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.imprintRedPoint = Util.GetGameObject(self.imprintBtn, "redPoint")
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, "LevelName"):GetComponent("Image")
self.img = Util.GetGameObject(self.mid, "Man"):GetComponent("Image")
--BottomPart
self.bottom = Util.GetGameObject(self.gameObject, "Bottom")
self.items = Util.GetGameObject(self.bottom, "Items")
self.PointPre = Util.GetGameObject(self.items, "PointPre")
self.lines = Util.GetGameObject(self.bottom, "Lines")
self.LinePre = Util.GetGameObject(self.lines, "LinePre")
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.redPoint = Util.GetGameObject(self.button, "redPoint")
self.content = Util.GetGameObject(self.bottom, "Content")
self.textBtn = Util.GetGameObject(self.content, "Text")
self.needStar = Util.GetGameObject(self.content, "num"):GetComponent("Text")
self.effect = Util.GetGameObject(self.mid, "Man/fx_ui_xiuxingshengxin")
self.effect:SetActive(false)
self.itemList = {}
self.pointList = {}
self.lineList = {}
self.effectUpgradeList = {}
end
function Practice:BindEvent()
--帮助按钮
Util.AddClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Practice, 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()
if PracticeManager.PracticeBigLevel > 1 then
UIManager.OpenPanel(UIName.PracticeImprintPanel)
else
PopupTipPanel.ShowTip("到达筑基期后解锁!")
end
end)
Util.AddClick(self.textBtn, function()
Log("打开山河社稷图")
end)
Util.AddClick(self.starBtn, function()
UIManager.OpenPanel(UIName.FightLevelChapterPanel)
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
--名字颜色
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
local curNum = XinXianConfig[PracticeManager.PracticeLevel].RealmLevel
if curNum ~= 0 then
for i = 1, #self.effectUpgradeList do
self.effectUpgradeList[i]:SetActive(false)
end
self.effectUpgradeList[curNum]:SetActive(true)
else
for i = 1, #self.effectUpgradeList do
self.effectUpgradeList[i]:SetActive(false)
end
end
--战力更改请求
PracticeManager.ShowTipsOnUpgrade()
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
if PracticeManager.PracticeBigLevel - oldBigLevel == 1 then
self.effect:SetActive(true)
Timer.New(function ()
UIManager.OpenPanel(UIName.CongratulationPopup,CONGRATULATION_TYPE.Practice,XinXianConfig[PracticeManager.PracticeLevel])
if PracticeManager.PracticeBigLevel == 2 then
Game.GlobalEvent:DispatchEvent(GameEvent.Practice.PracticeGuide)
end
self.effect:SetActive(false)
end,1):Start()
end
self:OnShow()
end)
end)
BindRedPointObject(RedPointType.Practice_upgrade,self.redPoint)
BindRedPointObject(RedPointType.Practice_imprint,self.imprintRedPoint)
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.XiuXing })
self.BtView:OnOpen(self,{ sortOrder = self.sortingOrder, panelType = PanelTypeView.Practice })
end
function Practice:OnSortingOrderChange()
orginLayer = self.sortingOrder
Util.SetParticleSortLayer(self.effect, self.sortingOrder+1)
-- 头像层级
if self.playerInfoView then
self.playerInfoView:SetLayer(self.sortingOrder)
end
end
function Practice:OnShow()
self.playerInfoView:OnShow()
CheckRedPointStatus(RedPointType.Practice_imprint)
CheckRedPointStatus(RedPointType.Practice_upgrade)
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.pointData = PracticeManager.GetPointsData()
self.lineData = PracticeManager.GetLinesData()
self:RefreshMid()
self:RefreshPoints()
self:RefreshLines()
self:RefreshBtn()
end
function Practice:RefreshMid()
self.levelName.sprite = self.spLoader:LoadSprite(self.curLevelConfig.NamePic1)
self.starNum.text = PracticeManager.StarNum
local playerImg = NameManager.roleSex == 0 and "x_xiuxing_liangongren_nan" or "x_xiuxing_liangongren_nv"
self.img.sprite = self.spLoader:LoadSprite(playerImg)
-- Util.SetParticleSortLayer(self.effect, self.sortingOrder+1)
end
--刷新点
function Practice:RefreshPoints()
if not self.pointList then
self.pointList = {}
end
for k,v in ipairs(self.pointList) do
v.gameObject:SetActive(false)
end
for i = 1, #self.pointData do
local data = self.pointData[i]
if not self.pointList[i] then
self.pointList[i] = newObject(self.PointPre)
self.pointList[i].transform:SetParent(self.items.transform)
self.pointList[i].transform.localScale = Vector3.one
self.pointList[i].transform.localPosition = Vector3.zero
end
self.pointList[i]:SetActive(true)
self.pointList[i]:GetComponent("Image").sprite = self.spLoader:LoadSprite(data.Img)
self.pointList[i]:GetComponent("RectTransform").localPosition = data.Pos
local loopEffect = Util.GetGameObject(self.pointList[i],"looping")
loopEffect:SetActive(data.State == 1)
self.effectUpgradeList[i] = Util.GetGameObject(self.pointList[i],"Fx_xiuxing_qiu_brust")
-- LogGreen("self.sortingOrder:"..tostring(self.sortingOrder))
Util.SetParticleSortLayer(loopEffect, self.sortingOrder+1)
Util.SetParticleSortLayer(self.effectUpgradeList[i], self.sortingOrder+1)
-- self.effectUpgradeList[i]:SetActive(false)
Util.AddOnceClick(self.pointList[i],function ()
UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.PracticeLevel,data)
end)
end
end
--刷新 点间的线
function Practice:RefreshLines()
if not self.lineList then
self.lineList = {}
end
for k,v in ipairs(self.lineList) do
v.gameObject:SetActive(false)
end
for i = 1, #self.lineData do
local data = self.lineData[i]
if not self.lineList[i] then
self.lineList[i] = newObject(self.LinePre)
self.lineList[i].transform:SetParent(self.lines.transform)
self.lineList[i].transform.localScale = Vector3.one
self.lineList[i].transform.localPosition = Vector3.zero
end
self.lineList[i]:SetActive(true)
local imgName = data.State == 1 and "x_xiuxing_xian_01" or "x_xiuxing_xian_02"
self.lineList[i]:GetComponent("Image").sprite = self.spLoader:LoadSprite(imgName)
self.lineList[i]:GetComponent("RectTransform").localPosition = data.Pos
self.lineList[i]:GetComponent("RectTransform").rotation = Quaternion.Euler(data.Rota)
end
end
function Practice:RefreshBtn()
--神印按钮筑基期后开启
Util.SetGray(self.imprintBtn,PracticeManager.PracticeBigLevel < 2)
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 > PracticeManager.StarNum 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()
for i = 1, #self.effectUpgradeList do
self.effectUpgradeList[i]:SetActive(false)
end
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
ClearRedPointObject(RedPointType.Practice_upgrade,self.redPoint)
ClearRedPointObject(RedPointType.Practice_imprint,self.imprintRedPoint)
self.itemList = {}
self.pointList = {}
self.lineList = {}
self.effectUpgradeList = {}
end
return Practice