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

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Lua
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require("Base/BasePanel")
RoleProInfoPopup = Inherit(BasePanel)
local this=RoleProInfoPopup
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local sDataTable = {
[1] = {name = "基础属性",showType = 1},
[2] = {name = "附加属性",showType = 2},
[3] = {name = "特殊加成",showType = 3},
}
local allPro = {}--所有属性 三维数组
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local fristProGoList = {}
local secondProGoList = {}
local thirdlyProGoList = {}
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local heroSConFig
--初始化组件(用于子类重写)
function RoleProInfoPopup:InitComponent()
this.btnBack=Util.GetGameObject(self.transform, "btnBack")
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this.proPre1=Util.GetGameObject(self.gameObject, "proPre1")
this.proPre2=Util.GetGameObject(self.gameObject, "proPre2")
this.fristGrid=Util.GetGameObject(self.gameObject, "grid/ver/recordPer (1)/Mask")
this.secondGrid=Util.GetGameObject(self.gameObject, "grid/ver/recordPer (2)/Mask")
this.thirdlyGrid=Util.GetGameObject(self.gameObject, "grid/ver/recordPer (3)/Mask")
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end
--绑定事件(用于子类重写)
function RoleProInfoPopup:BindEvent()
Util.AddClick(this.btnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
end
--界面打开时调用(用于子类重写)
function RoleProInfoPopup:OnOpen(...)
local data={...}
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heroSConFig=data[2]
for i = 1, #sDataTable do
allPro[i] = {}
end
--加基础 和 辅助属性
for proId, val in pairs(data[1]) do
if propertyConfig[proId] then
if propertyConfig[proId].IfShow ~= 0 then
local curLength = #allPro[propertyConfig[proId].IfShow] > 0 and #allPro[propertyConfig[proId].IfShow] or 1
if not allPro[propertyConfig[proId].IfShow][curLength] then
allPro[propertyConfig[proId].IfShow][curLength] = {}
table.insert(allPro[propertyConfig[proId].IfShow][curLength],{proId = proId,proVal = val})
elseif allPro[propertyConfig[proId].IfShow][curLength] and #allPro[propertyConfig[proId].IfShow][curLength] < 2 then
table.insert(allPro[propertyConfig[proId].IfShow][curLength],{proId = proId,proVal = val})
elseif allPro[propertyConfig[proId].IfShow][curLength] and #allPro[propertyConfig[proId].IfShow][curLength] >= 2 then
allPro[propertyConfig[proId].IfShow][curLength + 1] = {}
table.insert(allPro[propertyConfig[proId].IfShow][curLength + 1],{proId = proId,proVal = val})
end
end
end
end
--加公会技能特殊属性
allPro[3][1] = {}
local allLv = GuildSkillManager.GetAllGuildSkillLv(heroSConFig.Profession)
table.insert(allPro[3][1],{proId = "公会技能-"..GuildSkillType[heroSConFig.Profession],proVal = allLv})
--for i = 1, #allPro do
-- for j = 1, #allPro[i] do
-- for k = 1, #allPro[i][j] do
-- LogGreen("allPro[i][j][k] "..allPro[i][j][k].proId.." "..allPro[i][j][k].proVal)
-- end
-- end
--end
this.ShowPanelData()
end
function this.ShowPanelData()
this.GridShowData(1,allPro[1],fristProGoList, this.proPre1,this.fristGrid)
this.GridShowData(2,allPro[2],secondProGoList, this.proPre1,this.secondGrid)
this.GridShowData(3,allPro[3],thirdlyProGoList, this.proPre2,this.thirdlyGrid)
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end
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function this.GridShowData(type,curAllPro,curProGoList,curPre,curGrid)
for i = 1, math.max(#curAllPro, #curProGoList) do
local go = curProGoList[i]
if not go then
go = newObject(curPre)
go.transform:SetParent(curGrid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
curProGoList[i] = go
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end
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go.gameObject:SetActive(false)
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end
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for i = 1, #curAllPro do
this.SingleProShowData(type,curAllPro[i],curProGoList[i])
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end
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end
function this.SingleProShowData(type,data,go)
go:SetActive(true)
if type == 3 then
Util.GetGameObject(go, "proName"):GetComponent("Text").text = data[1].proId..":"
Util.GetGameObject(go, "proVale"):GetComponent("Text").text = data[1].proVal
Util.AddOnceClick(Util.GetGameObject(go, "jumpBtn"), function()
JumpManager.GoJump(73001)
end)
else
for i = 1, 2 do
local curGo =go .transform:GetChild(i-1).gameObject
if #data > 1 then
curGo:SetActive(true)
--LogGreen("data.proId "..data[i].proId.." "..data[i].proVal)
Util.GetGameObject(curGo, "proName"):GetComponent("Text").text = propertyConfig[data[i].proId].Info..":"
local proVale = Util.GetGameObject(curGo, "proVale"):GetComponent("Text")
if propertyConfig[data[i].proId].Style==1 then--绝对值
proVale.text = GetPropertyFormatStr(propertyConfig[data[i].proId].Style, data[i].proVal)
elseif propertyConfig[data[i].proId].Style==2 then--百分百
proVale.text = GetPropertyFormatStr(propertyConfig[data[i].proId].Style, data[i].proVal*100)
end
else
curGo:SetActive(false)
end
end
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end
end
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--function this.ShowProValPanelData()
-- local allProKeys={}
-- for k, v in pairs(allPro) do
-- if k~=1000 and (propertyConfig[k].IfShow==0) then
-- local singleProData={}
-- singleProData.id=k
-- singleProData.val=v
-- table.insert(allProKeys,singleProData)
-- end
-- end
-- table.sort(allProKeys, function (a,b)return a.id<b.id end)
-- for i = 1, #allProKeys do
-- local id = allProKeys[i].id
-- local val = allProKeys[i].val
-- local go = allProGoList[i]
-- if not go then
-- go = newObject(this.proPre)
-- go.transform:SetParent(this.proValRect.transform)
-- go.transform.localScale = Vector3.one
-- go.transform.localPosition = Vector3.zero
-- go:SetActive(true)
-- allProGoList[i] = go
-- end
-- go:GetComponent("Text").text = propertyConfig[id].Info
-- if propertyConfig[id].Style==1 then--绝对值
-- Util.GetGameObject(go.transform, "proVal"):GetComponent("Text").text = GetPropertyFormatStr(propertyConfig[id].Style, val)
-- elseif propertyConfig[id].Style==2 then--百分百
-- Util.GetGameObject(go.transform, "proVal"):GetComponent("Text").text = GetPropertyFormatStr(propertyConfig[id].Style, val*100)
-- end
-- end
-- --加公会技能加成显示
-- local go = allProGoList[#allProKeys + 1]
-- if not go then
-- go = newObject(this.proPre)
-- go.transform:SetParent(this.proValRect.transform)
-- go.transform.localScale = Vector3.one
-- go.transform.localPosition = Vector3.zero
-- go:SetActive(true)
-- allProGoList[#allProKeys + 1] = go
-- end
-- go:GetComponent("Text").text = "公会技能-"..GuildSkillType[heroSConFig.Profession]
-- local allLv,isEqualityLv = GuildSkillManager.GetAllGuildSkillLv(heroSConFig.Profession)
-- Util.GetGameObject(go.transform, "proVal"):GetComponent("Text").text = allLv
--end
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--界面关闭时调用(用于子类重写)
function RoleProInfoPopup:OnClose()
end
--界面销毁时调用(用于子类重写)
function RoleProInfoPopup:OnDestroy()
allProGoList = {}
end
return RoleProInfoPopup