From f40b2050adbdeff4c09d395e1c98a576524bacde Mon Sep 17 00:00:00 2001 From: zhangqiang <657634622@qq.com> Date: Fri, 25 Sep 2020 14:48:10 +0800 Subject: [PATCH] =?UTF-8?q?=E7=81=B5=E5=85=BD=E5=9F=B9=E5=85=BB=E9=83=A8?= =?UTF-8?q?=E5=88=86=E5=88=9D=E5=A7=8B=E8=84=9A=E6=9C=AC?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../UI/Pokemon/PokemonMainPanel.prefab | 11836 ++++++++++------ .../~Lua/Modules/Pokemon.meta | 8 + .../~Lua/Modules/Pokemon/PokemonInfoPanel.lua | 1674 +++ .../Modules/Pokemon/PokemonInfoPanel.lua.meta | 7 + .../~Lua/Modules/Pokemon/PokemonListPanel.lua | 171 + .../Modules/Pokemon/PokemonListPanel.lua.meta | 7 + .../~Lua/Modules/Pokemon/PokemonMainPanel.lua | 69 + .../Modules/Pokemon/PokemonMainPanel.lua.meta | 7 + .../~Lua/Modules/Pokemon/view.meta | 8 + .../Pokemon/view/PokemonListPanel_Fetter.lua | 373 + .../view/PokemonListPanel_Fetter.lua.meta | 7 + .../Pokemon/view/PokemonListPanel_List.lua | 29 + .../view/PokemonListPanel_List.lua.meta | 7 + .../Pokemon/view/PokemonListPanel_UpWar.lua | 345 + .../view/PokemonListPanel_UpWar.lua.meta | 7 + 15 files changed, 10275 insertions(+), 4280 deletions(-) create mode 100644 Assets/ManagedResources/~Lua/Modules/Pokemon.meta create mode 100644 Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonInfoPanel.lua create mode 100644 Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonInfoPanel.lua.meta create mode 100644 Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonListPanel.lua create mode 100644 Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonListPanel.lua.meta create mode 100644 Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonMainPanel.lua create mode 100644 Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonMainPanel.lua.meta create mode 100644 Assets/ManagedResources/~Lua/Modules/Pokemon/view.meta create mode 100644 Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_Fetter.lua create mode 100644 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39cb8eb34216f894db49624585bc678c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonInfoPanel.lua new file mode 100644 index 0000000000..395cb945a9 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonInfoPanel.lua @@ -0,0 +1,1674 @@ +require("Base/BasePanel") +PokemonInfoPanel = Inherit(BasePanel) +local this = PokemonInfoPanel +--升级升星 +local curHeroData--当前英雄信息 +local leftHeroData--左边预加载英雄信息 +local rightHeroData--右边预加载英雄信息 +local heroDatas--所有英雄list信息 +local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) +local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig) +local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) +local index--当前英雄在 英雄列表中的索引 +local costItemList--升级突破静态材料 +local isUpLvMaterials=true--升级 突破 材料是否充足 +local isUpStarMaterials=true--升星 材料是否充足 +local curSelectUpStarData--当前选择升星坑位的数据 +local curSelectUpStarGo--当前选择升星坑位的预设 +local upStarConsumeMaterial={}--升星消耗的英雄组 {{1坑位英雄信息}{2坑位英雄信息}{}} +local upStarMaterialIsAll={}--升星消耗的英雄组是否满足 {{1满足}{2不满足}{}} +local allAddProVal={}--所有属性加成值 +local lvUpShowProList={}--升级后展示的属性提升list +local soulPrintData={}--魂印数据 +local isHeroUpTuPo=false--是否可突破 +local isHeroUpStar=false--是否可升星 +local upTuPoRankUpConfig={}--即将要突破的数据 +local upStarRankUpConfig={}--即将要升星的数据 +local curTuPoRankUpConfig={}--当前突破的数据 +local curStarRankUpConfig={}--当前升星的数据 +--长按升级状态 +local _isClicked = false +local _isReqLvUp = false +local _isLongPress = false +PokemonInfoPanel.timePressStarted = 0--监听长按事件 +this.priThread = nil--协同程序播放升级属性提升值动画用 +local isUpZhen = false--当前英雄是否上阵 +local isClickLeftOrRightBtn = true--点击左右按钮切换英雄播放动画状态 +local teamHero = {}--主线编队成员信息 +local talismanIsOpen = false--法宝是否开启 +local soulPrintIsOpen = false--魂印是否开启 +local isTriggerLongClick = false--长按是否升过级 + +local pinjieImage={"r_hero_pinjiebiao_01","r_hero_pinjiebiao_02"} --该死的品阶图片 1是未激活 2是激活 +--初始化组件(用于子类重写) +function PokemonInfoPanel:InitComponent() + + self.BtnBack = Util.GetGameObject(self.transform, "btnBack") + this.bgImageList = {} + for i = 1, 4 do + this.bgImageList[i] = Util.GetGameObject(self.transform, "bg/di ("..i..")") + end + this.optionUp=Util.GetGameObject(self.gameObject,"optionUp")--上部按钮组 + this.helpBtn = Util.GetGameObject(this.optionUp, "helpBtn") + this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition + this.posBtn=Util.GetGameObject(this.optionUp,"posBtn")--角色定位按钮 + this.shareBtn=Util.GetGameObject(this.optionUp,"shareBtn")--分享按钮 + self.live2dRoot = Util.GetGameObject(self.gameObject, "live2dRoot") + self.bg = Util.GetGameObject(self.gameObject, "bg") + self.starGrid = Util.GetGameObject(self.transform, "rolePanel/info/sartAndLvLayout") + self.posImage = Util.GetGameObject(self.transform, "rolePanel/info/nameAndPossLayout/posImage/posImage/posImage"):GetComponent("Image") + self.posText = Util.GetGameObject(self.transform, "rolePanel/info/nameAndPossLayout/posText/posText"):GetComponent("Text") + self.profession = Util.GetGameObject(self.transform, "rolePanel/info/nameAndPossLayout/proImage/proImage"):GetComponent("Image") + + self.force = Util.GetGameObject(self.transform, "powerBtn/value"):GetComponent("Text") + this.upLvEffect = Util.GetGameObject(self.transform,"powerBtn/effect") + self.heroName = Util.GetGameObject(self.transform, "rolePanel/info/nameAndPossLayout/heroName"):GetComponent("Text") + self.level = Util.GetGameObject(self.transform, "rolePanel/info/sartAndLvLayout/lvText"):GetComponent("Text") + this.rolePanelOp = Util.GetGameObject(self.transform, "rolePanel/layout") + -- this.qualityImage=Util.GetGameObject(self.transform,"powerBtn/quality"):GetComponent("Image") + -- this.quality=Util.GetGameObject(self.transform,"powerBtn/quality/qualityText") + -- this.doubleQuality=Util.GetGameObject(self.transform,"powerBtn/quality/qualityDoubleText") + this.posBgImage=Util.GetGameObject(self.transform,"powerBtn/Pos"):GetComponent("Image") + this.posImage=Util.GetGameObject(self.transform,"powerBtn/Pos/PosImage"):GetComponent("Image") + this.posText=Util.GetGameObject(self.transform,"powerBtn/Pos/PosText"):GetComponent("Text") + self.btnInfo = Util.GetGameObject(self.transform, "rolePanel/btnList/btnInfo") + this.btnInfoRedPoint = Util.GetGameObject(self.transform, "rolePanel/btnList/btnInfo/redPoint") + self.btnUpStar = Util.GetGameObject(self.transform, "rolePanel/btnList/btnUpStar") + self.btnEquip = Util.GetGameObject(self.transform, "rolePanel/btnList/btnEquip") + self.btnStory = Util.GetGameObject(self.transform, "rolePanel/btnList/btnStory") + self.btnSkin = Util.GetGameObject(self.transform, "rolePanel/btnList/btnSkin") + this.selectBtn = Util.GetGameObject(self.transform, "rolePanel/btnList/selectBtn") + + this.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject") + this.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject") + + --英雄详情结构对象 + this.roleInfoLayout = Util.GetGameObject(self.transform, "rolePanel/layout/roleInfoLayout") + this.roleUpStarLayout = Util.GetGameObject(self.transform, "rolePanel/layout/roleUpStarLayout") + this.roleStoryLayout = Util.GetGameObject(self.transform, "rolePanel/layout/roleStoryLayout") + this.roleSkinLayout = Util.GetGameObject(self.transform, "rolePanel/layout/roleSkinLayout") + this.upLvMaskPanle=Util.GetGameObject(self.transform,"rolePanel/layout/upLvMaskPanle") + + self.curObj= Util.GetGameObject(self.transform, "curObj") + self.leftObj= Util.GetGameObject(self.transform, "leftObj") + self.rightObj= Util.GetGameObject(self.transform, "rightObj") + --情报 + this.atkPro=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/pro/atk") + this.hpPro=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/pro/hp") + this.phyDef=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/pro/phyDef") + this.magDef=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/pro/magDef") + this.lv=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/pro/lv/proValue"):GetComponent("Text") + this.skillGrid=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/skill") + this.selsectSkillImage=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/selsectSkillImage") + this.allProButton=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/allProButton") + this.pinjieList={}--品阶预设容器 + this.pinjieRoot=Util.GetGameObject(self.gameObject,"rolePanel/layout/roleInfoLayout/Pinjie") + this.pinjiePre=Util.GetGameObject(self.gameObject,"rolePanel/layout/roleInfoLayout/Pre") + + --升级 + this.itemPre=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/upLv/itemPre") + this.itemGrid=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/upLv/itemGrid") + this.upLvBtn=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/upLvBtn") + this.upLvBtnRedPoint=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/upLvBtn/redPoint") + this.upLvTrigger = Util.GetEventTriggerListener(this.upLvBtn) + + this.upLvBtnText=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/upLvBtn/Text"):GetComponent("Text") + this.upLvBtnImage=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/upLvBtn"):GetComponent("Image") + this.upLvBtnTiShiText=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/upLv/Image/Text"):GetComponent("Text") + this.upLvGoldBtn=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/upLv/gold") + this.upLvGoldText=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/upLv/gold/Text"):GetComponent("Text") + this.tipUpLv=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/upLv/tip") + this.noUpLvText=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/noUpLvText") + this.upLv=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/upLv") + this.lvUpGo=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/lvUpGo") + this.lvUpGoImage=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/lvUpGo/Image") + + for i = 1, 5 do + lvUpShowProList[i]=Util.GetGameObject(this.lvUpGo.transform,"proPreParent/proPre"..i) + end + lvUpShowProList[5]:SetActive(false) + --升星 + this.upStar=Util.GetGameObject(self.transform,"rolePanel/layout/roleUpStarLayout/upStar") + this.noUpStarText=Util.GetGameObject(self.transform,"rolePanel/layout/roleUpStarLayout/noUpStarText") + this.upStarPre=Util.GetGameObject(this.upStar,"upStarPre") + this.upStarGrid=Util.GetGameObject(this.upStar,"grid") + this.upStarBtn=Util.GetGameObject(this.upStar,"btns/upStarBtn") + this.upStarBtnRedPoint=Util.GetGameObject(this.upStar,"btns/upStarBtn/redPoint") + this.goldBtn=Util.GetGameObject(this.upStar,"goldGrid/gold") + this.goldText=Util.GetGameObject(this.upStar,"goldGrid/gold/Text"):GetComponent("Text") + this.goldImage=Util.GetGameObject(this.upStar,"goldGrid/gold") + this.gold2Btn=Util.GetGameObject(this.upStar,"goldGrid/gold2") + this.gold2Text=Util.GetGameObject(this.upStar,"goldGrid/gold2/Text"):GetComponent("Text") + this.gold2Image=Util.GetGameObject(this.upStar,"goldGrid/gold2") + this.roleUpStarLayoutTip=Util.GetGameObject(this.upStar,"tip"):GetComponent("Text") + this.roleUpStarRedPoint=Util.GetGameObject(self.transform,"rolePanel/btnList/btnUpStar/redPoint") + this.goCompoundHero=Util.GetGameObject(this.upStar.transform, "goCompoundHero") + Util.GetGameObject(this.upStar.transform, "goCompoundHero/Text"):GetComponent("Text").text = Language[12290] + --升星属性 + this.curStarGrid = Util.GetGameObject(this.upStar.transform, "upStarProInfo/curStarGrid") + this.nextStarGrid = Util.GetGameObject(this.upStar.transform, "upStarProInfo/nextStarGrid") + --this.curLvEnd = Util.GetGameObject(this.upStar.transform, "upStarProInfo/lvUp/curLvEnd"):GetComponent("Text") + --this.nextLvEnd = Util.GetGameObject(this.upStar.transform, "upStarProInfo/lvUp/nextLvEnd"):GetComponent("Text") + --this.proUpVal = Util.GetGameObject(this.upStar.transform, "upStarProInfo/proUp/upVal"):GetComponent("Text") + this.skillInfoGrid = Util.GetGameObject(this.upStar.transform, "upStarProInfo/skillInfo") + this.skillInfoGrid:SetActive(false) + this.atkPro_UpStar=Util.GetGameObject(self.transform,"rolePanel/layout/roleUpStarLayout/upStar/upStarProInfo/pro/atk") + this.hpPro_UpStar=Util.GetGameObject(self.transform,"rolePanel/layout/roleUpStarLayout/upStar/upStarProInfo/pro/hp") + this.phyDef_UpStar=Util.GetGameObject(self.transform,"rolePanel/layout/roleUpStarLayout/upStar/upStarProInfo/pro/phyDef") + this.magDef_UpStar=Util.GetGameObject(self.transform,"rolePanel/layout/roleUpStarLayout/upStar/upStarProInfo/pro/magDef") + this.lv_UpStar=Util.GetGameObject(self.transform,"rolePanel/layout/roleUpStarLayout/upStar/upStarProInfo/pro/lv/proValue"):GetComponent("Text") + this.nextlv_UpStar=Util.GetGameObject(self.transform,"rolePanel/layout/roleUpStarLayout/upStar/upStarProInfo/pro/lv/nextproValue"):GetComponent("Text") + --装备 + this.equipBtn=Util.GetGameObject(self.transform,"option/equipBtn") + this.soulPrintBtn=Util.GetGameObject(self.transform,"option/soulPrintBtn") + this.soulPrintBtnRedPoint=Util.GetGameObject(self.transform,"option/soulPrintBtn/redPoint") + this.equipBtnRedPoint=Util.GetGameObject(self.transform,"option/equipBtn/redPoint") + --法宝 + this.talismanBtn=Util.GetGameObject(self.transform,"option/talismanBtn") --该按钮控制入口显隐 + this.talismanClick=Util.GetGameObject(self.transform,"option/talismanBtn/panel") --控制按钮的点击事件 置灰 + this.talismanBtnRedPoint=Util.GetGameObject(self.transform,"option/talismanBtn/panel/redPoint") + this.talismanInfo=Util.GetGameObject(self.transform,"option/talismanBtn/info") --查看法宝特性按钮 + self.dragView = SubUIManager.Open(SubUIConfig.DragView, self.gameObject.transform) + self.dragView.transform:SetSiblingIndex(1) + this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft}) + screenAdapte(self.bg) + --回溯 + -- this.upReturn=Util.GetGameObject(this.upStar,"btns/upReturn") + -- this.upReturn2=Util.GetGameObject(this.noUpStarText,"upReturn") + --定位 + -- self.infoText=Util.GetGameObject(self.transform,"rolePanel/layout/roleInfoLayout/Location/Info"):GetComponent("Text") + --上锁 + this.lockBtn=Util.GetGameObject(self.transform,"rolePanel/info/sartAndLvLayout/lockBtn") + this.lockImage=Util.GetGameObject(this.lockBtn.transform,"lock") + this.unlockImage=Util.GetGameObject(this.lockBtn.transform,"unlock") + --传记 + self.infoTextStory = Util.GetGameObject(self.transform,"rolePanel/layout/roleStoryLayout/infoBg/infoRect/infoText"):GetComponent("Text") + + + this.trigger=Util.GetEventTriggerListener(self.dragView.gameObject) + this.trigger.onBeginDrag = this.trigger.onBeginDrag + this.OnBeginDrag + this.trigger.onDrag = this.trigger.onDrag + this.OnDrag + this.trigger.onEndDrag = this.trigger.onEndDrag + this.OnEndDrag + + this.talentBtn=Util.GetGameObject(self.transform,"talentBtn") + this.talentProgress=Util.GetGameObject(self.transform,"talentBtn/progress"):GetComponent("Text") + this.talentTipStr=Util.GetGameObject(self.transform,"talentBtn/tipStr"):GetComponent("Text") + this.talentTipStrGo=Util.GetGameObject(self.transform,"talentBtn/tipStr") +end +local oldLv = 0 +--绑定事件(用于子类重写) +function PokemonInfoPanel:BindEvent() + + Util.AddClick(self.BtnBack, function() + PlaySoundWithoutClick(SoundConfig.Sound_UICancel) + self:ClosePanel() + end) + --帮助按钮(暂时干掉) + -- Util.AddClick(this.helpBtn, function() + -- UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.RoleInfo,this.helpPosition.x,this.helpPosition.y) + -- end) + --角色定位按钮 + Util.AddClick(this.posBtn,function() + UIManager.OpenPanel(UIName.RolePosInfoPopup,curHeroData.heroConfig) + end) + --情报按钮 + Util.AddClick(self.btnInfo, function() + PokemonInfoPanel:OnClickBtnInfo() + end) + --进阶按钮 + Util.AddClick(self.btnUpStar, function() + PokemonInfoPanel:OnClickBtnUpStar() + end) + --传记按钮 + Util.AddClick(self.btnStory, function() + PokemonInfoPanel:OnClickBtnStory() + end) + --皮肤按钮 + Util.AddClick(self.btnSkin, function() + PokemonInfoPanel:OnClickBtnSkin() + end) + --左切换按钮 + Util.AddClick(this.leftBtn, function() + this:LeftBtnOnClick() + end) + --右切换按钮 + Util.AddClick(this.rightBtn, function() + this:RightBtnOnClick() + end) + Util.AddClick(this.dragView.gameObject, function() + local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic") + SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false) + end) + --升级 + Util.AddClick(this.upLvBtn, function() + if Time.realtimeSinceStartup - PokemonInfoPanel.timePressStarted <= 0.4 then + -- LogGreen("upLvBtn ") + self:LvUpClick(true) + end + end) + --长按升级按下状态 + this._onPointerDown = function(Pointgo, data) + isTriggerLongClick = false + _isClicked = true + PokemonInfoPanel.timePressStarted = Time.realtimeSinceStartup + oldLv = curHeroData.lv + end + --长按升级抬起状态 + this._onPointerUp = function(Pointgo, data) + if _isLongPress and isTriggerLongClick then + --连续升级抬起请求升级 + self:LongLvUpClick(oldLv) + end + _isClicked = false + _isLongPress = false + end + this.upLvTrigger.onPointerDown = this.upLvTrigger.onPointerDown + this._onPointerDown + this.upLvTrigger.onPointerUp = this.upLvTrigger.onPointerUp + this._onPointerUp + + --升星 + Util.AddClick(this.upStarBtn, function() + self:StarUpClick() + end) + --前往化虚坛 + Util.AddClick(this.goCompoundHero, function() + if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.COMPOUND_HERO) then + JumpManager.GoJump(750001) + else + PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.COMPOUND_HERO)) + end + end) + --回溯 + -- Util.AddClick(this.upReturn, function() + -- self:HeroReturnEvent() + -- end) + --满星时回溯按钮 + -- Util.AddClick(this.upReturn2, function() + -- self:HeroReturnEvent() + -- end) + --装备 + Util.AddClick(this.equipBtn, function() + UIManager.OpenPanel(UIName.RoleEquipPanel,curHeroData,heroDatas,this,isUpZhen) + end) + --魂印 + Util.AddClick(this.soulPrintBtn, function() + if soulPrintIsOpen then + -- if(#soulPrintData>=1 and isUpZhen) then + -- RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .. curHeroData.dynamicId, 1) + -- end + UIManager.OpenPanel(UIName.SoulPrintPanel,curHeroData,heroDatas) + else + -- local equipSignSetting = ConfigManager.GetConfig(ConfigName.EquipSignSetting) + local EquipSignUnlock = ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipSignUnlock + PopupTipPanel.ShowTip(Language[11753]..NumToSimplenessFont[EquipSignUnlock[2][2]] .. Language[11832]) + end + end) + --显示所有属性 + Util.AddClick(this.allProButton, function() + UIManager.OpenPanel(UIName.RoleProInfoPopup,allAddProVal,curHeroData.heroConfig,true) + end) + --法宝 + Util.AddClick(this.talismanClick,function() + if talismanIsOpen then + UIManager.OpenPanel(UIName.RoleTalismanPanelV2,curHeroData,heroDatas) + else + PopupTipPanel.ShowTip(TalismanManager.GetCurHeroIsOpenTalismanTip()) + end + end) + --查看法宝特性按钮 + Util.AddClick(this.talismanInfo,function() + UIManager.OpenPanel(UIName.TalismanInfoPopup,curHeroData.heroConfig,1,1) + end) + --上锁 + Util.AddClick(this.lockBtn,function() + self:HeroLockEvent() + end) + Util.AddClick(this.talentBtn,function() + UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId) + end) +end + +--添加事件监听(用于子类重写) +function PokemonInfoPanel:AddListener() + + Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpLvAndBreakMaterialShow) + Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow) +end + +--移除事件监听(用于子类重写) +function PokemonInfoPanel:RemoveListener() + + Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpLvAndBreakMaterialShow) + Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow) +end + +--界面打开时调用(用于子类重写) +function PokemonInfoPanel:OnOpen(_curHeroData, _heroDatas,_isUpZhen) + curHeroData, heroDatas,isUpZhen = _curHeroData, _heroDatas,_isUpZhen + --SoulPrintManager.UnLockSoulPrintPos(_curHeroData) +end + +function PokemonInfoPanel:OnSortingOrderChange() + this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1 + --this.skillInfoGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1 +end + +function PokemonInfoPanel:OnShow() + isClickLeftOrRightBtn = true + this.upLvEffect:SetActive(false) + for i = 1, #heroDatas do + if curHeroData == heroDatas[i] then + index = i + end + end + teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)-- + this:UpdateLiveList()--加载当前 和 左右数据 + if this.leftLiveObj and leftHeroData then + LogError(Language[11833]) + poolManager:UnLoadLive(leftHeroData.live, this.leftLiveObj) + this.leftLiveObj = nil + end + if this.rightLiveObj and rightHeroData then + LogError(Language[11834]) + poolManager:UnLoadLive(rightHeroData.live, this.rightLiveObj) + this.rightLiveObj = nil + end + if this.curLiveObj and curHeroData then + LogError(Language[11835]) + poolManager:UnLoadLive(curHeroData.live, this.curLiveObj) + this.curLiveObj = nil + end + Util.ClearChild(self.curObj.transform) + Util.ClearChild(self.leftObj.transform) + Util.ClearChild(self.rightObj.transform) + this.leftLiveObj = this:LoadHerolive(leftHeroData,self.leftObj) + this.rightLiveObj = this:LoadHerolive(rightHeroData,self.rightObj) + this.curLiveObj = this:LoadHerolive(curHeroData,self.curObj) + if this.curLiveObj then + self.dragView.gameObject:SetActive(true) + self.dragView:SetDragGO(this.curLiveObj) + else + self.dragView.gameObject:SetActive(false) + end + this:UpdatePanelData()--刷新界面方法 + PokemonInfoPanel:OnClickBtnInfo()--初始化是默认显示详情 + this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.RoleInfo }) + FixedUpdateBeat:Add(this.OnUpdate, self)--长按方法注册 + this.SetPanelBg(curHeroData.heroConfig) +end + +--刷新面板 +function PokemonInfoPanel:RefreshHeroDatas(_curHeroData,_heroDatas,_isUpZhen) + self:OnOpen(_curHeroData,_heroDatas,_isUpZhen) +end +--长按升级处理 +function this.OnUpdate() + if _isClicked then + if Time.realtimeSinceStartup - PokemonInfoPanel.timePressStarted > 0.4 then + _isLongPress = true + if not _isReqLvUp then + _isReqLvUp = true + this:LvUpClick(false) + end + end + end +end +--更新界面已存数据 +function this:UpdateLiveList() + local leftIndex = (index - 1 > 0 and index - 1 or #heroDatas) + leftHeroData = heroDatas[leftIndex] + curHeroData = heroDatas[index] + local rightIndex = (index + 1 <= #heroDatas and index + 1 or 1) + rightHeroData = heroDatas[rightIndex] +end +--根据界面数据加载动态立绘 +function this:LoadHerolive(_heroData, _objPoint) + --TODO:动态加载立绘 + local testLive = poolManager:LoadLive(_heroData.live, _objPoint.transform, + Vector3.one * _heroData.scale, Vector3.New(_heroData.position[1], _heroData.position[2], 0)) + local SkeletonGraphic = testLive:GetComponent("SkeletonGraphic") + local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end + SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle + poolManager:SetLiveClearCall(_heroData.live, testLive, function () + SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle + end) + return testLive +end +--更新界面显示 +function this:UpdatePanelData(isNeedLoadLive) + this:UpdateHeroInfoData(isNeedLoadLive)--详情 + PokemonInfoPanel:GetCurHeroUpLvOrUpStarSData()--获取升级 突破 进阶数据 + this:UpdateHeroUpLvAndBreakData()--升级 + this:UpdateHeroUpStarData(isNeedLoadLive)--进阶 + if curHeroData.heroConfig.GrowthSwitch and not isNeedLoadLive then + PokemonInfoPanel.HideAllLayout() + this.roleInfoLayout:SetActive(true) + PokemonInfoPanel:SetSelectBtn(self.btnInfo, Language[11836]) + return + end +end +--更新英雄情报数据 +function this:UpdateHeroInfoData(isNeedLoadLive) + curTuPoRankUpConfig=heroRankupConfig[curHeroData.breakId] + curStarRankUpConfig=heroRankupConfig[curHeroData.upStarId] + local EquipSignUnlock = ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipSignUnlock + if not isNeedLoadLive then + if teamHero[curHeroData.dynamicId] then + isUpZhen = true + this.equipBtnRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0) + this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData)) + this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData)) + else + isUpZhen = false + this.equipBtnRedPoint:SetActive(false) + this.talismanBtnRedPoint:SetActive(false) + this.soulPrintBtnRedPoint:SetActive(false) + end + --角色定位按钮 + this.posBtn.gameObject:SetActive(curHeroData.heroConfig.ShowHeroLocation==1) --法宝按钮逻辑 + this.talismanBtn.gameObject:SetActive(TalismanManager.CheckTalismanIsInConfig(curHeroData)) + if TalismanManager.CheckTalismanIsInConfig(curHeroData) then + talismanIsOpen = TalismanManager.GetCurHeroIsOpenTalisman(curHeroData) + this.talismanInfo.gameObject:SetActive(not talismanIsOpen) + Util.SetGray(this.talismanClick, not talismanIsOpen) + Util.GetGameObject(this.talismanClick.transform, "lock"):SetActive(not talismanIsOpen) + if not talismanIsOpen then + Util.GetGameObject(this.talismanClick, "lock/Text"):GetComponent("Text").text = TalismanManager.GetCurHeroIsOpenTalismanStr() + end + end + --魂印按钮逻辑 + if curHeroData.heroConfig.RankupConsumeMaterial then + this.soulPrintBtn:SetActive(PlayerManager.level>=EquipSignUnlock[1][2] and (#curHeroData.heroConfig.RankupConsumeMaterial + curHeroData.heroConfig.Star) >= EquipSignUnlock[2][2]) + else + this.soulPrintBtn:SetActive(PlayerManager.level>=EquipSignUnlock[1][2] and curHeroData.heroConfig.Star >= EquipSignUnlock[2][2]) + end + --情报 + --self.dragView:SetDragGO(this.curLiveObj) + if this.curLiveObj then + self.dragView.gameObject:SetActive(true) + self.dragView:SetDragGO(this.curLiveObj) + else + self.dragView.gameObject:SetActive(false) + end + local starSize = Vector2.New(60,60) + SetHeroStars(self.starGrid, curHeroData.star,2,starSize,-10,Vector2.New(0.5,0.5)) + --常规属性赋值 + Util.GetGameObject(self.transform,"rolePanel/layout/roleStoryLayout/infoBg/infoRect/infoText"):GetComponent("RectTransform").anchoredPosition = Vector2.New(-2, 0) + local stroyStr = string.gsub(curHeroData.heroConfig.HeroStory,"#","\n") + self.infoTextStory.text = string.gsub(stroyStr,"|","  ")--传记 + self.posImage.sprite =Util.LoadSprite(curHeroData.professionIcon) + self.posText.text = GetJobStrByJobNum(curHeroData.profession) + self.heroName.text = curHeroData.name + self.profession.sprite =Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName)) + --定位描述相关 + this.posBgImage.sprite=Util.LoadSprite(GetHeroPosBgStr(curHeroData.heroConfig.Profession)) + this.posImage.sprite=Util.LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession)) + this.posText.text=curHeroData.heroConfig.HeroLocation + this.unlockImage:SetActive(curHeroData.lockState == 0) + this.lockImage:SetActive(curHeroData.lockState == 1) + end + --魂印 + soulPrintIsOpen=SoulPrintManager.GetSoulPrintIsOpen(curHeroData) + Util.GetGameObject(this.soulPrintBtn, "lock"):SetActive(not soulPrintIsOpen) + Util.SetGray(this.soulPrintBtn, not soulPrintIsOpen) + if not soulPrintIsOpen then + Util.GetGameObject(this.soulPrintBtn, "lock/Text"):GetComponent("Text").text= NumToSimplenessFont[EquipSignUnlock[2][2]]..Language[10488] + end + --天赋 + this.talentBtn:SetActive(curHeroData.heroConfig.OpenPassiveSkillRules ~= nil) + if curHeroData.heroConfig.OpenPassiveSkillRules then + local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId) + this.talentProgress.text = #openlists - compoundOpenNum .."/"..#curHeroData.heroConfig.OpenPassiveSkillRules - compoundNum + if allUpStarOpenData[curHeroData.star + 1] then + this.talentTipStr.text = Language[11837].. NumToSimplenessFont[curHeroData.star + 1] ..Language[11838] + else + this.talentTipStr.text = "" + end + end + --情报等级 + self.level.text = curHeroData.lv.."/"..HeroManager.GetCurHeroStarLvEnd(1,curHeroData) + --动态品阶 + local pId=0 --当前突破的阶数 + if curHeroData.breakId~=0 then + pId= heroRankupConfig[curHeroData.breakId].Phase[2] + end + local hruConfig= ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.HeroRankupConfig,"Star",curHeroData.heroConfig.Star,"Show",1) --动态获取不同英雄最大突破等阶 + for i = 1, #hruConfig do --动态生成 + local item=this.pinjieList[i] + if not item then + item= newObjToParent(this.pinjiePre,this.pinjieRoot) + item.name="Pre"..i + this.pinjieList[i]=item + end + this.pinjieList[i]:GetComponent("Image").sprite=Util.LoadSprite(i<=pId and pinjieImage[2] or pinjieImage[1]) + end + for n = 0, this.pinjieRoot.transform.childCount-1 do --超过品阶关闭显示 + this.pinjieRoot.transform:GetChild(n).gameObject:SetActive(n+1<=#hruConfig) + end + + -- self.infoText.text =curHeroData.heroConfig.HeroLocation + --计算面板属性 + if isUpZhen then + local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL) + local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId) + allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal) + else + allAddProVal=HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false) + end + this:ProShow(this.atkPro,allAddProVal,HeroProType.Attack) + this:ProShow(this.hpPro,allAddProVal,HeroProType.Hp) + this:ProShow(this.phyDef,allAddProVal,HeroProType.PhysicalDefence) + this:ProShow(this.magDef,allAddProVal,HeroProType.MagicDefence) + local curLvEnd = 30 + if curHeroData.breakId > 0 then + curLvEnd = heroRankupConfig[curHeroData.breakId].OpenLevel + end + if curHeroData.upStarId > 0 then + if heroRankupConfig[curHeroData.upStarId].OpenLevel > curLvEnd then + curLvEnd = heroRankupConfig[curHeroData.upStarId].OpenLevel + end + end + this.lv.text= curHeroData.lv.."/"..curLvEnd + self.force.text =allAddProVal[HeroProType.WarPower] + --技能点击特殊处理 + this.selsectSkillImage:SetActive(false) + --LogError("curHeroData.skillIdList curHeroData.passiveSkillList "..#curHeroData.skillIdList.." "..#curHeroData.passiveSkillList) + this.UpdateHeroUpStarProUpSkillShow(this.skillGrid,curHeroData.skillIdList,curHeroData.passiveSkillList) +end +function this:ProShow(go,allAddProVal,HeroProType,nextallAddProVal) + local curProSConFig = ConfigManager.GetConfigData(ConfigName.PropertyConfig,HeroProType) + Util.GetGameObject(go,"proName"):GetComponent("Text").text = curProSConFig.Info..":" + Util.GetGameObject(go,"proValue"):GetComponent("Text").text = allAddProVal[HeroProType] + Util.GetGameObject(go,"Image"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(propertyConfig[HeroProType].PropertyIcon)) + if nextallAddProVal then + Util.GetGameObject(go,"nextproValue"):GetComponent("Text").text = nextallAddProVal[HeroProType] + end +end +--更新英雄升级 和 突破数据 +function this:UpdateHeroUpLvAndBreakData() + -- 升级获取突破 和 升星相应heroRankUpConfig静态数据 + -- LogError("curHeroData "..curHeroData.breakId) + if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then + this.tipUpLv:GetComponent("Text").text=Language[11839] + this.tipUpLv:SetActive(true) + this.upLvBtnText.text=Language[11840] + this.upLvBtnImage.sprite = Util.LoadSprite("r_hero_button_001")--r_chouka_button_004 + this.upLvBtnTiShiText.text=Language[11841] + _isClicked = false + _isReqLvUp = false + else + if curHeroData.lv < 30 then--策划规定三十级之前一直显示持续长按可快速升级 + this.tipUpLv:SetActive(true) + this.tipUpLv:GetComponent("Text").text = Language[11842] + else + this.tipUpLv:SetActive(false) + end + this.upLvBtnText.text=Language[11090] + this.upLvBtnImage.sprite = Util.LoadSprite("r_hero_button_002") + this.upLvBtnTiShiText.text=Language[11843] + if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass==1 and curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then--当前突破全部完成 + if curStarRankUpConfig then--进阶过处理 + if curHeroData.lv == curStarRankUpConfig.OpenLevel then + this.tipUpLv:GetComponent("Text").text=Language[11839] + this.tipUpLv:SetActive(true) + end + else--从未进阶过处理 + this.tipUpLv:GetComponent("Text").text=Language[11839] + this.tipUpLv:SetActive(true) + end + end + end + this:UpdateHeroUpLvAndBreakMaterialShow() + local upLvRedpoint = HeroManager.LvUpBtnRedPoint(curHeroData) + this.btnInfoRedPoint:SetActive(upLvRedpoint) + this.upLvBtnRedPoint:SetActive(upLvRedpoint) +end +--更新英雄升级 和 突破 的材料显示 +function this:UpdateHeroUpLvAndBreakMaterialShow() + if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then + costItemList=upTuPoRankUpConfig.ConsumeMaterial + else + costItemList=ConfigManager.GetConfigData(ConfigName.HeroLevelConfig, curHeroData.lv).Consume + end + if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then + this.noUpLvText:SetActive(true) + this.upLv:SetActive(false) + this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(2098, -42.00134 ) + else + Util.ClearChild(this.itemGrid.transform) + this.noUpLvText:SetActive(fFightEndLvUpPanelalse) + this.upLv:SetActive(true) + this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(605, -42.00134 ) + isUpLvMaterials=true + for i = 1, #costItemList do + if costItemList[i][1]~=14 then + local go=newObject(this.itemPre) + go.transform:SetParent(this.itemGrid.transform) + go.transform.localScale = Vector3.one + go.transform.localPosition=Vector3.zero; + go:SetActive(true) + --Log("costItemList[i][1] "..costItemList[i][1]) + if BagManager.GetItemCountById(costItemList[i][1])%s/%s",PrintWanNum2(BagManager.GetItemCountById(costItemList[i][1])),PrintWanNum2(costItemList[i][2])) + else + go.transform:Find("Image").gameObject:SetActive(false)--隐藏加号 + Util.GetGameObject(go.transform,"Text"):GetComponent("Text").text=string.format("%s/%s",PrintWanNum2(BagManager.GetItemCountById(costItemList[i][1])),PrintWanNum2(costItemList[i][2])) + end + + Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(itemConfig[costItemList[i][1]].ResourceID)) + go.transform:GetComponent("Image").sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[costItemList[i][1]].Quantity)) + Util.AddOnceClick(Util.GetGameObject(go.transform,"icon"),function () + UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costItemList[i][1]) + end) + else + if BagManager.GetItemCountById(costItemList[i][1])%s",costItemList[i][2]) + else + this.upLvGoldText.text=string.format("%s",costItemList[i][2]) + end + Util.AddOnceClick(this.upLvGoldBtn,function() + UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costItemList[i][1]) + end) + end + end + end + +end +local upStarPreList = {} +--更新英雄进阶数据 +function this:UpdateHeroUpStarData(isNeedLoadLive) + if isNeedLoadLive then return end + --进阶材料 + this:UpdateHeroUpStarMaterialShow() + --进阶属性提升 + if upStarRankUpConfig and upStarRankUpConfig.Id then + this:UpdateHeroUpStarProUpShow() + end + --进阶吞英雄条件 + Util.ClearChild(this.upStarGrid.transform) + local curUpStarData= HeroManager.GetHeroCurUpStarInfo(curHeroData.dynamicId) + if curUpStarData and #curUpStarData>0 then + this.upStar:SetActive(true) + this.noUpStarText:SetActive(false) + this.talentTipStrGo:SetActive(true) + upStarConsumeMaterial={} + upStarMaterialIsAll = {} + upStarPreList = {} + this.goCompoundHero:SetActive(curHeroData.star == 4 or curHeroData.star == 5) + for i = 1, #curUpStarData do + local go=newObject(this.upStarPre) + go.transform:SetParent(this.upStarGrid.transform) + go.transform.localScale = Vector3.one + go.transform.localPosition=Vector3.zero; + go:SetActive(true) + go.transform.name = "upStarPre"..i + upStarPreList[i] = go + upStarConsumeMaterial[i]={} + upStarMaterialIsAll[i]=2 + Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(false) + if curUpStarData[i].upStarMaterialsData.Issame==1 or curUpStarData[i].upStarMaterialsData.IsId>0 then + Util.GetGameObject(go.transform,"iconDefault"):SetActive(false) + Util.GetGameObject(go.transform,"icon"):SetActive(true) + Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(true) + Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName)) + if curUpStarData[i].upStarMaterialsData.Issame==1 then + Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curHeroData.heroConfig.Icon)) + Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality, curUpStarData[i].upStarMaterialsData.StarLimit)) + Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName)) + elseif curUpStarData[i].upStarMaterialsData.IsId>0 then + local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, curUpStarData[i].upStarMaterialsData.IsId) + Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(heroConfig.Icon)) + Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroConfig.Quality, curUpStarData[i].upStarMaterialsData.StarLimit)) + Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName)) + end + else + if curUpStarData[i].upStarMaterialsData.IsSameClan ==1 then + Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(true) + Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName)) + end + Util.GetGameObject(go.transform,"iconDefault"):SetActive(true) + Util.GetGameObject(go.transform,"icon"):SetActive(false) + Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(nil,curUpStarData[i].upStarMaterialsData.StarLimit)) + -- + end + local upStarHeroListData=HeroManager.GetUpStarHeroListData(curUpStarData[i].upStarMaterialsData.Id,curHeroData) + if upStarHeroListData.state>0 then + Util.GetGameObject(go.transform,"add/add"):SetActive(true) + else + Util.GetGameObject(go.transform,"add/add"):SetActive(false) + end + Util.GetGameObject(go.transform,"num"):GetComponent("Text").text=string.format("%s/%s",0,curUpStarData[i].upStarData[4]) + SetHeroStars(Util.GetGameObject(go.transform, "iconbg/starGrid"), curUpStarData[i].upStarMaterialsData.StarLimit,1,nil,-15.3) + local addBtn=Util.GetGameObject(go.transform,"add") + Util.AddOnceClick(addBtn, function() + curSelectUpStarData=curUpStarData[i] + curSelectUpStarGo=go + local curShowHeroListData=self:SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList) + --参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面 + UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,curUpStarData[i].upStarMaterialsData,curUpStarData[i].upStarData,this,upStarConsumeMaterial[i],curHeroData) + end) + end + else + this.upStar:SetActive(false) + this.noUpStarText:SetActive(true) + this.talentTipStrGo:SetActive(false) + end + --回溯按钮显隐 + -- this.upReturn:SetActive(this:GetCurHeroIsOpenReturn()) + -- this.upReturn2:SetActive(this:GetCurHeroIsOpenReturn()) + --自动选择进阶妖灵师材料 + self:AutoSelectUpStarHeroList(curUpStarData) +end +--回溯按钮显隐 +function this:GetCurHeroIsOpenReturn() + local gameSettingConFig = ConfigManager.GetConfigData(ConfigName.GameSetting,1) + local isOpen = false + if gameSettingConFig.HeroReturn[1] == 1 then + if PlayerManager.level >= gameSettingConFig.HeroReturn[2] then + isOpen = true + end + elseif gameSettingConFig.HeroReturn[1] == 2 then + if curHeroData.star >= gameSettingConFig.HeroReturn[2] then + isOpen = true + end + end + return isOpen +end +--进阶属性提升 +function PokemonInfoPanel:UpdateHeroUpStarProUpShow() + if upStarRankUpConfig and upStarRankUpConfig.Id then + local size = Vector2.New (45,45) + SetHeroStars(this.curStarGrid, curHeroData.star,2,size,-9) + SetHeroStars(this.nextStarGrid, curHeroData.star + 1,2,size,-9) + --this.curLvEnd.text = HeroManager.GetCurHeroStarLvEnd(1,curHeroData) + --this.nextLvEnd.text = HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id) + local nextUpStarConFig = ConfigManager.GetConfigData(ConfigName.HeroRankupConfig,upStarRankUpConfig.Id) + local nextProUpVal = 0 + if nextUpStarConFig then nextProUpVal = nextUpStarConFig.PropertiesDisplay end + --this.proUpVal.text = GetPropertyFormatStr(2, nextProUpVal) + --this.UpdateHeroUpStarProUpSkillShow(this.skillInfoGrid,self:NextStarUpSkillTabs()) + + local nextallAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,curHeroData.breakId,upStarRankUpConfig.Id) + this:ProShow(this.atkPro_UpStar,allAddProVal,HeroProType.Attack,nextallAddProVal) + this:ProShow(this.hpPro_UpStar,allAddProVal,HeroProType.Hp,nextallAddProVal) + this:ProShow(this.phyDef_UpStar,allAddProVal,HeroProType.PhysicalDefence,nextallAddProVal) + this:ProShow(this.magDef_UpStar,allAddProVal,HeroProType.MagicDefence,nextallAddProVal) + this.lv_UpStar.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData) + this.nextlv_UpStar.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id) + end +end +function PokemonInfoPanel:NextStarUpSkillTabs() + local curSkillUpLvOrNewTabs = {} + local curPassiveSkillUpLvOrNewTabs = {} + --主动技 + if curHeroData.heroConfig.OpenSkillRules then + for i = 1, #curHeroData.heroConfig.OpenSkillRules do + local curOpenSkillRules = curHeroData.heroConfig.OpenSkillRules + if curOpenSkillRules[i][1]==curHeroData.star+1 then + local skillIsUplvOrNew = true + for j = 1, #curHeroData.skillIdList do + if curHeroData.skillIdList[j].skillId == curOpenSkillRules[i][2] then + skillIsUplvOrNew = false + end + end + if skillIsUplvOrNew then + local skilldata={} + local skillId = curOpenSkillRules[i][2] + if skillId%10 > 1 then + skillId = skillId - 1 + else + skilldata.isShowUpImage = false + end + skilldata.skillId=skillId + skilldata.skillConfig=ConfigManager.GetConfigData(ConfigName.SkillConfig,skillId) + table.insert(curSkillUpLvOrNewTabs,skilldata) + end + end + end + end + --被动技 + --if curHeroData.heroConfig.OpenPassiveSkillRules then + -- for i = 1, #curHeroData.heroConfig.OpenPassiveSkillRules do + -- local curOpenPassiveSkillRules = curHeroData.heroConfig.OpenPassiveSkillRules + -- if curOpenPassiveSkillRules[i][1]==curHeroData.star+1 then + -- local skillIsUplvOrNew = true + -- for j = 1, #curHeroData.passiveSkillList do + -- if curHeroData.passiveSkillList[j].skillId == curOpenPassiveSkillRules[i][2] then + -- skillIsUplvOrNew = false + -- end + -- end + -- if skillIsUplvOrNew then + -- local skilldata={} + -- local skillId = curOpenPassiveSkillRules[i][2] + -- if skillId%10 > 1 then + -- skillId = skillId - 1 + -- else + -- skilldata.isShowUpImage = false + -- end + -- skilldata.skillId=skillId + -- skilldata.skillConfig=ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig,skillId) + -- table.insert(curPassiveSkillUpLvOrNewTabs,skilldata) + -- end + -- end + -- end + --end +return curSkillUpLvOrNewTabs,curPassiveSkillUpLvOrNewTabs +end +--单个技能显示 +function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills) + skillGridGO:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1 + local triggerCallBack + for i = 1, skillGridGO.transform.childCount do + local go= skillGridGO.transform:GetChild(i-1).gameObject + local skillType = Util.GetGameObject(go.transform,"skillType") + if #skillTabs>=i then--(#passiveSkills+#skillTabs)>=i then + local curSkillData = skillTabs[i] + if curSkillData and curSkillData.skillConfig and curSkillData.skillConfig.Name then + go:SetActive(true) + local skillTypeImage = Util.GetGameObject(go.transform,"skillImage/Image"):GetComponent("Image") + --if skillType then + if curSkillData.skillConfig.Type == SkillType.Pu then + --skillType:GetComponent("Text").text=SkillTypeStr[SkillType.Pu] + skillTypeImage.sprite=Util.LoadSprite(SkillIconType[SkillType.Pu])--普技 + elseif curSkillData.skillConfig.Type == SkillType.Jue then + --skillType:GetComponent("Text").text=SkillTypeStr[SkillType.Jue] + skillTypeImage.sprite=Util.LoadSprite(SkillIconType[SkillType.Jue])--绝技 + elseif curSkillData.skillConfig.Type == SkillType.Bei then + --skillType:GetComponent("Text").text=SkillTypeStr[SkillType.Bei] + skillTypeImage.sprite=Util.LoadSprite(SkillIconType[SkillType.Bei])--被动技 + end + --end + local upGo = Util.GetGameObject(go.transform,"up") + if upGo then + if curSkillData.isShowUpImage ~= nil and curSkillData.isShowUpImage == false then + upGo:SetActive(false) + else + upGo:SetActive(true) + end + end + Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curSkillData.skillConfig.Icon))--"i_act_ygmd2_2") + Util.GetGameObject(go.transform,"skillImage/skillName"):GetComponent("Text").text=curSkillData.skillConfig.Name--(curSkillData.skillId % 10) + else + go:SetActive(false) + end + Util.AddOnceClick(Util.GetGameObject(go.transform,"icon"), function() + if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then + Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack) + end + + this.selsectSkillImage:SetActive(true) + this.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"icon").transform.position + + + local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,curSkillData.skillConfig.Type) + local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,curSkillData,1,10,maxLv,i) + skillGridGO:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1 + triggerCallBack = function (panelType, p) + if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭,把层级设回去 + skillGridGO:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1 + Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack) + this.selsectSkillImage:SetActive(false) + end + end + Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack) + end) + else + go:SetActive(false) + end + end + for i = 1, #passiveSkills do + --LogError("passiveSkills "..passiveSkills[i].skillConfig.Id) + end +end +--升星选择祭品后刷新界面 +function PokemonInfoPanel:AutoSelectUpStarHeroList(_curUpStarData) + local curUpStarData= _curUpStarData + if curUpStarData and #curUpStarData>0 then + for i = 1, #curUpStarData do + curSelectUpStarData=curUpStarData[i] + curSelectUpStarGo=upStarPreList[i] + local upStarHeroListData=HeroManager.GetUpStarHeroListData(curUpStarData[i].upStarMaterialsData.Id,curHeroData) + local curSelectHeroList = {} + if curUpStarData[i].upStarMaterialsData.Issame ==1 + or curUpStarData[i].upStarMaterialsData.IsId > 0 + or (curUpStarData[i].upStarMaterialsData.IsSameClan == 1 + and curUpStarData[i].upStarMaterialsData.StarLimit == 3 + and curHeroData.heroConfig.Qualiy ~= 3) then + if LengthOfTable(upStarHeroListData.heroList) >= curUpStarData[i].upStarData[4] then + for i = 1, curUpStarData[i].upStarData[4] do + if upStarHeroListData.heroList[i].lockState == 0 and upStarHeroListData.heroList[i].isFormation == "" then + table.insert(curSelectHeroList,upStarHeroListData.heroList[i]) + end + end + self:UpdateUpStarPosHeroData(curSelectHeroList) + end + end + end + end + --进阶红点 + local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData) + this.roleUpStarRedPoint:SetActive(upStarRedPointState) + this.upStarBtnRedPoint:SetActive(upStarRedPointState) +end +--更新英雄进阶材料显示 +function this:UpdateHeroUpStarMaterialShow() + --进阶金币 妖壶条件 + if upStarRankUpConfig then + isUpStarMaterials=true + local ConsumeMaterial=upStarRankUpConfig.ConsumeMaterial + if ConsumeMaterial and #ConsumeMaterial>=2 then + if ConsumeMaterial[1][2]>0 then + this.goldImage:SetActive(true) + this.goldImage:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(itemConfig[ConsumeMaterial[1][1]].ResourceID)) + if BagManager.GetItemCountById(ConsumeMaterial[1][1])%s",ConsumeMaterial[1][2]) + else + this.goldText.text=string.format("%s",ConsumeMaterial[1][2]) + end + Util.AddOnceClick(this.goldBtn,function() + UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,ConsumeMaterial[1][1]) + end) + else + this.goldImage:SetActive(false) + end + if ConsumeMaterial[2][2]>0 then + this.gold2Image:SetActive(true) + this.gold2Image:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(itemConfig[ConsumeMaterial[2][1]].ResourceID)) + if BagManager.GetItemCountById(ConsumeMaterial[2][1])%s",ConsumeMaterial[2][2]) + else + this.gold2Text.text=string.format("%s",ConsumeMaterial[2][2]) + end + Util.AddOnceClick(this.gold2Btn,function() + UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,ConsumeMaterial[2][1]) + end) + else + this.gold2Image:SetActive(false) + end + end + end +end +--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾 +function PokemonInfoPanel:SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄 + --Log("#curHeroList "..#curHeroList) + local curEndShowHeroListData2={} + for i = 1, #curHeroList do + table.insert(curEndShowHeroListData2,curHeroList[i]) + end + local curEndShowHeroListData={} + for i, v in pairs(curEndShowHeroListData2) do + v.isSelect=2 + table.insert(curEndShowHeroListData,v) + end + for j = 1, #upStarConsumeMaterial do + if upStarConsumeMaterial[j] and #upStarConsumeMaterial[j]>0 then + for k = 1, #upStarConsumeMaterial[j] do + if j==curSelectUpStarData.upStarData[2] then--curSelectUpStarData 当前坑位选择的英雄信息 + for _, v in pairs(curEndShowHeroListData) do + if v.dynamicId==upStarConsumeMaterial[j][k] then + v.isSelect=1 + end + end + else + for i, v in pairs(curEndShowHeroListData) do + if v.dynamicId==upStarConsumeMaterial[j][k] then + curEndShowHeroListData[i] = nil + end + end + end + end + end + end + local curList={} + for _, v in pairs(curEndShowHeroListData) do + table.insert(curList,v) + end + return curList +end +--获取当前英雄的下一突破 和 升星 静态数据 +function PokemonInfoPanel:GetCurHeroUpLvOrUpStarSData() + isHeroUpTuPo = false + isHeroUpStar = false + upTuPoRankUpConfig = {} + upStarRankUpConfig = {} + local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig) + for i, v in ConfigPairs(heroRankUpConfig) do + if v.Star==curHeroData.heroConfig.Star then--初始星级相等 + if v.Show==1 then -- 1 突破 + if v.Id ~= curHeroData.breakId and curHeroData.lv == v.LimitLevel then--and curHeroData.star == v.LimitStar + --Log("突破 "..v.Id) + isHeroUpTuPo = true + upTuPoRankUpConfig = v + end + end + if v.Show==2 then -- 2 升星 + if v.Id ~= curHeroData.upStarId and curHeroData.star == v.LimitStar then + --Log("升星 "..v.Id) + upStarRankUpConfig=v + isHeroUpStar=true + end + end + end + end +end +--刷新当前升星坑位英雄的信息 +function PokemonInfoPanel:UpdateUpStarPosHeroData(curSelectHeroList) + if LengthOfTable(curSelectHeroList)%s/%s", LengthOfTable(curSelectHeroList),curSelectUpStarData.upStarData[4]) + else + upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=1 + Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(false) + Util.GetGameObject(curSelectUpStarGo.transform,"num"):GetComponent("Text").text=string.format("%s/%s", LengthOfTable(curSelectHeroList),curSelectUpStarData.upStarData[4]) + end + local curUpStarConsumeMaterial={} + for i, v in pairs(curSelectHeroList) do + table.insert(curUpStarConsumeMaterial,v.dynamicId) + end + upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial + for i = 1, #upStarConsumeMaterial do + --Log("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i]) + if #upStarConsumeMaterial[i]>0 then + for j = 1, #upStarConsumeMaterial[i] do + --Log("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j]) + end + end + end +end +--页签选中效果设置 +function PokemonInfoPanel:SetSelectBtn(_btn, btnText) + this.selectBtn.transform:SetParent(_btn.transform) + this.selectBtn.transform.localScale = Vector3.one + this.selectBtn.transform.localPosition=Vector3.zero + Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = btnText +end +--情报按钮点击 +function PokemonInfoPanel:OnClickBtnInfo() + --Log("情 报 情 报 情 报") + PokemonInfoPanel.HideAllLayout() + this.roleInfoLayout:SetActive(true) + this.talentTipStrGo:SetActive(false) + PokemonInfoPanel:SetSelectBtn(self.btnInfo, Language[11836]) +end +--进阶按钮点击 +function PokemonInfoPanel:OnClickBtnUpStar() + if curHeroData.heroConfig.GrowthSwitch then + PopupTipPanel.ShowTip(Language[11844]) + return + end + PokemonInfoPanel.HideAllLayout() + this.roleUpStarLayout:SetActive(true) + this.talentTipStrGo:SetActive(true) + PokemonInfoPanel:SetSelectBtn(self.btnUpStar, Language[11845]) +end +--跳转直接到进阶界面 +function this.JumpOnClickBtnUpStar() + this:OnClickBtnUpStar() +end +--传记按钮点击 +function PokemonInfoPanel:OnClickBtnStory() + PokemonInfoPanel.HideAllLayout() + this.roleStoryLayout:SetActive(true) + PokemonInfoPanel:SetSelectBtn(self.btnStory, Language[12158]) + --PopupTipPanel.ShowTip("内容未开放") +end + +--皮肤按钮点击 +function PokemonInfoPanel:OnClickBtnSkin() + --PokemonInfoPanel.HideAllLayout() + --this.roleSkinLayout:SetActive(true) + --PokemonInfoPanel:SetSelectBtn(self.btnSkin, "皮肤") + PopupTipPanel.ShowTip(Language[11100]) +end + +--右切换按钮点击 +function this:RightBtnOnClick() + if isClickLeftOrRightBtn == false then + return + end + isClickLeftOrRightBtn = false + this.rightBtn:GetComponent("Button").enabled = false + local oldIndexConfigData = heroDatas[index] + index = (index + 1 <= #heroDatas and index + 1 or 1) + curHeroData = heroDatas[index] + this.SetPanelBg(curHeroData.heroConfig) + if this.leftLiveObj then + poolManager:UnLoadLive(leftHeroData.live, this.leftLiveObj) + this.leftLiveObj = nil + end + this.curLiveObj.transform:SetParent(self.leftObj.transform) + this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(oldIndexConfigData.position[1],oldIndexConfigData.position[2]), 0.5, false):SetEase(Ease.Linear) + this.rightLiveObj.transform:SetParent(self.curObj.transform) + this.rightLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(rightHeroData.position[1],rightHeroData.position[2]), 0.5, false):OnComplete(function () + this:UpdateLiveList() + this.leftLiveObj = this.curLiveObj + this.curLiveObj = this.rightLiveObj + this.rightLiveObj = this:LoadHerolive(rightHeroData,self.rightObj) + this:UpdatePanelData() + local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic") + SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false) + this.rightBtn:GetComponent("Button").enabled = true + isClickLeftOrRightBtn = true + end):SetEase(Ease.Linear) +end +--左切换按钮点击 +function this:LeftBtnOnClick() + if isClickLeftOrRightBtn == false then + return + end + isClickLeftOrRightBtn = false + this.leftBtn:GetComponent("Button").enabled = false + local oldIndexConfigData = heroDatas[index] + index = (index - 1 > 0 and index - 1 or #heroDatas) + curHeroData = heroDatas[index] + this.SetPanelBg(curHeroData.heroConfig) + if this.rightLiveObj then + poolManager:UnLoadLive(rightHeroData.live, this.rightLiveObj) + this.rightLiveObj = nil + end + this.curLiveObj.transform:SetParent(self.rightObj.transform) + this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(oldIndexConfigData.position[1],oldIndexConfigData.position[2]), 0.5, false):SetEase(Ease.Linear) + this.leftLiveObj.transform:SetParent(self.curObj.transform) + this.leftLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(leftHeroData.position[1],leftHeroData.position[2]), 0.5, false):OnComplete(function () + this:UpdateLiveList() + this.rightLiveObj = this.curLiveObj + this.curLiveObj = this.leftLiveObj + this.leftLiveObj = this:LoadHerolive(leftHeroData,self.leftObj) + this:UpdatePanelData() + local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic") + SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false) + this.leftBtn:GetComponent("Button").enabled = true + isClickLeftOrRightBtn = true + end):SetEase(Ease.Linear) +end +--升级按钮点击事件处理 +function PokemonInfoPanel:LvUpClick(isSingleLvUp) + --是否为最大等级 + -- LogGreen("isSingleLvUp "..tostring(isSingleLvUp)) + if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then + PopupTipPanel.ShowTip(Language[11846]) + _isClicked = false + _isReqLvUp = false + return + end + --如果此时需要进阶 每次都要跳转 + if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass==1 and curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then--当前突破全部完成 + if curStarRankUpConfig then--进阶过处理 + if curHeroData.lv == curStarRankUpConfig.OpenLevel then + _isClicked = false + _isReqLvUp = false + MsgPanel.ShowTwo(Language[11847], nil, function() + PokemonInfoPanel:OnClickBtnUpStar() + end,Language[10719],Language[11848]) + else + if isUpLvMaterials then + if isSingleLvUp then--是否是单次升级 + NetManager.HeroLvUpEvent(curHeroData.dynamicId,curHeroData.lv + 1,curHeroData.lv,function (msg) + self:DeleteLvUpMaterials(isSingleLvUp,msg) + end) + else + isTriggerLongClick = true + self:DeleteLvUpMaterials(isSingleLvUp) + end + else + _isClicked = false + _isReqLvUp = false + if isHeroUpTuPo and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then + PopupTipPanel.ShowTip(Language[11849]) + else + PopupTipPanel.ShowTip(Language[11850]) + end + end + end + else--从未进阶过处理 + _isClicked = false + _isReqLvUp = false + MsgPanel.ShowTwo(Language[11847], nil, function() + PokemonInfoPanel:OnClickBtnUpStar() + end,Language[10719],Language[11848]) + end + else + if isUpLvMaterials then + if isSingleLvUp then--是否是单次升级 + local curUpLv = curHeroData.lv + if isHeroUpTuPo and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then + curUpLv = curHeroData.lv + else + curUpLv = curHeroData.lv + 1 + end + -- LogGreen("isSingleLvUp "..tostring(isSingleLvUp)) + NetManager.HeroLvUpEvent(curHeroData.dynamicId,curUpLv,curHeroData.lv,function (msg) + self:DeleteLvUpMaterials(isSingleLvUp,msg) + end) + else + isTriggerLongClick = true + self:DeleteLvUpMaterials(isSingleLvUp) + end + else + _isClicked = false + _isReqLvUp = false + if isHeroUpTuPo and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then + PopupTipPanel.ShowTip(Language[11849]) + else + PopupTipPanel.ShowTip(Language[11850]) + end + end + end +end +--长按升级结束后请求协议 +function PokemonInfoPanel:LongLvUpClick(oldLv) + NetManager.HeroLvUpEvent(curHeroData.dynamicId,curHeroData.lv,oldLv,function (msg) + self:DeleteLvUpMaterials2(msg) + end) +end +--进阶按钮点击事件处理 +function PokemonInfoPanel:StarUpClick() + if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then + PopupTipPanel.ShowTip(Language[11846]) + return + end + if curHeroData.lv 0 then + BagManager.SetDropIsSHowEquipPrint(false) + UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function () + self:DeleteUpStarMaterials() + end) + else + self:DeleteUpStarMaterials() + end + end) + end) + -- 进阶音效 + PlaySoundWithoutClick(SoundConfig.Sound_Recruit3) + else + PopupTipPanel.ShowTip(Language[11852]) + end +end +--隐藏rolePanelOp下所有节点 +function PokemonInfoPanel:HideAllLayout() + local layoutCount = this.rolePanelOp.transform.childCount + for i = 0, layoutCount - 1 do + this.rolePanelOp.transform:GetChild(i).gameObject:SetActive(false) + end +end +--界面关闭时调用(用于子类重写) +function PokemonInfoPanel:OnClose() + + --this.globalCurHeroData=nil + if this.leftLiveObj and leftHeroData then + poolManager:UnLoadLive(leftHeroData.live, this.leftLiveObj) + this.leftLiveObj = nil + end + if this.rightLiveObj and rightHeroData then + poolManager:UnLoadLive(rightHeroData.live, this.rightLiveObj) + this.rightLiveObj = nil + end + if this.curLiveObj and curHeroData then + poolManager:UnLoadLive(curHeroData.live, this.curLiveObj) + this.curLiveObj = nil + end + this.leftBtn:GetComponent("Button").enabled = true + this.rightBtn:GetComponent("Button").enabled = true + FixedUpdateBeat:Remove(this.OnUpdate, self) + if this.priThread then + coroutine.stop(this.priThread) + this.priThread = nil + end + this.lvUpGo:SetActive(false) +end + +--界面销毁时调用(用于子类重写) +function PokemonInfoPanel:OnDestroy() + this.pinjieList={} + SubUIManager.Close(this.UpView) + SubUIManager.Close(SubUIConfig.DragView, this.dragView) + +end +--扣除升级 突破 消耗的材料 更新英雄数据 +function PokemonInfoPanel:DeleteLvUpMaterials(isSingleLvUp,msg) + if isSingleLvUp == false then--连续升级的时候需要自己先扣除 + for i = 1, #costItemList do + --Log(string.format("扣除id=%s 数量=%s",costItemList[i][1],costItemList[i][2])) + BagManager.HeroLvUpUpdateItemsNum(costItemList[i][1],costItemList[i][2]) + end + end + -- for i, v in pairs(heroDatas) do + -- if curHeroData == v then + if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then + UIManager.OpenPanel(UIName.RoleUpLvBreakSuccessPanel,curHeroData,upTuPoRankUpConfig.Id,upTuPoRankUpConfig.OpenLevel) + curHeroData.breakId=upTuPoRankUpConfig.Id + curHeroData.breakId=curHeroData.breakId + --突破有可能会升星 + if curHeroData.star b.lv + end + else + return a.star > b.star + end + else + return a.heroConfig.Natural > b.heroConfig.Natural + end + else + return teamHero[a.dynamicId] and not teamHero[b.dynamicId] + end + end) +end +--播放升级 属性提升动画 +function this.ShowProAddVal(allAddProValOld) + this.lvUpGo:SetActive(true) + Util.GetGameObject(lvUpShowProList[1], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.Attack]-allAddProValOld[HeroProType.Attack] + Util.GetGameObject(lvUpShowProList[2], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.Hp]-allAddProValOld[HeroProType.Hp] + Util.GetGameObject(lvUpShowProList[3], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.PhysicalDefence]-allAddProValOld[HeroProType.PhysicalDefence] + Util.GetGameObject(lvUpShowProList[4], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.MagicDefence]-allAddProValOld[HeroProType.MagicDefence] + --Util.GetGameObject(lvUpShowProList[5], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.Speed]-allAddProValOld[HeroProType.Speed] + this.ThreadShowProAddVal() +end +function this.ThreadShowProAddVal() + if this.priThread then + coroutine.stop(this.priThread) + this.priThread = nil + end + table.walk(lvUpShowProList, function(privilegeItem) + privilegeItem:SetActive(false) + end) + this.priThread = coroutine.start(function() + for i = 1, 4 do + lvUpShowProList[i]:SetActive(false) + PlayUIAnims(lvUpShowProList[i]) + coroutine.wait(0.04) + lvUpShowProList[i]:SetActive(true) + coroutine.wait(0.08) + end + this.lvUpGo:SetActive(false) + end) +end +--跳转显示新手提示圈 +function this.ShowGuideGo(type)--1 升级突破 2 进阶 + if type == 1 then + JumpManager.ShowGuide(UIName.PokemonInfoPanel,this.upLvBtn) + elseif type == 2 then + --local btn = Util.GetGameObject(this.upStarGrid.transform, "upStarPre3") + --JumpManager.ShowGuide(UIName.PokemonInfoPanel,btn) + + -- 我要变强跳转过来显示小手 + elseif type == -1 then + JumpManager.ShowGuide(UIName.PokemonInfoPanel,this.upLvBtn) + elseif type == -2 then + JumpManager.ShowGuide(UIName.PokemonInfoPanel,this.equipBtn) + elseif type == -3 then + JumpManager.ShowGuide(UIName.PokemonInfoPanel,this.soulPrintBtn) + elseif type == -4 then + JumpManager.ShowGuide(UIName.PokemonInfoPanel,this.talismanClick) + end +end +function PokemonInfoPanel:HeroLockEvent() + if curHeroData.lockState == 1 then + curHeroData.lockState = 0 + elseif curHeroData.lockState == 0 then + curHeroData.lockState = 1 + end + NetManager.HeroLockEvent(curHeroData.dynamicId,curHeroData.lockState,function () + if curHeroData.lockState == 1 then + PopupTipPanel.ShowTip(Language[11853]) + elseif curHeroData.lockState == 0 then + PopupTipPanel.ShowTip(Language[11791]) + end + HeroManager.UpdateSingleHeroLockState(curHeroData.dynamicId,curHeroData.lockState) + this.unlockImage:SetActive(curHeroData.lockState == 0) + this.lockImage:SetActive(curHeroData.lockState == 1) + for i, v in pairs(heroDatas) do + if curHeroData == v then + v.lockState = curHeroData.lockState + end + end + end) +end +function PokemonInfoPanel:HeroReturnEvent() + if isUpZhen then + PopupTipPanel.ShowTip(Language[11854]) + return + end + if curHeroData.lockState == 1 then + PopupTipPanel.ShowTip(Language[11855]) + return + end + UIManager.OpenPanel(UIName.RoleReturnPanel,curHeroData,isUpZhen) +end +local beginV3 +local endV3 +local distance +function PokemonInfoPanel:OnBeginDrag(Pointgo, data) + beginV3=this.curLiveObj.transform.anchoredPosition +end +function PokemonInfoPanel:OnDrag(Pointgo, data) + distance=Vector2.Distance(beginV3,this.curLiveObj.transform.anchoredPosition) +end +function PokemonInfoPanel:OnEndDrag(Pointgo, data) + endV3=this.curLiveObj.transform.anchoredPosition + if distance>250 and endV3.x<0 then + this:RightBtnOnClick() + elseif distance>250 and endV3.x>0 then + this:LeftBtnOnClick() + else + this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(curHeroData.position[1],curHeroData.position[2]), 0.5, false):SetEase(Ease.Linear) + end + distance=0 +end +function this.SetPanelBg(heroData) + for i = 1, 4 do + if heroData.PropertyName == i then + this.bgImageList[i]:SetActive(true) + else + this.bgImageList[i]:SetActive(false) + end + end +end +--升级红点 +--function PokemonInfoPanel:LvUpBtnRedPoint() +-- --是否为最大等级 +-- if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then +-- return false +-- end +-- --如果此时需要进阶 每次都要跳转 +-- if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass==1 and curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then--当前突破全部完成 +-- if curStarRankUpConfig then--进阶过处理 +-- if curHeroData.lv == curStarRankUpConfig.OpenLevel then +-- return false +-- else +-- if isUpLvMaterials then +-- return true +-- else +-- return false +-- end +-- end +-- else--从未进阶过处理 +-- return false +-- end +-- else +-- if isUpLvMaterials then +-- return true +-- else +-- return false +-- end +-- end +-- return false +--end +--function this.IsShowUpStarRedPoint(curUpStarData) +-- if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then +-- return false--培养已满 +-- end +-- if upStarRankUpConfig and upStarRankUpConfig.LimitLevel then +-- if curHeroData.lv= tonumber(num)) + end + if index == 3 then + local string = ConfigData[89].Value + tab:SetActive(PlayerManager.level >= tonumber(string)) + end +end + +--切换视图 +function this.SwitchView(index) + --先执行上一面板关闭逻辑 + local oldSelect + oldSelect, curIndex = curIndex, index + for i = 1, #this.contents do + if oldSelect~=0 then this.contents[oldSelect].view:OnClose() break end + end + --切换预设显隐 + for i = 1, #this.prefabs do + this.prefabs[i].gameObject:SetActive(i == index)--切换子模块预设显隐 + end + --区分显示 + if index==1 then + this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main}) + elseif index==2 then + this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main}) + elseif index==3 then + this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main}) + end + this.RefreshHelpBtn() + --执行子模块初始化 + this.contents[index].view:OnShow(this) +end +--刷新魂印合成的方法 +function this.UpdatePokemonListPanel_SoulPrint(equipSign,index) + this.contents[curIndex].view.ShowTitleEquipData(nil,equipSign,index) +end + +--界面关闭时调用(用于子类重写) +function PokemonListPanel:OnClose() + for i = 1, #this.contents do + this.contents[i].view:OnClose() + end +end + +--界面销毁时调用(用于子类重写) +function PokemonListPanel:OnDestroy() + SubUIManager.Close(this.upView) + for i = 1, #this.contents do + this.contents[i].view:OnDestroy() + end +end + +return PokemonListPanel \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonListPanel.lua.meta b/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonListPanel.lua.meta new file mode 100644 index 0000000000..cdeb1ed406 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonListPanel.lua.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 97ed7eaf935c2c8438046b84bc64c69a +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonMainPanel.lua new file mode 100644 index 0000000000..ddd10689bb --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonMainPanel.lua @@ -0,0 +1,69 @@ +require("Base/BasePanel") +local PokemonMainPanel = Inherit(BasePanel) +local this = PokemonMainPanel +--初始化组件(用于子类重写) +function PokemonMainPanel:InitComponent() + this.btnBack = Util.GetGameObject(self.transform, "btnBack") + this.btnHelp = Util.GetGameObject(self.transform, "helpBtn") + + + this.btnShop = Util.GetGameObject(self.transform, "btnEndRoot/btnShop") + this.btnInfo = Util.GetGameObject(self.transform, "btnEndRoot/btnInfo") + this.btnWarAddPro = Util.GetGameObject(self.transform, "btnEndRoot/btnWarAddPro") + this.btnOut = Util.GetGameObject(self.transform, "btnEndRoot/btnOut") + this.btnFetter = Util.GetGameObject(self.transform, "btnEndRoot/btnFetter") + this.btnPokemonList = Util.GetGameObject(self.transform, "btnEndRoot/btnPokemonList") + + + -- this.callCount = Util.GetGameObject(self.transform, "callMonsterBtn/Text"):GetComponent("Text") + this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft }) + +end + +--绑定事件(用于子类重写) +function PokemonMainPanel:BindEvent() + Util.AddClick(this.btnBack, function() + this:ClosePanel() + end) + Util.AddClick(this.btnHelp, function() + local pos = this.btnHelp.transform.localPosition + UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Adventure, pos.x, pos.y) + end) + Util.AddClick(this.btnBack, function() + this:ClosePanel() + end) +end + +--添加事件监听(用于子类重写) +function PokemonMainPanel:AddListener() + -- Game.GlobalEvent:AddEvent(GameEvent.Adventure.CallAlianInvasionTime, this.CallAlianInvasionTimeCountDown) +end + +--移除事件监听(用于子类重写) +function PokemonMainPanel:RemoveListener() + -- Game.GlobalEvent:RemoveEvent(GameEvent.Adventure.CallAlianInvasionTime, this.CallAlianInvasionTimeCountDown) +end + +--界面打开时调用(用于子类重写) +function PokemonMainPanel:OnOpen(...) + -- 设置 + this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.AdventureTimes }) +end + +--界面打开或者重新打开后,界面刷新时调用(用于子类重写) +function PokemonMainPanel:OnShow() + +end + + + +--界面关闭时调用(用于子类重写) +function PokemonMainPanel:OnClose() +end + +--界面销毁时调用(用于子类重写) +function PokemonMainPanel:OnDestroy() + +end + +return PokemonMainPanel \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonMainPanel.lua.meta b/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonMainPanel.lua.meta new file mode 100644 index 0000000000..4add1fcebf --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/PokemonMainPanel.lua.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: dc715e7b08d6ecb46bdeafea411e4356 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/view.meta b/Assets/ManagedResources/~Lua/Modules/Pokemon/view.meta new file mode 100644 index 0000000000..5b72352002 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/view.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 038a38eed54b0b6479a6be81c0e4a468 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_Fetter.lua b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_Fetter.lua new file mode 100644 index 0000000000..0579aa515e --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_Fetter.lua @@ -0,0 +1,373 @@ +----- 灵兽羁绊 ----- +local this = {} +local sortingOrder=0 +local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig) +local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) +local TabBox = require("Modules/Common/TabBox") +local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1), + select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)} +local _TabImagePos = { default = -3, + select = -10} +local curIndex = 0 +local compoundNum = 0 +local compoundMaxNum = 0 +--this.tabs = {} +local curNeedEquip = {} +local curSelectEquip = {} +local curSelectGO +local materidaIsCan = false +local tabs={} +function this:InitComponent(gameObject) + this.tabBox = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/TabBox") + this.needGoldText = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/compoundBtn/needGoldText"):GetComponent("Text") + this.compoundBtn = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/compoundBtn") + this.autoCompoundBtn = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/autoCompoundBtn") + this.addBtn = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/addBtn") + this.subtractBtn = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/subtractBtn") + this.numText = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/numText"):GetComponent("Text") + this.progressText = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/progressText"):GetComponent("Text") + this.needEquip = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/needEquip") + this.compoundEquip = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/compoundEquip") + this.progressImage = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/titleGo/progress/Image"):GetComponent("Image") + for i = 1, 5 do + tabs[i] = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/Tabs/grid/Btn" .. i) + end + this.selectBtn=Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/selectBtn") + this.equipPre = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/equipPre") + this.ScrollBar=Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/Scrollbar"):GetComponent("Scrollbar") + local v2 = Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/scroll"):GetComponent("RectTransform").rect + this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "PokemonListPanel_Fetter/scroll").transform, + this.equipPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(20,15)) + this.ScrollView.moveTween.MomentumAmount = 1 + this.ScrollView.moveTween.Strength = 1 +end + +function this:BindEvent() + Util.AddClick(this.compoundBtn, function() + PlaySoundWithoutClick("UI_wapapon_mixture_amulet") + this.Compound(curIndex) + end) + -- + Util.AddClick(this.autoCompoundBtn, function() + this.AutoCompound(curIndex) + end) + Util.AddClick(this.addBtn, function() + this.CompoundNumChange(1) + end) + Util.AddClick(this.subtractBtn, function() + this.CompoundNumChange(2) + end) +end + +function this:AddListener() +end + +function this:RemoveListener() +end +local sortingOrder = 0 +function this:OnSortingOrderChange(_sortingOrder) + sortingOrder = _sortingOrder +end +function this:OnShow(...) + curIndex = 1 + sortingOrder =0 + for i = 1,#tabs do + local index=i + Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(index)) + Util.AddClick(tabs[i], function() + this.TreasureBtnClick(tabs[i],index) + end) + end + this.TreasureBtnClick(tabs[1],1) +end + + +--宝物类型按钮点击事件 +function this.TreasureBtnClick(_btn,_curIndex) + curIndex = _curIndex + this.SetBtnSelect(_btn) + this.ShowCurrPosTreasures() +end +--显示当前阵营的宝物 +function this.ShowCurrPosTreasures() + local equipDatas = EquipTreasureManager.GetAllTabletTreasuresByRace(curIndex) + if equipDatas and #equipDatas > 0 then + curSelectEquip = equipDatas[1] + end + this.ShowTitleData(curSelectEquip) + this.ScrollView:SetData(equipDatas, function (index, go) + this.SingleItemDataShow(go, equipDatas[index]) + end) + this.ScrollView:ForeachItemGO(function(index, go) + Timer.New(function() + go.gameObject:SetActive(true) + PlayUIAnim(go.gameObject) + end, 0.001 * (index - 1)):Start() + end) +end + +--设置按钮选中 +function this.SetBtnSelect(_parObj) + this.selectBtn.transform:SetParent(_parObj.transform) + this.selectBtn.transform.localScale = Vector3.one + this.selectBtn.transform.localPosition=Vector3.zero +end +function this.ShowTitleData(_data) + local allCanCompoundEquips = EquipTreasureManager.GetBagCompoundEquipDatasByequipSData(_data) + this.ShowTitleEquipData(this.compoundEquip,curSelectEquip,curSelectEquip.frame,curSelectEquip.Id) + this.ShowTitleEquipData(this.needEquip,curSelectEquip,curSelectEquip.lowFrame,curSelectEquip.lowId)--需要的材料 + this.progressText.text = #allCanCompoundEquips .. "/" .. curSelectEquip.quaUpCount + this.progressImage.fillAmount = #allCanCompoundEquips/curSelectEquip.quaUpCount + compoundNum = math.floor(#allCanCompoundEquips/curSelectEquip.quaUpCount) + compoundMaxNum = math.floor(#allCanCompoundEquips/curSelectEquip.quaUpCount) + local costCoin = jewelConfig[curSelectEquip.Id-1].RankupResources + this.ShowGoldNum(costCoin,compoundNum) +end +--显示金币数量 +function this.ShowGoldNum(_costData,_num) + local needGoldNum = _costData[1][2]*_num + local id=_costData[1][1] + if needGoldNum > BagManager.GetItemCountById(id) then + materidaIsCan = false + this.needGoldText.text = string.format("%s", needGoldNum) + else + materidaIsCan = true + this.needGoldText.text = string.format("%s", needGoldNum) + end + this.numText.text = compoundNum + Util.SetGray(this.addBtn,false) + Util.SetGray(this.subtractBtn,false) + this.addBtn:GetComponent("Button").enabled = true + this.subtractBtn:GetComponent("Button").enabled = true + if compoundNum >= compoundMaxNum then + Util.SetGray(this.addBtn,true) + this.addBtn:GetComponent("Button").enabled = false + end + if compoundNum <= 1 then + Util.SetGray(this.subtractBtn,true) + this.subtractBtn:GetComponent("Button").enabled = false + end + if compoundNum == 0 then + Util.SetGray(this.addBtn,true) + Util.SetGray(this.subtractBtn,true) + this.addBtn:GetComponent("Button").enabled = false + this.subtractBtn:GetComponent("Button").enabled = false + end +end +function this.ShowTitleEquipData(_go,_itemData,_frame,_id) + Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(_frame) + Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon) + Util.GetGameObject(_go.transform,"proImg"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.Id].PropertyName)) + Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.name + Util.GetGameObject(_go.transform, "star").gameObject:SetActive(false) + Util.AddClick(Util.GetGameObject(_go.transform,"icon"), function() + --UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id) + UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0,nil,_id, 0, 0,nil) + end) +end + +--宝物列表宝物数据显示 +function this.SingleItemDataShow(_go,_itemData) + Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.frame) + Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon) + Util.GetGameObject(_go,"proImg"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.Id].PropertyName)) + Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.name + SetHeroStars(Util.GetGameObject(_go.transform, "star"), 0) + local choosed =Util.GetGameObject(_go.transform, "choosed") + choosed.gameObject:SetActive(curSelectEquip.Id == _itemData.Id) + local redPoint = Util.GetGameObject(_go.transform,"redPoint") + local haveCount=LengthOfTable(EquipTreasureManager.GetBagCompoundEquipDatasByequipSData(_itemData)) + redPoint:SetActive( haveCount>= _itemData.quaUpCount) + if curSelectEquip.Id == _itemData .Id then + curSelectGO = _go + end + Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function() + if curSelectEquip.Id == _itemData .Id then + return + else + curSelectEquip = _itemData + choosed:SetActive(true) + if curSelectGO then + Util.GetGameObject(curSelectGO.transform, "choosed"):SetActive(false) + curSelectGO = _go + end + end + this.ShowTitleData(_itemData) + end) + Util.AddLongPressClick(Util.GetGameObject(_go.transform,"icon"), function() + --UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id) + end, 0.5) +end +--加减方法 +function this.CompoundNumChange(type) + if type == 1 then--加 + compoundNum = compoundNum + 1 + else--减 + compoundNum = compoundNum - 1 + end + --LogError("compoundNum "..compoundNum) + local costCoin = jewelConfig[curSelectEquip.Id-1].RankupResources + this.ShowGoldNum(costCoin,compoundNum) +end +function this.Compound() + --LogError(" `````````````````` "..curIndex.." "..curSelectEquip.Star.." "..compoundNum) + if compoundNum <= 0 then + PopupTipPanel.ShowTip(Language[10431]) + return + end + if not materidaIsCan then + PopupTipPanel.ShowTip(Language[12193]) + -- UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.Gold }) + return + end + NetManager.ComplexTreasureRequest(curSelectEquip.equipType,curIndex,curSelectEquip.quantity,compoundNum,function(msg) + for i = 1, #msg.equipIds do + EquipTreasureManager.RemoveTreasureByIdDyn(msg.equipIds[i]) + end + UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function() + this.ShowCurrPosTreasures() + end) + end) +end + + --一种装备一种装备的循环检测 金币能合成的数量 与 背包装备能合成的数量 取最小值 然后扣除临时消耗道具 + --最后所有装备存在curPosEquips 与 之前背包 bagPosEquips 作比较 看合成了什么装备 删除了什么装备 和计算消耗材料 +function this.AutoCompound(_position) + local goldIsEnough = true + --表数据 + local curPosEquips = EquipTreasureManager.GetAllTabletTreasuresByRaceAndType(_position)--,curSelectEquip.equipType) + --实际数据 + local curPosEquipsData = EquipTreasureManager.GeEquipTreasureDatas(_position) + + local totalGoldNum = 0 + --jwelConfig.RankupResourcess对应所有背包数据 + local bagNums = {} + --循环宝物的表消耗道具,得出对应的背包数据 + for i = 1, #curPosEquips do + local equipData = curPosEquips[i] + for j = 1, #equipData.costCoin do + if not bagNums[equipData.costCoin[j][1]] then + bagNums[equipData.costCoin[j][1]] = BagManager.GetItemCountById(equipData.costCoin[j][1]) + end + end + end + + -- --LogGreen(LengthOfTable(bagNums)) + -- for n,m in pairs(bagNums) do + -- --LogGreen("bagNums id:"..n.." num:"..m) + -- end + + --循环宝物的表数据,得到可以合成的宝物数量 + for i = 1, #curPosEquips do + local equipData = curPosEquips[i] + + --从表消耗道具得出可以合成的数量 + local materialEndNum = -1 + --循环宝物的表消耗数据,得出对应的消耗数据 + for j = 1, #equipData.costCoin do + --可以合成的宝物数量 + local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelConfig,"Location",equipData.equipType,"Level",equipData.quantity-1,"Race",_position) + local curItmeCompoundNums = math.floor(bagNums[config.RankupResources[j][1]] / config.RankupResources[j][2]) + if materialEndNum == -1 then + materialEndNum = curItmeCompoundNums + elseif materialEndNum > curItmeCompoundNums then + materialEndNum = curItmeCompoundNums + end + end + --LogGreen("materialEndNum:"..materialEndNum) + + if materialEndNum > 0 then + --可消耗宝物的数量 (没有强化,没有精炼,没有装备,同样的位置,品级-1) + local materialHaveNum= curPosEquipsData[equipData.equipType][equipData.quantity-1] + --LogGreen("equipData.quantity-1:".. equipData.quantity - 1 .."num:".. materialHaveNum) + --可以合成的 + local nextCompoundNum = math.floor(materialHaveNum / equipData.quaUpCount) + --LogGreen("可以合成:".. nextCompoundNum .."个品质为"..equipData.quantity.."的宝器") + + --消耗物品可以合成的和材料合成的作比较,取最小值 + local endCompoundNum = materialEndNum > nextCompoundNum and nextCompoundNum or materialEndNum + --LogGreen("结合材料可以合成:".. endCompoundNum .."个品质为"..equipData.quantity.."的宝器") + + --如果当前品质宝物可以合成,就把当前品质的id及合成的数量储存,判断下一个品质加上当前合成的是否能多合成 + if endCompoundNum > 0 then + local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelConfig,"Location",equipData.equipType,"Level",equipData.quantity-1,"Race",_position) + if not config then + LogRed("Location:".. equipData.equipType .." Level".. equipData.quantity-1 .." Race".. _position) + else + for j = 1, #config.RankupResources do + bagNums[config.RankupResources[j][1]] = + bagNums[config.RankupResources[j][1]] - endCompoundNum * config.RankupResources[j][2] + totalGoldNum = totalGoldNum + endCompoundNum * config.RankupResources[j][2] + --LogGreen("合成:".. endCompoundNum .."个品质为"..equipData.quantity.."的宝器需要消耗"..config.RankupResources[j][1].." "..endCompoundNum * config.RankupResources[j][2]) + --LogGreen("bagNums[config.RankupResources[j][1]]:"..bagNums[config.RankupResources[j][1]]) + end + --消耗之后剩余的数量 + --LogGreen("消耗curPosEquipsData[equipData.equipType][equipData.quantity - 1]之前:"..curPosEquipsData[equipData.equipType][equipData.quantity - 1]) + curPosEquipsData[equipData.equipType][equipData.quantity - 1] = materialHaveNum - (endCompoundNum * equipData.quaUpCount) + --LogGreen("合成:".. endCompoundNum .."个品质为"..equipData.quantity.."的宝器需要消耗".. equipData.quantity - 1 .." "..endCompoundNum * equipData.quaUpCount) + --LogGreen("消耗curPosEquipsData[equipData.equipType][equipData.quantity - 1]之后:"..curPosEquipsData[equipData.equipType][equipData.quantity - 1]) + --LogGreen("合成curPosEquipsData[equipData.equipType][equipData.quantity]之前:"..curPosEquipsData[equipData.equipType][equipData.quantity]) + curPosEquipsData[equipData.equipType][equipData.quantity] = curPosEquipsData[equipData.equipType][equipData.quantity] + endCompoundNum + --LogGreen("合成curPosEquipsData[equipData.equipType][equipData.quantity]之后:"..curPosEquipsData[equipData.equipType][equipData.quantity]) + end + end + else + goldIsEnough = false + end + end + local origiData = EquipTreasureManager.GeEquipTreasureDatas(_position) + local endReward={} + for i, v in pairs(curPosEquipsData) do + for n, m in pairs(v) do + --LogGreen("m:"..m.." origiData[i][n]:"..origiData[i][n]) + if m > origiData[i][n] then + local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelConfig,"Location",i,"Level",n,"Race",_position) + local num = m - origiData[i][n] + --LogGreen("config.id:"..config.Id.." num:"..m - origiData[i][n]) + table.insert(endReward,{config.Id,num}) + end + end + end + if not goldIsEnough and LengthOfTable(endReward) < 1 then + PopupTipPanel.ShowTip("金币不足,无法合成") + return + elseif LengthOfTable(endReward) < 1 then + PopupTipPanel.ShowTip(Language[12258]) + return + end + --BagManager.GetItemCountById(14) - + --LogGreen("totalGoldNum:"..totalGoldNum) + UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TreasureCompound,totalGoldNum,endReward,function () + NetManager.ComplexTreasureRequest(curSelectEquip.equipType,curIndex,0,0, function(msg) + for i = 1, #msg.equipIds do + EquipTreasureManager.RemoveTreasureByIdDyn(msg.equipIds[i]) + end + UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function() + this.ShowCurrPosTreasures() + end) + end) + end) +end + +-- tab节点显示自定义 +function this.TabAdapter(tab, index, status) + local tabLab = Util.GetGameObject(tab, "Text") + local tabImage = Util.GetGameObject(tab,"Image") + tabImage:GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status]) + tabImage:GetComponent("Image"):SetNativeSize() + tabLab:GetComponent("Text").text = _TabData[index].name + tabLab:GetComponent("Text").color = _TabFontColor[status] + tabImage.transform.localPosition = Vector3.New( tabImage.transform.localPosition.x, _TabImagePos[status], 0); +end +--切换视图 +function this.SwitchView(index) + this.OnClickTabBtn(index) +end + +function this:OnClose() +end + +function this:OnDestroy() +end + +return this \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_Fetter.lua.meta b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_Fetter.lua.meta new file mode 100644 index 0000000000..d8bd8ceb57 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_Fetter.lua.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fa3e19033732d584ba073ab1fa2afd77 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_List.lua b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_List.lua new file mode 100644 index 0000000000..93ca780d3e --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_List.lua @@ -0,0 +1,29 @@ +----- 灵兽列表 和 合成 ----- +local this = {} +local sortingOrder=0 + +function this:InitComponent(gameObject) + +end + +function this:BindEvent() + +end + +function this:AddListener() +end + +function this:RemoveListener() +end + +function this:OnShow(...) + +end + +function this:OnClose() +end + +function this:OnDestroy() +end + +return this \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_List.lua.meta b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_List.lua.meta new file mode 100644 index 0000000000..115d6445b9 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_List.lua.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 39ce1fd5125121344997d2b8790595f3 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_UpWar.lua b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_UpWar.lua new file mode 100644 index 0000000000..33da424b74 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_UpWar.lua @@ -0,0 +1,345 @@ +----- 选择出战灵兽 ----- +local this = {} +local sortingOrder=0 +local equipStarsConfig = ConfigManager.GetConfig(ConfigName.EquipStarsConfig) +local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) +local TabBox = require("Modules/Common/TabBox") +local _TabData={ [1] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10427] }, + [2] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10428] }, + [3] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10429] }, + [4] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10430] }, + --[5] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "戒指" }, + --[6] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "腰带" } +} +local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1), + select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)} +local _TabImagePos = { default = -3, + select = -10} +local curIndex = 0 +local compoundNum = 0 +local compoundMaxNum = 0 +--this.tabs = {} +local curNeedEquip = {} +local curSelectEquip = {} +local curSelectGO +local materidaIsCan = false +local bagPosEquips = {} +local needGoldNum = 0 +function this:InitComponent(gameObject) + this.tabBox = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/TabBox") + this.needGoldText = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/compoundBtn/needGoldText"):GetComponent("Text") + this.compoundBtn = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/compoundBtn") + this.autoCompoundBtn = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/autoCompoundBtn") + this.addBtn = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/titleGo/addBtn") + this.subtractBtn = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/titleGo/subtractBtn") + this.numText = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/titleGo/numText"):GetComponent("Text") + this.progressText = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/titleGo/progressText"):GetComponent("Text") + this.needEquip = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/titleGo/needEquip") + this.compoundEquip = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/titleGo/compoundEquip") + this.progressImage = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/titleGo/progress/Image"):GetComponent("Image") + + --for i = 1, 6 do + -- this.tabs[i] = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/Tabs/Btn" .. i) + --end + this.equipPre = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/equipPre") + this.ScrollBar=Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/Scrollbar"):GetComponent("Scrollbar") + local v2 = Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/scroll"):GetComponent("RectTransform").rect + this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "PokemonListPanel_UpWar/scroll").transform, + this.equipPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(15,15)) + this.ScrollView.moveTween.MomentumAmount = 1 + this.ScrollView.moveTween.Strength = 1 +end + +function this:BindEvent() + Util.AddClick(this.compoundBtn, function() + PlaySoundWithoutClick("UI_wapapon_mixture_equip") + this.Compound(curIndex) + end) + -- + Util.AddClick(this.autoCompoundBtn, function() + this.AutoCompound(curIndex) + end) + Util.AddClick(this.addBtn, function() + this.CompoundNumChange(1) + end) + Util.AddClick(this.subtractBtn, function() + this.CompoundNumChange(2) + end) +end + +function this:AddListener() + Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold,this.ShowGoldNum0) +end + +function this:RemoveListener() + Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.ShowGoldNum0) +end + +function this.ShowGoldNum0() + if needGoldNum > BagManager.GetItemCountById(14) then + materidaIsCan = false + this.needGoldText.text = string.format("%s", needGoldNum) + else + materidaIsCan = true + this.needGoldText.text =string.format("%s", needGoldNum) + end +end + +function this:OnShow(...) + curIndex = 1 + sortingOrder =0 + needGoldNum=0 + this.TabCtrl = TabBox.New() + this.TabCtrl:SetTabAdapter(this.TabAdapter) + this.TabCtrl:SetChangeTabCallBack(this.SwitchView) + this.TabCtrl:Init(this.tabBox, _TabData,curIndex) +end +local sortingOrder = 0 +function this:OnSortingOrderChange(_sortingOrder) + sortingOrder = _sortingOrder +end +function this.OnClickTabBtn(_curIndex) + curIndex = _curIndex + bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(curIndex) + local equipDatas = EquipManager.GetAllSEquipsByPosition(curIndex) + + if equipDatas and #equipDatas > 0 then + curSelectEquip = equipDatas[1] + end + + this.ScrollView:SetData(equipDatas, function (index, go) + this.SingleItemDataShow(go, equipDatas[index],equipStarsConfig[equipDatas[index].Star]) + end) + this.ShowTitleData(equipStarsConfig[curSelectEquip.Star]) + this.ScrollView:ForeachItemGO(function(index, go) + Timer.New(function() + go.gameObject:SetActive(true) + PlayUIAnim(go.gameObject) + end, 0.001 * (index - 1)):Start() + end) +end + +function this.ShowTitleData(curEquipStarsConfig) + this.ShowTitleEquipData(this.compoundEquip,curSelectEquip,curEquipStarsConfig) + + --得到静态表中合成当前装备需要的装备 + curNeedEquip = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipConfig,"Position",curSelectEquip.Position,"Star",curSelectEquip.Star - 1) + this.ShowTitleEquipData(this.needEquip,curNeedEquip,equipStarsConfig[curSelectEquip.Star - 1])--需要的材料 + + --得到背包中中合成当前装备需要的装备 + local allCanCompoundEquips = EquipManager.GetBagCompoundEquipDatasByequipSData(curSelectEquip) + local num = 0 + for i=1,#allCanCompoundEquips do + num=num+allCanCompoundEquips[i].num + end + this.progressText.text = num .. "/" .. equipStarsConfig[curSelectEquip.Star - 1].RankupCount + this.progressImage.fillAmount = num / equipStarsConfig[curSelectEquip.Star - 1].RankupCount + compoundNum = math.floor(num / equipStarsConfig[curSelectEquip.Star - 1].RankupCount) + compoundMaxNum = math.floor(num / equipStarsConfig[curSelectEquip.Star - 1].RankupCount) + this.ShowGoldNum(equipStarsConfig[curSelectEquip.Star - 1],compoundNum) +end +function this.ShowGoldNum(upEquipStarsConfig,compoundNum) + needGoldNum = compoundNum * upEquipStarsConfig.RankupResources[1][2] + if needGoldNum > BagManager.GetItemCountById(upEquipStarsConfig.RankupResources[1][1]) then + materidaIsCan = false + this.needGoldText.text = string.format("%s", needGoldNum) + else + materidaIsCan = true + this.needGoldText.text =string.format("%s", needGoldNum) + end + this.numText.text = compoundNum + Util.SetGray(this.addBtn,false) + Util.SetGray(this.subtractBtn,false) + this.addBtn:GetComponent("Button").enabled = true + this.subtractBtn:GetComponent("Button").enabled = true + if compoundNum >= compoundMaxNum then + Util.SetGray(this.addBtn,true) + this.addBtn:GetComponent("Button").enabled = false + end + if compoundNum <= 1 then + Util.SetGray(this.subtractBtn,true) + this.subtractBtn:GetComponent("Button").enabled = false + end + if compoundNum == 0 then + Util.SetGray(this.addBtn,true) + Util.SetGray(this.subtractBtn,true) + this.addBtn:GetComponent("Button").enabled = false + this.subtractBtn:GetComponent("Button").enabled = false + end +end +function this.ShowTitleEquipData(_go,_itemData,curEquipStarsConfig) + Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByquality(curEquipStarsConfig.Quality)) + Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[_itemData.Id].ResourceID)) + Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text = itemConfig[_itemData.Id].Name + --Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.Name + SetHeroStars(Util.GetGameObject(_go.transform, "star"), curEquipStarsConfig.Stars,1,nil,-15) + Util.AddClick(Util.GetGameObject(_go.transform,"icon"), function() + UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id) + end) +end + +function this.SingleItemDataShow(_go,_itemData,curEquipStarsConfig) + Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByquality(curEquipStarsConfig.Quality)) + Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[_itemData.Id].ResourceID)) + Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.Name + SetHeroStars(Util.GetGameObject(_go.transform, "star"), curEquipStarsConfig.Stars,1,nil,-15) + local choosed =Util.GetGameObject(_go.transform, "choosed") + choosed:SetActive(curSelectEquip.Id == _itemData .Id) + local redPoint = Util.GetGameObject(_go.transform,"redPoint") + redPoint:SetActive(bagPosEquips[curEquipStarsConfig.Id - 1] and bagPosEquips[curEquipStarsConfig.Id - 1] >= equipStarsConfig[curEquipStarsConfig.Id - 1].RankupCount) + if curSelectEquip.Id == _itemData .Id then + curSelectGO = _go + end + Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function() + if curSelectEquip.Id == _itemData .Id then + return + else + curSelectEquip = _itemData + choosed:SetActive(true) + if curSelectGO then + Util.GetGameObject(curSelectGO.transform, "choosed"):SetActive(false) + curSelectGO = _go + end + end + this.ShowTitleData(curEquipStarsConfig) + end) + Util.AddLongPressClick(Util.GetGameObject(_go.transform,"icon"), function() + UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id) + end, 0.5) +end +--加减方法 +function this.CompoundNumChange(type) + if type == 1 then--加 + compoundNum = compoundNum + 1 + else--减 + compoundNum = compoundNum - 1 + end + --LogError("compoundNum "..compoundNum) + this.ShowGoldNum(equipStarsConfig[curSelectEquip.Star],compoundNum) +end +function this.Compound() + --LogError(" `````````````````` "..curIndex.." "..curSelectEquip.Star.." "..compoundNum) + if compoundNum <= 0 then + PopupTipPanel.ShowTip(Language[10431]) + return + end + if not materidaIsCan then + UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.Gold }) + return + end + NetManager.ComplexEquipRequest(curIndex,curSelectEquip.Star,compoundNum,function(msg) + UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function() + this.OnClickTabBtn(curIndex) + end) + end) +end + +function this.AutoCompound(_position) + --进度剩余的的装备材料的数量 + local curPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(_position) + local bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(_position) + --进度需要的消耗材料的数量 + local shengGoldNum = 0 + --进度剩余的的消耗材料的数量 + local bagNums = {} + + --已有的消耗材料数量 + for i = 1, #curPosEquips do + if equipStarsConfig[i].RankupResources then + for j = 1, #equipStarsConfig[i].RankupResources do + bagNums[equipStarsConfig[i].RankupResources[j][1]] = BagManager.GetItemCountById(equipStarsConfig[i].RankupResources[j][1]) + end + end + end + --一种装备一种装备的循环检测 金币能合成的数量 与 背包装备能合成的数量 取最小值 然后扣除临时消耗道具 + --最后所有装备存在curPosEquips 与 之前背包 bagPosEquips 作比较 看合成了什么装备 删除了什么装备 和计算消耗材料 + local isNoGold = false--是否缺金币 + for i = 1, #curPosEquips do + local materialEndNum = -1 + --合成的1个 下一个装备的需要的消耗材料的数量 + local materialNums = {} + --当前已有的消耗材料能合成的下一个装备的数量最大数量 + if equipStarsConfig[i].RankupResources then + for j = 1, #equipStarsConfig[i].RankupResources do + local itemId = equipStarsConfig[i].RankupResources[j][1] + materialNums[itemId] = equipStarsConfig[i].RankupResources[j][2] + local curItmeCompoundNums =math.floor( bagNums[itemId] / equipStarsConfig[i].RankupResources[j][2]) + if materialEndNum == -1 then + materialEndNum = curItmeCompoundNums + elseif materialEndNum > curItmeCompoundNums then + materialEndNum = curItmeCompoundNums + end + end + end + if i < #curPosEquips or i == 1 then + --当前拥有的装备材料能合成的下一个装备的数量 + local curQuEquipCompoundNum = math.floor(curPosEquips[i] / equipStarsConfig[i].RankupCount) + local endCompoundNum = materialEndNum > curQuEquipCompoundNum and curQuEquipCompoundNum or materialEndNum + if not isNoGold and materialEndNum < 1 and curQuEquipCompoundNum > 0 then + isNoGold = true + end + for itemId, num in pairs(materialNums) do + bagNums[itemId] = bagNums[itemId] - endCompoundNum * num + shengGoldNum = shengGoldNum + endCompoundNum * num + end + curPosEquips[i] = curPosEquips[i] - endCompoundNum * equipStarsConfig[i].RankupCount + if curPosEquips[i + 1] then + curPosEquips[i + 1] = curPosEquips[i + 1] + endCompoundNum + end + end + end + local curRewards = {} + for i = 1, #curPosEquips do + local str = "" + if curPosEquips[i] - bagPosEquips[i] > 0 then + str = Language[10432]..i.." "..curPosEquips[i] - bagPosEquips[i] + local singleEquipData = {} + singleEquipData.id = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipConfig,"Position",curIndex,"Star",i).Id + singleEquipData.num = curPosEquips[i] - bagPosEquips[i] + table.insert(curRewards,{singleEquipData.id,singleEquipData.num}) + else + str = str .. Language[10433]..bagPosEquips[i] - curPosEquips[i] + end + end + if isNoGold and #curRewards <= 0 then + PopupTipPanel.ShowTip(Language[10431]) + return + end + if shengGoldNum <= 0 then + PopupTipPanel.ShowTip(Language[10434]) + return + end + UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipCompound, + shengGoldNum,curRewards,function () + NetManager.ComplexEquipRequest(curIndex,0,0,function(msg) + this.OnClickTabBtn(curIndex) + UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function() + end) + end) + end) +end + +-- tab节点显示自定义 +function this.TabAdapter(tab, index, status) + local tabLab = Util.GetGameObject(tab, "Text") + local tabImage = Util.GetGameObject(tab,"Image") + tabImage:GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status]) + tabImage:GetComponent("Image"):SetNativeSize() + tabLab:GetComponent("Text").text = _TabData[index].name + tabLab:GetComponent("Text").color = _TabFontColor[status] + tabImage.transform.localPosition = Vector3.New( tabImage.transform.localPosition.x, _TabImagePos[status], 0); +end +--切换视图 +function this.SwitchView(index) + this.OnClickTabBtn(index) +end + +function this:OnClose() + needGoldNum=0 +end + +function this:OnDestroy() + needGoldNum=0 +end + +return this \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_UpWar.lua.meta b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_UpWar.lua.meta new file mode 100644 index 0000000000..5a9672e4d7 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Pokemon/view/PokemonListPanel_UpWar.lua.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 115c814417a4e3548be63fdb82843d01 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: