miduo_client/Assets/ManagedResources/~Lua/Modules/Resolve/HeroAndEquipResolvePanel.lua

1039 lines
46 KiB
Lua
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2020-05-09 13:31:21 +08:00
require("Base/BasePanel")
HeroAndEquipResolvePanel = Inherit(BasePanel)
local this=HeroAndEquipResolvePanel
local heroEndBtns={}--英雄筛选所有按钮
local equipEndBtns={}--装备筛选所有按钮
local soulPrintEndBtns={}--魂印筛选所有按钮
local equipTreasureEndBtns={}--法宝筛选所有按钮
local tarHero={}--展示英雄数据list
local tarEquip={}--展示装备数据list
local equipTreasureData={}--展示法宝数据list
local soulPrintData={}--展示魂印数据list
local tabType=0--大页签 1 英雄 2 装备
local tabSortType=0--筛选页签
local selectHeroData={}--选择的英雄list did = data
local selectEquipData={}--选择的装备list
local selectEquipTreasureData={}--选择的法宝list
local chooseIdList={}--选择的魂印list
local curSelectBtn--当前选择的底部筛选btn
local isSha=false--筛选按钮状态
local itemMaxList={}--分解获得的物品是否超过上限 物品list
local rewardGroup=ConfigManager.GetConfig(ConfigName.RewardGroup)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local showList = {}
local endSelectEquipData = {}
local _PanelType = {
[1] = PanelType.HeartFireStone,
[2] = PanelType.IronResource,
[3] = PanelType.IronResource,
[4] = PanelType.StarSoul,
}
--初始化组件(用于子类重写)
function HeroAndEquipResolvePanel:InitComponent()
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
this.BtnBack = Util.GetGameObject(self.transform, "rightUp/btnBack")
this.Scrollbar1 = Util.GetGameObject(self.transform, "heroObject/Scrollbar"):GetComponent("Scrollbar")
this.Scrollbar2 = Util.GetGameObject(self.transform, "equipObject/Scrollbar"):GetComponent("Scrollbar")
this.Scrollbar3 = Util.GetGameObject(self.transform, "soulPrintObject/Scrollbar"):GetComponent("Scrollbar")
this.selectHeroBtn = Util.GetGameObject(self.transform, "endTabs/btnHeroGrid/selectBtn")
this.selectEndBtn = Util.GetGameObject(self.transform, "endTabs/selectBtn")
for i = 1, 6 do
heroEndBtns[i]=Util.GetGameObject(self.transform, "endTabs/btnHeroGrid/btnHeroGrid/Btn"..i)
Util.AddClick( heroEndBtns[i], function()
if tabSortType == i then
this.SortTypeClick(0,heroEndBtns[i])--全部
else
this.SortTypeClick(i,heroEndBtns[i])
end
end)
end
for i = 1, 9 do
equipEndBtns[i]=Util.GetGameObject(self.transform, "endTabs/btnEquipGrid/btnEquipGrid/Btn ("..i..")")
Util.AddClick( equipEndBtns[i], function()
if tabSortType == i then
this.SortTypeClick(0,equipEndBtns[i])--全部
else
this.SortTypeClick(i,equipEndBtns[i])
end
end)
end
for i=1,4 do
soulPrintEndBtns[i]=Util.GetGameObject(self.transform, "endTabs/btnSoulPrintGrid/btnSoulPrintGrid/Btn"..i)
Util.AddClick( soulPrintEndBtns[i], function()
if tabSortType == i then
this.SortTypeClick(0,equipEndBtns[i])--全部
else
this.SortTypeClick(i,soulPrintEndBtns[i])
end
end)
end
for i=1,5 do
equipTreasureEndBtns[i]=Util.GetGameObject(self.transform, "endTabs/btnEquiptreasureGrid/btnEquiptreasureGrid/Btn"..i)
Util.AddClick( equipTreasureEndBtns[i], function()
if tabSortType == i then
this.SortTypeClick(0,equipTreasureEndBtns[i])--全部
else
this.SortTypeClick(i,equipTreasureEndBtns[i])
end
end)
end
this.shaBtn = Util.GetGameObject(self.transform, "endGo/shaBtn")
this.quickBtn = Util.GetGameObject(self.transform, "endGo/quickBtn")
this.resolveBtn = Util.GetGameObject(self.transform, "endGo/resolveBtn")
this.shopBtn = Util.GetGameObject(self.transform, "endGo/shopBtn")
this.selectText = Util.GetGameObject(self.transform, "endGo/selectText"):GetComponent("Text")
this.itemRewardPre = Util.GetGameObject(self.transform, "rewardGrid/itemRewardPre")
this.rewardGridGo = Util.GetGameObject(self.transform, "rewardGrid")
this.rewardGrid = Util.GetGameObject(self.transform, "rewardGrid/rewardGrid")
this.rewardGridText = Util.GetGameObject(self.transform, "rewardGrid/Text")
this.soulPrintScroll=Util.GetGameObject(self.gameObject, "scroll")
--英雄
this.cardPre = Util.GetGameObject(self.gameObject, "heroObject/card")
--this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
local v21 = Util.GetGameObject(self.gameObject, "heroObject"):GetComponent("RectTransform").rect
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "heroObject").transform,
this.cardPre, this.Scrollbar1, Vector2.New(-v21.x*2, -v21.y*2), 1, 5, Vector2.New(19.32,15))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
--装备
this.equipPre = Util.GetGameObject(self.gameObject, "equipObject/equipPre")
this.soulPrintPre=Util.GetGameObject(self.gameObject, "soulPrintObject/item")
local v22 = Util.GetGameObject(self.gameObject, "equipObject"):GetComponent("RectTransform").rect
this.ScrollView2 = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "equipObject").transform,
this.equipPre, this.Scrollbar2, Vector2.New(-v22.x*2, -v22.y*2), 1, 5, Vector2.New(40, 30))
this.ScrollView2.moveTween.MomentumAmount = 1
this.ScrollView2.moveTween.Strength = 1
local v23 = Util.GetGameObject(self.gameObject, "soulPrintObject"):GetComponent("RectTransform").rect
this.ScrollView3 = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.soulPrintScroll.transform,
this.soulPrintPre, this.Scrollbar3, Vector2.New(-v23.x*2, -v23.y*2), 1, 5, Vector2.New(40, 50))
this.ScrollView3.moveTween.MomentumAmount = 1
this.ScrollView3.moveTween.Strength = 1
--隐藏显示用
this.heroObject=Util.GetGameObject(self.gameObject, "heroObject")
this.equipObject=Util.GetGameObject(self.gameObject, "equipObject")
this.soulPrintObject=Util.GetGameObject(self.gameObject, "soulPrintObject")
this.btnHeroGrid=Util.GetGameObject(self.gameObject, "endTabs/btnHeroGrid")
this.btnEquipGrid=Util.GetGameObject(self.gameObject, "endTabs/btnEquipGrid")
this.btnSoulPrintGrid=Util.GetGameObject(self.gameObject, "endTabs/btnSoulPrintGrid")
this.btnEquiptreasureGrid=Util.GetGameObject(self.gameObject, "endTabs/btnEquiptreasureGrid")
this.endTabs = Util.GetGameObject(self.gameObject, "endTabs")
this.endTabs:SetActive(false)
--this.endTabsClose = Util.GetGameObject(self.gameObject, "endTabs/closeBtn")
end
--绑定事件(用于子类重写)
function HeroAndEquipResolvePanel:BindEvent()
Util.AddClick(this.BtnBack, function()
if isSha then
this.shaBtn:GetComponent("Button").enabled = false
isSha=not isSha
this.rewardGridGo.transform:DOAnchorPosY(-766, 0, false)
this.endTabs.transform:DOAnchorPosY(-38.64, 0, false):OnComplete(function()
this.shaBtn:GetComponent("Button").enabled = true
this.endTabs:SetActive(false)
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
else
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end
end)
Util.AddClick(this.shaBtn, function()
isSha=not isSha
this.shaBtn:GetComponent("Button").enabled = false
--this.endTabsClose:GetComponent("Button").enabled = false
if isSha then
this.endTabs:SetActive(true)
this.rewardGridGo.transform:DOAnchorPosY(-670, 0.5, false)
this.endTabs.transform:DOAnchorPosY(251.62, 0.5, false):OnComplete(function()
this.shaBtn:GetComponent("Button").enabled = true
--this.endTabsClose:GetComponent("Button").enabled = true
end)
else
this.rewardGridGo.transform:DOAnchorPosY(-766, 0.5, false)
this.endTabs.transform:DOAnchorPosY(-38.64, 0.5, false):OnComplete(function()
this.shaBtn:GetComponent("Button").enabled = true
--this.endTabsClose:GetComponent("Button").enabled = true
this.endTabs:SetActive(false)
end)
end
end)
--Util.AddClick(this.endTabsClose, function()
-- this.rewardGridGo.transform:DOAnchorPosY(-766, 0.5, false)
-- isSha=false
-- this.shaBtn:GetComponent("Button").enabled = false
-- this.endTabsClose:GetComponent("Button").enabled = false
-- this.endTabs.transform:DOAnchorPosY(-38.64, 0.5, false):OnComplete(function()
-- this.shaBtn:GetComponent("Button").enabled = true
-- this.endTabsClose:GetComponent("Button").enabled = true
-- this.endTabs:SetActive(false)
-- end)
--end)
Util.AddClick(this.quickBtn, function()
this.QuickSelectListData()
end)
Util.AddClick(this.resolveBtn, function()
this.ResolveBtnClickEvent()
end)
Util.AddClick(this.shopBtn, function()
local isActive, errorTip = ShopManager.IsActive(SHOP_TYPE.SOUL_CONTRACT_SHOP)
if not isActive then
PopupTipPanel.ShowTip(errorTip or "商店未开启")
return
end
UIManager.OpenPanel(UIName.MainShopPanel, SHOP_TYPE.SOUL_CONTRACT_SHOP)
end)
end
--添加事件监听(用于子类重写)
function HeroAndEquipResolvePanel:AddListener()
end
--移除事件监听(用于子类重写)
function HeroAndEquipResolvePanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function HeroAndEquipResolvePanel:OnOpen(_tabType)
tabType=_tabType
end
function HeroAndEquipResolvePanel:OnShow()
tabSortType=0
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = _PanelType[tabType] })
this.GetTabTypeShoePanel(tabType)
end
--隐藏 grid
function this.GetTabTypeShoePanel(_tabType)
this.heroObject:SetActive(false)
this.equipObject:SetActive(false)
this.btnHeroGrid:SetActive(false)
this.btnEquipGrid:SetActive(false)
this.btnSoulPrintGrid:SetActive(false)
this.btnEquiptreasureGrid:SetActive(false)
this.shopBtn:SetActive(false)
this.soulPrintScroll:SetActive(false)
this.soulPrintObject:SetActive(false)
if _tabType==1 then
this.heroObject:SetActive(true)
this.btnHeroGrid:SetActive(true)
this.shopBtn:SetActive(true)
this.SortTypeClick(tabSortType,heroEndBtns[1])
elseif _tabType==2 then
this.equipObject:SetActive(true)
this.btnEquipGrid:SetActive(true)
this.SortTypeClick(tabSortType,equipEndBtns[1])
elseif _tabType==3 then
this.equipObject:SetActive(true)
this.btnEquiptreasureGrid:SetActive(true)
this.SortTypeClick(tabSortType,equipTreasureEndBtns[1])
elseif _tabType==4 then
this.btnSoulPrintGrid:SetActive(true)
this.soulPrintScroll:SetActive(true)
this.soulPrintObject:SetActive(true)
this.SortTypeClick(tabSortType,soulPrintEndBtns[1])
end
end
--展示数据
function this.SortTypeClick(_sortType,_btn)
curSelectBtn=_btn
tabSortType=_sortType
this.EndTabBtnSelect(_btn)
this.CleanSelectList()
if tabType==1 then
tarHero=HeroManager.GetAllHeroDataMsinusUpWar(_sortType)
this.selectText.text = "已选:".."0/"..#tarHero
this.SortHeroDatas(tarHero)
this.ScrollView:SetData(tarHero, function (index, go)
this.SingleHeroDataShow(go, tarHero[index])
end)
elseif tabType == 2 then
tarEquip=EquipManager.GetAllEquipEquipDataMsinusUpHero(_sortType)
this.selectText.text = "已选:".."0/"..#tarEquip
this.SortEquipDatas(tarEquip)
--做装备叠加特殊组拼数据
local equips = {}
for i = 1, #tarEquip do
--table.insert(equips,v)
if equips[tarEquip[i].id] then
equips[tarEquip[i].id].num = equips[tarEquip[i].id].num + 1
else
equips[tarEquip[i].id] = tarEquip[i]
equips[tarEquip[i].id].num = 1
end
end
showList = {}
for i, v in pairs(equips) do
table.insert(showList, v)
end
this.ScrollView2:SetData(showList, function (index, go)
this.SingleEquipDataShow(go, showList[index])
end)
elseif tabType == 3 then
equipTreasureData=this.GetAllEquiptreasureByQuantity(_sortType)
this.selectText.text = "已选:".."0/"..#equipTreasureData
this.ScrollView2:SetData(equipTreasureData, function (index, go)
this.SingleEquipTreasureDataShow(go, equipTreasureData[index])
end)
elseif tabType == 4 then
local soulPrint= SoulPrintManager.GetSoulPrintQualityDataByType(_sortType)
this.soulPrintChooseType=_sortType
soulPrintData=SoulPrintManager.GetSoulPrintLevelAndSort(soulPrint)
this.selectText.text = "已选:".."0/"..#soulPrintData
this.ScrollView3:SetData(soulPrintData, function (index, go)
this:SetSoulPrintData(go, soulPrintData[index])
end)
end
end
--英雄单个数据展示
function this.SingleHeroDataShow(go,_heroData)
local heroData = _heroData
local _go = Util.GetGameObject(go.transform, "card")
Util.GetGameObject(_go.transform, "bg"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[heroData.heroConfig.Quality])
Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = heroData.lv
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.painting)
Util.GetGameObject(_go.transform, "pos/icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
Util.GetGameObject(_go.transform, "pro/Image"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
--Util.GetGameObject(_go.transform, "heroStage"):GetComponent("Image").sprite = Util.LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
Util.GetGameObject(_go.transform, "heroStage"):SetActive(false)
local starGrid = Util.GetGameObject(_go.transform, "star")
local starPre = Util.GetGameObject(_go.transform, "starPre")
--Util.ClearChild(starGrid.transform)
SetHeroStars(starGrid, heroData.star)
local choosed =Util.GetGameObject(_go.transform, "choosed")
local formationMask =Util.GetGameObject(_go.transform, "formationMask")
formationMask:SetActive(heroData.isFormation ~= "" or heroData.lockState == 1)
Util.GetGameObject(formationMask.transform, "formationImage"):SetActive(heroData.isFormation ~= "")
Util.GetGameObject(formationMask.transform, "lockImage"):SetActive(heroData.lockState == 1)
choosed:SetActive(selectHeroData[heroData.dynamicId] ~= nil)
local cardclickBtn = Util.GetGameObject(_go.transform, "click")
Util.AddOnceClick(cardclickBtn, function()
if selectHeroData[heroData.dynamicId] then
choosed:SetActive(false)
selectHeroData[heroData.dynamicId] = nil
this.UpdataPanelRewardAndSelectText()
return
end
selectHeroData[heroData.dynamicId]=heroData
choosed:SetActive(true)
this.UpdataPanelRewardAndSelectText()
end)
Util.AddOnceClick(formationMask, function()
if heroData.isFormation ~= "" then
PopupTipPanel.ShowTip( heroData.isFormation)
return
end
if heroData.lockState == 1 then
PopupTipPanel.ShowTip("该猎妖师已锁定")
return
end
end)
end
--装备单个数据展示
function this.SingleEquipDataShow(_go,_itemData)
Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.frame)
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.itemConfig.Name
Util.GetGameObject(_go.transform,"talismanStar"):SetActive(true)
EquipManager.SetEquipStarShow(Util.GetGameObject(_go.transform,"talismanStar"),_itemData.itemConfig.Id)
Util.GetGameObject(_go.transform,"num"):GetComponent("Text").text=_itemData.num
--if _itemData.equipConfig.IfClear ==1 then
-- Util.GetGameObject(_go.transform,"resetLv"):SetActive(true)
-- Util.GetGameObject(_go.transform,"resetLv"):GetComponent("Text").text="+".._itemData.resetLv
--else
-- Util.GetGameObject(_go.transform,"resetLv"):SetActive(false)
--end
local choosed =Util.GetGameObject(_go.transform, "choosed")
choosed:SetActive(false)
if selectEquipData[_itemData.did] then
choosed:SetActive(true)
end
Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
if selectEquipData[_itemData.did] then
choosed:SetActive(false)
selectEquipData[_itemData.did] = nil
this.UpdataPanelRewardAndSelectText()
return
end
selectEquipData[_itemData.did]=_itemData
choosed:SetActive(true)
this.UpdataPanelRewardAndSelectText()
end)
end
--宝器单个数据展示
function this.SingleEquipTreasureDataShow(_go,_itemData)
Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.frame)
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.itemConfig.Name
Util.GetGameObject(_go.transform,"num"):GetComponent("Text").text=_itemData.lv.." ".._itemData.refineLv
local starGrid = Util.GetGameObject(_go.transform,"talismanStar")
starGrid:SetActive(false)
local choosed =Util.GetGameObject(_go.transform, "choosed")
choosed:SetActive(false)
if selectEquipTreasureData[_itemData.idDyn] then
choosed:SetActive(true)
end
Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
if selectEquipTreasureData[_itemData.idDyn] then
choosed:SetActive(false)
selectEquipTreasureData[_itemData.idDyn] = nil
this.UpdataPanelRewardAndSelectText()
return
end
selectEquipTreasureData[_itemData.idDyn]=_itemData
choosed:SetActive(true)
this.UpdataPanelRewardAndSelectText()
end)
end
--设置魂印循环滚动数据
function this:SetSoulPrintData(_go, _itemData)
_go.gameObject:SetActive(true)
local chooseBtn = Util.GetGameObject(_go.gameObject, "chooseBtn")
local quality = Util.GetGameObject(_go.gameObject, "quality"):GetComponent("Image")
local icon = Util.GetGameObject(_go.gameObject, "icon"):GetComponent("Image")
local name = Util.GetGameObject(_go.gameObject, "name"):GetComponent("Text")
local level = Util.GetGameObject(_go.gameObject, "level"):GetComponent("Text")
local chooseImage = Util.GetGameObject(_go.gameObject, "chooseImage")
quality.sprite = Util.LoadSprite(GetQuantityImageByquality(_itemData.quality))
icon.sprite = Util.LoadSprite(_itemData.icon)
name.text = _itemData.name
level.text = "+" .. _itemData.level
chooseImage:SetActive(chooseIdList[_itemData.did]~=nil)
Util.AddOnceClick(chooseBtn, function()
if(chooseIdList[_itemData.did]) then
chooseIdList[_itemData.did]=nil
else
chooseIdList[_itemData.did]=_itemData.did
end
this.UpdataPanelRewardAndSelectText()
chooseImage:SetActive(chooseIdList[_itemData.did]~=nil)
end)
end
--英雄排序
function this.SortHeroDatas(_heroDatas)
--上阵最优先星级优先同星级等级优先同星级同等级按sortId排序。排序时降序排序。
table.sort(_heroDatas, function(a, b)
if a ==nil or b == nil then
return
end
if a.isFormation == "" and b.isFormation == "" then
if a.lockState == b.lockState then
if a.heroConfig.Natural ==b.heroConfig.Natural then
if a.star == b.star then
if a.lv == b.lv then
return a.heroConfig.Id > b.heroConfig.Id
else
return a.lv < b.lv
end
else
return a.star < b.star
end
else
return a.heroConfig.Natural < b.heroConfig.Natural
end
else
return a.lockState < b.lockState
end
else
return a.isFormation == "" and not b.dynamicId ~= ""
end
end)
end
--装备排序
function this.SortEquipDatas(_equipDatas)
--上阵最优先星级优先同星级等级优先同星级同等级按sortId排序。排序时降序排序。
table.sort(_equipDatas, function(a, b)
if a.itemConfig.Quantity == b.itemConfig.Quantity then
return a.id < b.id
else
return a.itemConfig.Quantity < b.itemConfig.Quantity
end
end)
end
--法宝排序
function this.SortTalismanDatas(_talismanDatas)
--上阵最优先星级优先同星级等级优先同星级同等级按sortId排序。排序时降序排序。
table.sort(_talismanDatas, function(a, b)
if a.itemConfig.Quantity == b.itemConfig.Quantity then
return a.id < b.id
else
return a.itemConfig.Quantity < b.itemConfig.Quantity
end
end)
end
--上部页签排序
function this.UpTabBtnSelect(_index,_btn)
this.selectUpBtn.transform:SetParent(_btn.transform)
this.selectUpBtn.transform.localScale = Vector3.one
this.selectUpBtn.transform.localPosition=Vector3.zero
if _index == 1 then
this.selectUpBtnHeroImage:SetActive(true)
this.selectUpBtnEquipImage:SetActive(false)
elseif _index == 2 then
this.selectUpBtnHeroImage:SetActive(false)
this.selectUpBtnEquipImage:SetActive(true)
elseif _index == 3 then
this.selectUpBtnHeroImage:SetActive(false)
this.selectUpBtnEquipImage:SetActive(true)
end
end
--下部页签排序
function this.EndTabBtnSelect(_btn)
if tabType == 1 then
this.selectEndBtn:SetActive(false)
this.selectHeroBtn:SetActive(tabSortType > 0)
this.selectHeroBtn.transform:SetParent(_btn.transform)
this.selectHeroBtn.transform.localScale = Vector3.one
this.selectHeroBtn.transform.localPosition=Vector3.zero
else
this.selectHeroBtn:SetActive(false)
this.selectEndBtn:SetActive(tabSortType > 0)
this.selectEndBtn.transform:SetParent(_btn.transform)
this.selectEndBtn.transform.localScale = Vector3.one
this.selectEndBtn.transform.localPosition=Vector3.zero
end
--Util.GetGameObject(this.selectEndBtn.transform, "Text"):GetComponent("Text").text = btnText
end
--计算奖励 和 已选择数量
function this.UpdataPanelRewardAndSelectText()
local allRewardData={}
if tabType == 1 then
this.selectText.text = "已选:"..LengthOfTable(selectHeroData).."/"..#tarHero
for i, v in pairs(selectHeroData) do
--当英雄一次都未突破和进阶时
--val=itemConfig.ResolveReward+heroLevelConfig.SumConsume else val=HeroRankupConfig.SumConsume+heroLevelConfig.SumConsume
--1裸角色卡没有突破过的角色卡熔炼后返还的材料=当前等级返还升级材料+item表返还材料
--2有过突破的卡 =当前等级返还升级材料+突破表返还材料+升星返还材料
local ShowItemlist={}
if v.breakId==0 and v.upStarId==0 then
local rewardGroupId = tonumber(itemConfig[v.id].ResolveReward)
if rewardGroupId and rewardGroup[rewardGroupId] then
local showItem=rewardGroup[rewardGroupId].ShowItem
if showItem and LengthOfTable(showItem)>0 then
for i = 1, #showItem do
table.insert(ShowItemlist,showItem[i])
end
end
end
else
if v.breakId > 0 then
local heroRankUpConfig = ConfigManager.GetConfigData(ConfigName.HeroRankupConfig, v.breakId)
if heroRankUpConfig then
local sumConsume=heroRankUpConfig.SumConsume
for i = 1, #sumConsume do
table.insert(ShowItemlist,sumConsume[i])
end
end
end
if v.upStarId > 0 then
local heroRankUpConfig = ConfigManager.GetConfigData(ConfigName.HeroRankupConfig, v.upStarId)
if heroRankUpConfig then
local sumConsume=heroRankUpConfig.SumConsume
for i = 1, #sumConsume do
table.insert(ShowItemlist,sumConsume[i])
end
end
end
end
local rewardShowStr2={}
rewardShowStr2 = ConfigManager.GetConfigData(ConfigName.HeroLevelConfig, v.lv).SumConsume
if rewardShowStr2 then
for i = 1, #rewardShowStr2 do
if rewardShowStr2[i] and rewardShowStr2[i][1] then
table.insert(ShowItemlist,rewardShowStr2[i])
end
end
end
for i=1, #ShowItemlist do
local curReward={}
curReward.id = ShowItemlist[i][1]
curReward.num = ShowItemlist[i][2]
curReward.itemConfig=itemConfig[curReward.id]
if allRewardData[curReward.id]==nil then
allRewardData[curReward.id]=curReward
else
allRewardData[curReward.id].num=allRewardData[curReward.id].num+ curReward.num
end
end
end
elseif tabType == 2 then
endSelectEquipData = {}
local sidList = {}
for i, v in pairs(selectEquipData) do
sidList[v.id] = v.id
end
for i = 1, #tarEquip do
if sidList[tarEquip[i].id] then
table.insert(endSelectEquipData,tarEquip[i])
end
end
this.selectText.text = "已选:"..LengthOfTable(endSelectEquipData).."/"..#tarEquip
for i, v in pairs(endSelectEquipData) do
local rewardGroupId = tonumber(itemConfig[v.id].ResolveReward)
if rewardGroup[rewardGroupId] then
local ShowItemlist = rewardGroup[rewardGroupId].ShowItem
for i=1, #ShowItemlist do
local curReward={}
curReward.id=ShowItemlist[i][1]
curReward.num=ShowItemlist[i][2]
curReward.itemConfig=itemConfig[curReward.id]
if allRewardData[curReward.id]==nil then
allRewardData[curReward.id]=curReward
else
allRewardData[curReward.id].num=allRewardData[curReward.id].num+ curReward.num
end
end
end
end
elseif tabType == 3 then
this.selectText.text = "已选:"..LengthOfTable(selectEquipTreasureData).."/"..#equipTreasureData
for i, v in pairs(selectEquipTreasureData) do
local curEuipTreaSureData = EquipTreasureManager.GetSingleTreasureByIdDyn(v.idDyn)
local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.JewelConfig,curEuipTreaSureData.id)
if not curEuipTreaSureData then return end
--基础返还
local baseReward = ConfigManager.GetConfigData(ConfigName.RewardGroup,tonumber(curEuipTreaSureData.itemConfig.ResolveReward))
if baseReward then
for j = 1, #baseReward.ShowItem do
local curReward={}
curReward.id=baseReward.ShowItem[j][1]
curReward.num=baseReward.ShowItem[j][2]
curReward.itemConfig=itemConfig[curReward.id]
if allRewardData[curReward.id]==nil then
allRewardData[curReward.id]=curReward
else
allRewardData[curReward.id].num=allRewardData[curReward.id].num+ curReward.num
end
end
end
for _, configInfo in ConfigPairs(ConfigManager.GetConfig(ConfigName.JewelRankupConfig)) do
--强化的返还
if configInfo.PoolID == curEuipTreaSureConfig.LevelupPool and configInfo.Type == 1 and configInfo.Level < curEuipTreaSureData.lv then
local ShowItemlist = configInfo.UpExpend
for i=1, #ShowItemlist do
local curReward={}
curReward.id=ShowItemlist[i][1]
curReward.num=ShowItemlist[i][2]
curReward.itemConfig=itemConfig[curReward.id]
if allRewardData[curReward.id]==nil then
allRewardData[curReward.id]=curReward
else
allRewardData[curReward.id].num=allRewardData[curReward.id].num+ curReward.num
end
end
end
--精炼的材料返还
if configInfo.PoolID == curEuipTreaSureConfig.RankupPool and configInfo.Type == 2 and configInfo.Level < curEuipTreaSureData.refineLv then
local ShowItemlist = configInfo.UpExpend
for i=1, #ShowItemlist do
local curReward={}
curReward.id=ShowItemlist[i][1]
curReward.num=ShowItemlist[i][2]
curReward.itemConfig=itemConfig[curReward.id]
if allRewardData[curReward.id]==nil then
allRewardData[curReward.id]=curReward
else
allRewardData[curReward.id].num=allRewardData[curReward.id].num+ curReward.num
end
end
end
end
end
elseif tabType == 4 then
this.selectText.text = "已选:"..LengthOfTable(chooseIdList).."/"..#soulPrintData
for i, v in pairs(chooseIdList) do
local rewardGroupId = tonumber(itemConfig[SoulPrintManager.soulPrintData[v].id].ResolveReward)
if rewardGroup[rewardGroupId] then
local ShowItemlist = rewardGroup[rewardGroupId].ShowItem
if ShowItemlist and #ShowItemlist > 0 then
for i=1, #ShowItemlist do
local curReward={}
curReward.id=ShowItemlist[i][1]
curReward.num=ShowItemlist[i][2]
curReward.itemConfig=itemConfig[curReward.id]
if allRewardData[curReward.id]==nil then
allRewardData[curReward.id]=curReward
else
allRewardData[curReward.id].num=allRewardData[curReward.id].num+ curReward.num
end
end
end
end
end
end
itemMaxList={}
--实例化分解可得奖励
Util.ClearChild(this.rewardGrid.transform)
for i, v in pairs(allRewardData) do
local go=newObject(this.itemRewardPre)
go.transform:SetParent(this.rewardGrid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition=Vector3.zero
Util.GetGameObject(go.transform, "Image"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(v.itemConfig.ResourceID))
Util.GetGameObject(go.transform, "Text"):GetComponent("Text").text="X"..PrintWanNum2(v.num)
go:SetActive(true)
if BagManager.GetItemCountById(v.id)+v.num>v.itemConfig.ItemNumlimit then
table.insert(itemMaxList,v.itemConfig.Name)
end
end
if LengthOfTable(allRewardData)>0 then
this.rewardGridText:SetActive(true)
else
this.rewardGridText:SetActive(false)
end
end
--清空已选择的英雄和装备list
function this.CleanSelectList()
selectHeroData={}
selectEquipData={}
selectEquipTreasureData = {}
chooseIdList={}
this.UpdataPanelRewardAndSelectText()
end
--快速选择英雄 或者 装备
function this.QuickSelectListData()
if tabType == 1 then
selectHeroData={}
for k, v in pairs(tarHero) do
if LengthOfTable(selectHeroData)<15 and v.isFormation == "" and v.lockState == 0 then
selectHeroData[v.dynamicId]=v
else
break
end
end
this.ScrollView:SetData(tarHero, function (index, go)
this.SingleHeroDataShow(go, tarHero[index])
end)
elseif tabType == 2 then
selectEquipData={}
for k, v in pairs(showList) do
if LengthOfTable(selectEquipData)<30 then
selectEquipData[v.did]=v
else
break
end
end
this.ScrollView2:SetData(showList, function (index, go)
this.SingleEquipDataShow(go, showList[index])
end)
elseif tabType == 3 then
selectEquipTreasureData={}
for k, v in pairs(equipTreasureData) do
if LengthOfTable(selectEquipTreasureData)<30 then
selectEquipTreasureData[v.did]=v
else
break
end
end
this.ScrollView2:SetData(equipTreasureData, function (index, go)
this.SingleEquipTreasureDataShow(go, equipTreasureData[index])
end)
elseif tabType == 4 then
chooseIdList={}
for k, v in pairs(soulPrintData) do
if LengthOfTable(chooseIdList)<30 then
chooseIdList[v.did]=v.did
else
break
end
end
this.ScrollView3:SetData(soulPrintData, function (index, go)
this:SetSoulPrintData(go, soulPrintData[index])
end)
end
this.UpdataPanelRewardAndSelectText()
end
function this.SendBackResolveReCallBack(drop)
local isShowReward=false
if drop.itemlist~=nil and #drop.itemlist>0 then
for i = 1, #drop.itemlist do
if drop.itemlist[i].itemNum>0 then
isShowReward=true
break
end
end
end
if isShowReward then
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function ()
BagManager.OnShowTipDropNumZero(drop)
end)
else
BagManager.OnShowTipDropNumZero(drop)
end
if tabType== 1 then
local curSelectHeroListIds={}
for k, v in pairs(selectHeroData) do
table.insert(curSelectHeroListIds,v.dynamicId)
end
HeroManager.DeleteHeroDatas(curSelectHeroListIds)
elseif tabType== 2 then
for k, v in pairs(endSelectEquipData) do
EquipManager.DeleteSingleEquip(v.did)
end
--for k, v in pairs(selectEquipData) do
-- EquipManager.DeleteSingleEquip(v.did)
--end
elseif tabType== 3 then
for k, v in pairs(selectEquipTreasureData) do
EquipTreasureManager.RemoveTreasureByIdDyn(v.idDyn)
end
elseif tabType== 4 then
--移除魂印
SoulPrintManager.RemoveSoulPrint(chooseIdList)
local soulPrint= SoulPrintManager.GetSoulPrintQualityDataByType(this.soulPrintChooseType)
soulPrintData=SoulPrintManager.GetSoulPrintAndSort(soulPrint)
this.selectText.text = "已选:".."0/"..#soulPrintData
--this.SortSoulPrintData(soulPrintData)
--this.ScrollView3:SetData(soulPrintData, function (index, go)
-- this:SetSoulPrintData(go, soulPrintData[index])
--end)
end
this.CleanSelectList()
--刷新界面
Log("刷新界面 "..tabSortType.." "..curSelectBtn.name)
this.SortTypeClick(tabSortType,curSelectBtn)
Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
end
--分解按钮事件处理
function this.ResolveBtnClickEvent()
local curResolveAllItemList={}
--0使用 1 分解物品 2 分解装备 3 分解妖灵师
local isHeroShowSure=false
local isEquipShowSure=false
local isTalismanShowSure=false
local isSoulPrintShowSure=false
local type=-1
if tabType==1 then
type=3
for k, v in pairs(selectHeroData) do
table.insert(curResolveAllItemList,v.dynamicId)
if v.star>=5 then
isHeroShowSure=true
end
end
elseif tabType==2 then
type=2
for k, v in pairs(endSelectEquipData) do
table.insert(curResolveAllItemList,v.did)
if v.equipConfig.Quality>=4 then
isEquipShowSure=true
end
end
--for k, v in pairs(selectEquipData) do
-- table.insert(curResolveAllItemList,v.did)
-- if v.equipConfig.Quality>=4 then
-- isEquipShowSure=true
-- end
--end
elseif tabType==3 then
type=4
Log(LengthOfTable(selectEquipTreasureData))
for k, v in pairs(selectEquipTreasureData) do
table.insert(curResolveAllItemList,v.idDyn)
isTalismanShowSure=true
end
elseif tabType==4 then
type=5
for k, v in pairs(chooseIdList) do
table.insert(curResolveAllItemList,v)
if SoulPrintManager.soulPrintData[v].quality>=4 then
isSoulPrintShowSure=true
end
end
end
if isEquipShowSure or isHeroShowSure or isTalismanShowSure or isSoulPrintShowSure then
if isHeroShowSure then
local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. "isHeroShowSure")
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
if (isPopUp ~= currentTime) then
MsgPanel.ShowTwo("分解队列中包含了5星以上成员是否确认分解", nil, function(isShow)
if (isShow) then
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .."isHeroShowSure", currentTime)
end
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end,nil,nil,nil,true)
else
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end
elseif isEquipShowSure then
local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. "isEquipShowSure")
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
if (isPopUp ~= currentTime) then
MsgPanel.ShowTwo("批量分解中,包含了史诗及以上的道具。分解操作不可逆转,确定要进行分解吗?", nil, function(isShow)
if (isShow) then
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .."isEquipShowSure", currentTime)
end
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end,nil,nil,nil,true)
else
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end
elseif isTalismanShowSure then
local isHaveHighTalisman = false
for i = 1, #curResolveAllItemList do
local equipTreasureData = EquipTreasureManager.GetSingleTreasureByIdDyn(curResolveAllItemList[i])
if equipTreasureData then
if equipTreasureData.itemConfig.Quantity >= 4 then
isHaveHighTalisman = true
end
end
end
local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. "isEquipTreasureSure")
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
if (isPopUp ~= currentTime and isHaveHighTalisman) then
MsgPanel.ShowTwo("批量分解中,包含了史诗及以上的宝器。分解操作不可逆转,确定要进行分解吗?", nil, function(isShow)
if (isShow) then
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .."isEquipTreasureSure", currentTime)
end
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end,nil,nil,nil,true)
else
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
LogError("type "..type.." "..LengthOfTable(curResolveAllItemList))
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end
elseif isSoulPrintShowSure then
local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. "isSoulPrintShowSure")
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
if (isPopUp ~= currentTime) then
MsgPanel.ShowTwo("批量分解中,包含了史诗及以上的魂印。分解操作不可逆转,确定要进行分解吗?", nil, function(isShow)
if (isShow) then
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .."isSoulPrintShowSure", currentTime)
end
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end,nil,nil,nil,true)
else
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end
end
else
if #curResolveAllItemList>0 then
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
else
PopupTipPanel.ShowTip("请先选择再进行分解")
end
end
end
function this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
if #itemMaxList>0 then--是否分解物品有超过物品上限的
local itemMaxNumStr=""
for i = 1, #itemMaxList do
if i==#itemMaxList then
itemMaxNumStr=itemMaxNumStr..itemMaxList[i]
else
itemMaxNumStr=itemMaxNumStr..itemMaxList[i]..""
end
end
MsgPanel.ShowTwo(itemMaxNumStr.."资源已达上限,超出部分将无法获得,是否分解?",nil, function()
Log("资源已达上限,超出部分将无法获得,是否分解")
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
Log("资源已达上限超出部分将无法获得是否分解222")
this.SendBackResolveReCallBack(drop)
end)
end)
end
end
--界面关闭时调用(用于子类重写)
function HeroAndEquipResolvePanel:OnClose()
tabSortType = 0
end
--界面销毁时调用(用于子类重写)
function HeroAndEquipResolvePanel:OnDestroy()
SubUIManager.Close(this.UpView)
this.ScrollView = nil
this.ScrollView2 = nil
this.ScrollView3=nil
end
--根据品质获取
function this.GetAllEquiptreasureByQuantity(Quantity)
Quantity = Quantity + 1
local equipTreasure = {}
local AllTreasures = EquipTreasureManager.GetAllTreasures()
for i, v in pairs(AllTreasures) do
if v.upHeroDid == "" and (v.itemConfig.Quantity == Quantity or Quantity == 0 or Quantity == 1 ) then
table.insert(equipTreasure,v)
end
end
table.sort(equipTreasure, function(a,b)
if a.itemConfig.Quantity == b.itemConfig.Quantity then
return a.id < b.id
else
return a.itemConfig.Quantity < b.itemConfig.Quantity
end
end)
return equipTreasure
end
return HeroAndEquipResolvePanel