parent
eb2172cf6c
commit
8b2a116230
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@ -1,4 +1,4 @@
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----- 魂印主面板 -----
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----- 魂印主面板 -----
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require("Base/BasePanel")
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GodPrintPanel = Inherit(BasePanel)
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local this = GodPrintPanel
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@ -18,9 +18,9 @@ local didLv=0
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-- 配置最大等级
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local maxLv = 0
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-- 间隔角度
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local angle=270
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local angle = 0
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-- 半径
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local radius=250
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local radius = 285
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local curHeroData -- 当前英雄信息
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local heroDatas -- 全部英雄数据
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@ -35,7 +35,9 @@ local isPlayAnim = true
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local isFristOpenTime
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function GodPrintPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.upView = SubUIManager.Open(SubUIConfig.UpView, this.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
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this.upView = SubUIManager.Open(SubUIConfig.UpView, this.gameObject.transform, {
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showType = UpViewOpenType.ShowLeft
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})
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this.helpBtn = Util.GetGameObject(this.gameObject, "HelpBtn")
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this.helpPosition = this.helpBtn:GetComponent("RectTransform").localPosition
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this.leftBtn = Util.GetGameObject(this.gameObject, "LeftBtn")
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@ -64,8 +66,10 @@ function GodPrintPanel:InitComponent()
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-- 魂印列表
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this.scrollRoot = Util.GetGameObject(this.gameObject, "ScrollRoot")
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this.scrollPre = Util.GetGameObject(this.gameObject, "ScrollRoot/Pre")
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this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollRoot.transform,this.scrollPre, this.scrollBar,--
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Vector2.New(this.scrollRoot.transform.rect.width,this.scrollRoot.transform.rect.height),1,5,Vector2.New(45,40))
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this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollRoot.transform, this.scrollPre,
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this.scrollBar, --
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Vector2.New(this.scrollRoot.transform.rect.width, this.scrollRoot.transform.rect.height), 1, 5,
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Vector2.New(45, 40))
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this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
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this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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@ -75,6 +79,7 @@ function GodPrintPanel:InitComponent()
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this.SetIsShow()
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-- this.BgMask = Util.GetGameObject(this.gameObject,"bgMask")
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end
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-- function GodPrintPanel:SetSortingOrder()
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-- end
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@ -122,6 +127,7 @@ end
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function GodPrintPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.GetNewItemIncarnation, this.SetScrollData)
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end
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function GodPrintPanel:OnSortingOrderChange()
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-- 特效层级重设
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for _, v in pairs(list) do
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@ -153,21 +159,22 @@ function GodPrintPanel:OnOpen(_curHeroData,_heroDatas)
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break
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end
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end
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end
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function GodPrintPanel:OnShow()
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isPlayAnim = true
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this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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this.upView:OnOpen({
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showType = UpViewOpenType.ShowLeft,
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panelType = PanelType.Main
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})
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-- 已激活魂印的Hero为1时 隐藏左右按钮
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this.leftBtn.gameObject:SetActive(#heroDatas > 1)
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this.rightBtn.gameObject:SetActive(#heroDatas > 1)
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this.RefreshShow()
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end
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function GodPrintPanel:OnClose()
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angle=270
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angle = 0
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loopCount = 0
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local var = isShow and 1 or 0
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PlayerPrefs.SetInt(PlayerManager.uid .. "_GodPrint_IsShow", var)
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@ -191,6 +198,7 @@ function this.OnLeftBtnClick()
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curHeroData = heroDatas[index]
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this.RefreshShow()
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end
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-- 点击右
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function this.OnRightBtnClick()
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index = (index + 1 <= #heroDatas and index + 1 or 1)
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@ -198,7 +206,6 @@ function this.OnRightBtnClick()
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this.RefreshShow()
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end
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-- 刷新显示
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function this.RefreshShow()
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-- LogGreen("刷新魂印面板")
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@ -226,7 +233,7 @@ function this.SetLoopUI()
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local didLv = 0
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-- 最终最大等级
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local maxLv = 0
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loopCount,didLen,didLv,maxLv= HeroManager.GetGodPrintLoopUIMaxData(curHeroData.star)
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loopCount, didLen, didLv, maxLv = HeroManager.GetGodPrintLoopUIMaxData(curHeroData.lv)
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-- LogBlue("最大槽位数量"..loopCount.." 可装备槽位数量"..didLen.." 最大动态等级"..didLv.." 配置最大等级"..maxLv)
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local d = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 149).Value, "#")
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loopCount = #d
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@ -240,7 +247,10 @@ function this.SetLoopUI()
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-- 设置不包含最后一位 为默认
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for j = 1, #d do
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loopList[j]:GetComponent("RectTransform").anchoredPosition = this.GetCurPosByIndex(j)
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if curHeroData.star>=tonumber(d[j]) then
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-- 由星级限制修改为鸿蒙等级限制
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local harmony = HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv)
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if (harmony and harmony.value >= tonumber(d[j])) or 1 >= tonumber(d[j]) then
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-- if curHeroData.star >= tonumber(d[j]) then
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this.SetLoopPre(loopList[j], 1, nil, nil, j)
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else
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this.SetLoopPre(loopList[j], 2, nil, tonumber(d[j]), j)
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@ -254,12 +264,14 @@ function this.SetLoopUI()
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this.SetLoopPre(loopList[index], 3, index, curHeroData.godPrintList[k])
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end
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end
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-- 获取当前子布局坐标
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function this.GetCurPosByIndex(index)
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local hudu = (angle / 180) * Mathf.PI
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angle = angle + (360 / loopCount)
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return Vector2.New(radius * Mathf.Cos(hudu), radius * Mathf.Sin(hudu))
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end
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-- 设置环形布局预设 root:预设根节点 type:开启类型 index 位置 data:数据
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function this.SetLoopPre(root, type, index, data, curIndex)
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local normal = Util.GetGameObject(root, "Normal")
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@ -270,24 +282,33 @@ function this.SetLoopPre(root,type,index,data,curIndex)
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lvTxt.gameObject:SetActive(false)
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Util.GetGameObject(bg, "Frame"):GetComponent("Image").enabled = false
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if curIndex then
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bg.transform:DORotate(Vector3.New(0,0,(360/loopCount)*(curIndex-1) + root.transform.localRotation.z-90),0)
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bg.transform:DORotate(Vector3.New(0, 0, (360 / loopCount) * (curIndex - 1) + root.transform.localRotation.z), 0)
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end
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normal:SetActive(type == 1) -- 解锁 未装备
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lock:SetActive(type == 2) -- 锁定
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unlock:SetActive(type == 3) -- 解锁装备魂印
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root:GetComponent("Button").interactable = type == 3 -- 只有被赋值的按钮才能点击
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if type == 1 then
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-- Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[0].circleBg1)
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Util.GetGameObject(bg, "bg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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SoulPrintSpriteByQuantity[0].circleBg1)
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elseif type == 2 then
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Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[0].circleBg1)
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Util.GetGameObject(lock,"Text"):GetComponent("Text").text=string.format("%s星解锁",data)
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Util.GetGameObject(bg, "bg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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SoulPrintSpriteByQuantity[0].circleBg1)
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-- Util.GetGameObject(lock, "Text"):GetComponent("Text").text = string.format(Language[11165], data)
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-- Util.GetGameObject(lock, "Text"):GetComponent("Text").text = string.format(Language[11165], data)
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Util.GetGameObject(lock, "Text"):GetComponent("Text").text =
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string.format(GetLanguageStrById("伙伴共鸣%s级解锁"), data)
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elseif type == 3 then
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-- Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=true
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-- Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg1)
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Util.GetGameObject(bg, "bg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg1)
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-- Util.GetGameObject(bg,"Frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByqualityPoint(equipConfig[data.equipId].Quality))
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Util.GetGameObject(unlock,"circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg2)
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Util.GetGameObject(unlock,"Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.equipId].ResourceID))
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Util.GetGameObject(unlock,"circle"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circle)
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Util.GetGameObject(unlock, "circleFrame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg2)
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Util.GetGameObject(unlock, "Icon"):GetComponent("Image").sprite =
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this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.equipId].ResourceID))
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Util.GetGameObject(unlock, "circle"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circle)
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Util.GetGameObject(unlock, "Name"):GetComponent("Text").text = GetLanguageStrById(itemConfig[data.equipId].Name)
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lvTxt.gameObject:SetActive(equipConfig[data.equipId].Star > 0)
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lvTxt.text = "+" .. equipConfig[data.equipId].Star
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@ -307,7 +328,8 @@ end
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-- 设置英雄
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function this.SetHero()
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this.heroIcon.sprite = this.spLoader:LoadSprite(curHeroData.icon)
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this.heroFrame.sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality,curHeroData.star))
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this.heroFrame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality,
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curHeroData.star))
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-- local allPro = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false)
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local WarPower
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-- 计算面板属性
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@ -319,7 +341,6 @@ function this.SetHero()
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this.power.text = WarPower
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end
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-- 设置装备中的魂印
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function this.SetIsShow()
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if PlayerPrefs.GetInt(PlayerManager.uid .. "_GodPrint_IsShow") then
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@ -354,9 +375,9 @@ function this.SetScrollData()
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end
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this.scrollView:SetIndex(1)
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end
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-- 设置魂印列表预设
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function this.SetScrollPre(root, data)
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Util.SetParticleSortLayer(root, this.sortingOrder + 1)
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SetSoulEffect(itemConfig[data.id].Quantity1, root)
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@ -368,7 +389,9 @@ function this.SetScrollPre(root,data)
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local circle = Util.GetGameObject(root, "circle"):GetComponent("Image")
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local equipped = Util.GetGameObject(root, "Equipped") -- 是否已装备
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local lvTxt = Util.GetGameObject(root, "lv"):GetComponent("Text")
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Util.GetGameObject(root,"limit"):SetActive(equipConfig[data.id].limit == 1 and not GodPrintManager.GetCurGodPrintIsCanUp(data.id) and data.upHero=="")
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Util.GetGameObject(root, "limit"):SetActive(equipConfig[data.id].limit == 1 and
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not GodPrintManager.GetCurGodPrintIsCanUp(data.id) and data.upHero ==
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"")
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frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(equipConfig[data.id].Quality))
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circle.sprite = this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.id].Quality].circle)
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icon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.id].ResourceID))
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@ -387,18 +410,18 @@ function this.SetScrollPre(root,data)
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-- 点击事件(穿戴或替换魂印)
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Util.AddOnceClick(root, function()
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if not GodPrintManager.GetCurGodPrintIsCanUp(data.id) and data.upHero == "" then
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PopupTipPanel.ShowTip("该神印只能装备一个")
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PopupTipPanel.ShowTip(Language[11166])
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return
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end
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if this.GetCurHeroSoulPrintState(data.id) then
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PopupTipPanel.ShowTip("该神印只能装备一个")
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PopupTipPanel.ShowTip(Language[11166])
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return
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end
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local pos = this.GetPos() -- 位置
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local oldPower = HeroManager.GetSingleHeroData(curHeroData.dynamicId).warPower
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UIManager.OpenPanel(UIName.GodPrintPopUp, 1, curHeroData.dynamicId, data.id, pos, function()
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-- if curHeroData.dynamicId then
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-- PopupTipPanel.ShowTip(Language[11526])
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-- PopupTipPanel.ShowTip("装备成功!")
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-- end
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this.RefreshShow()
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-- 对比战力并更新战力值 播放战力变更动画
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@ -416,23 +439,32 @@ function this.GetPos()
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table.insert(_data, k, k)
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end
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end
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for i = 1, loopCount do
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if _data[i]==nil then
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return i
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end
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if didLen == LengthOfTable(_data) then
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-- LogError("ssssssssssssssssss"..tostring(loopCount).."/"..tostring(didLen).."/"..tostring( LengthOfTable(_data)))
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return 0
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end
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for i = 1, loopCount do
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if _data[i] == nil then
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-- LogError("ssssssssssssssssss"..tostring(loopCount).."/"..tostring(didLen).."/"..tostring( LengthOfTable(_data)))
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return i
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end
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end
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end
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function this.ShowRedPotDataAndSort(allData)
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if curHeroData.godPrintList and #curHeroData.godPrintList >= 3 then
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table.sort(allData, function(a, b)
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if this.GetCurHeroSoulPrintState(a.id) == this.GetCurHeroSoulPrintState(b.id) then
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if equipConfig[a.id].Quality == equipConfig[b.id].Quality then
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return a.id > b.id
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else
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return equipConfig[a.id].Quality > equipConfig[b.id].Quality
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end
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elseif this.GetCurHeroSoulPrintState(a.id) == false and this.GetCurHeroSoulPrintState(b.id) then
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return true
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else
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return false
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end
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end)
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return
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end
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@ -467,13 +499,14 @@ function this.ShowRedPotDataAndSort(allData)
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isHave = true
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end
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end
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local isHaveCurHeroid = HeroManager.CheckHeroIsCanAddGodPrint(equipConfig[allData[i].id].ProfessionLimit,curHeroData)
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local allNum,open=HeroManager.GetGodPrintLoopUIMaxData(curHeroData.star)
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local isHaveCurHeroid = HeroManager.CheckHeroIsCanAddGodPrint(equipConfig[allData[i].id].ProfessionLimit,
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curHeroData)
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local allNum, open = HeroManager.GetGodPrintLoopUIMaxData(curHeroData.lv)
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-- LogError("#curHeroData.godPrintList=="..#curHeroData.godPrintList.." open=="..open.." curHeroData.star=="..curHeroData.star)
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if not isHave and isHaveCurHeroid and allData[i].upHero == "" and not haveRedPointSid[suitId] and #curHeroData.godPrintList<open then
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if not isHave and isHaveCurHeroid and allData[i].upHero == "" and not haveRedPointSid[suitId] and
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#curHeroData.godPrintList < open then
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allData[i].isShowRedPot = 1 -- 有空位可以穿戴
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haveRedPointSid[suitId] = suitId
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end
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if limitSoulPrint[allData[i].id] then
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Loading…
Reference in New Issue