miduo_client/Assets/ManagedResources/~Lua/Modules/GodPrint/GodPrintHandBook.lua

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Lua
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---- 魂印图鉴 ----
require("Base/BasePanel")
GodPrintHandBook = Inherit(BasePanel)
local this = GodPrintHandBook
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local orginLayer = 0 --层级
local allSoulPrintData = {} --所有魂印数据
local curIndex = 0 --当前选择索引
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local chooseNum = 0
local tabs = {}
local itemData = {}
local currentDataList = {}
local chooseIdList = {}
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local list = {}
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function GodPrintHandBook:InitComponent()
this.spLoader = SpriteLoader.New()
this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn")
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this.Title = Util.GetGameObject(this.gameObject, "Title"):GetComponent("Text")
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this.Title.text = Language[11163]
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this.mask = Util.GetGameObject(this.gameObject, "mask")
for i = 1, 5 do
tabs[i] = Util.GetGameObject(this.gameObject, "Tabs/Btn" .. i)
end
this.selectBtn = Util.GetGameObject(this.gameObject, "Tabs/selectBtn")
this.selectBtnText = Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text")
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this.scrollRoot = Util.GetGameObject(this.gameObject, "ScrollRoot")
this.pre = Util.GetGameObject(this.scrollRoot, "Pre")
this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollRoot.transform, this.pre, nil, --
Vector2.New(this.scrollRoot.transform.rect.width, this.scrollRoot.transform.rect.height), 1, 4,
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Vector2.New(50, 100))
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this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
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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
end
function GodPrintHandBook:BindEvent()
--tab按钮点击
for i = 1, 5 do
Util.AddClick(tabs[i], function()
if (curIndex == i) then
-- this.selectBtn:SetActive(false)
-- curIndex = 0
return
end
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curIndex = i
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this.OnRefresh(curIndex)
this:SetSelect()
end)
end
--关闭页面
Util.AddClick(this.backBtn, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
--关闭页面
Util.AddClick(this.mask, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
end
function GodPrintHandBook:AddListener()
end
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function GodPrintHandBook:RemoveListener()
end
function GodPrintHandBook:OnSortingOrderChange()
--特效层级重设
for _, v in pairs(list) do
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Util.SetParticleSortLayer(v, this.sortingOrder + 1)
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end
orginLayer = self.sortingOrder
end
function GodPrintHandBook:OnOpen()
end
function GodPrintHandBook:OnShow()
this.GetAllData()
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curIndex = 5
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this.OnRefresh(curIndex)
this.SetBottomBarIsActive()
this:SetSelect()
end
function GodPrintHandBook:SetSelect()
this.selectBtn:SetActive(true)
this.selectBtn.transform.localPosition = tabs[curIndex].transform.localPosition
this.selectBtnText.text = Util.GetGameObject(tabs[curIndex].transform, "Text"):GetComponent("Text").text
end
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function this.GetAllData()
allSoulPrintData = {}
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local allCurSoulPrintData = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipConfig, "Position", 6)
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for i = 1, #allCurSoulPrintData do
local curSpiritAnimalBook
for _, configInfo in ConfigPairs(ConfigManager.GetConfig(ConfigName.SpiritAnimalBook)) do
if configInfo.FetterType == 2 and configInfo.Teamers and configInfo.Teamers[1] and configInfo.Teamers[1][1] == allCurSoulPrintData[i].Id then
curSpiritAnimalBook = configInfo
break
end
end
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if curSpiritAnimalBook then --表里只有高品质 所以低品质直接添加
if PlayerManager.level >= curSpiritAnimalBook.OpenLevel then
table.insert(allSoulPrintData, allCurSoulPrintData[i])
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end
else
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table.insert(allSoulPrintData, allCurSoulPrintData[i])
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end
end
end
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--特殊的开启条件
function this.SetBottomBarIsActive()
for i = 1, #tabs do
--为白金魂印定开启规则
-- if i == 4 then
-- local num = ConfigData[89].Value
-- tabs[i]:SetActive(PlayerManager.level >= tonumber(num))
-- end
end
end
function GodPrintHandBook:OnClose()
this.selectBtn:SetActive(false)
end
function GodPrintHandBook:OnDestroy()
this.spLoader:Destroy()
list = {}
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this.scrollView = nil
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end
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local orginLayer2 = 0
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--打开页面时,页面数据刷新
function this.OnRefresh(index)
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local tempData = {}
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-- local num = ConfigData[89].Value
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if index == 0 then
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-- if PlayerManager.level >= tonumber(num) then--达到80级才显示白色魂印
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tempData = allSoulPrintData
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-- else
-- for i,v in ipairs(allSoulPrintData) do
-- if v.Quality ~= 7 then
-- table.insert(tempData, v)
-- end
-- end
-- end
else
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for i, v in ipairs(allSoulPrintData) do
if v.Quality == (index + 2) and v.Star == 0 then
table.insert(tempData, v)
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end
end
end
--预设容器
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this.scrollView:SetData(tempData, function(index, root)
this.SetScrollPre(root, tempData[index])
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list[root] = root
end)
this.scrollView:SetIndex(1)
orginLayer2 = this.sortingOrder
orginLayer = this.sortingOrder
end
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--设置预设
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function this.SetScrollPre(root, data)
Util.SetParticleSortLayer(root, this.sortingOrder + 1)
SetSoulEffect(itemConfig[data.Id].Quantity1, root)
local frame = Util.GetGameObject(root, "Frame"):GetComponent("Image")
local icon = Util.GetGameObject(root, "circleFrameBg/Icon"):GetComponent("Image")
local name = Util.GetGameObject(root, "Name"):GetComponent("Text")
Util.AddOnceClick(root, function()
UIManager.OpenPanel(UIName.GodPrintPopUp, 0, nil, data.Id, nil)
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end)
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frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(data.Quality))
icon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.Id].ResourceID))
Util.GetGameObject(root, "circleFrameBg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[itemConfig[data.Id].Quantity].circleBg2)
Util.GetGameObject(root, "circleFrameBg/circleFrame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[itemConfig[data.Id].Quantity].circle)
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local str = GetLanguageStrById(data.Name)
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if GetCurLanguage() == -1 and LengthString(data.Name) >= 5 then
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str = SubString(data.Name, 4) .. "..."
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end
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name.text = str --SubString2(GetLanguageStrById(data.Name),10)
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end
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return GodPrintHandBook