装备出售界面添加
parent
bdc2c095a7
commit
bff7df21e4
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fileFormatVersion: 2
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guid: 131510fb8ee4bc34c988357e59e4bdd9
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1682,6 +1682,8 @@ GENERAL_POPUP_TYPE={
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ExpeditionReply=13, --大闹天宫 回复 和 复活节点
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TrialToNextFloor=14,--试炼副本进入下一层
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ResolveEquipTreasure=15,--分解宝物
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EquipBatchSell=16,--装备批量出售
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EquipSingleSell=17,--装备单种出售 拉条
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}
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--抽卡类型
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@ -316,6 +316,7 @@ UIName = {
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UpGradePackagePanel = 315,--升级限时礼包
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TrialMiniGamePanel = 316,-- 试炼小游戏界面
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ShowEnemyInfoPanel = 317,--森罗幻境遇敌信息界面
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EquipSellSelectPopup = 318,--装备分解选择界面
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}
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@ -79,6 +79,7 @@ function BagPanel:BindEvent()
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Util.AddClick(this.fenJieBtn, function()
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if sortIndex == ItemBaseType.Equip then
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UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 2)--装备
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-- UIManager.OpenPanel(UIName.EquipSellSelectPopup)--装备
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elseif sortIndex == ItemBaseType.EquipTreasure then
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UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 3)--宝器
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elseif sortIndex == ItemBaseType.SoulPrint then
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@ -35,6 +35,10 @@ local contentScripts = {
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[14]={view=require("Modules/Popup/View/GeneralPopup_TrialToNextFloor"),panelName="GeneralPopup_TrialToNextFloor",type=GENERAL_POPUP_TYPE.TrialToNextFloor},
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--宝物分解
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[15] = {view = require("Modules/Popup/View/GeneralPopup_ResolveEquipTreasure"), panelName = "GeneralPopup_ResolveEquipTreasure",type=GENERAL_POPUP_TYPE.ResolveEquipTreasure},
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-- --装备批量出售
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-- [16] = {view = require("Modules/Popup/View/GeneralPopup_EquipBatchSell"), panelName = "GeneralPopup_EquipBatchSell",type=GENERAL_POPUP_TYPE.EquipBatchSell},
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-- --装备单种出售 拉条
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-- [17] = {view = require("Modules/Popup/View/GeneralPopup_EquipSingleSell"), panelName = "GeneralPopup_EquipSingleSell",type=GENERAL_POPUP_TYPE.EquipSingleSell},
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}
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--子模块预设
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local contentPrefabs={}
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----- 装备批量出售 -----
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local this = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local _args={}
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--传入选择宝器计算返回奖励数据列表
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local dropList = {}
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--item容器
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local itemList = {}
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--传入选择英雄
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local selectEquipTreasureData
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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function this:InitComponent(gameObject)
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this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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this.bodyText=Util.GetGameObject(gameObject,"BodyText"):GetComponent("Text")
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this.cancelBtn=Util.GetGameObject(gameObject,"CancelBtn")
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this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
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--滚动条根节点
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this.root = Util.GetGameObject(gameObject, "Root")
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end
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function this:BindEvent()
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Util.AddClick(this.cancelBtn,function()
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parent:ClosePanel()
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end)
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Util.AddClick(this.confirmBtn,function()
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-- local data={}
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-- for k,v in pairs(selectEquipTreasureData) do
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-- table.insert(data,v.idDyn)
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-- end
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-- NetManager.UseAndPriceItemRequest(4, data, function(msg)
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-- for i = 1, #data do
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-- EquipTreasureManager.RemoveTreasureByIdDyn(data[i])
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-- end
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-- parent:ClosePanel()
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-- UIManager.OpenPanel(UIName.RewardItemPopup,msg,1,function ()
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-- ResolvePanel.SwitchView(3)
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-- end)
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-- end)
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end)
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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parent=_parent
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sortingOrder =_parent.sortingOrder
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local args = {...}
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dropList = args[1]
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selectEquipTreasureData=args[2]
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this.titleText.text=Language[11643]
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--返还比
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local num = 100--tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,35).Value)/100
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this.bodyText.text=string.format( Language[11644],num,"%")
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local data={}
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for i, v in pairs(dropList) do
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data[i]={v.id,v.num}
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end
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FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,4,1,sortingOrder,false,data)
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end
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function this:OnClose()
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end
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function this:OnDestroy()
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end
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return this
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fileFormatVersion: 2
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guid: c58ac0b980c8192429240ba445c7ba07
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,78 @@
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----- 宝器分解弹窗 -----
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local this = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local _args={}
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--传入选择宝器计算返回奖励数据列表
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local dropList = {}
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--item容器
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local itemList = {}
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--传入选择英雄
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local selectEquipTreasureData
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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function this:InitComponent(gameObject)
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this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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this.bodyText=Util.GetGameObject(gameObject,"BodyText"):GetComponent("Text")
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this.cancelBtn=Util.GetGameObject(gameObject,"CancelBtn")
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this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
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--滚动条根节点
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this.root = Util.GetGameObject(gameObject, "Root")
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end
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function this:BindEvent()
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Util.AddClick(this.cancelBtn,function()
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parent:ClosePanel()
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end)
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Util.AddClick(this.confirmBtn,function()
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-- local data={}
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-- for k,v in pairs(selectEquipTreasureData) do
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-- table.insert(data,v.idDyn)
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-- end
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-- NetManager.UseAndPriceItemRequest(4, data, function(msg)
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-- for i = 1, #data do
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-- EquipTreasureManager.RemoveTreasureByIdDyn(data[i])
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-- end
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-- parent:ClosePanel()
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-- UIManager.OpenPanel(UIName.RewardItemPopup,msg,1,function ()
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-- ResolvePanel.SwitchView(3)
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-- end)
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-- end)
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end)
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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parent=_parent
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sortingOrder =_parent.sortingOrder
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local args = {...}
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dropList = args[1]
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selectEquipTreasureData=args[2]
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this.titleText.text=Language[11643]
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--返还比
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local num = 100--tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,35).Value)/100
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this.bodyText.text=string.format( Language[11644],num,"%")
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local data={}
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for i, v in pairs(dropList) do
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data[i]={v.id,v.num}
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end
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FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,4,1,sortingOrder,false,data)
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end
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function this:OnClose()
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end
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function this:OnDestroy()
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end
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return this
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fileFormatVersion: 2
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guid: 8a7174cebe2fb2e4fb30e49a1fa7bc51
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,194 @@
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require("Base/BasePanel")
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EquipSellSelectPopup = Inherit(BasePanel)
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local this = EquipSellSelectPopup
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local isAllSelectState = false
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local quaGrid = {}
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local starGrid = {}
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local quaStateTable = {}
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--false 未选择 true 选择
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local starStateTable = {}
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--false 未选择 true 选择
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local quaTextStringSeting = {
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[1] = {name = "绿色", defaultState = true},
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[2] = {name = "蓝色", defaultState = true},
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[3] = {name = "紫色", defaultState = false},
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[4] = {name = "金色", defaultState = false},
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[5] = {name = "红色", defaultState = false}
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}
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local sartTextStringSeting = {
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[1] = {name = "1星", defaultState = true},
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[2] = {name = "2星", defaultState = true},
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[3] = {name = "3星", defaultState = false},
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[4] = {name = "4星", defaultState = false},
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[5] = {name = "5星", defaultState = false}
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}
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--初始化组件(用于子类重写)
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function EquipSellSelectPopup:InitComponent()
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this.BtnBack = Util.GetGameObject(self.transform, "btnBack")
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this.allSelectBtn = Util.GetGameObject(self.transform, "allSelectBtn/click")
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this.allSelectBtnImage = Util.GetGameObject(self.transform, "allSelectBtn/allSelectBtnImage")
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this.cancelBtn = Util.GetGameObject(self.transform, "cancelBtn")
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this.sellBtn = Util.GetGameObject(self.transform, "sellBtn")
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quaGrid = {}
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for i = 1, 5 do
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quaGrid[i] = Util.GetGameObject(self.transform, "quaGrid/quaSelectBtn (" .. i .. ")")
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starGrid[i] = Util.GetGameObject(self.transform, "starGrid/starSelectBtn (" .. i .. ")")
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end
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end
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--绑定事件(用于子类重写)
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function EquipSellSelectPopup:BindEvent()
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Util.AddClick(
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this.BtnBack,
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function()
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self:ClosePanel()
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end
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)
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Util.AddClick(
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this.allSelectBtn,
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function()
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isAllSelectState = not isAllSelectState
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this.allSelectBtnImage:SetActive(isAllSelectState)
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if isAllSelectState then
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this.AllSelectShow()
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else
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this.DefaultShow()
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end
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end
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)
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Util.AddClick(
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this.cancelBtn,
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function()
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self:ClosePanel()
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end
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)
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Util.AddClick(
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this.sellBtn,
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function()
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self:ClosePanel()
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end
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)
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for i = 1, #quaGrid do
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Util.AddClick(
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Util.GetGameObject(quaGrid[i], "click"),
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function()
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quaStateTable[i] = not quaStateTable[i]
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Util.GetGameObject(quaGrid[i], "allSelectBtnImage"):SetActive(quaStateTable[i])
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this.IsShowAllSelectImage()
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end
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)
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end
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for i = 1, #starGrid do
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Util.AddClick(
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Util.GetGameObject(starGrid[i], "click"),
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function()
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starStateTable[i] = not starStateTable[i]
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Util.GetGameObject(starGrid[i], "allSelectBtnImage"):SetActive(starStateTable[i])
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this.IsShowAllSelectImage()
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end
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)
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end
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end
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--添加事件监听(用于子类重写)
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function EquipSellSelectPopup:AddListener()
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end
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--移除事件监听(用于子类重写)
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function EquipSellSelectPopup:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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function EquipSellSelectPopup:OnOpen()
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end
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function EquipSellSelectPopup:OnShow()
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this.DefaultShow()
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end
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function this.DefaultShow()
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--初始选择
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isAllSelectState = false
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this.allSelectBtnImage:SetActive(isAllSelectState)
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quaStateTable = {}
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starStateTable = {}
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for i = 1, #quaTextStringSeting do
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table.insert(quaStateTable, quaTextStringSeting[i].defaultState)
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if quaGrid[i] then
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Util.GetGameObject(quaGrid[i], "Text"):GetComponent("Text").text = quaTextStringSeting[i].name
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Util.GetGameObject(quaGrid[i], "allSelectBtnImage"):SetActive(quaTextStringSeting[i].defaultState)
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end
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end
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for i = 1, #sartTextStringSeting do
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table.insert(starStateTable, sartTextStringSeting[i].defaultState)
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if starGrid[i] then
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Util.GetGameObject(starGrid[i], "Text"):GetComponent("Text").text = sartTextStringSeting[i].name
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Util.GetGameObject(starGrid[i], "allSelectBtnImage"):SetActive(sartTextStringSeting[i].defaultState)
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end
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end
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end
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function this.AllSelectShow()
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--初始选择
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quaStateTable = {}
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starStateTable = {}
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for i = 1, #quaTextStringSeting do
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table.insert(quaStateTable, true)
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if quaGrid[i] then
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Util.GetGameObject(quaGrid[i], "allSelectBtnImage"):SetActive(true)
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end
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end
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for i = 1, #sartTextStringSeting do
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table.insert(starStateTable, true)
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if starGrid[i] then
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Util.GetGameObject(starGrid[i], "allSelectBtnImage"):SetActive(true)
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end
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end
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end
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--显示全部按钮
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function this.IsShowAllSelectImage()
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local quaIsAllTrue = true
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for i = 1, #quaStateTable do
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if not quaStateTable[i] then
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quaIsAllTrue = false
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end
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end
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local starIsAllTrue = true
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for i = 1, #starStateTable do
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if not starStateTable[i] then
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starIsAllTrue = false
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end
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end
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if quaIsAllTrue and starIsAllTrue then
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isAllSelectState = true
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else
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isAllSelectState = false
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end
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this.allSelectBtnImage:SetActive(isAllSelectState)
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end
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--出售点击事件
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function this.SellBtnClick()
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local quaIsAllTrue = false
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for i = 1, #quaStateTable do
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if quaStateTable[i] then
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quaIsAllTrue = true
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end
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end
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local starIsAllTrue = false
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for i = 1, #starStateTable do
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if starStateTable[i] then
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starIsAllTrue = true
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end
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end
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if quaIsAllTrue and starIsAllTrue then
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--出售
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else
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-- Language[12108]
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end
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end
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--界面关闭时调用(用于子类重写)
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function EquipSellSelectPopup:OnClose()
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end
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--界面销毁时调用(用于子类重写)
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function EquipSellSelectPopup:OnDestroy()
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end
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return EquipSellSelectPopup
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 0c9c983a0bb881542857005e2d3541de
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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