装备提交

dev_chengFeng
jiaoyangna 2021-02-25 18:36:50 +08:00
parent f25d5b7242
commit 69a2253d12
5 changed files with 3163 additions and 3840 deletions

View File

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View File

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View File

@ -20,66 +20,53 @@ local _NextProList = {}
function RoleEquipChangePopup:InitComponent()
this.btnBack= Util.GetGameObject(self.transform, "btnBack")
this.bg1= Util.GetGameObject(self.transform, "GameObject/bg1")
this.desc1= Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/Text"):GetComponent("Text")
this.curEquipName=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/name/text"):GetComponent("Text")
this.curEquipFrame=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/frame"):GetComponent("Image")
this.curEquipIcon=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/icon"):GetComponent("Image")
this.curEquipTypeText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proGrid/equipTypeText"):GetComponent("Text")
this.curEquipLvText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proGrid/equipLvText")
this.curEquipLvText:SetActive(false)
this.curEquipOrOkText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proGrid/equipOrOkText"):GetComponent("Text")
this.curEquipPosText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proGrid/equipPosText"):GetComponent("Text")
this.mainProGrid = Util.GetGameObject(self.transform, "GameObject/bg1/mainPro/bg")
this.mainProItem = Util.GetGameObject(self.transform, "GameObject/bg1/mainPro/bg/curProName")
local go = Util.GetGameObject(self.transform, "GameObject")
this.mainProItem = Util.GetGameObject(go,"curProName")
this.mainProItem:SetActive(false)
this.curotherProscroll=Util.GetGameObject(self.transform, "GameObject/bg1/scroll")
this.otherProPre=Util.GetGameObject(self.transform, "GameObject/bg1/otherPro")
this.otherProGrid=Util.GetGameObject(self.transform, "GameObject/bg1/scroll/grid")
this.curCastInfo=Util.GetGameObject(self.transform, "GameObject/bg1/castInfoObject/castInfo"):GetComponent("Text")
this.castInfoObject=Util.GetGameObject(self.transform, "GameObject/bg1/castInfoObject")
this.castInfoObject:SetActive(false)
this.btns = Util.GetGameObject(self.transform, "GameObject/bg1/btns")
this.curEquipBtnRefresh=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnRefresh")
this.curEquipBtnDown=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnDown")
this.curEquipBtnUp=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnUp")
this.curEquipText=Util.GetGameObject(self.transform, "GameObject/bg1/btns/curEquipText")
this.qualityText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/qualityText"):GetComponent("Text")
this.powerNum1=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/powerNum"):GetComponent("Text")
this.powerUPorDown1=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/powerUPorDown")
this.bg1Star=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/star")
this.otherProPre=Util.GetGameObject(go,"otherPro")
this.otherProPre:SetActive(false)
this.equipPanel = {}
for i = 1 ,2 do
if not this.equipPanel[i] then
this.equipPanel[i] = {}
this.equipPanel[i].bg = Util.GetGameObject(go, "bg"..i)
this.equipPanel[i].equipInfo = Util.GetGameObject(this.equipPanel[i].bg,"equipInfo")
this.equipPanel[i].desc= Util.GetGameObject(this.equipPanel[i].equipInfo,"Text"):GetComponent("Text")
this.equipPanel[i].curEquipName=Util.GetGameObject(this.equipPanel[i].equipInfo,"name/text"):GetComponent("Text")
this.equipPanel[i].curEquipFrame=Util.GetGameObject(this.equipPanel[i].equipInfo,"frame"):GetComponent("Image")
this.equipPanel[i].curEquipIcon=Util.GetGameObject(this.equipPanel[i].equipInfo,"icon"):GetComponent("Image")
this.equipPanel[i].qualityText=Util.GetGameObject(this.equipPanel[i].equipInfo,"qualityText"):GetComponent("Text")
this.equipPanel[i].powerNum1=Util.GetGameObject(this.equipPanel[i].equipInfo,"powerNum"):GetComponent("Text")
this.equipPanel[i].powerUPorDown1=Util.GetGameObject(this.equipPanel[i].equipInfo,"powerUPorDown")
this.equipPanel[i].bg1Star=Util.GetGameObject(this.equipPanel[i].equipInfo,"star")
this.equipPanel[i].proGrid = Util.GetGameObject(this.equipPanel[i].equipInfo,"proGrid")
this.bg2= Util.GetGameObject(self.transform, "GameObject/bg2")
this.desc2= Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/Text"):GetComponent("Text")
this.nextEquipName=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/name/text"):GetComponent("Text")
this.nextEquipFrame=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/frame"):GetComponent("Image")
this.nextEquipIcon=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/icon"):GetComponent("Image")
this.nextEquipTypeText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipTypeText"):GetComponent("Text")
this.nextEquipLvText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipLvText")
this.nextEquipLvText:SetActive(false)
this.nextEquipOrOkText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipOrOkText"):GetComponent("Text")
this.nextEquipPosText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipPosText"):GetComponent("Text")
this.nextProGrid = Util.GetGameObject(self.transform, "GameObject/bg2/mainPro/bg")
this.nextProItem = Util.GetGameObject(self.transform, "GameObject/bg2/mainPro/bg/curProName")
this.nextProItem:SetActive(false)
this.nexttherProscroll=Util.GetGameObject(self.transform, "GameObject/bg2/scroll")
this.nextotherProPre=Util.GetGameObject(self.transform, "GameObject/bg2/otherPro")
this.nextotherProGrid=Util.GetGameObject(self.transform, "GameObject/bg2/scroll/grid")
this.nextCastInfo=Util.GetGameObject(self.transform, "GameObject/bg2/castInfoObject/castInfo"):GetComponent("Text")
this.nextInfoObject=Util.GetGameObject(self.transform, "GameObject/bg2/castInfoObject")
this.nextInfoObject:SetActive(false)
this.nextEquipBtnRefresh=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnRefresh")
this.nextEtnChange=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnChange")
this.qualityText2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/qualityText"):GetComponent("Text")
this.GameObject=Util.GetGameObject(self.transform, "GameObject")
this.powerNum2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/powerNum"):GetComponent("Text")
this.powerUPorDown2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/powerUPorDown")
this.bg2Star=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/star")
this.equipPanel[i].curEquipTypeText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipTypeText"):GetComponent("Text")
this.equipPanel[i].curEquipLvText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipLvText")
this.equipPanel[i].curEquipLvText:SetActive(false)
this.equipPanel[i].curEquipOrOkText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipOrOkText"):GetComponent("Text")
this.equipPanel[i].curEquipPosText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipPosText"):GetComponent("Text")
this.equipPanel[i].mainProGrid = Util.GetGameObject(this.equipPanel[i].bg,"mainPro/bg")
this.curEquipBtnDown_inter = this.curEquipBtnDown:GetComponent("Button")
this.equipPanel[i].curotherProscroll=Util.GetGameObject(this.equipPanel[i].bg,"scroll")
this.equipPanel[i].otherProGrid=Util.GetGameObject(this.equipPanel[i].bg,"scroll/grid")
this.equipPanel[i].castInfoObject=Util.GetGameObject(this.equipPanel[i].bg,"castInfoObject")
this.equipPanel[i].curCastInfo=Util.GetGameObject( this.equipPanel[i].castInfoObject,"castInfo"):GetComponent("Text")
this.equipPanel[i].castInfoObject:SetActive(false)
this.equipPanel[i].curEquipBtnRefresh=Util.GetGameObject(this.equipPanel[i].bg,"btns/btnRefresh")
this.equipPanel[i].curEquipBtnRefresh.gameObject:SetActive(false)
this.equipPanel[i].curEquipBtnDown=Util.GetGameObject(this.equipPanel[i].bg,"btns/btnChange")
this.equipPanel[i].curEquipBtnDownText=Util.GetGameObject(this.equipPanel[i].curEquipBtnDown,"Text"):GetComponent("Text")
this.equipPanel[i].curEquipText=Util.GetGameObject(this.equipPanel[i].bg,"btns/curEquipText")
end
end
end
--绑定事件(用于子类重写)
function RoleEquipChangePopup:BindEvent()
@ -88,37 +75,34 @@ function RoleEquipChangePopup:BindEvent()
self:ClosePanel()
end)
Util.AddClick(this.curEquipBtnDown, function()
equipIdList={}
equipDataList={}
table.insert(equipIdList,tostring(curEquipData.id))
table.insert(equipDataList,curEquipData)
NetManager.EquipUnLoadOptRequest(curHeroData.dynamicId,equipIdList ,1, function ()
self:ClosePanel()
openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList)
end)
end)
Util.AddClick(this.curEquipBtnUp, function()
equipIdList={}
equipDataList={}
table.insert(equipIdList,tostring(curEquipData.id))
table.insert(equipDataList,curEquipData)
NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
self:ClosePanel()
openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,0,position)
end)
end)
Util.AddClick(this.nextEtnChange, function()
equipIdList={}
equipDataList={}
table.insert(equipIdList,tostring(nextEquipData.id))
table.insert(equipDataList,nextEquipData)
NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
self:ClosePanel()
openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,curEquipData,position)
end)
end)
for i = 1,#this.equipPanel do
Util.AddClick(this.equipPanel[i].curEquipBtnDown, function()
equipIdList={}
equipDataList={}
if i == 1 then
table.insert(equipIdList,tostring(curEquipData.id))
table.insert(equipDataList,curEquipData)
if type == 1 then
NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
self:ClosePanel()
openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,0,position)
end)
else
NetManager.EquipUnLoadOptRequest(curHeroData.dynamicId,equipIdList ,1, function ()
self:ClosePanel()
openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList)
end)
end
elseif i == 2 then
table.insert(equipIdList,tostring(nextEquipData.id))
table.insert(equipDataList,nextEquipData)
NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
self:ClosePanel()
openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,curEquipData,position)
end)
end
end)
end
end
--添加事件监听(用于子类重写)
@ -135,7 +119,6 @@ end
function RoleEquipChangePopup:OnOpen(...)
local data={...}
openThisPanel=data[1]
type=data[2]--1 穿戴 2 卸下 3 替换
if type==1 or type==2 then
@ -148,9 +131,6 @@ function RoleEquipChangePopup:OnOpen(...)
nextEquipData=data[5]
position=data[6]
end
--print(curHeroData.name)
end
function RoleEquipChangePopup:OnShow()
@ -158,120 +138,68 @@ function RoleEquipChangePopup:OnShow()
equipSuit = HeroManager.GetCurHeroEquipSuitPros(curHeroData.equipIdList)
end
if type==1 then
this.curEquipText:SetActive(false)
this.curEquipBtnDown:SetActive(false)
this.curEquipBtnUp:SetActive(true)
this.curEquipBtnRefresh:SetActive(false)
this.equipPanel[2].bg:SetActive(false)
this.equipPanel[1].bg:SetActive(true)
this.equipPanel[1].curEquipText:SetActive(false)
this.equipPanel[1].curEquipBtnDown:SetActive(true)
this.equipPanel[1].curEquipBtnDownText.text = "穿 戴"
this.ShowCurEquipData(1)
this.bg1:SetActive(true)
this.bg2:SetActive(false)
elseif type==2 then
this.curEquipBtnRefresh:SetActive(false)
this.equipPanel[2].bg:SetActive(false)
this.equipPanel[1].bg:SetActive(true)
this.curEquipText:SetActive(false)
if HarmonyManager:IsShowGongMingEqiup(curHeroData.dynamicId) and curHeroData.harmonyGongMing then
-- body
this.curEquipBtnDown:SetActive(false)
else
this.curEquipBtnDown:SetActive(true)
end
--this.curEquipBtnDown:SetActive(true)
this.curEquipBtnUp:SetActive(false)
this.equipPanel[1].curEquipBtnDown:SetActive(true)
this.equipPanel[1].curEquipBtnDownText.text = "卸 下"
this.ShowCurEquipData(1)
this.bg1:SetActive(true)
this.bg2:SetActive(false)
elseif type==3 then
this.curEquipText:SetActive(true)
this.curEquipBtnDown:SetActive(false)
this.curEquipBtnUp:SetActive(false)
this.curEquipBtnRefresh:SetActive(false)
this.equipPanel[2].bg:SetActive(true)
this.equipPanel[1].bg:SetActive(true)
this.equipPanel[1].curEquipText:SetActive(true)
this.equipPanel[2].curEquipText:SetActive(false)
this.equipPanel[1].curEquipBtnDown:SetActive(false)
this.equipPanel[2].curEquipBtnDown:SetActive(true)
--"替 换"
this.ShowCurEquipData(2)
this.NextCurEquipData()
this.bg1:SetActive(true)
this.bg2:SetActive(true)
end
end
function this.ShowCurEquipData(index)
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, curEquipData.id)
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, curEquipData.id)
this.powerNum1.text=EquipManager.CalculateWarForce(curEquipData.id)
EquipManager.SetEquipStarShow(this.bg1Star,curEquipData.id)
this.desc1.text=GetLanguageStrById(itemConfigData.ItemDescribe)
this.powerUPorDown1:SetActive(false)
if(nextEquipData~=nil and index==2) then
if(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
this.powerUPorDown1:SetActive(true)
this.powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
end
if(EquipManager.CalculateWarForce(nextEquipData.id)>EquipManager.CalculateWarForce(curEquipData.id)) then
this.powerUPorDown1:SetActive(true)
this.powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
end
end
this.qualityText.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
this.curEquipName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
this.curEquipFrame.sprite = Util.LoadSprite(curEquipData.frame)
this.curEquipIcon.sprite = Util.LoadSprite(curEquipData.icon)
-- if curEquipData.skillId>0 then
-- this.castInfoObject.gameObject:SetActive(true)
-- --this.curCastInfo.text=GetLanguageStrById(HeroManager.passiveSkillConfig[equipConfigData.SkillId].Desc)
-- this.curCastInfo.text=GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig, curEquipData.skillId).Desc)
-- else
-- this.curCastInfo.text=""
-- this.castInfoObject.gameObject:SetActive(false)
-- end
this.curEquipTypeText.text=string.format(Language[11476],GetEquipPosStrByEquipPosNum(equipConfigData.Position))
--if equipConfigData.IfClear==0 then
-- this.curEquipLvText:GetComponent("Text").text="不可重铸"
-- Util.AddOnceClick(this.curEquipBtnRefresh, function()
-- PopupTipPanel.ShowTip("当前装备不可重铸!")
-- end)
--elseif equipConfigData.IfClear==1 then
-- Util.AddOnceClick(this.curEquipBtnRefresh, function()
-- local isOpen = ActTimeCtrlManager.SingleFuncState(5)
-- if isOpen then
-- this:ClosePanel()
-- Log("curHeroData "..curHeroData.dynamicId)
-- if ActTimeCtrlManager.SingleFuncState(104) then
-- local workMainPanel = UIManager.OpenPanel(UIName.WorkShopMainPanel,curHeroData)
-- workMainPanel:OnClickMianTabBtn(4, 1)
-- workMainPanel.UpdateEquipPosHeroData(1,curEquipData,0,position)
-- else
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(104))
-- end
-- else
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(5))
-- end
-- end)
-- this.curEquipLvText:GetComponent("Text").text="重铸等级:"..curEquipData.resetLv
--end
function this.SetEquipData(index,data,equipConfigData,itemConfigData)
this.equipPanel[index].powerNum1.text=EquipManager.CalculateWarForce(data.id)
EquipManager.SetEquipStarShow(this.equipPanel[index].bg1Star,data.id)
this.equipPanel[index].desc.text= GetLanguageStrById(itemConfigData.ItemDescribe)
this.equipPanel[index].qualityText.text= GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
this.equipPanel[index].curEquipName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
this.equipPanel[index].curEquipFrame.sprite = Util.LoadSprite(curEquipData.frame)
this.equipPanel[index].curEquipIcon.sprite = Util.LoadSprite(curEquipData.icon)
this.equipPanel[index].curEquipTypeText.text=string.format(Language[11555],GetEquipPosStrByEquipPosNum(equipConfigData.Position))
local strPos=""
if equipConfigData.ProfessionLimit==0 then
strPos= Language[11090]
strPos= Language[11094]
else
strPos= Language[11796]
strPos= Language[11824]
end
this.curEquipPosText.text=string.format(strPos,GetJobStrByJobNum(equipConfigData.ProfessionLimit))
--主属性
for _, item in ipairs(_MainProList) do
this.equipPanel[index].curEquipPosText.text=string.format(strPos,GetJobStrByJobNum(equipConfigData.ProfessionLimit))
if not this.mainProList then
this.mainProList = {}
end
if not this.mainProList[index] then
this.mainProList[index] = {}
end
for _, item in ipairs(this.mainProList[index]) do
item:SetActive(false)
end
local mainAttribute=EquipManager.GetMainProList(equipConfigData)
for index, prop in ipairs(mainAttribute) do
for key, prop in ipairs(mainAttribute) do
local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop.propertyId)
if proConfigData then
if not _MainProList[index] then
_MainProList[index] = newObjToParent(this.mainProItem, this.mainProGrid)
if not this.mainProList[index][key] then
this.mainProList[index][key] = newObjToParent(this.mainProItem, this.equipPanel[index].mainProGrid)
end
_MainProList[index]:SetActive(true)
_MainProList[index]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
local vText = Util.GetGameObject(_MainProList[index], "curProVale"):GetComponent("Text")
this.mainProList[index][key]:SetActive(true)
this.mainProList[index][key]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
local vText = Util.GetGameObject(this.mainProList[index][key], "curProVale"):GetComponent("Text")
if prop.propertyValue > 0 then
vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
else
@ -279,9 +207,28 @@ function this.ShowCurEquipData(index)
end
end
end
end
-- 1 当前 2 下一个
function this.ShowCurEquipData(index)
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, curEquipData.id)
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, curEquipData.id)
this.SetEquipData(1,curEquipData,equipConfigData,itemConfigData)
this.equipPanel[1].powerUPorDown1:SetActive(false)
if(nextEquipData~=nil and index==2) then
if(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
this.equipPanel[1].powerUPorDown1:SetActive(true)
this.equipPanel[1].powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
elseif(EquipManager.CalculateWarForce(nextEquipData.id)>EquipManager.CalculateWarForce(curEquipData.id)) then
this.equipPanel[1].powerUPorDown1:SetActive(true)
this.equipPanel[1].powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
end
end
--套装属性
local endProList = {}
local endProList = {}
if type == 1 or #equipSuit <= 0 then
LogGreen("equipConfigData.Star111111:"..equipConfigData.Star)
if equipSuiteConfig[equipConfigData.Star] then
for i = 1, #equipSuiteConfig[equipConfigData.Star].SuiteValue do
table.insert(endProList,{equipConfigData.Star,equipSuiteConfig[equipConfigData.Star].SuiteValue[i]})
@ -289,24 +236,14 @@ local endProList = {}
end
else
endProList = equipSuit
-- if equipSuit and #equipSuit > 0 then
-- for i = 1, #equipSuit do
-- table.insert(endProList,equipSuit[i])
-- end
-- end
end
if endProList and #endProList > 0 then
this.curotherProscroll:SetActive(true)
this.equipPanel[1].curotherProscroll:SetActive(true)
for i = 1, math.max(#endProList, #curSuitProGo) do
local go = curSuitProGo[i]
if not go then
go = newObject(this.otherProPre)
go.transform:SetParent(this.otherProGrid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
curSuitProGo[i] = go
if not curSuitProGo[i] then
curSuitProGo[i] = newObjToParent(this.otherProPre,this.equipPanel[1].otherProGrid)
end
go.gameObject:SetActive(false)
curSuitProGo[i].gameObject:SetActive(false)
end
for i = 1, #endProList do
local go = curSuitProGo[i]
@ -316,174 +253,54 @@ local endProList = {}
local proVa = endProList[i][2][3]
local suitNum = endProList[i][2][1]
local Star = endProList[i][1]
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(propertyConfig[proId].Info) .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. propertyConfig[proId].Info .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
if type == 2 and #equipSuit > 0 then--激活的要变颜色
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(propertyConfig[proId].Info) .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#66FF00>" .. propertyConfig[proId].Info .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
end
end
else
this.curotherProscroll:SetActive(false)
this.equipPanel[1].curotherProscroll:SetActive(false)
end
--副属性
--Util.ClearChild(this.otherProGrid.transform)
--local equipCurAllPro={}
--if #curEquipData.secondAttribute>0 then --
-- this.curotherProscroll:SetActive(true)
-- for i = 1, #curEquipData.secondAttribute do
-- table.insert(equipCurAllPro,curEquipData.secondAttribute[i])
-- end
-- for i = 1, #equipCurAllPro do
-- local go = newObject(this.otherProPre)
-- go.transform:SetParent(this.otherProGrid.transform)
-- go.transform.localScale = Vector3.one
-- go.transform.localPosition = Vector3.zero
-- go:SetActive(true)
-- --Log("v.propertyId "..equipCurAllPro[i].propertyId)
-- Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text =equipCurAllPro[i].PropertyConfig.Info
-- Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "+"..GetEquipPropertyFormatStr(equipCurAllPro[i].PropertyConfig.Style,equipCurAllPro[i].propertyValue)
--
-- end
--else
-- this.curotherProscroll:SetActive(false)
--end
end
function this.NextCurEquipData()
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, nextEquipData.id)
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, nextEquipData.id)
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, nextEquipData.id)
this.SetEquipData(2,nextEquipData,equipConfigData,itemConfigData)
this.powerNum2.text=EquipManager.CalculateWarForce(nextEquipData.id)
EquipManager.SetEquipStarShow(this.bg2Star,nextEquipData.id)
this.powerUPorDown2:SetActive(false)
this.equipPanel[2].powerUPorDown1:SetActive(false)
if(EquipManager.CalculateWarForce(nextEquipData.id)>EquipManager.CalculateWarForce(curEquipData.id)) then
this.powerUPorDown2:SetActive(true)
this.powerUPorDown2:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
end
if(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
this.powerUPorDown2:SetActive(true)
this.powerUPorDown2:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
end
this.qualityText2.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
this.nextEquipName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
this.desc2.text=GetLanguageStrById(itemConfigData.ItemDescribe)
--if equipConfigData.IfClear==0 then
-- this.nextEquipLvText:GetComponent("Text").text="不可重铸"
-- Util.AddOnceClick(this.nextEquipBtnRefresh, function()
-- PopupTipPanel.ShowTip("当前装备不可重铸!")
-- end)
--elseif equipConfigData.IfClear==1 then
-- Util.AddOnceClick(this.nextEquipBtnRefresh, function()
-- local isOpen = ActTimeCtrlManager.SingleFuncState(5)
-- if isOpen then
-- this:ClosePanel()
-- Log("curHeroData "..curHeroData.dynamicId)
-- if ActTimeCtrlManager.SingleFuncState(104) then
-- local workMainPanel = UIManager.OpenPanel(UIName.WorkShopMainPanel,curHeroData)
-- workMainPanel:OnClickMianTabBtn(4, 1)
-- workMainPanel.UpdateEquipPosHeroData(1,nextEquipData,0,position)
-- else
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(104))
-- end
-- else
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(5))
-- end
-- end)
-- this.nextEquipLvText:GetComponent("Text").text="重铸等级:"..nextEquipData.resetLv
--end
this.nextEquipFrame.sprite = Util.LoadSprite(nextEquipData.frame)
this.nextEquipIcon.sprite = Util.LoadSprite(nextEquipData.icon)
--if nextEquipData.skillId>0 then
-- this.nextInfoObject.gameObject:SetActive(true)
-- --this.nextCastInfo.text=GetLanguageStrById(HeroManager.passiveSkillConfig[equipConfigData.SkillId].Desc)
-- this.nextCastInfo.text=GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig, nextEquipData.skillId).Desc)
--else
-- this.nextCastInfo.text=""
-- this.nextInfoObject.gameObject:SetActive(false)
--end
this.nextEquipTypeText.text=string.format(Language[11476],GetEquipPosStrByEquipPosNum(equipConfigData.Position))
local strPos=""
if equipConfigData.ProfessionLimit==0 then
strPos= Language[11090]
else
strPos= Language[11796]
end
this.nextEquipPosText.text=string.format(strPos,GetJobStrByJobNum(equipConfigData.ProfessionLimit))
--主属性
for _, item in ipairs(_NextProList) do
item:SetActive(false)
this.equipPanel[2].powerUPorDown1:SetActive(true)
this.equipPanel[2].powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
elseif(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
this.equipPanel[2].powerUPorDown1:SetActive(true)
this.equipPanel[2].powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
end
local mainAttribute=EquipManager.GetMainProList(equipConfigData)
for index, prop in ipairs(mainAttribute) do
local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop.propertyId)
if proConfigData then
if not _NextProList[index] then
_NextProList[index] = newObjToParent(this.nextProItem, this.nextProGrid)
end
_NextProList[index]:SetActive(true)
_NextProList[index]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
local vText = Util.GetGameObject(_NextProList[index], "curProVale"):GetComponent("Text")
if prop.propertyValue > 0 then
vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
else
vText.text = GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
end
end
end
--套装属性
LogGreen("equipConfigData.Star:"..equipConfigData.Star)
if equipSuiteConfig[equipConfigData.Star] then
this.nexttherProscroll:SetActive(true)
this.equipPanel[2].curotherProscroll:SetActive(true)
local curSuitConFig = equipSuiteConfig[equipConfigData.Star]
if curSuitConFig then
for i = 1, math.max(#curSuitConFig.SuiteValue, #nextSuitProGo) do
local go = nextSuitProGo[i]
if not go then
go = newObject(this.nextotherProPre)
go.transform:SetParent(this.nextotherProGrid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
nextSuitProGo[i] = go
if not nextSuitProGo[i] then
nextSuitProGo[i] = newObjToParent(this.otherProPre,this.equipPanel[2].otherProGrid)
end
go.gameObject:SetActive(false)
nextSuitProGo[i].gameObject:SetActive(false)
end
for i = 1, #curSuitConFig.SuiteValue do
local go = nextSuitProGo[i]
go.gameObject:SetActive(true)
--type=data[2]--1 穿戴 2 卸下 3 替换
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(propertyConfig[curSuitConFig.SuiteValue[i][2]].Info) .."+ "..GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3]).. "</color>"
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. propertyConfig[curSuitConFig.SuiteValue[i][2]].Info .."+ "..GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3]).. "</color>"
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#B9AC97>(+" .. GetEquipSuitStr(equipConfigData.Star,curSuitConFig.SuiteValue[i][1]) .. ")</color>"
end
end
else
this.nexttherProscroll:SetActive(false)
this.equipPanel[2].curotherProscroll:SetActive(false)
end
--副属性
--Util.ClearChild(this.nextotherProGrid.transform)
--local equipCurAllPro={}
--if #nextEquipData.secondAttribute>0 then --
-- this.nexttherProscroll:SetActive(true)
-- for i = 1, #nextEquipData.secondAttribute do
-- table.insert(equipCurAllPro,nextEquipData.secondAttribute[i])
-- end
-- for i = 1, #equipCurAllPro do
-- local go = newObject(this.nextotherProPre)
-- go.transform:SetParent(this.nextotherProGrid.transform)
-- go.transform.localScale = Vector3.one
-- go.transform.localPosition = Vector3.zero
-- go:SetActive(true)
-- --Log("v.propertyId "..v.propertyId)
-- Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = equipCurAllPro[i].PropertyConfig.Info
-- Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "+"..GetEquipPropertyFormatStr(equipCurAllPro[i].PropertyConfig.Style,equipCurAllPro[i].propertyValue)
--
-- end
--else
-- this.nexttherProscroll:SetActive(false)
--end
end
--界面关闭时调用(用于子类重写)
function RoleEquipChangePopup:OnClose()
@ -493,8 +310,7 @@ end
function RoleEquipChangePopup:OnDestroy()
curSuitProGo = {}
nextSuitProGo = {}
_MainProList = {}
_NextProList = {}
this.mainProList = {}
end
return RoleEquipChangePopup

View File

@ -670,18 +670,8 @@ function this.ShowHeroEquip()
if curHeroEquipDatas[i] then
curSelectEquipData = curHeroEquipDatas[i]
UIManager.OpenPanel(UIName.RoleEquipChangePopup, this, 2, curHeroData, curHeroEquipDatas[i])
-- end
-- if HarmonyManager:IsShowGongMingEqiup(curHeroData.dynamicId) then
-- -- body
-- this:OpenTips()
-- else
-- end
elseif curEquipTreasureDatas[i] then
if itemConfig[curEquipTreasureDatas[i].id].ItemType == ItemType.EquipTreasure then
local pos = 0
@ -992,16 +982,15 @@ function this.SingleItemDataShow(_go, _itemData)
else
UIManager.OpenPanel(
UIName.RoleEquipChangePopup,
this,
3,
curHeroData,
curHeroEquipDatas[equipConfig[_itemData.id].Position],
nextEquipData,
equipConfig[_itemData.id].Position
UIName.RoleEquipChangePopup,
this,
3,
curHeroData,
curHeroEquipDatas[equipConfig[_itemData.id].Position],
nextEquipData,
equipConfig[_itemData.id].Position
)
end
end
else
print(Language[12214])
UIManager.OpenPanel(