378 lines
15 KiB
Lua
378 lines
15 KiB
Lua
----- 法宝进阶面板 -----
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require("Base/BasePanel")
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TalismanInfoPanel = Inherit(BasePanel)
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local this = TalismanInfoPanel
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
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local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local curTalismanConFig --EquipTalismana表数据
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local nextTalismanConFig --EquipTalismana下一等级表数据
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local curHeroData --当前英雄数据
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local heroListData --全部英雄数据
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local _heroListData = {} --注意 这是筛选后的数据 本脚本当前英雄数据是从这里再被筛选出来的 匹配未满级的Hero
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local data = {} --英雄表下法宝属性
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local maxLv = 0 --法宝最大进阶等级
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local curLv = 0 --当前法宝等级
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local isMaxStar = false --默认不是最大进阶等级
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--属性容器
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local proList = {}
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--进阶奖励容器
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local upStarGrid = {}
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local itemGrid = {}
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local orginLayer
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local index = 0
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function TalismanInfoPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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orginLayer = 0
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self.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
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self.effect = Util.GetGameObject(self.gameObject, "Effect")
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self.backBtn = Util.GetGameObject(self.gameObject, "btnBack/btnBack")
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self.upStarBtn = Util.GetGameObject(self.gameObject, "upStarBtn")
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self.leftBtn = Util.GetGameObject(self.gameObject, "LeftBtn")
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self.rightBtn = Util.GetGameObject(self.gameObject, "RightBtn")
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self.helpBtn = Util.GetGameObject(self.gameObject, "HelpBtn")
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self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
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--法宝战力
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self.force = Util.GetGameObject(self.gameObject, "PowerBtn/Value"):GetComponent("Text")
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self.addForce = Util.GetGameObject(self.gameObject, "PowerBtn/AddValue"):GetComponent("Text")
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self.upLvEffect = Util.GetGameObject(self.gameObject, "PowerBtn/Effect")
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--法宝icon
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self.talismanRoot = Util.GetGameObject(self.gameObject, "TalismanRoot"):GetComponent("Image")
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self.talismanIcon = Util.GetGameObject(self.gameObject, "TalismanRoot/icon"):GetComponent("Image")
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--英雄名称
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self.talismanOldNameObj = Util.GetGameObject(self.gameObject, "TalismanRoot/Panel/OldName")
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self.talismanOldName = Util.GetGameObject(self.talismanOldNameObj, "Text"):GetComponent("Text")
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self.talismanNewNameObj = Util.GetGameObject(self.gameObject, "TalismanRoot/Panel/NewName")
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self.talismanNewName = Util.GetGameObject(self.talismanNewNameObj, "Text"):GetComponent("Text")
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self.image = Util.GetGameObject(self.gameObject, "TalismanRoot/Image"):GetComponent("Image") --三角图标
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--属性
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self.upStarMaterialInfo = Util.GetGameObject(self.transform, "downGo/upStarMaterialInfo")
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self.noUpStarText = Util.GetGameObject(self.transform, "downGo/noUpStarText")
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--属性预设
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self.proPre = Util.GetGameObject(self.gameObject, "downGo/proGrid/Root/ProPre")
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--属性列表父物体
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self.proRoot = Util.GetGameObject(self.gameObject, "downGo/proGrid/Root")
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--天赋激活信息
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self.skillInfoText = Util.GetGameObject(self.transform, "downGo/skillInfo/Mask/Text"):GetComponent("Text")
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--进阶材料根节点
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for i = 1, 3 do
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upStarGrid[i] = Util.GetGameObject(self.gameObject, "downGo/upStarMaterialInfo/upStarGrid/item" .. i)
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end
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--金币 姚晶材料
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for n = 1, 2 do
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itemGrid[n] = Util.GetGameObject(self.gameObject, "downGo/upStarMaterialInfo/itemGrid/item" .. n)
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end
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end
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function TalismanInfoPanel:BindEvent()
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Util.AddClick(self.backBtn, function()
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UIManager.OpenPanel(UIName.RoleTalismanPanelV2, curHeroData, heroListData)
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self:ClosePanel()
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end)
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Util.AddClick(self.upStarBtn, function()
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if HeroManager.GetTalismanLv(curHeroData.dynamicId) >= maxLv then
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PopupTipPanel.ShowTip(Language[12697])
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return
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end
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--需要判断材料够不够
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local tip = {}
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for i = 1, #curTalismanConFig.RankupBasicMaterial do
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local id = curTalismanConFig.RankupBasicMaterial[i][1] --物品ID
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local needNum = curTalismanConFig.RankupBasicMaterial[i][2] --需要物品数量
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local haveNum = BagManager.GetItemCountById(id) --已有物品数量
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if haveNum < needNum then
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table.insert(tip, GetLanguageStrById(itemConfig[id].Name))
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end
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end
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if #tip > 0 then --有东西不足了
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if #tip == 1 then --一个不足时
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PopupTipPanel.ShowTip(string.format(Language[10320], tip[1]))
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else
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for j = 1, #tip do --多个不足 加逗号
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if j ~= 1 then
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tip[j] = "," .. tip[j]
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end
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end
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PopupTipPanel.ShowTip(string.format(Language[10320], table.concat(tip)))
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end
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return
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end
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NetManager.TalismanUpStarRequest(tostring(curHeroData.dynamicId), function(msg)
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HeroManager.SetTalismanLv(curHeroData.dynamicId, curHeroData.talismanList + 1) --本地标记等级
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--设置战斗力脏数据
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HeroPropManager.SetDirtyByType(curHeroData.dynamicId, Hero_Prop_Type.Talisman)
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UIManager.OpenPanel(UIName.TalismanUpStarSuccessPanel, curHeroData, function()
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self:OnShowPanelData()
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end, function() self:ClosePanel() end)
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end)
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end)
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Util.AddClick(self.leftBtn, function()
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self:LeftBtnOnClick()
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end)
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Util.AddClick(self.rightBtn, function()
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self:RightBtnOnClick()
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end)
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--帮助按钮
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Util.AddClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.NewTalismanUp, self.helpPosition.x, self.helpPosition.y)
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end)
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end
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function TalismanInfoPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.BugCoin.OnBuyCoinUpdate, this.ShowUpStarGridData)
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end
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function TalismanInfoPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.BugCoin.OnBuyCoinUpdate, this.ShowUpStarGridData)
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end
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function TalismanInfoPanel:OnSortingOrderChange()
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Util.AddParticleSortLayer(self.effect, self.sortingOrder - orginLayer)
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orginLayer = self.sortingOrder
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end
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function TalismanInfoPanel:OnOpen(_curHeroData, _heroListData)
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curHeroData = _curHeroData
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heroListData = _heroListData
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end
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function TalismanInfoPanel:OnShow()
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self.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Talisman })
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isMaxStar = false
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--拿到全部已激活数据 需要筛选出未满级的数据
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for i = 1, #heroListData do
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local d = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroListData[i].id)
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.EquipTalismana --当前法宝数据 data[1]星级 data[2]法宝ID
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local mLv = TalismanManager.AllTalismanEndStar[d[2]]
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local lv = HeroManager.GetTalismanLv(heroListData[i].dynamicId)
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if lv < mLv then
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table.insert(_heroListData, heroListData[i])
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end
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end
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for j = 1, #_heroListData do
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if curHeroData == _heroListData[j] then
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index = j
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end
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end
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--已激活法宝的Hero为1时 隐藏左右按钮
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self.leftBtn:SetActive(#heroListData > 1)
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self.rightBtn:SetActive(#heroListData > 1)
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self:OnShowPanelData()
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end
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--显示
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function TalismanInfoPanel:OnShowPanelData()
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data = ConfigManager.GetConfigData(ConfigName.HeroConfig, curHeroData.id)
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.EquipTalismana --当前法宝数据 data[1]星级 data[2]法宝ID
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--获取最大等级
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TalismanManager.GetStartAndEndStar()
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maxLv = 50
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--获取当前法宝等级
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curLv = HeroManager.GetTalismanLv(curHeroData.dynamicId)
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--获取当前等级与下一等级表数据
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local nextLv = 0
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if (curLv + 1) <= maxLv then
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nextLv = curLv + 1
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end
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isMaxStar = curLv >= maxLv
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curTalismanConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "Level", curLv, "TalismanaId",
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data[2])
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if isMaxStar == false then
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nextTalismanConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "TalismanaId", data[2],
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"Level", nextLv)
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end
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--法宝战力
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local curPower = TalismanManager.CalculateWarForceBase(curTalismanConFig, 0)
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-- local nextPower=TalismanManager.CalculateWarForceBase(nextTalismanConFig,0)
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self.force.text = curPower
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-- self.addForce.text="+"..(nextPower-curPower)
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--法宝Icon 边框品质
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self.talismanRoot.sprite = this.spLoader:LoadSprite(TalismanBubble[itemConfig[data[2]].Quantity])
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self.talismanIcon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[data[2]].ResourceID))
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self.talismanNewNameObj:SetActive(not isMaxStar)
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self.image.enabled = not isMaxStar
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if isMaxStar == false then
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self.talismanOldName.text = string.format("%s+%s", GetLanguageStrById(itemConfig[data[2]].Name), curLv)
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self.talismanNewName.text = string.format("%s<color=#FE5022>+%s</color>",
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GetLanguageStrById(itemConfig[data[2]].Name), curLv + 1)
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else
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self.talismanOldName.text = string.format("%s+%s", GetLanguageStrById(itemConfig[data[2]].Name), maxLv)
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end
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self:ShowProAndSkillData()
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this.ShowUpStarGridData() --self真的很坑
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end
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--显示属性提升、天赋激活信息
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function TalismanInfoPanel:ShowProAndSkillData()
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self.upStarMaterialInfo:SetActive(not isMaxStar)
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self.noUpStarText:SetActive(isMaxStar)
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--设置属性提升
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for i = 1, #curTalismanConFig.Property do
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local item = proList[i]
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if not item then
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item = newObjToParent(self.proPre, self.proRoot)
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item.name = "ProPre" .. i
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proList[i] = item
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end
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local icon = Util.GetGameObject(proList[i], "Icon"):GetComponent("Image")
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local proName = Util.GetGameObject(proList[i], "ProName"):GetComponent("Text")
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local proValue = Util.GetGameObject(proList[i], "ProValue"):GetComponent("Text")
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local nextProValue = Util.GetGameObject(proList[i], "NextProValue"):GetComponent("Text")
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local skillId = curTalismanConFig.Property[i][1]
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local curValue = curTalismanConFig.Property[i][2]
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local nextValue = 0
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if not isMaxStar then
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nextValue = nextTalismanConFig.Property[i][2]
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end
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icon.sprite = this.spLoader:LoadSprite(artResourcesConfig[propertyConfig[skillId].PropertyIcon].Name)
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icon:SetNativeSize()
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proName.text = GetLanguageStrById(propertyConfig[skillId].Info)
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proValue.text = curValue
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nextProValue.text = nextValue
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end
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--显示法宝天赋
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--筛选出符合要求的数据
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local dowerAllData = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana, "TalismanaId", data[2])
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local dowerData = {} --当前法宝全部技能开放数据
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for i = 1, #dowerAllData do
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if dowerAllData[i].OpenSkillRules then
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table.insert(dowerData, dowerAllData[i])
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end
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end
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table.sort(dowerData, function(a, b) return a.OpenSkillRules[1] < b.OpenSkillRules[1] end)
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local targetLv = self:GetTargetLv(dowerData)
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if isMaxStar == false then
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local skillId = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "Level", targetLv,
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"TalismanaId", data[2]).OpenSkillRules[1]
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self.skillInfoText.text = string.format(Language[12259], GetLanguageStrById(passiveSkillConfig[skillId].Desc),
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self:GetTargetLv(dowerData))
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else
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self.skillInfoText.text = ""
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end
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end
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--根据当前法宝等级获取法宝最近的下一等级
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function TalismanInfoPanel:GetTargetLv(dowerData)
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for j = 1, #dowerData do
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if dowerData[j].Level > curLv then
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return dowerData[j].Level
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end
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end
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end
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--显示进阶信息
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function this.ShowUpStarGridData()
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if isMaxStar then return end
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--关闭激活
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for n = 1, #upStarGrid do
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upStarGrid[n].gameObject:SetActive(false)
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end
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for m = 1, #itemGrid do
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itemGrid[m].gameObject:SetActive(false)
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end
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--数据拆分
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local upStarData = {} --不包含金币姚晶的数据
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local itemData = {} --金币姚晶的数据
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--根据消耗材料显示
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for i = 1, #curTalismanConFig.RankupBasicMaterial do
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local _data = curTalismanConFig.RankupBasicMaterial[i]
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local itemId = _data[1]
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if itemId == 14 or itemId == 16 then
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table.insert(itemData, _data)
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else
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table.insert(upStarData, _data)
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end
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end
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--赋值
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for x = 1, #upStarData do
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upStarGrid[x].gameObject:SetActive(true)
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local id = upStarData[x][1] --物品ID
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local needNum = upStarData[x][2] --需要物品数量
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local haveNum = BagManager.GetItemCountById(id) --已有物品数量
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local info = ""
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if haveNum >= needNum then
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info = haveNum .. "/" .. needNum
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else
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info = "<color=red>" .. haveNum .. "/" .. needNum .. "</color>"
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end
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local frame = Util.GetGameObject(upStarGrid[x], "frame"):GetComponent("Image")
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local icon = Util.GetGameObject(upStarGrid[x], "icon"):GetComponent("Image")
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local num = Util.GetGameObject(upStarGrid[x], "num"):GetComponent("Text")
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frame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(itemConfig[id].Quantity))
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icon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[id].ResourceID))
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num.text = info
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Util.AddOnceClick(frame.gameObject, function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, id)
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end)
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end
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for y = 1, #itemData do
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itemGrid[y].gameObject:SetActive(true)
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local id = itemData[y][1] --物品ID
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local haveNum = BagManager.GetItemCountById(id) --已有物品数量
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local needNum = itemData[y][2] --需要物品数量
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local icon = Util.GetGameObject(itemGrid[y], "icon"):GetComponent("Image")
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local num = Util.GetGameObject(itemGrid[y], "num"):GetComponent("Text")
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icon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[id].ResourceID))
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if haveNum >= needNum then
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num.text = PrintWanNum2(needNum)
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else
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num.text = "<color=red>" .. PrintWanNum2(needNum) .. "</color>"
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end
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end
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end
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--右切换按钮点击
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function TalismanInfoPanel:RightBtnOnClick()
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index = (index + 1 <= #_heroListData and index + 1 or 1)
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curHeroData = _heroListData[index]
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if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
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self:RightBtnOnClick()
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else
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self:OnShowPanelData()
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end
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end
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--左切换按钮点击
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function TalismanInfoPanel:LeftBtnOnClick()
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index = (index - 1 > 0 and index - 1 or #_heroListData)
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curHeroData = _heroListData[index]
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if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
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self:LeftBtnOnClick()
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else
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self:OnShowPanelData()
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end
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end
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function TalismanInfoPanel:OnClose()
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end
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function TalismanInfoPanel:OnDestroy()
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this.spLoader:Destroy()
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SubUIManager.Close(self.upView)
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proList = {}
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end
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return TalismanInfoPanel
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