miduo_client/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarSuccessPanel.lua

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Lua
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require("Base/BasePanel")
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RoleUpStarSuccessPanel = Inherit(BasePanel)
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local this = RoleUpStarSuccessPanel
this.skillConfig = ConfigManager.GetConfig(ConfigName.SkillConfig)
local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
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local orginLayer = 20
local callBack = nil
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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--初始化组件(用于子类重写)
function RoleUpStarSuccessPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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orginLayer = 20
this.BtnBack = Util.GetGameObject(self.transform, "backBtn")
this.mask = Util.GetGameObject(self.transform, "mask")
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this.live2dRoot = Util.GetGameObject(self.transform, "live2dRoot")
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this.heroName = Util.GetGameObject(self.transform, "heroInfo/nameAndPossLayout/heroName"):GetComponent("Text")
this.profession = Util.GetGameObject(self.transform, "Pos/PosImage"):GetComponent("Image")
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this.proImage = Util.GetGameObject(self.transform, "heroInfo/nameAndPossLayout/proImage/proImage"):GetComponent(
"Image")
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--this.posText = Util.GetGameObject(self.transform, "heroInfo/nameAndPossLayout/posText/posText"):GetComponent("Text")
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this.starGrid = Util.GetGameObject(self.transform, "heroInfo/sartAndLvLayout")
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--this.qualityImage=Util.GetGameObject(self.transform,"quality"):GetComponent("Image")
--this.quality=Util.GetGameObject(self.transform,"quality/qualityText")
--this.doubleQuality=Util.GetGameObject(self.transform,"quality/qualityDoubleText")
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this.posBgImage = Util.GetGameObject(self.transform, "Pos"):GetComponent("Image")
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-- this.posImage=Util.GetGameObject(self.transform,"Pos/PosImage"):GetComponent("Image")
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this.posText = Util.GetGameObject(self.transform, "Pos/PosText"):GetComponent("Text")
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this.upLvMaskPanleProAtk = Util.GetGameObject(self.transform, "proInfo/GameObject/proInfo/curPros/mainPro/curProVale")
:GetComponent("Text")
this.upLvMaskPanleProHp = Util.GetGameObject(self.transform,
"proInfo/GameObject/proInfo/curPros/otherPro1/curProVale"):GetComponent("Text")
this.upLvMaskPanleProPhyDef = Util.GetGameObject(self.transform,
"proInfo/GameObject/proInfo/curPros/otherPro2/curProVale"):GetComponent("Text")
this.upLvMaskPanleProMagDef = Util.GetGameObject(self.transform,
"proInfo/GameObject/proInfo/curPros/otherPro3/curProVale"):GetComponent("Text")
this.upLvMaskPanleProSpeed = Util.GetGameObject(self.transform,
"proInfo/GameObject/proInfo/curPros/otherPro4/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProAtk = Util.GetGameObject(self.transform,
"proInfo/GameObject/proInfo/nextPros/mainPro/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProHp = Util.GetGameObject(self.transform,
"proInfo/GameObject/proInfo/nextPros/otherPro1/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProPhyDef = Util.GetGameObject(self.transform,
"proInfo/GameObject/proInfo/nextPros/otherPro2/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProMagDef = Util.GetGameObject(self.transform,
"proInfo/GameObject/proInfo/nextPros/otherPro3/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProSpeed = Util.GetGameObject(self.transform,
"proInfo/GameObject/proInfo/nextPros/otherPro4/curProVale"):GetComponent("Text")
this.upLvShowGoText = Util.GetGameObject(self.transform, "proInfo/GameObject/proInfo/Text"):GetComponent("Text")
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this.talentInfoText = Util.GetGameObject(self.transform, "proInfo/GameObject/talentInfo/Text"):GetComponent("Text")
this.curTalentVale = Util.GetGameObject(self.transform, "proInfo/GameObject/talentInfo/curTalentVale"):GetComponent(
"Text")
this.talentInfoShowGo = Util.GetGameObject(self.transform, "proInfo/GameObject/talentInfo")
-- this.s1=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo1")
-- this.s1MiddleImage=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo1/Image (2)")
-- this.s1nextSkill=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo1/nextSkill")
-- this.s2=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo2")
-- this.s2MiddleImage=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo2/Image (2)")
-- this.s2nextSkill=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo2/nextSkill")
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this.lvEndInfo = Util.GetGameObject(self.transform, "proInfo/lvEndText"):GetComponent("Text")
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this.UI_Effect_choukaSSR = Util.GetGameObject(self.transform, "UI_Effect_chouka_SSR")
this.UI_Effect_choukaSR = Util.GetGameObject(self.transform, "UI_Effect_chouka_SR")
this.UI_Effect_choukaR = Util.GetGameObject(self.transform, "UI_Effect_chouka_R")
-- this.skillTiShi = Util.GetGameObject(self.transform,"proInfo/skillTiShi"):GetComponent("Text")
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end
--绑定事件(用于子类重写)
function RoleUpStarSuccessPanel:BindEvent()
Util.AddClick(this.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
end
--添加事件监听(用于子类重写)
function RoleUpStarSuccessPanel:AddListener()
end
--移除事件监听(用于子类重写)
function RoleUpStarSuccessPanel:RemoveListener()
end
function RoleUpStarSuccessPanel:OnSortingOrderChange()
Util.AddParticleSortLayer(this.UI_Effect_choukaSSR, self.sortingOrder - orginLayer)
Util.AddParticleSortLayer(this.UI_Effect_choukaSR, self.sortingOrder - orginLayer)
Util.AddParticleSortLayer(this.UI_Effect_choukaR, self.sortingOrder - orginLayer)
this.mask:GetComponent("Canvas").overrideSorting = true
this.mask:GetComponent("Canvas").sortingOrder = self.sortingOrder - 30
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Util.SetParticleSortLayer(this.starGrid, self.sortingOrder + 1)
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orginLayer = self.sortingOrder
end
--界面打开时调用(用于子类重写)
function RoleUpStarSuccessPanel:OnOpen(...)
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Util.GetGameObject(self.transform, "proInfo/GameObject/proInfo/curPros/mainPro/curProName"):GetComponent("Text").text =
Language[10980]
Util.GetGameObject(self.transform, "proInfo/GameObject/proInfo/nextPros/mainPro/curProName"):GetComponent("Text").text =
Language[10980]
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this.upLvShowGoText.text = Language[12071]
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local args = { ... }
local curHeroData = args[1]
local nextHeroUpStarId = args[2]
local curHeroRankUpConfigOpenLevel = args[3]
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callBack = args[4]
--this.OnShowPanelData()
this.UI_Effect_choukaSSR:SetActive(curHeroData.heroConfig.Quality == 5)
this.UI_Effect_choukaSR:SetActive(curHeroData.heroConfig.Quality == 4)
this.UI_Effect_choukaR:SetActive(curHeroData.heroConfig.Quality == 3)
this.LiveName = curHeroData.live
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this.LiveGO = poolManager:LoadLive(this.LiveName, this.live2dRoot.transform,
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Vector3.one * curHeroData.heroConfig.Scale,
Vector3.New(curHeroData.heroConfig.Position[1], curHeroData.heroConfig.Position[2], 0))
SetHeroStars(this.spLoader, this.starGrid, curHeroData.star + 1, 1, Vector2.New(60, 60), -11, Vector2.New(0.5, 0.5))
Util.SetParticleSortLayer(this.starGrid, self.sortingOrder + 1)
SetHEeroLiveToward(this.LiveGO, curHeroData.heroConfig.Toward)
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this.profession.sprite = this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
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this.proImage.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId))
-- LogPurple("curHeroData.heroConfig.profession"..curHeroData.heroConfig.Profession)
-- LogYellow(GetHeroPosStr(curHeroData.heroConfig.Profession))
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-- this.proImage.sprite =this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
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--this.posText.text = GetJobStrByJobNum(curHeroData.profession)
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this.heroName.text = GetLanguageStrById(curHeroData.heroConfig.ReadingName)
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--this.qualityImage.sprite=GetQuantityImage(this.spLoader, curHeroData.heroConfig.Natural)
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--this.quality:SetActive(curHeroData.heroConfig.Natural < 10)
--this.doubleQuality:SetActive(curHeroData.heroConfig.Natural >= 10)
--this.quality:GetComponent("Text").text = curHeroData.heroConfig.Natural
--this.doubleQuality:GetComponent("Text").text = curHeroData.heroConfig.Natural
--定位描述相关
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this.posBgImage.sprite = this.spLoader:LoadSprite(GetHeroPosBgStr(curHeroData.heroConfig.Profession))
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-- this.posImage.sprite=this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
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this.posText.text = GetLanguageStrById(curHeroData.heroConfig.HeroLocation)
SetTextVerTial(this.posText.gameObject, Vector3.New(64, 0, 0), "MiddleLeft")
this.lvEndInfo.text = string.format(Language[12700], curHeroRankUpConfigOpenLevel)
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--计算面板属性old
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local oldLvAllAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
this.upLvMaskPanleProAtk.text = oldLvAllAddProVal[HeroProType.Attack]
this.upLvMaskPanleProHp.text = oldLvAllAddProVal[HeroProType.Hp]
this.upLvMaskPanleProPhyDef.text = oldLvAllAddProVal[HeroProType.PhysicalDefence]
this.upLvMaskPanleProMagDef.text = oldLvAllAddProVal[HeroProType.MagicDefence]
this.upLvMaskPanleProSpeed.text = oldLvAllAddProVal[HeroProType.Speed]
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--计算面板属性cur
-- local curLvAllAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,curHeroData.breakId,nextHeroUpStarId)
-- 生成一个临时英雄数据,使用完成后需主动清理
local tempDId, tempData = HeroTempPropManager.CreateTempHero(curHeroData.dynamicId)
tempData.upStarId = nextHeroUpStarId
tempData.breakId = curHeroData.breakId
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local curLvAllAddProVal = HeroTempPropManager.GetTempHeroProp(tempDId) --HeroPowerManager.GetNextHeroPower(curHeroData.dynamicId, nil,curHeroData.breakId,nextHeroUpStarId)
HeroTempPropManager.ClearTempHero(tempDId) -- 清理
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this.upLvMaskPanleNextProAtk.text = curLvAllAddProVal[HeroProType.Attack]
this.upLvMaskPanleNextProHp.text = curLvAllAddProVal[HeroProType.Hp]
this.upLvMaskPanleNextProPhyDef.text = curLvAllAddProVal[HeroProType.PhysicalDefence]
this.upLvMaskPanleNextProMagDef.text = curLvAllAddProVal[HeroProType.MagicDefence]
this.upLvMaskPanleNextProSpeed.text = curLvAllAddProVal[HeroProType.Speed]
--天赋2#7#127107
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LogPink("curHeroData.upStarId " .. nextHeroUpStarId)
local talentSKillsConFig = ConfigManager.GetConfigData(ConfigName.HeroConfig, curHeroData.id).OpenPassiveSkillRules
local upStarSkillDataList = {}
for i = 1, #talentSKillsConFig do
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if talentSKillsConFig[i][1] == 2 then --升星
LogPink("talentSKillsConFig[i][2] " .. talentSKillsConFig[i][2])
if nextHeroUpStarId == talentSKillsConFig[i][2] then
local _titleStr = NumToSimplenessFont[heroRankupConfig[nextHeroUpStarId].Phase[2]] ..
Language[12701]
local _passiveSkillId = passiveSkillConfig[talentSKillsConFig[i][3]].Id
if upStarSkillDataList[nextHeroUpStarId] then
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upStarSkillDataList[nextHeroUpStarId] = {
titleStr = _titleStr,
str = upStarSkillDataList
[nextHeroUpStarId].str ..
"  " .. GetLanguageStrById(passiveSkillConfig[talentSKillsConFig[i][3]].Desc)
}
else
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upStarSkillDataList[nextHeroUpStarId] = {
titleStr = _titleStr,
str = GetLanguageStrById(
passiveSkillConfig[talentSKillsConFig[i][3]].Desc)
}
end
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end
end
end
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this.curTalentVale = Util.GetGameObject(self.transform, "proInfo/GameObject/talentInfo/curTalentVale"):GetComponent(
"Text")
this.talentInfoShowGo = Util.GetGameObject(self.transform, "proInfo/GameObject/talentInfo")
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if upStarSkillDataList and LengthOfTable(upStarSkillDataList) > 0 then
this.talentInfoShowGo:SetActive(true)
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this.talentInfoText.text = Language[12728]
this.curTalentVale.text = upStarSkillDataList[nextHeroUpStarId].str
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else
this.talentInfoShowGo:SetActive(false)
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end
--技能
-- this.skillTiShi.text = "等级技能提升"
-- local upskillIdList={}
-- local upIndex=1
-- local curIndex=1
-- local curskillIdList={}
-- if curHeroData.heroConfig.OpenSkillRules then
-- for i = 1, #curHeroData.heroConfig.OpenSkillRules do
-- if curHeroData.heroConfig.OpenSkillRules[i][1]==curHeroData.star then
-- local skilldata={}
-- Log("当前技能 "..curHeroData.heroConfig.OpenSkillRules[i][2])
-- skilldata.skillId=curHeroData.heroConfig.OpenSkillRules[i][2]
-- skilldata.skillConfig=this.skillConfig[curHeroData.heroConfig.OpenSkillRules[i][2]]
-- upskillIdList[upIndex]=skilldata
-- upIndex=upIndex+1
-- end
-- if curHeroData.heroConfig.OpenSkillRules[i][1]==curHeroData.star+1 then
-- local skilldata={}
-- Log("升星技能id "..curHeroData.heroConfig.OpenSkillRules[i][2])
-- skilldata.skillId=curHeroData.heroConfig.OpenSkillRules[i][2]
-- skilldata.skillConfig=this.skillConfig[curHeroData.heroConfig.OpenSkillRules[i][2]]
-- curskillIdList[curIndex]=skilldata
-- curIndex=curIndex+1
-- end
-- end
-- end
-- if curHeroData.heroConfig.OpenPassiveSkillRules then
-- for i = 1, #curHeroData.heroConfig.OpenPassiveSkillRules do
-- if curHeroData.heroConfig.OpenPassiveSkillRules[i][1]==curHeroData.star then
-- local skilldata={}
-- Log("当前被动技能 "..curHeroData.heroConfig.OpenPassiveSkillRules[i][2])
-- skilldata.skillId=curHeroData.heroConfig.OpenPassiveSkillRules[i][2]
-- skilldata.skillConfig=passiveSkillConfig[curHeroData.heroConfig.OpenPassiveSkillRules[i][2]]
-- upskillIdList[upIndex]=skilldata
-- upIndex=upIndex+1
-- end
-- if curHeroData.heroConfig.OpenPassiveSkillRules[i][1]==curHeroData.star+1 then
-- local skilldata={}
-- Log("升星被动技能id "..curHeroData.heroConfig.OpenPassiveSkillRules[i][2])
-- skilldata.skillId=curHeroData.heroConfig.OpenPassiveSkillRules[i][2]
-- skilldata.skillConfig=passiveSkillConfig[curHeroData.heroConfig.OpenPassiveSkillRules[i][2]]
-- curskillIdList[curIndex]=skilldata
-- curIndex=curIndex+1
-- end
-- end
-- end
-- if LengthOfTable(upskillIdList)>=1 then
-- if (upskillIdList[1].skillId % 10)<(curskillIdList[1].skillId % 10) then
-- if upskillIdList[1].skillConfig and upskillIdList[1].skillConfig.Name then
-- this.s1:SetActive(true)
-- this.s1MiddleImage:SetActive(true)
-- this.s1nextSkill:SetActive(true)
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-- Util.GetGameObject(this.s1,"curSkill/icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(upskillIdList[1].skillConfig.Icon))
-- Util.GetGameObject(this.s1,"curSkill/skillLv"):GetComponent("Text").text="等级"..upskillIdList[1].skillId % 10
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-- Util.GetGameObject(this.s1,"nextSkill/icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(curskillIdList[1].skillConfig.Icon))
-- Util.GetGameObject(this.s1,"nextSkill/skillLv"):GetComponent("Text").text="等级"..curskillIdList[1].skillId % 10
-- else
-- this.s1:SetActive(false)
-- end
-- else
-- this.s1:SetActive(false)
-- end
-- else
-- this.s1:SetActive(false)
-- end
-- if LengthOfTable(upskillIdList)>=2 then
-- if (upskillIdList[2].skillId % 10)<(curskillIdList[2].skillId % 10) then
-- if upskillIdList[2].skillConfig and upskillIdList[2].skillConfig.Name then
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-- Util.GetGameObject(this.s2,"curSkill/icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(upskillIdList[2].skillConfig.Icon))
-- Util.GetGameObject(this.s2,"curSkill/skillLv"):GetComponent("Text").text="等级"..upskillIdList[2].skillId % 10
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-- Util.GetGameObject(this.s2,"nextSkill/icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(curskillIdList[2].skillConfig.Icon))
-- Util.GetGameObject(this.s2,"nextSkill/skillLv"):GetComponent("Text").text="等级"..curskillIdList[2].skillId % 10
-- this.s2MiddleImage:SetActive(true)
-- this.s2nextSkill:SetActive(true)
-- this.s2:SetActive(true)
-- else
-- this.s2:SetActive(false)
-- end
-- else
-- this.s2:SetActive(false)
-- end
-- else
-- this.s2:SetActive(false)
-- end
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--是否有新开的技能
-- local openNewSkillCound =LengthOfTable(curskillIdList) - LengthOfTable(upskillIdList)
-- if openNewSkillCound == 1 then
-- this.skillTiShi.text = "新增技能"
-- this.s1:SetActive(true)
-- this.s1MiddleImage:SetActive(false)
-- this.s1nextSkill:SetActive(false)
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-- Util.GetGameObject(this.s1,"curSkill/icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(curskillIdList[LengthOfTable(curskillIdList)].skillConfig.Icon))
-- Util.GetGameObject(this.s1,"curSkill/skillLv"):GetComponent("Text").text="等级"..curskillIdList[LengthOfTable(curskillIdList)].skillId % 10
-- elseif openNewSkillCound == 2 then
-- this.skillTiShi.text = "新增技能"
-- this.s1:SetActive(true)
-- this.s1MiddleImage:SetActive(false)
-- this.s1nextSkill:SetActive(false)
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-- Util.GetGameObject(this.s1,"curSkill/icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(curskillIdList[1].skillConfig.Icon))
-- Util.GetGameObject(this.s1,"curSkill/skillLv"):GetComponent("Text").text="等级"..curskillIdList[1].skillId % 10
-- this.s2:SetActive(true)
-- this.s2MiddleImage:SetActive(false)
-- this.s2nextSkill:SetActive(false)
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-- Util.GetGameObject(this.s2,"curSkill/icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(curskillIdList[2].skillConfig.Icon))
-- Util.GetGameObject(this.s2,"curSkill/skillLv"):GetComponent("Text").text="等级"..curskillIdList[2].skillId % 10
-- end
-- Log("curHeroData.star+1 "..curHeroData.star+1)
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if curHeroData.star + 1 >= 5 and curHeroData.star + 1 < 15 then
HeroPropManager.SetDirtyByType(curHeroData.dynamicId, Hero_Prop_Type.Talisman)
end
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if curHeroData.heroConfig.Quality == 5 and curHeroData.heroConfig.Natural >= 13 then
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if curHeroData.star + 1 >= 5 and curHeroData.star + 1 < 15 then
HeroManager.DetectionOpenFiveStarActivity(curHeroData.star + 1)
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end
end
end
function RoleUpStarSuccessPanel:GetEquipSkillData(skillId)
return this.skillConfig[skillId]
end
--界面关闭时调用(用于子类重写)
function RoleUpStarSuccessPanel:OnClose()
if this.LiveName then
poolManager:UnLoadLive(this.LiveName, this.LiveGO)
this.LiveName = nil
end
if callBack then
callBack()
callBack = nil
end
end
--界面销毁时调用(用于子类重写)
function RoleUpStarSuccessPanel:OnDestroy()
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this.spLoader:Destroy()
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end
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return RoleUpStarSuccessPanel