miduo_client/Assets/ManagedResources/~Lua/View/ItemView.lua

533 lines
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Lua
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2020-05-09 13:31:21 +08:00
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
ItemView = {}
function ItemView:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = ItemView })
return b
end
--初始化组件(用于子类重写)
function ItemView:InitComponent()
self.frameBtn = Util.GetGameObject(self.gameObject, "item/frame")
self.frame = Util.GetGameObject(self.gameObject, "item/frame"):GetComponent("Image")
self.icon = Util.GetGameObject(self.gameObject, "item/icon"):GetComponent("Image")
self.num = Util.GetGameObject(self.gameObject, "item/num")
self.addImage = Util.GetGameObject(self.gameObject, "item/addImage")
self.redPoint = Util.GetGameObject(self.gameObject, "redPoint")
self.frameMask = Util.GetGameObject(self.gameObject, "item/frameMask")
self.heroShowGo = Util.GetGameObject(self.gameObject, "item/heroShow")
self.starPre = Util.GetGameObject(self.gameObject, "item/heroShow/starPre")
self.starGrid = Util.GetGameObject(self.gameObject, "item/starGrid")
self.proImage = Util.GetGameObject(self.gameObject, "item/heroShow/proIcon"):GetComponent("Image")
self.posImage = Util.GetGameObject(self.gameObject, "item/heroShow/posIcon"):GetComponent("Image")
self.name = Util.GetGameObject(self.gameObject, "name")
self.resetLv = Util.GetGameObject(self.gameObject, "item/resetLv")
self.item = Util.GetGameObject(self.gameObject, "item")
self.innateImage=Util.GetGameObject(self.gameObject, "item/innateImage")
self.innateText=Util.GetGameObject(self.gameObject, "item/innateImage/Text"):GetComponent("Text")
self.fragmentIcon=Util.GetGameObject(self.gameObject, "item/fragmentIcon")
--self.heroStage=Util.GetGameObject(self.gameObject, "item/heroShow/heroStage"):GetComponent("Image")
Util.GetGameObject(self.gameObject, "item/heroShow/heroStage"):SetActive(false)
--云梦专用
self.PreciousShow=Util.GetGameObject(self.gameObject, "PreciousShow")
self.PreciousShowText=Util.GetGameObject(self.gameObject, "PreciousShow/Text"):GetComponent("Text")
self.EffectOrginLayer = 0
self.EffectOrginLayerQu = 0
self.EffectOrginScale = 1
self.EffectOrginScaleQu = 1
self.pokemonEffect = Util.GetGameObject(self.gameObject, "effects/pokemonEffect")
self.pokemonEffectPartical = Util.GetGameObject(self.pokemonEffect, "ziti mask"):GetComponent(typeof(UnityEngine.ParticleSystem))
self.itemEffect = Util.GetGameObject(self.gameObject, "itemEffect")
self.itemEffectPartical = Util.GetGameObject(self.itemEffect, "ziti mask"):GetComponent(typeof(UnityEngine.ParticleSystem))
self.UI_Effect_Kuang_JinSe = Util.GetGameObject(self.gameObject, "effects/UI_Effect_Kuang_JinSe")
self.UI_Effect_Kuang_HongSe = Util.GetGameObject(self.gameObject, "effects/UI_Effect_Kuang_HongSe")
self.UI_effect_ItemView_saoguang = Util.GetGameObject(self.gameObject, "effects/UI_effect_ItemView_saoguang")
self.UI_effect_WuCai_Kuang = Util.GetGameObject(self.gameObject, "effects/UI_effect_WuCai_Kuang")
end
--绑定事件(用于子类重写)
function ItemView:BindEvent()
end
--添加事件监听(用于子类重写)
function ItemView:AddListener()
end
--移除事件监听(用于子类重写)
function ItemView:RemoveListener()
end
--isGet 是否获得
--itemDatas 数据
--scale 缩放值
--isShowName 是否显示名字(默认不显示)
--isShowAddImage 是否显示道具不足加号(默认不显示)
--isPlayAnim 是否播放获得动画(默认不播)
--effectLayer 当前界面层级(显示粒子特效用)
--界面打开时调用(用于子类重写)
function ItemView:OnOpen(isGet, itemDatas, _scale, isShowName, isShowAddImage, isPlayAnim, effectLayer)
isShowName = isShowName or false
isShowAddImage = isShowAddImage or false
isPlayAnim = isPlayAnim or false
--isShowLightEffect = isShowLightEffect or false
effectLayer = effectLayer or 0
self.name:SetActive(isShowName)
self.addImage:SetActive(isShowAddImage)
self.gameObject:GetComponent("PlayFlyAnim").enabled = isPlayAnim
self.scale = _scale or 1
--self.gameObject:GetComponent("RectTransform").localScale = Vector2.New(scale, scale)
self.gameObject:GetComponent("RectTransform").sizeDelta = Vector2.New(135, 135)
if isGet and itemDatas then
self:GetRewardShow(itemDatas, effectLayer)
elseif isGet == false and itemDatas then
self:NoGetRewardShow(itemDatas, effectLayer, isShowAddImage)
end
end
function ItemView:GetRewardShow(_itemData, effectLayer)
self.isRewardItemPop=true
self.fragmentIcon:SetActive(false)
self.heroShowGo:SetActive(false)
self.starGrid:SetActive(false)
self.redPoint:SetActive(false)
self.num:SetActive(true)
self.addImage:SetActive(false)
self.frameMask:SetActive(false)
self.resetLv:SetActive(false)
self.pokemonEffect:SetActive(false)
self.item:SetActive(true)
self.UI_Effect_Kuang_JinSe:SetActive(false)
self.UI_Effect_Kuang_HongSe:SetActive(false)
self.UI_effect_ItemView_saoguang:SetActive(false)
self.UI_effect_WuCai_Kuang:SetActive(false)
self.PreciousShow:SetActive(false)
self.frame.sprite = Util.LoadSprite(_itemData.frame)
self.icon.sprite = Util.LoadSprite(_itemData.icon)
self.num:GetComponent("Text").text = PrintWanNum(_itemData.num)
self.innateImage:SetActive(false)
self.name:GetComponent("Text").text = _itemData.configData.Name
Util.AddParticleSortLayer(self.UI_Effect_Kuang_JinSe, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_Effect_Kuang_HongSe, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu)
self.EffectOrginLayerQu = effectLayer
Util.GetGameObject(self.UI_effect_ItemView_saoguang, "saoguang"):GetComponent("RectTransform").localScale =
Vector2.New(self.scale * 0.48,self.scale * 0.48)
--Util.SetParticleScale(self.UI_Effect_SaoGuang, 0.5 / self.EffectOrginScale)
self.EffectOrginScale = self.scale
local isShowPrecious = _itemData.isShowPrecious or 0
if isShowPrecious == 0 then
elseif isShowPrecious == 1 then
self.PreciousShow:SetActive(true)
self.PreciousShowText.text="稀有"
elseif isShowPrecious == 2 then
self.PreciousShow:SetActive(true)
self.PreciousShowText.text="珍贵"
elseif isShowPrecious == 3 then
self.PreciousShow:SetActive(true)
self.PreciousShowText.text="额外"
end
if _itemData.itemType == 1 or _itemData.itemType == 0 then--物品
--item
if effectLayer > 0 then
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7)
end
if _itemData.configData == nil then
_itemData.configData = _itemData.itemConfig
_itemData.backData = _itemData.itembackData
end
if _itemData.configData.ItemType == ItemType.HeroDebris then
--角色碎片
self.frameMask:SetActive(true)
self.frameMask:GetComponent("Image").sprite = Util.LoadSprite(GetHeroChipQuantityImageByquality(_itemData.configData.Quantity))
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop)
end)
local propertyName=itemConfig[_itemData.backData.itemId].PropertyName
if(propertyName~=0) then
self.fragmentIcon:SetActive(true)
self.fragmentIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName))
end
elseif _itemData.configData.ItemType == ItemType.Pokemon then
--异妖配件
--self.item:SetActive(false)
--self.pokemonEffect:SetActive(true)
--Util.AddParticleSortLayer(self.pokemonEffect, effectLayer - self.EffectOrginLayer)
--self.EffectOrginLayer = effectLayer
--self.pokemonNum:GetComponent("Text").text = _itemData.num
--self.pokemonFrame:SetActive(true)
--self.pokemonFrame:GetComponent("Image").sprite = Util.LoadSprite(YaoHunFrame[_itemData.configData.Quantity])--_itemData.quality
--self.pokemonImage.sprite = Util.LoadSprite(_itemData.icon)
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop)
end)
if effectLayer > 0 then
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7)
end
elseif _itemData.configData.ItemType == ItemType.TalentItem then
--天赋材料
if _itemData.configData.RingLevel > 0 then
self.innateImage:SetActive(true)
self.innateText.text ="+".._itemData.configData.RingLevel
else
self.innateImage:SetActive(false)
self.innateText.text =""
end
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop)
end)
elseif _itemData.configData.ItemType == ItemType.Blueprint then
local lanTuData = WorkShopManager.GetLanTuIsOpenLock(_itemData.backData.itemId)
if lanTuData then
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.WorkShopArmorOnePanel,3,3, lanTuData[2])
end)
end
else
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop)
end)
end
elseif _itemData.itemType == 2 then
--equip
self.num:SetActive(_itemData.num > 1)
self.num:GetComponent("Text").text = _itemData.num
self.name:GetComponent("Text").text = _itemData.configData.Name
EquipManager.SetEquipStarShow(self.starGrid,_itemData.configData.Id)
Util.AddOnceClick(self.frameBtn, function()
--Log("self.isRewardItemPop "..tostring(self.isRewardItemPop))
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, _itemData.backData,nil,self.isRewardItemPop)
end)
if effectLayer > 0 then
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5 or _itemData.configData.Quantity == 4)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7)
end
elseif _itemData.itemType == 3 then
--hero
self.num:SetActive(false)
self.name:GetComponent("Text").text = _itemData.configData.ReadingName
self.heroShowGo:SetActive(true)
self.starGrid:SetActive(true)
SetHeroStars(self.starGrid, _itemData.backData.star)
self.proImage.sprite = Util.LoadSprite(GetProStrImageByProNum(_itemData.configData.PropertyName))
self.posImage.sprite = Util.LoadSprite(GetJobSpriteStrByJobNum(_itemData.configData.Profession))
--self.heroStage.sprite = Util.LoadSprite(HeroStageSprite[_itemData.configData.HeroStage])
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RoleGetInfoPopup, true, _itemData.backData)
end)
if effectLayer > 0 then
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Star == 5)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Star == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Star == 7)
end
elseif _itemData.itemType == 4 then
--法宝
self.num:SetActive(false)
self.name:GetComponent("Text").text = _itemData.name
self.starGrid:SetActive(true)
SetHeroStars(self.starGrid, _itemData.backData.rebuildLevel)
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,_itemData.backData.id,_itemData.backData.equipId,_itemData.backData.exp,_itemData.backData.rebuildLevel)
end)
if effectLayer > 0 then
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7)
end
elseif _itemData.itemType == 5 then
self.num:SetActive(false)
self.name:GetComponent("Text").text = _itemData.name
2020-05-15 16:52:35 +08:00
--self.resetLv:GetComponent("Text").text = "+" .._itemData.lv.." ".._itemData.refineLv
self.resetLv:SetActive(false)
2020-05-09 13:31:21 +08:00
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardSoulPrintSingleShowPopup,0, _itemData.backData.id, function()
end)
end)
end
self.gameObject:GetComponent("RectTransform").localScale = Vector2.New(self.scale, self.scale)
end
function ItemView:SetEffectLayer(effectLayer)
Util.AddParticleSortLayer(self.UI_Effect_Kuang_JinSe, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_Effect_Kuang_HongSe, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu)
self.EffectOrginLayerQu = effectLayer
end
function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
self.isRewardItemPop=false
local itemSId = tonumber(_reward[1])
local itemNum = tonumber(_reward[2]) or 0
local isShowPrecious = _reward[3] or 0
local itemDataConFig = ConfigManager.GetConfigData(ConfigName.ItemConfig, itemSId)
self.fragmentIcon:SetActive(false)
self.heroShowGo:SetActive(false)
self.starGrid:SetActive(false)
self.redPoint:SetActive(false)
self.num:SetActive(true)
self.frameMask:SetActive(false)
self.resetLv:SetActive(false)
self.pokemonEffect:SetActive(false)
self.item:SetActive(true)
self.name:GetComponent("Text").text = itemDataConFig.Name
self.innateImage:SetActive(false)
self.UI_Effect_Kuang_JinSe:SetActive(false)
self.UI_Effect_Kuang_HongSe:SetActive(false)
self.UI_effect_ItemView_saoguang:SetActive(false)
self.UI_effect_WuCai_Kuang:SetActive(false)
self.PreciousShow:SetActive(false)
Util.AddParticleSortLayer(self.UI_Effect_Kuang_JinSe, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_Effect_Kuang_HongSe, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu)
self.EffectOrginLayerQu = effectLayer
Util.GetGameObject(self.UI_effect_ItemView_saoguang, "saoguang"):GetComponent("RectTransform").localScale =
Vector2.New(self.scale * 0.48,self.scale * 0.48)
--Util.SetParticleScale(self.UI_Effect_SaoGuang, self.scale / self.EffectOrginScale)
self.EffectOrginScale = self.scale
if effectLayer > 0 then
self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity == 5)
self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity == 6)
self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity == 7)
end
if itemDataConFig.ItemType == ItemType.NoType then
--0无特殊分类
self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop)
end)
elseif itemDataConFig.ItemType == ItemType.Hero then
-- 1角色
local heroConfigData = ConfigManager.GetConfigData(ConfigName.HeroConfig, itemConfig[itemSId].HeroStar[1])
self.heroShowGo:SetActive(true)
self.starGrid:SetActive(true)
self.num:SetActive(itemNum > 1)
self.num:GetComponent("Text").text = PrintWanNum(itemNum)
--Util.ClearChild(self.starGrid.transform)
SetHeroStars(self.starGrid, itemConfig[itemSId].HeroStar[2])
self.frame.sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroConfigData.Quality))
self.icon.sprite = Util.LoadSprite(GetResourcePath(heroConfigData.Icon))
self.proImage.sprite = Util.LoadSprite(GetProStrImageByProNum(heroConfigData.PropertyName))
self.posImage.sprite = Util.LoadSprite(GetJobSpriteStrByJobNum(heroConfigData.Profession))
--self.heroStage.sprite = Util.LoadSprite(HeroStageSprite[heroConfigData.HeroStage])
self.name:GetComponent("Text").text = heroConfigData.ReadingName
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroConfigData.Id, itemConfig[itemSId].HeroStar[2])
end)
if effectLayer > 0 then
self.UI_Effect_Kuang_JinSe:SetActive(heroConfigData.Star == 5)
self.UI_Effect_Kuang_HongSe:SetActive(heroConfigData.Star == 6)
self.UI_effect_WuCai_Kuang:SetActive(heroConfigData.Quantity == 7)
end
elseif itemDataConFig.ItemType == ItemType.HeroDebris then
--2角色碎片
self.frameMask:SetActive(true)
self.frameMask:GetComponent("Image").sprite = Util.LoadSprite(GetHeroChipQuantityImageByquality(itemConfig[itemSId].Quantity))
self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
local propertyName=itemConfig[itemSId].PropertyName
if(propertyName~=0) then
self.fragmentIcon:SetActive(true)
self.fragmentIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName))
end
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop)
end)
elseif itemDataConFig.ItemType == ItemType.Equip then
--3装备
self.num:SetActive(itemNum and itemNum > 1)
self.num:GetComponent("Text").text = PrintWanNum(itemNum and itemNum or 0)
self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
EquipManager.SetEquipStarShow(self.starGrid,itemSId)
if effectLayer > 0 then
self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity == 5 or itemDataConFig.Quantity == 4)
self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity == 6)
self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity == 7)
end
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, itemSId)
end)
elseif itemDataConFig.ItemType == ItemType.Pokemon then
--异妖配件
--self.item:SetActive(false)
--self.pokemonEffect:SetActive(true)
--Util.AddParticleSortLayer(self.pokemonEffect, effectLayer - self.EffectOrginLayer)
--self.EffectOrginLayer = effectLayer
self.frame.sprite = Util.LoadSprite(YaoHunFrame[itemConfig[itemSId].Quantity])
self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
--self.pokemonFrame:GetComponent("Image").sprite = Util.LoadSprite(YaoHunFrame[itemConfig[itemSId].Quantity])
--self.pokemonImage.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop)
end)
if effectLayer > 0 then
self.UI_Effect_Kuang_JinSe:SetActive(itemConfig[itemSId].Quantity == 5)
self.UI_Effect_Kuang_HongSe:SetActive(itemConfig[itemSId].Quantity == 6)
self.UI_effect_WuCai_Kuang:SetActive(itemConfig[itemSId].Quantity == 7)
end
elseif itemDataConFig.ItemType == ItemType.Blueprint then
--蓝图
self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
local lanTuData = WorkShopManager.GetLanTuIsOpenLock(itemSId)
if lanTuData then
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.WorkShopArmorOnePanel,3,3, lanTuData[2])
end)
end
elseif itemDataConFig.ItemType == ItemType.TalentItem then
--天赋材料
self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop)
end)
if itemDataConFig.RingLevel > 0 then
self.innateImage:SetActive(true)
self.innateText.text = "+" .. itemDataConFig.RingLevel
else
self.innateImage:SetActive(false)
self.innateText.text = ""
end
if effectLayer > 0 then
self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity == 5)
self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity == 6)
self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity == 7)
end
elseif itemDataConFig.ItemType == ItemType.Talisman then
--法宝
Log("法宝 "..itemSId)
self.num:SetActive(false)
self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
self.starGrid:SetActive(true)
SetHeroStars(self.starGrid, TalismanManager.AllTalismanStartStar[itemSId])
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,"",itemSId,0,0)
end)
elseif itemDataConFig.ItemType == ItemType.HunYin then
self.num:SetActive(false)
self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
self.resetLv:SetActive(true)
self.resetLv:GetComponent("Text").text = "+" ..1
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardSoulPrintSingleShowPopup,2, itemSId, function()
end)
end)
else
--5随机道具6符文
self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop)
end)
end
if itemNum <= 0 then
self.num:SetActive(false)
else
if isShowAddImage then
local bagAllNum = BagManager.GetItemCountById(itemSId)
if bagAllNum >= itemNum then
self.addImage:SetActive(false)
self.num:GetComponent("Text").text = string.format("%s/%s", PrintWanNum2(bagAllNum), PrintWanNum2(itemNum))
self.num:GetComponent("Text").color = Color.New(1, 1, 1, 1)
--self.pokemonNum:GetComponent("Text").text = string.format("%s/%s", PrintWanNum(bagAllNum), PrintWanNum(itemNum))
--self.pokemonNum:GetComponent("Text").color = Color.New(1, 1, 1, 1)
else
self.num:GetComponent("Text").text = string.format("%s/%s", PrintWanNum2(bagAllNum), PrintWanNum2(itemNum))
self.num:GetComponent("Text").color = UIColor.NOT_ENOUGH_RED
--self.pokemonNum:GetComponent("Text").text = string.format("%s/%s", PrintWanNum(bagAllNum), PrintWanNum(itemNum))
--self.pokemonNum:GetComponent("Text").color = UIColor.NOT_ENOUGH_RED
end
else
self.num:GetComponent("Text").text = string.format("%s", PrintWanNum(itemNum))
self.num:GetComponent("Text").color = Color.New(1, 1, 1, 1)
end
end
if isShowPrecious == 0 then
elseif isShowPrecious == 1 then
self.PreciousShow:SetActive(true)
self.PreciousShowText.text="稀有"
elseif isShowPrecious == 2 then
self.PreciousShow:SetActive(true)
self.PreciousShowText.text="珍贵"
elseif isShowPrecious == 3 then
self.PreciousShow:SetActive(true)
self.PreciousShowText.text="额外"
end
self.gameObject:GetComponent("RectTransform").localScale = Vector2.New(self.scale, self.scale)
end
function ItemView:OnBtnCkickEvent(itemSId)
local itemDataConFig = ConfigManager.GetConfigData(ConfigName.ItemConfig, itemSId)
if itemDataConFig.ItemType == ItemType.Hero then
-- 1角色
local heroConfigData = ConfigManager.GetConfigData(ConfigName.HeroConfig, itemConfig[itemDataConFig.Id].HeroStar[1])
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroConfigData.Id, itemConfig[itemDataConFig.Id].HeroStar[2])
elseif itemDataConFig.ItemType == ItemType.Equip then
--3装备
UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, itemDataConFig.Id)
elseif itemDataConFig.ItemType == ItemType.Blueprint then
local lanTuData = WorkShopManager.GetLanTuIsOpenLock(itemDataConFig.Id)
if lanTuData then
UIManager.OpenPanel(UIName.WorkShopArmorOnePanel,3,3, lanTuData[2])
end
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemDataConFig.Id,nil,self.isRewardItemPop)
end
end
function ItemView:OnShowUIeffectItemViewSaoguang()
self.UI_effect_ItemView_saoguang:SetActive(false)
self.UI_effect_ItemView_saoguang:SetActive(true)
end
--重设属性
--OnOpen ItemView时 只对isGet=false时生效 否则会报错
--该方法根据对ItemView的不同需求自己拓展
--该方法可有可无 不调用时走默认的赋值 调用时根据自定义的设置赋值
--_reward为数据 便于物品类型与传入的type类型相匹配
--settings为表类型 传入的参数需要与自定义配置相对应
function ItemView:Reset(_reward,type,settings)
local itemSId = tonumber(_reward[1])
local itemDataConFig = ConfigManager.GetConfigData(ConfigName.ItemConfig, itemSId)
if type == itemDataConFig.ItemType then
local data=settings
self.posImage.enabled=data[1]
self.proImage.enabled=data[2]
--self.heroStage.enabled=data[3]
self.num:GetComponent("Text").enabled=data[4]
end
end
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function ItemView:ResetNameColor(v4)
self.name:GetComponent("Text").color=v4
end
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function ItemView:OnClose()
-- 修复对象池回收层级没有重置,导致特效穿透的问题
self:SetEffectLayer(-self.EffectOrginLayerQu)
end
function ItemView:OnDestroy()
end
return ItemView