---- 魂印图鉴 ---- require("Base/BasePanel") FaXiangHandBook = Inherit(BasePanel) local this = FaXiangHandBook local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig) local orginLayer=0--层级 local allSoulPrintData={}--所有魂印数据 local curIndex = 0--当前选择索引 local tabs = {} local list={} function this:InitComponent() this.spLoader = SpriteLoader.New() this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn") this.Title = Util.GetGameObject(this.gameObject, "Title"):GetComponent("Text") this.Title.text="法相图鉴" this.mask = Util.GetGameObject(this.gameObject, "mask") for i = 1, 5 do tabs[i] = Util.GetGameObject(this.gameObject, "Tabs/Btn" .. i) end this.selectBtn = Util.GetGameObject(this.gameObject, "Tabs/selectBtn") this.selectBtnText = Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text") this.scrollRoot=Util.GetGameObject(this.gameObject,"ScrollRoot") this.pre=Util.GetGameObject(this.scrollRoot,"Pre") this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollRoot.transform,this.pre, nil,-- Vector2.New(this.scrollRoot.transform.rect.width,this.scrollRoot.transform.rect.height),1,4,Vector2.New(50,15)) 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 end function this:BindEvent() --tab按钮点击 for i = 1, 3 do Util.AddClick(tabs[i], function() if (curIndex == i) then return end curIndex = i this.OnRefresh(curIndex) this:SetSelect() end) end --关闭页面 Util.AddClick(this.backBtn, function() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() end) --关闭页面 Util.AddClick(this.mask, function() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() end) end function this:AddListener() end function this:RemoveListener() end function this:OnSortingOrderChange() --特效层级重设 for _, v in pairs(list) do Util.SetParticleSortLayer(v, this.sortingOrder+1) end orginLayer = self.sortingOrder end function this:OnOpen() end function this:OnShow() this.GetAllData() curIndex=1 this.OnRefresh(curIndex) this.SetBottomBarIsActive() this:SetSelect() end function this:SetSelect() this.selectBtn:SetActive(true) this.selectBtn.transform.localPosition = tabs[curIndex].transform.localPosition this.selectBtnText.text = Util.GetGameObject(tabs[curIndex].transform, "Text"):GetComponent("Text").text end function this.GetAllData() allSoulPrintData = {} local faXiangConfigData= ConfigManager.GetConfig(ConfigName.FaxiangConfig) for i, configInfo in ConfigPairs(faXiangConfigData) do table.insert(allSoulPrintData,itemConfig[i]) end end --特殊的开启条件 function this.SetBottomBarIsActive() for i = 1, #tabs do end end function this:OnClose() this.selectBtn:SetActive(false) end function this:OnDestroy() this.spLoader:Destroy() list = {} this.scrollView=nil end local orginLayer2=0 --打开页面时,页面数据刷新 function this.OnRefresh(index) local tempData={} if index==0 then tempData=allSoulPrintData else for i,v in ipairs(allSoulPrintData) do if v.Quantity==(index+4) then table.insert( tempData, v) end end end --预设容器 this.scrollView:SetData(tempData,function(index,root) this.SetScrollPre(root,tempData[index]) list[root] = root end) this.scrollView:SetIndex(1) orginLayer2 = this.sortingOrder orginLayer = this.sortingOrder end --设置预设 function this.SetScrollPre(root,data) Util.SetParticleSortLayer(root, this.sortingOrder+1) SetSoulEffect(data.Quantity,root) local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image") local icon=Util.GetGameObject(root,"circleFrameBg/Icon"):GetComponent("Image") local name=Util.GetGameObject(root,"Name"):GetComponent("Text") Util.AddOnceClick(root,function() -- UIManager.OpenPanel(UIName.GodPrintPopUp,0,nil,data.Id,nil) local equipData={} equipData.id=data.Id local faxiangConfig=ConfigManager.GetConfigData(ConfigName.FaxiangConfig,data.Id) equipData.levelPool=faxiangConfig.LevelUpPool equipData.lv=faxiangConfig.LevelMax equipData.maxLv=faxiangConfig.LevelMax equipData.refinePool=faxiangConfig.Star equipData.refineLv=faxiangConfig.StarMax UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup2,this,equipData,0,false,nil,nil,7) end) frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(data.Quantity)) icon.sprite=this.spLoader:LoadSprite(GetResourcePath(data.ResourceID)) Util.GetGameObject(root,"circleFrameBg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[data.Quantity].circleBg2) Util.GetGameObject(root,"circleFrameBg/circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[data.Quantity].circle) local str = data.Name if GetCurLanguage() == 0 and LengthString(data.Name)>=5 then str = SubString(data.Name,4).."..." end name.text = str--SubString2(GetLanguageStrById(data.Name),10) end return this