miduo_client/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua

514 lines
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Lua
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require("Base/BasePanel")
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EquipTreasureStrongPopup = Inherit(BasePanel)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local jewelConfig=ConfigManager.GetConfig(ConfigName.JewelConfig)
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local this=EquipTreasureStrongPopup
local curEquipData
local haveTreasures={}
local type
local isMatEnough=true
local matId=0
local isCoinEnough=true
local isMax=false
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local isEnough = false
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local curIndex = 0
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--初始化组件(用于子类重写)
function EquipTreasureStrongPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.content = Util.GetGameObject(self.transform, "bg/content")
this.btnBack= Util.GetGameObject(this.content,"btnBack")
this.titleTxt=Util.GetGameObject(this.content,"name"):GetComponent("Text")
this.itemPre = Util.GetGameObject(this.content,"itemView")
this.firstScroll=Util.GetGameObject(this.content,"firstScroll")
this.properItemPre = Util.GetGameObject(this.content,"propertyPre")
this.propertyGrid=Util.GetGameObject(this.content,"secondScroll/grid")
this.costItemGrid=Util.GetGameObject(this.content,"costGrid")
this.hintTxt=Util.GetGameObject(this.content,"hintTxt"):GetComponent("Text")
this.btnRefine=Util.GetGameObject(this.content,"btnGrid/btnRefine")
this.btnRefineText = Util.GetGameObject(this.btnRefine,"Text"):GetComponent("Text")
this.btnStrong=Util.GetGameObject(this.content,"btnGrid/btnStrong")
this.btnStrongText = Util.GetGameObject(this.btnStrong,"Text"):GetComponent("Text")
this.btn_strongPage=Util.GetGameObject(this.content,"btnList/btnStrong")
this.btn_refinePage=Util.GetGameObject(this.content,"btnList/btnRefine")
this.selectBtn=Util.GetGameObject(this.content,"btnList/selectBtn")
this.treasureDatas = {}
this.costTreasureDatas = {}
this.properList = {}
this.properList[0] = {}
this.properList[0].go = this.properItemPre
this.properList[0].leftTxt = Util.GetGameObject(this.properItemPre,"leftTxt"):GetComponent("Text")
this.properList[0].rightTxt = Util.GetGameObject(this.properItemPre,"rightTxt"):GetComponent("Text")
local rootHight = this.firstScroll.transform.rect.height
local rootWidth=this.firstScroll.transform.rect.width
this.firstScrollCycleView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.firstScroll.transform,this.itemPre,nil, Vector2.New(rootWidth,rootHight), 1, 5, Vector2.New(15,30))
this.gongming = Util.GetGameObject(this.content,"gongming")
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this.gongming.gameObject:SetActive(false)
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this.select = Util.GetGameObject(this.content,"select")
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end
--绑定事件(用于子类重写)
function EquipTreasureStrongPopup:BindEvent()
--关闭按钮
Util.AddClick(this.btnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
--强化页签
Util.AddClick(this.btn_strongPage, function()
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this:SetWindShow(1)
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end)
--精炼页签
Util.AddClick(this.btn_refinePage, function()
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this:SetWindShow(2)
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end)
--强化按钮
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Util.AddClick(this.btnStrong, function()
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if HarmonyManager.IsInfo(curEquipData.upHeroDid) then
return
end
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--如果强化界面 强化到最高等级谈提示 精炼界面 就切界面
if type==1 then
if isMax then
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PopupTipPanel.ShowTip(Language[11770])
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return
end
else
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this:SetWindShow(1)
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return
end
--材料是否足够
if isMatEnough==false then
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,matId)
return
end
--金币是否足够
if isCoinEnough==false then
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PopupTipPanel.ShowTip(Language[11771])
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return
end
NetManager.EquipTreasureBuildRequest(curEquipData.idDyn,1,nil,function (msg)
EquipTreasureManager.ChangeTreasureLv(curEquipData.idDyn,type)
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this:SetWindShow(type)
this.treasureDatas[curIndex]:OnOpen(false, {curEquipData.id,0}, 1, true, false, false, 0,curEquipData.idDyn)
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if isMax then
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PopupTipPanel.ShowTip(Language[11772])
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else
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--PopupTipPanel.ShowTip("强化成功")
end
local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv - 1,curEquipData.refineLv)
local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv,curEquipData.refineLv)
if oldWarPowerValue ~= newWarPowerValue then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPowerValue,newValue = newWarPowerValue})
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end
Game.GlobalEvent:DispatchEvent(GameEvent.Treasure.TreasureLvUp)
end)
end)
--精炼按钮
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Util.AddClick(this.btnRefine, function()
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--如果精炼界面 精炼到最高等级谈提示 否 强化界面 就切界面
if type==2 then
if isMax then
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PopupTipPanel.ShowTip(Language[11773])
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return
end
else
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this:SetWindShow(2)
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return
end
if isMatEnough==false then
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,matId)
return
end
if isCoinEnough==false then
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PopupTipPanel.ShowTip(Language[11771])
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return
end
local maters={}
if haveTreasures then
for i, v in pairs(haveTreasures) do
local index=1
if v.equip then
for i, value in pairs(v.equip) do
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if #maters < v.needNum then
maters[index]=value.idDyn
index=index+1
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end
end
end
end
end
NetManager.EquipTreasureBuildRequest(curEquipData.idDyn,2,maters,function (msg)
if maters then
for i = 1, #maters do
EquipTreasureManager.RemoveTreasureByIdDyn(maters[i])
end
end
EquipTreasureManager.ChangeTreasureLv(curEquipData.idDyn,type)
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this:SetWindShow(type)
this.treasureDatas[curIndex]:OnOpen(false, {curEquipData.id,0}, 1, true, false, false, 0,curEquipData.idDyn)
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if isMax then
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PopupTipPanel.ShowTip(Language[11774])
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else
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--PopupTipPanel.ShowTip("精炼成功")
end
local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv ,curEquipData.refineLv - 1)
local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv,curEquipData.refineLv)
if oldWarPowerValue ~= newWarPowerValue then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPowerValue,newValue = newWarPowerValue})
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end
Game.GlobalEvent:DispatchEvent(GameEvent.Treasure.TreasureLvUp)
end)
return
end)
end
--界面打开时调用(用于子类重写)
function EquipTreasureStrongPopup:OnOpen(...)
local datas={...}
curEquipData=datas[1]
type=datas[2]
end
function EquipTreasureStrongPopup:OnShow()
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local datas = EquipTreasureManager.GetAllHeroEquipedTreasureData()
this.formationInfo = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
table.sort(datas,function(a,b)
local aIsMainFormation = this:GetHeroIsMainFormation(a.upHeroDid)
local bIsMainFormation = this:GetHeroIsMainFormation(b.upHeroDid)
if aIsMainFormation and bIsMainFormation then
if a.upHeroDid ~= b.upHeroDid then
return aIsMainFormation.position < bIsMainFormation.position
else
return a.equipType < b.equipType
end
elseif not aIsMainFormation and not bIsMainFormation then
if a.quantity == b.quantity then
return a.id < b.id
else
return a.quantity > b.quantity
end
else
return aIsMainFormation
end
end)
this:ShowTopDataList(datas)
this:SetWindShow(type)
end
function EquipTreasureStrongPopup:GetHeroIsMainFormation(HeroId)
for k,v in ipairs(this.formationInfo.teamHeroInfos) do
if HeroId == v.heroId then
return v
end
end
return nil
end
function EquipTreasureStrongPopup:ShowTopDataList(list)
if not this.treasureDatas then
this.treasureDatas = {}
end
this.firstScrollCycleView:ForeachItemGO(function(index, go)
go.gameObject:SetActive(false)
end)
this.firstScrollCycleView:SetData(list,function(index, go)
this:SetScrollPre(go,list[index],index)
end,false,false)
for i = 1,#list do
if list[i].idDyn == curEquipData.idDyn then
curIndex = i
this.firstScrollCycleView:SetIndex(i)
break
end
end
end
function EquipTreasureStrongPopup:SetScrollPre(go,data,_index)
if data.idDyn == curEquipData.idDyn then
this.select.transform:SetParent(go.transform)
this.select:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(-8.5,6.8,0)
this.select.gameObject:SetActive(true)
end
go.gameObject:SetActive(true)
local btn = Util.GetGameObject(go,"btn")
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local red = Util.GetGameObject(go,"red")
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if not this.treasureDatas[_index] then
this.treasureDatas[_index] = SubUIManager.Open(SubUIConfig.ItemView,go.transform)
this.treasureDatas[_index].transform:SetAsFirstSibling()
end
this.treasureDatas[_index]:OnOpen(false, {data.id,0}, 1, true, false, false, 0,data.idDyn)
this.treasureDatas[_index].name:GetComponent("Text").text = HeroManager.GetSingleHeroData(data.upHeroDid).heroConfig.ReadingName
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red.gameObject:SetActive(false)
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Util.AddOnceClick(btn,function()
this.select.transform:SetParent(go.transform)
this.select:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(-8.5,6.8,0)
this.select.gameObject:SetActive(true)
curEquipData = data
curIndex = _index
this:SetWindShow(type)
end)
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end
--设置界面显示 1.强化 2.精炼
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function EquipTreasureStrongPopup:SetWindShow(_index)
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haveTreasures = {}
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type = _index
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curEquipData = EquipTreasureManager.GetSingleEquipTreasreData(curEquipData.idDyn)
isMatEnough=true
isCoinEnough=true
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local items, propertyShow
if _index == 1 then
this.titleTxt.text = Language[11775]
this.btnRefine:SetActive(false)
this.btnStrong:SetActive(true)
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this.SetBtnSelect(this.btn_strongPage)
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isMax = curEquipData.lv == curEquipData.maxLv
this.properList[0].leftTxt.text = "强化等级"
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if isMax then
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this.properList[0].rightTxt.text = Language[11062]
this.btnStrong.gameObject:SetActive(false)
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else
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this.btnStrongText.text = Language[11777]
this.properList[0].rightTxt.text = string.format( "%d/%d",curEquipData.lv+1,curEquipData.maxLv)
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end
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propertyShow = EquipTreasureManager.GetCurrLvAndNextLvPropertyValue(1,curEquipData.levelPool,curEquipData.lv)
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--显示消耗
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items = this:GetCostItems(curEquipData.strongConfig)
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this.hintTxt.text=Language[11778]
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else
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this.titleTxt.text=Language[11779]
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this.btnRefine:SetActive(true)
this.btnStrong:SetActive(false)
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this.SetBtnSelect(this.btn_refinePage)
isMax=curEquipData.refineLv==curEquipData.maxRefineLv
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this.properList[0].leftTxt.text = "精炼等级"
if isMax then
this.properList[0].rightTxt.text = Language[11062]
this.btnRefine.gameObject:SetActive(false)
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else
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this.btnRefineText.text=Language[11781]
this.properList[0].rightTxt.text = string.format( "%d/%s",curEquipData.refineLv+1,curEquipData.maxRefineLv)
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end
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propertyShow = EquipTreasureManager.GetCurrLvAndNextLvPropertyValue(2,curEquipData.refinePool,curEquipData.refineLv)
items = this:GetCostItems(curEquipData.refineConfig)
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this.hintTxt.text=Language[11782]
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end
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if HarmonyManager.IsInfo(curEquipData.upHeroDid) and _index == 1 then
this.hintTxt.text = "共鸣中的宝物无法强化"
this.hintTxt.gameObject:SetActive(true)
else
this.hintTxt.gameObject:SetActive(isMax)
end
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this:SetPropertyShow(propertyShow)
this:CostShow(items)
end
function EquipTreasureStrongPopup:CostShow(items)
if not this.costItemPreList then
this.costItemPreList = {}
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end
--显示消耗物品
if items and isMax==false then
this.costItemGrid.gameObject:SetActive(true)
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for i = 1,math.max(#items,#this.costItemPreList) do
if not items[i] then
this.costItemPreList[i].gameObject:SetActive(false)
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else
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if not this.costItemPreList[i] then
this.costItemPreList[i] = SubUIManager.Open(SubUIConfig.ItemView,this.costItemGrid.transform)
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end
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this.costItemPreList[i].gameObject:SetActive(true)
if items[i].id==curEquipData.id then
this.costItemPreList[i]:OnOpen(false,{items[i].id,0}, 0.8, true, items[i].isEnough , false, 0)
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else
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this.costItemPreList[i]:OnOpen(false,{items[i].id,0}, 0.8, true, false , false, 0)
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end
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if items[i].isEnough then
this.costItemPreList[i].name:GetComponent("Text").text = string.format("<color=#816D4E>%s/%s</color>",items[i].haveNum,items[i].needNum)
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else
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--如果材料不足默认弹第一个不足的材料tip
if isMatEnough then
isMatEnough=false
matId=items[i].id
end
this.costItemPreList[i].name:GetComponent("Text").text = string.format("<color=#FF0000FF>%s/%s</color>",items[i].haveNum,items[i].needNum)
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end
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end
end
else
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this.costItemGrid.gameObject:SetActive(false)
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end
end
--获取消耗物品数据
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function EquipTreasureStrongPopup:GetCostItems(_config)
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if _config==nil then
return
end
local config=_config
local exps=config.UpExpend
if exps==nil then
return
end
local items={}
for i = 1,#exps do
local id=exps[i][1]
if itemConfig[id]then
local item={}
item.id=id
item.icon=GetResourcePath(itemConfig[id].ResourceID)
item.frame=GetQuantityImageByquality(itemConfig[id].Quantity)
item.haveNum=BagManager.GetItemCountById(id)
item.needNum=exps[i][2]
item.isEnough=item.haveNum>=item.needNum
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items[i]=item
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end
end
if config.JewelExpend then
for i = 1, #config.JewelExpend do
local id=config.JewelExpend[i]
local item={}
--同类型宝物
local type=id[1]
if type==1 then
item.id=curEquipData.id
item.icon=curEquipData.icon
item.frame=curEquipData.frame
local equips,num=EquipTreasureManager.GetEnoughRefineTreasure(curEquipData.id,curEquipData.idDyn)
if equips then
item.haveNum= num
else
item.haveNum=0
end
item.needNum=id[2]
local equipValue={}
equipValue.equip=equips
equipValue.needNum=id[2]
--table.insert(haveTreasures,equipValue)
haveTreasures[type]=equipValue
if item.haveNum>=item.needNum then
item.isEnough=true
else
item.isEnough=false
isEnough=false
end
items[#items+1]=item
else
item.id=type
local config=itemConfig[type]
if config then
item.icon=GetResourcePath(config.ResourceID)
item.frame=GetQuantityImageByquality(config.Quantity)
local equips,num=EquipTreasureManager.GetEnoughRefineTreasure(type,curEquipData.idDyn)
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if equips then
item.haveNum= num
else
item.haveNum=0
end
local equipValue={}
equipValue.equip=equips
equipValue.needNum=id[2]
--table.insert(haveTreasures,equipValue)
haveTreasures[type]=equipValue
item.needNum=id[2]
if item.haveNum>=item.needNum then
item.isEnough=true
else
item.isEnough=false
isEnough=false
end
items[#items+1]=item
end
end
end
end
return items,costCoin
end
--设置属性的显示
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function EquipTreasureStrongPopup:SetPropertyShow(_infos)
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if this.hintTxt.gameObject.activeInHierarchy then
this.properList[0].go.gameObject:SetActive(false)
this.propertyGrid.gameObject:SetActive(false)
return
end
this.propertyGrid.gameObject:SetActive(true)
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if type == 1 and HarmonyManager.IsInfo(curEquipData.upHeroDid) then
for i = 0, #this.properList do
this.properList[i].go.gameObject:SetActive(false)
end
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--this.gongming.gameObject:SetActive(true)
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return
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end
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--this.gongming.gameObject:SetActive(false)
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this.properList[0].go.gameObject:SetActive(true)
for i = 1, #this.properList do
this.properList[i].go.gameObject:SetActive(false)
end
local index = 1
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for key, value in pairs(_infos) do
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if not this.properList[index] then
this.properList[index] = {}
this.properList[index].go = newObjToParent(this.properItemPre,this.propertyGrid)
this.properList[index].leftTxt = Util.GetGameObject(this.properList[index].go,"leftTxt"):GetComponent("Text")
this.properList[index].rightTxt = Util.GetGameObject(this.properList[index].go,"rightTxt"):GetComponent("Text")
end
this.properList[index].go.gameObject:SetActive(true)
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local proper=ConfigManager.GetConfigData(ConfigName.PropertyConfig,key)
if proper.Style==1 then
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this.properList[index].leftTxt.text=string.format("%s+%s",GetLanguageStrById(proper.Info),value.currValue)
this.properList[index].rightTxt.text= isMax and Language[11062] or value.nextValue
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else
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this.properList[index].leftTxt.text=GetLanguageStrById(proper.Info).."+"..value.currValue/100 .."%"
this.properList[index].rightTxt.text = isMax and Language[11062] or value.nextValue/100 .."%"
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end
index=index+1
end
end
--设置物体选中
function this.SetBtnSelect(_parObj)
Util.GetGameObject(this.selectBtn, "Text"):GetComponent("Text").text=Util.GetGameObject(_parObj, "Text"):GetComponent("Text").text
this.selectBtn.transform:SetParent(_parObj.transform)
this.selectBtn.transform.localScale = Vector3.one
this.selectBtn.transform.localPosition=Vector3.zero
end
--界面关闭时调用(用于子类重写)
function EquipTreasureStrongPopup:OnClose()
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curEquipData=nil
isEnough=true
type=0
isMax=false
isCoinEnough=false
isMatEnough=false
haveTreasures={}
matId = 0
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end
--界面销毁时调用(用于子类重写)
function EquipTreasureStrongPopup:OnDestroy()
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this.spLoader:Destroy()
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Util.ClearChild(this.propertyGrid.transform)
this.properList = {}
for i = 1,#this.costItemPreList do
SubUIManager.Close(this.costItemPreList[i])
end
this.costItemPreList = {}
for i = 1,#this.costItemPreList do
SubUIManager.Close(this.treasureDatas[i])
end
this.costItemPreList = {}
SubUIManager.Close(this.firstScrollCycleView)
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end
return EquipTreasureStrongPopup