DESKTOP-MMO982B\User 2026-04-12 17:25:07 +08:00
parent eb2172cf6c
commit 8b2a116230
1 changed files with 291 additions and 258 deletions

View File

@ -1,72 +1,76 @@
----- 魂印主面板 -----
----- 魂印主面板 -----
require("Base/BasePanel")
GodPrintPanel = Inherit(BasePanel)
local this = GodPrintPanel
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local equipConfig=ConfigManager.GetConfig(ConfigName.EquipConfig)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local equipSignSetting = ConfigManager.GetConfig(ConfigName.EquipSignSetting)
--循环布局容器
local loopList={}
--最大槽位数量
local loopCount=0
--可装备槽位数量
local didLen=0
--动态最大等级
local didLv=0
--配置最大等级
local maxLv=0
--间隔角度
local angle=270
--半径
local radius=250
-- 循环布局容器
local loopList = {}
-- 最大槽位数量
local loopCount = 0
-- 可装备槽位数量
local didLen = 0
-- 动态最大等级
local didLv = 0
-- 配置最大等级
local maxLv = 0
-- 间隔角度
local angle = 0
-- 半径
local radius = 285
local curHeroData--当前英雄信息
local heroDatas--全部英雄数据
local index=0--当前索引
local curHeroData -- 当前英雄信息
local heroDatas -- 全部英雄数据
local index = 0 -- 当前索引
local isShow=true--默认显示装备中的魂印
local _specialData={}
local isShow = true -- 默认显示装备中的魂印
local _specialData = {}
local isUpZhen = false
local list={}
local list = {}
local teamHero = {}
local isPlayAnim = true
local isFristOpenTime
function GodPrintPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.upView = SubUIManager.Open(SubUIConfig.UpView, this.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
this.helpBtn= Util.GetGameObject(this.gameObject, "HelpBtn")
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
this.upView = SubUIManager.Open(SubUIConfig.UpView, this.gameObject.transform, {
showType = UpViewOpenType.ShowLeft
})
this.helpBtn = Util.GetGameObject(this.gameObject, "HelpBtn")
this.helpPosition = this.helpBtn:GetComponent("RectTransform").localPosition
this.leftBtn = Util.GetGameObject(this.gameObject, "LeftBtn")
this.rightBtn = Util.GetGameObject(this.gameObject, "RightBtn")
this.handBookBtn=Util.GetGameObject(this.gameObject,"HandBookBtn")--图鉴按钮
this.detailsBtn=Util.GetGameObject(this.gameObject,"DetailsBtn")--细节按钮
this.showBtn=Util.GetGameObject(this.gameObject,"ShowBtn")--显示装备中的魂印按钮
this.showBtnOn=Util.GetGameObject(this.showBtn,"Bg/On"):GetComponent("Image")
this.handBookBtn = Util.GetGameObject(this.gameObject, "HandBookBtn") -- 图鉴按钮
this.detailsBtn = Util.GetGameObject(this.gameObject, "DetailsBtn") -- 细节按钮
this.showBtn = Util.GetGameObject(this.gameObject, "ShowBtn") -- 显示装备中的魂印按钮
this.showBtnOn = Util.GetGameObject(this.showBtn, "Bg/On"):GetComponent("Image")
this.showBtn:SetActive(false)
this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn/btnBack")
this.empty=Util.GetGameObject(this.gameObject,"Empty")
this.emptyTxt=Util.GetGameObject(this.gameObject,"Empty/talkImage/Text"):GetComponent("Text")
this.emptyTxt.text=Language[12325]
--循环布局根节点
this.loopRoot=Util.GetGameObject(this.gameObject,"LoopRoot")
this.loopPre=Util.GetGameObject(this.loopRoot,"Pre")
this.empty = Util.GetGameObject(this.gameObject, "Empty")
this.emptyTxt = Util.GetGameObject(this.gameObject, "Empty/talkImage/Text"):GetComponent("Text")
this.emptyTxt.text = Language[12325]
-- 循环布局根节点
this.loopRoot = Util.GetGameObject(this.gameObject, "LoopRoot")
this.loopPre = Util.GetGameObject(this.loopRoot, "Pre")
--英雄头像
this.heroFrame=Util.GetGameObject(this.gameObject,"Hero/Frame"):GetComponent("Image")
this.heroIcon=Util.GetGameObject(this.gameObject,"Hero/Icon"):GetComponent("Image")
-- 英雄头像
this.heroFrame = Util.GetGameObject(this.gameObject, "Hero/Frame"):GetComponent("Image")
this.heroIcon = Util.GetGameObject(this.gameObject, "Hero/Icon"):GetComponent("Image")
--战力
this.power=Util.GetGameObject(this.gameObject,"Power/Value"):GetComponent("Text")
-- 战力
this.power = Util.GetGameObject(this.gameObject, "Power/Value"):GetComponent("Text")
this.scrollBar=Util.GetGameObject(this.gameObject, "Scrollbar"):GetComponent("Scrollbar")
--魂印列表
this.scrollRoot=Util.GetGameObject(this.gameObject,"ScrollRoot")
this.scrollPre=Util.GetGameObject(this.gameObject,"ScrollRoot/Pre")
this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollRoot.transform,this.scrollPre, this.scrollBar,--
Vector2.New(this.scrollRoot.transform.rect.width,this.scrollRoot.transform.rect.height),1,5,Vector2.New(45,40))
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
this.scrollBar = Util.GetGameObject(this.gameObject, "Scrollbar"):GetComponent("Scrollbar")
-- 魂印列表
this.scrollRoot = Util.GetGameObject(this.gameObject, "ScrollRoot")
this.scrollPre = Util.GetGameObject(this.gameObject, "ScrollRoot/Pre")
this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollRoot.transform, this.scrollPre,
this.scrollBar, --
Vector2.New(this.scrollRoot.transform.rect.width, this.scrollRoot.transform.rect.height), 1, 5,
Vector2.New(45, 40))
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
@ -75,40 +79,41 @@ function GodPrintPanel:InitComponent()
this.SetIsShow()
-- this.BgMask = Util.GetGameObject(this.gameObject,"bgMask")
end
-- function GodPrintPanel:SetSortingOrder()
-- end
function GodPrintPanel:BindEvent()
--帮助按钮
-- 帮助按钮
Util.AddClick(this.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.GodPrint,this.helpPosition.x,this.helpPosition.y)
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.GodPrint, this.helpPosition.x, this.helpPosition.y)
end)
--向左切换英雄数据
-- 向左切换英雄数据
Util.AddClick(this.leftBtn, function()
isPlayAnim = true
this.OnLeftBtnClick()
end)
--向右切换英雄数据
-- 向右切换英雄数据
Util.AddClick(this.rightBtn, function()
isPlayAnim = true
this.OnRightBtnClick()
end)
--点击图鉴按钮
-- 点击图鉴按钮
Util.AddClick(this.handBookBtn, function()
UIManager.OpenPanel(UIName.GodPrintHandBook)
end)
--点击细节按钮
-- 点击细节按钮
Util.AddClick(this.detailsBtn, function()
--UIManager.OpenPanel(UIName.GodPrintPopUpV2,1,curHeroData)
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.GodPrint,this.helpPosition.x,this.helpPosition.y)
-- UIManager.OpenPanel(UIName.GodPrintPopUpV2,1,curHeroData)
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.GodPrint, this.helpPosition.x, this.helpPosition.y)
end)
--点击显示装备中魂印按钮
-- 点击显示装备中魂印按钮
Util.AddClick(this.showBtn, function()
isShow=(not isShow and true or false)
this.showBtnOn.enabled= isShow
isShow = (not isShow and true or false)
this.showBtnOn.enabled = isShow
this.SetScrollData()
end)
--关闭页面
-- 关闭页面
Util.AddClick(this.backBtn, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
@ -122,27 +127,28 @@ end
function GodPrintPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.GetNewItemIncarnation, this.SetScrollData)
end
function GodPrintPanel:OnSortingOrderChange()
--特效层级重设
-- 特效层级重设
for _, v in pairs(list) do
Util.SetParticleSortLayer(v, self.sortingOrder)
end
end
function GodPrintPanel:OnOpen(_curHeroData,_heroDatas)
curHeroData=_curHeroData
function GodPrintPanel:OnOpen(_curHeroData, _heroDatas)
curHeroData = _curHeroData
heroDatas = {}
if _heroDatas then
for i = 1, #_heroDatas do
if GodPrintManager.GetSoulPrintIsOpen(_heroDatas[i]) then
table.insert(heroDatas,_heroDatas[i])
table.insert(heroDatas, _heroDatas[i])
end
end
else
local curheroListData=HeroManager.GetAllHeroDatas()
local curheroListData = HeroManager.GetAllHeroDatas()
for i = 1, #curheroListData do
if GodPrintManager.GetSoulPrintIsOpen(curheroListData[i]) then
table.insert(heroDatas,curheroListData[i])
table.insert(heroDatas, curheroListData[i])
end
end
end
@ -153,24 +159,25 @@ function GodPrintPanel:OnOpen(_curHeroData,_heroDatas)
break
end
end
end
function GodPrintPanel:OnShow()
isPlayAnim = true
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
--已激活魂印的Hero为1时 隐藏左右按钮
this.leftBtn.gameObject:SetActive(#heroDatas>1)
this.rightBtn.gameObject:SetActive(#heroDatas>1)
this.upView:OnOpen({
showType = UpViewOpenType.ShowLeft,
panelType = PanelType.Main
})
-- 已激活魂印的Hero为1时 隐藏左右按钮
this.leftBtn.gameObject:SetActive(#heroDatas > 1)
this.rightBtn.gameObject:SetActive(#heroDatas > 1)
this.RefreshShow()
end
function GodPrintPanel:OnClose()
angle=270
loopCount=0
local var=isShow and 1 or 0
PlayerPrefs.SetInt(PlayerManager.uid .. "_GodPrint_IsShow",var)
angle = 0
loopCount = 0
local var = isShow and 1 or 0
PlayerPrefs.SetInt(PlayerManager.uid .. "_GodPrint_IsShow", var)
if isFristOpenTime then
isFristOpenTime:Stop()
isFristOpenTime = nil
@ -180,36 +187,36 @@ end
function GodPrintPanel:OnDestroy()
this.spLoader:Destroy()
SubUIManager.Close(this.upView)
this.scrollView=nil
loopList={}
list={}
this.scrollView = nil
loopList = {}
list = {}
end
--点击左
-- 点击左
function this.OnLeftBtnClick()
index = (index - 1 > 0 and index - 1 or #heroDatas)
curHeroData = heroDatas[index]
this.RefreshShow()
end
--点击右
-- 点击右
function this.OnRightBtnClick()
index = (index + 1 <= #heroDatas and index + 1 or 1)
curHeroData = heroDatas[index]
this.RefreshShow()
end
--刷新显示
-- 刷新显示
function this.RefreshShow()
--LogGreen("刷新魂印面板")
-- LogGreen("刷新魂印面板")
teamHero = FormationManager.GetAllMainFormationHeroId()
isUpZhen = teamHero[curHeroData.dynamicId] and true or false
this.SetLoopUI()
this.SetHero()
this.SetScrollData()
--对比战力并更新战力值 播放战力变更动画
-- 对比战力并更新战力值 播放战力变更动画
local allAddProVal
--计算面板属性
-- 计算面板属性
local WarPower
if isUpZhen then
allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
@ -221,82 +228,96 @@ function this.RefreshShow()
this.power.text = WarPower
end
--设置环形布局
-- 设置环形布局
function this.SetLoopUI()
local didLv=0
--最终最大等级
local didLv = 0
-- 最终最大等级
local maxLv = 0
loopCount,didLen,didLv,maxLv= HeroManager.GetGodPrintLoopUIMaxData(curHeroData.star)
loopCount, didLen, didLv, maxLv = HeroManager.GetGodPrintLoopUIMaxData(curHeroData.lv)
-- 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)
local d = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 149).Value, "#")
loopCount=#d
--初始化
for i=1,#d do
loopCount = #d
-- 初始化
for i = 1, #d do
if not loopList[i] then
loopList[i]=newObjToParent(this.loopPre,this.loopRoot)
loopList[i] = newObjToParent(this.loopPre, this.loopRoot)
end
loopList[i].name="Pre"..i
loopList[i].name = "Pre" .. i
end
--设置不包含最后一位 为默认
for j=1,#d do
-- 设置不包含最后一位 为默认
for j = 1, #d do
loopList[j]:GetComponent("RectTransform").anchoredPosition = this.GetCurPosByIndex(j)
if curHeroData.star>=tonumber(d[j]) then
this.SetLoopPre(loopList[j],1,nil,nil,j)
-- 由星级限制修改为鸿蒙等级限制
local harmony = HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv)
if (harmony and harmony.value >= tonumber(d[j])) or 1 >= tonumber(d[j]) then
-- if curHeroData.star >= tonumber(d[j]) then
this.SetLoopPre(loopList[j], 1, nil, nil, j)
else
this.SetLoopPre(loopList[j],2,nil,tonumber(d[j]),j)
this.SetLoopPre(loopList[j], 2, nil, tonumber(d[j]), j)
end
end
--数据赋值
--LogError("#curHeroData.godPrintList=="..#curHeroData.godPrintList)
for k=1,#curHeroData.godPrintList do
local index=curHeroData.godPrintList[k].position
this.SetLoopPre(loopList[index],3,index,curHeroData.godPrintList[k])
-- 数据赋值
-- LogError("#curHeroData.godPrintList=="..#curHeroData.godPrintList)
for k = 1, #curHeroData.godPrintList do
local index = curHeroData.godPrintList[k].position
this.SetLoopPre(loopList[index], 3, index, curHeroData.godPrintList[k])
end
end
--获取当前子布局坐标
-- 获取当前子布局坐标
function this.GetCurPosByIndex(index)
local hudu=(angle/180)*Mathf.PI
angle=angle+(360/loopCount)
return Vector2.New(radius*Mathf.Cos(hudu),radius*Mathf.Sin(hudu))
local hudu = (angle / 180) * Mathf.PI
angle = angle + (360 / loopCount)
return Vector2.New(radius * Mathf.Cos(hudu), radius * Mathf.Sin(hudu))
end
--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
function this.SetLoopPre(root,type,index,data,curIndex)
local normal= Util.GetGameObject(root,"Normal")
local lock= Util.GetGameObject(root,"Lock")
local unlock= Util.GetGameObject(root,"UnLock")
local bg=Util.GetGameObject(root,"Bg")
local lvTxt= Util.GetGameObject(root,"lv"):GetComponent("Text")
-- 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
function this.SetLoopPre(root, type, index, data, curIndex)
local normal = Util.GetGameObject(root, "Normal")
local lock = Util.GetGameObject(root, "Lock")
local unlock = Util.GetGameObject(root, "UnLock")
local bg = Util.GetGameObject(root, "Bg")
local lvTxt = Util.GetGameObject(root, "lv"):GetComponent("Text")
lvTxt.gameObject:SetActive(false)
Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=false
Util.GetGameObject(bg, "Frame"):GetComponent("Image").enabled = false
if curIndex then
bg.transform:DORotate(Vector3.New(0,0,(360/loopCount)*(curIndex-1) + root.transform.localRotation.z-90),0)
bg.transform:DORotate(Vector3.New(0, 0, (360 / loopCount) * (curIndex - 1) + root.transform.localRotation.z), 0)
end
normal:SetActive(type==1) --解锁 未装备
lock:SetActive(type==2) --锁定
unlock:SetActive(type==3) --解锁装备魂印
root:GetComponent("Button").interactable=type==3--只有被赋值的按钮才能点击
if type==1 then
-- Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[0].circleBg1)
elseif type==2 then
Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[0].circleBg1)
Util.GetGameObject(lock,"Text"):GetComponent("Text").text=string.format("%s星解锁",data)
elseif type==3 then
--Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=true
-- Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg1)
--Util.GetGameObject(bg,"Frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByqualityPoint(equipConfig[data.equipId].Quality))
Util.GetGameObject(unlock,"circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg2)
Util.GetGameObject(unlock,"Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.equipId].ResourceID))
Util.GetGameObject(unlock,"circle"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circle)
Util.GetGameObject(unlock,"Name"):GetComponent("Text").text=GetLanguageStrById(itemConfig[data.equipId].Name)
lvTxt.gameObject:SetActive(equipConfig[data.equipId].Star>0)
lvTxt.text="+"..equipConfig[data.equipId].Star
Util.AddOnceClick(root,function()
local pos=index
LogBlue("卸下时 "..data.equipId)
UIManager.OpenPanel(UIName.GodPrintPopUp,2,curHeroData.dynamicId,data.equipId,pos,function()
normal:SetActive(type == 1) -- 解锁 未装备
lock:SetActive(type == 2) -- 锁定
unlock:SetActive(type == 3) -- 解锁装备魂印
root:GetComponent("Button").interactable = type == 3 -- 只有被赋值的按钮才能点击
if type == 1 then
Util.GetGameObject(bg, "bg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[0].circleBg1)
elseif type == 2 then
Util.GetGameObject(bg, "bg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[0].circleBg1)
-- Util.GetGameObject(lock, "Text"):GetComponent("Text").text = string.format(Language[11165], data)
-- Util.GetGameObject(lock, "Text"):GetComponent("Text").text = string.format(Language[11165], data)
Util.GetGameObject(lock, "Text"):GetComponent("Text").text =
string.format(GetLanguageStrById("伙伴共鸣%s级解锁"), data)
elseif type == 3 then
-- Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=true
Util.GetGameObject(bg, "bg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg1)
-- Util.GetGameObject(bg,"Frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByqualityPoint(equipConfig[data.equipId].Quality))
Util.GetGameObject(unlock, "circleFrame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg2)
Util.GetGameObject(unlock, "Icon"):GetComponent("Image").sprite =
this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.equipId].ResourceID))
Util.GetGameObject(unlock, "circle"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circle)
Util.GetGameObject(unlock, "Name"):GetComponent("Text").text = GetLanguageStrById(itemConfig[data.equipId].Name)
lvTxt.gameObject:SetActive(equipConfig[data.equipId].Star > 0)
lvTxt.text = "+" .. equipConfig[data.equipId].Star
Util.AddOnceClick(root, function()
local pos = index
LogBlue("卸下时 " .. data.equipId)
UIManager.OpenPanel(UIName.GodPrintPopUp, 2, curHeroData.dynamicId, data.equipId, pos, function()
this.RefreshShow()
--对比战力并更新战力值 播放战力变更动画
-- 对比战力并更新战力值 播放战力变更动画
HeroManager.CompareWarPower(curHeroData.dynamicId)
LogError("刷新完界面数据")
end)
@ -304,13 +325,14 @@ function this.SetLoopPre(root,type,index,data,curIndex)
end
end
--设置英雄
-- 设置英雄
function this.SetHero()
this.heroIcon.sprite=this.spLoader:LoadSprite(curHeroData.icon)
this.heroFrame.sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality,curHeroData.star))
this.heroIcon.sprite = this.spLoader:LoadSprite(curHeroData.icon)
this.heroFrame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality,
curHeroData.star))
-- local allPro = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false)
local WarPower
--计算面板属性
-- 计算面板属性
if isUpZhen then
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
else
@ -319,27 +341,26 @@ function this.SetHero()
this.power.text = WarPower
end
--设置装备中的魂印
-- 设置装备中的魂印
function this.SetIsShow()
if PlayerPrefs.GetInt(PlayerManager.uid .. "_GodPrint_IsShow") then
isShow=PlayerPrefs.GetInt(PlayerManager.uid .. "_GodPrint_IsShow")==1
isShow = PlayerPrefs.GetInt(PlayerManager.uid .. "_GodPrint_IsShow") == 1
else
isShow=true
isShow = true
end
this.showBtnOn.enabled=isShow
this.showBtnOn.enabled = isShow
end
--设置魂印列表滚动条
-- 设置魂印列表滚动条
function this.SetScrollData()
local data =GodPrintManager.GetAllSoulPrint(isShow,curHeroData.id,curHeroData.dynamicId,curHeroData)
this.empty:SetActive(#data==0)
local data = GodPrintManager.GetAllSoulPrint(isShow, curHeroData.id, curHeroData.dynamicId, curHeroData)
this.empty:SetActive(#data == 0)
this.ShowRedPotDataAndSort(data)
this.scrollView:SetData(data,function(index,root)
this.SetScrollPre(root,data[index])
this.scrollView:SetData(data, function(index, root)
this.SetScrollPre(root, data[index])
list[root] = root
end,true,true)
end, true, true)
if isPlayAnim then
if isFristOpenTime then
isFristOpenTime:Stop()
@ -354,102 +375,113 @@ function this.SetScrollData()
end
this.scrollView:SetIndex(1)
end
--设置魂印列表预设
function this.SetScrollPre(root,data)
-- 设置魂印列表预设
function this.SetScrollPre(root, data)
Util.SetParticleSortLayer(root, this.sortingOrder + 1)
SetSoulEffect(itemConfig[data.id].Quantity1, root)
local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image")
local icon=Util.GetGameObject(root,"Icon"):GetComponent("Image")
local name=Util.GetGameObject(root,"Name"):GetComponent("Text")
local hero=Util.GetGameObject(root,"Hero")
local heroIcon=Util.GetGameObject(hero,"Icon"):GetComponent("Image")
local circle=Util.GetGameObject(root,"circle"):GetComponent("Image")
local equipped=Util.GetGameObject(root,"Equipped") --是否已装备
local lvTxt=Util.GetGameObject(root,"lv"):GetComponent("Text")
Util.GetGameObject(root,"limit"):SetActive(equipConfig[data.id].limit == 1 and not GodPrintManager.GetCurGodPrintIsCanUp(data.id) and data.upHero=="")
frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(equipConfig[data.id].Quality))
circle.sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.id].Quality].circle)
icon.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.id].ResourceID))
name.text=SubString2(GetLanguageStrById(equipConfig[data.id].Name),8)
hero.gameObject:SetActive(data.upHero~="")
lvTxt.gameObject:SetActive(equipConfig[data.id].Star>0)
lvTxt.text="+"..equipConfig[data.id].Star
Util.GetGameObject(root,"redPoint"):SetActive(data.isShowRedPot == 1)
local frame = Util.GetGameObject(root, "Frame"):GetComponent("Image")
local icon = Util.GetGameObject(root, "Icon"):GetComponent("Image")
local name = Util.GetGameObject(root, "Name"):GetComponent("Text")
local hero = Util.GetGameObject(root, "Hero")
local heroIcon = Util.GetGameObject(hero, "Icon"):GetComponent("Image")
local circle = Util.GetGameObject(root, "circle"):GetComponent("Image")
local equipped = Util.GetGameObject(root, "Equipped") -- 是否已装备
local lvTxt = Util.GetGameObject(root, "lv"):GetComponent("Text")
Util.GetGameObject(root, "limit"):SetActive(equipConfig[data.id].limit == 1 and
not GodPrintManager.GetCurGodPrintIsCanUp(data.id) and data.upHero ==
"")
frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(equipConfig[data.id].Quality))
circle.sprite = this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.id].Quality].circle)
icon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.id].ResourceID))
name.text = SubString2(GetLanguageStrById(equipConfig[data.id].Name), 8)
hero.gameObject:SetActive(data.upHero ~= "")
lvTxt.gameObject:SetActive(equipConfig[data.id].Star > 0)
lvTxt.text = "+" .. equipConfig[data.id].Star
Util.GetGameObject(root, "redPoint"):SetActive(data.isShowRedPot == 1)
equipped.gameObject:SetActive(this.GetCurHeroSoulPrintState(data.id))
if data.upHero~="" then
if data.upHero ~= "" then
local heroData = HeroManager.GetSingleHeroData(data.upHero)
local heroId= heroData.id
--LogGreen(heroId)
heroIcon.sprite=this.spLoader:LoadSprite(heroData.icon)
local heroId = heroData.id
-- LogGreen(heroId)
heroIcon.sprite = this.spLoader:LoadSprite(heroData.icon)
end
--点击事件(穿戴或替换魂印)
Util.AddOnceClick(root,function()
if not GodPrintManager.GetCurGodPrintIsCanUp(data.id) and data.upHero=="" then
PopupTipPanel.ShowTip("该神印只能装备一个")
-- 点击事件(穿戴或替换魂印)
Util.AddOnceClick(root, function()
if not GodPrintManager.GetCurGodPrintIsCanUp(data.id) and data.upHero == "" then
PopupTipPanel.ShowTip(Language[11166])
return
end
if this.GetCurHeroSoulPrintState(data.id) then
PopupTipPanel.ShowTip("该神印只能装备一个")
PopupTipPanel.ShowTip(Language[11166])
return
end
local pos=this.GetPos()--位置
local pos = this.GetPos() -- 位置
local oldPower = HeroManager.GetSingleHeroData(curHeroData.dynamicId).warPower
UIManager.OpenPanel(UIName.GodPrintPopUp,1,curHeroData.dynamicId,data.id,pos,function()
UIManager.OpenPanel(UIName.GodPrintPopUp, 1, curHeroData.dynamicId, data.id, pos, function()
-- if curHeroData.dynamicId then
-- PopupTipPanel.ShowTip(Language[11526])
-- PopupTipPanel.ShowTip("装备成功!")
-- end
this.RefreshShow()
--对比战力并更新战力值 播放战力变更动画
HeroManager.CompareWarPower1(curHeroData.dynamicId,oldPower)
end,data)
-- 对比战力并更新战力值 播放战力变更动画
HeroManager.CompareWarPower1(curHeroData.dynamicId, oldPower)
end, data)
-- end
end)
end
--自动获取魂印的位置 如果有位置返回位置 如果没位置返回0
-- 自动获取魂印的位置 如果有位置返回位置 如果没位置返回0
function this.GetPos()
local _data={}
for k=1,loopCount do
if Util.GetGameObject(loopList[k].gameObject,"UnLock").activeSelf then
table.insert(_data,k,k)
local _data = {}
for k = 1, loopCount do
if Util.GetGameObject(loopList[k].gameObject, "UnLock").activeSelf then
table.insert(_data, k, k)
end
end
for i = 1, loopCount do
if _data[i]==nil then
return i
end
if didLen == LengthOfTable(_data) then
-- LogError("ssssssssssssssssss"..tostring(loopCount).."/"..tostring(didLen).."/"..tostring( LengthOfTable(_data)))
return 0
end
for i = 1, loopCount do
if _data[i] == nil then
-- LogError("ssssssssssssssssss"..tostring(loopCount).."/"..tostring(didLen).."/"..tostring( LengthOfTable(_data)))
return i
end
end
end
function this.ShowRedPotDataAndSort(allData)
if curHeroData.godPrintList and #curHeroData.godPrintList >= 3 then
table.sort(allData, function(a,b)
table.sort(allData, function(a, b)
if this.GetCurHeroSoulPrintState(a.id) == this.GetCurHeroSoulPrintState(b.id) then
if equipConfig[a.id].Quality == equipConfig[b.id].Quality then
return a.id > b.id
else
return equipConfig[a.id].Quality > equipConfig[b.id].Quality
end
elseif this.GetCurHeroSoulPrintState(a.id) == false and this.GetCurHeroSoulPrintState(b.id) then
return true
else
return false
end
end)
return
end
local allUpSoulPrint = {}--所有已上魂印
local allUpSoulPrint = {} -- 所有已上魂印
if curHeroData.godPrintList then
for i = 1, #curHeroData.godPrintList do
local equip=equipConfig[curHeroData.godPrintList[i].equipId]
local equip = equipConfig[curHeroData.godPrintList[i].equipId]
-- allUpSoulPrint[curHeroData.godPrintList[i].equipId] = equip --curHeroData.godPrintList[i]
--LogError("equip.SuiteID=="..equip.SuiteID)
-- LogError("equip.SuiteID=="..equip.SuiteID)
table.insert(allUpSoulPrint, equip.SuiteID)
end
end
--LogError("allUpSoulPrint "..LengthOfTable(allUpSoulPrint).." "..#allData)
local haveRedPointSid = {}--所有已标记红点魂印
-- LogError("allUpSoulPrint "..LengthOfTable(allUpSoulPrint).." "..#allData)
local haveRedPointSid = {} -- 所有已标记红点魂印
local temp=GodPrintManager.GetAllSoulPrint(true,curHeroData.id,curHeroData.dynamicId,curHeroData)
local temp = GodPrintManager.GetAllSoulPrint(true, curHeroData.id, curHeroData.dynamicId, curHeroData)
local limitSoulPrint = {}
for i = 1, #temp do
if not limitSoulPrint[temp[i].id] and equipConfig[temp[i].id].limit == 1 and temp[i].upHero ~= "" then
@ -458,29 +490,30 @@ function this.ShowRedPotDataAndSort(allData)
end
for i = 1, #allData do
--这个英雄没有装备这个魂印,并且可以装备,并且不在haveRedPointSid列表里
-- 这个英雄没有装备这个魂印,并且可以装备,并且不在haveRedPointSid列表里
allData[i].isShowRedPot = 0
local suitId=equipConfig[allData[i].id].SuiteID
local isHave=false
for k=1, #allUpSoulPrint do
if allUpSoulPrint[k]== suitId then
isHave=true
local suitId = equipConfig[allData[i].id].SuiteID
local isHave = false
for k = 1, #allUpSoulPrint do
if allUpSoulPrint[k] == suitId then
isHave = true
end
end
local isHaveCurHeroid = HeroManager.CheckHeroIsCanAddGodPrint(equipConfig[allData[i].id].ProfessionLimit,curHeroData)
local allNum,open=HeroManager.GetGodPrintLoopUIMaxData(curHeroData.star)
--LogError("#curHeroData.godPrintList=="..#curHeroData.godPrintList.." open=="..open.." curHeroData.star=="..curHeroData.star)
if not isHave and isHaveCurHeroid and allData[i].upHero == "" and not haveRedPointSid[suitId] and #curHeroData.godPrintList<open then
allData[i].isShowRedPot = 1--有空位可以穿戴
local isHaveCurHeroid = HeroManager.CheckHeroIsCanAddGodPrint(equipConfig[allData[i].id].ProfessionLimit,
curHeroData)
local allNum, open = HeroManager.GetGodPrintLoopUIMaxData(curHeroData.lv)
-- LogError("#curHeroData.godPrintList=="..#curHeroData.godPrintList.." open=="..open.." curHeroData.star=="..curHeroData.star)
if not isHave and isHaveCurHeroid and allData[i].upHero == "" and not haveRedPointSid[suitId] and
#curHeroData.godPrintList < open then
allData[i].isShowRedPot = 1 -- 有空位可以穿戴
haveRedPointSid[suitId] = suitId
end
if limitSoulPrint[allData[i].id] then
allData[i].isShowRedPot = 0
end
end
table.sort(allData, function(a,b)
table.sort(allData, function(a, b)
if a.isShowRedPot > b.isShowRedPot then
return true
elseif a.isShowRedPot == b.isShowRedPot then
@ -495,12 +528,12 @@ function this.ShowRedPotDataAndSort(allData)
end)
end
--获取当前英雄是否已装备该魂印
-- 获取当前英雄是否已装备该魂印
function this.GetCurHeroSoulPrintState(id)
for k=1,#curHeroData.godPrintList do
local _id=curHeroData.godPrintList[k].equipId
for k = 1, #curHeroData.godPrintList do
local _id = curHeroData.godPrintList[k].equipId
if equipConfig[_id].SuiteID==equipConfig[id].SuiteID then
if equipConfig[_id].SuiteID == equipConfig[id].SuiteID then
return true
end
-- if equipConfig[_id].Id==equipConfig[id].Id then