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

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Lua
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require("Base/BasePanel")
RewardItemSingleShowPopup = Inherit(BasePanel)
local this = RewardItemSingleShowPopup
local JumpConfig = ConfigManager.GetConfig(ConfigName.JumpConfig)
local itemSid
local heroBackData
local itemConfigData
local itemNu = 0
local func
local armorType = 0
local lanTuData = {}
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local isBagPanel = false
--初始化组件(用于子类重写)
function RewardItemSingleShowPopup:InitComponent()
this.itemName = Util.GetGameObject(self.transform, "bg/name"):GetComponent("Text")
this.BtnBack = Util.GetGameObject(self.transform, "bg/btnBack")
this.icon = Util.GetGameObject(self.transform, "bg/armorInfo/frame/icon"):GetComponent("Image")
this.frameMask = Util.GetGameObject(self.transform, "bg/armorInfo/frameMask")
this.frame = Util.GetGameObject(self.transform, "bg/armorInfo/frame")
this.pokemonFrame = Util.GetGameObject(self.transform, "bg/armorInfo/pokemonFrame")
this.pokemonImage = Util.GetGameObject(self.transform, "bg/armorInfo/pokemonFrame/pokemonImage"):GetComponent("Image")
this.armorType = Util.GetGameObject(self.transform, "bg/armorInfo/armorType"):GetComponent("Text")
this.armorLanTuNum = Util.GetGameObject(self.transform, "armorInfo/armorLanTuNum")
this.armorInfo = Util.GetGameObject(self.transform, "bg/armorInfo/armorInfo"):GetComponent("Text")
this.equipOtherProPre = Util.GetGameObject(self.transform, "getTuPre")
this.equipProGrid = Util.GetGameObject(self.transform, "bg/scroll/grid")
this.btnJump = Util.GetGameObject(self.transform, "bg/btnGrid/btnJump")
this.btnSure = Util.GetGameObject(self.transform, "bg/btnGrid/btnSure")
this.btnSureText = Util.GetGameObject(this.btnSure.transform, "Text"):GetComponent("Text")
this.equipQuaText = Util.GetGameObject(self.transform, "bg/armorInfo/equipQuaText"):GetComponent("Text")
this.innateImage=Util.GetGameObject(self.transform, "bg/armorInfo/innateImage")
this.fragmentIcon=Util.GetGameObject(self.transform, "bg/armorInfo/fragmentIcon")
this.innateText=Util.GetGameObject(self.transform, "bg/armorInfo/innateImage/Text"):GetComponent("Text")
end
--绑定事件(用于子类重写)
function RewardItemSingleShowPopup:BindEvent()
Util.AddClick(this.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.btnSure, function()
if itemConfigData.ItemType == ItemType.HeroDebris then
if BagManager.GetItemCountById(itemSid) >= BagManager.bagDatas[itemSid].itemConfig.UsePerCount then
local _itemData = BagManager.bagDatas[itemSid]
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
func()
end)
else
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PopupTipPanel.ShowTip(Language[11592])
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end
elseif itemConfigData.ItemType == ItemType.Blueprint then
if lanTuData and lanTuData[1] == true then
local _itemData = BagManager.bagDatas[itemSid]
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
func()
end)
elseif lanTuData and lanTuData[1] == false and lanTuData[2] > 0 then
NetManager.GetWorkShopAvtiveLanTuRequest(lanTuData[2], 2, function()
--刷新工坊解锁蓝图数据
this.DeleteActiveLanTuData()
end)
end
elseif itemConfigData.ItemType == ItemType.Box then
local _itemData = BagManager.bagDatas[itemSid]
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if itemConfig[itemSid].UseType ~= 2 then
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 4, _itemData, function()
func()
end)
end
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elseif itemConfigData.ItemType == ItemType.ChangeName then
UIManager.OpenPanel(UIName.CreateNamePopup)
else
local _itemData = BagManager.bagDatas[itemSid]
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
func()
end)
end
end)
Util.AddClick(this.btnJump, function()
if itemConfigData then
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JumpManager.GoJump(itemConfigData.UseJump)
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end
end)
end
--扣除解锁蓝图材料 并数据
function this.DeleteActiveLanTuData()
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PopupTipPanel.ShowTip(Language[11593] .. itemConfigData.Name)
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if lanTuData and lanTuData[1] == false and lanTuData[2] > 0 then
WorkShopManager.UpdataWorkShopLanTuActiveState(2, lanTuData[2], itemConfigData.Id)--
end
if func then
func()
end
this:ClosePanel()
end
--添加事件监听(用于子类重写)
function RewardItemSingleShowPopup:AddListener()
end
--移除事件监听(用于子类重写)
function RewardItemSingleShowPopup:RemoveListener()
end
--界面打开时调用(用于子类重写)
function RewardItemSingleShowPopup:OnOpen(...)
isBagPanel = BagManager.isBagPanel
itemNu = 0
local data = { ... }
itemSid = data[1]
itemConfigData = ConfigManager.GetConfigData(ConfigName.ItemConfig, itemSid)
this.isRewardItemPop=data[3]
if data[2] then
func = data[2]
end
end
function RewardItemSingleShowPopup:OnShow()
this.innateImage:SetActive(false)
this.fragmentIcon:SetActive(false)
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--判断自选宝箱界面是否开启
local isBoxOpen = UIManager.IsOpen(314)
if isBagPanel and isBoxOpen then
this.btnSure:SetActive(false)
elseif isBagPanel and itemConfigData.IfResolve == 1 and func then--是否可分解
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this.btnSure:SetActive(true)
elseif isBagPanel and itemConfigData.ItemType == 2 and func then--是否是碎片可合成
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this.btnSureText.text = Language[10210]
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this.btnSure:SetActive(true)
elseif isBagPanel and itemConfigData.ItemType == 10 and func then--是否宝箱可使用
this.btnSure:SetActive(true)
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this.btnSureText.text = Language[10212]
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elseif isBagPanel and itemConfigData.ItemType == 12 and func then-- 改名卡
this.btnSure:SetActive(true)
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this.btnSureText.text = Language[10212]
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else
this.btnSure:SetActive(false)
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this.btnSureText.text = Language[10214]
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end
this.btnJump:SetActive(itemConfigData.UseJump and itemConfigData.UseJump > 0 and isBagPanel)
Log("itemConfigData.Id " .. itemConfigData.Id)
this.equipQuaText.text = GetStringByEquipQua(itemConfigData.Quantity, GetQuaStringByEquipQua(itemConfigData.Quantity))
this.itemName.text = GetStringByEquipQua(itemConfigData.Quantity, itemConfigData.Name)
if itemConfigData.ItemType==4 then --妖魂
this.pokemonFrame:SetActive(true)
this.frame:SetActive(false)
this.pokemonFrame:GetComponent("Image").sprite = Util.LoadSprite(YaoHunFrame[itemConfigData.Quantity])
this.pokemonImage.sprite = Util.LoadSprite(GetResourcePath(itemConfigData.ResourceID))
else
this.frame:SetActive(true)
this.pokemonFrame:SetActive(false)
this.frame:GetComponent("Image").sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfigData.Quantity))
this.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfigData.ResourceID))
end
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this.armorType.text = this.getType()--道具类型显示
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this.armorLanTuNum:SetActive(true)
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this.armorLanTuNum:GetComponent("Text").text = Language[11595] .. BagManager.GetItemCountById(itemSid)
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this.armorInfo.text = string.gsub(itemConfigData.ItemDescribe, "\\n", "")
this.frameMask:SetActive(false)
if itemConfigData.ItemType == 2 then
this.frameMask:SetActive(true)
this.frameMask:GetComponent("Image").sprite = Util.LoadSprite(GetHeroChipQuantityImageByquality(itemConfigData.Quantity))
local propertyName=itemConfig[itemConfigData.Id].PropertyName
if(propertyName~=0) then
this.fragmentIcon:SetActive(true)
this.fragmentIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName))
end
end
if itemConfigData.ItemType == 9 then
if itemConfigData.RingLevel > 0 then
this.innateImage:SetActive(true)
this.innateText.text = "+" .. itemConfigData.RingLevel
else
this.innateImage:SetActive(false)
this.innateText.text = ""
end
end
--装备获得途径
Util.ClearChild(this.equipProGrid.transform)
if itemConfigData and itemConfigData.Jump then
if itemConfigData.Jump and #itemConfigData.Jump>0 then
local jumpSortData = {}
local isLevel = false
for i = 1, #itemConfigData.Jump do--为关卡跳转做的排序数据
local jumpData = {}
jumpData.id = itemConfigData.Jump[i]
jumpData.data = JumpConfig[itemConfigData.Jump[i]]
--jumpData.state = 0
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LogGreen("itemConfigData.Jump[i] "..itemConfigData.Jump[i])
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if jumpData.data.Type == JumpType.Level then--关卡按钮特殊处理
isLevel = true
end
table.insert(jumpSortData,jumpData)
end
for i = 1, #jumpSortData do
if jumpSortData[i].id > 0 then
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if this.isRewardItemPop == true then
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SubUIManager.Open(SubUIConfig.JumpView, this.equipProGrid.transform, jumpSortData[i].id,false)
else
SubUIManager.Open(SubUIConfig.JumpView, this.equipProGrid.transform, jumpSortData[i].id,true)
end
end
end
end
end
end
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--获取道具种类
function this.getType()
local type = itemConfig[itemSid].ItemBaseType
if type == 1 then
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return Language[11093]..Language[12266]
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elseif type == 2 then
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return Language[11093]..Language[10219]
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elseif type == 4 then
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return Language[11093]..Language[12267]
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elseif type == 5 then
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return Language[11093]..Language[12268]
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elseif type == 6 then
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return Language[11093]..Language[12269]
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elseif type == 7 then
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return Language[11093]..Language[12270]
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end
end
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--为关卡跳转做的排序
function this.JumpSort(jumps)
table.sort(jumps, function(a, b)
if a.state == b.state then
if a.state == 2 and b.state == 2 then
return a.data.SortId > b.data.SortId
end
else
return a.state > b.state
end
end)
end
--道具 和 装备分解 发送请求后 回调
function this.SendBackResolveReCallBack(drop, curResolveAllItemList)
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1)
if func then
func()
end
this:ClosePanel()
end
--界面关闭时调用(用于子类重写)
function RewardItemSingleShowPopup:OnClose()
end
--界面销毁时调用(用于子类重写)
function RewardItemSingleShowPopup:OnDestroy()
end
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return RewardItemSingleShowPopup