miduo_client/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveReStar.lua

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Lua
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----- 归元弹窗 -----
local this = {}
--传入父脚本模块
local parent
--层级
local sortingOrder = 0
--传入不定参
local _args = {}
--传入选择英雄计算返回奖励数据列表
local dropList = {}
--item容器
local itemList = {}
--传入选择英雄
local selectHeroData
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local SpecialConfig = ConfigManager.GetConfigData(ConfigName.SpecialConfig,143)
local itemNum = nil
local heroUseCount = nil
local heroUseItemId = nil
local returnHeroSame = 0
function this:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
this.titleText = Util.GetGameObject(gameObject, "TitleText"):GetComponent("Text")
this.bodyText = Util.GetGameObject(gameObject, "BodyText"):GetComponent("Text")
this.cancelBtn = Util.GetGameObject(gameObject, "CancelBtn")
this.confirmBtn = Util.GetGameObject(gameObject, "ConfirmBtn")
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this.itemImage = Util.GetGameObject(gameObject, "ConfirmBtn/itemImage"):GetComponent("Image")
this.itemImageText = Util.GetGameObject(gameObject, "ConfirmBtn/itemText"):GetComponent("Text")
--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root/Viewport/Content")
end
function this:BindEvent()
Util.AddClick(this.cancelBtn,function()
parent:ClosePanel()
end)
Util.AddClick(this.confirmBtn,function()
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if itemNum < heroUseCount then
PopupTipPanel.ShowTip(string.format("%s不足",itemConfig[heroUseItemId].Name) )
return
end
if returnHeroSame + LengthOfTable(HeroManager.GetAllHeroList()) - 1 > 999 then
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PopupTipPanel.ShowTip("英雄数量即将超出上限,请整理后再进行回退操作!")
return
end
local data
for k,v in pairs(selectHeroData) do
data=v.dynamicId
break
end
NetManager.HeroRetureEvent(data, function(msg)
local oldPowerNum = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
HeroManager.ResetHeroStar(data)
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HeroManager.SetTalismanLv(data, 1)
HeroManager.SetSoulPrintNil(data)
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HeroManager.SetGodPrintNil(data)
PopupTipPanel.ShowTip("回退成功")
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HeroPropManager.SetDirtyByType(data, Hero_Prop_Type.Base)
HeroPropManager.SetDirtyByType(data, Hero_Prop_Type.Talisman)
HeroPropManager.SetDirtyByType(data, Hero_Prop_Type.SoulPrint)
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HeroPropManager.SetDirtyByType(data, Hero_Prop_Type.GodPrint)
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HeroPropManager.SetDirtyByType(data, Hero_Prop_Type.PassiveSkill)
parent:ClosePanel()
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
-- ResolvePanel.SwitchView(2,true,true)
local mainFormationHeroList = FormationManager.GetAllMainFormationHeroId()
if mainFormationHeroList[data] then
local newPowerNum = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if oldPowerNum ~= newPowerNum then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPowerNum,newValue = newPowerNum})
end
end
Game.GlobalEvent:DispatchEvent(GameEvent.Role.UpdateRoleInfoPanel)
end,0,nil,nil,1)
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end,1)
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent,...)
parent=_parent
sortingOrder =_parent.sortingOrder
local args = {...}
dropList = args[1]
selectHeroData=args[2]
local curhero
for k,v in pairs(selectHeroData) do
curhero = v
end
this.root.transform:GetComponent("RectTransform"):DOAnchorPosX(0, 0)
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this.bodyText.text = string.format("回退英雄会返还英雄进阶时消耗的本体,其他英雄以将魂形式返还,此操作不可逆,是否确认回退?")
local _data={}
for i=1,#dropList do
_data[i] = {dropList[i].id,dropList[i].num,nil,dropList[i].star}
if dropList[i].id == curhero.dynamicId then
returnHeroSame = dropList[i].num
end
end
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
table.sort(_data,function(a,b)
if itemConfig[a[1]].ItemType == itemConfig[b[1]].ItemType then
return itemConfig[a[1]].Quantity > itemConfig[b[1]].Quantity
else
return itemConfig[a[1]].ItemType < itemConfig[b[1]].ItemType
end
end)
ResetItemView(this.root,this.root.transform,itemList,8,1,sortingOrder,false,_data)
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local strs = string.split(SpecialConfig.Value,"#")
heroUseItemId = tonumber(strs[1])
heroUseCount = tonumber(strs[2])
itemNum = BagManager.GetItemCountById(heroUseItemId)
-- LogBlue("heroUseItemId "..heroUseItemId.." itemNum "..itemNum.." heroUseCount "..heroUseCount)
if itemNum >= heroUseCount then
this.itemImageText.text = string.format("<color=#FFF8EC>×%s</color>", heroUseCount)
else
this.itemImageText.text = string.format("<color=#C66366FF>×%s</color>", heroUseCount)
end
this.itemImage.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[heroUseItemId].ResourceID))
end
function this:OnClose()
end
function this:OnDestroy()
this.spLoader:Destroy()
end
return this