----- 回溯 ----- local this = {} local sortType=0 local sortingOrder=0 local tarHero={}--当前筛选后显示英雄列表 local selectHeroData={}--选择的英雄list did = data local oldChoosed=nil--上一个选中英雄 local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig) local costItemId = 0 function this:InitComponent(gameObject) this.helpBtn=Util.GetGameObject(gameObject,"HelpBtn") this.helpPos=this.helpBtn:GetComponent("RectTransform").localPosition this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn") --道具数量信息 this.usePropIcon=Util.GetGameObject(gameObject,"UseProps/Icon"):GetComponent("Image") this.usePropInfo=Util.GetGameObject(gameObject,"UseProps/Info"):GetComponent("Text") this.empty=Util.GetGameObject(gameObject,"Empty") this.cardPre = Util.GetGameObject(gameObject,"item") this.scrollbar = Util.GetGameObject(gameObject,"Scrollbar"):GetComponent("Scrollbar") local v21 = Util.GetGameObject(gameObject, "Content/Resolve_Recall/ItemListRoot"):GetComponent("RectTransform").rect this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "Content/Resolve_Recall/ItemListRoot").transform, this.cardPre, this.scrollbar, Vector2.New(-v21.x*2, -v21.y*2), 1, 5, Vector2.New(45,15)) this.ScrollView.moveTween.MomentumAmount = 1 this.ScrollView.moveTween.Strength = 1 end function this:BindEvent() Util.AddClick(this.helpBtn,function() UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Resolve_Recall,this.helpPos.x,this.helpPos.y) end) Util.AddClick(this.confirmBtn,function() if tonumber(LengthOfTable(selectHeroData))==0 then PopupTipPanel.ShowTip(Language[11792]) else if BagManager.GetItemCountById(costItemId)==0 then UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costItemId) return end UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveRecall, HeroManager.GetHeroReturnItems(selectHeroData,GENERAL_POPUP_TYPE.ResolveRecall),selectHeroData) end end) end function this:AddListener() end function this:RemoveListener() end function this:OnShow(...) local args={...} sortingOrder =args[1] sortType =0 this.SortTypeClick(sortType) end function this:OnClose() selectHeroData={} oldChoosed=nil end function this:OnDestroy() end --展示数据 function this.SortTypeClick(_sortType) selectHeroData={} tarHero={} tarHero=this.GetHeroData(_sortType) --设置empty this.empty:SetActive(#tarHero==0) --设置回溯按钮置灰 --Util.SetGray(this.confirmBtn,tonumber(LengthOfTable(selectHeroData))==0) this.usePropIcon.enabled=tonumber(LengthOfTable(selectHeroData))~=0 this.usePropInfo.enabled=tonumber(LengthOfTable(selectHeroData))==0 this.usePropInfo.text=Language[11793] this.usePropInfo.fontSize=25 --设置英雄显示 this.SortHeroDatas(tarHero) this.ScrollView:SetData(tarHero, function (index, go) this.SingleHeroDataShow(go, tarHero[index]) end) end --获取筛选后的英雄数据 function this.GetHeroData(_sortType) local tempHeros={} local data=HeroManager.GetAllHeroDataMsinusUpWar(_sortType,1) for n=1,#data do tempHeros[#tempHeros+1]=data[n] end --根据元素筛选 local heros={} if tempHeros and LengthOfTable(tempHeros)>0 then for i, v in pairs(tempHeros) do if _sortType ==0 then table.insert(heros,v) -- elseif _sortType>=7 then -- if v.star==_sortType-4 then -- table.insert(heros,v) -- end else if v.property==_sortType then table.insert(heros,v) end end end end --end return heros end --英雄单个数据展示 function this.SingleHeroDataShow(go,_heroData) local heroData = _heroData local _go = go Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality)) Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = heroData.lv Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text = heroData.heroConfig.ReadingName Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.heroConfig.Icon)) Util.GetGameObject(_go.transform, "posIcon"):SetActive(false)--:GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon) Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName)) --Util.GetGameObject(_go.transform, "heroStage"):GetComponent("Image").sprite = Util.LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage]) local starGrid = Util.GetGameObject(_go.transform, "star") SetHeroStars(starGrid, heroData.star) local choosed =Util.GetGameObject(_go.transform, "choosed") local formationMask =Util.GetGameObject(_go.transform, "formationMask") formationMask:SetActive(heroData.isFormation ~= "" ) local lockMask =Util.GetGameObject(_go.transform, "lockMask") lockMask:SetActive(heroData.lockState == 1) choosed:SetActive(selectHeroData[heroData.dynamicId] ~= nil) local cardclickBtn = Util.GetGameObject(_go.transform, "icon") Util.AddOnceClick(cardclickBtn, function() if oldChoosed then oldChoosed:SetActive(false) end if oldChoosed==choosed then --LogColor("green",Language[11794]) oldChoosed:SetActive(LengthOfTable(selectHeroData)==0) oldChoosed=nil selectHeroData={} if LengthOfTable(selectHeroData)==0 then this.usePropInfo.text=Language[11793] this.usePropInfo.fontSize=25 end else --LogColor("red",Language[11795]) choosed:SetActive(true) oldChoosed=choosed selectHeroData = {} selectHeroData[heroData.dynamicId]=heroData this.usePropInfo.fontSize=35 --英雄消耗道具数量 local heroUseCount=0 local heroUseItemId=0 --等表配全后再启用 for k,v in pairs(selectHeroData) do local curHeroData =HeroManager.GetSingleHeroData(v.dynamicId) if not curHeroData then return end local heroReturnConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.HeroReturn,"HeroId",curHeroData.id,"Star",curHeroData.breakId) if not heroReturnConfig then LogRed("HeroId"..curHeroData.id.."Star"..curHeroData.breakId) heroUseCount= 50 heroUseItemId = 16 else heroUseCount= heroReturnConfig.ReturnConsume[1][2] heroUseItemId = heroReturnConfig.ReturnConsume[1][1] end break end --持有道具数量 costItemId = heroUseItemId local itemNum = BagManager.GetItemCountById(heroUseItemId) if heroUseItemId > 0 then this.usePropIcon.sprite = Util.LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,heroUseItemId).ResourceID)) end if itemNum" else this.usePropInfo.text=" "..heroUseCount end end --Util.SetGray(this.confirmBtn,LengthOfTable(selectHeroData)==0) this.usePropIcon.enabled=LengthOfTable(selectHeroData)~=0 end) Util.AddOnceClick(formationMask, function() if heroData.isFormation ~= "" then -- 复位角色的状态 MsgPanel.ShowTwo(Language[11788]..heroData.isFormation..Language[11789], nil, function() if heroData.isFormations[1] then if heroData.isFormations[1] == FormationTypeDef.FORMATION_NORMAL then UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION) elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ARENA_DEFEND then JumpManager.GoJump(8001) elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ENDLESS_MAP then JumpManager.GoJump(57001) end end end) return end end) Util.AddOnceClick(lockMask, function() if heroData.lockState == 1 then MsgPanel.ShowTwo(Language[11790], nil, function() NetManager.HeroLockEvent(heroData.dynamicId,0,function () PopupTipPanel.ShowTip(Language[11791]) HeroManager.UpdateSingleHeroLockState(heroData.dynamicId,0) lockMask:SetActive(false) end) end) return end end) 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 ==nil or b == nil then return end if a.isFormation == "" and b.isFormation == "" then if a.lockState == b.lockState then if a.heroConfig.Natural ==b.heroConfig.Natural then if a.star == b.star then if a.lv == b.lv then return a.heroConfig.Id > b.heroConfig.Id else return a.lv < b.lv end else return a.star < b.star end else return a.heroConfig.Natural < b.heroConfig.Natural end else return a.lockState < b.lockState end else return a.isFormation == "" and not b.dynamicId ~= "" end end) end return this