lv < turn then -- 查看往期转职任务
- -- 提示任务内容已经完成
- self.title4_tmp.text = string.format("<color=%s>已完成</color>全部转职任务", ColorUtil.GREEN_DARK)
- 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
- -- 记录奖励列表
- task_award = cur_task_vo.award_list
- -- 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
- progress_lb = string.format("(<color=%s>%s</color>/%s)", ColorUtil.GREEN_DARK, stage, self.total_stage)
- else
- progress_lb = nil
- end
- local stage_data = self.rein_stage_cfg[stage]
- local task_id = stage_data and stage_data.task_id
- if progress_lb then
- self.task_progress_tmp.text = progress_lb
- SetAnchoredPositionX(self.task_title, -15.5)
- else
- self.task_progress_tmp.text = ""
- SetAnchoredPositionX(self.task_title, 15.5)
- end
- -- 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
- print("Saber:ReinMainTaskView [279] task_id: ",task_id)
- -- 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
- self.title4_tmp.text = task_vo.tipContent
- 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_award = self:GetTaskRewardList(task_vo)
- self.title4_tmp.text = 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
- 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
- self.title4_tmp.text = 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
-
- -- 更新任务按钮样式
- local is_gray = self.task_btn_flag == 0 or self.task_btn_flag == 5
- self.task_proceed_btn_imgex.gray = is_gray
- SetTMPSharedMaterial(self.task_proceed_btn_lb_tmp, is_gray
- and ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkGrayBtn
- or ShaderTools.TMPSharedMaterialType.FZZZOutlineDarkOrangeBtn
- )
- self.task_proceed_btn_lb_tmp.text = self.task_btn_flag_content[self.task_btn_flag]
- -- 加载任务奖励
- for k, v in pairs(self.task_reward) do
- v:SetVisible(false)
- end
- if task_award then
- for k, v in ipairs(task_award) do
- self.task_reward[k] = self.task_reward[k] or UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem, self.task_award_con)
- self.task_reward[k]:SetAnchoredPosition((k - 1) * 78 + 9, -5)
- self.task_reward[k]:SetItemSize(62, 62)
- self.task_reward[k]:SetVisible(true)
- self.task_reward[k]:SetDataWithMapId(v[2], v[3], v[1])
- end
- end
- end
-
- function ReinMainTaskView:GetTaskRewardList(task_vo)
- local normal_list = stringtotable(task_vo.award_list)
- local career_list = stringtotable(task_vo.special_goods_list)
- local award_list = {}
- for i,v in ipairs(career_list) do
- if (self.main_vo.career == tonumber(v[1]) or tonumber(v[1])==0)
- and (self.main_vo.sex==tonumber(v[2]) or tonumber(v[2])==0) then
- local obj = {}
- obj[1] = 0
- obj[2] = tonumber(v[3])
- obj[3] = tonumber(v[4])
- table.insert(award_list, obj)
- end
- end
- for i,v in ipairs(normal_list) do
- table.insert(award_list, v)
- end
- return award_list
- end
- ---------- 动画相关 --------------
- function ReinMainTaskView:StartReinMainTaskAnim( )
- local title_action_time = 0.2
- local role_rp_action_time = 0.5
- local right_info_delay = 0.1
- local head_action_time = 0.3
- local a_s_action_time = 0.3
- local equip_action_time = 0.3
- local task_action_time = 0.3
- local function east_func(percent)
- percent = percent - 1.0
- local real_pec = percent * percent * percent * percent * percent + 1
- return real_pec
- end
- -- 标题小位移效果和淡出效果
- local target_main_title_posx = -77
- SetAnchoredPositionX(self.main_title, target_main_title_posx - 100)
- local function title_size_x_func(percent)
- percent = east_func(percent)
- self.main_title_imgex.alpha = percent
- SetAnchoredPositionX(self.main_title, target_main_title_posx - 100 * (1 - percent))
- end
- local main_title_action = cc.CustomUpdate.New(title_action_time, title_size_x_func)
- cc.ActionManager:getInstance():addAction(main_title_action, self.main_title)
-
- -- 左侧立绘淡入和位移
- local pos = self.role_img_pos[self.main_vo.career]
- SetAnchoredPosition(self.role_rp, pos.x - 300, pos.y)
- local function role_rp_action_func(percent)
- percent = east_func(percent)
- self.role_rp_rawex.alpha = percent
- SetAnchoredPositionX(self.role_rp, pos.x - 300 * (1 - percent))
- end
- local role_rp_action = cc.Sequence.New(
- cc.DelayTime.New(title_action_time),
- cc.CustomUpdate.New(role_rp_action_time, role_rp_action_func)
- )
- cc.ActionManager:getInstance():addAction(role_rp_action, self.role_rp)
-
- -- 右侧信息淡入和位移
- -- (自上而下)头像框
- local head_pos_x = 260
- SetAnchoredPositionX(self.head_anim_con, head_pos_x - 50)
- local function head_action_func(percent)
- percent = east_func(percent)
- self.head_anim_con_cg.alpha = percent
- SetAnchoredPositionX(self.head_anim_con, head_pos_x - 50 * (1 - percent))
- end
- local head_action = cc.Sequence.New(
- cc.DelayTime.New(title_action_time),
- cc.CustomUpdate.New(head_action_time, head_action_func)
- )
- cc.ActionManager:getInstance():addAction(head_action, self.head_anim_con)
- -- 属性和技能解锁
- local a_s_pos_x = 240
- SetAnchoredPositionX(self.attr_skill_anim_con, a_s_pos_x - 50)
- local function attr_skill_action_func(percent)
- percent = east_func(percent)
- self.attr_skill_anim_con_cg.alpha = percent
- SetAnchoredPositionX(self.attr_skill_anim_con, a_s_pos_x - 50 * (1 - percent))
- end
- local a_s_action = cc.Sequence.New(
- cc.DelayTime.New(title_action_time + right_info_delay),
- cc.CustomUpdate.New(a_s_action_time, attr_skill_action_func)
- )
- cc.ActionManager:getInstance():addAction(a_s_action, self.attr_skill_anim_con)
- -- 装备代数
- local equip_pos_x = 240
- SetAnchoredPositionX(self.equip_anim_con, equip_pos_x - 50)
- local function equip_action_func(percent)
- percent = east_func(percent)
- self.equip_anim_con_cg.alpha = percent
- SetAnchoredPositionX(self.equip_anim_con, equip_pos_x - 50 * (1 - percent))
- end
- local equip_action = cc.Sequence.New(
- cc.DelayTime.New(title_action_time + right_info_delay * 2),
- cc.CustomUpdate.New(equip_action_time, equip_action_func)
- )
- cc.ActionManager:getInstance():addAction(equip_action, self.equip_anim_con)
- -- 任务内容
- local task_pos_x = 240
- SetAnchoredPositionX(self.task_anim_con, task_pos_x - 50)
- local function task_action_func(percent)
- percent = east_func(percent)
- self.task_anim_con_cg.alpha = percent
- SetAnchoredPositionX(self.task_anim_con, task_pos_x - 50 * (1 - percent))
- end
- local task_action = cc.Sequence.New(
- cc.DelayTime.New(title_action_time + right_info_delay * 3),
- cc.CustomUpdate.New(task_action_time, task_action_func)
- )
- cc.ActionManager:getInstance():addAction(task_action, self.task_anim_con)
- end
- ---------- 动画相关 --------------
-
- -- 点击任务前往按钮回调
- function ReinMainTaskView:OnTaskProceedBtnClick( )
- 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)
- -- 关闭界面
- self:Close()
- 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 ReinMainTaskView:DestroySuccess( )
- cc.ActionManager:getInstance():removeAllActionsFromTarget(self.main_title)
- cc.ActionManager:getInstance():removeAllActionsFromTarget(self.head_anim_con)
- cc.ActionManager:getInstance():removeAllActionsFromTarget(self.role_rp)
- cc.ActionManager:getInstance():removeAllActionsFromTarget(self.attr_skill_anim_con)
- cc.ActionManager:getInstance():removeAllActionsFromTarget(self.equip_anim_con)
- cc.ActionManager:getInstance():removeAllActionsFromTarget(self.task_anim_con)
- for k, v in pairs(self.skill_item) do
- v:DeleteMe()
- v = nil
- end
- for k, v in pairs(self.equip_item) do
- UIObjPool:getInstance():PushItem(UIObjPool.UIType.AwardItem, v)
- end
- self.equip_item = {}
- for k, v in pairs(self.task_reward) do
- UIObjPool:getInstance():PushItem(UIObjPool.UIType.AwardItem, v)
- end
- self.task_reward = {}
-
- 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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