using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
///
/// 武将布阵: functionOrder:布阵类型
///
public class HeroPosWin : UIBase
{
[SerializeField] Text[] attrOnList; //上阵属性加成
[SerializeField] Image countryOnImg; //上阵阵型激活国家
[SerializeField] List OnCountImgs; //上阵数量激活
[SerializeField] List scenePosImgs; //场景布阵位置
[SerializeField] HeroScenePosCell[] sceneHero;
[SerializeField] GroupButtonEx attackTeamBtn;
[SerializeField] GroupButtonEx defendTeamBtn;
[SerializeField] Text fightPowerText; //由客户端自己预算的战力
[SerializeField] ScrollerController heroListScroller;
[SerializeField] Transform heroListEmpty;
[SerializeField] Toggle showConnTipToggleBtn;
[SerializeField] HeroSelectBehaviour fiterManager; //武将筛选
[SerializeField] Button oneKeyOnBtn; //一键上阵
[SerializeField] Button saveBtn; //保存阵型
[SerializeField] Button backBtn; //退出界面
[SerializeField] GroupButtonEx jjcBtn; //竞技场
[SerializeField] GroupButtonEx tttBtn; //通天塔
[SerializeField] GroupButtonEx mainFBBtn; //主线副本
//羁绊
[SerializeField] HeroConnectionCell connetionForm;
protected override void InitComponent()
{
attackTeamBtn.AddListener(() =>
{
if (HeroUIManager.Instance.selectTeamType == TeamType.Arena)
{
return;
}
HeroUIManager.Instance.selectTeamType = TeamType.Arena;
Refresh();
});
defendTeamBtn.AddListener(() =>
{
if (HeroUIManager.Instance.selectTeamType == TeamType.ArenaDefense)
{
return;
}
HeroUIManager.Instance.selectTeamType = TeamType.ArenaDefense;
Refresh();
});
}
protected override void OnPreOpen()
{
heroListScroller.OnRefreshCell += OnRefreshCell;
CreateScroller();
Refresh();
}
protected override void OnPreClose()
{
heroListScroller.OnRefreshCell -= OnRefreshCell;
}
public override void Refresh()
{
OnBattleTeamAttrPer();
RefreshOnTeamCountry();
RefreshOnTeamBtn();
}
void OnRefreshCell(ScrollerDataType type, CellView cell)
{
var _cell = cell as HeroCardLineCell;
_cell.Display(cell.index);
}
void CreateScroller()
{
heroListScroller.Refresh();
for (int i = 0; i < HeroUIManager.Instance.heroSortList.Count; i++)
{
if (i % 4 == 0)
{
heroListScroller.AddCell(ScrollerDataType.Header, i);
}
}
heroListScroller.Restart();
}
//上阵加成
void OnBattleTeamAttrPer()
{
var valuePer = 0;
var team = TeamManager.Instance.GetTeam(HeroUIManager.Instance.selectTeamType);
if (team != null)
{
for (int i = 0; i < team.serverData.Length; i++)
{
var hero = HeroManager.Instance.GetHero(team.serverData[i].guid);
if (hero != null)
{
valuePer += hero.GetOnBattleAddPer();
}
}
}
//上阵属性
for (int i = 0; i < attrOnList.Length; i++)
{
attrOnList[i].text = PlayerPropertyConfig.GetFullDescription(new Int2(PlayerPropertyConfig.basePerAttrs[i], valuePer));
}
}
//上阵武将国家光环激活
void RefreshOnTeamCountry()
{
Int2 result = HeroUIManager.Instance.GetMaxCountHeroCountry(HeroUIManager.Instance.selectTeamType);
var config = HeroLineupHaloConfig.GetConfig(result.x, result.y);
if (config == null)
{
countryOnImg.SetSprite("heroTeamCountry" + result.x);
for (int i = 0; i < OnCountImgs.Count; i++)
{
OnCountImgs[i].SetActive(false);
}
}
else
{
countryOnImg.SetSprite("heroTeamCountry" + result.x);
for (int i = 0; i < OnCountImgs.Count; i++)
{
if (i < result.y)
{
OnCountImgs[i].SetActive(true);
OnCountImgs[i].SetSprite("heroTeamCountryPoint" + result.x);
}
else
{
OnCountImgs[i].SetActive(false);
}
}
}
}
//管理布阵入口按钮:如竞技场是否根据功能显隐,通天塔和主线只有进攻方布阵默认不显示
void RefreshOnTeamBtn()
{
if (HeroUIManager.Instance.selectTeamType == TeamType.Arena ||
HeroUIManager.Instance.selectTeamType == TeamType.ArenaDefense)
{
attackTeamBtn.SetActive(true);
defendTeamBtn.SetActive(true);
if (HeroUIManager.Instance.selectTeamType == TeamType.Arena)
{
attackTeamBtn.SelectBtn(true);
}
else
{
defendTeamBtn.SelectBtn(true);
}
}
else
{
attackTeamBtn.SetActive(false);
defendTeamBtn.SetActive(false);
}
}
}