xiyou_sanguo
PC-202302260912\Administrator 2025-12-11 18:30:35 +08:00
parent ec85b9b370
commit b0da2698bd
1 changed files with 104 additions and 90 deletions

View File

@ -7,26 +7,26 @@ local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local equipSignSetting = ConfigManager.GetConfig(ConfigName.EquipSignSetting)
--循环布局容器
-- 循环布局容器
local loopList = {}
--最大槽位数量
-- 最大槽位数量
local loopCount = 0
--可装备槽位数量
-- 可装备槽位数量
local didLen = 0
--动态最大等级
-- 动态最大等级
local didLv = 0
--配置最大等级
-- 配置最大等级
local maxLv = 0
--间隔角度
-- 间隔角度
local angle = 0
--半径
-- 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 isShow = true -- 默认显示装备中的魂印
local _specialData = {}
local isUpZhen = false
local list = {}
@ -35,33 +35,35 @@ 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.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.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[11164]
--循环布局根节点
-- 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
-- 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
-- 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
-- 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,
@ -82,36 +84,36 @@ end
-- 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)
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.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
this.SetScrollData()
end)
--关闭页面
-- 关闭页面
Util.AddClick(this.backBtn, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
@ -127,7 +129,7 @@ function GodPrintPanel:RemoveListener()
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
@ -161,8 +163,11 @@ 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.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()
@ -187,31 +192,31 @@ function GodPrintPanel:OnDestroy()
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)
@ -223,51 +228,51 @@ 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
-- 最终最大等级
local maxLv = 0
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
-- 初始化
for i = 1, #d do
if not loopList[i] then
loopList[i] = newObjToParent(this.loopPre, this.loopRoot)
end
loopList[i].name = "Pre" .. i
end
--设置不包含最后一位 为默认
-- 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)
--由星级限制修改为鸿蒙等级限制
-- 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
-- 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)
end
end
--数据赋值
--LogError("#curHeroData.godPrintList=="..#curHeroData.godPrintList)
-- 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))
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
-- 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")
@ -279,28 +284,29 @@ function this.SetLoopPre(root, type, index, data, curIndex)
if curIndex then
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
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)
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("鸿蒙%s级解锁"), data)
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("鸿蒙%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(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, "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)
@ -311,7 +317,7 @@ function this.SetLoopPre(root, type, index, data, curIndex)
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)
@ -319,14 +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))
-- 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
@ -335,7 +341,7 @@ 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
@ -345,7 +351,7 @@ function this.SetIsShow()
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)
@ -370,7 +376,7 @@ function this.SetScrollData()
this.scrollView:SetIndex(1)
end
--设置魂印列表预设
-- 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)
@ -381,10 +387,11 @@ function this.SetScrollPre(root, data)
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 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 == "")
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))
@ -397,10 +404,10 @@ function this.SetScrollPre(root, data)
if data.upHero ~= "" then
local heroData = HeroManager.GetSingleHeroData(data.upHero)
local heroId = heroData.id
--LogGreen(heroId)
-- LogGreen(heroId)
heroIcon.sprite = this.spLoader:LoadSprite(heroData.icon)
end
--点击事件(穿戴或替换魂印)
-- 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])
@ -410,21 +417,21 @@ function this.SetScrollPre(root, data)
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()
-- if curHeroData.dynamicId then
-- 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
-- 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
@ -433,12 +440,12 @@ function this.GetPos()
end
end
if didLen == LengthOfTable(_data) then
--LogError("ssssssssssssssssss"..tostring(loopCount).."/"..tostring(didLen).."/"..tostring( LengthOfTable(_data)))
-- 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)))
-- LogError("ssssssssssssssssss"..tostring(loopCount).."/"..tostring(didLen).."/"..tostring( LengthOfTable(_data)))
return i
end
end
@ -447,26 +454,32 @@ end
function this.ShowRedPotDataAndSort(allData)
if curHeroData.godPrintList and #curHeroData.godPrintList >= 3 then
table.sort(allData, function(a, b)
if equipConfig[a.id].Quality == equipConfig[b.id].Quality then
return a.id > b.id
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 equipConfig[a.id].Quality > equipConfig[b.id].Quality
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]
-- 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 limitSoulPrint = {}
@ -477,7 +490,7 @@ 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
@ -489,9 +502,10 @@ function this.ShowRedPotDataAndSort(allData)
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
-- 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
@ -514,7 +528,7 @@ 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