miduo_client/Assets/ManagedResources/~Lua/Modules/Popup/HomeLandEquipPopup.lua

365 lines
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Lua
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require("Base/BasePanel")
HomeLandEquipPopup = Inherit(BasePanel)
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----- --家园装备升级 -----
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local this = HomeLandEquipPopup
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local HomeLand = ConfigManager.GetConfig(ConfigName.HomeLand)
local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel)
local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask)
local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen)
local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp)
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local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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--传入父脚本模块
local parent
--传入特效层级
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local orginLayer=0
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local data=nil
local TEXT = {
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[1] = {"武器","r_Equip_GuardianWeapon_0004","攻击"},
[2] = {"战甲","r_Equip_Coat_0005","护甲"},
[3] = {"头饰","r_Equip_HeadAccessory_0005","魔抗"},
[4] = {"战靴","r_equip_Shoes_0005","生命"},
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}
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local curSelectHero=nil
function this:InitComponent()
this.closeBtn=Util.GetGameObject(self.gameObject,"BG/BackBtn")
local gameObject=Util.GetGameObject(self.transform,"GeneralPopup_HomeLandEquip")
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this.spLoader = SpriteLoader.New()
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.titleText.text="摘星阁"
this.Btn1 = Util.GetGameObject(gameObject,"Btn1")
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this.Btn1Text = Util.GetGameObject(gameObject,"Btn1/Text"):GetComponent("Text")
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this.Btn2 = Util.GetGameObject(gameObject,"Btn2")
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this.resetBtn = Util.GetGameObject(gameObject,"resetBtn")
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this.costCondition = Util.GetGameObject(gameObject,"Cost/Condition"):GetComponent("Text")
this.costIcon = Util.GetGameObject(gameObject,"Cost/Icon"):GetComponent("Image")
this.costNum = Util.GetGameObject(gameObject,"Cost/Num"):GetComponent("Text")
this.costIcon2 = Util.GetGameObject(gameObject,"Cost/Icon2"):GetComponent("Image")
this.costNum2 = Util.GetGameObject(gameObject,"Cost/Num2"):GetComponent("Text")
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this.Cost = Util.GetGameObject(gameObject,"Cost")
this.Tips = Util.GetGameObject(gameObject,"Tips")
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this.objList = {}
for i = 1, 4 do
this.objList[i] = {}
this.objList[i].Obj = Util.GetGameObject(gameObject,"Content/Grid/Pre ("..i..")")
this.objList[i].name = Util.GetGameObject(this.objList[i].Obj,"Name"):GetComponent("Text")
this.objList[i].level = Util.GetGameObject(this.objList[i].Obj,"Num"):GetComponent("Text")
this.objList[i].image = Util.GetGameObject(this.objList[i].Obj,"Icon"):GetComponent("Image")
this.objList[i].mask = Util.GetGameObject(this.objList[i].Obj,"Mask")
this.objList[i].select = Util.GetGameObject(this.objList[i].Obj,"Select")
end
this.Desc = Util.GetGameObject(gameObject,"Content/Desc"):GetComponent("Text")
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this.heroPre = Util.GetGameObject(this.gameObject, "Scroll/HeroPre")
this.scroll = Util.GetGameObject(gameObject, "Scroll")
this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scroll.transform,
this.heroPre, this.scrollBar, Vector2.New(1010, 490), 1, 5, Vector2.New(20, 20))
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
this.scrollView.moveTween.MomentumAmount = 1
this.scrollView.moveTween.Strength = 2
this.heroSelect=Util.GetGameObject(this.scroll,"Select")
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end
function this:BindEvent()
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Util.AddClick(this.closeBtn,function()
self:ClosePanel()
end)
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Util.AddClick(this.Btn1,function()
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local curLv=not curSelectHero.equipStrong[HomeLandManager.curEquip] and curSelectHero.equipStrong[HomeLandManager.curEquip] or 0
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local data =ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",curLv)
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if HomeLandManager.BuildData[data.Limit[1]].level < data.Limit[2] then
PopupTipPanel.ShowTip(string.format("%s到达%s级可升级",HomeLandManager.BuildData[data.Limit[1]].dataMain.Name,data.Limit[2]))
return
end
for i = 1, #data.Cost do
if BagManager.GetTotalItemNum(data.Cost[i][1]) < data.Cost[i][2] then
--PopupTipPanel.ShowTip(string.format("%s不足",ItemConfig[data.Cost[i][1]].Name))
PopupTipPanel.ShowTip("材料不足")
return
end
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end
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NetManager.EquipIntensifyRequset(curSelectHero.dynamicId,HomeLandManager.curEquip,function ()
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this:Refresh()
end)
end)
Util.AddClick(this.Btn2,function()
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if HomeLandManager.GetAllCanUpgradeWithPopup(curSelectHero) then
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this:Refresh()
return
end
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NetManager.EquipIntensifyRequset(curSelectHero.dynamicId,0,function ()
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this:Refresh()
end)
end)
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Util.AddClick(this.resetBtn,function()
NetManager.ResetHeroEquipRequest(curSelectHero.dynamicId,function ()
this:Refresh()
end)
end)
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end
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function this:OnSortingOrderChange()
orginLayer = self.sortingOrder
end
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.SetData)
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end
function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.SetData)
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end
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function this:OnOpen()
local _roleDatas = HeroManager.GetAllHeroDatas()
this.SetHeroList(_roleDatas)
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curSelectHero=_roleDatas[1]
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this:Refresh()
end
function this:Refresh()
for i = 1, 4 do
local go = this.objList[i]
go.select:SetActive(i == HomeLandManager.curEquip)
go.name.text = TEXT[i][1].."加持"
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go.level.text = curSelectHero.equipStrong[i]~=nil and curSelectHero.equipStrong[i] or 0
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go.image.sprite = this.spLoader:LoadSprite(TEXT[i][2])
Util.AddOnceClick(go.mask,function ()
HomeLandManager.curEquip = i
this:Refresh()
end)
end
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--显示加持属性
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this:SetData()
end
function this:SetData()
-- LogPink(HomeLandManager.EquipData[HomeLandManager.curEquip].Id)
local curIndex = HomeLandManager.curEquip
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local curLv=0
if curSelectHero.equipStrong[curIndex] then
curLv=curSelectHero.equipStrong[curIndex]
end
local equipStrengthenConfig=ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",curLv)
local equipRankUpConfig=ConfigManager.GetConfigDataByKey(ConfigName.EquipRankUp,"Level",curSelectHero.equipAdvanceLv)
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--设置消耗
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local limit = equipStrengthenConfig.Limit
local cost = equipStrengthenConfig.Cost
local data = equipStrengthenConfig.Rate--当前装备加成
local proData = equipRankUpConfig.Rate--当前装备突破加成
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if cost then--如果有下一级
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local nextEquipStrengthenConfig=ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",curLv+1)
local nextData = nextEquipStrengthenConfig.Rate--下一装备加成
local nextProData = EquipRankUp[equipRankUpConfig.id + 1].Rate--下一装备突破加成
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local num1 = data + proData[curIndex]
local num2 = 0
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if not equipStrengthenConfig.Limit2==equipRankUpConfig.Level then--如果都到达了等级上限
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num2 = data + nextProData[curIndex]
else
num2 = nextData + proData[curIndex]
end
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this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1/100).."%"..string.format("<color=#00FF00>%s",num2/100).."%</color>"
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this.Btn1Text.text = "强 化"
Util.SetGray(this.Btn1,false)
this.Btn1:GetComponent("Button").enabled = true
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if HomeLandManager.BuildData[limit[1]].level >= limit[2] then
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this.costCondition.text = "强化消耗:"
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this.costIcon.gameObject:SetActive(true)
this.costNum.gameObject:SetActive(true)
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this.costIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[1][1]))
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local color2 = BagManager.GetTotalItemNum(cost[1][1]) >= cost[1][2] and "#FFEED6" or "red"
this.costNum.text = string.format("<color=%s>%s</color>",color2,cost[1][2])
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LogError("cost len=="..#cost)
if #cost>1 then
this.costIcon2.gameObject:SetActive(true)
this.costNum2.gameObject:SetActive(true)
this.costIcon2.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[2][1]))
local color3 = BagManager.GetTotalItemNum(cost[2][1]) >= cost[2][2] and "#FFEED6" or "red"
this.costNum2.text = string.format("<color=%s>%s</color>",color3,cost[2][2])
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else
this.costIcon2.gameObject:SetActive(false)
this.costNum2.gameObject:SetActive(false)
end
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else
this.costIcon.gameObject:SetActive(false)
this.costNum.gameObject:SetActive(false)
this.costIcon2.gameObject:SetActive(false)
this.costNum2.gameObject:SetActive(false)
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this.costCondition.text = string.format("<color=red>%s需要到达%s级</color>",HomeLand[limit[1]].Name,limit[2])
end
--按钮和tips显示
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local bool = equipStrengthenConfig.Limit2==equipRankUpConfig.Level
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-- LogBlue("bool:"..tostring(bool))
this.Btn1:SetActive(bool)
this.Btn2:SetActive(not bool)
--不同显示
this.Cost:SetActive(bool)
this.Tips:SetActive(not bool)
this.costCondition.gameObject:SetActive(true)
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this.Tips:GetComponent("Text").text = string.format("全部加持到达%s级后方可进行突破",equipStrengthenConfig.Level)
if not bool and HomeLandManager.GetAllCanUpgrade(curSelectHero) then
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this.Cost:SetActive(true)
this.Tips:SetActive(false)
this.costIcon.gameObject:SetActive(true)
this.costNum.gameObject:SetActive(true)
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-- this.costCondition.gameObject:SetActive(false)
this.costCondition.text = "突破消耗:"
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--突破的消耗和升级不同
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local cost = equipRankUpConfig.Cost
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local color2 = BagManager.GetTotalItemNum(cost[1][1]) >= cost[1][2] and "#FFEED6" or "red"
this.costIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[1][1]))
this.costNum.text = string.format("<color=%s>%s</color>",color2,cost[1][2])
if cost[2] then
this.costIcon2.gameObject:SetActive(true)
this.costNum2.gameObject:SetActive(true)
this.costIcon2.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[2][1]))
local color3 = BagManager.GetTotalItemNum(cost[2][1]) >= cost[2][2] and "#FFEED6" or "red"
this.costNum2.text = string.format("<color=%s>%s</color>",color3,cost[2][2])
else
this.costIcon2.gameObject:SetActive(false)
this.costNum2.gameObject:SetActive(false)
end
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end
else
this.Btn1:SetActive(true)
this.Btn2:SetActive(false)
this.Btn1Text.text = "已达上限"
Util.SetGray(this.Btn1,true)
this.Btn1:GetComponent("Button").enabled = false
local num1 = data + proData[curIndex]
this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1).."%"
this.Cost:SetActive(false)
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this.Tips:SetActive(false)
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end
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end
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---设置显示英雄列表
function this.SetHeroList(_roleDatas)
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HeroManager.SortHeroDatas(_roleDatas)
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this.scrollView:SetData(_roleDatas, function(index, go)
if index==1 then
this.SetHeroSelect(go)
end
-- 基础显示
this.SingleHeroDataShow(go, _roleDatas[index])
end, true,false)
end
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--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.star == b.star then
if a.heroConfig.Natural ==b.heroConfig.Natural then
if a.lv == b.lv then
return a.heroConfig.Id < b.heroConfig.Id
else
return a.lv > b.lv
end
else
return a.heroConfig.Natural > b.heroConfig.Natural
end
else
return a.star > b.star
end
end)
end
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--设置每条英雄数据
function this.SingleHeroDataShow(_go, _heroData)
local go=_go
local heroData=_heroData
local frame=Util.GetGameObject(go,"frame"):GetComponent("Image")
local icon=Util.GetGameObject(go, "icon"):GetComponent("Image")
local lv= Util.GetGameObject(go, "lv/Text"):GetComponent("Text")
local pro= Util.GetGameObject(go, "proIcon"):GetComponent("Image")
local pos= Util.GetGameObject(go, "posIcon"):GetComponent("Image")
local teamList={}
for i = 1, 3 do
table.insert(teamList,Util.GetGameObject(go, "yxteamName/Image"..i))
end
local yxInfo=Util.GetGameObject(go, "yxteamName")
--local yxTeamName=Util.GetGameObject(go, "yxteamName/Text"):GetComponent("Text")
yxInfo:SetActive(false)
Util.GetGameObject(go, "posIcon"):SetActive(this.curFormationIndex == FormationTypeDef.FIGHT_LEVEL or this.curFormationIndex == FormationTypeDef.FIGHT_ASSISTANTLEVEL or
this.curFormationIndex == FormationTypeDef.FORMATION_QIJIESHILIAN)
local starGrid = Util.GetGameObject(go, "star")
local yuanImage = Util.GetGameObject(go, "yuanImage")
yuanImage.gameObject:SetActive(false)
local choosedObj = Util.GetGameObject(go, "choosed")
choosedObj.gameObject:SetActive(false)
local hpExp = Util.GetGameObject(go, "hpExp")
hpExp.gameObject:SetActive(false)
local redPot = Util.GetGameObject(go, "redpoint")
local changeProBtn=Util.GetGameObject(go,"proMaskObj")
if heroData.isNew and heroData.isNew == 1 then
redPot.gameObject:SetActive(true)
else
redPot.gameObject:SetActive(false)
end
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--if _heroData.property then
--changeProBtn:SetActive(_heroData.property>=5)
--pro.sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.property))
--else
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changeProBtn:SetActive(false)
pro.sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
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--end
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frame.sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
icon.sprite=this.spLoader:LoadSprite(heroData.icon)
if HarmonyManager.IsChangeColor(heroData.dynamicId) then
-- body
lv.text="<color=#0f0>"..heroData.lv.."</color>"
elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
-- bod
lv.text="<color=#ffbe22>"..heroData.lv.."</color>"
else
lv.text=heroData.lv
end
pos.sprite = this.spLoader:LoadSprite(heroData.professionIcon)
local star,starType = heroData.GetStar(1)
local starSize = Vector2.New(30,30)
local starScale = -8
if starType == 3 then
starSize = Vector2.New(1,-15.65)
starScale = -13
elseif starType == 2 then
starSize = Vector2.New(60,57)
end
SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
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SetParticleSortLayer(go,orginLayer+1)
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Util.AddOnceClick(go, function()
curSelectHero=_heroData
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this:Refresh()
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this.SetHeroSelect(go)
end)
end
function this.SetHeroSelect(_heroObj)
this.heroSelect.transform:SetParent(_heroObj.transform)
this.heroSelect.transform.localPosition=Vector3.zero
end
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function this:OnClose()
HomeLandManager.curEquip = 1
data=nil
end
function this:OnDestroy()
this.SelectList = {}
this.spLoader:Destroy()
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this.scrollView = nil
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end
return this