require("Base/BasePanel") SpecailTrainingInfoPopup = Inherit(BasePanel) ----- 修行境界预览弹窗 ----- -- SpecailTrainingInfoPopup = {} --传入父脚本模块 local parent local _HeroTraining local Training = ConfigManager.GetConfig(ConfigName.Train) local TrainingSetting = ConfigManager.GetConfig(ConfigName.TrainSetting) local SkillConfig = ConfigManager.GetConfig(ConfigName.SkillConfig) local selectSkillUnlockItems1={} local selectSkillUnlockItems2={} function SpecailTrainingInfoPopup:InitComponent() self.spLoader = SpriteLoader.New() self.titleText = Util.GetGameObject(self.gameObject,"Panel/Title"):GetComponent("Text") self.itemPre = Util.GetGameObject(self.gameObject,"Panel/Pre") self.GameObject = Util.GetGameObject(self.gameObject,"Panel/Scroll") self.BackBtn = Util.GetGameObject(self.gameObject, "BackBtn") local rootHight = self.GameObject.transform.rect.height local width = self.GameObject.transform.rect.width self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollFitterView, self.GameObject.transform, self.itemPre, Vector2.New(width, rootHight), 1, 0) self.ScrollView.moveTween.MomentumAmount = 1 self.ScrollView.moveTween.Strength = 2 self.preList = {} self.textList = {} self.attList={} self.attSkill={} self.OpenType=1 end function SpecailTrainingInfoPopup:BindEvent() Util.AddClick(self.BackBtn, function() self:ClosePanel() end) end function SpecailTrainingInfoPopup:AddListener() end function SpecailTrainingInfoPopup:RemoveListener() end --type 1 是自己的英雄打开 --type 2 是别人的英雄打开 function SpecailTrainingInfoPopup:OnOpen(curHeroData,OpenType) self._curHerodata = curHeroData self._HeroTraining=curHeroData.HeroTraining self.showList={} self.OpenType=OpenType self.curLevelData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.Train,"HeroID",self._curHerodata.id,"Level",self._HeroTraining.trainingLv) end function SpecailTrainingInfoPopup:OnShow() --不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参 self.titleText.text = "特训" --self.previewData = PracticeManager.GetPreViewData() local tData=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.Train,"HeroID",self._curHerodata.id) if tData then for k,v in ipairs(tData) do if not self.showList[k] then self.showList[k]={data=v,curTrainingLevel=self._curHerodata.HeroTraining.trainingLv} end end end HeroManager.GetHeroTrainingAddPro(self._curHerodata.dynamicId) self.ScrollView:SetData(self.showList, function(index, go) self:SetSingleData(index,go,self.showList[index]) end) ForceRebuildLayout(self.GameObject.transform) self.ScrollView:SetIndex(1) end -- --_data=TrainingConfig -- function SpecailTrainingInfoPopup:SetSingleData(index,_go,_data) local tData=_data.data local curLevel=_data.curTrainingLevel local title = Util.GetGameObject(_go,"HeroInfo/title/Text"):GetComponent("Text") title.text= Language[12326]..Language[10000+tData.Level]..Language[10065] local heroContion= Util.GetGameObject(_go,"HeroInfo/heroContion") local condition= Util.GetGameObject(heroContion,"condition"):GetComponent("Text") local Content=Util.GetGameObject(_go,"Content") local SkillContent=Util.GetGameObject(_go,"SkillContent") local attPre=Util.GetGameObject(_go,"Content/attPre") local numPre= Util.GetGameObject(_go,"Content/attPre/numPre") local mySelfCondition= Util.GetGameObject(_go,"HeroInfo/title/TrainingStatus/mySelfCondition"):GetComponent("Text") local trainingIcon= Util.GetGameObject(_go,"HeroInfo/title/TrainingStatus/trainingIcon") local isOpen=self._curHerodata.star>=tData.MyselfCondition and curLevel>=tData.Level local lastLevelData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.Train,"HeroID",self._curHerodata.id,"Level",tData.Level-1) if tData.Level>1 then mySelfCondition.gameObject:SetActive(lastLevelData.MyselfCondition~=0) mySelfCondition.text=NumToChinese[lastLevelData.MyselfCondition==0 and 1 or lastLevelData.MyselfCondition].."星开启" condition.gameObject:SetActive(lastLevelData.Desc~="") condition.text=lastLevelData.Desc if lastLevelData.OtherCondition then if type(lastLevelData.OtherCondition[1][1])=="userdata" then heroContion:SetActive(false) else heroContion:SetActive(true) for i=1, #lastLevelData.OtherCondition do local t= Util.GetGameObject(heroContion.transform,"HeroList/hero"..tostring(i).."/hero/icon"):GetComponent("Image") t.sprite=self.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigDataByKey(ConfigName.HeroConfig,"Id",lastLevelData.OtherCondition[i][1]).Icon)) end end else heroContion:SetActive(false) end else heroContion:SetActive(false) mySelfCondition.gameObject:SetActive(false) condition.gameObject:SetActive(false) end trainingIcon:SetActive(tData.Level==curLevel and self._curHerodata.HeroTraining.isTraining==1) --最外层Pre if not self.attList[_go] then self.attList[_go] = {} end if not self.attSkill[_go] then self.attSkill[_go] = {} end local singleAttList = self.attList[_go] for k,v in ipairs(singleAttList) do if v[1]then v[1].gameObject:SetActive(false) end end local ActiveButton = Util.GetGameObject(_go,"HeroInfo/title/TrainingStatus/ActiveBtn") local TrainingSetting=ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrainSetting,"PoolID",tData.TrainSettingID,"Level",tData.Level) for i = 1, 3 do if not singleAttList[i] then local t={} local prefab=newObject(attPre) prefab.transform:SetParent(Content.transform) prefab.transform.localScale = Vector3.one prefab.transform.localPosition = Vector3.zero t[1]=prefab singleAttList[i] = t end local Text = Util.GetGameObject( singleAttList[i][1],"Text"):GetComponent("Text") local NoOpen = Util.GetGameObject( singleAttList[i][1],"NoOpen") local Finishi = Util.GetGameObject( singleAttList[i][1],"Finishi") local Button = Util.GetGameObject( singleAttList[i][1],"Button") Util.AddOnceClick(Button,function() if not CheckFunctionOpen(FUNCTION_OPEN_TYPE.TrainBuild) then PopupTipPanel.ShowTip("功能未开启") return end if (ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.TrainBuild)) then NetManager.TrainingArchitectureInfoRequest(function() UIManager.OpenPanel(UIName.TrainBuildPanel) end) else local tip = ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.TrainBuild) PopupTipPanel.ShowTip(tip) end end) NoOpen:SetActive(not isOpen); Finishi:SetActive(false); -- local string,string2 = PracticeManager.GetPreviewSingleText(templist[i].id,templist[i].value) local tAtt={} local trainExp=100000 local curExp=0 if not singleAttList[i][2] then singleAttList[i][2]={} end local singleTextList= singleAttList[i][2] if i==1 then tAtt=TrainingSetting.AttackProperty trainExp=TrainingSetting.TrainExp1 curExp=self._curHerodata.HeroTraining.attackExp elseif i==2 then tAtt=TrainingSetting.HpProperty trainExp=TrainingSetting.TrainExp2 curExp=self._curHerodata.HeroTraining.defenseExp elseif i==3 then tAtt=TrainingSetting.PhProperty trainExp=TrainingSetting.TrainExp3 curExp=self._curHerodata.HeroTraining.hpExp end for j=1 ,#tAtt do local str1,str2=HeroManager.GetAttSingleText(tAtt[j][1],tAtt[j][2]); if not singleTextList[j] then singleTextList[j] = newObject(numPre) singleTextList[j].transform:SetParent( singleAttList[i][1].transform) singleTextList[j].transform.localScale = Vector3.one singleTextList[j].transform.localPosition = Vector3.zero end singleTextList[j]:GetComponent("Text").text=str1..str2 singleTextList[j]:SetActive(true) end if tData.Level>curLevel then curExp=0 end Button.gameObject:SetActive(isOpen and self.OpenType==1); local size = curExp/trainExp if curExp>=trainExp then Button.gameObject:SetActive(false); Finishi:SetActive(true); end if curLevel>tData.Level then size=1 curExp=trainExp Finishi:SetActive(true) NoOpen:SetActive(false) Button.gameObject:SetActive(false); end size = size > 1 and 1 or size Util.GetGameObject( singleAttList[i][1],"Progress/Image"):GetComponent("RectTransform").sizeDelta = Vector3.New(360*size,25,0) Util.GetGameObject( singleAttList[i][1],"Progress/Text"):GetComponent("Text").text = string.format("%s/%s",curExp,trainExp) -- ForceRebuildLayout( singleAttList[i][1].transform) singleAttList[i][1]:SetActive(true) end local activeIsOpen=false if (tData.Level-curLevel==1) and (self._curHerodata.HeroTraining.attackExp>=TrainingSetting.TrainExp1 and self._curHerodata.HeroTraining.defenseExp>=TrainingSetting.TrainExp2 and self._curHerodata.HeroTraining.hpExp>=TrainingSetting.TrainExp3 )and HeroManager.CheckTrainingCanLevelUp(self._curHerodata,self.curLevelData) then activeIsOpen=true else activeIsOpen=false end ActiveButton:SetActive(activeIsOpen and self.OpenType==1) Util.AddOnceClick(ActiveButton, function() NetManager.TrainingUpLvRequest(tostring( self._curHerodata.dynamicId),function() self.curLevelData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.Train,"HeroID",self._curHerodata.id,"Level",self._curHerodata.HeroTraining.trainingLv) local t=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.Train,"HeroID",self._curHerodata.id) if t then for k,v in ipairs(t) do if not self.showList[k] then self.showList[k]={data=v,curTrainingLevel=self._curHerodata.HeroTraining.trainingLv} else self.showList[k].curTrainingLevel=self._curHerodata.HeroTraining.trainingLv end end end self.ScrollView:SetData(self.showList, function(index, go) self:SetSingleData(index,go,self.showList[index]) end) end) end) local singleSkillList = self.attSkill[_go] for k,v in ipairs(singleSkillList) do if v then v.gameObject:SetActive(false) end end if tData.PassiveSkill and type(tData.PassiveSkill[1])~="userdata" then SkillContent:SetActive(true) local skill=ConfigManager.GetConfigData( ConfigName.PassiveSkillConfig,tData.PassiveSkill[1]) local icon=Util.GetGameObject( SkillContent,"IconBG/Icon"):GetComponent("Image") local Name=Util.GetGameObject( SkillContent,"IconBG/Text"):GetComponent("Text") local Desc=Util.GetGameObject( SkillContent,"IconBG/des1/Text"):GetComponent("Text") local itemPre=Util.GetGameObject( SkillContent,"Chose/Content/itemPre") local localContent=Util.GetGameObject( SkillContent,"Chose/Content") local Chose=Util.GetGameObject( SkillContent,"Chose") local skillBtn=Util.GetGameObject( SkillContent,"Chose/Button") local tip=Util.GetGameObject( SkillContent,"Chose/Tip") local tip2=Util.GetGameObject( SkillContent,"IconBG/Tip2") tip:GetComponent("Text").text="特训"..NumToChinese [tData.Level].."级开启" Util.AddOnceClick(skillBtn,function() if curLevel==tData.Level and (TrainingSetting.TrainExp1>self._curHerodata.HeroTraining.attackExp or TrainingSetting.TrainExp2>self._curHerodata.HeroTraining.defenseExp or TrainingSetting.TrainExp3>self._curHerodata.HeroTraining.hpExp )then PopupTipPanel.ShowTip(Language[12268]) return end if tData.Level<=curLevel then if #selectSkillUnlockItems1==0 or #selectSkillUnlockItems2==0 then PopupTipPanel.ShowTip(Language[10054]) return end local item={} item.id=selectSkillUnlockItems1[1].itemData.id item.itemNum=1 item.itemtype=selectSkillUnlockItems1[1].itemData.itemType local TrainingUnlockSkillHeroItem={} for i=1,#selectSkillUnlockItems2 do local t=selectSkillUnlockItems2[i] local Heroitem={} Heroitem.type=t.type if t.type==1 then Heroitem.id= t.dynamicId else Heroitem.id= t.id end Heroitem.num=1 TrainingUnlockSkillHeroItem[i]=Heroitem end local pokemenons={} pokemenons[1]="" local magicSoldierIds={} magicSoldierIds[1]="" NetManager.TrainingUnlockSkillRequest( self._curHerodata.dynamicId,tData.Id,nil,TrainingUnlockSkillHeroItem,item,function (msg) UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1) end) end end ) icon.sprite=self.spLoader:LoadSprite(GetResourcePath(skill.Icon)) Name.text=skill.Name Desc.text=skill.Desc if self.OpenType==1 then if CheckListIsContainValue1(self._curHerodata.HeroTraining.unlockIds,tData.Id) then Chose:SetActive(false) tip2:SetActive(true) else Chose:SetActive(true) tip2:SetActive(false) end else if CheckListIsContainValue1(self._curHerodata.HeroTraining.unlockIds,tData.Id) then Chose:SetActive(false) tip2:SetActive(true) localContent:SetActive(true) skillBtn:SetActive(true) else Chose:SetActive(true) tip2:SetActive(false) localContent:SetActive(false) skillBtn:SetActive(false) end end local tmpData={} for i=1,#tData.NeedItem1 do tmpData[i]={} tmpData[i].data=tData.NeedItem1[i] tmpData[i].type=1---Item 栏位 tmpData[i].Name= ItemTypeName[tData.NeedItem1[i][1]] end local index=#tmpData for i=index+1,index+#tData.NeedHero do -- local HeroGroup=ConfigManager.GetConfigData(ConfigName.HeroRankupGroup,tData.NeedHero[i-index][1]) tmpData[i]={} -- if HeroGroup then tmpData[i].heroGroupData=tData.NeedHero[i-index] tmpData[i].type=2--hero烂尾 tmpData[i].Name= ItemTypeName[1] -- end tmpData[i].NeedHeroOther=tData.NeedHeroOther end for i = 1, #tmpData do if not singleSkillList[i] then singleSkillList[i]=newObject(itemPre) singleSkillList[i].transform:SetParent(Util.GetGameObject( SkillContent,"Chose/Content").transform) singleSkillList[i].transform.localScale = Vector3.one singleSkillList[i].transform.localPosition = Vector3.zero end local curData=tmpData[i] Util.GetGameObject(singleSkillList[i],"Name"):GetComponent("Text").text=curData.Name local needNum= Util.GetGameObject(singleSkillList[i],"hero/lvbg/CountText"):GetComponent("Text") local neednum=1 if curData.type==1 then needNum.text="0".."/"..curData.data[4] neednum=curData.data[4] else needNum.text="0".."/"..curData.heroGroupData[2] neednum=curData.heroGroupData[2] end local itemIcon= Util.GetGameObject(singleSkillList[i],"hero/icon"):GetComponent("Image") local Btn=Util.GetGameObject(singleSkillList[i],"frame") Util.AddOnceClick(Btn, function() UIManager.OpenPanel(UIName.TrainingItemListPanel,curData, function(selectItems,selectHeroOrItems) itemIcon.gameObject:SetActive(true) if curData.type==1 then selectSkillUnlockItems1={} if #selectItems>0 then selectSkillUnlockItems1={} itemIcon.sprite=self.spLoader:LoadSprite(selectItems[1].itemData.icon) needNum.text=#selectItems.."/"..neednum for i=1 ,#selectItems do selectSkillUnlockItems1[i]=selectItems[i] end else itemIcon.gameObject:SetActive(false) needNum.text="0".."/"..neednum end elseif curData.type==2 then selectSkillUnlockItems2={} if #selectHeroOrItems>0 then if selectHeroOrItems[1].type==1 then itemIcon.sprite=self.spLoader:LoadSprite(selectHeroOrItems[1].icon) else local itemConfig = ConfigManager.TryGetConfigData(ConfigName.ItemConfig,selectHeroOrItems[1].id) if not itemConfig then return end -- icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig.ResourceID)) itemIcon.sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig.ResourceID)) needNum.text=#selectHeroOrItems.."/"..neednum end for i=1 ,#selectHeroOrItems do selectSkillUnlockItems2[i]=selectHeroOrItems[i] end else itemIcon.gameObject:SetActive(false) needNum.text="0".."/"..neednum end end end ,neednum, selectSkillUnlockItems1 ,selectSkillUnlockItems2,self ) end) singleSkillList[i]:SetActive(true) end else SkillContent:SetActive(false) end ForceRebuildLayout(_go.transform) _go:SetActive(true) end function SpecailTrainingInfoPopup:SetSingleData2(index,_go,_data) end function SpecailTrainingInfoPopup:CheckCanLvUp(curLevel,tdLevel) end function SpecailTrainingInfoPopup:OnClose() selectSkillUnlockItems1={} selectSkillUnlockItems2={} self.OpenType=1 end function SpecailTrainingInfoPopup:OnDestroy() end return SpecailTrainingInfoPopup