require("Base/BasePanel")
HomeLandEquipPopup = Inherit(BasePanel)
----- --家园装备升级 -----
local this = HomeLandEquipPopup
local HomeLand = ConfigManager.GetConfig(ConfigName.HomeLand)
local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel)
local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask)
local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen)
local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp)
local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder = 0
local data = nil
local TEXT = {
[1] = { Language[10456], "r_Equip_GuardianWeapon_0004", Language[10980] },
[2] = { Language[11583], "r_Equip_Coat_0005", Language[10982] },
[3] = { Language[10458], "r_Equip_HeadAccessory_0005", Language[10983] },
[4] = { Language[10459], "r_equip_Shoes_0005", Language[10981] },
}
local curSelectHero = nil
function this:InitComponent()
this.closeBtn = Util.GetGameObject(self.gameObject, "BG/BackBtn")
local gameObject = Util.GetGameObject(self.transform, "GeneralPopup_HomeLandEquip")
this.spLoader = SpriteLoader.New()
this.titleText = Util.GetGameObject(gameObject, "TitleText"):GetComponent("Text")
this.titleText.text = Language[12132]
this.Btn1 = Util.GetGameObject(gameObject, "Btn1")
this.Btn1Text = Util.GetGameObject(gameObject, "Btn1/Text"):GetComponent("Text")
this.Btn2 = Util.GetGameObject(gameObject, "Btn2")
this.resetBtn = Util.GetGameObject(gameObject, "resetBtn")
this.costCondition = Util.GetGameObject(gameObject, "Cost/Condition"):GetComponent("Text")
this.costIcon = Util.GetGameObject(gameObject, "Cost/Icon"):GetComponent("Image")
this.costNum = Util.GetGameObject(gameObject, "Cost/Num"):GetComponent("Text")
this.costIcon2 = Util.GetGameObject(gameObject, "Cost/Icon2"):GetComponent("Image")
this.costNum2 = Util.GetGameObject(gameObject, "Cost/Num2"):GetComponent("Text")
this.Cost = Util.GetGameObject(gameObject, "Cost")
this.Tips = Util.GetGameObject(gameObject, "Tips")
this.objList = {}
for i = 1, 4 do
this.objList[i] = {}
this.objList[i].Obj = Util.GetGameObject(gameObject, "Content/Grid/Pre (" .. i .. ")")
this.objList[i].name = Util.GetGameObject(this.objList[i].Obj, "Name"):GetComponent("Text")
this.objList[i].level = Util.GetGameObject(this.objList[i].Obj, "Num"):GetComponent("Text")
this.objList[i].image = Util.GetGameObject(this.objList[i].Obj, "Icon"):GetComponent("Image")
this.objList[i].mask = Util.GetGameObject(this.objList[i].Obj, "Mask")
this.objList[i].select = Util.GetGameObject(this.objList[i].Obj, "Select")
end
this.Desc = Util.GetGameObject(gameObject, "Content/Desc"):GetComponent("Text")
this.heroPre = Util.GetGameObject(this.gameObject, "Scroll/HeroPre")
this.scroll = Util.GetGameObject(gameObject, "Scroll")
this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scroll.transform,
this.heroPre, this.scrollBar, Vector2.New(1010, 490), 1, 5, Vector2.New(20, 20))
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
this.heroSelect = Util.GetGameObject(this.scroll, "Select")
end
function this:BindEvent()
Util.AddClick(this.closeBtn, function()
self:ClosePanel()
end)
Util.AddClick(this.Btn1, function()
local curLv = not curSelectHero.equipStrong[HomeLandManager.curEquip] and
curSelectHero.equipStrong[HomeLandManager.curEquip] or 0
local data = ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen, "Level", curLv)
if HomeLandManager.BuildData[data.Limit[1]].level < data.Limit[2] then
PopupTipPanel.ShowTip(string.format(Language[11582], HomeLandManager.BuildData[data.Limit[1]].dataMain.Name,
data.Limit[2]))
return
end
for i = 1, #data.Cost do
if BagManager.GetTotalItemNum(data.Cost[i][1]) < data.Cost[i][2] then
--PopupTipPanel.ShowTip(string.format("%s不足!",ItemConfig[data.Cost[i][1]].Name))
PopupTipPanel.ShowTip(Language[10524])
return
end
end
NetManager.EquipIntensifyRequset(curSelectHero.dynamicId, HomeLandManager.curEquip, function()
this:Refresh()
end)
end)
Util.AddClick(this.Btn2, function()
if HomeLandManager.GetAllCanUpgradeWithPopup(curSelectHero) then
this:Refresh()
return
end
NetManager.EquipIntensifyRequset(curSelectHero.dynamicId, 0, function()
this:Refresh()
end)
end)
Util.AddClick(this.resetBtn, function()
NetManager.ResetHeroEquipRequest(curSelectHero.dynamicId, function()
this:Refresh()
end)
end)
end
function this:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.SetData)
end
function this:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.SetData)
end
function this:OnOpen()
local _roleDatas = HeroManager.GetAllHeroDatas()
this.SetHeroList(_roleDatas)
curSelectHero = _roleDatas[1]
this:Refresh()
end
function this:Refresh()
for i = 1, 4 do
local go = this.objList[i]
go.select:SetActive(i == HomeLandManager.curEquip)
go.name.text = TEXT[i][1] .. Language[12133]
go.level.text = curSelectHero.equipStrong[i] ~= nil and curSelectHero.equipStrong[i] or 0
go.image.sprite = this.spLoader:LoadSprite(TEXT[i][2])
Util.AddOnceClick(go.mask, function()
HomeLandManager.curEquip = i
this:Refresh()
end)
end
--显示加持属性
this:SetData()
end
function this:SetData()
-- LogPink(HomeLandManager.EquipData[HomeLandManager.curEquip].Id)
local curIndex = HomeLandManager.curEquip
local curLv = 0
if curSelectHero.equipStrong[curIndex] then
curLv = curSelectHero.equipStrong[curIndex]
end
local equipStrengthenConfig = ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen, "Level", curLv)
local equipRankUpConfig = ConfigManager.GetConfigDataByKey(ConfigName.EquipRankUp, "Level",
curSelectHero.equipAdvanceLv)
--设置消耗
local limit = equipStrengthenConfig.Limit
local cost = equipStrengthenConfig.Cost
local data = equipStrengthenConfig.Rate --当前装备加成
local proData = equipRankUpConfig.Rate --当前装备突破加成
if cost then --如果有下一级
local nextEquipStrengthenConfig = ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen, "Level", curLv + 1)
local nextData = nextEquipStrengthenConfig.Rate --下一装备加成
local nextProData = EquipRankUp[equipRankUpConfig.id + 1].Rate --下一装备突破加成
local num1 = data + proData[curIndex]
local num2 = 0
if not equipStrengthenConfig.Limit2 == equipRankUpConfig.Level then --如果都到达了等级上限
num2 = data + nextProData[curIndex]
else
num2 = nextData + proData[curIndex]
end
this.Desc.text = string.format(Language[12134], TEXT[curIndex][1], TEXT[curIndex][3], num1 / 100) ..
"%" .. string.format("(%s", num2 / 100) .. "%)"
this.Btn1Text.text = Language[12135]
Util.SetGray(this.Btn1, false)
this.Btn1:GetComponent("Button").enabled = true
if HomeLandManager.BuildData[limit[1]].level >= limit[2] then
this.costCondition.text = Language[12136]
this.costIcon.gameObject:SetActive(true)
this.costNum.gameObject:SetActive(true)
this.costIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[1][1]))
local color2 = BagManager.GetTotalItemNum(cost[1][1]) >= cost[1][2] and "#FFEED6" or "red"
this.costNum.text = string.format("%s", color2, cost[1][2])
LogError("cost len==" .. #cost)
if #cost > 1 then
this.costIcon2.gameObject:SetActive(true)
this.costNum2.gameObject:SetActive(true)
this.costIcon2.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[2][1]))
local color3 = BagManager.GetTotalItemNum(cost[2][1]) >= cost[2][2] and "#FFEED6" or "red"
this.costNum2.text = string.format("%s", color3, cost[2][2])
else
this.costIcon2.gameObject:SetActive(false)
this.costNum2.gameObject:SetActive(false)
end
else
this.costIcon.gameObject:SetActive(false)
this.costNum.gameObject:SetActive(false)
this.costIcon2.gameObject:SetActive(false)
this.costNum2.gameObject:SetActive(false)
this.costCondition.text = string.format(Language[12137], HomeLand[limit[1]].Name, limit[2])
end
--按钮和tips显示
local bool = equipStrengthenConfig.Limit2 == equipRankUpConfig.Level
-- LogBlue("bool:"..tostring(bool))
this.Btn1:SetActive(bool)
this.Btn2:SetActive(not bool)
--不同显示
this.Cost:SetActive(bool)
this.Tips:SetActive(not bool)
this.costCondition.gameObject:SetActive(true)
this.Tips:GetComponent("Text").text = string.format(Language[12138], equipStrengthenConfig.Level)
if not bool and HomeLandManager.GetAllCanUpgrade(curSelectHero) then
this.Cost:SetActive(true)
this.Tips:SetActive(false)
this.costIcon.gameObject:SetActive(true)
this.costNum.gameObject:SetActive(true)
-- this.costCondition.gameObject:SetActive(false)
this.costCondition.text = Language[12139]
--突破的消耗和升级不同
local cost = equipRankUpConfig.Cost
local color2 = BagManager.GetTotalItemNum(cost[1][1]) >= cost[1][2] and "#FFEED6" or "red"
this.costIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[1][1]))
this.costNum.text = string.format("%s", color2, cost[1][2])
if cost[2] then
this.costIcon2.gameObject:SetActive(true)
this.costNum2.gameObject:SetActive(true)
this.costIcon2.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[2][1]))
local color3 = BagManager.GetTotalItemNum(cost[2][1]) >= cost[2][2] and "#FFEED6" or "red"
this.costNum2.text = string.format("%s", color3, cost[2][2])
else
this.costIcon2.gameObject:SetActive(false)
this.costNum2.gameObject:SetActive(false)
end
end
else
this.Btn1:SetActive(true)
this.Btn2:SetActive(false)
this.Btn1Text.text = Language[10209]
Util.SetGray(this.Btn1, true)
this.Btn1:GetComponent("Button").enabled = false
local num1 = data + proData[curIndex]
this.Desc.text = string.format(Language[12134], TEXT[curIndex][1], TEXT[curIndex][3], num1) .. "%"
this.Cost:SetActive(false)
this.Tips:SetActive(false)
end
end
---设置显示英雄列表
function this.SetHeroList(_roleDatas)
HeroManager.SortHeroDatas(_roleDatas)
this.scrollView:SetData(_roleDatas, function(index, go)
if index == 1 then
this.SetHeroSelect(go)
end
-- 基础显示
this.SingleHeroDataShow(go, _roleDatas[index])
end, true, false)
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.star == b.star then
if a.heroConfig.Natural == b.heroConfig.Natural then
if a.lv == b.lv then
return a.heroConfig.Id < b.heroConfig.Id
else
return a.lv > b.lv
end
else
return a.heroConfig.Natural > b.heroConfig.Natural
end
else
return a.star > b.star
end
end)
end
--设置每条英雄数据
function this.SingleHeroDataShow(_go, _heroData)
local go = _go
local heroData = _heroData
local frame = Util.GetGameObject(go, "frame"):GetComponent("Image")
local icon = Util.GetGameObject(go, "icon"):GetComponent("Image")
local lv = Util.GetGameObject(go, "lv/Text"):GetComponent("Text")
local pro = Util.GetGameObject(go, "proIcon"):GetComponent("Image")
local pos = Util.GetGameObject(go, "posIcon"):GetComponent("Image")
local teamList = {}
for i = 1, 3 do
table.insert(teamList, Util.GetGameObject(go, "yxteamName/Image" .. i))
end
local yxInfo = Util.GetGameObject(go, "yxteamName")
--local yxTeamName=Util.GetGameObject(go, "yxteamName/Text"):GetComponent("Text")
yxInfo:SetActive(false)
Util.GetGameObject(go, "posIcon"):SetActive(this.curFormationIndex == FormationTypeDef.FIGHT_LEVEL or
this.curFormationIndex == FormationTypeDef.FIGHT_ASSISTANTLEVEL or
this.curFormationIndex == FormationTypeDef.FORMATION_QIJIESHILIAN)
local starGrid = Util.GetGameObject(go, "star")
local yuanImage = Util.GetGameObject(go, "yuanImage")
yuanImage.gameObject:SetActive(false)
local choosedObj = Util.GetGameObject(go, "choosed")
choosedObj.gameObject:SetActive(false)
local hpExp = Util.GetGameObject(go, "hpExp")
hpExp.gameObject:SetActive(false)
local redPot = Util.GetGameObject(go, "redpoint")
local changeProBtn = Util.GetGameObject(go, "proMaskObj")
if heroData.isNew and heroData.isNew == 1 then
redPot.gameObject:SetActive(true)
else
redPot.gameObject:SetActive(false)
end
if _heroData.property then
changeProBtn:SetActive(_heroData.property >= 6)
pro.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.property))
else
changeProBtn:SetActive(false)
pro.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
end
frame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality, heroData.star))
icon.sprite = this.spLoader:LoadSprite(heroData.icon)
if HarmonyManager.IsChangeColor(heroData.dynamicId) then
-- body
lv.text = "" .. heroData.lv .. ""
elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
-- bod
lv.text = "" .. heroData.lv .. ""
else
lv.text = heroData.lv
end
pos.sprite = this.spLoader:LoadSprite(heroData.professionIcon)
local star, starType = heroData.GetStar(1)
local starSize = Vector2.New(30, 30)
local starScale = -8
if starType == 3 then
starSize = Vector2.New(1, -15.65)
starScale = -13
elseif starType == 2 then
starSize = Vector2.New(60, 57)
end
SetHeroStars(this.spLoader, starGrid, star, starType, starSize, starScale)
Util.AddOnceClick(go, function()
curSelectHero = _heroData
this:Refresh()
this.SetHeroSelect(go)
end)
end
function this.SetHeroSelect(_heroObj)
this.heroSelect.transform:SetParent(_heroObj.transform)
this.heroSelect.transform.localPosition = Vector3.zero
end
function this:OnClose()
HomeLandManager.curEquip = 1
data = nil
end
function this:OnDestroy()
this.SelectList = {}
this.spLoader:Destroy()
this.scrollView = nil
end
return this