require("Base/BasePanel") local RewardEquipSingleShowPopup2 = Inherit(BasePanel) local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig) local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig) local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen) local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp) local _BaseProList = {}--基础属性对象 local _suitProList = {}--套装属性对象 local _superProList = {}--白金属性对象 local typeToUpdate = { [2] = 2,--已穿戴->卸载单件 [3] = 1,--未穿戴->穿单件 [4] = 3,--未穿戴->替换单件 } --初始化组件(用于子类重写) function RewardEquipSingleShowPopup2:InitComponent() self.spLoader = SpriteLoader.New() self.mask = Util.GetGameObject(self.transform, "mask") self.content = Util.GetGameObject(self.transform, "Content") --装备详情--topBar self.topBar = Util.GetGameObject(self.transform, "Content/topBar") self.eqiopName = 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.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.powerNumUpDown = Util.GetGameObject(self.topBar, "powerUPorDown"):GetComponent("Image") self.effectbaijin = Util.GetGameObject(self.topBar, "fx_zhuangbeijiemian") self.hLv = Util.GetGameObject(self.topBar, "hLv"):GetComponent("Text")--家园摘星阁强化 self.hProLv = Util.GetGameObject(self.topBar, "hProLv"):GetComponent("Text")--家园摘星阁突破 --装备属性--midBar --basePro self.midBar = Util.GetGameObject(self.transform, "Content/midBar") self.basePro = Util.GetGameObject(self.midBar, "basePro") self.baseProName = Util.GetGameObject(self.basePro, "PropertyName"):GetComponent("Text") self.baseProGrid = Util.GetGameObject(self.basePro, "grid") self.baseProPre = Util.GetGameObject(self.basePro, "grid/curProName") self.baseProPre:SetActive(false) --suitPro self.suitPro = Util.GetGameObject(self.midBar, "suitPro") self.suitProName = Util.GetGameObject(self.suitPro, "PropertyName"):GetComponent("Text") self.suitProGrid = Util.GetGameObject(self.suitPro, "proGrid") self.suitProPre = Util.GetGameObject(self.suitPro, "proGrid/proPre") self.suitProPre:SetActive(false) --superPro self.superPro = Util.GetGameObject(self.midBar, "superPro") self.superProGrid = Util.GetGameObject(self.superPro, "proGrid") self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc") self.superProPre:SetActive(false) --分解按钮--btmBar self.btmBar = Util.GetGameObject(self.transform, "Content/btmBar") self.howGet = Util.GetGameObject(self.btmBar, "howGet") self.btnGrid = Util.GetGameObject(self.btmBar, "btnGrid") self.btnSure = Util.GetGameObject(self.btnGrid, "btnSure") self.btnJump = Util.GetGameObject(self.btnGrid, "btnJump") self.btnWear = Util.GetGameObject(self.btnGrid, "btnWear") self.btnDown = Util.GetGameObject(self.btnGrid, "btnDown") self.btnSwitch = Util.GetGameObject(self.btnGrid, "btnSwitch") --装备获取途径--btmBar self.canGetPre = Util.GetGameObject(self.btmBar, "scroll/canGetPre") self.canGetGrid = Util.GetGameObject(self.btmBar, "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 = {} end --绑定事件(用于子类重写) function RewardEquipSingleShowPopup2:BindEvent() Util.AddClick(self.mask, function() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() end) --跳转 Util.AddClick(self.btnJump, function() if self.equipData.itemConfig then JumpManager.GoJump(self.equipData.itemConfig.UseJump) end end) --分解 Util.AddClick(self.btnSure, function() --数量大于1 ,弹选择框 if BagManager.GetItemCountById(self.equipData.id) > 1 then UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipSingleSell,self.equipData) self:ClosePanel() elseif BagManager.GetItemCountById(self.equipData.id) == 1 then --只有一个,分解品质大于4, 弹框 if self.equipData.itemConfig.Quantity>=4 then UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel,2,self.equipData.itemConfig.ItemBaseType,self.equipData) else local curResolveAllItemList={} local equip = {} equip.itemId = self.equipData.id equip.itemNum = 1 table.insert(curResolveAllItemList,equip) local type = 1 NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop) self:SendBackResolveReCallBack(drop) end) end else PopupTipPanel.ShowTip(Language[11506]) end end) --穿戴 Util.AddClick(self.btnWear, function() local equipIdList={} local equipDataList={} table.insert(equipIdList,tostring(self.equipData.id)) table.insert(equipDataList,self.equipData) NetManager.EquipWearRequest(self.curHeroData.dynamicId,equipIdList,1,function () self:ClosePanel() self.parent.UpdateEquipPosHeroData(1,typeToUpdate[self.openType],equipDataList,0,self.position) end) end) --卸下 Util.AddClick(self.btnDown, function() local equipIdList={} local equipDataList={} table.insert(equipIdList,tostring(self.equipData.id)) table.insert(equipDataList,self.equipData) NetManager.EquipUnLoadOptRequest(self.curHeroData.dynamicId,equipIdList ,1, function () self:ClosePanel() self.parent.UpdateEquipPosHeroData(1,typeToUpdate[self.openType],equipDataList) end) end) --替换 Util.AddClick(self.btnSwitch, function() local equipIdList={} local equipDataList={} table.insert(equipIdList,tostring(self.equipData.id)) table.insert(equipDataList,self.equipData) NetManager.EquipWearRequest(self.curHeroData.dynamicId,equipIdList ,1, function () self:ClosePanel() self.parent.UpdateEquipPosHeroData(1,typeToUpdate[self.openType],equipDataList,self.nextEquip,self.position) end) end) end --道具 和 装备分解 发送请求后 回调 function RewardEquipSingleShowPopup2:SendBackResolveReCallBack(drop) local isShowReward=false if drop.itemlist~=nil and #drop.itemlist>0 then for i = 1, #drop.itemlist do if drop.itemlist[i].itemNum>0 then isShowReward=true break end end end if isShowReward then UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function () BagManager.OnShowTipDropNumZero(drop) end) else BagManager.OnShowTipDropNumZero(drop) end if self.func then self.func() end self:ClosePanel() end --添加事件监听(用于子类重写) function RewardEquipSingleShowPopup2:AddListener() end --移除事件监听(用于子类重写) function RewardEquipSingleShowPopup2:RemoveListener() end function RewardEquipSingleShowPopup2:OnSortingOrderChange() Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1) end --界面打开时调用(用于子类重写) function RewardEquipSingleShowPopup2:OnOpen(_parent,_equipData,_openType,_isShowGet,_isShowGo,_curHeroData,_position,_targetEquipData,_func) if not _equipData then return end self.parent = _parent --父界面 self.equipData = _equipData --当前装备数据 self.openType = _openType --0不显示按钮、1背包、2已穿戴(显示卸下)、3未穿戴(显示穿戴)、4未穿戴(显示替换) self.howGet:SetActive(_isShowGet and true or false)--是否显示获取途径 self.btnGrid:SetActive(self.openType ~= 0) self.curHeroData = _curHeroData --装备了该装备的英雄数据 self.position = _position --装备的位置 self.nextEquip = _targetEquipData--要替换的目标装备 if _targetEquipData then LogGreen("Id:"..tostring(_equipData.id).." Id2:"..tostring(_targetEquipData.id)) end self.isShowGo = _isShowGo and _isShowGo or false--是否显示跳转按钮 self.func = _func end function RewardEquipSingleShowPopup2:SetBtns() local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(self.equipData.id)) self.btnSure:SetActive(itemConfigData.IfResolve==1 and BagManager.isBagPanel) self.btnJump:SetActive(itemConfigData.UseJump and itemConfigData.UseJump > 0 and BagManager.isBagPanel) self.btnWear:SetActive(self.openType == 3) self.btnDown:SetActive(self.openType == 2) self.btnSwitch:SetActive(self.openType == 4) end function RewardEquipSingleShowPopup2:OnShow() --上部装备基础信息 Log("装备id:"..tostring(self.equipData.id).." openType:"..tostring(self.openType)) self:SetBtns() local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(self.equipData.id)) local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(self.equipData.id)) self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..equipConfigData.Quality) self.equipQuaText.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality)) self.eqiopName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name)) self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(equipConfigData.Quality)) self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfigData.ResourceID)) self.equipInfoText.text=GetLanguageStrById(itemConfigData.ItemDescribe) self.powerNum.text=EquipManager.CalculateWarForce(self.equipData.id) EquipManager.SetEquipStarShow(self.spLoader, self.star,equipConfigData.Id) self.equipType.text=Language[11089]..GetEquipPosStrByEquipPosNum(equipConfigData.Position) --摘星阁加持 self.hLv.text = "" self.hProLv.text = "" if self.equipData.homeEquipLv and self.equipData.homeEquipLv[1] > 0 then self.hLv.text = self.equipData.homeEquipLv[1] > 0 and self.equipData.homeEquipLv[1] or "" self.hProLv.text = self.equipData.homeEquipLv[2] > 0 and self.equipData.homeEquipLv[2] or "" end --下部按钮信息 self.effectbaijin:SetActive(equipConfigData.Quality==7) Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1) if self.openType == 4 then self.powerNumUpDown.gameObject:SetActive(true) local Power = EquipManager.CalculateWarForce(self.equipData.id) local Power2 = EquipManager.CalculateWarForce(self.nextEquip.id) -- LogGreen("Id:"..tostring(self.equipData.id).." Power:"..tostring(Power).." Id2:"..tostring(self.equipData.id).." Power2:"..tostring(Power2)) if(Power > Power2) then self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[1]) elseif(Power < Power2)then self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[2]) else self.powerNumUpDown.gameObject:SetActive(false) end else self.powerNumUpDown.gameObject:SetActive(false) end --basePro基础属性 if equipConfigData.Property then self.basePro:SetActive(true) for _, pro in ipairs(_BaseProList) do pro:SetActive(false) end for index, prop in ipairs(equipConfigData.Property) do local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop[1]) if proConfigData then --基础属性 if not _BaseProList[index] then _BaseProList[index] = newObjToParent(self.baseProPre, self.baseProGrid) end _BaseProList[index]:SetActive(true) _BaseProList[index]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info) local vText = Util.GetGameObject(_BaseProList[index], "curProVale"):GetComponent("Text") --摘星阁加持 local power = prop[2] local hText = Util.GetGameObject(vText.gameObject, "homeValue"):GetComponent("Text") hText.text = "" if self.equipData.homeEquipLv and self.equipData.homeEquipLv[1] > 0 and proConfigData.Style == 1 then local num = HomeLandManager.LevelToValue(self.equipData.homeEquipLv,self.equipData.position) hText.text = string.format("(摘星阁加持:%s",num).."%)" power = math.ceil(power*(1 + num/100)) end if power > 0 then vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, power) else vText.text = GetPropertyFormatStr(proConfigData.Style, power) end end end else self.basePro:SetActive(false) end --suitPro套装属性 local equipSuit = {} if self.curHeroData then equipSuit = HeroManager.GetCurHeroEquipSuitPros(self.curHeroData.equipIdList) end local suitConFig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig) if suitConFig[equipConfigData.Star] then self.suitPro:SetActive(true) local curSuitConFig = suitConFig[equipConfigData.Star] if curSuitConFig then for i = 1, math.max(#curSuitConFig.SuiteValue, #_suitProList) do if not _suitProList[i] then _suitProList[i] = newObjToParent(self.suitProPre, self.suitProGrid) end _suitProList[i].gameObject:SetActive(true) end for i = 1, #curSuitConFig.SuiteValue do _suitProList[i].gameObject:SetActive(true) local name = Util.GetGameObject(_suitProList[i].transform, "proName"):GetComponent("Text") local value = Util.GetGameObject(_suitProList[i].transform, "proVale"):GetComponent("Text") local color = #equipSuit >= i and "00ff66" or "FCEBCA" name.text = string.format("%s+ %s",color,GetLanguageStrById(propertyConfig[curSuitConFig.SuiteValue[i][2]].Info),GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3])) value.text = string.format("(%s件激活)",color,curSuitConFig.SuiteValue[i][1]) end end else self.suitPro:SetActive(false) end --super白金套装属性 local suitConFig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig) local curSuitConFig = suitConFig[equipConfigData.Star] if curSuitConFig and curSuitConFig.SuiteSkill then self.superPro:SetActive(true) if curSuitConFig then for i = 1, math.max(#curSuitConFig.SuiteSkill, #_superProList) do if not _superProList[i] then _superProList[i] = newObjToParent(self.superProPre, self.superProGrid) end _superProList[i].gameObject:SetActive(true) end for i = 1, #curSuitConFig.SuiteSkill do local go = _superProList[i] go.gameObject:SetActive(true) local name = Util.GetGameObject(go.transform, "Name"):GetComponent("Text") local value = Util.GetGameObject(go.transform, "Name/vale"):GetComponent("Text") local color = #equipSuit >= i and "00ff66" or "FCEBCA" name.text = string.format("不朽天赋%s:",i) go:GetComponent("Text").text = string.format("%s",color,GetLanguageStrById(passiveSkillConfig[curSuitConFig.SuiteSkill[i][2]].Desc)) value.text = string.format("(%s)",GetEquipSuitStr(curSuitConFig.Id,curSuitConFig.SuiteSkill[i][1])) end end else self.superPro:SetActive(false) end --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[tonumber(self.equipData.id)] if curitemData and curitemData.Jump then if curitemData.Jump and #curitemData.Jump>0 then self.canGetScrollView:SetData(curitemData.Jump,function (index, item) local tempView = nil if self.isShowGo then tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],true) else tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],false) end table.insert(self.jumpViewList,tempView) end,true,true) end end --(此处需要三遍才能完全打开) ForceRebuildLayout(self.midBar.transform) ForceRebuildLayout(self.midBar.transform) ForceRebuildLayout(self.midBar.transform) if self.func then self.func() end end --界面关闭时调用(用于子类重写) function RewardEquipSingleShowPopup2:OnClose() for i = 1, #self.jumpViewList do destroy(self.jumpViewList[i].gameObject) end end --界面销毁时调用(用于子类重写) function RewardEquipSingleShowPopup2:OnDestroy() self.spLoader:Destroy() _BaseProList = {} _suitProList = {} _superProList = {} self.jumpViewList = {} end return RewardEquipSingleShowPopup2