-- Lua中的继承
function Inherit(tbParent, tbChild)
if not tbParent then
local o = tbChild or {}
setmetatable(o, { __index = o })
return o
else
local tb = tbChild or {}
tbParent.__index = tbParent
--local super_mt = getmetatable(tbParent)
setmetatable(tb, tbParent)
tb.super = setmetatable({}, tbParent)
return tb
end
end
function RandomList(arr)
if not arr or #arr <= 1 then
return
end
local index
for i = #arr, 1, -1 do
index = math.random(1, i)
arr[i], arr[index] = arr[index], arr[i]
end
end
--查找对象--
function find(str)
return GameObject.Find(str)
end
function destroy(obj)
GameObject.DestroyImmediate(obj)
end
function newObject(prefab)
return GameObject.Instantiate(prefab)
end
--适配
function screenAdapte(go)
--if Screen.width > 1080 or Screen.height > 1920 then
-- local scale = math.max(Screen.width / 1080, Screen.height / 1920)
-- go.transform.localScale = Vector3.one * scale
--end
end
function effectAdapte(go)
local scale = Screen.width / Screen.height / 1080 * 1920
--local scale = Screen.width / 1080
--local scale = 1920 / Screen.height
--Log("scale:"..scale)
local v3 = go.transform.localScale
if scale <= 1 then
Util.SetParticleScale(go, scale)
end
go.transform.localScale = v3
end
--创建面板--
function createPanel(name)
PanelManager:CreatePanel(name)
end
function child(str)
return transform:FindChild(str)
end
function subGet(childNode, typeName)
return child(childNode):GetComponent(typeName)
end
function findPanel(str)
local obj = find(str)
if obj == nil then
error(str .. " is null")
return nil
end
return obj:GetComponent("BaseLua")
end
function ReloadFile(file_path)
package.loaded[file_path] = nil -- 消除载入记录
return require(file_path) -- 重新加载lua文件
end
function UnLoadLuaFiles(config)
for i, v in ipairs(config) do
package.loaded[v] = nil
package.preload[v] = nil
end
end
function LoadLuaFiles(config)
for i, v in ipairs(config) do
require(v)
end
end
--播放指定音效,在同一时刻点击音效不播放
function PlaySoundWithoutClick(sound)
SoundManager.PlaySound(sound)
Framework.PlayClickSoundThisTime = false
end
-- 连续弹出文字
-- 1 -- 使用正常Tip
-- 2 -- 使用带颜色的
function PopupText(strTable, delayTime, type)
local index = 1
local timer
timer = Timer.New(function()
if index == #strTable + 1 then
timer:Stop()
else
if type == 1 then
PopupTipPanel.ShowTip(strTable[index])
elseif type == 2 then
PopupTipPanel.ShowColorTip(strTable[index].name, strTable[index].icon, strTable[index].num)
end
index = index + 1
end
end, delayTime, #strTable * delayTime * 2)
timer:Start()
end
function Util_SetHeadImage(spLoader, url, image, isSelf)
if image == nil then
return
end
if url == nil then
Util_SetToDefaultHeadImage(spLoader, image)
return
end
if url == "" or url == "/0" then
Util_SetToDefaultHeadImage(spLoader, image)
return
end
imageDownloadMgr:SetImage_Image(url, image, isSelf)
end
function AddParticleSortLayer(go,layer)
if layer==0 then
return
end
local list=go.transform:GetComponentsInChildren(typeof(UnityEngine.Transform)):ToTable()
for key, value in pairs(list) do
local aaa=value
local render=aaa:GetComponent(typeof(UnityEngine.Renderer))
if render then
render.sortingOrder=render.sortingOrder+layer
end
local canvas=aaa:GetComponent(typeof(UnityEngine.Canvas))
if canvas then
canvas.sortingOrder=canvas.sortingOrder+layer
end
end
end
function Util_SetToDefaultHeadImage(spLoader, image)
if image == nil then
return
end
local bundleName = "normal_asset"
local assetName = "Avatar"
local sprite = spLoader:LoadSprite("Platform", assetName)
image.sprite = sprite
end
function TextHelper_Get24HourTimeStr(time)
if time < 10 then
return "0" .. time
else
return time
end
end
function PrintWanNum(num)
num = tonumber(num)
if num >= 100000000 then
return string.format("%.1f", num / 100000000) .. Language[11028]
elseif num >= 1000000 then
return tostring(math.floor(num / 10000)) .. Language[10037]
else
return tostring(num)
end
end
function PrintWanNum2(num)
num = tonumber(num)
if num >= 100000000 then
return string.format("%.1f", num / 100000000) .. Language[11028]
elseif num >= 100000 then
return tostring(math.floor(num / 10000)) .. Language[10037]
--return tostring(math.floor(num / 1000)/10) .. "万"
else
return tostring(num)
end
end
function PrintWanNum3(num)
num = tonumber(num)
if num >= 100000000 then
return string.format("%.2f", num / 100000000) .. Language[11028]
elseif num >= 100000 then
return string.format("%.2f",num / 10000) .. Language[10037]
else
return tostring(num)
end
end
--判断两个时间在同一天
function Util_Check_insameday(time1, time2)
local date1 = os.date("*t", time1)
local date2 = os.date("*t", time2)
if date1.year == date2.year and date1.month == date2.month and date1.day == date2.day then
return true
end
return false
end
--判断两个时间在同一个月
function Util_Check_insamemonth(time1, time2)
local date1 = os.date("*t", time1)
local date2 = os.date("*t", time2)
if date1.year == date2.year and date1.month == date2.month then
return true
end
return false
end
--判断两个时间在同一星期
function Util_Check_insameweek(time1, time2)
local week_second = 7 * 24 * 3600
local time_zero = os.time { year = 2015, month = 1, day = 5, hour = 0, min = 0, sec = 0 }
local time1_tran = time1 - time_zero
local time2_tran = time2 - time_zero
local week1 = math.floor(time1_tran / week_second)
local week2 = math.floor(time2_tran / week_second)
if week1 == week2 then
return true
end
return false
end
--秒转换成文字对应时间
function GetTimeStrBySeconds(_seconds)
return os.date(Language[10774], _seconds)
end
--秒转换成文字对应时间 只有分秒
function GetTimeMaoHaoStrBySeconds(_seconds)
return os.date("%M:%S", _seconds)
end
--秒转换成文字对应时间只有月日时
function GetTimeMonthDayMinBySeconds(_seconds)
return os.date(Language[12284], _seconds)
end
function PrintTable(root)
local cache = { [root] = "." }
local function _dump(t, space, name)
if type(t) == "table" then
local temp = {}
for k, v in pairs(t) do
local key = tostring(k)
if cache[v] then
tinsert(temp, "+" .. key .. " {" .. cache[v] .. "}")
elseif type(v) == "table" then
local new_key = name .. "." .. key
cache[v] = new_key
tinsert(temp, "+" .. key .. _dump(v, space .. (next(t, k) and "|" or " ") .. srep(" ", #key), new_key))
else
tinsert(temp, "+" .. key .. " [" .. tostring(v) .. "]")
end
end
return tconcat(temp, "\n" .. space)
end
end
print(_dump(root, "", ""))
end
local isPcall = true
--用于查找错误用
function MyPCall(func, ...)
if not isPcall then
func()
return
end
local flag, msg = pcall(func)
if not flag then
LogError(msg)
local args = {...}
if #args > 0 then
local s = ""
for k, v in ipairs(args) do
s = s .. "|" .. tostring(v)
end
LogRed("error params:"..s)
end
end
end
function PlayUIAnims(gameObject, callback)
local anims = gameObject:GetComponentsInChildren(typeof(PlayFlyAnim))
if anims.Length > 0 then
for i = 0, anims.Length - 1 do
anims[i]:PlayAnim(false, callback)
end
end
end
function PlayUIAnimBacks(gameObject, callback)
local anims = gameObject:GetComponentsInChildren(typeof(PlayFlyAnim))
if anims.Length > 0 then
for i = 0, anims.Length - 1 do
anims[i]:PlayHideAnim(callback)
end
end
end
function PlayUIAnim(gameObject, callback)
local anim = gameObject:GetComponent(typeof(PlayFlyAnim))
if anim then
anim:PlayAnim(false, callback)
end
end
function SecTorPlayAnim(prefabList,_scale)
local scale = 0.05
if _scale then
scale = _scale
end
for i, node in ipairs(prefabList) do
Timer.New(function ()
node.gameObject:SetActive(true)
PlayUIAnim(node.gameObject)
end,scale*(i-1)):Start()
end
end
function SecTorPlayAnimByScroll(scroll,_scale)
local scale = 0.05
if _scale then
scale = _scale
end
-- scroll:ForeachItemGO(function (index, go)
-- Timer.New(function ()
-- go.gameObject:SetActive(true)
-- PlayUIAnim(go.gameObject)
-- end, scale*(index-1)):Start()
-- end)
end
function PlayUIAnimBack(gameObject, callback)
--local anim = gameObject:GetComponent(typeof(PlayFlyAnim))
local anim = gameObject:GetComponent("PlayFlyAnim")
if anim then
anim:PlayHideAnim(callback)
end
end
--地图uv坐标
function Map_UV2Pos(u, v)
return u * 256 + v
end
--地图uv坐标
function Map_Pos2UV(pos)
return math.floor(pos / 256), pos % 256
end
-- 公会地图坐标精细化处理
function GuildMap_UV2Pos(u, v)
-- return u * 256 + v
local _u = math.floor(u *100)
local _v = math.floor(v *100)
return _u * 25600 + _v
end
function GuildMap_Pos2UV(pos)
-- return math.floor(pos / 256), pos % 256
local _u = math.floor(pos/25600)/100
local _v = pos%25600/100
return math.round(_u), math.round(_v), _u, _v
end
--把英雄星级父对象和星级传过来 type 1 第6-11个预设 type 2 第12-16个预设
function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rotation)
local starSize = Vector2(35,35)
if _starSize then
starSize = _starSize
end
local scale = -17.78
if _scale then
scale = _scale
end
local pivot = Vector2.zero
if _pivot then
pivot = _pivot
end
local starPre
if Util.GetGameObject(starGrid, "starGrid(Clone)") then
starPre = Util.GetGameObject(starGrid, "starGrid(Clone)")
else
starPre = poolManager:LoadAsset("starGrid", PoolManager.AssetType.GameObject)
end
local size = starPre:GetComponent("RectTransform").sizeDelta
size.y = starSize.y
starPre.transform.sizeDelta = size
starPre.transform:SetParent(starGrid.transform)
starPre:GetComponent("RectTransform").localPosition = Vector3.zero
starPre:GetComponent("RectTransform").localScale = Vector3.New(1,1,1)
starPre.transform:SetAsFirstSibling()
starPre:GetComponent("LayoutGroup").spacing = scale
starPre:GetComponent("RectTransform").pivot = pivot
if star < 6 then
for i = 1, 17 do
if i <= star then
starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[1])
starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
if rotation then
starPre.transform:GetChild(i - 1):GetComponent("RectTransform").rotation = Quaternion.Euler(rotation)
end
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
else
starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
end
end
elseif star > 5 and star < 10 then
for i = 1, 17 do
if i <= star - 5 then
starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[2])
starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
if rotation then
starPre.transform:GetChild(i - 1):GetComponent("RectTransform").rotation = Quaternion.Euler(rotation)
end
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
else
starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
end
end
elseif star > 9 then
if type and type == 1 then
for i = 1, 17 do
if i == star - 4 then
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
else
starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
end
end
elseif type and type == 2 then
for i = 1, 17 do
if i > 11 and i == star + 2 then
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
else
starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
end
end
else
for i = 1, 17 do
if i == star - 4 then
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
else
starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
end
end
end
end
end
function SetHeroBg(spLoader, bg,cardBg,star,quality)
local hong = Util.GetGameObject(bg,"Effect_UI_yansekuang_HongSe")
local bai = Util.GetGameObject(bg,"Effect_UI_yansekuang_BaiSe")
if star <= 5 then
bg:GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroCardStarImage[1])
cardBg:GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroCardQuantityImage[star])
if hong then
hong.gameObject:SetActive(false)
end
if bai then
bai.gameObject:SetActive(false)
end
elseif star <= 10 then
bg:GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroCardStarImage[2])
cardBg:GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroCardQuantityImage[10])
if hong then
hong.gameObject:SetActive(false)
end
if bai then
bai.gameObject:SetActive(false)
end
else
bg:GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroCardStarImage[3])
cardBg:GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroCardQuantityImage[11])
if hong then
hong.gameObject:SetActive(false)
end
if bai then
bai.gameObject:SetActive(false)
end
end
end
--把英雄星级父对象和星级传过来
local star2index = {
[1] = {3},
[2] = {2, 4},
[3] = {2, 3, 4},
[4] = {1, 2, 4, 5},
[5] = {1, 2, 3, 4, 5}
}
function SetCardStars(starGrid, star)
for i = 1, 15 do
starGrid.transform:GetChild(i - 1).gameObject:SetActive(false)
end
if star < 6 then
for _, i in ipairs(star2index[star]) do
starGrid.transform:GetChild(i - 1).gameObject:SetActive(true)
end
elseif star > 5 and star < 10 then
for _, i in ipairs(star2index[star-5]) do
starGrid.transform:GetChild(5 + i - 1).gameObject:SetActive(true)
end
elseif star > 9 then
starGrid.transform:GetChild(star).gameObject:SetActive(true)
if star > 10 then
Util.GetGameObject(starGrid.transform:GetChild(star),"star").gameObject:SetActive(false)
end
end
end
-- 在给定节点下加载预设, 返回实例化的预设
function newObjToParent(prefab, parent)
local go = newObject(prefab)
go.transform:SetParent(parent.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
go:SetActive(true)
return go
end
-- 清除节点下所有的子节点
function ClearChild(parent)
Util.ClearChild(parent.transform)
end
-- 加载一个商店使用的item
function AddShopItem(parent, itemId, shopType)
local item = SubUIManager.Open(SubUIConfig.ShopItemView, parent.transform)
item:OnOpen(itemId, shopType)
return item
end
-- 根据ID返回物品的Icon,配置数据在artResourceConfig中
function SetIcon(spLoader, id)
if not id or id == 0 then
Log("设置的物品Icon不存在!")
return
end
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local icon = nil
local resId = itemConfig[id].ResourceID
if not resId then
Log("资源ID不存在!!")
return
end
local resPath = GetResourcePath(resId)
if not resPath then
Log("尚未有此类美术资源!!")
return
end
icon = spLoader:LoadSprite(resPath)
return icon
end
function SetFrame(spLoader, id)
if not id or id == 0 then
Log("设置的物品Icon不存在!")
return
end
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local icon = nil
local resId = itemConfig[id].Quantity
if not resId then
Log("资源ID不存在!!")
return
end
icon = spLoader:LoadSprite(GetQuantityImageByquality(resId))
return icon
end
--属性表ID转换表
function GetProIndexByProId(proId)
local proIndex = 0
if proId == 1 then
-- 最大生命
proIndex = 3
elseif proId == 2 then
-- 攻击力
proIndex = 4
elseif proId == 3 then
-- 护甲
proIndex = 5
elseif proId == 4 then
-- 魔抗
proIndex = 6
elseif proId == 5 then
-- 速度
proIndex = 7
elseif proId == 6 or proId == 67 or proId == 68 then
-- 当前生命值
proIndex = 2
elseif proId == 51 then
-- 伤害加成
proIndex = 8
elseif proId == 52 then
-- 伤害减免
proIndex = 9
elseif proId == 53 then
-- 效果命中
proIndex = 10
elseif proId == 54 then
-- 效果抵抗
proIndex = 11
elseif proId == 55 then
-- 暴击率
proIndex = 12
elseif proId == 56 then
-- 暴伤
proIndex = 13
elseif proId == 57 then
-- 回复率
proIndex = 14
elseif proId == 101 then
-- 火焰伤害
proIndex = 15
elseif proId == 102 then
-- 狂风伤害
proIndex = 16
elseif proId == 103 then
-- 碧水伤害
proIndex = 17
elseif proId == 104 then
-- 大地伤害
proIndex = 18
elseif proId == 105 then
-- 神圣伤害
elseif proId == 106 then
-- 黑暗伤害
elseif proId == 107 then
-- 火焰抗性
elseif proId == 108 then
-- 狂风抗性
elseif proId == 109 then
-- 碧水抗性
elseif proId == 110 then
-- 大地抗性
elseif proId == 111 then
-- 神圣抗性
elseif proId == 112 then
-- 黑暗抗性
end
return proIndex
end
--逐渐显示对应文字内容,若在此期间点击屏幕,则立刻显示完文字内容
function ShowText(go, str, duration, callBack)
local text = go:GetComponent("Text")
text.text = ""
local tween = text:DOText(str, duration)
local isClick = false
tween:OnUpdate(function()
if Input.GetMouseButtonDown(0) then
isClick = true
end
if isClick then
if tween then
tween:Kill()
go:GetComponent("Text").text = str
if callBack then
callBack()
end
end
end
end)
tween:OnComplete(callBack)
end
-- 将秒转换成分:秒格式返回
function SetTimeFormation(seconds)
local str = ""
local ten_minute = math.modf(seconds / 600)
local minute = math.modf(seconds / 60) % 10
local ten_second = math.modf(seconds / 10) % 6
local second = seconds % 10
str = ten_minute .. minute .. " : " .. ten_second .. second
return str
end
function Dump(data, showMetatable, lastCount)
if type(data) == "table" then
--Format
local count = lastCount or 0
count = count + 1
local B2 = ""
for i = 1, count do
B2 = B2 .. " "
end
Log(B2 .. "{\n")
--Metatable
if showMetatable then
local blank = " "
for i = 1, count do
blank = blank .. " "
end
local mt = getmetatable(data)
Log(blank .. "\"__metatable\" = ")
Dump(mt, showMetatable, count)
end
--Key
for key, value in pairs(data) do
local blank = " "
for i = 1, count do
blank = blank .. " "
end
if type(key) == "string" then
Log(blank .. "\"" .. key .. "\" = " .. GetStr(value))
elseif type(key) == "number" then
Log(blank .. "[" .. key .. "] = " .. GetStr(value))
else
Log(blank .. string.format("%s", key) .. GetStr(value))
end
Dump(value, showMetatable, count)
end
--Format
local B0 = " "
for i = 1, lastCount or 0 do
B0 = B0 .. " "
end
Log(B0 .. "}")
end
--Format
if not lastCount then
Log("\n")
end
end
function GetStr(data)
local str = ""
if type(data) ~= "table" then
--Value
if type(data) == "string" then
str = ("\"" .. data .. "\"")
elseif data == nil then
str = "nil"
else
str = (string.format("%s", data))
end
end
return str
end
--通过item稀有度读取背景框
function GetQuantityImageByquality(quality,star)
if star then--and star > 5
if star == 1 then
return "r_characterbg_gray"
elseif star == 2 then
return "r_characterbg_green"
elseif star == 3 then
return "r_characterbg_blue"
elseif star == 4 then
return "r_characterbg_purple"
elseif star == 5 then
return "r_characterbg_goden"
elseif star >= 6 and star <=10 then
return "r_characterbg_gules"
elseif star > 10 then
return "t_tongyong_topkaung"
end
else
if quality == 0 or quality == 1 then
return "r_characterbg_gray"
elseif quality == 2 then
return "r_characterbg_green"
elseif quality == 3 then
return "r_characterbg_blue"
elseif quality == 4 then
return "r_characterbg_purple"
elseif quality == 5 then
return "r_characterbg_goden"
elseif quality == 6 then
return "r_characterbg_gules"
elseif quality >= 7 then
return "t_tongyong_topkaung"
end
end
end
--通过item稀有度读取背景框
function GetQuantityImageByqualityPoint(quality)
if quality == 1 then
return "r_hunyin_zise"
elseif quality == 2 then
return "r_hunyin_zise"
elseif quality == 3 then
return "r_hunyin_zise"
elseif quality == 4 then
return "r_hunyin_zise"
elseif quality == 5 then
return "r_hunyin_chengse"
elseif quality == 6 then
return "r_hunyin_hongse"
elseif quality == 7 then
return "r_hunyin_caise"
else
return "r_hunyin_caise"
end
end
--通过item稀有度读取背景框
function GetQuantityStrByquality(quality)
if quality == 1 then
return Language[10181]
elseif quality == 2 then
return Language[10180]
elseif quality == 3 then
return Language[10179]
elseif quality == 4 then
return Language[10178]
elseif quality == 5 then --原橙色改为金色
return Language[10176]
elseif quality == 6 then
return Language[10177]
elseif quality == 7 then
return Language[10176]
else
return Language[10181]
end
end
--通过Hero稀有度读取碎片遮罩(小)
function GetHeroChipQuantityImageByquality(quality)
if quality == 1 then
return "PieceMask_white"
elseif quality == 2 then
return "PieceMask_green"
elseif quality == 3 then
return "PieceMask_blue"
elseif quality == 4 then
return "PieceMask_purple"
elseif quality == 5 then
return "PieceMask_goden"
elseif quality == 6 then
return "PieceMask_red"
elseif quality == 7 then
return "PieceMask_Platinum_01"
else
return "PieceMask_white"
end
end
--通过Hero稀有度读取背景框(小)
function GetHeroQuantityImageByquality(quality,star)
if star then--and star > 5
if star == 1 then
return "r_characterbg_gray"
elseif star == 2 then
return "r_characterbg_green"
elseif star == 3 then
return "r_characterbg_blue"
elseif star == 4 then
return "r_characterbg_purple"
elseif star == 5 then
return "r_characterbg_goden"
elseif star >= 6 and star <=10 then
return "r_characterbg_gules"
elseif star > 10 then
return "t_tongyong_topkaung"
end
else
if quality == 0 or quality == 1 then
return "r_characterbg_gray"
elseif quality == 2 then
return "r_characterbg_green"
elseif quality == 3 then
return "r_characterbg_blue"
elseif quality == 4 then
return "r_characterbg_purple"
elseif quality == 5 then
return "r_characterbg_goden"
elseif quality == 6 then
return "r_characterbg_gules"
elseif quality >= 7 then
return "t_tongyong_topkaung"
end
end
end
--通过Hero稀有度读取背景框(卡库)外框
function GetHeroCardQuantityWaiImageByquality(quality)
if quality <= 3 then
return "r_hero_lankuang"
elseif quality == 4 then
return "r_hero_zikuang"
elseif quality == 5 then
return "r_hero_huangkuang"
elseif quality > 5 then
return "r_hero_huangkuang"
end
end
--通过Hero或异妖稀有度读取资质框
function GetQuantityImage(spLoader, quality)
local sprite
if quality<11 then
sprite=spLoader:LoadSprite(AptitudeQualityFrame[1])
elseif quality>=11 and quality<13 then
sprite=spLoader:LoadSprite(AptitudeQualityFrame[2])
elseif quality>=13 and quality<15 then
sprite=spLoader:LoadSprite(AptitudeQualityFrame[3])
elseif quality>=15 and quality<17 then
sprite=spLoader:LoadSprite(AptitudeQualityFrame[4])
elseif quality>=17 and quality<19 then
sprite=spLoader:LoadSprite(AptitudeQualityFrame[5])
end
return sprite
end
--通过装备位置获得装备位置类型字符串
function GetEquipPosStrByEquipPosNum(_index)
if _index == 1 then
return Language[10391]
elseif _index == 2 then
return Language[12041]
elseif _index == 3 then
return Language[10393]
elseif _index == 4 then
return Language[12042]
elseif _index == 5 then
return Language[12043]
elseif _index == 6 then
return Language[12044]
end
end
--通过职业获取职业字符串
function GetJobStrByJobNum(_index)
if _index == 0 then
return Language[12045]
elseif _index == 1 then
return Language[11971]
elseif _index == 2 then
return Language[11972]
elseif _index == 3 then
return Language[11973]
elseif _index == 4 then
return Language[11974]
elseif _index == 5 then
return Language[11975]
end
end
--通过职业获取职业字符串
function GetJobSpriteStrByJobNum(_index)
if _index == 1 then
return "r_hero_huo 1_zh"
elseif _index == 2 then
return "r_hero_feng 1_zh"
elseif _index == 3 then
return "r_hero_shui 1_zh"
elseif _index == 4 then
return "r_hero_dadi 1_zh"
elseif _index == 5 then
return "r_hero_dadi 1_zh"
elseif _index == 6 then
return "r_hero_dadi 1_zh"
else
return "r_hero_huo 1_zh"
end
end
--角色定位ID 获取角色定位背景图片
function GetHeroPosBgStr(_i)
if _i==1 then
return "r_hero_roudundi"
elseif _i==2 then
return "r_hero_shuchudi"
elseif _i==3 then
return "r_hero_kongzhidi"
elseif _i==4 then
return "r_hero_fuzhudi"
end
end
--根据角色定位Id 获取角色定位图
function GetHeroPosStr(_i)
if _i==1 then
return "r_hero_roudunbiao"
elseif _i==2 then
return "r_hero_shuchubiao"
elseif _i==3 then
return "r_hero_konghzibiao"
elseif _i==4 then
return "r_hero_fuzhubiao"
end
end
--获取技能类型 data 当前技能数据
function GetSkillType(data)
local SkillIconType={"r_hero_pu_zh","r_hero_jue_zh","r_hero_bei_zh"}
if data.skillConfig.Type == SkillType.Pu then
return SkillIconType[SkillType.Pu]--普技
elseif data.skillConfig.Type == SkillType.Jue then
return SkillIconType[SkillType.Jue]--绝技
elseif data.skillConfig.Type == SkillType.Bei then
return SkillIconType[SkillType.Bei]--被动技
end
end
--通过角色属性获取角色属性图标
function GetProStrImageByProNum(_index)
if _index == 1 then
return "r_hero_huo 1_zh"
elseif _index == 2 then
return "r_hero_feng 1_zh"
elseif _index == 3 then
return "r_hero_shui 1_zh"
elseif _index == 4 then
return "r_hero_dadi 1_zh"
elseif _index == 5 then
return "r_hero_dadi 1_zh"
elseif _index == 6 then
return "r_hero_dadi 1_zh"
else
return "z_icon_01_zh"
end
end
--通过装备位置获得装备位置类型字符串
function GetQuaStringByEquipQua(_Qua)
--
if _Qua == 1 then
return Language[12046]
elseif _Qua == 2 then
return Language[12047]
elseif _Qua == 3 then
return Language[12048]
elseif _Qua == 4 then
return Language[12049]
elseif _Qua == 5 then
return Language[12050]
elseif _Qua == 6 then
return Language[12051]
elseif _Qua == 7 then
return Language[12052]
end
end
--通过item稀有度获取改颜色的文字
function GetStringByEquipQua(_Qua, _Str)
if _Qua == 1 then
return string.format("%s", _Str)
elseif _Qua == 2 then
return string.format("%s", _Str)
elseif _Qua == 3 then
return string.format("%s", _Str)
elseif _Qua == 4 then
return string.format("%s", _Str)
elseif _Qua == 5 then
return string.format("%s", _Str)
elseif _Qua == 6 then
return string.format("%s", _Str)
elseif _Qua == 7 then
return string.format("%s", _Str)
end
end
--冒险通过区域序号取得区域名称美术字图标
function GetAreaNameIconByAreaNumer(index)
if index == 1 then
return "r_guaji_qiyuanzhidi"
elseif index == 2 then
return "r_guaji_yiwangzhilu"
elseif index == 3 then
return "r_guaji_houhuizhishi"
elseif index == 4 then
return "r_guaji_zuifashengdian"
elseif index == 5 then
return "r_guaji_qidaoshengsuo"
elseif index == 6 then
return "r_guaji_youjieyehuo"
elseif index == 7 then
return "r_guaji_wushengmishi"
elseif index == 8 then
return "r_guaji_wanshenghuanghun"
end
end
--- N钟,N时,N天
function GetLeftTimeStrByDeltaTime(deltaTime)
if deltaTime > 86400 then
return math.floor(deltaTime / 86400) .. Language[10017]
end
if deltaTime > 3600 then
return math.floor(deltaTime / 3600) .. Language[12053]
end
if deltaTime > 60 then
return math.floor(deltaTime / 60) .. Language[12054]
end
return math.floor(deltaTime)..Language[10316]
end
function GetLeftTimeStrByDeltaTime2(second)
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = math.floor(second % 60)
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
if second > 86400 then
return day .. Language[10017]..hour ..Language[10970]
end
if second > 3600 then
return hour..Language[10970]..minute .. Language[12054]
end
return minute .. Language[12054] .. sec .. Language[10316]
end
--- 获取经历的时间字符串
--- 刚刚,N分钟前,N小时前,N天前
function GetDeltaTimeStrByDeltaTime(deltaTime)
if deltaTime > 86400 then
return math.floor(deltaTime / 86400) .. Language[10823]
end
if deltaTime > 3600 then
return math.floor(deltaTime / 3600) .. Language[10822]
end
if deltaTime > 60 then
return math.floor(deltaTime / 60) .. Language[10821]
end
return Language[10820]
end
function GetDeltaTimeStr(timestamp)
local curTimeStemp = GetTimeStamp()
local deltaTime = curTimeStemp - timestamp
return GetDeltaTimeStrByDeltaTime(deltaTime)
end
--- 计算公式 a*x^3 + b*x^2 + c*x +d
--- 1、 CalculateCostCount(x, a, b, c, d)
--- 2、 CalculateCostCount(x, array)
--- array 为按顺序存储a, b, c, d值的数组
---
function CalculateCostCount(x, ...)
if not x then
return
end
local args = { ... }
if type(args[1]) == "table" then
args = args[1]
end
if type(args[1]) ~= "number" then
return
end
local a = args[1]
local b = args[2]
local c = args[3]
local d = args[4]
local cost = math.pow(x, 3) * a + math.pow(x, 2) * b + x * c + d
return cost
end
--- 获取当前时间戳
function GetTimeStamp()
return PlayerManager.serverTime
end
--- 获取当前时间到下一个n点的时间长度
--- 获取当前时间到一天中某时的剩余时间(24小时制)
function CalculateSecondsNowTo_N_OClock(n)
local curTimeStemp = GetTimeStamp()
--- 标准时间戳从1970年1月1日8点开始,加上八个小时的秒数,使其从0点开始
--- 8*60*60 = 28800
--- 24*60*60 = 86400
local todayPassSeconds = (curTimeStemp + 28800) % 86400
local targetSeconds = n * 3600 --- 60*60 = 3600
if todayPassSeconds <= targetSeconds then
return targetSeconds - todayPassSeconds
else
-- 如果已经过去了,则计算到第二天这个时间点需要的秒数
return targetSeconds + 86400 - todayPassSeconds
end
end
--获取某个时间戳对应的星期几
--目标日期 = (ALLDays % 7) + 基准星期(1970年1月1日,那天是星期四)
WeekNumList = {
[0] = 4,
[1] = 5,
[2] = 6,
[3] = 7,
[4] = 1,
[5] = 2,
[6] = 3,
}
function GetTimeStampCorrespondingWeekNum(second)
local WeekNum = 0
local day = math.floor(second / (24 * 3600))
WeekNum = (day % 7)-- + 4
return WeekNumList[WeekNum]
end
function TimeToFelaxible(second)--大于一天用多少天多少小时,小于一天用00:00:00
if second <= 86400 then
if not second or second < 0 then
return "00:00:00"
end
local _sec = second % 60
local allMin = math.floor(second / 60)
local _min = allMin % 60
local _hour = math.floor(allMin / 60)
return string.format("%02d:%02d:%02d", _hour, _min, _sec), _hour, _min, _sec
elseif second > 86400 then
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = second % 60
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
return string.format(Language[10487],day, hour)
end
end
--- 将一段时间转换为天时分秒
function TimeToDHMS(second)
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = second % 60
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
return string.format(Language[10585],day, hour, minute, sec)
end
--- 将一段时间转换为天时分
function TimeToDHM(second)
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = second % 60
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
return string.format(Language[11390],day, hour, minute)
end
--- 将一段时间转换为天时
function TimeToDH(second)
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = second % 60
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
return string.format(Language[10487],day, hour)
end
--- 将一段时间转换为时
function TimeToH(second)
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = second % 60
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
return string.format(Language[11704], hour)
end
--- 将一段时间转换为时分秒
function TimeToHMS(t)
if not t or t < 0 then
return "00:00:00"
end
local _sec = t % 60
local allMin = math.floor(t / 60)
local _min = allMin % 60
local _hour = math.floor(allMin / 60)
return string.format("%02d:%02d:%02d", _hour, _min, _sec), _hour, _min, _sec
end
--- 将一段时间转换为时分
function TimeToHM(t)
if not t or t < 0 then
return "00:00:00"
end
local _sec = t % 60
local allMin = math.floor(t / 60)
local _min = allMin % 60
local _hour = math.floor(allMin / 60)
return string.format("%02d:%02d", _hour, _min)
end
--- 将一段时间转换为分秒
function TimeToMS(t)
if not t or t < 0 then
return "00:00"
end
local _sec = t % 60
local _min = math.floor(t / 60)
return string.format("%02d:%02d", _min, _sec)
end
--- 获取今天某时间点时间戳
function Today_N_OClockTimeStamp(n)
local currentTime = math.floor(GetTimeStamp())
local tab = os.date("*t", currentTime)
tab.hour = n
tab.min = 0
tab.sec = 0
local N_TimeStamp = os.time(tab)
return N_TimeStamp
end
----- 时效类时间(服务器按照每天凌晨的5点为起始的一天)
function GetTimePass(timeValue)
local tab = os.date("*t", timeValue)
tab.hour = 0
tab.min = 0
tab.sec = 0
local tab2 = os.date("*t", timeValue)
tab2.hour = 0
tab2.min = 0
tab2.sec = 0
local timeStartSum = os.time(tab2)
--0点
local forwardDay
local zeroTimeStamp = os.time(tab)
if timeValue > zeroTimeStamp and timeValue < timeStartSum then
forwardDay = 1
else
forwardDay = 0
end
local dayPass = math.ceil((GetTimeStamp() - timeStartSum) / 86400)
return (dayPass + forwardDay) > 7 and 7 or (dayPass + forwardDay)
end
---时间格式化接口
function GetTimeShow(data)
local year = math.floor(os.date("%Y", data))
local month = math.floor(os.date("%m", data))
local day = math.floor(os.date("%d", data))
local time = year .. "." .. month .. "." .. day
return time
end
---obj必须是userdata(c#对象)
function IsNull(obj)
if not obj then
return true
end
if ServerConfigManager.IsSettingActive(ServerConfigManager.SettingConfig.IS_NULL) then
return obj:IsNull()
else
return obj == nil or obj:Equals(nil)
end
end
------- 红点相关 ----------
-- 绑定红点物体
function BindRedPointObject(rpType, rpObj)
RedpotManager.BindObject(rpType, rpObj)
end
-- 清除红点上绑定的所有物体
function ClearRedPointObject(rpType, rpObj)
RedpotManager.ClearObject(rpType, rpObj)
end
-- 强制改变红点状态(不建议使用)
function ChangeRedPointStatus(rpType, state)
RedpotManager.SetRedPointStatus(rpType, state)
end
-- 重置服务器红点状态到隐藏状态
function ResetServerRedPointStatus(rpType)
RedpotManager.SetServerRedPointStatus(rpType, RedPointStatus.Hide)
end
-- 检测红点显示
function CheckRedPointStatus(rpType)
RedpotManager.CheckRedPointStatus(rpType)
end
-------------------------
--统用属性展示
function GetPropertyFormatStr(type, value)
if type == 1 then
return value
else
if value % 100 == 0 then
return string.format("%d%%", value / 100)
else
return string.format("%.2f%%", value / 100)
end
end
end
--统用属性展示
function GetPropertyFormatStrOne(type, value)
if type == 1 then
return value
else
if value % 100 == 0 then
return string.format("%d%%", value / 100)
else
return string.format("%.1f%%", value / 100)
end
end
end
--装备专属属性展示
function GetEquipPropertyFormatStr(type, value)
if type == 1 then
return value
else
if value / 100 > 1 then
return string.format("%d%%", value / 100)
else
return string.format("%d%%", 1)
end
end
end
-- 将秒转换成显示使用的时间
function FormatSecond(second)
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = second % 60
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
return string.format(Language[12055], day, hour, minute, sec)
end
-- 将时间戳转换为用于显示的日期字符串
function TimeStampToDateStr(timestamp)
local date = os.date("*t", timestamp)
local cdate = os.date("*t", GetTimeStamp())
if date.year == cdate.year and date.month == cdate.month and date.day == cdate.day then
return string.format("%02d:%02d", date.hour, date.min)
end
return string.format(Language[12056], date.year, date.month, date.day, date.hour, date.min)
end
function TimeStampToDateStr2(timestamp)
local date = os.date("*t", timestamp)
local cdate = os.date("*t", GetTimeStamp())
return string.format(Language[12056], date.year, date.month, date.day, date.hour, date.min)
end
-- 将时间转换为年月日
function TimeStampToDateStr2(timestamp)
local date = os.date("*t", timestamp)
local cdate = os.date("*t", GetTimeStamp())
return date.year..date.month..date.day
end
-- 将时间戳转换为用于显示的日期字符串(时分秒)
function TimeStampToDateStr3(second)
local minute = math.floor(second / 60) % 60
local sec = second % 60
local hour = math.floor(math.floor(second - sec - minute * 60) / 3600)
return string.format("%02d:%02d:%02d", hour, minute, sec)
end
--- 根据id获取资源
function GetResourcePath(id)
return GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig, id).Name)
end
--- 根据ItemId获取资源名称
function GetSpriteNameByItemId(id)
local artId = ConfigManager.GetConfigData(ConfigName.ItemConfig, id).ResourceID
return GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig, artId).Name)
end
--- 获取玩家头像资源
function GetPlayerHeadSprite(spLoader, headId)
if headId == 0 then headId = 71000 end
local head = ConfigManager.GetConfigData(ConfigName.ItemConfig, headId)
return spLoader:LoadSprite(GetResourcePath(head.ResourceID))
end
--- 获取玩家头像框资源
function GetPlayerHeadFrameSprite(spLoader, frameId)
if frameId == 0 then frameId = 80000 end
local frame = ConfigManager.GetConfigData(ConfigName.ItemConfig, frameId)
return spLoader:LoadSprite(GetResourcePath(frame.ResourceID))
end
--- 获取玩家头像框资源
function GetPlayerHeadFrameEffect(frameId)
if frameId == 80004 then
return "UI_Effect_TouXiang_Lanlong", 1.1, Vector3.New(-8, -5, 0)
elseif frameId == 80005 then
return "UI_Effect_TouXiang_QingLong", 1.15, Vector3.New(-9, 5, 0)
elseif frameId == 80006 then
return "UI_Effect_TouXiang_BaiHu", 1.15, Vector3.New(-3, -8, 0)
end
end
--是否弹出快捷购买面板
function PopQuickPurchasePanel(type, needNum)
local ownNumber = BagManager.GetItemCountById(type)
if ownNumber >= needNum then
return false
else
UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = type })
return true
end
end
----- SDK数据上报
----- @param context
---- {
---- type, -- required, 调用时机
---- }
function SubmitExtraData(context)
if not AppConst.isSDKLogin then
return
end
local params = SDK.SDKSubmitExtraDataArgs.New()
params.dataType = context.type
params.serverID = tonumber(PlayerManager.serverInfo.server_id)
params.serverName = PlayerManager.serverInfo.name
params.zoneID = tostring(PlayerManager.serverInfo.server_id)
params.zoneName = PlayerManager.serverInfo.name
params.roleID = tostring(PlayerManager.uid)
params.roleName = PlayerManager.nickName
params.roleLevel = tostring(PlayerManager.level)
params.guildID = PlayerManager.familyId
params.Vip = tostring(VipManager.GetVipLevel())
params.moneyNum = BagManager.GetItemCountById(16)
params.roleCreateTime = DateUtils.GetDateTime(PlayerManager.userCreateTime)
params.roleLevelUpTime = context.roleLevelUpTime and DateUtils.GetDateTime(context.roleLevelUpTime) or ""
SDKMgr:SubmitExtraData(params)
end
-- context = {
-- title = "",
-- content = "",
-- confirmCallback = function() end,
-- cancelCallback = function() end,
-- confirmText = "确认",
-- cancelText = "取消",
-- type, -- 单双按钮
-- extra --额外操作
-- }
function ShowConfirmPanel(context)
UIManager.OpenPanel(UIName.CommonConfirmPanel, context)
end
-- 检测某一面板关闭再抛相应的事件
function CallBackOnPanelClose(uiPanel, func)
if UIManager.IsOpen(uiPanel) then
local triggerCallBack
triggerCallBack = function (panelType, panel)
if panelType == uiPanel then
if func then func() end
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
end
end
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
else
if func then func() end
end
end
-- 检测某一面板打开再抛相应的事件
function CallBackOnPanelOpen(uiPanel, func)
if not UIManager.IsOpen(uiPanel) then
local triggerCallBack
triggerCallBack = function (panelType, panel)
if panelType == uiPanel then
if func then func() end
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, triggerCallBack)
end
end
Game.GlobalEvent:AddEvent(GameEvent.UI.OnOpen, triggerCallBack)
else
if func then func() end
end
end
-- 通过地图坐标设置物体在UI平面的位置
function SetObjPosByUV(pos)
local u, v = Map_Pos2UV(pos)
local v2 = RectTransformUtility.WorldToScreenPoint(TileMapView.GetCamera(), TileMapView.GetLiveTilePos(u, v))
v2.x = (v2.x)/Screen.width*UIManager.UIWidth - UIManager.Offset.Left
v2.y = (v2.y)/Screen.height*UIManager.UIHeight - UIManager.Offset.Bottom
return v2
end
--获取技能描述
function GetSkillConfigDesc(cfg)
if cfg.DescColor then
local ss = {}
for i=1, #cfg.DescColor do
local str
if cfg.DescColor[i] == 1 then
str=string.format("%s", GetLanguageStrById(cfg.DescValue[i]))
elseif cfg.DescColor[i] == 2 then
str=string.format("%s", GetLanguageStrById(cfg.DescValue[i]))
else
str=cfg.DescValue[i]
end
ss[i] = str
end
return string.format(GetLanguageStrById(cfg.Desc), unpack(ss))
end
return GetLanguageStrById(cfg.Desc)
end
-- 设置排名所需要的数字框
function SetRankNumFrame(spLoader, rankNum)
local rankNumRes = {
[1] = "r_Dungeon_001",
[2] = "r_Dungeon_002",
[3] = "r_Dungeon_003",
[4] = "r_hero_zhuangbeidi",
}
local resPath = rankNum > 3 and rankNumRes[4] or rankNumRes[rankNum]
local icon = spLoader:LoadSprite(resPath)
return icon
end
function SetSoulEffect(quality,root)
local effect1 = Util.GetGameObject(root,"UI_Effect_Kuang_JinSe")
local effect2 = Util.GetGameObject(root,"UI_Effect_Kuang_HongSe")
local effect3 = Util.GetGameObject(root,"UI_effect_WuCai_Kuang")
if quality then
effect1:SetActive(quality == 5)
effect2:SetActive(quality == 6)
effect3:SetActive(quality == 7)
else
effect1:SetActive(false)
effect2:SetActive(false)
effect3:SetActive(false)
end
end
--- 本方法适用滚动条中 生成item的使用 (主要适用每条滚动条item数量不定的滚动条中)
--- itemview重设复用 1根节点 2生成到父节点 3item容器 4容器上限 5缩放 6层级 7根据数据类型生成 8不定参数据...
--- type=true 针对表数据为一维数据 type=false 针对表数据为二维数据
function ResetItemView(root,rewardRoot,itemList,max,scale,sortingOrder,type,...)
local args={...}
local data1=args[1]
local data2=args[2]
if itemList[root] then -- 存在
for i = 1, max do
itemList[root][i].gameObject:SetActive(false)
end
if type then
itemList[root][1]:OnOpen(false, {data1,data2},scale,false,false,false,sortingOrder)
itemList[root][1].gameObject:SetActive(true)
else
for i = 1, #data1 do
if itemList[root][i] then
itemList[root][i]:OnOpen(false, {data1[i][1],data1[i][2]},scale,false,false,false,sortingOrder)
itemList[root][i]:Reset({data1[i][1],data1[i][2]},ItemType.Hero,{false,true,true,true})
itemList[root][i].gameObject:SetActive(true)
end
end
end
else -- 不存在 新建
itemList[root]={}
for i = 1, max do
itemList[root][i] = SubUIManager.Open(SubUIConfig.ItemView, rewardRoot)
itemList[root][i].gameObject:SetActive(false)
end
if type then
itemList[root][1]:OnOpen(false, {data1,data2},scale,false,false,false,sortingOrder)
itemList[root][1].gameObject:SetActive(true)
else
for i = 1, #data1 do
itemList[root][i]:OnOpen(false, {data1[i][1],data1[i][2]},scale,false,false,false,sortingOrder)
itemList[root][i]:Reset({data1[i][1],data1[i][2]},ItemType.Hero,{false,true,true,true})
itemList[root][i].gameObject:SetActive(true)
end
end
end
end
--计算字符串长度
function LengthString(inputstr)
-- 计算字符串宽度
-- 可以计算出字符宽度,用于显示使用
if not inputstr or inputstr == "" then
return
end
local lenInByte = #inputstr
local width = 0
local i = 1
while (i<=lenInByte)
do
local curByte = string.byte(inputstr, i)
local byteCount = 1;
if curByte>0 and curByte<=127 then
byteCount = 1 --1字节字符
elseif curByte>=192 and curByte<223 then
byteCount = 2 --双字节字符
elseif curByte>=224 and curByte<239 then
byteCount = 3 --汉字
elseif curByte>=240 and curByte<=247 then
byteCount = 4 --4字节字符
end
local char = string.sub(inputstr, i, i+byteCount-1)
-- print(char)
i = i + byteCount -- 重置下一字节的索引
width = width + 1 -- 字符的个数(长度)
end
return width
end
--都截取长度
function SubString(inputstr,num)
local num = num and num or 0
local str = ""
if not inputstr or inputstr == "" then
return ""
end
local lenInByte = #inputstr
local width = 0
local i = 1
while (i<=lenInByte)
do
local curByte = string.byte(inputstr, i)
local byteCount = 1;
if curByte>0 and curByte<=127 then
byteCount = 1 --1字节字符
elseif curByte>=192 and curByte<223 then
byteCount = 2 --双字节字符
elseif curByte>=224 and curByte<239 then
byteCount = 3 --汉字
elseif curByte>=240 and curByte<=247 then
byteCount = 4 --4字节字符
end
local char = string.sub(inputstr, i, i+byteCount-1)
-- print(char)
str = str..char
i = i + byteCount -- 重置下一字节的索引
width = width + 1 -- 字符的个数(长度)
if width == num then
return (str)
end
end
return str
end
function FixableString(inputstr,num)
if LengthString(inputstr) > num then
return SubString(inputstr,num-1).."..."
else
return inputstr
end
end
--只有英文截取长度
function SubString2(inputstr,num)
if GetCurLanguage() == 0 then
return inputstr
end
if not inputstr or inputstr == "" then
return ""
end
local num = num and num or 0
local str = ""
local lenInByte = #inputstr
local width = 0
local i = 1
while (i<=lenInByte)
do
local curByte = string.byte(inputstr, i)
local byteCount = 1;
if curByte>0 and curByte<=127 then
byteCount = 1 --1字节字符
elseif curByte>=192 and curByte<223 then
byteCount = 2 --双字节字符
elseif curByte>=224 and curByte<239 then
byteCount = 3 --汉字
elseif curByte>=240 and curByte<=247 then
byteCount = 4 --4字节字符
end
local char = string.sub(inputstr, i, i+byteCount-1)
-- print(char)
str = str..char
i = i + byteCount -- 重置下一字节的索引
width = width + 1 -- 字符的个数(长度)
if width == num then
if lenInByte > num then
str = str .. "..."
end
return (str)
end
end
if lenInByte > num then
str = str .. "..."
end
return str
end
function StringConvertToTable(inputstr)
local str = {}
local lenInByte = #inputstr
local i = 1
while (i<=lenInByte)
do
local curByte = string.byte(inputstr, i)
local byteCount = 1;
if curByte>0 and curByte<=127 then
byteCount = 1 --1字节字符
elseif curByte>=192 and curByte<223 then
byteCount = 2 --双字节字符
elseif curByte>=224 and curByte<239 then
byteCount = 3 --汉字
elseif curByte>=240 and curByte<=247 then
byteCount = 4 --4字节字符
end
local char = string.sub(inputstr, i, i+byteCount-1)
-- print(char)
table.insert(str,char)
i = i + byteCount
end
return str
end
function CreatNumberPrefab(inputstr,itemList)
local tempNumList = StringConvertToTable(inputstr)
for i = 1, #itemList do
-- grid.transform:GetChild(i - 1).gameObject:SetActive(false)
if i <= #tempNumList then
itemList[i].text = tempNumList[i]
itemList[i].gameObject:SetActive(true)
else
itemList[i].gameObject:SetActive(false)
end
end
end
--本地文本显示统一调用此接口
function GetLanguageStrById(zhStr)
if languageDic[zhStr] then
if GetCurLanguage() == 0 then
return languageDic[zhStr].zh
elseif GetCurLanguage() == 1 then
return languageDic[zhStr].en
elseif GetCurLanguage() == 2 then
return languageDic[zhStr].vi
else
return languageDic[zhStr].zh
end
end
return zhStr
end
-- 0:中文 1:英文
function GetCurLanguage()
if PlayerPrefs.HasKey("language") then
return PlayerPrefs.GetInt("language")
else
return 0
end
end
-- 文字大小比例缩放
FontSizeScaleToZh = {
[0] = 1,
[1] = 0.9,
[2] = 0.8
}
function LanguageFontSizeFilter(text, size)
local l = GetCurLanguage()
text.fontSize = math.floor(size * FontSizeScaleToZh[l])
end
function SetHeroIcon(spLoader, heroData,icon,heroConfig)
-- LogGreen("heroData.skinId:"..tostring(heroData.skinId))
if not heroData.skinId or heroData.skinId == 0 then
icon.sprite = spLoader:LoadSprite(GetResourcePath(heroConfig.Icon))
else
local heroSkinconfig = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",heroData.skinId)
icon.sprite = spLoader:LoadSprite(GetResourcePath(heroSkinconfig.Icon))
end
end
function SetTextVerTial(textCom,vec,alin,posType,nameNum)
if GetCurLanguage() == 0 then
return
end
local textComp = textCom:GetComponent("Text")
textComp.horizontalOverflow = 1
local go = nil
if textCom.transform.parent.name ~= "VerticalTextParent" then
go = GameObject.New()
go.name = "VerticalTextParent"
--LogGreen(tostring(go.name))
go.transform:SetParent(textCom.transform.parent.transform)
go:SetActive(true)
local rectCom = go:GetComponent("RectTransform") or go:AddComponent(typeof(UnityEngine.RectTransform))
rectCom.anchorMin = Vector2.New(0,1)
rectCom.anchorMax = Vector2.New(0,1)
rectCom.localScale = Vector3.one
local weight = textComp.fontSize
rectCom.sizeDelta = Vector2.New(weight,weight)
local pos = rectCom.localPosition
pos.x = weight
pos.y = -weight/2
pos.z = 0
rectCom.anchoredPosition3D = pos
textCom.transform:SetParent(go.transform)
textCom:GetComponent("RectTransform").localPosition = vec
if posType then
textCom:GetComponent("RectTransform").anchoredPosition3D = vec
end
if not alin then
textComp.alignment = "MiddleLeft"
else
textComp.alignment = alin
end
rectCom.rotation = Quaternion.Euler(Vector3.New(0,0,-90))
end
if nameNum then
textComp.text = SubString2(textComp.text,nameNum)
end
end
function SetEnglishActive(go)
if GetCurLanguage() == 0 then
return
end
go.gameObject:SetActive(false)
end
function GetEquipSuitStr(Star,num)
return string.format(Language[12057],num,QualityNameDef[ ConfigManager.GetConfigDataByKey(ConfigName.EquipConfig,"Star",Star).Quality],ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,Star).Stars)
end
-- 绑定扫光特效的资源
function BindLightFlash(light, target)
local meshrender = light.gameObject:GetComponent("MeshRenderer")
local m = meshrender.material
local texture = target.gameObject:GetComponent("Image").mainTexture
m:SetTexture("_Mask", texture)
end
function GetCutOutStr(_str,_num)
if not _str then
return ""
end
local str=""
if LengthString(_str) > _num + 1 then
str=SubString(_str,_num) .. "..."
else
str = _str
end
return str
end
function JingJiShouWeiToEn(_str)
if not _str or _str == "" then
return ""
end
-- --LogGreen("input _str:".._str)
-- if _str == "竞技守卫" then
return GetLanguageStrById(_str)
-- end
-- --LogGreen("return str:".._str)
-- return _str
end
-- 忽略字符串头部的空白字符
function ltrim(input)
return (string.gsub(input, "^[ \t\n\r]+", ""))
end
-- 忽略字符串尾部的空白字符
function rtrim(input)
return (string.gsub(input, "[ \t\n\r]+$", ""))
end
-- 忽略字符串首尾的空白字符
function trim(input)
return (string.gsub(input, "^%s*(.-)%s*$", "%1"))
end
function GetPlayerRoleSingleConFig()
return ConfigManager.GetConfigDataByKey(ConfigName.PlayerRole,"Role",0)
end
-- 网络url转码
function decodeURI(s)
if not s then
return ""
end
s = string.gsub(s, '%%(%x%x)', function(h) return string.char(tonumber(h, 16)) end)
return s
end
function encodeURI(s)
if not s then
return ""
end
s = string.gsub(s, "([^%w%.%- ])", function(c) return string.format("%%%02X", string.byte(c)) end)
return string.gsub(s, " ", "+")
end
-- 通过浏览器打开网页
function OpenWeb(url)
if url then
if ServerConfigManager.IsSettingActive(ServerConfigManager.SettingConfig.INNER_WEB_CONTROL) then
SDKMgr:OpenWeb(url)
else
UnityEngine.Application.OpenURL(url)
end
end
end