195 lines
8.1 KiB
Lua
195 lines
8.1 KiB
Lua
----- --家园装备升级 -----
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local this = {}
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local HomeLand = ConfigManager.GetConfig(ConfigName.HomeLand)
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local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel)
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local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask)
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local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen)
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local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp)
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local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local data=nil
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local TEXT = {
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[1] = {"武器","r_Equip_GuardianWeapon_0004","攻击"},
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[2] = {"战甲","r_Equip_Coat_0005","护甲"},
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[3] = {"头饰","r_Equip_HeadAccessory_0005","魔抗"},
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[4] = {"战靴","r_equip_Shoes_0005","生命"},
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}
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function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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this.titleText.text="摘星阁"
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this.Btn1 = Util.GetGameObject(gameObject,"Btn1")
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this.Btn1Text = Util.GetGameObject(gameObject,"Btn1/Text"):GetComponent("Text")
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this.Btn2 = Util.GetGameObject(gameObject,"Btn2")
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this.costCondition = Util.GetGameObject(gameObject,"Cost/Condition"):GetComponent("Text")
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this.costIcon = Util.GetGameObject(gameObject,"Cost/Icon"):GetComponent("Image")
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this.costNum = Util.GetGameObject(gameObject,"Cost/Num"):GetComponent("Text")
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this.Cost = Util.GetGameObject(gameObject,"Cost")
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this.Tips = Util.GetGameObject(gameObject,"Tips")
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this.objList = {}
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for i = 1, 4 do
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this.objList[i] = {}
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this.objList[i].Obj = Util.GetGameObject(gameObject,"Content/Grid/Pre ("..i..")")
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this.objList[i].name = Util.GetGameObject(this.objList[i].Obj,"Name"):GetComponent("Text")
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this.objList[i].level = Util.GetGameObject(this.objList[i].Obj,"Num"):GetComponent("Text")
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this.objList[i].image = Util.GetGameObject(this.objList[i].Obj,"Icon"):GetComponent("Image")
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this.objList[i].mask = Util.GetGameObject(this.objList[i].Obj,"Mask")
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this.objList[i].select = Util.GetGameObject(this.objList[i].Obj,"Select")
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end
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this.Desc = Util.GetGameObject(gameObject,"Content/Desc"):GetComponent("Text")
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end
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function this:BindEvent()
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Util.AddClick(this.Btn1,function()
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local data = HomeLandManager.EquipData[HomeLandManager.curEquip].configData
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if HomeLandManager.BuildData[data.Limit[1]].level < data.Limit[2] then
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PopupTipPanel.ShowTip(string.format("%s到达%s级可升级!",HomeLandManager.BuildData[data.Limit[1]].dataMain.Name,data.Limit[2]))
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return
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end
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if BagManager.GetTotalItemNum(data.Cost[1][1]) < data.Cost[1][2] then
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PopupTipPanel.ShowTip(string.format("%s不足!",ItemConfig[data.Cost[1][1]].Name))
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return
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end
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NetManager.EquipIntensifyRequset(HomeLandManager.curEquip,function ()
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this:Refresh()
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end)
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end)
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Util.AddClick(this.Btn2,function()
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if HomeLandManager.GetAllCanUpgradeWithPopup() then
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this:Refresh()
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return
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end
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NetManager.EquipIntensifyRequset(0,function ()
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this:Refresh()
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end)
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end)
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end
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.SetData)
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end
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.SetData)
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end
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function this:OnShow(_parent,_args)
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data = _args
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parent=_parent
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sortingOrder =_parent.sortingOrder
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HomeLandManager.GetCurIndex()
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this:Refresh()
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end
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function this:Refresh()
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for i = 1, 4 do
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local go = this.objList[i]
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go.select:SetActive(i == HomeLandManager.curEquip)
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go.name.text = TEXT[i][1].."加持"
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go.level.text = HomeLandManager.EquipData[i].configData.Level
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go.image.sprite = this.spLoader:LoadSprite(TEXT[i][2])
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Util.AddOnceClick(go.mask,function ()
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HomeLandManager.curEquip = i
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this:Refresh()
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end)
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end
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--显示加持属性
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this:SetData()
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end
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function this:SetData()
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-- LogPink(HomeLandManager.EquipData[HomeLandManager.curEquip].Id)
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local curIndex = HomeLandManager.curEquip
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--设置消耗
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local limit = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Limit
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local cost = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Cost
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local data = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Rate--当前装备加成
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local proData = EquipRankUp[HomeLandManager.levelProId].Rate--当前装备突破加成
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if cost then--如果有下一级
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local nextData = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id + 1].Rate--下一装备加成
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local nextProData = EquipRankUp[HomeLandManager.levelProId + 1].Rate--下一装备突破加成
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local num1 = data + proData[curIndex]
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-- LogYellow(tostring(data).." @ "..tostring(proData[curIndex]))
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local num2 = 0
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if not HomeLandManager.GetCurIndexBtnsShow() then--如果都到达了等级上限
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num2 = data + nextProData[curIndex]
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-- LogYellow(tostring(data).." $ "..tostring(nextProData[curIndex]))
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else
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num2 = nextData + proData[curIndex]
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-- LogYellow(tostring(nextData).." # "..tostring(proData[curIndex]))
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end
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this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1/100).."%"..string.format("<color=#00FF00>(%s",num2/100).."%)</color>"
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this.Btn1Text.text = "强 化"
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Util.SetGray(this.Btn1,false)
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this.Btn1:GetComponent("Button").enabled = true
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this.costIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[1][1]))
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if HomeLandManager.BuildData[limit[1]].level >= limit[2] then
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this.costCondition.text = ""
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this.costIcon.gameObject:SetActive(true)
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this.costNum.gameObject:SetActive(true)
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local color2 = BagManager.GetTotalItemNum(cost[1][1]) >= cost[1][2] and "#FFEED6" or "red"
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this.costNum.text = string.format("<color=%s>%s</color>",color2,cost[1][2])
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else
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this.costIcon.gameObject:SetActive(false)
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this.costNum.gameObject:SetActive(false)
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this.costCondition.text = string.format("<color=red>%s需要到达%s级</color>",HomeLand[limit[1]].Name,limit[2])
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end
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--按钮和tips显示
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local bool = HomeLandManager.GetCurIndexBtnsShow()
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local bool2 =
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-- LogBlue("bool:"..tostring(bool))
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this.Btn1:SetActive(bool)
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this.Btn2:SetActive(not bool)
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--不同显示
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this.Cost:SetActive(bool)
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this.Tips:SetActive(not bool)
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this.costCondition.gameObject:SetActive(true)
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this.Tips:GetComponent("Text").text = string.format("全部加持到达%s级后方可进行突破",EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Level)
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if not bool and HomeLandManager.GetAllCanUpgrade() then
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this.Cost:SetActive(true)
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this.Tips:SetActive(false)
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this.costIcon.gameObject:SetActive(true)
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this.costNum.gameObject:SetActive(true)
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this.costCondition.gameObject:SetActive(false)
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--突破的消耗和升级不同
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local cost = EquipRankUp[HomeLandManager.levelProId].Cost
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local color2 = BagManager.GetTotalItemNum(cost[1]) >= cost[2] and "#FFEED6" or "red"
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this.costNum.text = string.format("<color=%s>%s</color>",color2,cost[2])
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end
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else
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this.Btn1:SetActive(true)
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this.Btn2:SetActive(false)
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this.Btn1Text.text = "已达上限"
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Util.SetGray(this.Btn1,true)
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this.Btn1:GetComponent("Button").enabled = false
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local num1 = data + proData[curIndex]
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this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1).."%"
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this.Cost:SetActive(false)
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this.Tips:SetActive(false)
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end
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end
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function this:OnClose()
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HomeLandManager.curEquip = 1
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data=nil
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end
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function this:OnDestroy()
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this.SelectList = {}
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this.spLoader:Destroy()
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end
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return this |