local Practice = quick_class("Practice", BasePanel) local orginLayer local XinXianConfig = ConfigManager.GetConfig(ConfigName.XiuXianConfig) local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local oldPower = 0 local newPower = 0 local oldBigLevel = 0 function Practice:InitComponent() self.spLoader = SpriteLoader.New() orginLayer = 0 if not self.playerInfoView then self.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, self.transform) end self.BtView = SubUIManager.Open(SubUIConfig.BtView, self.transform) self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform) --Btns self.helpBtn = Util.GetGameObject(self.gameObject, "Btns/helpBtn") self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition self.previewBtn = Util.GetGameObject(self.gameObject, "Btns/previewBtn") self.additionBtn = Util.GetGameObject(self.gameObject, "Btns/additionBtn") self.imprintBtn = Util.GetGameObject(self.gameObject, "Btns/imprintBtn") self.starBtn = Util.GetGameObject(self.gameObject, "Btns/starBtn") self.starNum = Util.GetGameObject(self.starBtn, "starNum"):GetComponent("Text") --MidPart self.mid = Util.GetGameObject(self.gameObject, "Mid") self.levelName = Util.GetGameObject(self.mid, "Text"):GetComponent("Text") self.img = Util.GetGameObject(self.mid, "Img"):GetComponent("Image") --BottomPart self.bottom = Util.GetGameObject(self.gameObject, "Bottom") self.items = Util.GetGameObject(self.bottom, "Items") self.needs = Util.GetGameObject(self.bottom, "Needs") self.needPre = Util.GetGameObject(self.needs, "pre") self.button = Util.GetGameObject(self.bottom, "Button") self.buttonText = Util.GetGameObject(self.button, "Text"):GetComponent("Text") self.content = Util.GetGameObject(self.bottom, "Content") self.textBtn = Util.GetGameObject(self.content, "Text") self.needStar = Util.GetGameObject(self.content, "num"):GetComponent("Text") self.itemList = {} end function Practice:BindEvent() --帮助按钮 Util.AddClick(self.helpBtn, function() UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.VIP, self.helpPosition.x,self.helpPosition.y) end) Util.AddClick(self.BtnBack, function() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() end) Util.AddClick(self.previewBtn, function() UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.PracticeStatePreview) end) Util.AddClick(self.additionBtn, function() UIManager.OpenPanel(UIName.RoleProInfoPopup,PracticeManager.GetCurAllGetAddForShow(),nil,false,nil) end) Util.AddClick(self.imprintBtn, function() UIManager.OpenPanel(UIName.PracticeImprintPanel) end) Util.AddClick(self.textBtn, function() LogGreen("打开山河社稷图") end) Util.AddClick(self.starBtn, function() LogGreen("打开山河社稷图") end) Util.AddClick(self.button, function() if self:UpgradeCheck() then return end NetManager.UpPracticeLevelRequest(function () newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower}) oldPower = newPower if PracticeManager.PracticeBigLevel - oldBigLevel == 1 then PopupTipPanel.ShowTip(string.format("恭喜突破至%s期!",self.curLevelConfig.RealmName)) end Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold) self:OnShow() end) end) end --Check function Practice:UpgradeCheck() if PracticeManager.StarNum < self.curLevelConfig.NeedStarNum then PopupTipPanel.ShowTip("无法破境,请前往山河社稷图获取更多星星!") return true end if self.curLevelConfig.LevelUpCost then for i = 1, #self.curLevelConfig.LevelUpCost do local data = self.curLevelConfig.LevelUpCost[i] if BagManager.GetTotalItemNum(data[1]) < data[2] then PopupTipPanel.ShowTip(string.format("%s不足!",ItemConfig[data[1]].Name)) return true end end end return false end function Practice:AddListener() Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.OnShow,self) end function Practice:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.OnShow,self) end --待功能扩展(试图打开某个状态) function Practice:OnOpen() self.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main }) self.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.Practice }) end function Practice:OnSortingOrderChange() orginLayer = self.sortingOrder -- 头像层级 if self.playerInfoView then self.playerInfoView:SetLayer(self.sortingOrder) end end function Practice:OnShow() self.playerInfoView:OnShow() FormationManager.RefreshMainFormationPower() self.curLevelConfig = PracticeManager.GetCurConfigData() LogYellow("当前修行等级Id:"..tostring(PracticeManager.PracticeLevel)) oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) oldBigLevel = PracticeManager.PracticeBigLevel self:RefreshMid() self:RefreshPoints() self:RefreshBtn() end function Practice:RefreshMid() self.levelName.text = string.format("%s期",self.curLevelConfig.RealmName) self.starNum.text = PlayerManager.level end function Practice:RefreshPoints() -- body end function Practice:RefreshBtn() if XinXianConfig[PracticeManager.PracticeLevel + 1] then self.button:SetActive(true) if self.curLevelConfig.LevelUpCost then--如果下级消耗不为空则为突破阶段 if not self.itemList then self.itemList = {} end for k,v in ipairs(self.itemList) do v.gameObject:SetActive(false) end for i = 1, #self.curLevelConfig.LevelUpCost do local data = self.curLevelConfig.LevelUpCost[i] if not self.itemList[i] then self.itemList[i] = newObject(self.needPre) self.itemList[i].transform:SetParent(self.needs.transform) self.itemList[i].transform.localScale = Vector3.one self.itemList[i].transform.localPosition = Vector3.zero end local icon = Util.GetGameObject(self.itemList[i],"icon"):GetComponent("Image") local num = Util.GetGameObject(self.itemList[i],"num"):GetComponent("Text") icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data[1])) num.text = data[2] if BagManager.GetTotalItemNum(data[1]) < data[2] then num.text = string.format("%s",data[2]) end self.itemList[i]:SetActive(true) end self.needs:SetActive(true) self.content:SetActive(false) self.buttonText.text = Language[11805] else self.needs:SetActive(false) self.content:SetActive(true) self.needStar.text = self.curLevelConfig.NeedStarNum if self.curLevelConfig.NeedStarNum > PlayerManager.level then self.needStar.text = string.format("%s",self.curLevelConfig.NeedStarNum) end self.buttonText.text = "破 境" end else self.button:SetActive(false) self.needs:SetActive(false) self.content:SetActive(true) Util.GetGameObject(self.content,"Text"):SetActive(false) Util.GetGameObject(self.content,"Image"):SetActive(false) self.needStar.text = "恭喜你已修行至世间巅峰" end end function Practice:OnClose() end function Practice:OnDestroy() self.spLoader:Destroy() SubUIManager.Close(self.UpView) SubUIManager.Close(self.BtView) self.UpView = nil self.BtView = nil if self.playerInfoView then SubUIManager.Close(self.playerInfoView) self.playerInfoView = nil end self.itemList = {} end return Practice