----- 魂印弹窗 ----- require("Base/BasePanel") GodPrintPopUp = 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 UpStar=4, --升星 } --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 = {} local _superProList = {}--白金属性对象 function GodPrintPopUp: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.lvTxt=Util.GetGameObject(self.topBar, "lv"):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") self.desText=Util.GetGameObject(self.midBar,"basePro/PropertyName"):GetComponent("Text") self.desText.text="神印效果:" --突破效果 self.breakText=Util.GetGameObject(self.midBar,"breakPro/Info/Text"):GetComponent("Text") self.desText2=Util.GetGameObject(self.midBar,"breakPro/PropertyName"):GetComponent("Text") self.desText2.text="神印突破:" self.breakObj = Util.GetGameObject(self.midBar,"breakPro") --技能效果 self.skillObj=Util.GetGameObject(self.midBar,"superPro") self.skillGrid=Util.GetGameObject(self.midBar,"superPro/proGrid") self.skillPre=Util.GetGameObject(self.midBar,"superPro/proGrid/Desc") --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") self.upStarBtn=Util.GetGameObject(self.btns,"UpStarBtn") end function GodPrintPopUp:BindEvent() --关闭面板 Util.AddClick(self.maskBtn, function() self:ClosePanel() end) --提升品阶 Util.AddClick(self.upStarBtn, function() if curType~=2 then heroId=nil end UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.GodPrintUp,soulId,pos,heroId,callback) 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.godPrintList and #curHeroData.godPrintList > 0 then for i = 1, #curHeroData.godPrintList do if curHeroData.godPrintList[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.GodPrintPopUpV2,2,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.WearGodSealRequest(1,wearInfo,function() HeroManager.AddGodPrintUpHeroDynamicId(heroId,soulId,pos) PopupTipPanel.ShowTip(Language[11526]) HeroPropManager.SetDirtyByType(wearInfo.heroId, Hero_Prop_Type.GodPrint) if callback then callback() end end) self:ClosePanel() -- end end) --卸下 Util.AddClick(self.downBtn,function() local wearInfo = {heroId = tostring(heroId),equipId = soulId,position = pos} NetManager.WearGodSealRequest(0,wearInfo,function() PopupTipPanel.ShowTip(Language[11904]) HeroManager.DelGodPrintUpHeroDynamicId(heroId,soulId) HeroPropManager.SetDirtyByType(wearInfo.heroId, Hero_Prop_Type.GodPrint) if callback then callback() end end) self:ClosePanel() end) end function GodPrintPopUp:AddListener() end function GodPrintPopUp: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 GodPrintPopUp:OnOpen(...) local args={...} curType=args[1] heroId= args[2] soulId=args[3] pos=args[4] callback=args[5] localData=args[6] end function GodPrintPopUp:OnShow() self:RefreshShow(curType) end function GodPrintPopUp:OnClose() for i = 1, #self.jumpViewList do destroy(self.jumpViewList[i].gameObject) end end function GodPrintPopUp:OnDestroy() self.spLoader:Destroy() self.scrollView=nil proList={} _superProList = {} 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 GodPrintPopUp:RefreshShow(_type) --self.btns:SetActive(type==Type.Up or type==Type.Down) self.btns:SetActive(true) self.upBtn:SetActive(_type==Type.Up) self.downBtn:SetActive(_type==Type.Down) self.upStarBtn:SetActive(_type~=0 and equipConfig[soulId].Formula~=nil and type(equipConfig[soulId].Formula[1][1])~="userdata") --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.lvTxt.gameObject:SetActive(equipConfig[soulId].Star>0) self.lvTxt.text="+"..equipConfig[soulId].Star 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~=nil and tonumber(pass[1])~=nil and tonumber(pass[1])~=0 then self.effectText.text = GetLanguageStrById(passiveSkillConfig[pass[1]].Desc) else if equipConfig[soulId].Property then 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 end self.effectText.text =txt end if equipConfig[soulId].Quality>=7 then self.breakObj:SetActive(true) local allConfig=ConfigManager.TryGetConfigDataByThreeKey(ConfigName.EquipConfig,"SuiteID",equipConfig[soulId].SuiteID,"SuiteID1",equipConfig[soulId].SuiteID1,"Star",9) local stringInfo="" if allConfig then local firstStr="" for index, value in ipairs(allConfig.Property) do --propertyconfig local curStr="" if propertyconfig[value[1]].Style==1 then curStr=GetLanguageStrById(propertyconfig[value[1]].Info).."+"..value[2] elseif propertyconfig[value[1]].Style==2 then curStr=GetLanguageStrById(propertyconfig[value[1]].Info).."+"..math.floor((value[2]/100)).."%" end if index==1 then --第一条属性不显示 --firstStr=curStr elseif index==2 then if equipConfig[soulId].Star>=index-1 then stringInfo=stringInfo..""..curStr..string.format(" (+%s解锁)",index-1).."\n" else stringInfo=stringInfo..""..curStr..string.format(" (+%s解锁)",index-1).."\n" end else if equipConfig[soulId].Star>=index-1 then stringInfo=stringInfo..""..curStr..string.format(" (+%s解锁)",index-1).."\n" else stringInfo=stringInfo..""..curStr..string.format(" (+%s解锁)",index-1).."\n" end end end end self.breakText.text=stringInfo else self.breakObj:SetActive(false) end local curID=0 local isEnough=false local suiteId=equipConfig[soulId].SuiteID1 local heroData=HeroManager.GetSingleHeroData(heroId) if heroData then local tian={} local di={} local printList={} for i = 1, #heroData.godPrintList do local id=heroData.godPrintList[i].equipId -- if equipConfig[id].SuiteID<=8 and equipConfig[soulId].SuiteID<=8 then -- --LogError("equipConfig[id].SuiteID1=="..equipConfig[id].SuiteID1) -- table.insert(tian,equipConfig[id].SuiteID1) -- elseif equipConfig[id].SuiteID>8 and equipConfig[soulId].SuiteID>8 then -- --LogError("equipConfig[id].SuiteID1=="..equipConfig[id].SuiteID1) -- table.insert(di,equipConfig[id].SuiteID1) -- end if equipConfig[id].ShenYinType==equipConfig[soulId].ShenYinType then if printList[equipConfig[id].ShenYinType] then printList[equipConfig[id].ShenYinType][1]=printList[equipConfig[id].ShenYinType][1]+1 if equipConfig[id].SuiteID1 < printList[equipConfig[id].ShenYinType][2] then printList[equipConfig[id].ShenYinType][2]=equipConfig[id].SuiteID1 end else printList[equipConfig[id].ShenYinType]={} printList[equipConfig[id].ShenYinType][1]=1 printList[equipConfig[id].ShenYinType][2]=equipConfig[id].SuiteID1 end end end for key, value in pairs(printList) do LogError("key====="..key.." value=="..value[1].." id=="..value[2]) if value[1] == 4 then isEnough=true suiteId=value[2] LogError("1111111111111111") end end --LogError("tian len=="..#tian) -- LogError("di len=="..#di) -- if equipConfig[soulId].SuiteID<=8 then -- if #tian==4 then -- isEnough=true -- table.sort(tian,function(a,b) -- return a(%s)",GetEquipSuitStr(curGoldSuitConFig.Id,goldSuiteSkill[i][1])) --LogError("goldSuiteSkill[i][2]=="..goldSuiteSkill[i][2]) if goldSuiteSkill[i][2] then if isEnough then go:GetComponent("Text").text = string.format("%s",GetLanguageStrById(passiveSkillConfig[goldSuiteSkill[i][2]].Desc)) else go:GetComponent("Text").text = string.format("%s",GetLanguageStrById(passiveSkillConfig[goldSuiteSkill[i][2]].Desc)) end end go:GetComponent("Text").enabled = true end end LayoutRebuilder.ForceRebuildLayoutImmediate(self.skillObj.transform) else self.skillObj:SetActive(false) 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 = "以下神将可装备:" -- 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 = "以下神将可装备:所有神将" -- end self.scroll_1:SetActive(false) self.scroll_2:SetActive(false) if equipConfig[soulId].Describe then self.trialScopeText.text = "以下英雄可装备:"..equipConfig[soulId].Describe 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[soulId] self.howGet:SetActive(false) if curitemData and curitemData.Jump then if curitemData.Jump and #curitemData.Jump>0 then self.howGet:SetActive(true) 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.midBar.transform) end --优化滚动条数据赋值 function GodPrintPopUp: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 GodPrintPopUp