miduo_client/Assets/ManagedResources/~Lua/Modules/Practice/CultivationPanel.lua

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Lua
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require("Base/BasePanel")
local Cultivation = Inherit(BasePanel)
local IMAGE = {
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[1] = "r_hero_jinengdian04",
[2] = "r_hero_jinengdian02",
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[3] = "r_hero_jinengdian03",
[4] = "r_hero_jinengdian01",
}
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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function Cultivation:InitComponent()
self.spLoader = SpriteLoader.New()
self.mask = Util.GetGameObject(self.gameObject,"Mask")
self.backBtn = Util.GetGameObject(self.gameObject,"Frame/backBtn")
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self.helpBtn = Util.GetGameObject(self.gameObject,"Frame/helpBtn")
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self.grid = Util.GetGameObject(self.gameObject,"Frame/Grid")
self.textPre = Util.GetGameObject(self.grid,"TextPre")
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self.textPre:SetActive(false)
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self.Tips = Util.GetGameObject(self.gameObject,"Frame/Tips"):GetComponent("Text")
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self.title = Util.GetGameObject(self.gameObject,"Frame/Bg/title/Text"):GetComponent("Text")
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self.Slide = Util.GetGameObject(self.gameObject,"Frame/Slide")
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self.level = Util.GetGameObject(self.Slide,"level"):GetComponent("Text")
self.power = Util.GetGameObject(self.Slide,"powerBtn/value"):GetComponent("Text")
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self.value = Util.GetGameObject(self.Slide,"Text"):GetComponent("Text")
self.fill = Util.GetGameObject(self.Slide,"fill")
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self.upGradeBtn = Util.GetGameObject(self.Slide,"Button")
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self.btnText = Util.GetGameObject(self.upGradeBtn,"Text"):GetComponent("Text")
self.btnRed = Util.GetGameObject(self.upGradeBtn,"RedPoint")
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self.textPreList = {}
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self.changeList = {}
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end
function Cultivation:BindEvent()
--帮助按钮
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Util.AddOnceClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.GeneralInfoPopup, GENERALINFO_TYPE.Cultivation)
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end)
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Util.AddOnceClick(self.mask, function()
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self:ClosePanel()
end)
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Util.AddOnceClick(self.backBtn, function()
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self:ClosePanel()
end)
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Util.AddOnceClick(self.upGradeBtn, function()
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if (self.curMaxPower-self.achivePower) < self.statePower then
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PopupTipPanel.ShowTip("战力不足无法升级!")
return
end
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if self.maxLevel <= PracticeManager.CultivationLevel then
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PopupTipPanel.ShowTip("等级已达上限!")
return
end
NetManager.PlayerCultivationRequest(function (_level)
local tempLevel = _level - self.lastLevel
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for i = 1, #self.changeList do
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self.changeList[i]:GetComponent("Text").text = string.format( " + %s",self.configData.ProLevel[i][2]*tempLevel)
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PlayUIAnim(self.changeList[i])
end
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = self.lastPower,newValue = tempPower})
self.lastPower = tempPower
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self:OnShow()
end)
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end)
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BindRedPointObject(RedPointType.Practice_Cultivation,self.btnRed)
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end
function Cultivation:AddListener()
end
function Cultivation:RemoveListener()
end
function Cultivation:OnSortingOrderChange()
end
function Cultivation:OnOpen()
end
function Cultivation:OnShow()
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CheckRedPointStatus(RedPointType.Practice_Cultivation)
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--获取当前修行等级的表数据
FormationManager.UserPowerChanged()
self.configData = PracticeManager.GetCurConfigData()
--战力
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self.curMaxPower = PlayerManager.maxForce
self.lastLevel = PracticeManager.CultivationLevel--上次的等级
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self.maxLevel,self.statePower,self.achivePower = PracticeManager.getDataOfCur()
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self.lastPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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self.Tips.text = ConfigManager.GetConfigData(ConfigName.QAConfig,112).content
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self.title.text = string.format("最高战力每提升%s万可提升1级修为",self.statePower/10000)
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--设置四个属性
for i = 1, #self.configData.ProRank do
local go = self.textPreList[i]
if not go then
go = newObjToParent(self.textPre,self.grid)
go:SetActive(true)
self.textPreList[i] = go
end
self:SetSingleData(go,self.configData.ProRank[i],self.configData.ProLevel[i],i)
end
--设置等级
self.level.text = string.format("%s级",PracticeManager.CultivationLevel)
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self.power.text = self.curMaxPower
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--数字
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if self.maxLevel > PracticeManager.CultivationLevel then
self.value.text = string.format("%s/%s",self.curMaxPower-self.achivePower,self.statePower)
if self.curMaxPower-self.achivePower > self.statePower then
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self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445,26,0)
else
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local size = (self.curMaxPower-self.achivePower)/self.statePower
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self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445*size,26,0)
end
self.btnText.text = "升 级"
else
self.value.text = string.format("")
self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445,26,0)
self.btnText.text = "已达上限"
end
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end
--设置单个数据
function Cultivation:SetSingleData(_go,data1,_data2,_index)
local proImg = Util.GetGameObject(_go,"Property"):GetComponent("Image")
local proName = Util.GetGameObject(_go,"PropertyName"):GetComponent("Text")
local Value = Util.GetGameObject(_go,"Value"):GetComponent("Text")
local Calculate = Util.GetGameObject(_go,"Calculate"):GetComponent("Text")
self.changeList[_index] = Util.GetGameObject(_go,"change")
proImg.sprite = self.spLoader:LoadSprite(IMAGE[_index])
if PracticeManager.CultivationLevel == 0 then
proName.text = string.format("%s",propertyConfig[data1[1]].Info)
Value.text = string.format("0")
Calculate.text = string.format("")
else
proName.text = string.format("%s",propertyConfig[data1[1]].Info)
Value.text = string.format("%s",data1[2]+_data2[2]*PracticeManager.CultivationLevel)
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Calculate.text = string.format(" (%s + %s×%s)",data1[2],_data2[2],PracticeManager.CultivationLevel)
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end
ForceRebuildLayout(_go.transform)
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end
function Cultivation:OnClose()
end
function Cultivation:OnDestroy()
self.spLoader:Destroy()
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self.textPreList = {}
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self.changeList = {}
ClearRedPointObject(RedPointType.Practice_Cultivation,self.btnRed)
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end
return Cultivation