----- 法宝进阶面板 -----
require("Base/BasePanel")
TalismanInfoPanel = Inherit(BasePanel)
local this = TalismanInfoPanel
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local curTalismanConFig --EquipTalismana表数据
local nextTalismanConFig --EquipTalismana下一等级表数据
local curHeroData --当前英雄数据
local heroListData --全部英雄数据
local _heroListData = {} --注意 这是筛选后的数据 本脚本当前英雄数据是从这里再被筛选出来的 匹配未满级的Hero
local data = {} --英雄表下法宝属性
local maxLv = 0 --法宝最大进阶等级
local curLv = 0 --当前法宝等级
local isMaxStar = false --默认不是最大进阶等级
--属性容器
local proList = {}
--进阶奖励容器
local upStarGrid = {}
local itemGrid = {}
local orginLayer
local index = 0
function TalismanInfoPanel:InitComponent()
this.spLoader = SpriteLoader.New()
orginLayer = 0
self.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
self.effect = Util.GetGameObject(self.gameObject, "Effect")
self.backBtn = Util.GetGameObject(self.gameObject, "btnBack/btnBack")
self.upStarBtn = Util.GetGameObject(self.gameObject, "upStarBtn")
self.leftBtn = Util.GetGameObject(self.gameObject, "LeftBtn")
self.rightBtn = Util.GetGameObject(self.gameObject, "RightBtn")
self.helpBtn = Util.GetGameObject(self.gameObject, "HelpBtn")
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
--法宝战力
self.force = Util.GetGameObject(self.gameObject, "PowerBtn/Value"):GetComponent("Text")
self.addForce = Util.GetGameObject(self.gameObject, "PowerBtn/AddValue"):GetComponent("Text")
self.upLvEffect = Util.GetGameObject(self.gameObject, "PowerBtn/Effect")
--法宝icon
self.talismanRoot = Util.GetGameObject(self.gameObject, "TalismanRoot"):GetComponent("Image")
self.talismanIcon = Util.GetGameObject(self.gameObject, "TalismanRoot/icon"):GetComponent("Image")
--英雄名称
self.talismanOldNameObj = Util.GetGameObject(self.gameObject, "TalismanRoot/Panel/OldName")
self.talismanOldName = Util.GetGameObject(self.talismanOldNameObj, "Text"):GetComponent("Text")
self.talismanNewNameObj = Util.GetGameObject(self.gameObject, "TalismanRoot/Panel/NewName")
self.talismanNewName = Util.GetGameObject(self.talismanNewNameObj, "Text"):GetComponent("Text")
self.image = Util.GetGameObject(self.gameObject, "TalismanRoot/Image"):GetComponent("Image") --三角图标
--属性
self.upStarMaterialInfo = Util.GetGameObject(self.transform, "downGo/upStarMaterialInfo")
self.noUpStarText = Util.GetGameObject(self.transform, "downGo/noUpStarText")
--属性预设
self.proPre = Util.GetGameObject(self.gameObject, "downGo/proGrid/Root/ProPre")
--属性列表父物体
self.proRoot = Util.GetGameObject(self.gameObject, "downGo/proGrid/Root")
--天赋激活信息
self.skillInfoText = Util.GetGameObject(self.transform, "downGo/skillInfo/Mask/Text"):GetComponent("Text")
--进阶材料根节点
for i = 1, 3 do
upStarGrid[i] = Util.GetGameObject(self.gameObject, "downGo/upStarMaterialInfo/upStarGrid/item" .. i)
end
--金币 姚晶材料
for n = 1, 2 do
itemGrid[n] = Util.GetGameObject(self.gameObject, "downGo/upStarMaterialInfo/itemGrid/item" .. n)
end
end
function TalismanInfoPanel:BindEvent()
Util.AddClick(self.backBtn, function()
UIManager.OpenPanel(UIName.RoleTalismanPanelV2, curHeroData, heroListData)
self:ClosePanel()
end)
Util.AddClick(self.upStarBtn, function()
if HeroManager.GetTalismanLv(curHeroData.dynamicId) >= maxLv then
PopupTipPanel.ShowTip(Language[12697])
return
end
--需要判断材料够不够
local tip = {}
for i = 1, #curTalismanConFig.RankupBasicMaterial do
local id = curTalismanConFig.RankupBasicMaterial[i][1] --物品ID
local needNum = curTalismanConFig.RankupBasicMaterial[i][2] --需要物品数量
local haveNum = BagManager.GetItemCountById(id) --已有物品数量
if haveNum < needNum then
table.insert(tip, GetLanguageStrById(itemConfig[id].Name))
end
end
if #tip > 0 then --有东西不足了
if #tip == 1 then --一个不足时
PopupTipPanel.ShowTip(string.format(Language[10320], tip[1]))
else
for j = 1, #tip do --多个不足 加逗号
if j ~= 1 then
tip[j] = "," .. tip[j]
end
end
PopupTipPanel.ShowTip(string.format(Language[10320], table.concat(tip)))
end
return
end
NetManager.TalismanUpStarRequest(tostring(curHeroData.dynamicId), function(msg)
HeroManager.SetTalismanLv(curHeroData.dynamicId, curHeroData.talismanList + 1) --本地标记等级
--设置战斗力脏数据
HeroPropManager.SetDirtyByType(curHeroData.dynamicId, Hero_Prop_Type.Talisman)
UIManager.OpenPanel(UIName.TalismanUpStarSuccessPanel, curHeroData, function()
self:OnShowPanelData()
end, function() self:ClosePanel() end)
end)
end)
Util.AddClick(self.leftBtn, function()
self:LeftBtnOnClick()
end)
Util.AddClick(self.rightBtn, function()
self:RightBtnOnClick()
end)
--帮助按钮
Util.AddClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.NewTalismanUp, self.helpPosition.x, self.helpPosition.y)
end)
end
function TalismanInfoPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.BugCoin.OnBuyCoinUpdate, this.ShowUpStarGridData)
end
function TalismanInfoPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.BugCoin.OnBuyCoinUpdate, this.ShowUpStarGridData)
end
function TalismanInfoPanel:OnSortingOrderChange()
Util.AddParticleSortLayer(self.effect, self.sortingOrder - orginLayer)
orginLayer = self.sortingOrder
end
function TalismanInfoPanel:OnOpen(_curHeroData, _heroListData)
curHeroData = _curHeroData
heroListData = _heroListData
end
function TalismanInfoPanel:OnShow()
self.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Talisman })
isMaxStar = false
--拿到全部已激活数据 需要筛选出未满级的数据
for i = 1, #heroListData do
local d = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroListData[i].id)
.EquipTalismana --当前法宝数据 data[1]星级 data[2]法宝ID
local mLv = TalismanManager.AllTalismanEndStar[d[2]]
local lv = HeroManager.GetTalismanLv(heroListData[i].dynamicId)
if lv < mLv then
table.insert(_heroListData, heroListData[i])
end
end
for j = 1, #_heroListData do
if curHeroData == _heroListData[j] then
index = j
end
end
--已激活法宝的Hero为1时 隐藏左右按钮
self.leftBtn:SetActive(#heroListData > 1)
self.rightBtn:SetActive(#heroListData > 1)
self:OnShowPanelData()
end
--显示
function TalismanInfoPanel:OnShowPanelData()
data = ConfigManager.GetConfigData(ConfigName.HeroConfig, curHeroData.id)
.EquipTalismana --当前法宝数据 data[1]星级 data[2]法宝ID
--获取最大等级
TalismanManager.GetStartAndEndStar()
maxLv = 50
--获取当前法宝等级
curLv = HeroManager.GetTalismanLv(curHeroData.dynamicId)
--获取当前等级与下一等级表数据
local nextLv = 0
if (curLv + 1) <= maxLv then
nextLv = curLv + 1
end
isMaxStar = curLv >= maxLv
curTalismanConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "Level", curLv, "TalismanaId",
data[2])
if isMaxStar == false then
nextTalismanConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "TalismanaId", data[2],
"Level", nextLv)
end
--法宝战力
local curPower = TalismanManager.CalculateWarForceBase(curTalismanConFig, 0)
-- local nextPower=TalismanManager.CalculateWarForceBase(nextTalismanConFig,0)
self.force.text = curPower
-- self.addForce.text="+"..(nextPower-curPower)
--法宝Icon 边框品质
self.talismanRoot.sprite = this.spLoader:LoadSprite(TalismanBubble[itemConfig[data[2]].Quantity])
self.talismanIcon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[data[2]].ResourceID))
self.talismanNewNameObj:SetActive(not isMaxStar)
self.image.enabled = not isMaxStar
if isMaxStar == false then
self.talismanOldName.text = string.format("%s+%s", GetLanguageStrById(itemConfig[data[2]].Name), curLv)
self.talismanNewName.text = string.format("%s+%s",
GetLanguageStrById(itemConfig[data[2]].Name), curLv + 1)
else
self.talismanOldName.text = string.format("%s+%s", GetLanguageStrById(itemConfig[data[2]].Name), maxLv)
end
self:ShowProAndSkillData()
this.ShowUpStarGridData() --self真的很坑
end
--显示属性提升、天赋激活信息
function TalismanInfoPanel:ShowProAndSkillData()
self.upStarMaterialInfo:SetActive(not isMaxStar)
self.noUpStarText:SetActive(isMaxStar)
--设置属性提升
for i = 1, #curTalismanConFig.Property do
local item = proList[i]
if not item then
item = newObjToParent(self.proPre, self.proRoot)
item.name = "ProPre" .. i
proList[i] = item
end
local icon = Util.GetGameObject(proList[i], "Icon"):GetComponent("Image")
local proName = Util.GetGameObject(proList[i], "ProName"):GetComponent("Text")
local proValue = Util.GetGameObject(proList[i], "ProValue"):GetComponent("Text")
local nextProValue = Util.GetGameObject(proList[i], "NextProValue"):GetComponent("Text")
local skillId = curTalismanConFig.Property[i][1]
local curValue = curTalismanConFig.Property[i][2]
local nextValue = 0
if not isMaxStar then
nextValue = nextTalismanConFig.Property[i][2]
end
icon.sprite = this.spLoader:LoadSprite(artResourcesConfig[propertyConfig[skillId].PropertyIcon].Name)
icon:SetNativeSize()
proName.text = GetLanguageStrById(propertyConfig[skillId].Info)
proValue.text = curValue
nextProValue.text = nextValue
end
--显示法宝天赋
--筛选出符合要求的数据
local dowerAllData = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana, "TalismanaId", data[2])
local dowerData = {} --当前法宝全部技能开放数据
for i = 1, #dowerAllData do
if dowerAllData[i].OpenSkillRules then
table.insert(dowerData, dowerAllData[i])
end
end
table.sort(dowerData, function(a, b) return a.OpenSkillRules[1] < b.OpenSkillRules[1] end)
local targetLv = self:GetTargetLv(dowerData)
if isMaxStar == false then
local skillId = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "Level", targetLv,
"TalismanaId", data[2]).OpenSkillRules[1]
self.skillInfoText.text = string.format(Language[12259], GetLanguageStrById(passiveSkillConfig[skillId].Desc),
self:GetTargetLv(dowerData))
else
self.skillInfoText.text = ""
end
end
--根据当前法宝等级获取法宝最近的下一等级
function TalismanInfoPanel:GetTargetLv(dowerData)
for j = 1, #dowerData do
if dowerData[j].Level > curLv then
return dowerData[j].Level
end
end
end
--显示进阶信息
function this.ShowUpStarGridData()
if isMaxStar then return end
--关闭激活
for n = 1, #upStarGrid do
upStarGrid[n].gameObject:SetActive(false)
end
for m = 1, #itemGrid do
itemGrid[m].gameObject:SetActive(false)
end
--数据拆分
local upStarData = {} --不包含金币姚晶的数据
local itemData = {} --金币姚晶的数据
--根据消耗材料显示
for i = 1, #curTalismanConFig.RankupBasicMaterial do
local _data = curTalismanConFig.RankupBasicMaterial[i]
local itemId = _data[1]
if itemId == 14 or itemId == 16 then
table.insert(itemData, _data)
else
table.insert(upStarData, _data)
end
end
--赋值
for x = 1, #upStarData do
upStarGrid[x].gameObject:SetActive(true)
local id = upStarData[x][1] --物品ID
local needNum = upStarData[x][2] --需要物品数量
local haveNum = BagManager.GetItemCountById(id) --已有物品数量
local info = ""
if haveNum >= needNum then
info = haveNum .. "/" .. needNum
else
info = "" .. haveNum .. "/" .. needNum .. ""
end
local frame = Util.GetGameObject(upStarGrid[x], "frame"):GetComponent("Image")
local icon = Util.GetGameObject(upStarGrid[x], "icon"):GetComponent("Image")
local num = Util.GetGameObject(upStarGrid[x], "num"):GetComponent("Text")
frame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(itemConfig[id].Quantity))
icon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[id].ResourceID))
num.text = info
Util.AddOnceClick(frame.gameObject, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, id)
end)
end
for y = 1, #itemData do
itemGrid[y].gameObject:SetActive(true)
local id = itemData[y][1] --物品ID
local haveNum = BagManager.GetItemCountById(id) --已有物品数量
local needNum = itemData[y][2] --需要物品数量
local icon = Util.GetGameObject(itemGrid[y], "icon"):GetComponent("Image")
local num = Util.GetGameObject(itemGrid[y], "num"):GetComponent("Text")
icon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[id].ResourceID))
if haveNum >= needNum then
num.text = PrintWanNum2(needNum)
else
num.text = "" .. PrintWanNum2(needNum) .. ""
end
end
end
--右切换按钮点击
function TalismanInfoPanel:RightBtnOnClick()
index = (index + 1 <= #_heroListData and index + 1 or 1)
curHeroData = _heroListData[index]
if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
self:RightBtnOnClick()
else
self:OnShowPanelData()
end
end
--左切换按钮点击
function TalismanInfoPanel:LeftBtnOnClick()
index = (index - 1 > 0 and index - 1 or #_heroListData)
curHeroData = _heroListData[index]
if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
self:LeftBtnOnClick()
else
self:OnShowPanelData()
end
end
function TalismanInfoPanel:OnClose()
end
function TalismanInfoPanel:OnDestroy()
this.spLoader:Destroy()
SubUIManager.Close(self.upView)
proList = {}
end
return TalismanInfoPanel