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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