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

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Lua
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local Practice = quick_class("Practice", BasePanel)
local orginLayer
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local XinXianConfig = ConfigManager.GetConfig(ConfigName.XiuXianConfig)
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local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local oldPower = 0
local newPower = 0
local oldBigLevel = 0
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function Practice:InitComponent()
self.spLoader = SpriteLoader.New()
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orginLayer = 0
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if not self.playerInfoView then
self.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, self.transform)
end
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self.BtView = SubUIManager.Open(SubUIConfig.BtView, self.transform)
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform)
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--Btns
self.helpBtn = Util.GetGameObject(self.gameObject, "Btns/helpBtn")
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self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
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self.previewBtn = Util.GetGameObject(self.gameObject, "Btns/previewBtn")
self.additionBtn = Util.GetGameObject(self.gameObject, "Btns/additionBtn")
self.imprintBtn = Util.GetGameObject(self.gameObject, "Btns/imprintBtn")
self.starBtn = Util.GetGameObject(self.gameObject, "Btns/starBtn")
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self.starNum = Util.GetGameObject(self.starBtn, "starNum"):GetComponent("Text")
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--MidPart
self.mid = Util.GetGameObject(self.gameObject, "Mid")
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self.levelName = Util.GetGameObject(self.mid, "LevelName"):GetComponent("Image")
self.img = Util.GetGameObject(self.mid, "Man"):GetComponent("Image")
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--BottomPart
self.bottom = Util.GetGameObject(self.gameObject, "Bottom")
self.items = Util.GetGameObject(self.bottom, "Items")
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self.PointPre = Util.GetGameObject(self.items, "PointPre")
self.lines = Util.GetGameObject(self.bottom, "Lines")
self.LinePre = Util.GetGameObject(self.lines, "LinePre")
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self.needs = Util.GetGameObject(self.bottom, "Needs")
self.needPre = Util.GetGameObject(self.needs, "pre")
self.button = Util.GetGameObject(self.bottom, "Button")
self.buttonText = Util.GetGameObject(self.button, "Text"):GetComponent("Text")
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self.content = Util.GetGameObject(self.bottom, "Content")
self.textBtn = Util.GetGameObject(self.content, "Text")
self.needStar = Util.GetGameObject(self.content, "num"):GetComponent("Text")
self.itemList = {}
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self.pointList = {}
self.lineList = {}
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end
function Practice:BindEvent()
--帮助按钮
Util.AddClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.VIP, self.helpPosition.x,self.helpPosition.y)
end)
Util.AddClick(self.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
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Util.AddClick(self.previewBtn, function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.PracticeStatePreview)
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end)
Util.AddClick(self.additionBtn, function()
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UIManager.OpenPanel(UIName.RoleProInfoPopup,PracticeManager.GetCurAllGetAddForShow(),nil,false,nil)
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end)
Util.AddClick(self.imprintBtn, function()
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UIManager.OpenPanel(UIName.PracticeImprintPanel)
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end)
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Util.AddClick(self.textBtn, function()
LogGreen("打开山河社稷图")
end)
Util.AddClick(self.starBtn, function()
LogGreen("打开山河社稷图")
end)
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Util.AddClick(self.button, function()
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if self:UpgradeCheck() then return end
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NetManager.UpPracticeLevelRequest(function ()
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newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
oldPower = newPower
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Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
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if PracticeManager.PracticeBigLevel - oldBigLevel == 1 then
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UIManager.OpenPanel(UIName.CongratulationPopup,CONGRATULATION_TYPE.Practice,XinXianConfig[PracticeManager.PracticeLevel])
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end
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self:OnShow()
end)
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end)
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end
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--Check
function Practice:UpgradeCheck()
if PracticeManager.StarNum < self.curLevelConfig.NeedStarNum then
PopupTipPanel.ShowTip("无法破境,请前往山河社稷图获取更多星星!")
return true
end
if self.curLevelConfig.LevelUpCost then
for i = 1, #self.curLevelConfig.LevelUpCost do
local data = self.curLevelConfig.LevelUpCost[i]
if BagManager.GetTotalItemNum(data[1]) < data[2] then
PopupTipPanel.ShowTip(string.format("%s不足",ItemConfig[data[1]].Name))
return true
end
end
end
return false
end
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function Practice:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.OnShow,self)
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end
function Practice:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.OnShow,self)
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end
--待功能扩展(试图打开某个状态)
function Practice:OnOpen()
self.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.XiuXing })
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self.BtView:OnOpen(self,{ sortOrder = self.sortingOrder, panelType = PanelTypeView.Practice })
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end
function Practice:OnSortingOrderChange()
orginLayer = self.sortingOrder
-- 头像层级
if self.playerInfoView then
self.playerInfoView:SetLayer(self.sortingOrder)
end
end
function Practice:OnShow()
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self.playerInfoView:OnShow()
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FormationManager.RefreshMainFormationPower()
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self.curLevelConfig = PracticeManager.GetCurConfigData()
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LogYellow("当前修行等级Id:"..tostring(PracticeManager.PracticeLevel))
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oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
oldBigLevel = PracticeManager.PracticeBigLevel
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self.pointData = PracticeManager.GetPointsData()
self.lineData = PracticeManager.GetLinesData()
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self:RefreshMid()
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self:RefreshPoints()
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self:RefreshLines()
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self:RefreshBtn()
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end
function Practice:RefreshMid()
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self.levelName.sprite = self.spLoader:LoadSprite(self.curLevelConfig.NamePic1)
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self.starNum.text = PlayerManager.level
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local playerImg = NameManager.roleSex == 0 and "x_xiuxing_liangongren_nan" or "x_xiuxing_liangongren_nv"
self.img.sprite = self.spLoader:LoadSprite(playerImg)
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end
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--刷新点
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function Practice:RefreshPoints()
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if not self.pointList then
self.pointList = {}
end
for k,v in ipairs(self.pointList) do
v.gameObject:SetActive(false)
end
for i = 1, #self.pointData do
local data = self.pointData[i]
if not self.pointList[i] then
self.pointList[i] = newObject(self.PointPre)
self.pointList[i].transform:SetParent(self.items.transform)
self.pointList[i].transform.localScale = Vector3.one
self.pointList[i].transform.localPosition = Vector3.zero
end
self.pointList[i]:SetActive(true)
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self.pointList[i]:GetComponent("Image").sprite = self.spLoader:LoadSprite(data.Img)
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self.pointList[i]:GetComponent("RectTransform").localPosition = data.Pos
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Util.AddOnceClick(self.pointList[i],function ()
UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.PracticeLevel,data)
end)
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end
end
--刷新 点间的线
function Practice:RefreshLines()
if not self.lineList then
self.lineList = {}
end
for k,v in ipairs(self.lineList) do
v.gameObject:SetActive(false)
end
for i = 1, #self.lineData do
local data = self.lineData[i]
if not self.lineList[i] then
self.lineList[i] = newObject(self.LinePre)
self.lineList[i].transform:SetParent(self.lines.transform)
self.lineList[i].transform.localScale = Vector3.one
self.lineList[i].transform.localPosition = Vector3.zero
end
self.lineList[i]:SetActive(true)
local imgName = data.State == 1 and "x_xiuxing_xian_01" or "x_xiuxing_xian_02"
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self.lineList[i]:GetComponent("Image").sprite = self.spLoader:LoadSprite(imgName)
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self.lineList[i]:GetComponent("RectTransform").localPosition = data.Pos
self.lineList[i]:GetComponent("RectTransform").rotation = Quaternion.Euler(data.Rota)
end
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end
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function Practice:RefreshBtn()
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if XinXianConfig[PracticeManager.PracticeLevel + 1] then
self.button:SetActive(true)
if self.curLevelConfig.LevelUpCost then--如果下级消耗不为空则为突破阶段
if not self.itemList then
self.itemList = {}
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end
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for k,v in ipairs(self.itemList) do
v.gameObject:SetActive(false)
end
for i = 1, #self.curLevelConfig.LevelUpCost do
local data = self.curLevelConfig.LevelUpCost[i]
if not self.itemList[i] then
self.itemList[i] = newObject(self.needPre)
self.itemList[i].transform:SetParent(self.needs.transform)
self.itemList[i].transform.localScale = Vector3.one
self.itemList[i].transform.localPosition = Vector3.zero
end
local icon = Util.GetGameObject(self.itemList[i],"icon"):GetComponent("Image")
local num = Util.GetGameObject(self.itemList[i],"num"):GetComponent("Text")
icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data[1]))
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num.text = data[2]
if BagManager.GetTotalItemNum(data[1]) < data[2] then
num.text = string.format("<color=red>%s</color>",data[2])
end
self.itemList[i]:SetActive(true)
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end
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self.needs:SetActive(true)
self.content:SetActive(false)
self.buttonText.text = Language[11805]
else
self.needs:SetActive(false)
self.content:SetActive(true)
self.needStar.text = self.curLevelConfig.NeedStarNum
if self.curLevelConfig.NeedStarNum > PlayerManager.level then
self.needStar.text = string.format("<color=red>%s</color>",self.curLevelConfig.NeedStarNum)
end
self.buttonText.text = "破 境"
end
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else
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self.button:SetActive(false)
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self.needs:SetActive(false)
self.content:SetActive(true)
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Util.GetGameObject(self.content,"Text"):SetActive(false)
Util.GetGameObject(self.content,"Image"):SetActive(false)
self.needStar.text = "恭喜你已修行至世间巅峰"
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end
end
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function Practice:OnClose()
end
function Practice:OnDestroy()
self.spLoader:Destroy()
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SubUIManager.Close(self.UpView)
SubUIManager.Close(self.BtView)
self.UpView = nil
self.BtView = nil
if self.playerInfoView then
SubUIManager.Close(self.playerInfoView)
self.playerInfoView = nil
end
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self.itemList = {}
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self.pointList = {}
self.lineList = {}
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end
return Practice