local GeneralBigPopup_RoleGodSoulUp = {} --传入父脚本模块 local parent --传入特效层级 local sortingOrder=0 local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) local curList = {} --初始化组件(用于子类重写) function GeneralBigPopup_RoleGodSoulUp:InitComponent(gameObject) self.spLoader = SpriteLoader.New() self.Scroll = Util.GetGameObject(gameObject,"Scroll") self.itemPre = Util.GetGameObject(gameObject,"itemPre") local rootHight = self.Scroll.transform.rect.height local width = self.Scroll.transform.rect.width self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.Scroll.transform, self.itemPre,nil, Vector2.New(width, rootHight), 1, 5,Vector2.New(20, 10)) self.ScrollView.moveTween.MomentumAmount = 1 self.ScrollView.moveTween.Strength = 2 self.ScrollView.elastic = false self.costItemPre = Util.GetGameObject(gameObject, "costPre") self.costGrid = Util.GetGameObject(gameObject, "costItem/costGrid") self.oneKeyBtn = Util.GetGameObject(gameObject, "oneKey") self.sureBtn = Util.GetGameObject(gameObject, "sure") self.itemlist = {} self.costItemlist = {} self.choosedIdList = {} end --绑定事件(用于子类重写) function GeneralBigPopup_RoleGodSoulUp:BindEvent() Util.AddClick(self.oneKeyBtn,function () local isenuough,enoughNums,enoughDatas,oldEnoughDatas = false,nil,nil,nil self.choosedIdList = {} for i = 1,#self.allDatas do table.insert(self.choosedIdList,self.allDatas[i].herodata.dynamicId) isenuough,enoughNums,enoughDatas = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,self.lv,self.choosedIdList) if isenuough then self:RefreshCostItemNums() self:RefreshItemDatas() break else if not oldEnoughDatas then oldEnoughDatas = enoughDatas else local ismove = true for k,v in pairs(oldEnoughDatas) do if v ~= enoughDatas[k] then ismove = false break end end if ismove then table.remove(self.choosedIdList,#self.choosedIdList) end oldEnoughDatas = enoughDatas end end end if not isenuough then PopupTipPanel.ShowTip("无法满足激活条件!") return end end) Util.AddClick(self.sureBtn,function() local isSave = false if self.isenuough then if #curList == #self.choosedIdList then for i = 1,#curList do if self:CheckIsChooseId(curList[i]) < 1 then isSave = true break end end else isSave = true end if isSave then NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function() parent:ClosePanel() end) else parent:ClosePanel() end elseif #self.choosedIdList == 0 then PopupTipPanel.ShowTip("请选择神将!") else PopupTipPanel.ShowTip("所选神将无法激活神魂效果!") end end) end --添加事件监听(用于子类重写) function GeneralBigPopup_RoleGodSoulUp:AddListener() end --移除事件监听(用于子类重写) function GeneralBigPopup_RoleGodSoulUp:RemoveListener() end --界面打开时调用(用于子类重写) function GeneralBigPopup_RoleGodSoulUp:OnShow(_parent,_Data) parent =_parent sortingOrder = _parent.sortingOrder self.costItems = _Data[1] self.curHeroData = _Data[2] self.lv = _Data[3] self.allDatas = GodSoulManager.GetGodSoulData(self.curHeroData,self.lv) self.choosedIdList = GodSoulManager.GetBindHeroDatasByLevel(self.curHeroData.dynamicId,self.lv) curList = GodSoulManager.GetBindHeroDatasByLevel(self.curHeroData.dynamicId,self.lv) self:Refresh(true,true) end function GeneralBigPopup_RoleGodSoulUp:Refresh(isTop,isAni) if not self.itemlist then self.itemlist = {} end for k,v in ipairs(self.itemlist) do v.go.gameObject:SetActive(false) end self.ScrollView:SetData(self.allDatas, function(index, go) self:SetSingleData(index,go,self.allDatas[index]) end,not isTop,not isAni) self:UpdateCostItem() end function GeneralBigPopup_RoleGodSoulUp:RefreshItemDatas() for k,v in ipairs(self.itemlist) do if self:CheckIsChooseId(v.data.dynamicId) > 0 then v.select.gameObject:SetActive(true) else v.select.gameObject:SetActive(false) end end end function GeneralBigPopup_RoleGodSoulUp:SetSingleData(index,go,heroData) if not self.itemlist[index] then self.itemlist[index] = {} self.itemlist[index].go = go self.itemlist[index].mask = Util.GetGameObject(go,"mask") self.itemlist[index].select = Util.GetGameObject(go,"select") self.itemlist[index].using = Util.GetGameObject(go,"using") self.itemlist[index]._go = Util.GetGameObject(go,"HeroPre") self.itemlist[index].frame = Util.GetGameObject(self.itemlist[index]._go,"frame"):GetComponent("Image") self.itemlist[index].icon = Util.GetGameObject(self.itemlist[index]._go, "icon"):GetComponent("Image") self.itemlist[index].pos = Util.GetGameObject(self.itemlist[index]._go, "posIcon"):GetComponent("Image") self.itemlist[index].pro = Util.GetGameObject(self.itemlist[index]._go, "proIcon"):GetComponent("Image") self.itemlist[index].lv = Util.GetGameObject(self.itemlist[index]._go, "lv/Text"):GetComponent("Text") self.itemlist[index].name = Util.GetGameObject(self.itemlist[index]._go, "name"):GetComponent("Text") self.itemlist[index].starGrid = Util.GetGameObject(self.itemlist[index]._go, "star") end self.itemlist[index]._data = heroData self.itemlist[index].data = heroData.herodata self.itemlist[index].frame.sprite=self.spLoader:LoadSprite(GetHeroQuantityImageByquality(self.itemlist[index].data.heroConfig.Quality,self.itemlist[index].data.star)) self.itemlist[index].icon.sprite=self.spLoader:LoadSprite(self.itemlist[index].data.icon) self.itemlist[index].go.gameObject:SetActive(true) if HarmonyManager.IsChangeColor(self.itemlist[index].data.dynamicId) then self.itemlist[index].lv.text=""..self.itemlist[index].data.lv.."" elseif HarmonyManager:IsEnvoy(self.itemlist[index].data.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then self.itemlist[index].lv.text=""..self.itemlist[index].data.lv.."" else self.itemlist[index].lv.text = self.itemlist[index].data.lv end self.itemlist[index].name.text = self.itemlist[index].data.heroConfig.ReadingName self.itemlist[index].pro.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(self.itemlist[index].data.heroConfig.PropertyName)) self.itemlist[index].pos.sprite = self.spLoader:LoadSprite(self.itemlist[index].data.professionIcon) local star,starType = self.itemlist[index].data.GetStar(1) local starSize = Vector2.New(30,30) local starScale = -8 if starType == 3 then starSize = Vector2.New(33.43,83.61) starScale = -16.86 end SetHeroStars(self.spLoader, self.itemlist[index].starGrid, star,starType,starSize,starScale) self.itemlist[index].select.gameObject:SetActive(false) self.itemlist[index].mask.gameObject:SetActive(false) self.itemlist[index].using.gameObject:SetActive(false) if self:CheckIsChooseId(self.itemlist[index].data.dynamicId) > 0 then self.itemlist[index].select.gameObject:SetActive(true) elseif self.itemlist[index]._data.state == -1 then self.itemlist[index].mask.gameObject:SetActive(true) elseif self.itemlist[index]._data.state == 0 or self.itemlist[index]._data.state == 664 then self.itemlist[index].using.gameObject:SetActive(true) end -- 点击事件 Util.AddOnceClick(self.itemlist[index]._go, function() if self.itemlist[index]._data.state == -1 then PopupTipPanel.ShowTip("该神将不满足神魂激活条件!") return end if self.itemlist[index]._data.state == 0 or self.itemlist[index]._data.state == 664 then PopupTipPanel.ShowTip("该神将已用于激活其他等级的神魂!") return end local isChoosed = self:CheckIsChooseId(self.itemlist[index].data.dynamicId) if isChoosed > 0 then table.remove(self.choosedIdList,isChoosed) self.itemlist[index].select.gameObject:SetActive(false) else table.insert(self.choosedIdList,self.itemlist[index].data.dynamicId) self.itemlist[index].select.gameObject:SetActive(true) end self:RefreshCostItemNums() end) Util.AddLongPressClick(self.itemlist[index]._go, function() end, 0.5) end function GeneralBigPopup_RoleGodSoulUp:CheckIsChooseId(heroId) local index = 0 for i = 1,#self.choosedIdList do if heroId == self.choosedIdList[i] then index = i return index end end return index end function GeneralBigPopup_RoleGodSoulUp:UpdateCostItem() for i = 1,math.max(#self.costItemlist,#self.costItems) do if not self.costItems[i] then self.costItemlist[i].go.gameObject:SetActive(false) else if not self.costItemlist[i] then self.costItemlist[i] = {} self.costItemlist[i].go = newObjToParent(self.costItemPre,self.costGrid) self.costItemlist[i].frame = Util.GetGameObject(self.costItemlist[i].go,"frame"):GetComponent("Image") self.costItemlist[i].icon = Util.GetGameObject(self.costItemlist[i].frame.transform,"icon"):GetComponent("Image") self.costItemlist[i].num = Util.GetGameObject(self.costItemlist[i].go,"num"):GetComponent("Text") end self.costItemlist[i].go.gameObject:SetActive(true) if self.costItems[i].id > 0 then if self.costItems[i].star > 10 then self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_zuanshitouxiangkuang") else self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_hong") end self.costItemlist[i].icon.gameObject:SetActive(true) self.costItemlist[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroConfig[self.costItems[i].id].Icon)) elseif self.costItems[i].property > 0 then self.costItemlist[i].icon.gameObject:SetActive(false) self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite(PropertySmallIcon[self.costItems[i].star][self.costItems[i].property]) elseif self.costItems[i].profession > 0 then self.costItemlist[i].icon.gameObject:SetActive(false) self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite(GodSoulProfession[self.costItems[i].star][self.costItems[i].profession]) else self.costItemlist[i].icon.gameObject:SetActive(false) self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite(StarImage[self.costItems[i].star]) end end end self:RefreshCostItemNums() end function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums() self.isenuough,self.enoughNums = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,self.lv,self.choosedIdList) for i = 1,#self.enoughNums do if self.isenuough then self.costItemlist[i].num.text = string.format("×%s",self.costItems[i].num) else if self.enoughNums[i] >= self.costItems[i].num then self.costItemlist[i].num.text = string.format("×%s",self.costItems[i].num) else self.costItemlist[i].num.text = string.format("×%s",self.costItems[i].num) end end end end --界面关闭时调用(用于子类重写) function GeneralBigPopup_RoleGodSoulUp:OnClose() end --界面销毁时调用(用于子类重写) function GeneralBigPopup_RoleGodSoulUp:OnDestroy() self.spLoader:Destroy() self.itemlist = {} self.costItemlist = {} end return GeneralBigPopup_RoleGodSoulUp