----- 献祭 ----- local this = {} local sortingOrder=0 local tabSortType = 0 local tarHero local selectHeroData={}--选择的英雄list did = data function this:InitComponent(gameObject) --上部内容 this.helpBtn=Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/HelpBtn") this.helpPos=this.helpBtn:GetComponent("RectTransform").localPosition --回溯按钮 this.confirmBtn=Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/ConfirmBtn") this.shopBtn=Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/shopBtn") this.selectText = Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/selectNumText"):GetComponent("Text") this.selectBtn = Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/btns/selectBtn") this.noSelectBtn = Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/btns/noSelectBtn") this.cardPre = Util.GetGameObject(gameObject,"item") this.scrollbar = Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/Scrollbar"):GetComponent("Scrollbar") local v21 = Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/ItemListRoot"):GetComponent("RectTransform").rect this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/ItemListRoot").transform, this.cardPre, this.scrollbar, Vector2.New(-v21.x*2, -v21.y*2), 1, 5, Vector2.New(45,15)) this.ScrollView.moveTween.MomentumAmount = 1 this.ScrollView.moveTween.Strength = 1 end function this:BindEvent() Util.AddClick(this.helpBtn,function() UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Resolve_Dismantle,this.helpPos.x,this.helpPos.y) end) Util.AddClick(this.confirmBtn,function() if tonumber(LengthOfTable(selectHeroData))==0 then PopupTipPanel.ShowTip("请选择需要献祭的猎妖师!") else UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveDismantle, HeroManager.GetHeroReturnItems(selectHeroData,GENERAL_POPUP_TYPE.ResolveDismantle),selectHeroData) end end) Util.AddClick(this.selectBtn, function() this.QuickSelectListData(1) if LengthOfTable(selectHeroData) > 0 then this.noSelectBtn.gameObject:SetActive(true) end end) Util.AddClick(this.noSelectBtn, function() this.QuickSelectListData(2) this.noSelectBtn.gameObject:SetActive(false) end) Util.AddClick(this.confirmBtn, function() --this.ResolveBtnClickEvent() end) Util.AddClick(this.shopBtn, function() local isActive, errorTip = ShopManager.IsActive(SHOP_TYPE.SOUL_CONTRACT_SHOP) if not isActive then PopupTipPanel.ShowTip(errorTip or "商店未开启") return end UIManager.OpenPanel(UIName.MainShopPanel, SHOP_TYPE.SOUL_CONTRACT_SHOP) end) end function this:AddListener() end function this:RemoveListener() end function this:OnShow(...) sortingOrder =0 this.SortTypeClick(sortingOrder) end --展示数据 function this.SortTypeClick(_sortType) tabSortType=_sortType selectHeroData={} tarHero=HeroManager.GetAllHeroDataMsinusUpWar(_sortType) this.selectText.text = "已选:".."0/"..#tarHero this.noSelectBtn.gameObject:SetActive(false) this.SortHeroDatas(tarHero) this.ScrollView:SetData(tarHero, function (index, go) this.SingleHeroDataShow(go, tarHero[index]) end) end --英雄单个数据展示 function this.SingleHeroDataShow(go,_heroData) local heroData = _heroData local _go = go Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality)) Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = heroData.lv Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text = heroData.heroConfig.ReadingName Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.heroConfig.Icon)) Util.GetGameObject(_go.transform, "posIcon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon) Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName)) --Util.GetGameObject(_go.transform, "heroStage"):GetComponent("Image").sprite = Util.LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage]) local starGrid = Util.GetGameObject(_go.transform, "star") SetHeroStars(starGrid, heroData.star) local choosed =Util.GetGameObject(_go.transform, "choosed") local formationMask =Util.GetGameObject(_go.transform, "formationMask") formationMask:SetActive(heroData.isFormation ~= "" ) local lockMask =Util.GetGameObject(_go.transform, "lockMask") lockMask:SetActive(heroData.lockState == 1) choosed:SetActive(selectHeroData[heroData.dynamicId] ~= nil) local cardclickBtn = Util.GetGameObject(_go.transform, "icon") this.selectText.text = "已选:"..LengthOfTable(selectHeroData).."/"..#tarHero Util.AddOnceClick(cardclickBtn, function() if selectHeroData[heroData.dynamicId] then choosed:SetActive(false) selectHeroData[heroData.dynamicId] = nil this.selectText.text = "已选:"..LengthOfTable(selectHeroData).."/"..#tarHero this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectHeroData)>0) return end selectHeroData[heroData.dynamicId]=heroData choosed:SetActive(true) this.selectText.text = "已选:"..LengthOfTable(selectHeroData).."/"..#tarHero this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectHeroData)>0) end) Util.AddOnceClick(formationMask, function() if heroData.isFormation ~= "" then -- 复位角色的状态 MsgPanel.ShowTwo("此猎妖师已在"..heroData.isFormation.."队伍内,是否前往编队界面将其下阵?", nil, function() if heroData.isFormations[1] then if heroData.isFormations[1] == FormationTypeDef.FORMATION_NORMAL then UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION) elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ARENA_DEFEND then JumpManager.GoJump(8001) elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ENDLESS_MAP then JumpManager.GoJump(57001) end end end) return end end) Util.AddOnceClick(lockMask, function() if heroData.lockState == 1 then MsgPanel.ShowTwo("此猎妖师已被锁定,是否解除锁定状态?", nil, function() NetManager.HeroLockEvent(heroData.dynamicId,0,function () PopupTipPanel.ShowTip("猎妖师解锁成功") HeroManager.UpdateSingleHeroLockState(heroData.dynamicId,0) lockMask:SetActive(false) end) end) return end end) end --英雄排序 function this.SortHeroDatas(_heroDatas) --上阵最优先,星级优先,同星级等级优先,同星级同等级按sortId排序。排序时降序排序。 table.sort(_heroDatas, function(a, b) if a ==nil or b == nil then return end if a.isFormation == "" and b.isFormation == "" then if a.lockState == b.lockState then if a.heroConfig.Natural ==b.heroConfig.Natural then if a.star == b.star then if a.lv == b.lv then return a.heroConfig.Id > b.heroConfig.Id else return a.lv < b.lv end else return a.star < b.star end else return a.heroConfig.Natural < b.heroConfig.Natural end else return a.lockState < b.lockState end else return a.isFormation == "" and not b.dynamicId ~= "" end end) end --快速选择英雄 或者 装备 function this.QuickSelectListData(type) if type == 1 then selectHeroData={} for k, v in pairs(tarHero) do if LengthOfTable(selectHeroData)<30 and v.isFormation == "" and v.lockState == 0 then selectHeroData[v.dynamicId]=v else break end end this.ScrollView:SetData(tarHero, function (index, go) this.SingleHeroDataShow(go, tarHero[index]) end) else selectHeroData={} this.ScrollView:SetData(tarHero, function (index, go) this.SingleHeroDataShow(go, tarHero[index]) end) end end function this:OnClose() end function this:OnDestroy() end return this