472 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Lua
		
	
			
		
		
	
	
			472 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Lua
		
	
require("Base/BasePanel")
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EquipTreasureStrongPopup = Inherit(BasePanel)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local jewelConfig=ConfigManager.GetConfig(ConfigName.JewelConfig)
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local this=EquipTreasureStrongPopup
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local curEquipData
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local properList={}
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local costItemPreList={}
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local haveTreasures={}
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local type
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local isMatEnough=true
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local matId=0
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local isCoinEnough=true
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local isMax=false
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local isEnough = false
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--初始化组件(用于子类重写)
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function EquipTreasureStrongPopup:InitComponent()
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    this.btnBack= Util.GetGameObject(self.transform, "bg/btnBack")
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    this.titleTxt=Util.GetGameObject(self.transform, "bg/name"):GetComponent("Text")
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    this.equipFrame=Util.GetGameObject(self.transform, "bg/armorInfo/frame"):GetComponent("Image")
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    this.equipIcon=Util.GetGameObject(self.transform, "bg/armorInfo/icon"):GetComponent("Image")
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    this.equipName=Util.GetGameObject(self.transform, "bg/armorInfo/nameTxt"):GetComponent("Text")
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    this.equipQuaTxt=Util.GetGameObject(self.transform, "bg/armorInfo/equipQuaText"):GetComponent("Text")
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    this.btn_strong=Util.GetGameObject(self.transform, "bg/btnGrid/btnStrong")
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    this.btn_refine=Util.GetGameObject(self.transform, "bg/btnGrid/btnRefine")
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    this.btn_strongPage=Util.GetGameObject(self.transform, "bg/btnList/btnStrong")
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    this.btn_refinePage=Util.GetGameObject(self.transform, "bg/btnList/btnRefine")
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    this.coinImg=Util.GetGameObject(self.transform, "bg/coinImg"):GetComponent("Image")
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    this.coinTxt=Util.GetGameObject(self.transform, "bg/coinNumTxt"):GetComponent("Text")
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    this.coinBg=Util.GetGameObject(self.transform, "bg/coinBg")
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    this.costItemPre=Util.GetGameObject(self.transform, "bg/costItemPre")
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    this.costItemPre.gameObject:SetActive(false)
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    this.properItemPre=Util.GetGameObject(self.transform, "bg/propertyPre")
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    this.costItemGrid=Util.GetGameObject(self.transform, "bg/costGrid")
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    this.propertyGrid=Util.GetGameObject(self.transform, "bg/scroll/grid")
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    this.equipLvTxt=Util.GetGameObject(self.transform, "bg/armorInfo/lvTxt"):GetComponent("Text")
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    this.equipRefineLvTxt=Util.GetGameObject(self.transform, "bg/armorInfo/refineLv"):GetComponent("Text")
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    this.selectBtn=Util.GetGameObject(self.transform,"bg/btnList/selectBtn")
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    this.lvTxt=Util.GetGameObject(self.transform,"bg/propertyPre/leftTxt"):GetComponent("Text")
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    this.lvValueTxt=Util.GetGameObject(self.transform,"bg/propertyPre/rightTxt"):GetComponent("Text")
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    this.proImg=Util.GetGameObject(self.transform,"bg/armorInfo/proImg"):GetComponent("Image")
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    this.hintTxt=Util.GetGameObject(self.transform,"bg/hintTxt"):GetComponent("Text")
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end
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--绑定事件(用于子类重写)
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function EquipTreasureStrongPopup:BindEvent()
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    --关闭按钮
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    Util.AddClick(this.btnBack, function()
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        PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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        self:ClosePanel()
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    end)
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    --强化页签
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    Util.AddClick(this.btn_strongPage, function()
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        this.SetWindShow(1)
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    end)
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    --精炼页签
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    Util.AddClick(this.btn_refinePage, function()
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        this.SetWindShow(2)
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    end)
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    --强化按钮
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    Util.AddClick(this.btn_strong, function()
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        --如果强化界面 强化到最高等级谈提示  精炼界面 就切界面
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        if  type==1 then
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            if isMax then
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                PopupTipPanel.ShowTip(Language[11811])
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                return
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            end
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        else
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            this.SetWindShow(1)
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            return
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        end
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        --材料是否足够
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        if isMatEnough==false then
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            UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,matId)
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            return
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        end
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        --金币是否足够
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        if isCoinEnough==false then
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            PopupTipPanel.ShowTip(Language[11812])
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            return
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        end
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        NetManager.EquipTreasureBuildRequest(curEquipData.idDyn,1,nil,function (msg)
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            EquipTreasureManager.ChangeTreasureLv(curEquipData.idDyn,type)
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            this.SetWindShow(type)
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            if isMax then
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                PopupTipPanel.ShowTip(Language[11813])
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            else
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                --PopupTipPanel.ShowTip("强化成功")
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            end
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            local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv - 1,curEquipData.refineLv)
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            local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv,curEquipData.refineLv)
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            if oldWarPowerValue ~= newWarPowerValue then
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                UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPowerValue,newValue = newWarPowerValue})
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            end
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            Game.GlobalEvent:DispatchEvent(GameEvent.Treasure.TreasureLvUp)
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        end)
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    end)
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    --精炼按钮
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    Util.AddClick(this.btn_refine, function()
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        --如果精炼界面 精炼到最高等级谈提示 否 强化界面 就切界面
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        if type==2 then
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            if isMax then
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                PopupTipPanel.ShowTip(Language[11814])
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                return
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            end
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        else
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            this.SetWindShow(2)
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            return
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        end
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        if isMatEnough==false then
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            UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,matId)
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            return
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        end
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        if isCoinEnough==false then
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            PopupTipPanel.ShowTip(Language[11812])
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            return
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        end
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        local maters={}
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        if haveTreasures then
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            for i, v in pairs(haveTreasures) do
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                local index=1
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                if v.equip then
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                    for i, value in pairs(v.equip) do
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                        if #maters < v.needNum then
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                            maters[index]=value.idDyn
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                            index=index+1
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                        end
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                    end
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                end
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            end
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        end
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        NetManager.EquipTreasureBuildRequest(curEquipData.idDyn,2,maters,function (msg)
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            if maters then
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                for i = 1, #maters do
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                    EquipTreasureManager.RemoveTreasureByIdDyn(maters[i])
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                end
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            end
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            EquipTreasureManager.ChangeTreasureLv(curEquipData.idDyn,type)
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            this.SetWindShow(type)
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            if isMax then
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                PopupTipPanel.ShowTip(Language[11815])
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            else
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                --PopupTipPanel.ShowTip("精炼成功")
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            end
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            local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv ,curEquipData.refineLv - 1)
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            local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv,curEquipData.refineLv)
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            if oldWarPowerValue ~= newWarPowerValue then
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                UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPowerValue,newValue = newWarPowerValue})
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            end
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            Game.GlobalEvent:DispatchEvent(GameEvent.Treasure.TreasureLvUp)
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        end)
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        return
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    end)
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end
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--界面打开时调用(用于子类重写)
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function EquipTreasureStrongPopup:OnOpen(...)
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    local datas={...}
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    curEquipData=datas[1]
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    type=datas[2]
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end
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function EquipTreasureStrongPopup:OnShow()
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    this.SetWindShow(type)
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end
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--设置界面显示 1.强化 2.精炼
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function this.SetWindShow(_index)
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    haveTreasures = {} 
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    type=_index
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    LogBlue("curEquipData.idDyn:"..curEquipData.idDyn)
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    curEquipData = EquipTreasureManager.GetSingleEquipTreasreData(curEquipData.idDyn)
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    isMatEnough=true
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    isCoinEnough=true
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    this.equipFrame.sprite=Util.LoadSprite(curEquipData.frame)
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    this.equipIcon.sprite=Util.LoadSprite(curEquipData.icon)
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    this.equipName.text=curEquipData.name
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    this.proImg.sprite=Util.LoadSprite(curEquipData.proIcon)
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    local items, coin
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    if _index==1 then
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        this.titleTxt.text=Language[11816]
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        this.btn_refine:SetActive(false)
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        this.btn_strong:SetActive(true)
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        this.SetBtnSelect(this.btn_strongPage)
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        --显示属性
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        this.lvTxt.text=string.format( Language[11817],curEquipData.lv,curEquipData.maxLv)
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         isMax =curEquipData.lv==curEquipData.maxLv
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        if isMax then
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            this.lvValueTxt.text = isMax and Language[11089] or string.format( "%d/%d",curEquipData.lv,curEquipData.maxLv)
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                --Util.GetGameObject(this.btn_strong,"Text"):GetComponent("Text").text="已达上限"
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            --this.btn_refine.gameObject:SetActive(true)
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            this.btn_strong.gameObject:SetActive(false)
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        else
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            Util.GetGameObject(this.btn_strong,"Text"):GetComponent("Text").text=Language[11818]
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            this.lvValueTxt.text = isMax and Language[11089] or string.format( "%d/%d",curEquipData.lv+1,curEquipData.maxLv)
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            this.btn_refine.gameObject:SetActive(false)
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        end
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        local info1=EquipTreasureManager.GetCurrLvAndNextLvPropertyValue(1,curEquipData.levelPool,curEquipData.lv)
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        this.SetPropertyShow(info1)
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        --显示消耗
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        items,coin=this.GetCostItems(curEquipData.strongConfig)
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        this.hintTxt.text=Language[11819]
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    else
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        this.titleTxt.text=Language[11820]
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        this.btn_strong:SetActive(false)
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        this.btn_refine:SetActive(true)
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        this.SetBtnSelect(this.btn_refinePage)
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        --显示属性
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        this.lvTxt.text=string.format( Language[11821],curEquipData.refineLv,curEquipData.maxRefineLv)
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        isMax=curEquipData.refineLv==curEquipData.maxRefineLv
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        if isMax then
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            this.lvValueTxt.text = isMax and Language[11089] or string.format( "%d/%s",curEquipData.refineLv,curEquipData.maxRefineLv)
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            --Util.GetGameObject(this.btn_refine,"Text"):GetComponent("Text").text="已达上限"
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            --this.btn_strong.gameObject:SetActive(true)
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            this.btn_refine.gameObject:SetActive(false)
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        else
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            Util.GetGameObject(this.btn_refine,"Text"):GetComponent("Text").text=Language[11822]
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            this.btn_strong.gameObject:SetActive(false)
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            this.lvValueTxt.text = isMax and Language[11089] or string.format( "%d/%s",curEquipData.refineLv+1,curEquipData.maxRefineLv)
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        end
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        local info2=EquipTreasureManager.GetCurrLvAndNextLvPropertyValue(2,curEquipData.refinePool,curEquipData.refineLv)
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        this.SetPropertyShow(info2)
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        items,coin=this.GetCostItems(curEquipData.refineConfig)
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        this.hintTxt.text=Language[11823]
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    end
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    this.hintTxt.gameObject:SetActive(isMax)
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    --显示消耗金币
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    if coin and isMax==false then
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        this.coinImg.gameObject:SetActive(true)
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        this.coinTxt.gameObject:SetActive(true)
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        this.coinBg.gameObject:SetActive(true)
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        this.coinImg.sprite=Util.LoadSprite(coin.icon)
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        if coin.isEnough then
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            this.coinTxt.text=string.format("<color=#816D4E>%s</color>",coin.needNum)
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        else
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            isCoinEnough=false
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            this.coinTxt.text=string.format("<color=#FF0000FF>%s</color>",coin.needNum)
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        end
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    else
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        this.coinImg.gameObject:SetActive(false)
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        this.coinTxt.gameObject:SetActive(false)
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        this.coinBg.gameObject:SetActive(false)
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    end
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    --显示消耗物品
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    if items and isMax==false then
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        this.costItemGrid.gameObject:SetActive(true)
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        local dataCount=table.getn(items)
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        local preCount=table.getn(costItemPreList)
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        for i = 1, dataCount-preCount do
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            local pre=newObjToParent(this.costItemPre,this.costItemGrid)
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            pre.transform.localScale = Vector3.one
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            pre.transform.localPosition = Vector3.zero
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            table.insert(costItemPreList,pre)
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        end
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        local index=1
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        for i, v in pairs(items) do
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            local obj=costItemPreList[index]
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            obj.gameObject:SetActive(true)
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            if v then
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                obj.gameObject:SetActive(true)
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            else
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                obj.gameObject:SetActive(false)
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            end
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            Util.GetGameObject(obj,"iconBg"):GetComponent("Image").sprite=Util.LoadSprite(v.frame)
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            Util.GetGameObject(obj,"icon"):GetComponent("Image").sprite=Util.LoadSprite(v.icon)
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            if jewelConfig[v.id] then
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                Util.GetGameObject(obj,"proImg"):SetActive(true)
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                Util.GetGameObject(obj,"proImg"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(itemConfig[v.id].PropertyName))
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            else
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                Util.GetGameObject(obj,"proImg"):SetActive(false)
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            end
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            if v.isEnough then
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                Util.GetGameObject(obj,"numTxt"):GetComponent("Text").text=string.format("<color=#816D4E>%s/%s</color>",v.haveNum,v.needNum)
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            else
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                --如果材料不足默认弹第一个不足的材料tip
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                if isMatEnough then
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                    isMatEnough=false
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                    matId=v.id
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                end
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                Util.GetGameObject(obj,"numTxt"):GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",v.haveNum,v.needNum)
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            end
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            if v.id==curEquipData.id then
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                if v.isEnough then
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                    Util.GetGameObject(obj,"add").gameObject:SetActive(false)
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                else
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                    Util.GetGameObject(obj,"add").gameObject:SetActive(true)
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                end
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            else
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                Util.GetGameObject(obj,"add").gameObject:SetActive(false)
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            end
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            Util.AddClick(Util.GetGameObject(obj,"icon"),function ()
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                if jewelConfig[v.id] then
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                    UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,"",v.id,0,0)
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                else
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                    UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,v.id)
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                end
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            end)
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            index=index+1
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        end
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        for i = 1,#costItemPreList do
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            if i>=index then
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                costItemPreList[i]:SetActive(false)
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            end
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        end
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    else
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    this.costItemGrid.gameObject:SetActive(false)
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    end
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end
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--获取消耗物品数据
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function this.GetCostItems(_config)
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    if _config==nil then
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        return
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    end
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    local config=_config
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    local exps=config.UpExpend
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    if exps==nil then
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        return
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    end
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    local costCoin
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    local items={}
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    for i = 1,#exps do
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        local id=exps[i][1]
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        if itemConfig[id]then
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            local item={}
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            item.id=id
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            item.icon=GetResourcePath(itemConfig[id].ResourceID)
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            item.frame=GetQuantityImageByquality(itemConfig[id].Quantity)
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            item.haveNum=BagManager.GetItemCountById(id)
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            item.needNum=exps[i][2]
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            item.isEnough=item.haveNum>=item.needNum
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            --消耗金币
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            if id==14 then
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                costCoin=item
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            else
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                items[i]=item
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            end
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        end
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    end
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    if config.JewelExpend then
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        for i = 1, #config.JewelExpend do
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            local id=config.JewelExpend[i]
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            local item={}
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            --同类型宝物
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            local type=id[1]
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            if type==1 then
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                item.id=curEquipData.id
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                item.icon=curEquipData.icon
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                item.frame=curEquipData.frame
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                local equips,num=EquipTreasureManager.GetEnoughRefineTreasure(curEquipData.id,curEquipData.idDyn)
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                if equips then
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                    item.haveNum= num
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                else
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                    item.haveNum=0
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                end
 | 
						|
                item.needNum=id[2]
 | 
						|
                local equipValue={}
 | 
						|
                equipValue.equip=equips
 | 
						|
                equipValue.needNum=id[2]
 | 
						|
                --table.insert(haveTreasures,equipValue)
 | 
						|
                haveTreasures[type]=equipValue
 | 
						|
                if item.haveNum>=item.needNum then
 | 
						|
                    item.isEnough=true
 | 
						|
                else
 | 
						|
                    item.isEnough=false
 | 
						|
                    isEnough=false
 | 
						|
                end
 | 
						|
                items[#items+1]=item
 | 
						|
            else
 | 
						|
                item.id=type
 | 
						|
                local config=itemConfig[type]
 | 
						|
                if config then
 | 
						|
                    item.icon=GetResourcePath(config.ResourceID)
 | 
						|
                    item.frame=GetQuantityImageByquality(config.Quantity)
 | 
						|
                    local equips,num=EquipTreasureManager.GetEnoughRefineTreasure(type,curEquipData.idDyn)
 | 
						|
                    if equips then
 | 
						|
                        item.haveNum= num
 | 
						|
                    else
 | 
						|
                        item.haveNum=0
 | 
						|
                    end
 | 
						|
                    local equipValue={}
 | 
						|
                    equipValue.equip=equips
 | 
						|
                    equipValue.needNum=id[2]
 | 
						|
                    --table.insert(haveTreasures,equipValue)
 | 
						|
                    haveTreasures[type]=equipValue
 | 
						|
                    item.needNum=id[2]
 | 
						|
                    if item.haveNum>=item.needNum then
 | 
						|
                        item.isEnough=true
 | 
						|
                    else
 | 
						|
                        item.isEnough=false
 | 
						|
                        isEnough=false
 | 
						|
                    end
 | 
						|
                    items[#items+1]=item
 | 
						|
                end
 | 
						|
 | 
						|
            end
 | 
						|
        end
 | 
						|
    end
 | 
						|
    return items,costCoin
 | 
						|
end
 | 
						|
 | 
						|
 | 
						|
 | 
						|
--设置属性的显示
 | 
						|
function this.SetPropertyShow(_infos)
 | 
						|
    local dataCount=LengthOfTable(_infos)
 | 
						|
    local preCount=#properList
 | 
						|
    for i = 1, dataCount-preCount do
 | 
						|
        local  go = newObject(this.properItemPre)
 | 
						|
        go.transform:SetParent(this.propertyGrid.transform)
 | 
						|
        go.transform.localScale = Vector3.one
 | 
						|
        go.transform.localPosition = Vector3.zero
 | 
						|
        go.gameObject:SetActive(false)
 | 
						|
        --properList[i] = go
 | 
						|
        table.insert(properList,go)
 | 
						|
    end
 | 
						|
    local index=1
 | 
						|
    for key, value in pairs(_infos) do
 | 
						|
        local obj=properList[index]
 | 
						|
        local proper=ConfigManager.GetConfigData(ConfigName.PropertyConfig,key)
 | 
						|
        if proper.Style==1 then
 | 
						|
            Util.GetGameObject(obj,"leftTxt"):GetComponent("Text").text=string.format("%s+%s",proper.Info,value.currValue)
 | 
						|
            Util.GetGameObject(obj,"rightTxt"):GetComponent("Text").text= isMax and Language[11089] or value.nextValue
 | 
						|
        else
 | 
						|
            Util.GetGameObject(obj,"leftTxt"):GetComponent("Text").text=proper.Info.."+"..value.currValue/100 .."%"
 | 
						|
            Util.GetGameObject(obj,"rightTxt"):GetComponent("Text").text=isMax and Language[11089] or value.nextValue/100 .."%"
 | 
						|
        end
 | 
						|
        obj.gameObject:SetActive(true)
 | 
						|
        index=index+1
 | 
						|
    end
 | 
						|
    for i = 1, #properList do
 | 
						|
        if i>=index then
 | 
						|
            properList[i]:SetActive(false)
 | 
						|
        end
 | 
						|
    end
 | 
						|
end
 | 
						|
 | 
						|
--设置物体选中
 | 
						|
function this.SetBtnSelect(_parObj)
 | 
						|
    Util.GetGameObject(this.selectBtn, "Text"):GetComponent("Text").text=Util.GetGameObject(_parObj, "Text"):GetComponent("Text").text
 | 
						|
    this.selectBtn.transform:SetParent(_parObj.transform)
 | 
						|
    this.selectBtn.transform.localScale = Vector3.one
 | 
						|
    this.selectBtn.transform.localPosition=Vector3.zero
 | 
						|
end
 | 
						|
 | 
						|
--界面关闭时调用(用于子类重写)
 | 
						|
function EquipTreasureStrongPopup:OnClose()
 | 
						|
 | 
						|
end
 | 
						|
 | 
						|
--界面销毁时调用(用于子类重写)
 | 
						|
function EquipTreasureStrongPopup:OnDestroy()
 | 
						|
     curEquipData=nil
 | 
						|
     properList={}
 | 
						|
     costItemPreList={}
 | 
						|
     isEnough=true
 | 
						|
     haveTreasures={}
 | 
						|
     type=0
 | 
						|
     isMatEnough=false
 | 
						|
     matId=0
 | 
						|
     isCoinEnough=false
 | 
						|
     isMax=false
 | 
						|
end
 | 
						|
 | 
						|
return EquipTreasureStrongPopup |