----- 魂印主面板 ----- require("Base/BasePanel") SoulPrintPanel = Inherit(BasePanel) local this = SoulPrintPanel local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig) local equipConfig=ConfigManager.GetConfig(ConfigName.EquipConfig) local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig) local equipSignSetting = ConfigManager.GetConfig(ConfigName.EquipSignSetting) --循环布局容器 local loopList={} --最大槽位数量 local loopCount=0 --可装备槽位数量 local didLen=0 --动态最大等级 local didLv=0 --配置最大等级 local maxLv=0 --间隔角度 local angle=0 --半径 local radius=340 local curHeroData--当前英雄信息 local heroDatas--全部英雄数据 local index=0--当前索引 local isShow=true--默认显示装备中的魂印 local _specialData={} local isUpZhen = false local list={} local teamHero = {} local isPlayAnim = true local isFristOpenTime function SoulPrintPanel:InitComponent() this.spLoader = SpriteLoader.New() this.upView = SubUIManager.Open(SubUIConfig.UpView, this.gameObject.transform, { showType = UpViewOpenType.ShowLeft}) this.helpBtn= Util.GetGameObject(this.gameObject, "HelpBtn") this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition this.leftBtn = Util.GetGameObject(this.gameObject, "LeftBtn") this.rightBtn = Util.GetGameObject(this.gameObject, "RightBtn") this.handBookBtn=Util.GetGameObject(this.gameObject,"HandBookBtn")--图鉴按钮 this.detailsBtn=Util.GetGameObject(this.gameObject,"DetailsBtn")--细节按钮 this.showBtn=Util.GetGameObject(this.gameObject,"ShowBtn")--显示装备中的魂印按钮 this.showBtnOn=Util.GetGameObject(this.showBtn,"Bg/On"):GetComponent("Image") this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn/btnBack") this.empty=Util.GetGameObject(this.gameObject,"Empty") --循环布局根节点 this.loopRoot=Util.GetGameObject(this.gameObject,"LoopRoot") this.loopPre=Util.GetGameObject(this.loopRoot,"Pre") --英雄头像 this.heroFrame=Util.GetGameObject(this.gameObject,"Hero/Frame"):GetComponent("Image") this.heroIcon=Util.GetGameObject(this.gameObject,"Hero/Icon"):GetComponent("Image") --战力 this.power=Util.GetGameObject(this.gameObject,"Power/Value"):GetComponent("Text") this.scrollBar=Util.GetGameObject(this.gameObject, "Scrollbar"):GetComponent("Scrollbar") --魂印列表 this.scrollRoot=Util.GetGameObject(this.gameObject,"ScrollRoot") this.scrollPre=Util.GetGameObject(this.gameObject,"ScrollRoot/Pre") this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollRoot.transform,this.scrollPre, this.scrollBar,-- Vector2.New(this.scrollRoot.transform.rect.width,this.scrollRoot.transform.rect.height),1,5,Vector2.New(45,40)) this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0) this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5) this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5) this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5) this.scrollView.moveTween.MomentumAmount = 1 this.scrollView.moveTween.Strength = 2 this.SetIsShow() -- this.BgMask = Util.GetGameObject(this.gameObject,"bgMask") end function SoulPrintPanel:BindEvent() --帮助按钮 Util.AddClick(this.helpBtn, function() UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.SoulPrint,this.helpPosition.x,this.helpPosition.y) end) --向左切换英雄数据 Util.AddClick(this.leftBtn, function() isPlayAnim = true this.OnLeftBtnClick() end) --向右切换英雄数据 Util.AddClick(this.rightBtn, function() isPlayAnim = true this.OnRightBtnClick() end) --点击图鉴按钮 Util.AddClick(this.handBookBtn, function() UIManager.OpenPanel(UIName.SoulPrintHandBook) end) --点击细节按钮 Util.AddClick(this.detailsBtn, function() UIManager.OpenPanel(UIName.SoulPrintPopUpV2,1,curHeroData) end) --点击显示装备中魂印按钮 Util.AddClick(this.showBtn, function() isShow=(not isShow and true or false) this.showBtnOn.enabled= isShow this.SetScrollData() end) --关闭页面 Util.AddClick(this.backBtn, function() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() end) end function SoulPrintPanel:AddListener() end function SoulPrintPanel:RemoveListener() end function SoulPrintPanel:OnSortingOrderChange() --特效层级重设 for _, v in pairs(list) do Util.SetParticleSortLayer(v, self.sortingOrder) end end function SoulPrintPanel:OnOpen(_curHeroData,_heroDatas) curHeroData=_curHeroData heroDatas = {} if _heroDatas then for i = 1, #_heroDatas do if SoulPrintManager.GetSoulPrintIsOpen(_heroDatas[i]) then table.insert(heroDatas,_heroDatas[i]) end end else local curheroListData=HeroManager.GetAllHeroDatas() for i = 1, #curheroListData do if SoulPrintManager.GetSoulPrintIsOpen(curheroListData[i]) then table.insert(heroDatas,curheroListData[i]) end end end for i = 1, #heroDatas do if curHeroData.dynamicId == heroDatas[i].dynamicId then index = i break end end end function SoulPrintPanel:OnShow() isPlayAnim = true this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main }) --已激活魂印的Hero为1时 隐藏左右按钮 this.leftBtn.gameObject:SetActive(#heroDatas>1) this.rightBtn.gameObject:SetActive(#heroDatas>1) this.RefreshShow() end function SoulPrintPanel:OnClose() angle=0 loopCount=0 local var=isShow and 1 or 0 PlayerPrefs.SetInt(PlayerManager.uid .. "_SoulPrint_IsShow",var) if isFristOpenTime then isFristOpenTime:Stop() isFristOpenTime = nil end end function SoulPrintPanel:OnDestroy() this.spLoader:Destroy() SubUIManager.Close(this.upView) this.scrollView=nil loopList={} list={} end --点击左 function this.OnLeftBtnClick() index = (index - 1 > 0 and index - 1 or #heroDatas) curHeroData = heroDatas[index] this.RefreshShow() end --点击右 function this.OnRightBtnClick() index = (index + 1 <= #heroDatas and index + 1 or 1) curHeroData = heroDatas[index] this.RefreshShow() end --刷新显示 function this.RefreshShow() --LogGreen("刷新魂印面板") teamHero = FormationManager.GetAllMainFormationHeroId() isUpZhen = teamHero[curHeroData.dynamicId] and true or false this.SetLoopUI() this.SetHero() this.SetScrollData() --对比战力并更新战力值 播放战力变更动画 local allAddProVal --计算面板属性 local WarPower if isUpZhen then allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) else allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId) WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId) end this.power.text = WarPower end --设置环形布局 function this.SetLoopUI() -- local specialData = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,37).Value, "#") -- --获取格子数量的动态上限 -- _specialData={} -- for n = 1, #specialData do -- local v=specialData[n] -- if PlayerManager.level>=tonumber(v) then -- table.insert(_specialData,v) -- end -- end --动态当前最大等级 local didLv=0 -- --你猜啥意思 -- if #_specialData<#specialData then--未达到最大等级 +1显示锁定 -- loopCount= #_specialData+1 -- didLv=tonumber(specialData[#_specialData+1])--最大英雄等级(需要从表获取) -- else -- loopCount=#_specialData -- didLv=tonumber(specialData[loopCount]) -- end --最终最大等级 local maxLv = 0 --LogBlue("动态最大等级 "..didLv) loopCount,didLen,didLv,maxLv= HeroManager.GetSoulPrintLoopUIMaxData(curHeroData) LogError("最大槽位数量"..loopCount.." 可装备槽位数量"..didLen.." 最大动态等级"..didLv.." 配置最大等级"..maxLv) --初始化 for i=1, #loopList do loopList[i]:SetActive(false) end for i=1,loopCount do if not loopList[i] then loopList[i]=newObjToParent(this.loopPre,this.loopRoot) end loopList[i].name="Pre"..i loopList[i]:SetActive(true) end --设置不包含最后一位 为默认 for j=1,loopCount do loopList[j]:GetComponent("RectTransform").anchoredPosition = this.GetCurPosByIndex(j) local i=j-1 if i==0 then i=1 this.SetLoopPre(loopList[i],1,nil,nil,j) else this.SetLoopPre(loopList[j],1,nil,nil,j) end end --最后一位锁定 for k, v in ConfigPairs(equipSignSetting) do local rules=v.OpenRules if rules[1]==1 then if PlayerManager.level= v.OpenRules[2] then table.insert(_d, v.SlotPosition) end elseif v.OpenRules[1]==2 then if curHeroData.star>=v.OpenRules[2] then table.insert(_d, v.SlotPosition) end end end end local wearList={} if curHeroData.soulPrintList and #curHeroData.soulPrintList>0 then for k, v in pairs(curHeroData.soulPrintList) do table.insert(wearList,v.position) end end for i=1,#_d do if CheckListIsContainValue1(wearList,_d[i])==false then return _d[i] end end return 0 end function this.ShowRedPotDataAndSort(allData) local didMaxLen,didLen,didLv,maxLv = HeroManager.GetSoulPrintLoopUIMaxData(curHeroData) if curHeroData.soulPrintList and #curHeroData.soulPrintList >= didLen then table.sort(allData, function(a,b) if equipConfig[a.id].Quality == equipConfig[b.id].Quality then return a.id > b.id else return equipConfig[a.id].Quality > equipConfig[b.id].Quality end end) return end local allUpSoulPrint = {}--所有已上魂印 if curHeroData.soulPrintList then for i = 1, #curHeroData.soulPrintList do allUpSoulPrint[curHeroData.soulPrintList[i].equipId] = curHeroData.soulPrintList[i] end end --LogError("allUpSoulPrint "..LengthOfTable(allUpSoulPrint).." "..#allData) local haveRedPointSid = {}--所有已标记红点魂印 local temp=SoulPrintManager.GetAllSoulPrint(true,curHeroData.id,curHeroData.dynamicId) local limitSoulPrint = {} for i = 1, #temp do if not limitSoulPrint[temp[i].id] and equipConfig[temp[i].id].limit == 1 and temp[i].upHero ~= "" then limitSoulPrint[temp[i].id] = temp[i].id end end for i = 1, #allData do --这个英雄没有装备这个魂印,并且可以装备,并且不在haveRedPointSid列表里 if not allUpSoulPrint[allData[i].id] and equipConfig[allData[i].id].Range and equipConfig[allData[i].id].Range[1] == 0 and allData[i].upHero == "" and not haveRedPointSid[allData[i].id] then allData[i].isShowRedPot = 1--有空位可以穿戴 haveRedPointSid[allData[i].id] = allData[i].id else allData[i].isShowRedPot = 0 end local isHaveCurHeroid = false if equipConfig[allData[i].id].Range then for j = 1, #equipConfig[allData[i].id].Range do local heroId = equipConfig[allData[i].id].Range[j] if curHeroData.id == heroId then isHaveCurHeroid = true end end end if not allUpSoulPrint[allData[i].id] and isHaveCurHeroid and allData[i].upHero == "" and not haveRedPointSid[allData[i].id] then allData[i].isShowRedPot = 1--有空位可以穿戴 haveRedPointSid[allData[i].id] = allData[i].id end if limitSoulPrint[allData[i].id] then allData[i].isShowRedPot = 0 end end table.sort(allData, function(a,b) if a.isShowRedPot > b.isShowRedPot then return true elseif a.isShowRedPot == b.isShowRedPot then if equipConfig[a.id].Quality == equipConfig[b.id].Quality then return a.id > b.id else return equipConfig[a.id].Quality > equipConfig[b.id].Quality end else return false end end) end --获取当前英雄是否已装备该魂印 function this.GetCurHeroSoulPrintState(id) for k=1,#curHeroData.soulPrintList do local _id=curHeroData.soulPrintList[k].equipId if _id==id then return true end end return false end return SoulPrintPanel