local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig) ItemView = {} function ItemView:New(gameObject) local b = {} b.gameObject = gameObject b.transform = gameObject.transform setmetatable(b, { __index = ItemView }) return b end --初始化组件(用于子类重写) function ItemView:InitComponent() self.frameBtn = Util.GetGameObject(self.gameObject, "item/frame") self.frame = Util.GetGameObject(self.gameObject, "item/frame"):GetComponent("Image") self.icon = Util.GetGameObject(self.gameObject, "item/icon"):GetComponent("Image") self.iconGo = Util.GetGameObject(self.gameObject, "item/icon") self.circleFrameBg = Util.GetGameObject(self.gameObject, "item/circleFrameBg") self.num = Util.GetGameObject(self.gameObject, "item/num") self.addImage = Util.GetGameObject(self.gameObject, "item/addImage") self.redPoint = Util.GetGameObject(self.gameObject, "redPoint") self.frameMask = Util.GetGameObject(self.gameObject, "item/frameMask") self.heroShowGo = Util.GetGameObject(self.gameObject, "item/heroShow") self.starPre = Util.GetGameObject(self.gameObject, "item/heroShow/starPre") self.starGrid = Util.GetGameObject(self.gameObject, "item/starGameobject") self.proImage = Util.GetGameObject(self.gameObject, "item/heroShow/proIcon"):GetComponent("Image") --self.posImage = Util.GetGameObject(self.gameObject, "item/heroShow/posIcon"):GetComponent("Image") Util.GetGameObject(self.gameObject, "item/heroShow/posIcon"):SetActive(false) self.name = Util.GetGameObject(self.gameObject, "name") self.resetLv = Util.GetGameObject(self.gameObject, "item/resetLv") self.item = Util.GetGameObject(self.gameObject, "item") self.innateImage=Util.GetGameObject(self.gameObject, "item/innateImage") self.innateText=Util.GetGameObject(self.gameObject, "item/innateImage/Text"):GetComponent("Text") self.fragmentIcon=Util.GetGameObject(self.gameObject, "item/fragmentIcon") --self.heroStage=Util.GetGameObject(self.gameObject, "item/heroShow/heroStage"):GetComponent("Image") Util.GetGameObject(self.gameObject, "item/heroShow/heroStage"):SetActive(false) --云梦专用 self.PreciousShow=Util.GetGameObject(self.gameObject, "PreciousShow") self.PreciousShowText=Util.GetGameObject(self.gameObject, "PreciousShow/Text"):GetComponent("Text") self.EffectOrginLayer = 0 self.EffectOrginLayerQu = 0 self.EffectOrginScale = 1 self.EffectOrginScaleQu = 1 self.pokemonEffect = Util.GetGameObject(self.gameObject, "effects/pokemonEffect") self.pokemonEffectPartical = Util.GetGameObject(self.pokemonEffect, "ziti mask"):GetComponent(typeof(UnityEngine.ParticleSystem)) self.itemEffect = Util.GetGameObject(self.gameObject, "itemEffect") self.itemEffectPartical = Util.GetGameObject(self.itemEffect, "ziti mask"):GetComponent(typeof(UnityEngine.ParticleSystem)) self.UI_Effect_Kuang_JinSe = Util.GetGameObject(self.gameObject, "effects/UI_Effect_Kuang_JinSe") self.UI_Effect_Kuang_HongSe = Util.GetGameObject(self.gameObject, "effects/UI_Effect_Kuang_HongSe") self.UI_effect_ItemView_saoguang = Util.GetGameObject(self.gameObject, "effects/UI_effect_ItemView_saoguang") self.UI_effect_WuCai_Kuang = Util.GetGameObject(self.gameObject, "effects/UI_effect_WuCai_Kuang") end function ItemView:ToEffect(num) end --绑定事件(用于子类重写) function ItemView:BindEvent() end --添加事件监听(用于子类重写) function ItemView:AddListener() end --移除事件监听(用于子类重写) function ItemView:RemoveListener() end --isGet 是否获得 --itemDatas 数据 --scale 缩放值 --isShowName 是否显示名字(默认不显示) --isShowAddImage 是否显示道具不足加号(默认不显示) --isPlayAnim 是否播放获得动画(默认不播) --effectLayer 当前界面层级(显示粒子特效用) --界面打开时调用(用于子类重写) function ItemView:OnOpen(isGet, itemDatas, _scale, isShowName, isShowAddImage, isPlayAnim, effectLayer) isShowName = isShowName or false isShowAddImage = isShowAddImage or false isPlayAnim = isPlayAnim or false --isShowLightEffect = isShowLightEffect or false effectLayer = effectLayer or 0 self.name:SetActive(isShowName) self.addImage:SetActive(isShowAddImage) self.gameObject:GetComponent("PlayFlyAnim").enabled = isPlayAnim self.scale = _scale or 1 --self.gameObject:GetComponent("RectTransform").localScale = Vector2.New(scale, scale) self.gameObject:GetComponent("RectTransform").sizeDelta = Vector2.New(135, 135) if isGet and itemDatas then self:GetRewardShow(itemDatas, effectLayer) elseif isGet == false and itemDatas then self:NoGetRewardShow(itemDatas, effectLayer, isShowAddImage) end end function ItemView:GetRewardShow(_itemData, effectLayer) self.isRewardItemPop=true self.fragmentIcon:SetActive(false) self.heroShowGo:SetActive(false) self.starGrid:SetActive(false) self.redPoint:SetActive(false) self.num:SetActive(true) self.addImage:SetActive(false) self.frameMask:SetActive(false) self.resetLv:SetActive(false) self.pokemonEffect:SetActive(false) self.item:SetActive(true) self.UI_Effect_Kuang_JinSe:SetActive(false) self.UI_Effect_Kuang_HongSe:SetActive(false) self.UI_effect_ItemView_saoguang:SetActive(false) self.UI_effect_WuCai_Kuang:SetActive(false) self.PreciousShow:SetActive(false) self.frame.sprite = Util.LoadSprite(_itemData.frame) self.icon.sprite = Util.LoadSprite(_itemData.icon) self.num:GetComponent("Text").text = PrintWanNum(_itemData.num) self.innateImage:SetActive(false) self.iconGo:SetActive(true) self.circleFrameBg:SetActive(false) self.name:GetComponent("Text").text = _itemData.configData.Name Util.AddParticleSortLayer(self.UI_Effect_Kuang_JinSe, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_Effect_Kuang_HongSe, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu) self.EffectOrginLayerQu = effectLayer Util.GetGameObject(self.UI_effect_ItemView_saoguang, "saoguang"):GetComponent("RectTransform").localScale = Vector2.New(self.scale * 0.48,self.scale * 0.48) --Util.SetParticleScale(self.UI_Effect_SaoGuang, 0.5 / self.EffectOrginScale) self.EffectOrginScale = self.scale local isShowPrecious = _itemData.isShowPrecious or 0 if isShowPrecious == 0 then elseif isShowPrecious == 1 then self.PreciousShow:SetActive(true) self.PreciousShowText.text=Language[12076] elseif isShowPrecious == 2 then self.PreciousShow:SetActive(true) self.PreciousShowText.text=Language[12077] elseif isShowPrecious == 3 then self.PreciousShow:SetActive(true) self.PreciousShowText.text=Language[12078] end if _itemData.itemType == 1 or _itemData.itemType == 0 then--物品 --item if effectLayer > 0 then self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5) self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6) self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7) end if _itemData.configData == nil then _itemData.configData = _itemData.itemConfig _itemData.backData = _itemData.itembackData end if _itemData.configData.ItemType == ItemType.HeroDebris then --角色碎片 self.frameMask:SetActive(true) self.frameMask:GetComponent("Image").sprite = Util.LoadSprite(GetHeroChipQuantityImageByquality(_itemData.configData.Quantity)) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop) end) local propertyName=itemConfig[_itemData.backData.itemId].PropertyName if(propertyName~=0) then self.fragmentIcon:SetActive(true) self.fragmentIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName)) end elseif _itemData.configData.ItemType == ItemType.Pokemon then --异妖配件 --self.item:SetActive(false) --self.pokemonEffect:SetActive(true) --Util.AddParticleSortLayer(self.pokemonEffect, effectLayer - self.EffectOrginLayer) --self.EffectOrginLayer = effectLayer --self.pokemonNum:GetComponent("Text").text = _itemData.num --self.pokemonFrame:SetActive(true) --self.pokemonFrame:GetComponent("Image").sprite = Util.LoadSprite(YaoHunFrame[_itemData.configData.Quantity])--_itemData.quality --self.pokemonImage.sprite = Util.LoadSprite(_itemData.icon) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop) end) if effectLayer > 0 then self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5) self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6) self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7) end elseif _itemData.configData.ItemType == ItemType.TalentItem then --天赋材料 if _itemData.configData.RingLevel > 0 then self.innateImage:SetActive(true) self.innateText.text ="+".._itemData.configData.RingLevel else self.innateImage:SetActive(false) self.innateText.text ="" end Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop) end) elseif _itemData.configData.ItemType == ItemType.Equip then --装备 self.num:SetActive(_itemData.num > 1) self.num:GetComponent("Text").text = _itemData.num self.name:GetComponent("Text").text = _itemData.configData.Name self.starGrid:SetActive(true) EquipManager.SetEquipStarShow(self.starGrid, _itemData.configData.Id) Util.AddOnceClick(self.frameBtn, function() _itemData.id = _itemData.configData.Id UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, _itemData,nil,self.isRewardItemPop) end) if effectLayer > 0 then self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5 or _itemData.configData.Quantity == 4) self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6) self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7) end elseif _itemData.configData.ItemType == ItemType.Blueprint then local lanTuData = WorkShopManager.GetLanTuIsOpenLock(_itemData.backData.itemId) if lanTuData then Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.WorkShopArmorOnePanel,3,3, lanTuData[2]) end) end --魂印 elseif _itemData.configData.ItemType == ItemType.HunYin then self.iconGo:SetActive(false) self.circleFrameBg:SetActive(true) self.circleFrameBg:GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[_itemData.configData.Quantity].circleBg2) Util.GetGameObject(self.circleFrameBg,"Icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon) Util.GetGameObject(self.circleFrameBg,"circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[_itemData.configData.Quantity].circle) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop) end) else Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop) end) end elseif _itemData.itemType == 2 then --equip self.num:SetActive(_itemData.num > 1) self.num:GetComponent("Text").text = _itemData.num self.name:GetComponent("Text").text = _itemData.configData.Name self.starGrid:SetActive(true) EquipManager.SetEquipStarShow(self.starGrid, _itemData.configData.Id) Util.AddOnceClick(self.frameBtn, function() --Log("self.isRewardItemPop "..tostring(self.isRewardItemPop)) UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, _itemData.backData,nil,self.isRewardItemPop) end) if effectLayer > 0 then self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5 or _itemData.configData.Quantity == 4) self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6) self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7) end elseif _itemData.itemType == 3 then --hero self.num:SetActive(false) self.name:GetComponent("Text").text = _itemData.configData.ReadingName self.heroShowGo:SetActive(true) self.starGrid:SetActive(true) SetHeroStars(self.starGrid, _itemData.backData.star,1,Vector2.New(32.5,32.5),-15) self.proImage.sprite = Util.LoadSprite(GetProStrImageByProNum(_itemData.configData.PropertyName)) --self.posImage.sprite = Util.LoadSprite(GetJobSpriteStrByJobNum(_itemData.configData.Profession)) --self.heroStage.sprite = Util.LoadSprite(HeroStageSprite[_itemData.configData.HeroStage]) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RoleGetInfoPopup, true, _itemData.backData) end) if effectLayer > 0 then self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Star == 5) self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Star == 6) self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Star == 7) end elseif _itemData.itemType == 4 then --法宝 self.num:SetActive(false) self.name:GetComponent("Text").text = _itemData.name self.starGrid:SetActive(true) SetHeroStars(self.starGrid, _itemData.backData.rebuildLevel,1,Vector2.New(32.5,32.5),-15) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,_itemData.backData.id,_itemData.backData.equipId,_itemData.backData.exp,_itemData.backData.rebuildLevel) end) if effectLayer > 0 then self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5) self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6) self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7) end elseif _itemData.itemType == 5 then self.num:SetActive(false) self.name:GetComponent("Text").text = _itemData.name --self.resetLv:GetComponent("Text").text = "+" .._itemData.lv.." ".._itemData.refineLv self.resetLv:SetActive(false) self.fragmentIcon:SetActive(true) self.fragmentIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(_itemData.configData.PropertyName)) Util.AddOnceClick(self.frameBtn, function() -- UIManager.OpenPanel(UIName.RewardSoulPrintSingleShowPopup,0, _itemData.backData.id, function() -- end) --UIManager.OpenPanel(UIName.SoulPrintPopUp,0,nil,_itemData.backData.id,nil,nil) UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0, _itemData.backData.id,_itemData.backData.equipId, 0,0) end) end self.gameObject:GetComponent("RectTransform").localScale = Vector2.New(self.scale, self.scale) end function ItemView:SetEffectLayer(effectLayer) Util.AddParticleSortLayer(self.UI_Effect_Kuang_JinSe, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_Effect_Kuang_HongSe, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu) self.EffectOrginLayerQu = effectLayer end function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage) self.isRewardItemPop=false local itemSId = tonumber(_reward[1]) local itemNum = tonumber(_reward[2]) or 0 local isShowPrecious = _reward[3] or 0 local itemDataConFig = ConfigManager.GetConfigData(ConfigName.ItemConfig, itemSId) self.fragmentIcon:SetActive(false) self.heroShowGo:SetActive(false) self.starGrid:SetActive(false) self.redPoint:SetActive(false) self.num:SetActive(true) self.frameMask:SetActive(false) self.resetLv:SetActive(false) self.pokemonEffect:SetActive(false) self.item:SetActive(true) self.name:GetComponent("Text").text = itemDataConFig.Name self.innateImage:SetActive(false) self.UI_Effect_Kuang_JinSe:SetActive(false) self.UI_Effect_Kuang_HongSe:SetActive(false) self.UI_effect_ItemView_saoguang:SetActive(false) self.UI_effect_WuCai_Kuang:SetActive(false) self.PreciousShow:SetActive(false) self.iconGo:SetActive(true) self.circleFrameBg:SetActive(false) Util.AddParticleSortLayer(self.UI_Effect_Kuang_JinSe, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_Effect_Kuang_HongSe, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu) self.EffectOrginLayerQu = effectLayer Util.GetGameObject(self.UI_effect_ItemView_saoguang, "saoguang"):GetComponent("RectTransform").localScale = Vector2.New(self.scale * 0.48,self.scale * 0.48) --Util.SetParticleScale(self.UI_Effect_SaoGuang, self.scale / self.EffectOrginScale) self.EffectOrginScale = self.scale if effectLayer > 0 then self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity == 5) self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity == 6) self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity == 7) end if itemDataConFig.ItemType == ItemType.NoType then --0无特殊分类 self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity)) self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID)) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop) end) elseif itemDataConFig.ItemType == ItemType.Hero then -- 1角色 local heroConfigData = ConfigManager.GetConfigData(ConfigName.HeroConfig, itemConfig[itemSId].HeroStar[1]) self.heroShowGo:SetActive(true) self.starGrid:SetActive(true) self.num:SetActive(itemNum > 1) self.num:GetComponent("Text").text = PrintWanNum(itemNum) --Util.ClearChild(self.starGrid.transform) local star = _reward[4] or itemConfig[itemSId].HeroStar[2] SetHeroStars(self.starGrid, star,1,Vector2.New(32.5,32.5),-15) self.frame.sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroConfigData.Quality,star)) self.icon.sprite = Util.LoadSprite(GetResourcePath(heroConfigData.Icon)) self.proImage.sprite = Util.LoadSprite(GetProStrImageByProNum(heroConfigData.PropertyName)) --self.posImage.sprite = Util.LoadSprite(GetJobSpriteStrByJobNum(heroConfigData.Profession)) --self.heroStage.sprite = Util.LoadSprite(HeroStageSprite[heroConfigData.HeroStage]) self.name:GetComponent("Text").text = heroConfigData.ReadingName Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroConfigData.Id,star) end) if effectLayer > 0 then self.UI_Effect_Kuang_JinSe:SetActive(heroConfigData.Star == 5) self.UI_Effect_Kuang_HongSe:SetActive(heroConfigData.Star == 6) self.UI_effect_WuCai_Kuang:SetActive(heroConfigData.Quantity == 7) end elseif itemDataConFig.ItemType == ItemType.HeroDebris then --2角色碎片 self.frameMask:SetActive(true) self.frameMask:GetComponent("Image").sprite = Util.LoadSprite(GetHeroChipQuantityImageByquality(itemConfig[itemSId].Quantity)) self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity,itemConfig[itemSId].HeroStar[2])) self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID)) local propertyName=itemConfig[itemSId].PropertyName if(propertyName~=0) then self.fragmentIcon:SetActive(true) self.fragmentIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName)) end Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop) end) elseif itemDataConFig.ItemType == ItemType.Equip then --3装备 self.num:SetActive(itemNum and itemNum > 1) self.num:GetComponent("Text").text = PrintWanNum(itemNum and itemNum or 0) self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity)) self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID)) self.starGrid:SetActive(true) EquipManager.SetEquipStarShow(self.starGrid,itemSId) if effectLayer > 0 then self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity == 5 or itemDataConFig.Quantity == 4) self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity == 6) self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity == 7) end Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, itemSId) end) elseif itemDataConFig.ItemType == ItemType.Pokemon then --异妖配件 --self.item:SetActive(false) --self.pokemonEffect:SetActive(true) --Util.AddParticleSortLayer(self.pokemonEffect, effectLayer - self.EffectOrginLayer) --self.EffectOrginLayer = effectLayer self.frame.sprite = Util.LoadSprite(YaoHunFrame[itemConfig[itemSId].Quantity]) self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID)) --self.pokemonFrame:GetComponent("Image").sprite = Util.LoadSprite(YaoHunFrame[itemConfig[itemSId].Quantity]) --self.pokemonImage.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID)) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop) end) if effectLayer > 0 then self.UI_Effect_Kuang_JinSe:SetActive(itemConfig[itemSId].Quantity == 5) self.UI_Effect_Kuang_HongSe:SetActive(itemConfig[itemSId].Quantity == 6) self.UI_effect_WuCai_Kuang:SetActive(itemConfig[itemSId].Quantity == 7) end elseif itemDataConFig.ItemType == ItemType.Blueprint then --蓝图 self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity)) self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID)) local lanTuData = WorkShopManager.GetLanTuIsOpenLock(itemSId) if lanTuData then Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.WorkShopArmorOnePanel,3,3, lanTuData[2]) end) end elseif itemDataConFig.ItemType == ItemType.TalentItem then --天赋材料 self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity)) self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID)) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop) end) if itemDataConFig.RingLevel > 0 then self.innateImage:SetActive(true) self.innateText.text = "+" .. itemDataConFig.RingLevel else self.innateImage:SetActive(false) self.innateText.text = "" end if effectLayer > 0 then self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity == 5) self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity == 6) self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity == 7) end elseif itemDataConFig.ItemType == ItemType.Talisman then --法宝 Log(Language[12079]..itemSId) self.num:SetActive(false) self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity)) self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID)) self.starGrid:SetActive(true) SetHeroStars(self.starGrid, TalismanManager.AllTalismanStartStar[itemSId],1,Vector2.New(32.5,32.5),-15) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,"",itemSId,0,0) end) elseif itemDataConFig.ItemType == ItemType.HunYin then self.num:SetActive(true) self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity)) self.iconGo:SetActive(false) self.circleFrameBg:SetActive(true) self.circleFrameBg:GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[itemSId].Quantity].circleBg2) Util.GetGameObject(self.circleFrameBg,"Icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID)) Util.GetGameObject(self.circleFrameBg,"circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[itemSId].Quantity].circle) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.SoulPrintPopUp,0,nil,itemSId,nil,nil) end) elseif itemDataConFig.ItemType == ItemType.EquipTreasure then self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity)) self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID)) self.fragmentIcon:SetActive(true) self.fragmentIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(itemConfig[itemSId].PropertyName)) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,"",itemSId,0,0) end) else --,5随机道具,6符文 self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity)) self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID)) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop) end) end if itemNum <= 0 then self.num:SetActive(false) else if isShowAddImage then local bagAllNum = BagManager.GetItemCountById(itemSId) if bagAllNum >= itemNum then self.addImage:SetActive(false) self.num:GetComponent("Text").text = string.format("%s/%s", PrintWanNum2(bagAllNum), PrintWanNum2(itemNum)) self.num:GetComponent("Text").color = Color.New(1, 1, 1, 1) --self.pokemonNum:GetComponent("Text").text = string.format("%s/%s", PrintWanNum(bagAllNum), PrintWanNum(itemNum)) --self.pokemonNum:GetComponent("Text").color = Color.New(1, 1, 1, 1) else self.num:GetComponent("Text").text = string.format("%s/%s", PrintWanNum2(bagAllNum), PrintWanNum2(itemNum)) self.num:GetComponent("Text").color = UIColor.NOT_ENOUGH_RED --self.pokemonNum:GetComponent("Text").text = string.format("%s/%s", PrintWanNum(bagAllNum), PrintWanNum(itemNum)) --self.pokemonNum:GetComponent("Text").color = UIColor.NOT_ENOUGH_RED end else self.num:GetComponent("Text").text = string.format("%s", PrintWanNum(itemNum)) self.num:GetComponent("Text").color = Color.New(1, 1, 1, 1) end end if isShowPrecious == 0 then elseif isShowPrecious == 1 then self.PreciousShow:SetActive(true) self.PreciousShowText.text=Language[12076] elseif isShowPrecious == 2 then self.PreciousShow:SetActive(true) self.PreciousShowText.text=Language[12077] elseif isShowPrecious == 3 then self.PreciousShow:SetActive(true) self.PreciousShowText.text=Language[12078] end self.gameObject:GetComponent("RectTransform").localScale = Vector2.New(self.scale, self.scale) end function ItemView:OnBtnCkickEvent(itemSId) local itemDataConFig = ConfigManager.GetConfigData(ConfigName.ItemConfig, itemSId) if itemDataConFig.ItemType == ItemType.Hero then -- 1角色 local heroConfigData = ConfigManager.GetConfigData(ConfigName.HeroConfig, itemConfig[itemDataConFig.Id].HeroStar[1]) UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroConfigData.Id, itemConfig[itemDataConFig.Id].HeroStar[2]) elseif itemDataConFig.ItemType == ItemType.Equip then --3装备 UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, itemDataConFig.Id) elseif itemDataConFig.ItemType == ItemType.Blueprint then local lanTuData = WorkShopManager.GetLanTuIsOpenLock(itemDataConFig.Id) if lanTuData then UIManager.OpenPanel(UIName.WorkShopArmorOnePanel,3,3, lanTuData[2]) end else UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemDataConFig.Id,nil,self.isRewardItemPop) end end function ItemView:OnShowUIeffectItemViewSaoguang() self.UI_effect_ItemView_saoguang:SetActive(false) self.UI_effect_ItemView_saoguang:SetActive(true) end --重设属性 --OnOpen ItemView时 只对isGet=false时生效 否则会报错 --该方法根据对ItemView的不同需求自己拓展 --该方法可有可无 不调用时走默认的赋值 调用时根据自定义的设置赋值 --_reward为数据 便于物品类型与传入的type类型相匹配 --settings为表类型 传入的参数需要与自定义配置相对应 function ItemView:Reset(_reward,type,settings) local itemSId = tonumber(_reward[1]) local itemDataConFig = ConfigManager.GetConfigData(ConfigName.ItemConfig, itemSId) if type == itemDataConFig.ItemType then local data=settings -- self.posImage.enabled=data[1] self.proImage.enabled=data[2] --self.heroStage.enabled=data[3] self.num:GetComponent("Text").enabled=data[4] end end function ItemView:ResetNameColor(v4) self.name:GetComponent("Text").color=v4 end function ItemView:ResetNameSize(v2,v3) self.name:GetComponent("RectTransform").anchoredPosition3D = v2 self.name:GetComponent("RectTransform").localScale = v3 end function ItemView:OnClose() -- 修复对象池回收层级没有重置,导致特效穿透的问题 self:SetEffectLayer(-self.EffectOrginLayerQu) end function ItemView:OnDestroy() end return ItemView