----- 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.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[11524]) 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[11525],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[11526]) 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= GetQuaStringByEquipQua(equipConfig[soulId].Quality) self.equipType.text= Language[11089]..GetEquipPosStrByEquipPosNum(equipConfig[soulId].Position) self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("Bg_hz_beibao_pinjise_00"..equipConfig[soulId].Quality) 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 = "以下英雄可装备:" 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 = "以下英雄可装备:所有英雄" end LayoutRebuilder.ForceRebuildLayoutImmediate(self.midBar.transform) --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 LayoutRebuilder.ForceRebuildLayoutImmediate(self.gameObject.transform) 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