diff --git a/Assets/ManagedResources/Prefabs/UI/Pokemon/PokemonListPanel.prefab b/Assets/ManagedResources/Prefabs/UI/Pokemon/PokemonListPanel.prefab
index 54c562af1b..05f3eb0143 100644
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+ Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
+ m_Sprite: {fileID: 0}
+ m_Type: 0
+ m_PreserveAspect: 0
+ m_FillCenter: 1
+ m_FillMethod: 4
+ m_FillAmount: 1
+ m_FillClockwise: 1
+ m_FillOrigin: 0
+ m_UseSpriteMesh: 0
--- !u!1 &8508946203270250951
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonManager.lua b/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonManager.lua
new file mode 100644
index 0000000000..8a47583994
--- /dev/null
+++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonManager.lua
@@ -0,0 +1,10 @@
+PokemonManager = {}
+local this = PokemonManager
+
+
+function this.Initialize()
+end
+
+
+
+return this
\ No newline at end of file
diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonManager.lua.meta b/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonManager.lua.meta
new file mode 100644
index 0000000000..737a3b2b40
--- /dev/null
+++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonManager.lua.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: f8df44c9e5be4c04d8951e77eac6aca7
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_Fetter.lua b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_Fetter.lua
index 0579aa515e..7068b8a086 100644
--- a/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_Fetter.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_Fetter.lua
@@ -1,62 +1,18 @@
----- 灵兽羁绊 -----
local this = {}
local sortingOrder=0
-local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
-local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
-local TabBox = require("Modules/Common/TabBox")
-local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
- select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
-local _TabImagePos = { default = -3,
- select = -10}
-local curIndex = 0
-local compoundNum = 0
-local compoundMaxNum = 0
---this.tabs = {}
-local curNeedEquip = {}
-local curSelectEquip = {}
-local curSelectGO
-local materidaIsCan = false
-local tabs={}
+local fetterList = {}
function this:InitComponent(gameObject)
- this.tabBox = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/TabBox")
- this.needGoldText = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/compoundBtn/needGoldText"):GetComponent("Text")
- this.compoundBtn = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/compoundBtn")
- this.autoCompoundBtn = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/autoCompoundBtn")
- this.addBtn = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/addBtn")
- this.subtractBtn = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/subtractBtn")
- this.numText = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/numText"):GetComponent("Text")
- this.progressText = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/progressText"):GetComponent("Text")
- this.needEquip = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/needEquip")
- this.compoundEquip = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/compoundEquip")
- this.progressImage = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/progress/Image"):GetComponent("Image")
- for i = 1, 5 do
- tabs[i] = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/Tabs/grid/Btn" .. i)
- end
- this.selectBtn=Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/selectBtn")
- this.equipPre = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/equipPre")
- this.ScrollBar=Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/Scrollbar"):GetComponent("Scrollbar")
- local v2 = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/scroll"):GetComponent("RectTransform").rect
- this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/scroll").transform,
- this.equipPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(20,15))
+ this.fetterPre = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/fetterPre")
+ local v2 = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/ScrollParentView"):GetComponent("RectTransform").rect
+ this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/ScrollParentView").transform,
+ this.fetterPre, nil, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(20,15))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
end
function this:BindEvent()
- Util.AddClick(this.compoundBtn, function()
- PlaySoundWithoutClick("UI_wapapon_mixture_amulet")
- this.Compound(curIndex)
- end)
- --
- Util.AddClick(this.autoCompoundBtn, function()
- this.AutoCompound(curIndex)
- end)
- Util.AddClick(this.addBtn, function()
- this.CompoundNumChange(1)
- end)
- Util.AddClick(this.subtractBtn, function()
- this.CompoundNumChange(2)
- end)
+
end
function this:AddListener()
@@ -69,299 +25,46 @@ function this:OnSortingOrderChange(_sortingOrder)
sortingOrder = _sortingOrder
end
function this:OnShow(...)
- curIndex = 1
- sortingOrder =0
- for i = 1,#tabs do
- local index=i
- Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(index))
- Util.AddClick(tabs[i], function()
- this.TreasureBtnClick(tabs[i],index)
- end)
- end
- this.TreasureBtnClick(tabs[1],1)
+ this.ShowCurrPosTreasures()s
end
-
---宝物类型按钮点击事件
-function this.TreasureBtnClick(_btn,_curIndex)
- curIndex = _curIndex
- this.SetBtnSelect(_btn)
- this.ShowCurrPosTreasures()
-end
--显示当前阵营的宝物
function this.ShowCurrPosTreasures()
- local equipDatas = EquipTreasureManager.GetAllTabletTreasuresByRace(curIndex)
- if equipDatas and #equipDatas > 0 then
- curSelectEquip = equipDatas[1]
- end
- this.ShowTitleData(curSelectEquip)
- this.ScrollView:SetData(equipDatas, function (index, go)
- this.SingleItemDataShow(go, equipDatas[index])
- end)
- this.ScrollView:ForeachItemGO(function(index, go)
- Timer.New(function()
- go.gameObject:SetActive(true)
- PlayUIAnim(go.gameObject)
- end, 0.001 * (index - 1)):Start()
- end)
-end
-
---设置按钮选中
-function this.SetBtnSelect(_parObj)
- this.selectBtn.transform:SetParent(_parObj.transform)
- this.selectBtn.transform.localScale = Vector3.one
- this.selectBtn.transform.localPosition=Vector3.zero
-end
-function this.ShowTitleData(_data)
- local allCanCompoundEquips = EquipTreasureManager.GetBagCompoundEquipDatasByequipSData(_data)
- this.ShowTitleEquipData(this.compoundEquip,curSelectEquip,curSelectEquip.frame,curSelectEquip.Id)
- this.ShowTitleEquipData(this.needEquip,curSelectEquip,curSelectEquip.lowFrame,curSelectEquip.lowId)--需要的材料
- this.progressText.text = #allCanCompoundEquips .. "/" .. curSelectEquip.quaUpCount
- this.progressImage.fillAmount = #allCanCompoundEquips/curSelectEquip.quaUpCount
- compoundNum = math.floor(#allCanCompoundEquips/curSelectEquip.quaUpCount)
- compoundMaxNum = math.floor(#allCanCompoundEquips/curSelectEquip.quaUpCount)
- local costCoin = jewelConfig[curSelectEquip.Id-1].RankupResources
- this.ShowGoldNum(costCoin,compoundNum)
-end
---显示金币数量
-function this.ShowGoldNum(_costData,_num)
- local needGoldNum = _costData[1][2]*_num
- local id=_costData[1][1]
- if needGoldNum > BagManager.GetItemCountById(id) then
- materidaIsCan = false
- this.needGoldText.text = string.format("%s", needGoldNum)
- else
- materidaIsCan = true
- this.needGoldText.text = string.format("%s", needGoldNum)
- end
- this.numText.text = compoundNum
- Util.SetGray(this.addBtn,false)
- Util.SetGray(this.subtractBtn,false)
- this.addBtn:GetComponent("Button").enabled = true
- this.subtractBtn:GetComponent("Button").enabled = true
- if compoundNum >= compoundMaxNum then
- Util.SetGray(this.addBtn,true)
- this.addBtn:GetComponent("Button").enabled = false
- end
- if compoundNum <= 1 then
- Util.SetGray(this.subtractBtn,true)
- this.subtractBtn:GetComponent("Button").enabled = false
- end
- if compoundNum == 0 then
- Util.SetGray(this.addBtn,true)
- Util.SetGray(this.subtractBtn,true)
- this.addBtn:GetComponent("Button").enabled = false
- this.subtractBtn:GetComponent("Button").enabled = false
- end
-end
-function this.ShowTitleEquipData(_go,_itemData,_frame,_id)
- Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(_frame)
- Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
- Util.GetGameObject(_go.transform,"proImg"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.Id].PropertyName))
- Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.name
- Util.GetGameObject(_go.transform, "star").gameObject:SetActive(false)
- Util.AddClick(Util.GetGameObject(_go.transform,"icon"), function()
- --UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id)
- UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0,nil,_id, 0, 0,nil)
+ fetterList = {}
+ this.ScrollView:SetData(fetterList, function (index, go)
+ this.SingleItemDataShow(go, fetterList[index])
end)
+ -- this.ScrollView:ForeachItemGO(function(index, go)
+ -- Timer.New(function()
+ -- go.gameObject:SetActive(true)
+ -- PlayUIAnim(go.gameObject)
+ -- end, 0.001 * (index - 1)):Start()
+ -- end)
end
--宝物列表宝物数据显示
function this.SingleItemDataShow(_go,_itemData)
- Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.frame)
+ Util.GetGameObject(_go.transform,"tipText"):GetComponent("Text").text="获得下方所有灵兽后激活图鉴属性"
+
+ Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByquality(curEquipStarsConfig.Quality))
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
Util.GetGameObject(_go,"proImg"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.Id].PropertyName))
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.name
- SetHeroStars(Util.GetGameObject(_go.transform, "star"), 0)
- local choosed =Util.GetGameObject(_go.transform, "choosed")
- choosed.gameObject:SetActive(curSelectEquip.Id == _itemData.Id)
- local redPoint = Util.GetGameObject(_go.transform,"redPoint")
- local haveCount=LengthOfTable(EquipTreasureManager.GetBagCompoundEquipDatasByequipSData(_itemData))
- redPoint:SetActive( haveCount>= _itemData.quaUpCount)
- if curSelectEquip.Id == _itemData .Id then
- curSelectGO = _go
+
+ Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByquality(curEquipStarsConfig.Quality))
+ Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
+ Util.GetGameObject(_go,"proImg"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.Id].PropertyName))
+ Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.name
+
+ Util.GetGameObject(_go.transform,"nextproValue"):GetComponent("Text").text="羁绊属性[已激活]"
+ -- SetHeroStars(Util.GetGameObject(_go.transform, "star"), 0)
+
+ for i = 1, 4 do
+ local singlePro = Util.GetGameObject(_go.transform,"proList/pro (".. i ..")")
+ Util.GetGameObject(singlePro.transform,"proName"):GetComponent("Text").text="name"
+ Util.GetGameObject(singlePro.transform,"proValue"):GetComponent("Text").text="value"
+
end
- Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
- if curSelectEquip.Id == _itemData .Id then
- return
- else
- curSelectEquip = _itemData
- choosed:SetActive(true)
- if curSelectGO then
- Util.GetGameObject(curSelectGO.transform, "choosed"):SetActive(false)
- curSelectGO = _go
- end
- end
- this.ShowTitleData(_itemData)
- end)
- Util.AddLongPressClick(Util.GetGameObject(_go.transform,"icon"), function()
- --UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id)
- end, 0.5)
-end
---加减方法
-function this.CompoundNumChange(type)
- if type == 1 then--加
- compoundNum = compoundNum + 1
- else--减
- compoundNum = compoundNum - 1
- end
- --LogError("compoundNum "..compoundNum)
- local costCoin = jewelConfig[curSelectEquip.Id-1].RankupResources
- this.ShowGoldNum(costCoin,compoundNum)
-end
-function this.Compound()
- --LogError(" `````````````````` "..curIndex.." "..curSelectEquip.Star.." "..compoundNum)
- if compoundNum <= 0 then
- PopupTipPanel.ShowTip(Language[10431])
- return
- end
- if not materidaIsCan then
- PopupTipPanel.ShowTip(Language[12193])
- -- UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.Gold })
- return
- end
- NetManager.ComplexTreasureRequest(curSelectEquip.equipType,curIndex,curSelectEquip.quantity,compoundNum,function(msg)
- for i = 1, #msg.equipIds do
- EquipTreasureManager.RemoveTreasureByIdDyn(msg.equipIds[i])
- end
- UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
- this.ShowCurrPosTreasures()
- end)
- end)
-end
-
- --一种装备一种装备的循环检测 金币能合成的数量 与 背包装备能合成的数量 取最小值 然后扣除临时消耗道具
- --最后所有装备存在curPosEquips 与 之前背包 bagPosEquips 作比较 看合成了什么装备 删除了什么装备 和计算消耗材料
-function this.AutoCompound(_position)
- local goldIsEnough = true
- --表数据
- local curPosEquips = EquipTreasureManager.GetAllTabletTreasuresByRaceAndType(_position)--,curSelectEquip.equipType)
- --实际数据
- local curPosEquipsData = EquipTreasureManager.GeEquipTreasureDatas(_position)
-
- local totalGoldNum = 0
- --jwelConfig.RankupResourcess对应所有背包数据
- local bagNums = {}
- --循环宝物的表消耗道具,得出对应的背包数据
- for i = 1, #curPosEquips do
- local equipData = curPosEquips[i]
- for j = 1, #equipData.costCoin do
- if not bagNums[equipData.costCoin[j][1]] then
- bagNums[equipData.costCoin[j][1]] = BagManager.GetItemCountById(equipData.costCoin[j][1])
- end
- end
- end
-
- -- --LogGreen(LengthOfTable(bagNums))
- -- for n,m in pairs(bagNums) do
- -- --LogGreen("bagNums id:"..n.." num:"..m)
- -- end
-
- --循环宝物的表数据,得到可以合成的宝物数量
- for i = 1, #curPosEquips do
- local equipData = curPosEquips[i]
-
- --从表消耗道具得出可以合成的数量
- local materialEndNum = -1
- --循环宝物的表消耗数据,得出对应的消耗数据
- for j = 1, #equipData.costCoin do
- --可以合成的宝物数量
- local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelConfig,"Location",equipData.equipType,"Level",equipData.quantity-1,"Race",_position)
- local curItmeCompoundNums = math.floor(bagNums[config.RankupResources[j][1]] / config.RankupResources[j][2])
- if materialEndNum == -1 then
- materialEndNum = curItmeCompoundNums
- elseif materialEndNum > curItmeCompoundNums then
- materialEndNum = curItmeCompoundNums
- end
- end
- --LogGreen("materialEndNum:"..materialEndNum)
-
- if materialEndNum > 0 then
- --可消耗宝物的数量 (没有强化,没有精炼,没有装备,同样的位置,品级-1)
- local materialHaveNum= curPosEquipsData[equipData.equipType][equipData.quantity-1]
- --LogGreen("equipData.quantity-1:".. equipData.quantity - 1 .."num:".. materialHaveNum)
- --可以合成的
- local nextCompoundNum = math.floor(materialHaveNum / equipData.quaUpCount)
- --LogGreen("可以合成:".. nextCompoundNum .."个品质为"..equipData.quantity.."的宝器")
-
- --消耗物品可以合成的和材料合成的作比较,取最小值
- local endCompoundNum = materialEndNum > nextCompoundNum and nextCompoundNum or materialEndNum
- --LogGreen("结合材料可以合成:".. endCompoundNum .."个品质为"..equipData.quantity.."的宝器")
-
- --如果当前品质宝物可以合成,就把当前品质的id及合成的数量储存,判断下一个品质加上当前合成的是否能多合成
- if endCompoundNum > 0 then
- local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelConfig,"Location",equipData.equipType,"Level",equipData.quantity-1,"Race",_position)
- if not config then
- LogRed("Location:".. equipData.equipType .." Level".. equipData.quantity-1 .." Race".. _position)
- else
- for j = 1, #config.RankupResources do
- bagNums[config.RankupResources[j][1]] =
- bagNums[config.RankupResources[j][1]] - endCompoundNum * config.RankupResources[j][2]
- totalGoldNum = totalGoldNum + endCompoundNum * config.RankupResources[j][2]
- --LogGreen("合成:".. endCompoundNum .."个品质为"..equipData.quantity.."的宝器需要消耗"..config.RankupResources[j][1].." "..endCompoundNum * config.RankupResources[j][2])
- --LogGreen("bagNums[config.RankupResources[j][1]]:"..bagNums[config.RankupResources[j][1]])
- end
- --消耗之后剩余的数量
- --LogGreen("消耗curPosEquipsData[equipData.equipType][equipData.quantity - 1]之前:"..curPosEquipsData[equipData.equipType][equipData.quantity - 1])
- curPosEquipsData[equipData.equipType][equipData.quantity - 1] = materialHaveNum - (endCompoundNum * equipData.quaUpCount)
- --LogGreen("合成:".. endCompoundNum .."个品质为"..equipData.quantity.."的宝器需要消耗".. equipData.quantity - 1 .." "..endCompoundNum * equipData.quaUpCount)
- --LogGreen("消耗curPosEquipsData[equipData.equipType][equipData.quantity - 1]之后:"..curPosEquipsData[equipData.equipType][equipData.quantity - 1])
- --LogGreen("合成curPosEquipsData[equipData.equipType][equipData.quantity]之前:"..curPosEquipsData[equipData.equipType][equipData.quantity])
- curPosEquipsData[equipData.equipType][equipData.quantity] = curPosEquipsData[equipData.equipType][equipData.quantity] + endCompoundNum
- --LogGreen("合成curPosEquipsData[equipData.equipType][equipData.quantity]之后:"..curPosEquipsData[equipData.equipType][equipData.quantity])
- end
- end
- else
- goldIsEnough = false
- end
- end
- local origiData = EquipTreasureManager.GeEquipTreasureDatas(_position)
- local endReward={}
- for i, v in pairs(curPosEquipsData) do
- for n, m in pairs(v) do
- --LogGreen("m:"..m.." origiData[i][n]:"..origiData[i][n])
- if m > origiData[i][n] then
- local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelConfig,"Location",i,"Level",n,"Race",_position)
- local num = m - origiData[i][n]
- --LogGreen("config.id:"..config.Id.." num:"..m - origiData[i][n])
- table.insert(endReward,{config.Id,num})
- end
- end
- end
- if not goldIsEnough and LengthOfTable(endReward) < 1 then
- PopupTipPanel.ShowTip("金币不足,无法合成")
- return
- elseif LengthOfTable(endReward) < 1 then
- PopupTipPanel.ShowTip(Language[12258])
- return
- end
- --BagManager.GetItemCountById(14) -
- --LogGreen("totalGoldNum:"..totalGoldNum)
- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TreasureCompound,totalGoldNum,endReward,function ()
- NetManager.ComplexTreasureRequest(curSelectEquip.equipType,curIndex,0,0, function(msg)
- for i = 1, #msg.equipIds do
- EquipTreasureManager.RemoveTreasureByIdDyn(msg.equipIds[i])
- end
- UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
- this.ShowCurrPosTreasures()
- end)
- end)
- end)
-end
-
--- tab节点显示自定义
-function this.TabAdapter(tab, index, status)
- local tabLab = Util.GetGameObject(tab, "Text")
- local tabImage = Util.GetGameObject(tab,"Image")
- tabImage:GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status])
- tabImage:GetComponent("Image"):SetNativeSize()
- tabLab:GetComponent("Text").text = _TabData[index].name
- tabLab:GetComponent("Text").color = _TabFontColor[status]
- tabImage.transform.localPosition = Vector3.New( tabImage.transform.localPosition.x, _TabImagePos[status], 0);
-end
---切换视图
-function this.SwitchView(index)
- this.OnClickTabBtn(index)
end
function this:OnClose()
diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_List.lua b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_List.lua
index 48adc89372..acc3085497 100644
--- a/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_List.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_List.lua
@@ -16,14 +16,17 @@ local pokemonList = {}
local pokemonChipList = {}
function this:InitComponent(gameObject)
Util.GetGameObject(gameObject, "PokemonListPanel_List/name"):GetComponent("Text").text = "灵兽列表"
- this.tabBox = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/TabBox")
+ this.tabBox = Util.GetGameObject(gameObject, "PokemonListPanel_List/TabBox")
- this.equipPre = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/equipPre")
- local v2 = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/scroll"):GetComponent("RectTransform").rect
- this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/scroll").transform,
+ this.equipPre = Util.GetGameObject(gameObject, "PokemonListPanel_List/equipPre")
+ local v2 = Util.GetGameObject(gameObject, "PokemonListPanel_List/scroll"):GetComponent("RectTransform").rect
+ this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "PokemonListPanel_List/scroll").transform,
this.equipPre, nil, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(15,15))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
+
+ this.NoneImage = Util.GetGameObject(gameObject, "PokemonListPanel_List/NoneImage")
+ this.NoneImageText = Util.GetGameObject(gameObject, "PokemonListPanel_List/NoneImage/TextImage/Text"):GetComponent("Text")
end
function this:BindEvent()
@@ -55,16 +58,19 @@ end
function this.OnClickTabBtn(_curIndex)
curIndex = _curIndex
if curIndex == 1 then
- pokemonList = {}
- this.ScrollView:SetData(pokemonList, function (index, go)
- this.SingleItemDataShow(go, pokemonList[index])
- end)
+ pokemonList = {}
+ this.ScrollView:SetData(pokemonList, function (index, go)
+ this.SingPokemonDataShow(go, pokemonList[index])
+ end)
+ this.NoneImage:SetActive(#pokemonList > 0)
+ this.NoneImageText.text = "未获得灵兽"
elseif curIndex == 2 then
- pokemonChipList = {}
- this.ScrollView:SetData(pokemonChipList, function (index, go)
- this.SingleItemDataShow(go, pokemonChipList[index])
- end)
-
+ pokemonChipList = {}
+ this.ScrollView:SetData(pokemonChipList, function (index, go)
+ this.SingPokemonChipDataShow(go, pokemonChipList[index])
+ end)
+ this.NoneImage:SetActive(#pokemonChipList > 0)
+ this.NoneImageText.text = "未获得灵兽碎片"
end
-- this.ScrollView:ForeachItemGO(function(index, go)
-- Timer.New(function()
@@ -75,8 +81,7 @@ function this.OnClickTabBtn(_curIndex)
end
-
-function this.SingleItemDataShow(_go,_itemData,curEquipStarsConfig)
+function this.SingPokemonDataShow(_go,_itemData,curEquipStarsConfig)
Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByquality(curEquipStarsConfig.Quality))
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[_itemData.Id].ResourceID))
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.Name
@@ -88,22 +93,25 @@ function this.SingleItemDataShow(_go,_itemData,curEquipStarsConfig)
if curSelectEquip.Id == _itemData .Id then
curSelectGO = _go
end
- Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
- if curSelectEquip.Id == _itemData .Id then
- return
- else
- curSelectEquip = _itemData
- choosed:SetActive(true)
- if curSelectGO then
- Util.GetGameObject(curSelectGO.transform, "choosed"):SetActive(false)
- curSelectGO = _go
- end
- end
- this.ShowTitleData(curEquipStarsConfig)
+ Util.AddOnceClick(Util.GetGameObject(_go.transform,"click"), function()
+
+ end)
+end
+function this.SingPokemonChipDataShow(_go,_itemData,curEquipStarsConfig)
+ local view = SubUIManager.Open(SubUIConfig.ItemView, Util.GetTransform(item, "content").transform)
+ view:OnOpen(false, { 1, 0 }, 0.97)
+ Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.Name
+ SetHeroStars(Util.GetGameObject(_go.transform, "star"), curEquipStarsConfig.Stars,1,nil,-15)
+ local choosed =Util.GetGameObject(_go.transform, "choosed")
+ choosed:SetActive(curSelectEquip.Id == _itemData .Id)
+ local redPoint = Util.GetGameObject(_go.transform,"redPoint")
+ redPoint:SetActive(bagPosEquips[curEquipStarsConfig.Id - 1] and bagPosEquips[curEquipStarsConfig.Id - 1] >= equipStarsConfig[curEquipStarsConfig.Id - 1].RankupCount)
+ if curSelectEquip.Id == _itemData .Id then
+ curSelectGO = _go
+ end
+ Util.AddOnceClick(Util.GetGameObject(_go.transform,"click"), function()
+
end)
- Util.AddLongPressClick(Util.GetGameObject(_go.transform,"icon"), function()
- UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id)
- end, 0.5)
end
-- tab节点显示自定义
diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_UpWar.lua b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_UpWar.lua
index e5b7ab1ca9..cca3dc4613 100644
--- a/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_UpWar.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_UpWar.lua
@@ -50,6 +50,9 @@ function this.SingleItemDataShow(_go,_itemData)
SetHeroStars(starGrid, heroData.star)
Util.AddOnceClick(Util.GetGameObject(_go.transform,"upZhen"), function()
+ end)
+ Util.AddOnceClick(Util.GetGameObject(_go.transform,"click"), function()
+
end)
end