----- 魂印弹窗 ----- require("Base/BasePanel") SoulPrintPopUp = Inherit(BasePanel) local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig) local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig) local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) local propertyconfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) --面板类型 local Type = { Up = 1, --穿戴 Down = 2, --卸下 Access = 3, --有获取途径 传nil就不显示了 } --打开面板类型 local curType = 0 local heroId --当前英雄id local soulId --魂印id local pos --位置 local callback --回调 local localData --本地存储的魂印数据 包含soulId 该数据只在魂印装备时(Type.Up)才有用 --适用范围英雄容器 local proList = {} function SoulPrintPopUp:InitComponent() self.spLoader = SpriteLoader.New() self.panel = Util.GetGameObject(self.gameObject, "Panel") self.maskBtn = Util.GetGameObject(self.gameObject, "mask") --基础信息 --装备详情--topBar self.topBar = Util.GetGameObject(self.transform, "Panel/topBar") self.topBarBg = Util.GetGameObject(self.transform, "Panel/topBar/bg2") self.topBarBgColor = Util.GetGameObject(self.transform, "Panel/topBar/bg1"):GetComponent("Image") self.soulName = Util.GetGameObject(self.topBar, "name"):GetComponent("Text") self.icon = Util.GetGameObject(self.topBar, "icon"):GetComponent("Image") self.frame = Util.GetGameObject(self.topBar, "frame"):GetComponent("Image") self.circleFrameBg = Util.GetGameObject(self.topBar, "circleFrameBg"):GetComponent("Image") self.circleFrame = Util.GetGameObject(self.topBar, "circleFrame"):GetComponent("Image") self.equipType = Util.GetGameObject(self.topBar, "equipType"):GetComponent("Text") self.equipQuaText = Util.GetGameObject(self.topBar, "equipQuaText"):GetComponent("Text") self.equipInfoText = Util.GetGameObject(self.topBar, "equipInfoText"):GetComponent("Text") self.powerNum = Util.GetGameObject(self.topBar, "powerNum"):GetComponent("Text") self.star = Util.GetGameObject(self.topBar, "star") self.effectbaijin = Util.GetGameObject(self.topBar, "fx_zhuangbeijiemian") --魂印效果 self.midBar = Util.GetGameObject(self.transform, "Panel/midBar") self.effectText = Util.GetGameObject(self.midBar, "basePro/Info"):GetComponent("Text") --适用范围(还没做具体内容) self.trialScope = Util.GetGameObject(self.midBar, "TrialScope") self.trialScopeText = Util.GetGameObject(self.trialScope, "Text"):GetComponent("Text") --数据小于4自动布局 self.scroll_1 = Util.GetGameObject(self.trialScope, "Scroll_1") --静态布局根节点 self.trialScopePre = Util.GetGameObject(self.trialScope, "Scroll_1/TrialScopePre") --适用范围预设 --数据大于4优化布局 self.scroll_2 = Util.GetGameObject(self.trialScope, "Scroll_2") --优化滚动条 self.scrollView = SubUIManager.Open(SubUIConfig.ScrollFitterView, self.scroll_2.transform, self.trialScopePre, Vector2.New(899.5, 490), 1, 15) self.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(-70, 0) self.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5) self.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5) self.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5) self.scrollView.moveTween.MomentumAmount = 1 self.scrollView.moveTween.Strength = 2 self.btmBar = Util.GetGameObject(self.transform, "Panel/btmBar") --获取途径 self.howGet = Util.GetGameObject(self.btmBar, "howGet") self.canGetPre = Util.GetGameObject(self.howGet, "scroll/canGetPre") self.canGetGrid = Util.GetGameObject(self.howGet, "scroll") self.canGetScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.canGetGrid.transform, self.canGetPre, nil, Vector2.New(self.canGetGrid.transform.rect.width, self.canGetGrid.transform.rect.height), 1, 1, Vector2.New(0, 0)) self.canGetScrollView.moveTween.MomentumAmount = 1 self.canGetScrollView.moveTween.Strength = 2 self.canGetScrollView.elastic = false self.jumpViewList = {} --操作按钮 self.btns = Util.GetGameObject(self.btmBar, "btnGrid") self.upBtn = Util.GetGameObject(self.btns, "UpBtn") self.downBtn = Util.GetGameObject(self.btns, "DownBtn") end function SoulPrintPopUp:BindEvent() --关闭面板 Util.AddClick(self.maskBtn, function() self:ClosePanel() end) --穿戴 Util.AddClick(self.upBtn, function() --检测是否已穿过该类型魂印 local curHeroData = HeroManager.GetSingleHeroData(heroId) if curHeroData and curHeroData.soulPrintList and #curHeroData.soulPrintList > 0 then for i = 1, #curHeroData.soulPrintList do if curHeroData.soulPrintList[i].equipId == soulId then PopupTipPanel.ShowTip(Language[11169]) return end end end --如果装备位置满了 显示替换界面 if pos == 0 then UIManager.OpenPanel(UIName.SoulPrintPopUpV2, 2, curHeroData, localData, function() self:ClosePanel() self:RefreshShow() if callback then callback() end end) return end --如果是别人装备的 if localData.upHero ~= "" then --当前点击魂印被装到的英雄数据 local curClickHeroData = HeroManager.GetSingleHeroData(localData.upHero) local str = string.format(Language[11180], itemConfig[curClickHeroData.id].Name, equipConfig[localData.id].Name, itemConfig[curHeroData.id].Name) MsgPanel.ShowTwo(str, nil, function() local _pos = 0 for i = 1, #curClickHeroData.soulPrintList do if curClickHeroData.soulPrintList[i].equipId == localData.id then _pos = curClickHeroData.soulPrintList[i].position end end NetManager.SoulEquipUnLoadWearRequest(tostring(curClickHeroData.dynamicId), localData.id, _pos, function() HeroManager.DelSoulPrintUpHeroDynamicId(curClickHeroData.dynamicId, localData.id) local wearInfo = { heroId = tostring(curHeroData.dynamicId), equipId = localData.id, position = pos } NetManager.SoulEquipWearRequest(wearInfo, nil, function() HeroManager.AddSoulPrintUpHeroDynamicId(curHeroData.dynamicId, localData.id, pos) PopupTipPanel.ShowTip(Language[11170]) self:RefreshShow() -- if callback then callback() end self:ClosePanel() end) end) end) return end -- else--选择的魂印没有被其他猎妖师装备 可直接装备 --穿戴 local wearInfo = { heroId = tostring(heroId), equipId = soulId, position = pos } NetManager.SoulEquipWearRequest(wearInfo, nil, function() HeroManager.AddSoulPrintUpHeroDynamicId(heroId, soulId, pos) if callback then callback() end end) self:ClosePanel() -- end end) --卸下 Util.AddClick(self.downBtn, function() NetManager.SoulEquipUnLoadWearRequest(tostring(heroId), soulId, pos, function() HeroManager.DelSoulPrintUpHeroDynamicId(heroId, soulId) if callback then callback() end end) self:ClosePanel() end) end function SoulPrintPopUp:AddListener() end function SoulPrintPopUp:RemoveListener() end --curtype 面板类型(看最上面解释) heroId 英雄ID soulId魂印ID pos位置 callback回调 localData本地存储魂印数据(只在穿戴时用) function SoulPrintPopUp:OnOpen(...) local args = { ... } curType = args[1] heroId = args[2] soulId = args[3] pos = args[4] callback = args[5] localData = args[6] end function SoulPrintPopUp:OnShow() self:RefreshShow(curType) end function SoulPrintPopUp:OnClose() for i = 1, #self.jumpViewList do destroy(self.jumpViewList[i].gameObject) end end function SoulPrintPopUp:OnDestroy() self.spLoader:Destroy() self.scrollView = nil proList = {} self.jumpViewList = {} end --读取魂印适用英雄效果 local x = function(index) local args = {} local tempArgs = string.split(GetLanguageStrById(equipConfig[soulId].Parameter), '|') local t = string.split(tempArgs[index], '#') for i, v in ipairs(t) do args[i] = v end return string.format(GetLanguageStrById(equipConfig[soulId].Describe), unpack(args)) end --刷新面板 function SoulPrintPopUp:RefreshShow(type) self.btns:SetActive(type == Type.Up or type == Type.Down) self.upBtn:SetActive(type == Type.Up) self.downBtn:SetActive(type == Type.Down) --基础信息 self.soulName.text = GetLanguageStrById(equipConfig[soulId].Name) self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(equipConfig[soulId].Quality)) self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[soulId].ResourceID)) self.circleFrameBg.sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[soulId].Quantity] .circleBg2) self.circleFrame.sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[soulId].Quantity].circle) self.powerNum.text = equipConfig[soulId].Score --战力 self.equipInfoText.text = GetLanguageStrById(itemConfig[soulId].ItemDescribe) self.equipQuaText.text = GetStringByEquipQua(equipConfig[soulId].Quality, GetQuaStringByEquipQua(equipConfig[soulId].Quality)) self.equipType.text = Language[11172] .. GetEquipPosStrByEquipPosNum(equipConfig[soulId].Position) --self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..equipConfig[soulId].Quality) --self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_4") self.topBarBg:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_" .. equipConfig[soulId].Quality) local aaa = tostring(equipConfig[soulId].Quality) self.topBarBg:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_" .. equipConfig[soulId].Quality) if aaa == "1" then self.topBarBgColor.color = Color.New(0.81, 0.81, 0.81, 1) elseif aaa == "2" then self.topBarBgColor.color = Color.New(0.24, 0.34, 0.21, 1) elseif aaa == "3" then self.topBarBgColor.color = Color.New(0.22, 0.42, 0.63, 1) elseif aaa == "4" then self.topBarBgColor.color = Color.New(0.29, 0.14, 0.26, 1) elseif aaa == "5" then self.topBarBgColor.color = Color.New(0.26, 0.14, 0.06, 1) elseif aaa == "6" then self.topBarBgColor.color = Color.New(0.25, 0.02, 0.02, 1) elseif aaa == "7" then self.topBarBgColor.color = Color.New(0.32, 0.32, 0.32, 1) elseif aaa == "8" then self.topBarBgColor.color = Color.New(0.32, 0.32, 0.32, 1) end self.effectbaijin:SetActive(equipConfig[soulId].Quality == 7) Util.SetParticleSortLayer(self.effectbaijin, self.sortingOrder + 1) if equipConfig[soulId] then --魂印效果 local txt = "" local pass = equipConfig[soulId].PassiveSkill if pass and tonumber(pass[1]) ~= nil and tonumber(pass[1]) ~= 0 then self.effectText.text = GetLanguageStrById(passiveSkillConfig[pass[1]].Desc) else for index, value in ipairs(equipConfig[soulId].Property) do --propertyconfig if index > 1 then txt = txt .. "," end if propertyconfig[value[1]].Style == 1 then txt = txt .. GetLanguageStrById(propertyconfig[value[1]].Info) .. "+" .. value[2] elseif propertyconfig[value[1]].Style == 2 then txt = txt .. GetLanguageStrById(propertyconfig[value[1]].Info) .. "+" .. math.floor((value[2] / 100)) .. "%" end end self.effectText.text = txt end end --适用范围 local isOpenTrialScope = equipConfig[soulId].Range and equipConfig[soulId].Range[1] ~= 0 and equipConfig[soulId].Range [1] --是否开启适用 if isOpenTrialScope then self.trialScopeText.text = Language[11175] self.scroll_1:SetActive(#equipConfig[soulId].Range <= 3) self.scroll_2:SetActive(#equipConfig[soulId].Range > 3) --适用英雄<=3时 固定长度生成(预设) 反之使用优化滚动条 if #equipConfig[soulId].Range <= 3 then for j = 0, self.scroll_1.transform.childCount - 1 do self.scroll_1.transform:GetChild(j).gameObject:SetActive(false) end for i = 1, #equipConfig[soulId].Range do --遍历每个适用英雄 local item = proList[i] if not item then item = newObjToParent(self.trialScopePre, self.scroll_1) item.name = "ProPre" .. i proList[i] = item end proList[i].gameObject:SetActive(true) local _heroId = equipConfig[soulId].Range[i] local frame = Util.GetGameObject(item, "Head/Frame"):GetComponent("Image") local icon = Util.GetGameObject(item, "Head/Icon"):GetComponent("Image") local name = Util.GetGameObject(item, "Name"):GetComponent("Text") local info = Util.GetGameObject(item, "Info"):GetComponent("Text") frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[_heroId].Quantity)) icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[_heroId].ResourceID)) name.text = GetLanguageStrById(itemConfig[_heroId].Name) info.text = x(i) end else self.scrollView:SetData(equipConfig[soulId].Range, function(index, root) self:SetScrollPre(root, equipConfig[soulId].Range[index], index) end) self.scrollView:SetIndex(1) end else self.scroll_1:SetActive(false) self.scroll_2:SetActive(false) self.trialScopeText.text = Language[12252] end --获取途径 self.howGet:SetActive(type == Type.Access) --获取途径 if self.jumpViewList and #self.jumpViewList > 0 then for i = 1, #self.jumpViewList do SubUIManager.Close(self.jumpViewList[i]) end end local curitemData = itemConfig[soulId] if curitemData and curitemData.Jump then if curitemData.Jump and #curitemData.Jump > 0 then self.canGetScrollView:SetData(curitemData.Jump, function(index, item) local tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index], true) table.insert(self.jumpViewList, tempView) end, true, true) end end end --优化滚动条数据赋值 function SoulPrintPopUp:SetScrollPre(root, data, index) local frame = Util.GetGameObject(root, "Head/Frame"):GetComponent("Image") local icon = Util.GetGameObject(root, "Head/Icon"):GetComponent("Image") local name = Util.GetGameObject(root, "Name"):GetComponent("Text") local info = Util.GetGameObject(root, "Info"):GetComponent("Text") frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[data].Quantity)) icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[data].ResourceID)) name.text = GetLanguageStrById(itemConfig[data].Name) info.text = x(index) end return SoulPrintPopUp