require("Base/BasePanel") TailsmanSoulMainPanel = Inherit(BasePanel) local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local specialConfig=ConfigManager.GetConfigData(ConfigName.SpecialConfig,177) local sortOrder = 0 local pro=tonumber(specialConfig.Value)/10000 local addLv=0 local curData = {} function TailsmanSoulMainPanel:InitComponent() self.spLoader = SpriteLoader.New() self.help = Util.GetGameObject(self.transform, "help") self.helpPos = self.help:GetComponent("RectTransform").localPosition self.btnBack = Util.GetGameObject(self.transform, "btnBack") self.tailsmainSoul = Util.GetGameObject(self.gameObject, "tailsmainSoul") self.tailsmainSoulDi = Util.GetGameObject(self.tailsmainSoul, "di"):GetComponent("Image") self.icon = Util.GetGameObject(self.tailsmainSoul, "icon"):GetComponent("Image") --self.starGray = Util.GetGameObject(self.transform,"proMainLayout/starGrid/starGray") --self.starLight = Util.GetGameObject(self.transform,"proMainLayout/starGrid/starLight") self.starGrid = Util.GetGameObject(self.transform,"proMainLayout/starGrid") self.upLvBtn = Util.GetGameObject(self.transform, "proMainLayout/upLvBtn") self.upLvBtnText = Util.GetGameObject(self.upLvBtn, "Text"):GetComponent("Text") self.upLvBtnRed = Util.GetGameObject(self.upLvBtn, "red") self.costLayout = Util.GetGameObject(self.transform, "proMainLayout/layout") self.costIconParent = Util.GetGameObject(self.transform, "proMainLayout/layout/iconDi") self.costIcon = Util.GetGameObject(self.costIconParent, "icon"):GetComponent("Image") self.costNum = Util.GetGameObject(self.transform, "proMainLayout/layout/num"):GetComponent("Text") self.pro = Util.GetGameObject(self.transform, "proMainLayout/pro") self.proGrid = Util.GetGameObject(self.transform, "proMainLayout/proScrollRect/proScroll") self.proList = {} self.select = Util.GetGameObject(self.transform, "select") self.tailsGrid = Util.GetGameObject(self.transform, "tailsScroll") self.tailsPre = Util.GetGameObject(self.transform, "tailsPre") self.tailsList = {} for i = 1, self.tailsGrid.transform.childCount do if not self.tailsList[i] then self.tailsList[i] = {} self.tailsList[i].go = self.tailsGrid.transform:GetChild(i-1) self.tailsList[i].card = Util.GetGameObject(self.tailsList[i].go,"ItemView") self.tailsList[i].bg = Util.GetGameObject(self.tailsList[i].card.transform,"item/frame"):GetComponent("Image") self.tailsList[i].icon = Util.GetGameObject(self.tailsList[i].card.transform,"item/icon"):GetComponent("Image") self.tailsList[i].starGray = Util.GetGameObject(self.tailsList[i].card.transform,"item/starGrid/starGray") self.tailsList[i].starLight = Util.GetGameObject(self.tailsList[i].card.transform,"starGrid/starLight") self.tailsList[i].name = Util.GetGameObject(self.tailsList[i].card.transform,"name"):GetComponent("Text") self.tailsList[i].red = Util.GetGameObject(self.tailsList[i].card.transform,"redPoint") end end self.skillPro = Util.GetGameObject(self.transform, "skillLayout/pro") self.skillGrid = Util.GetGameObject(self.transform, "skillLayout/proScrolllRect/proScroll") self.skillGridPos = self.skillGrid:GetComponent("RectTransform").anchoredPosition3D self.skillList = {} self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform) --self.effect = Util.GetGameObject(self.transform, "Effect") end function TailsmanSoulMainPanel:BindEvent() Util.AddClick(self.costIcon.gameObject, function() local costId,num = TailsManSoulManager.GetTailsmanCost(self.data.id,self.data.lv) UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costId,nil) end) Util.AddClick(self.btnBack, function() self:ClosePanel() end) Util.AddClick(self.help, function() UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.tailsmainSoul,self.helpPos.x, self.helpPos.y) end) --逍遥游 Util.AddClick(self.upLvBtn,function() local costId,num = TailsManSoulManager.GetTailsmanCost(self.data.id,self.data.lv) local curNum = BagManager.GetItemCountById(costId) local isEnough = false,false if num and num > 0 then if curNum >= num then local oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) NetManager.FaBaoSoulUpLvRequest(self.data.id,self.data.lv + 1, function() self:OnShow() if self.data.lv < 2 then PopupTipPanel.ShowTip(string.format("%s激活成功!",self.data.config.Name)) else PopupTipPanel.ShowTip(string.format("%s强化成功!",self.data.config.Name)) end local newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) if newPower - oldPower > 0 then UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower}) end end) else PopupTipPanel.ShowTip(string.format("%s不足",ItemConfig[costId].Name)) end else PopupTipPanel.ShowTip("已达上限") end end) end --添加事件监听(用于子类重写) function TailsmanSoulMainPanel:AddListener() end --移除事件监听(用于子类重写) function TailsmanSoulMainPanel:RemoveListener() end function TailsmanSoulMainPanel:OnSortingOrderChange() -- Util.SetParticleSortLayer(self.effect,self.sortingOrder + 1) end function TailsmanSoulMainPanel:OnOpen(curCompId) self.curCompId = curCompId self.index = 1 end function TailsmanSoulMainPanel:OnShow() self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main }) self.trumpList,self.compMaxLv,self.complv,self.skillDataList = TailsManSoulManager.GetTailsmanSoulDataById(self.curCompId) self:SetTailsManList(self.trumpList,self.tailsGrid,self.tailsPre) self:ChangeTailsMan() local data1 = self:GetSkillDataList(self.skillDataList) self:SetProList(data1,self.skillList,self.skillGrid,self.skillPro) self:SetSkillGridPos(data1) --Util.SetParticleSortLayer(self.effect,self.sortingOrder + 1) end function TailsmanSoulMainPanel:SetSkillGridPos() -- local pos = self.skillGrid:GetComponent("RectTransform").anchoredPosition3D -- for i = 1,#self.skillList do -- if self.complv > i then -- pos.y = self.skillGridPos.y + GetPreferredHeight(self.skillList[i].go.transform) -- end -- end -- self.skillGrid:GetComponent("RectTransform").anchoredPosition3D = pos end function TailsmanSoulMainPanel:GetSkillDataList() local datas = {} for k,v in pairs(self.skillDataList) do local str = v if self.complv == k then str = string.format("%s %s",str,"羁绊基础属性提升"..pro*100*k.."%") elseif self.complv < k then str = string.format("%s %s",str,"羁绊聚灵基础属性提升"..pro*100*k.."%") else str = string.format("%s %s",str,"羁绊聚灵基础属性提升"..pro*100*k.."%") end datas[k] = str end return datas end function TailsmanSoulMainPanel:ChangeTailsMan() self.data = self.trumpList[self.index] self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(self.data.config.Icon)) --self.tailsmainSoulDi.sprite = self.spLoader:LoadSprite(GetTailsmanDiImage[self.data.config.Quality]) --获取技能加成等级 addLv=0 for i=1,5 do local curData = TailsManSoulManager.GetTailsmanSoulDatasByPro(i) for j=1,#curData do --LogError("curData.lv=========="..curData[j].lv) if curData[j].lv>0 then addLv=addLv+curData[j].lv end end end local data1 = self:GetProData() self:SetProList(data1,self.proList,self.proGrid,self.pro) self:SetSelect() self:SetCostItem() --self:SetStar(self.starGray,self.data.config.LvMax) --self:SetStar(self.starLight,self.data.lv) SetHeroStars(self.spLoader,self.starGrid,self.data.lv) end function TailsmanSoulMainPanel:GetProData() local proData = {} local curData = ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrumpLevelupPool,"PoolId",self.data.config.LvupPool,"Level",self.data.lv).LvupProps local nextProData = {} local tempdata = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.TrumpLevelupPool,"PoolId",self.data.config.LvupPool,"Level",self.data.lv + 1) local isMax = 0 if not tempdata then isMax = 1 else nextProData = self:SetProData(tempdata.LvupProps) end local str = "" for i = 1,#curData do --LogError("addlv======================"..addLv.." pro========="..pro) local value=math.floor(curData[i][2]*(1+addLv*pro)+0.5) str = string.format("%s:%s",propertyConfig[curData[i][1]].Info,GetPropertyFormatStrOne(propertyConfig[curData[i][1]].Style,value) ) if nextProData[curData[i][1]] then str = str..string.format("(+%s)",GetPropertyFormatStrOne(propertyConfig[curData[i][1]].Style,nextProData[curData[i][1]] - value)) end table.insert(proData,str) end return proData end function TailsmanSoulMainPanel:SetProData(proData) local proList = {} for i = 1,#proData do if not proList[proData[i][1]] then proList[proData[i][1]] = 0 end proList[proData[i][1]] = proList[proData[i][1]] + proData[i][2] end for k, v in pairs(proList) do proList[k]=math.floor(v*(1+addLv*pro)+0.5) end return proList end function TailsmanSoulMainPanel:SetProList(data,preList,grid,pre) for i = 1,math.max(#data,#preList) do if not data[i] then preList[i].go.gameObject:SetActive(false) else if not preList[i] then preList[i] = {} preList[i].go = newObjToParent(pre.gameObject,grid.gameObject) preList[i].goText = preList[i].go:GetComponent("Text") end preList[i].go.gameObject:SetActive(true) preList[i].goText.text = data[i] end end ForceRebuildLayout(grid.transform) end function TailsmanSoulMainPanel:SetCostItem() local costId,num = TailsManSoulManager.GetTailsmanCost(self.data.id,self.data.lv) local curNum = BagManager.GetItemCountById(costId) local colo = curNum >= num and "#FF0000" or "#Ffeac6" local ismax = false if num and num > 0 then self.costLayout.gameObject:SetActive(true) self.costIcon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(costId)) self.costNum.text = string.format("%s/%s",colo,curNum,num) if curNum > num then self.upLvBtnRed.gameObject:SetActive(true) else self.upLvBtnRed.gameObject:SetActive(false) end Util.SetGray(self.upLvBtn,false) ismax = false else self.upLvBtnRed.gameObject:SetActive(false) self.costLayout.gameObject:SetActive(false) Util.SetGray(self.upLvBtn,true) ismax = true end if self.data.lv < 1 then self.upLvBtnText.text = "激活" elseif ismax then self.upLvBtnText.text = "已达上限" else self.upLvBtnText.text = "强化" end end function TailsmanSoulMainPanel:SetSelect() self.select.transform:SetParent(self.tailsList[self.index].go.transform) self.select.transform.localPosition = Vector3.New(-0.84,20.73,0) self.select.transform.localScale = Vector3.one end function TailsmanSoulMainPanel:SetTailsManList(data,grid,pre) for i = 1,math.max(#data,#self.tailsList) do if not data[i] then self.tailsList[i].go.gameObject:SetActive(false) else if not self.tailsList[i] then self.tailsList[i] = {} self.tailsList[i].go = newObjToParent(pre.gameObject,grid.gameObject) self.tailsList[i].card = Util.GetGameObject(self.tailsList[i].go,"ItemView") self.tailsList[i].bg = Util.GetGameObject(self.tailsList[i].card.transform,"item/frame"):GetComponent("Image") self.tailsList[i].icon = Util.GetGameObject(self.tailsList[i].card.transform,"item/icon"):GetComponent("Image") --self.tailsList[i].starGray = Util.GetGameObject(self.tailsList[i].card.transform,"item/starGrid/starGray") --self.tailsList[i].starLight = Util.GetGameObject(self.tailsList[i].card.transform,"starGrid/starLight") self.tailsList[i].starGrid = Util.GetGameObject(self.tailsList[i].card.transform,"starGrid") self.tailsList[i].name = Util.GetGameObject(self.tailsList[i].card.transform,"name"):GetComponent("Text") self.tailsList[i].red = Util.GetGameObject(self.tailsList[i].card.transform,"redPoint") end self.tailsList[i].go.gameObject:SetActive(true) self.tailsList[i].bg.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(data[i].config.Quality)) self.tailsList[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(data[i].config.Icon)) self.tailsList[i].name.text = data[i].config.Name --self:SetStar(self.tailsList[i].starGray,data[i].config.LvMax) --self:SetStar(self.tailsList[i].starLight,data[i].lv) SetHeroStars(self.spLoader,self.tailsList[i].starGrid,data[i].lv) local costId,num = TailsManSoulManager.GetTailsmanCost(data[i].id,data[i].lv) local curNum = BagManager.GetItemCountById(costId) if num and num > 0 and curNum >= num then self.tailsList[i].red.gameObject:SetActive(true) else self.tailsList[i].red.gameObject:SetActive(false) end Util.AddOnceClick(self.tailsList[i].go,function() self.index = i self:ChangeTailsMan() end) end end end function TailsmanSoulMainPanel:SetStar(grid,star) for i = 1, grid.transform.childCount do if star >= i then grid.transform:GetChild(i-1).gameObject:SetActive(true) else grid.transform:GetChild(i-1).gameObject:SetActive(false) end end end function TailsmanSoulMainPanel:OnClose() end --界面销毁时调用(用于子类重写) function TailsmanSoulMainPanel:OnDestroy() self.proList = {} self.skillList = {} SubUIManager.Close(self.UpView) end return TailsmanSoulMainPanel