Files
Endfield-Data/LuaScripts/UI/Panels/FacConnector/FacConnectorCtrl.lua
2025-12-02 20:37:18 +07:00

468 lines
14 KiB
Lua

local uiCtrl = require_ex('UI/Panels/Base/UICtrl')
local PANEL_ID = PanelId.FacSplitter
local ActionOnSetNaviTarget = CS.Beyond.Input.ActionOnSetNaviTarget
FacConnectorCtrl = HL.Class('FacConnectorCtrl', uiCtrl.UICtrl)
local CONNECTOR_START_PORT_INDEX = 1
local CONNECTOR_MAX_PORTS_COUNT = 4
local SINGLE_CONNECTOR_ITEM_INDEX = 0
FacConnectorCtrl.s_messages = HL.StaticField(HL.Table) << {
}
FacConnectorCtrl.m_nodeId = HL.Field(HL.Any)
FacConnectorCtrl.m_uiInfo = HL.Field(CS.Beyond.Gameplay.RemoteFactory.LogisticUnitUIInfo_BoxBridge)
FacConnectorCtrl.m_updateThread = HL.Field(HL.Thread)
FacConnectorCtrl.m_connectorItems = HL.Field(HL.Table)
FacConnectorCtrl.m_lastValidConnectorItems = HL.Field(HL.Table)
FacConnectorCtrl.m_skipIndexMap = HL.Field(HL.Table)
FacConnectorCtrl.m_inBeltInfoList = HL.Field(HL.Table)
FacConnectorCtrl.m_outBeltInfoList = HL.Field(HL.Table)
FacConnectorCtrl.m_inBindingAnimMap = HL.Field(HL.Table)
FacConnectorCtrl.m_outBindingAnimMap = HL.Field(HL.Table)
FacConnectorCtrl.m_inItemAnimMap = HL.Field(HL.Table)
FacConnectorCtrl.m_outItemAnimMap = HL.Field(HL.Table)
FacConnectorCtrl.m_itemSpriteCache = HL.Field(HL.Table)
FacConnectorCtrl.OnCreate = HL.Override(HL.Any) << function(self, arg)
self.m_uiInfo = arg.uiInfo
local nodeId = self.m_uiInfo.nodeId
self.m_nodeId = nodeId
local connectorData = FactoryUtils.getLogisticData(self.m_uiInfo.nodeHandler.templateId)
local buildingData = { nodeId = arg.uiInfo.nodeId }
setmetatable(buildingData, { __index = connectorData })
self.view.buildingCommon:InitBuildingCommon(nil, {
data = buildingData,
customRightButtonOnClicked = function()
self:_OnDeleteConnectorButtonClicked()
end,
})
local speed = connectorData.msPerRound > 0 and 1000 / connectorData.msPerRound or 0
self.view.buildingCommon.view.speedText.text = string.format("%.1f", 1000 / connectorData.msPerRound)
self.view.buildingCommon:ChangeBuildingStateDisplay(GEnums.FacBuildingState.Normal)
self.view.buildingCommon.view.stopLine.gameObject:SetActive(speed <= 0)
self.view.buildingCommon.view.normalLine.gameObject:SetActive(speed > 0)
self.m_connectorItems = {}
self.m_lastValidConnectorItems = {}
self.m_itemSpriteCache = {}
self:_InitConnectorUpdateThread()
self:_InitConveyorEvent()
self:_InitAnimDataMap()
self:_InitConveyorBindingAnim()
if DeviceInfo.usingController then
self.view.itemLogistics1:SetAsNaviTarget()
end
end
FacConnectorCtrl.OnClose = HL.Override() << function(self)
self:_ClearConveyorEvent()
self.m_updateThread = self:_ClearCoroutine(self.m_updateThread)
end
FacConnectorCtrl._InitConveyorEvent = HL.Method() << function(self)
self.m_inBeltInfoList, self.m_outBeltInfoList = FactoryUtils.getBuildingPortState(self.m_uiInfo.nodeId, false)
if self.m_inBeltInfoList ~= nil then
for _, inBeltInfo in pairs(self.m_inBeltInfoList) do
if inBeltInfo.isBinding then
GameInstance.remoteFactoryManager:RegisterInterestedUnitId(inBeltInfo.touchNodeId)
end
end
end
if self.m_outBeltInfoList ~= nil then
for _, outBeltInfo in pairs(self.m_outBeltInfoList) do
if outBeltInfo.isBinding then
GameInstance.remoteFactoryManager:RegisterInterestedUnitId(outBeltInfo.touchNodeId)
end
end
end
MessageManager:Register(MessageConst.ON_CONVEYOR_CHANGE, function(args)
self:_OnConveyorChanged(args)
end, self)
end
FacConnectorCtrl._ClearConveyorEvent = HL.Method() << function(self)
if self.m_inBeltInfoList ~= nil then
for _, inBeltInfo in pairs(self.m_inBeltInfoList) do
if inBeltInfo.isBinding then
GameInstance.remoteFactoryManager:UnregisterInterestedUnitId(inBeltInfo.touchNodeId)
end
end
end
if self.m_outBeltInfoList ~= nil then
for _, outBeltInfo in pairs(self.m_outBeltInfoList) do
if outBeltInfo.isBinding then
GameInstance.remoteFactoryManager:UnregisterInterestedUnitId(outBeltInfo.touchNodeId)
end
end
end
MessageManager:UnregisterAll(self)
end
FacConnectorCtrl._InitConnectorUpdateThread = HL.Method() << function(self)
self:_UpdateConnectorItems()
self.m_updateThread = self:_StartCoroutine(function()
while true do
coroutine.wait(UIConst.FAC_COMMON_UI_UPDATE_INTERVAL)
self:_UpdateConnectorItems()
end
end)
end
FacConnectorCtrl._UpdateConnectorItems = HL.Method() << function(self)
self.m_skipIndexMap = {}
for index = CONNECTOR_START_PORT_INDEX, CONNECTOR_MAX_PORTS_COUNT do
if not self.m_skipIndexMap[index] then
local connectToMachine, fcType = CSFactoryUtil.GetPortConnectionNodeType(Utils.getCurrentChapterId(), self.m_uiInfo.nodeId, true, CSIndex(index))
local inItemId = ""
if connectToMachine and fcType ~= GEnums.FCNodeType.BoxConveyor then
local bridge = self.m_uiInfo["boxBridge" .. index]
if bridge ~= nil and not string.isEmpty(bridge.lastItemIn) then
inItemId = bridge.lastItemIn
self:_UpdatePortIndexSkipMap(index)
end
else
local inSuccess, inItemList = CSFactoryUtil.GetLogisticInfo(Utils.getCurrentChapterId(), self.m_uiInfo.nodeId, true, CSIndex(index), false)
if inSuccess and inItemList.Count > 0 then
inItemId = inItemList[inItemList.Count - 1]
self:_UpdatePortIndexSkipMap(index)
end
end
local inIndex = self:_GetViewIndexByConnectorPortIndex(index, true)
self:_RefreshConnectorItemState(inIndex, inItemId)
connectToMachine, fcType = CSFactoryUtil.GetPortConnectionNodeType(Utils.getCurrentChapterId(), self.m_uiInfo.nodeId, false, CSIndex(index))
local outItemId = ""
if connectToMachine and fcType ~= GEnums.FCNodeType.BoxConveyor then
local bridge = self.m_uiInfo["boxBridge" .. index]
if bridge ~= nil and not string.isEmpty(bridge.lastItemOut) then
outItemId = bridge.lastItemOut
self:_UpdatePortIndexSkipMap(index)
end
else
local outSuccess, outItemList = CSFactoryUtil.GetLogisticInfo(Utils.getCurrentChapterId(), self.m_uiInfo.nodeId, false, CSIndex(index), false)
if outSuccess and outItemList.Count > 0 then
outItemId = outItemList[outItemList.Count - 1]
self:_UpdatePortIndexSkipMap(index)
end
end
local outIndex = self:_GetViewIndexByConnectorPortIndex(index, false)
self:_RefreshConnectorItemState(outIndex, outItemId)
end
end
end
FacConnectorCtrl._UpdatePortIndexSkipMap = HL.Method(HL.Number) << function(self, portLuaIndex)
if portLuaIndex % 2 == 0 then
self.m_skipIndexMap[portLuaIndex - 1] = true
else
self.m_skipIndexMap[portLuaIndex + 1] = true
end
end
FacConnectorCtrl._GetViewIndexByConnectorPortIndex = HL.Method(HL.Number, HL.Boolean).Return(HL.Number) <<
function(self, portLuaIndex, isIn)
if isIn then
return portLuaIndex % 2 == 0 and portLuaIndex - 1 or portLuaIndex
else
return portLuaIndex % 2 == 0 and portLuaIndex or portLuaIndex + 1
end
end
FacConnectorCtrl._RefreshConnectorItemState = HL.Method(HL.Number, HL.String) << function(self, index, itemId)
local viewItemName = string.format("itemLogistics%d", index)
local viewItem = self.view[viewItemName]
local lastItemId = self.m_connectorItems[index]
if lastItemId == nil and string.isEmpty(itemId) then
viewItem:InitItem({
id = "",
count = 0,
})
viewItem.view.button:ChangeActionOnSetNaviTarget(ActionOnSetNaviTarget.None)
self.m_connectorItems[index] = ""
return
end
local lastValidItemId = self.m_lastValidConnectorItems[index]
local scope, domain = Utils.getCurrentScope(), Utils.getCurDomainId()
local count = string.isEmpty(itemId) and 0 or Utils.getDepotItemCount(itemId, scope, domain)
if string.isEmpty(itemId) and not string.isEmpty(lastValidItemId) then
count = Utils.getDepotItemCount(lastValidItemId, scope, domain)
end
if itemId ~= lastItemId then
if string.isEmpty(itemId) then
if not string.isEmpty(lastValidItemId) then
local lastValidCount = Utils.getDepotItemCount(lastValidItemId, scope, domain)
if lastValidCount > 0 then
viewItem.view.contentCanvasGroup.alpha = UIConst.ITEM_MISSING_TRANSPARENCY
end
end
else
viewItem:InitItem({
id = itemId,
count = count,
isInfinite = FactoryUtils.isItemInfiniteInFactoryDepot(itemId),
}, true)
viewItem.view.contentCanvasGroup.alpha = UIConst.ITEM_EXIST_TRANSPARENCY
self.m_lastValidConnectorItems[index] = itemId
end
self.m_connectorItems[index] = itemId
else
viewItem:UpdateCountSimple(count)
end
end
FacConnectorCtrl._OnDeleteConnectorButtonClicked = HL.Method() << function(self)
if not FactoryUtils.canDelBuilding(self.m_nodeId, true) then
return
end
PhaseManager:ExitPhaseFast(PhaseId.FacMachine)
GameInstance.player.remoteFactory.core:Message_OpDismantle(Utils.getCurrentChapterId(), self.m_nodeId)
end
FacConnectorCtrl._GetConnectorItemSprite = HL.Method(HL.String).Return(HL.Userdata) << function(self, itemId)
if self.m_itemSpriteCache[itemId] == nil then
local success, itemData = Tables.itemTable:TryGetValue(itemId)
if success then
self.m_itemSpriteCache[itemId] = self:LoadSprite(UIConst.UI_SPRITE_ITEM, itemData.iconId)
end
end
return self.m_itemSpriteCache[itemId]
end
FacConnectorCtrl._InitAnimDataMap = HL.Method() << function(self)
self.m_inBindingAnimMap = {
{
decoAnimWrapper = self.view.arrowDecoAnimationIn1,
decoAnimName = "facconnector_arrow",
conveyorAnimWrapper = self.view.conveyorAnimationIn1,
conveyorAnimName = "facconvergerarrow_loop",
},
{
decoAnimWrapper = self.view.arrowDecoAnimationIn2,
decoAnimName = "facconnector_arrow",
conveyorAnimWrapper = self.view.conveyorAnimationIn2,
conveyorAnimName = "facconvergerarrow_loop",
},
}
self.m_outBindingAnimMap = {
{
decoAnimWrapper = self.view.arrowDecoAnimationOut1,
decoAnimName = "facconnector_arrow",
conveyorAnimWrapper = self.view.conveyorAnimationOut1,
conveyorAnimName = "facconvergerarrow_rightloop",
},
{
decoAnimWrapper = self.view.arrowDecoAnimationOut2,
decoAnimName = "facconnector_arrow",
conveyorAnimWrapper = self.view.conveyorAnimationOut2,
conveyorAnimName = "facconvergerarrow_rightloop",
},
}
self.m_inItemAnimMap = {
{
animationNode = self.view.itemAnimationIn1,
animationName = "connector_itemleft_changed",
},
{
animationNode = self.view.itemAnimationIn2,
animationName = "connector_item_changed",
}
}
self.m_outItemAnimMap = {
{
animationNode = self.view.itemAnimationOut1,
animationName = "connector_itemrightdown_changed",
},
{
animationNode = self.view.itemAnimationOut2,
animationName = "connector_itemright_changed",
},
}
end
FacConnectorCtrl._GetAnimIndexFromBeltInfoIndex = HL.Method(HL.Number).Return(HL.Number) << function(self, index)
return math.ceil(index / 2.0)
end
FacConnectorCtrl._InitConveyorBindingAnim = HL.Method() << function(self)
for inIndex, inBeltInfo in ipairs(self.m_inBeltInfoList) do
local animInfo = self.m_inBindingAnimMap[self:_GetAnimIndexFromBeltInfoIndex(inIndex)]
if animInfo ~= nil then
animInfo.decoAnimWrapper:PlayWithTween(animInfo.decoAnimName)
animInfo.conveyorAnimWrapper:PlayWithTween(animInfo.conveyorAnimName)
end
end
for outIndex, outBeltInfo in ipairs(self.m_outBeltInfoList) do
local animInfo = self.m_outBindingAnimMap[self:_GetAnimIndexFromBeltInfoIndex(outIndex)]
if animInfo ~= nil then
animInfo.decoAnimWrapper:PlayWithTween(animInfo.decoAnimName)
animInfo.conveyorAnimWrapper:PlayWithTween(animInfo.conveyorAnimName)
end
end
end
FacConnectorCtrl._OnConveyorChanged = HL.Method(HL.Any) << function(self, args)
local bindingNodeId, componentId, isIn, itemList = unpack(args)
local infoList = isIn and self.m_outBeltInfoList or self.m_inBeltInfoList
local animMap = isIn and self.m_outItemAnimMap or self.m_inItemAnimMap
for index, info in ipairs(infoList) do
if info.touchNodeId == bindingNodeId then
local animInfo = animMap[self:_GetAnimIndexFromBeltInfoIndex(index)]
if animInfo ~= nil then
animInfo.animationNode.animationWrapper:ClearTween()
animInfo.animationNode.animationWrapper:PlayWithTween(animInfo.animationName)
if itemList ~= nil and itemList.Count > 0 then
local itemId = itemList[SINGLE_CONNECTOR_ITEM_INDEX]
animInfo.animationNode.image.sprite = self:_GetConnectorItemSprite(itemId)
local fullSuccess, fullBottleData = Tables.fullBottleTable:TryGetValue(itemId)
if fullSuccess then
local liquidItemId = fullBottleData.liquidId
animInfo.animationNode.liquidIcon.sprite = self:_GetConnectorItemSprite(liquidItemId)
animInfo.animationNode.liquidIcon.gameObject:SetActive(true)
else
animInfo.animationNode.liquidIcon.gameObject:SetActive(false)
end
end
end
end
end
end
HL.Commit(FacConnectorCtrl)