----- 魂印主面板 ----- require("Base/BasePanel") GodPrintPanel = Inherit(BasePanel) local this = GodPrintPanel local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig) local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) local equipSignSetting = ConfigManager.GetConfig(ConfigName.EquipSignSetting) -- 循环布局容器 local loopList = {} -- 最大槽位数量 local loopCount = 0 -- 可装备槽位数量 local didLen = 0 -- 动态最大等级 local didLv = 0 -- 配置最大等级 local maxLv = 0 -- 间隔角度 local angle = 0 -- 半径 local radius = 285 local curHeroData -- 当前英雄信息 local heroDatas -- 全部英雄数据 local index = 0 -- 当前索引 local isShow = true -- 默认显示装备中的魂印 local _specialData = {} local isUpZhen = false local list = {} local teamHero = {} local isPlayAnim = true local isFristOpenTime function GodPrintPanel:InitComponent() this.spLoader = SpriteLoader.New() this.upView = SubUIManager.Open(SubUIConfig.UpView, this.gameObject.transform, { showType = UpViewOpenType.ShowLeft }) this.helpBtn = Util.GetGameObject(this.gameObject, "HelpBtn") this.helpPosition = this.helpBtn:GetComponent("RectTransform").localPosition this.leftBtn = Util.GetGameObject(this.gameObject, "LeftBtn") this.rightBtn = Util.GetGameObject(this.gameObject, "RightBtn") this.handBookBtn = Util.GetGameObject(this.gameObject, "HandBookBtn") -- 图鉴按钮 this.detailsBtn = Util.GetGameObject(this.gameObject, "DetailsBtn") -- 细节按钮 this.showBtn = Util.GetGameObject(this.gameObject, "ShowBtn") -- 显示装备中的魂印按钮 this.showBtnOn = Util.GetGameObject(this.showBtn, "Bg/On"):GetComponent("Image") this.showBtn:SetActive(false) this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn/btnBack") this.empty = Util.GetGameObject(this.gameObject, "Empty") this.emptyTxt = Util.GetGameObject(this.gameObject, "Empty/talkImage/Text"):GetComponent("Text") this.emptyTxt.text = Language[12325] -- 循环布局根节点 this.loopRoot = Util.GetGameObject(this.gameObject, "LoopRoot") this.loopPre = Util.GetGameObject(this.loopRoot, "Pre") -- 英雄头像 this.heroFrame = Util.GetGameObject(this.gameObject, "Hero/Frame"):GetComponent("Image") this.heroIcon = Util.GetGameObject(this.gameObject, "Hero/Icon"):GetComponent("Image") -- 战力 this.power = Util.GetGameObject(this.gameObject, "Power/Value"):GetComponent("Text") this.scrollBar = Util.GetGameObject(this.gameObject, "Scrollbar"):GetComponent("Scrollbar") -- 魂印列表 this.scrollRoot = Util.GetGameObject(this.gameObject, "ScrollRoot") this.scrollPre = Util.GetGameObject(this.gameObject, "ScrollRoot/Pre") this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollRoot.transform, this.scrollPre, this.scrollBar, -- Vector2.New(this.scrollRoot.transform.rect.width, this.scrollRoot.transform.rect.height), 1, 5, Vector2.New(45, 40)) 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.SetIsShow() -- this.BgMask = Util.GetGameObject(this.gameObject,"bgMask") end -- function GodPrintPanel:SetSortingOrder() -- end function GodPrintPanel:BindEvent() -- 帮助按钮 Util.AddClick(this.helpBtn, function() UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.GodPrint, this.helpPosition.x, this.helpPosition.y) end) -- 向左切换英雄数据 Util.AddClick(this.leftBtn, function() isPlayAnim = true this.OnLeftBtnClick() end) -- 向右切换英雄数据 Util.AddClick(this.rightBtn, function() isPlayAnim = true this.OnRightBtnClick() end) -- 点击图鉴按钮 Util.AddClick(this.handBookBtn, function() UIManager.OpenPanel(UIName.GodPrintHandBook) end) -- 点击细节按钮 Util.AddClick(this.detailsBtn, function() -- UIManager.OpenPanel(UIName.GodPrintPopUpV2,1,curHeroData) UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.GodPrint, this.helpPosition.x, this.helpPosition.y) end) -- 点击显示装备中魂印按钮 Util.AddClick(this.showBtn, function() isShow = (not isShow and true or false) this.showBtnOn.enabled = isShow this.SetScrollData() end) -- 关闭页面 Util.AddClick(this.backBtn, function() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() end) end function GodPrintPanel:AddListener() Game.GlobalEvent:AddEvent(GameEvent.Bag.GetNewItemIncarnation, this.SetScrollData) end function GodPrintPanel:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.Bag.GetNewItemIncarnation, this.SetScrollData) end function GodPrintPanel:OnSortingOrderChange() -- 特效层级重设 for _, v in pairs(list) do Util.SetParticleSortLayer(v, self.sortingOrder) end end function GodPrintPanel:OnOpen(_curHeroData, _heroDatas) curHeroData = _curHeroData heroDatas = {} if _heroDatas then for i = 1, #_heroDatas do if GodPrintManager.GetSoulPrintIsOpen(_heroDatas[i]) then table.insert(heroDatas, _heroDatas[i]) end end else local curheroListData = HeroManager.GetAllHeroDatas() for i = 1, #curheroListData do if GodPrintManager.GetSoulPrintIsOpen(curheroListData[i]) then table.insert(heroDatas, curheroListData[i]) end end end for i = 1, #heroDatas do if curHeroData.dynamicId == heroDatas[i].dynamicId then index = i break end end end function GodPrintPanel:OnShow() isPlayAnim = true this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main }) -- 已激活魂印的Hero为1时 隐藏左右按钮 this.leftBtn.gameObject:SetActive(#heroDatas > 1) this.rightBtn.gameObject:SetActive(#heroDatas > 1) this.RefreshShow() end function GodPrintPanel:OnClose() angle = 0 loopCount = 0 local var = isShow and 1 or 0 PlayerPrefs.SetInt(PlayerManager.uid .. "_GodPrint_IsShow", var) if isFristOpenTime then isFristOpenTime:Stop() isFristOpenTime = nil end end function GodPrintPanel:OnDestroy() this.spLoader:Destroy() SubUIManager.Close(this.upView) this.scrollView = nil loopList = {} list = {} end -- 点击左 function this.OnLeftBtnClick() index = (index - 1 > 0 and index - 1 or #heroDatas) curHeroData = heroDatas[index] this.RefreshShow() end -- 点击右 function this.OnRightBtnClick() index = (index + 1 <= #heroDatas and index + 1 or 1) curHeroData = heroDatas[index] this.RefreshShow() end -- 刷新显示 function this.RefreshShow() -- LogGreen("刷新魂印面板") teamHero = FormationManager.GetAllMainFormationHeroId() isUpZhen = teamHero[curHeroData.dynamicId] and true or false this.SetLoopUI() this.SetHero() this.SetScrollData() -- 对比战力并更新战力值 播放战力变更动画 local allAddProVal -- 计算面板属性 local WarPower if isUpZhen then allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) else allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId) WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId) end this.power.text = WarPower end -- 设置环形布局 function this.SetLoopUI() local didLv = 0 -- 最终最大等级 local maxLv = 0 loopCount, didLen, didLv, maxLv = HeroManager.GetGodPrintLoopUIMaxData(curHeroData.lv) -- LogBlue("最大槽位数量"..loopCount.." 可装备槽位数量"..didLen.." 最大动态等级"..didLv.." 配置最大等级"..maxLv) local d = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 149).Value, "#") loopCount = #d -- 初始化 for i = 1, #d do if not loopList[i] then loopList[i] = newObjToParent(this.loopPre, this.loopRoot) end loopList[i].name = "Pre" .. i end -- 设置不包含最后一位 为默认 for j = 1, #d do loopList[j]:GetComponent("RectTransform").anchoredPosition = this.GetCurPosByIndex(j) -- 由星级限制修改为鸿蒙等级限制 local harmony = HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) if (harmony and harmony.value >= tonumber(d[j])) or 1 >= tonumber(d[j]) then -- if curHeroData.star >= tonumber(d[j]) then this.SetLoopPre(loopList[j], 1, nil, nil, j) else this.SetLoopPre(loopList[j], 2, nil, tonumber(d[j]), j) end end -- 数据赋值 -- LogError("#curHeroData.godPrintList=="..#curHeroData.godPrintList) for k = 1, #curHeroData.godPrintList do local index = curHeroData.godPrintList[k].position this.SetLoopPre(loopList[index], 3, index, curHeroData.godPrintList[k]) end end -- 获取当前子布局坐标 function this.GetCurPosByIndex(index) local hudu = (angle / 180) * Mathf.PI angle = angle + (360 / loopCount) return Vector2.New(radius * Mathf.Cos(hudu), radius * Mathf.Sin(hudu)) end -- 设置环形布局预设 root:预设根节点 type:开启类型 index 位置 data:数据 function this.SetLoopPre(root, type, index, data, curIndex) local normal = Util.GetGameObject(root, "Normal") local lock = Util.GetGameObject(root, "Lock") local unlock = Util.GetGameObject(root, "UnLock") local bg = Util.GetGameObject(root, "Bg") local lvTxt = Util.GetGameObject(root, "lv"):GetComponent("Text") lvTxt.gameObject:SetActive(false) Util.GetGameObject(bg, "Frame"):GetComponent("Image").enabled = false if curIndex then bg.transform:DORotate(Vector3.New(0, 0, (360 / loopCount) * (curIndex - 1) + root.transform.localRotation.z), 0) end normal:SetActive(type == 1) -- 解锁 未装备 lock:SetActive(type == 2) -- 锁定 unlock:SetActive(type == 3) -- 解锁装备魂印 root:GetComponent("Button").interactable = type == 3 -- 只有被赋值的按钮才能点击 if type == 1 then Util.GetGameObject(bg, "bg"):GetComponent("Image").sprite = this.spLoader:LoadSprite( SoulPrintSpriteByQuantity[0].circleBg1) elseif type == 2 then Util.GetGameObject(bg, "bg"):GetComponent("Image").sprite = this.spLoader:LoadSprite( SoulPrintSpriteByQuantity[0].circleBg1) -- Util.GetGameObject(lock, "Text"):GetComponent("Text").text = string.format(Language[11165], data) -- Util.GetGameObject(lock, "Text"):GetComponent("Text").text = string.format(Language[11165], data) Util.GetGameObject(lock, "Text"):GetComponent("Text").text = string.format(GetLanguageStrById("伙伴共鸣%s级解锁"), data) elseif type == 3 then -- Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=true Util.GetGameObject(bg, "bg"):GetComponent("Image").sprite = this.spLoader:LoadSprite( SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg1) -- Util.GetGameObject(bg,"Frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByqualityPoint(equipConfig[data.equipId].Quality)) Util.GetGameObject(unlock, "circleFrame"):GetComponent("Image").sprite = this.spLoader:LoadSprite( SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg2) Util.GetGameObject(unlock, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.equipId].ResourceID)) Util.GetGameObject(unlock, "circle"):GetComponent("Image").sprite = this.spLoader:LoadSprite( SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circle) Util.GetGameObject(unlock, "Name"):GetComponent("Text").text = GetLanguageStrById(itemConfig[data.equipId].Name) lvTxt.gameObject:SetActive(equipConfig[data.equipId].Star > 0) lvTxt.text = "+" .. equipConfig[data.equipId].Star Util.AddOnceClick(root, function() local pos = index LogBlue("卸下时 " .. data.equipId) UIManager.OpenPanel(UIName.GodPrintPopUp, 2, curHeroData.dynamicId, data.equipId, pos, function() this.RefreshShow() -- 对比战力并更新战力值 播放战力变更动画 HeroManager.CompareWarPower(curHeroData.dynamicId) LogError("刷新完界面数据") end) end) end end -- 设置英雄 function this.SetHero() this.heroIcon.sprite = this.spLoader:LoadSprite(curHeroData.icon) this.heroFrame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality, curHeroData.star)) -- local allPro = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false) local WarPower -- 计算面板属性 if isUpZhen then WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) else WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId) end this.power.text = WarPower end -- 设置装备中的魂印 function this.SetIsShow() if PlayerPrefs.GetInt(PlayerManager.uid .. "_GodPrint_IsShow") then isShow = PlayerPrefs.GetInt(PlayerManager.uid .. "_GodPrint_IsShow") == 1 else isShow = true end this.showBtnOn.enabled = isShow end -- 设置魂印列表滚动条 function this.SetScrollData() local data = GodPrintManager.GetAllSoulPrint(isShow, curHeroData.id, curHeroData.dynamicId, curHeroData) this.empty:SetActive(#data == 0) this.ShowRedPotDataAndSort(data) this.scrollView:SetData(data, function(index, root) this.SetScrollPre(root, data[index]) list[root] = root end, true, true) if isPlayAnim then if isFristOpenTime then isFristOpenTime:Stop() isFristOpenTime = nil end -- isFristOpenTime = Timer.New(function() -- this.BgMask:SetActive(false) -- end, 1):Start() -- this.BgMask:SetActive(true) SecTorPlayAnimByScroll(this.scrollView) isPlayAnim = false end this.scrollView:SetIndex(1) end -- 设置魂印列表预设 function this.SetScrollPre(root, data) Util.SetParticleSortLayer(root, this.sortingOrder + 1) SetSoulEffect(itemConfig[data.id].Quantity1, root) local frame = Util.GetGameObject(root, "Frame"):GetComponent("Image") local icon = Util.GetGameObject(root, "Icon"):GetComponent("Image") local name = Util.GetGameObject(root, "Name"):GetComponent("Text") local hero = Util.GetGameObject(root, "Hero") local heroIcon = Util.GetGameObject(hero, "Icon"):GetComponent("Image") local circle = Util.GetGameObject(root, "circle"):GetComponent("Image") local equipped = Util.GetGameObject(root, "Equipped") -- 是否已装备 local lvTxt = Util.GetGameObject(root, "lv"):GetComponent("Text") Util.GetGameObject(root, "limit"):SetActive(equipConfig[data.id].limit == 1 and not GodPrintManager.GetCurGodPrintIsCanUp(data.id) and data.upHero == "") frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(equipConfig[data.id].Quality)) circle.sprite = this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.id].Quality].circle) icon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.id].ResourceID)) name.text = SubString2(GetLanguageStrById(equipConfig[data.id].Name), 8) hero.gameObject:SetActive(data.upHero ~= "") lvTxt.gameObject:SetActive(equipConfig[data.id].Star > 0) lvTxt.text = "+" .. equipConfig[data.id].Star Util.GetGameObject(root, "redPoint"):SetActive(data.isShowRedPot == 1) equipped.gameObject:SetActive(this.GetCurHeroSoulPrintState(data.id)) if data.upHero ~= "" then local heroData = HeroManager.GetSingleHeroData(data.upHero) local heroId = heroData.id -- LogGreen(heroId) heroIcon.sprite = this.spLoader:LoadSprite(heroData.icon) end -- 点击事件(穿戴或替换魂印) Util.AddOnceClick(root, function() if not GodPrintManager.GetCurGodPrintIsCanUp(data.id) and data.upHero == "" then PopupTipPanel.ShowTip(Language[11166]) return end if this.GetCurHeroSoulPrintState(data.id) then PopupTipPanel.ShowTip(Language[11166]) return end local pos = this.GetPos() -- 位置 local oldPower = HeroManager.GetSingleHeroData(curHeroData.dynamicId).warPower UIManager.OpenPanel(UIName.GodPrintPopUp, 1, curHeroData.dynamicId, data.id, pos, function() -- if curHeroData.dynamicId then -- PopupTipPanel.ShowTip("装备成功!") -- end this.RefreshShow() -- 对比战力并更新战力值 播放战力变更动画 HeroManager.CompareWarPower1(curHeroData.dynamicId, oldPower) end, data) -- end end) end -- 自动获取魂印的位置 如果有位置返回位置 如果没位置返回0 function this.GetPos() local _data = {} for k = 1, loopCount do if Util.GetGameObject(loopList[k].gameObject, "UnLock").activeSelf then table.insert(_data, k, k) end end if didLen == LengthOfTable(_data) then -- LogError("ssssssssssssssssss"..tostring(loopCount).."/"..tostring(didLen).."/"..tostring( LengthOfTable(_data))) return 0 end for i = 1, loopCount do if _data[i] == nil then -- LogError("ssssssssssssssssss"..tostring(loopCount).."/"..tostring(didLen).."/"..tostring( LengthOfTable(_data))) return i end end end function this.ShowRedPotDataAndSort(allData) if curHeroData.godPrintList and #curHeroData.godPrintList >= 3 then table.sort(allData, function(a, b) if this.GetCurHeroSoulPrintState(a.id) == this.GetCurHeroSoulPrintState(b.id) then if equipConfig[a.id].Quality == equipConfig[b.id].Quality then return a.id > b.id else return equipConfig[a.id].Quality > equipConfig[b.id].Quality end elseif this.GetCurHeroSoulPrintState(a.id) == false and this.GetCurHeroSoulPrintState(b.id) then return true else return false end end) return end local allUpSoulPrint = {} -- 所有已上魂印 if curHeroData.godPrintList then for i = 1, #curHeroData.godPrintList do local equip = equipConfig[curHeroData.godPrintList[i].equipId] -- allUpSoulPrint[curHeroData.godPrintList[i].equipId] = equip --curHeroData.godPrintList[i] -- LogError("equip.SuiteID=="..equip.SuiteID) table.insert(allUpSoulPrint, equip.SuiteID) end end -- LogError("allUpSoulPrint "..LengthOfTable(allUpSoulPrint).." "..#allData) local haveRedPointSid = {} -- 所有已标记红点魂印 local temp = GodPrintManager.GetAllSoulPrint(true, curHeroData.id, curHeroData.dynamicId, curHeroData) local limitSoulPrint = {} for i = 1, #temp do if not limitSoulPrint[temp[i].id] and equipConfig[temp[i].id].limit == 1 and temp[i].upHero ~= "" then limitSoulPrint[temp[i].id] = temp[i].id end end for i = 1, #allData do -- 这个英雄没有装备这个魂印,并且可以装备,并且不在haveRedPointSid列表里 allData[i].isShowRedPot = 0 local suitId = equipConfig[allData[i].id].SuiteID local isHave = false for k = 1, #allUpSoulPrint do if allUpSoulPrint[k] == suitId then isHave = true end end local isHaveCurHeroid = HeroManager.CheckHeroIsCanAddGodPrint(equipConfig[allData[i].id].ProfessionLimit, curHeroData) local allNum, open = HeroManager.GetGodPrintLoopUIMaxData(curHeroData.lv) -- LogError("#curHeroData.godPrintList=="..#curHeroData.godPrintList.." open=="..open.." curHeroData.star=="..curHeroData.star) if not isHave and isHaveCurHeroid and allData[i].upHero == "" and not haveRedPointSid[suitId] and #curHeroData.godPrintList < open then allData[i].isShowRedPot = 1 -- 有空位可以穿戴 haveRedPointSid[suitId] = suitId end if limitSoulPrint[allData[i].id] then allData[i].isShowRedPot = 0 end end table.sort(allData, function(a, b) if a.isShowRedPot > b.isShowRedPot then return true elseif a.isShowRedPot == b.isShowRedPot then if equipConfig[a.id].Quality == equipConfig[b.id].Quality then return a.id > b.id else return equipConfig[a.id].Quality > equipConfig[b.id].Quality end else return false end end) end -- 获取当前英雄是否已装备该魂印 function this.GetCurHeroSoulPrintState(id) for k = 1, #curHeroData.godPrintList do local _id = curHeroData.godPrintList[k].equipId if equipConfig[_id].SuiteID == equipConfig[id].SuiteID then return true end -- if equipConfig[_id].Id==equipConfig[id].Id then -- return true -- end end return false end return GodPrintPanel