require("Base/BasePanel") HomeLandEquipPopup = Inherit(BasePanel) ----- --家园装备升级 ----- local this = HomeLandEquipPopup local HomeLand = ConfigManager.GetConfig(ConfigName.HomeLand) local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel) local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask) local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen) local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp) local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) --传入父脚本模块 local parent --传入特效层级 local sortingOrder=0 local data=nil local TEXT = { [1] = {"武器","r_Equip_GuardianWeapon_0004","攻击"}, [2] = {"战甲","r_Equip_Coat_0005","护甲"}, [3] = {"头饰","r_Equip_HeadAccessory_0005","魔抗"}, [4] = {"战靴","r_equip_Shoes_0005","生命"}, } local curSelectHero=nil function this:InitComponent() this.closeBtn=Util.GetGameObject(self.gameObject,"BG/BackBtn") local gameObject=Util.GetGameObject(self.transform,"GeneralPopup_HomeLandEquip") this.spLoader = SpriteLoader.New() this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text") this.titleText.text="摘星阁" this.Btn1 = Util.GetGameObject(gameObject,"Btn1") this.Btn1Text = Util.GetGameObject(gameObject,"Btn1/Text"):GetComponent("Text") this.Btn2 = Util.GetGameObject(gameObject,"Btn2") this.resetBtn = Util.GetGameObject(gameObject,"resetBtn") this.costCondition = Util.GetGameObject(gameObject,"Cost/Condition"):GetComponent("Text") this.costIcon = Util.GetGameObject(gameObject,"Cost/Icon"):GetComponent("Image") this.costNum = Util.GetGameObject(gameObject,"Cost/Num"):GetComponent("Text") this.costIcon2 = Util.GetGameObject(gameObject,"Cost/Icon2"):GetComponent("Image") this.costNum2 = Util.GetGameObject(gameObject,"Cost/Num2"):GetComponent("Text") this.Cost = Util.GetGameObject(gameObject,"Cost") this.Tips = Util.GetGameObject(gameObject,"Tips") this.objList = {} for i = 1, 4 do this.objList[i] = {} this.objList[i].Obj = Util.GetGameObject(gameObject,"Content/Grid/Pre ("..i..")") this.objList[i].name = Util.GetGameObject(this.objList[i].Obj,"Name"):GetComponent("Text") this.objList[i].level = Util.GetGameObject(this.objList[i].Obj,"Num"):GetComponent("Text") this.objList[i].image = Util.GetGameObject(this.objList[i].Obj,"Icon"):GetComponent("Image") this.objList[i].mask = Util.GetGameObject(this.objList[i].Obj,"Mask") this.objList[i].select = Util.GetGameObject(this.objList[i].Obj,"Select") end this.Desc = Util.GetGameObject(gameObject,"Content/Desc"):GetComponent("Text") this.heroPre = Util.GetGameObject(this.gameObject, "Scroll/HeroPre") this.scroll = Util.GetGameObject(gameObject, "Scroll") this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scroll.transform, this.heroPre, this.scrollBar, Vector2.New(1010, 490), 1, 5, Vector2.New(20, 20)) this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0) this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5) this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5) this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5) this.scrollView.moveTween.MomentumAmount = 1 this.scrollView.moveTween.Strength = 2 this.heroSelect=Util.GetGameObject(this.scroll,"Select") end function this:BindEvent() Util.AddClick(this.closeBtn,function() self:ClosePanel() end) Util.AddClick(this.Btn1,function() local curLv=not curSelectHero.equipStrong[HomeLandManager.curEquip] and curSelectHero.equipStrong[HomeLandManager.curEquip] or 0 local data =ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",curLv) if HomeLandManager.BuildData[data.Limit[1]].level < data.Limit[2] then PopupTipPanel.ShowTip(string.format("%s到达%s级可升级!",HomeLandManager.BuildData[data.Limit[1]].dataMain.Name,data.Limit[2])) return end for i = 1, #data.Cost do if BagManager.GetTotalItemNum(data.Cost[i][1]) < data.Cost[i][2] then --PopupTipPanel.ShowTip(string.format("%s不足!",ItemConfig[data.Cost[i][1]].Name)) PopupTipPanel.ShowTip("材料不足") return end end NetManager.EquipIntensifyRequset(curSelectHero.dynamicId,HomeLandManager.curEquip,function () this:Refresh() end) end) Util.AddClick(this.Btn2,function() if HomeLandManager.GetAllCanUpgradeWithPopup(curSelectHero) then this:Refresh() return end NetManager.EquipIntensifyRequset(curSelectHero.dynamicId,0,function () this:Refresh() end) end) Util.AddClick(this.resetBtn,function() NetManager.ResetHeroEquipRequest(curSelectHero.dynamicId,function () this:Refresh() end) end) end function this:AddListener() Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.SetData) end function this:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.SetData) end function this:OnOpen() local _roleDatas = HeroManager.GetAllHeroDatas() this.SetHeroList(_roleDatas) curSelectHero=_roleDatas[1] this:Refresh() end function this:Refresh() for i = 1, 4 do local go = this.objList[i] go.select:SetActive(i == HomeLandManager.curEquip) go.name.text = TEXT[i][1].."加持" go.level.text = curSelectHero.equipStrong[i]~=nil and curSelectHero.equipStrong[i] or 0 go.image.sprite = this.spLoader:LoadSprite(TEXT[i][2]) Util.AddOnceClick(go.mask,function () HomeLandManager.curEquip = i this:Refresh() end) end --显示加持属性 this:SetData() end function this:SetData() -- LogPink(HomeLandManager.EquipData[HomeLandManager.curEquip].Id) local curIndex = HomeLandManager.curEquip local curLv=0 if curSelectHero.equipStrong[curIndex] then curLv=curSelectHero.equipStrong[curIndex] end local equipStrengthenConfig=ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",curLv) local equipRankUpConfig=ConfigManager.GetConfigDataByKey(ConfigName.EquipRankUp,"Level",curSelectHero.equipAdvanceLv) --设置消耗 local limit = equipStrengthenConfig.Limit local cost = equipStrengthenConfig.Cost local data = equipStrengthenConfig.Rate--当前装备加成 local proData = equipRankUpConfig.Rate--当前装备突破加成 if cost then--如果有下一级 local nextEquipStrengthenConfig=ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",curLv+1) local nextData = nextEquipStrengthenConfig.Rate--下一装备加成 local nextProData = EquipRankUp[equipRankUpConfig.id + 1].Rate--下一装备突破加成 local num1 = data + proData[curIndex] local num2 = 0 if not equipStrengthenConfig.Limit2==equipRankUpConfig.Level then--如果都到达了等级上限 num2 = data + nextProData[curIndex] else num2 = nextData + proData[curIndex] end this.Desc.text = string.format("英雄佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1/100).."%"..string.format("(%s",num2/100).."%)" this.Btn1Text.text = "强 化" Util.SetGray(this.Btn1,false) this.Btn1:GetComponent("Button").enabled = true if HomeLandManager.BuildData[limit[1]].level >= limit[2] then this.costCondition.text = "强化消耗:" this.costIcon.gameObject:SetActive(true) this.costNum.gameObject:SetActive(true) this.costIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[1][1])) local color2 = BagManager.GetTotalItemNum(cost[1][1]) >= cost[1][2] and "#FFEED6" or "red" this.costNum.text = string.format("%s",color2,cost[1][2]) LogError("cost len=="..#cost) if #cost>1 then this.costIcon2.gameObject:SetActive(true) this.costNum2.gameObject:SetActive(true) this.costIcon2.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[2][1])) local color3 = BagManager.GetTotalItemNum(cost[2][1]) >= cost[2][2] and "#FFEED6" or "red" this.costNum2.text = string.format("%s",color3,cost[2][2]) else this.costIcon2.gameObject:SetActive(false) this.costNum2.gameObject:SetActive(false) end else this.costIcon.gameObject:SetActive(false) this.costNum.gameObject:SetActive(false) this.costIcon2.gameObject:SetActive(false) this.costNum2.gameObject:SetActive(false) this.costCondition.text = string.format("%s需要到达%s级",HomeLand[limit[1]].Name,limit[2]) end --按钮和tips显示 local bool = equipStrengthenConfig.Limit2==equipRankUpConfig.Level -- LogBlue("bool:"..tostring(bool)) this.Btn1:SetActive(bool) this.Btn2:SetActive(not bool) --不同显示 this.Cost:SetActive(bool) this.Tips:SetActive(not bool) this.costCondition.gameObject:SetActive(true) this.Tips:GetComponent("Text").text = string.format("全部加持到达%s级后方可进行突破",equipStrengthenConfig.Level) if not bool and HomeLandManager.GetAllCanUpgrade(curSelectHero) then this.Cost:SetActive(true) this.Tips:SetActive(false) this.costIcon.gameObject:SetActive(true) this.costNum.gameObject:SetActive(true) -- this.costCondition.gameObject:SetActive(false) this.costCondition.text = "突破消耗:" --突破的消耗和升级不同 local cost = equipRankUpConfig.Cost local color2 = BagManager.GetTotalItemNum(cost[1][1]) >= cost[1][2] and "#FFEED6" or "red" this.costIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[1][1])) this.costNum.text = string.format("%s",color2,cost[1][2]) if cost[2] then this.costIcon2.gameObject:SetActive(true) this.costNum2.gameObject:SetActive(true) this.costIcon2.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[2][1])) local color3 = BagManager.GetTotalItemNum(cost[2][1]) >= cost[2][2] and "#FFEED6" or "red" this.costNum2.text = string.format("%s",color3,cost[2][2]) else this.costIcon2.gameObject:SetActive(false) this.costNum2.gameObject:SetActive(false) end end else this.Btn1:SetActive(true) this.Btn2:SetActive(false) this.Btn1Text.text = "已达上限" Util.SetGray(this.Btn1,true) this.Btn1:GetComponent("Button").enabled = false local num1 = data + proData[curIndex] this.Desc.text = string.format("英雄佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1).."%" this.Cost:SetActive(false) this.Tips:SetActive(false) end end ---设置显示英雄列表 function this.SetHeroList(_roleDatas) HeroManager.SortHeroDatas(_roleDatas) this.scrollView:SetData(_roleDatas, function(index, go) if index==1 then this.SetHeroSelect(go) end -- 基础显示 this.SingleHeroDataShow(go, _roleDatas[index]) end, true,false) 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.star == b.star then if a.heroConfig.Natural ==b.heroConfig.Natural then if a.lv == b.lv then return a.heroConfig.Id < b.heroConfig.Id else return a.lv > b.lv end else return a.heroConfig.Natural > b.heroConfig.Natural end else return a.star > b.star end end) end --设置每条英雄数据 function this.SingleHeroDataShow(_go, _heroData) local go=_go local heroData=_heroData local frame=Util.GetGameObject(go,"frame"):GetComponent("Image") local icon=Util.GetGameObject(go, "icon"):GetComponent("Image") local lv= Util.GetGameObject(go, "lv/Text"):GetComponent("Text") local pro= Util.GetGameObject(go, "proIcon"):GetComponent("Image") local pos= Util.GetGameObject(go, "posIcon"):GetComponent("Image") local teamList={} for i = 1, 3 do table.insert(teamList,Util.GetGameObject(go, "yxteamName/Image"..i)) end local yxInfo=Util.GetGameObject(go, "yxteamName") --local yxTeamName=Util.GetGameObject(go, "yxteamName/Text"):GetComponent("Text") yxInfo:SetActive(false) Util.GetGameObject(go, "posIcon"):SetActive(this.curFormationIndex == FormationTypeDef.FIGHT_LEVEL or this.curFormationIndex == FormationTypeDef.FIGHT_ASSISTANTLEVEL or this.curFormationIndex == FormationTypeDef.FORMATION_QIJIESHILIAN) local starGrid = Util.GetGameObject(go, "star") local yuanImage = Util.GetGameObject(go, "yuanImage") yuanImage.gameObject:SetActive(false) local choosedObj = Util.GetGameObject(go, "choosed") choosedObj.gameObject:SetActive(false) local hpExp = Util.GetGameObject(go, "hpExp") hpExp.gameObject:SetActive(false) local redPot = Util.GetGameObject(go, "redpoint") local changeProBtn=Util.GetGameObject(go,"proMaskObj") if heroData.isNew and heroData.isNew == 1 then redPot.gameObject:SetActive(true) else redPot.gameObject:SetActive(false) end if _heroData.property then changeProBtn:SetActive(_heroData.property>=6) pro.sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.property)) else changeProBtn:SetActive(false) pro.sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName)) end frame.sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star)) icon.sprite=this.spLoader:LoadSprite(heroData.icon) if HarmonyManager.IsChangeColor(heroData.dynamicId) then -- body lv.text=""..heroData.lv.."" elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then -- bod lv.text=""..heroData.lv.."" else lv.text=heroData.lv end pos.sprite = this.spLoader:LoadSprite(heroData.professionIcon) local star,starType = heroData.GetStar(1) local starSize = Vector2.New(30,30) local starScale = -8 if starType == 3 then starSize = Vector2.New(1,-15.65) starScale = -13 elseif starType == 2 then starSize = Vector2.New(60,57) end SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale) Util.AddOnceClick(go, function() curSelectHero=_heroData this:Refresh() this.SetHeroSelect(go) end) end function this.SetHeroSelect(_heroObj) this.heroSelect.transform:SetParent(_heroObj.transform) this.heroSelect.transform.localPosition=Vector3.zero end function this:OnClose() HomeLandManager.curEquip = 1 data=nil end function this:OnDestroy() this.SelectList = {} this.spLoader:Destroy() this.scrollView = nil end return this