miduo_client/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_GodWeapon.lua

459 lines
18 KiB
Lua
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2023-03-28 13:57:59 +08:00
----- 献祭 -----
local this = {}
local sortingOrder=0
local tabSortType = 0
local tarHero
local selectHeroData={}--选择的英雄list did = data
local maxSelectNum = 30--最大选择数量
--选择碎片的数量
local selectChipNum = 0
--显示的灵兽及碎片数据
local heroDatas={}
local oldChoosed=nil--上一个选中英雄
--选择的碎片id
local selectChipId=0
--碎片最大数量
local maxChipNum =0
--是否为灵兽/灵兽碎片
local isPokemon = false
function this:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
--上部内容
this.helpBtn=Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/HelpBtn")
this.helpPos=this.helpBtn:GetComponent("RectTransform").localPosition
--回溯按钮
this.confirmBtn=Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/ConfirmBtn")
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Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/ConfirmBtn/Image"):GetComponent("Image").sprite=this.spLoader:LoadSprite("UI_hz_ls_03")
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this.shopBtn=Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/shopBtn")
this.selectText = Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/selectNumText"):GetComponent("Text")
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this.selectNumDes = Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/selectNumDes"):GetComponent("Text")
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this.selectBtn = Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/btns/selectBtn")
this.cardPre = Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/equipTreasurePre")
this.scrollbar = Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/Scrollbar"):GetComponent("Scrollbar")
this.Empty = Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/Empty")
local v21 = Util.GetGameObject(gameObject, "Content/Resolve_GodWeapon/ItemListRoot"):GetComponent("RectTransform").rect
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Util.GetGameObject(gameObject, "Content/Resolve_GodWeapon/Empty/Bg/Text"):GetComponent("Text").text="无可分解名刀"
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this.chipObj=Util.GetGameObject(gameObject, "Content/Resolve_GodWeapon/chipObj")
this.btn_remove=Util.GetGameObject(gameObject, "Content/Resolve_GodWeapon/chipObj/btn_remove")
this.btn_add=Util.GetGameObject(gameObject, "Content/Resolve_GodWeapon/chipObj/btn_add")
this.chipNumTxt=Util.GetGameObject(gameObject, "Content/Resolve_GodWeapon/chipObj/Text"):GetComponent("Text")
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "Content/Resolve_GodWeapon/ItemListRoot").transform,
this.cardPre, this.scrollbar, Vector2.New(v21.width, v21.height), 1, 5, Vector2.New(43,15))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
maxSelectNum = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,54).Value)
this.chooseObjList = {}
end
function this:BindEvent()
--减少按钮
Util.AddClick(this.btn_remove,function()
if selectChipNum==1 then
--减少按钮置灰
Util.SetGray(this.btn_remove,true)
return
end
if selectChipNum== maxChipNum-1 then
--取消增加按钮置灰
Util.SetGray(this.btn_add,false)
end
selectChipNum=selectChipNum-1
this.chipNumTxt.text=selectChipNum
end)
--增加按钮
Util.AddClick(this.btn_add,function()
if selectChipNum==maxChipNum then
--增加按钮置灰
Util.SetGray(this.btn_add,true)
return
end
if selectChipNum== 2 then
--取消减少按钮置灰
Util.SetGray(this.btn_remove,false)
end
selectChipNum=selectChipNum + 1
this.chipNumTxt.text=selectChipNum
end)
Util.AddClick(this.helpBtn,function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.PokemonResolve,this.helpPos.x,this.helpPos.y)
end)
Util.AddClick(this.shopBtn, function()
local isActive, errorTip = ShopManager.IsActive(SHOP_TYPE.SOUL_CONTRACT_SHOP)
if not isActive then
PopupTipPanel.ShowTip(errorTip or Language[10574])
return
end
UIManager.OpenPanel(UIName.MainShopPanel, SHOP_TYPE.SOUL_CONTRACT_SHOP)
end)
--放生按钮
Util.AddClick(this.confirmBtn,function()
if isPokemon and tonumber(LengthOfTable(selectHeroData))==0 then
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PopupTipPanel.ShowTip("请选择名刀或名刀碎片")
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return
end
if not isPokemon and (selectChipId==0 or selectChipNum==0) then
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PopupTipPanel.ShowTip("请选择名刀或名刀碎片")
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return
end
--奖励物品
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--所有材料
local allMaterials={}
local pokemonIds={}
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--灵兽
if isPokemon then
local allCoin=0
for key, value in pairs(selectHeroData) do
--升级消耗
table.insert(pokemonIds,key)
local lvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenBingLevel,"Level",value.lv,"Quality",value.quality)
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if lvConfig then
local matrs=lvConfig.SumConsume
if matrs then
for i = 1, #matrs do
local mat=matrs[i]
if CheckListIsContainValue2(allMaterials,mat[1]) then
--allMaterials[mat[1]]=allMaterials[mat[1]]+mat[2]
for key, value in pairs(allMaterials) do
if value[1]==mat[1] then
value[2]=value[2]+mat[2]
end
end
else
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if mat[2]>0 then
table.insert(allMaterials,{mat[1],mat[2]})
end
end
end
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end
end
--升星消耗
local lingshouConfig=ConfigManager.GetConfigData(ConfigName.ShenBing,value.id)
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local haveNum=0
if value.star>=0 then
LogError("value.star====="..value.star)
local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenbingStar,"Star",value.star,"Quality",value.quality)
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if starConfig then
haveNum=starConfig.SumItemNum
local starMatrs=starConfig.SumConsume
--消耗材料
if starMatrs then
for i = 1, #starMatrs do
local starm=starMatrs[i]
table.insert(allMaterials,{starm[1],starm[2]})
end
end
end
--消耗本体数量,分解成碎片
LogError("havenum==="..haveNum)
allCoin=allCoin+starConfig.CoinReturn[2]
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end
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end
--加上所有的分解币
table.insert(allMaterials,{22302,allCoin})
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else--灵兽碎片
local itemConfig=ConfigManager.GetConfigData(ConfigName.ItemConfig,selectChipId)
if itemConfig then
local groupId=tonumber(itemConfig.ResolveReward)
local groupConfig=ConfigManager.GetConfigData(ConfigName.RewardGroup,groupId)
if groupConfig then
LogError("掉落组显示:"..groupConfig.ShowItem[1][1])
--local pokemon=ConfigManager.GetConfigData(ConfigName.ShenBing,groupConfig.ShowItem[1][1])
-- if pokemon then
LogError("groupConfig.ShowItem[1][1]=="..groupConfig.ShowItem[1][1].." groupConfig.ShowItem[1][2]=="..groupConfig.ShowItem[1][2])
table.insert(allMaterials,{groupConfig.ShowItem[1][1],groupConfig.ShowItem[1][2]*selectChipNum})
--end
end
end
end
--显示分解界面
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.PokemonRestore,allMaterials,function()
LogError("灵兽长度 "..#pokemonIds.."碎片id "..selectChipId.." num"..selectChipNum)
if isPokemon then
NetManager.RequestMagicSoldierSpilt(pokemonIds,function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
if pokemonIds and #pokemonIds>0 then
GodWeaponManager.RemoveWeaponData(pokemonIds)
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end
selectChipId = 0
oldChoosed = nil
this.SortTypeClick(0,sortingOrder)
end)
else
local items={}
for key, value in pairs(allMaterials) do
LogError("key==="..value[1].." value=="..value[2])
table.insert(items,{itemId=value[1],itemNum=value[2]})
end
NetManager.UseAndPriceItemRequest(1,items,function (drop)
UIManager.OpenPanel(UIName.RewardItemPopup,drop)
end)
end
end,2)
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(...)
local args={...}
LogError("显示神兵分解界面=======")
sortingOrder =0
this.chooseObjList = {}
this.SortTypeClick(0,sortingOrder,args[3],args[4])
end
--展示数据
function this.SortTypeClick(_sort,_sortType,isTop,isAni)
tabSortType=_sortType
selectHeroData={}
--所有灵兽数据
local items={}
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local heros=GodWeaponManager.GetNoUpZhenWeapons()
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if heros then
for i, v in pairs(heros) do
local hero={}
local heroConfig=v.config
if heroConfig then
hero.star=v.star
hero.lv=v.lv
hero.dynamicId=v.dynamicId
hero.ischip=0
hero.icon= GetResourcePath(heroConfig.Icon)
hero.id=v.id
hero.quality=heroConfig.Quality
hero.name=heroConfig.Name
hero.returnCoin=heroConfig.CoinReturn
hero.frame=GetHeroQuantityImageByquality(heroConfig.Quality)
hero.num=1
table.insert(items,hero)
end
end
end
--所有灵兽碎片
local chips=BagManager.GetDataByItemType(ItemType.GodWeaponChip)
LogError("#chips len=="..#chips)
if chips then
for i, v in pairs(chips) do
local chip={}
chip.star=0
chip.lv=0
chip.ischip=1
chip.frame=v.frame
chip.icon=v.icon
chip.id=v.id
chip.quality=v.quality
chip.num=v.num
chip.name=v.name
chip.returnCoin=0
chip.dynamicId=v.id
table.insert(items,chip)
end
end
heroDatas=items
LogError("heroDatas len=="..#heroDatas)
this.chipObj:SetActive(selectChipId~=0)
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this.selectNumDes.gameObject:SetActive(selectChipId==0)
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this.selectText.gameObject:SetActive(selectChipId==0)
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this.selectText.text = "0/"..maxSelectNum
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this.SortHeroDatas(heroDatas)
if oldChoosed then
oldChoosed:SetActive(false)
end
this.Empty:SetActive(#heroDatas <= 0)
this.ScrollView:SetData(heroDatas, function (index, go)
this.SingleHeroDataShow(go, heroDatas[index],false)
end,isTop,isAni)
end
--英雄单个数据展示
function this.SingleHeroDataShow(go,_heroData,isGray)
local heroData = _heroData
local _go = go
Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.frame)
if heroData.ischip==1 then
Util.GetGameObject(_go.transform, "lv"):SetActive(false)
Util.GetGameObject(_go.transform, "num"):SetActive(true)
Util.GetGameObject(_go.transform, "num"):GetComponent("Text").text = heroData.num
else
Util.GetGameObject(_go.transform, "lv"):SetActive(true)
Util.GetGameObject(_go.transform, "num"):SetActive(false)
Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = heroData.lv
end
Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text = SubString2(GetLanguageStrById(heroData.name),8)
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.icon)
local chipImg=Util.GetGameObject(_go.transform, "chipImg"):GetComponent("Image")
local formationMask =Util.GetGameObject(_go.transform, "mask")
formationMask:SetActive(false)
Util.GetGameObject(_go.transform, "mask/formationImage"):SetActive(false)
Util.GetGameObject(_go.transform, "mask/formationImage"):GetComponent("Image").sprite = this.spLoader:LoadSprite("t_tongyong-yishangzheng_zh")
if heroData.ischip==1 then
chipImg.gameObject:SetActive(true)
-- formationMask:SetActive(isGray)
chipImg.sprite=this.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(heroData.quality))
else
chipImg.gameObject:SetActive(false)
-- formationMask:SetActive(false)
end
local starGrid = Util.GetGameObject(_go.transform, "star")
SetHeroStars(this.spLoader, starGrid, heroData.star,1,Vector2.New(32.5,32.5),-15)
local choosed =Util.GetGameObject(_go.transform, "choosed")
if heroData.ischip==1 then
choosed:SetActive(selectChipId==heroData.dynamicId)
else
choosed:SetActive(selectHeroData[heroData.dynamicId] ~= nil)
this.chooseObjList[heroData.dynamicId] = choosed
end
local cardclickBtn = Util.GetGameObject(_go.transform, "icon")
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this.selectText.text = LengthOfTable(selectHeroData).."/"..maxSelectNum
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Util.AddOnceClick(cardclickBtn, function()
--如果点击的是碎片
if heroData.ischip==1 then
--第一个选中的碎片
if oldChoosed==nil then
this.selectText.gameObject:SetActive(false)
this.chipObj:SetActive(true)
choosed:SetActive(true)
oldChoosed=choosed
else
--如果选中之前选中的,就取消选中
if oldChoosed==choosed then
oldChoosed=nil
selectChipId=0
choosed:SetActive(false)
this.selectText.gameObject:SetActive(true)
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this.selectText.text = "0".."/"..maxSelectNum
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this.chipObj:SetActive(false)
return
else
oldChoosed:SetActive(false)
choosed:SetActive(true)
oldChoosed=choosed
end
end
selectChipId=heroData.dynamicId
Util.SetGray(this.btn_add,true)
selectChipNum=heroData.num
maxChipNum=heroData.num
this.chipNumTxt.text=selectChipNum
isPokemon=false
--如果选中灵兽,则取消灵兽选择
if LengthOfTable(selectHeroData) > 0 then
for k,v in pairs(selectHeroData) do
selectHeroData[k] = nil
this.chooseObjList[k]:SetActive(false)
end
end
else--点击的是灵兽
--取消碎片选中
selectChipId=0
selectChipNum=0
if oldChoosed then
oldChoosed:SetActive(false)
oldChoosed=nil
end
--如果灵兽是选中状态,取消选中
if selectHeroData[heroData.dynamicId] then
choosed:SetActive(false)
selectHeroData[heroData.dynamicId] = nil
local haveNum=LengthOfTable(selectHeroData)
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this.selectText.text = haveNum.."/"..maxSelectNum
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if haveNum==0 then
-- --todo 取消所有碎片置灰
this.ScrollView:SetData(heroDatas, function (index, go)
this.SingleHeroDataShow(go, heroDatas[index],false)
end,true,true)
isPokemon=false
end
return
end
--如果选中灵兽的数量为最大
if LengthOfTable(selectHeroData)>=maxSelectNum then
PopupTipPanel.ShowTip(string.format(Language[11747],maxSelectNum))
return
end
--否则就是正常选择
choosed:SetActive(true)
selectHeroData[heroData.dynamicId]=heroData
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this.selectText.text = LengthOfTable(selectHeroData).."/"..maxSelectNum
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if isPokemon==false then
--todo 首次点击灵兽,置灰所有碎片
this.ScrollView:SetData(heroDatas, function (index, go)
this.SingleHeroDataShow(go, heroDatas[index],true)
end,true,true)
this.selectText.gameObject:SetActive(true)
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this.selectNumDes.gameObject:SetActive(true)
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this.chipObj:SetActive(false)
isPokemon = true
end
end
-- LogGreen("selectChipId:"..tostring(selectChipId).." isPokemon:"..tostring(isPokemon))
this.selectText.gameObject:SetActive(isPokemon)
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this.selectNumDes.gameObject:SetActive(isPokemon)
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this.chipObj:SetActive(not isPokemon)
end)
--灰色遮罩点击
-- Util.AddOnceClick(formationMask, function()
-- PopupTipPanel.ShowTip(Language[11748])
-- end)
end
--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 ==nil or b == nil then
return
end
if a.ischip==b.ischip then
if a.quality ==b.quality then
if a.star == b.star then
if a.lv == b.lv then
return a.id > b.id
else
return a.lv < b.lv
end
else
return a.star < b.star
end
else
return a.quality < b.quality
end
else
return a.ischip<b.ischip
end
end)
end
function this:OnClose()
selectChipId=0
selectHeroData={}
isPokemon=false
oldChoosed=nil
this.chooseObjList = {}
end
function this:OnDestroy()
this.spLoader:Destroy()
end
return this