449 lines
22 KiB
Lua
449 lines
22 KiB
Lua
require("Base/BasePanel")
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RoleEquipChangePopup = Inherit(BasePanel)
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local this=RoleEquipChangePopup
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local type--1 穿装备 2 卸装备 3 替换装备
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local curHeroData
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local curEquipData
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local nextEquipData
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local openThisPanel
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local equipIdList
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local equipDataList
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local position
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local curSuitProGo = {}--当前套装属性对象
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local nextSuitProGo = {}--将要替换套装属性对象
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local BaiJinProGo = {}--白金套装属性对象
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local equipSuit = {}--当前英雄穿戴装备的套装信息 [suitId] = 件数
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local baijinSuit = {}--当前英雄穿戴装备的白金套装信息 [suitId] = 件数
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local equipSuiteConfig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
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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 _MainProList = {}
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local _NextProList = {}
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local change
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--初始化组件(用于子类重写)
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function RoleEquipChangePopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.btnBack= Util.GetGameObject(self.transform, "btnBack")
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this.go = Util.GetGameObject(self.transform, "GameObject")
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this.mainProItem = Util.GetGameObject(this.go,"curProName")
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this.mainProItem:SetActive(false)
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this.otherProPre=Util.GetGameObject(this.go,"otherPro")
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this.otherProPre:SetActive(false)
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this.baijinProPre=Util.GetGameObject(this.go,"baijinPro")
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this.baijinProPre:SetActive(false)
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this.equipPanel = {}
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for i = 1 ,2 do
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if not this.equipPanel[i] then
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this.equipPanel[i] = {}
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this.equipPanel[i].bg = Util.GetGameObject(this.go, "bg"..i)
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this.equipPanel[i].equipInfo = Util.GetGameObject(this.equipPanel[i].bg,"equipInfo")
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this.equipPanel[i].desc= Util.GetGameObject(this.equipPanel[i].equipInfo,"Text"):GetComponent("Text")
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this.equipPanel[i].curEquipName=Util.GetGameObject(this.equipPanel[i].equipInfo,"name/text"):GetComponent("Text")
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this.equipPanel[i].curEquipFrame=Util.GetGameObject(this.equipPanel[i].equipInfo,"frame"):GetComponent("Image")
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this.equipPanel[i].curEquipIcon=Util.GetGameObject(this.equipPanel[i].equipInfo,"icon"):GetComponent("Image")
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this.equipPanel[i].qualityText=Util.GetGameObject(this.equipPanel[i].equipInfo,"qualityText"):GetComponent("Text")
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this.equipPanel[i].powerNum1=Util.GetGameObject(this.equipPanel[i].equipInfo,"powerNum"):GetComponent("Text")
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this.equipPanel[i].powerUPorDown1=Util.GetGameObject(this.equipPanel[i].equipInfo,"powerUPorDown")
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this.equipPanel[i].bg1Star=Util.GetGameObject(this.equipPanel[i].equipInfo,"star")
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this.equipPanel[i].proGrid = Util.GetGameObject(this.equipPanel[i].equipInfo,"proGrid")
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this.equipPanel[i].effect = Util.GetGameObject(this.equipPanel[i].equipInfo,"UI_effect_WuCai_Kuang")
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this.equipPanel[i].curEquipTypeText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipTypeText"):GetComponent("Text")
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this.equipPanel[i].curEquipLvText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipLvText")
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this.equipPanel[i].curEquipLvText:SetActive(false)
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this.equipPanel[i].curEquipOrOkText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipOrOkText"):GetComponent("Text")
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this.equipPanel[i].curEquipPosText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipPosText"):GetComponent("Text")
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this.equipPanel[i].rect = Util.GetGameObject(this.equipPanel[i].bg,"rect")
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this.equipPanel[i].mainProGrid = Util.GetGameObject(this.equipPanel[i].bg,"rect/content/mainPro/bg")
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this.equipPanel[i].curotherProscroll=Util.GetGameObject(this.equipPanel[i].bg,"rect/content/scroll")
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this.equipPanel[i].otherProGrid=Util.GetGameObject(this.equipPanel[i].bg,"rect/content/scroll/grid")
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this.equipPanel[i].baijinScroll=Util.GetGameObject(this.equipPanel[i].bg,"rect/content/baijin")
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this.equipPanel[i].baijinProGrid=Util.GetGameObject(this.equipPanel[i].bg,"rect/content/baijin/grid")
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this.equipPanel[i].castInfoObject=Util.GetGameObject(this.equipPanel[i].bg,"castInfoObject")
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this.equipPanel[i].curCastInfo=Util.GetGameObject( this.equipPanel[i].castInfoObject,"castInfo"):GetComponent("Text")
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this.equipPanel[i].castInfoObject:SetActive(false)
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this.equipPanel[i].btns = Util.GetGameObject(this.equipPanel[i].bg,"btns")
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this.equipPanel[i].curEquipBtnRefresh=Util.GetGameObject(this.equipPanel[i].bg,"btns/btnRefresh")
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this.equipPanel[i].curEquipBtnRefresh.gameObject:SetActive(false)
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this.equipPanel[i].curEquipBtnDown=Util.GetGameObject(this.equipPanel[i].bg,"btns/btnChange")
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this.equipPanel[i].curEquipBtnDownText=Util.GetGameObject(this.equipPanel[i].curEquipBtnDown,"Text"):GetComponent("Text")
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this.equipPanel[i].curEquipText=Util.GetGameObject(this.equipPanel[i].bg,"btns/curEquipText")
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end
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end
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end
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--绑定事件(用于子类重写)
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function RoleEquipChangePopup:BindEvent()
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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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for i = 1,#this.equipPanel do
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Util.AddClick(this.equipPanel[i].curEquipBtnDown, function()
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equipIdList={}
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equipDataList={}
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if i == 1 then
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table.insert(equipIdList,tostring(curEquipData.id))
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table.insert(equipDataList,curEquipData)
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if type == 1 then
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NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
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self:ClosePanel()
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openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,0,position)
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end)
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else
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NetManager.EquipUnLoadOptRequest(curHeroData.dynamicId,equipIdList ,1, function ()
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self:ClosePanel()
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openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList)
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end)
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end
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elseif i == 2 then
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table.insert(equipIdList,tostring(nextEquipData.id))
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table.insert(equipDataList,nextEquipData)
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NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
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self:ClosePanel()
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openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,curEquipData,position)
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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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--添加事件监听(用于子类重写)
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function RoleEquipChangePopup:AddListener()
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end
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--移除事件监听(用于子类重写)
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function RoleEquipChangePopup:RemoveListener()
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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 RoleEquipChangePopup:OnOpen(...)
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local data={...}
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openThisPanel=data[1]
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type=data[2]--1 穿戴 2 卸下 3 替换
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LogRed("OpenType:"..tostring(type))
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if type==1 or type==2 then
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curHeroData=data[3]
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curEquipData=data[4]
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position=data[5]
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elseif type==3 then
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curHeroData=data[3]
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curEquipData=data[4]
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nextEquipData=data[5]
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position=data[6]
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elseif type==4 then
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curHeroData=data[3]
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curEquipData=data[4]
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nextEquipData=data[5]
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position=data[6]
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end
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change = data[7]
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end
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function RoleEquipChangePopup:OnShow()
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equipSuit = {}
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baijinSuit = {}
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if curHeroData then
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equipSuit = HeroManager.GetCurHeroEquipSuitPros(curHeroData.equipIdList)
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baijinSuit = HeroManager.GetCurHeroBaiJinEquipSuitPros(curHeroData.equipIdList)
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end
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if type==1 then
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this.equipPanel[2].bg:SetActive(false)
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this.equipPanel[1].bg:SetActive(true)
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this.equipPanel[1].curEquipText:SetActive(false)
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this.equipPanel[1].curEquipBtnDown:SetActive(true)
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this.equipPanel[1].curEquipBtnDownText.text = Language[12220]
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this.ShowCurEquipData(1)
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elseif type==2 then
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this.equipPanel[2].bg:SetActive(false)
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this.equipPanel[1].bg:SetActive(true)
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this.equipPanel[1].curEquipText:SetActive(false)
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this.equipPanel[1].curEquipBtnDownText.text = Language[12221]
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if HarmonyManager:IsShowGongMingEqiup(curHeroData.dynamicId) and curHeroData.harmonyGongMing then
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this.equipPanel[1].curEquipBtnDown:SetActive(false)
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else
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this.equipPanel[1].curEquipBtnDown:SetActive(true)
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end
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this.ShowCurEquipData(1)
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elseif type==3 then
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this.equipPanel[2].bg:SetActive(true)
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this.equipPanel[1].bg:SetActive(false)
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this.equipPanel[1].curEquipText:SetActive(true)
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this.equipPanel[2].curEquipText:SetActive(false)
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this.equipPanel[1].curEquipBtnDown:SetActive(false)
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this.equipPanel[2].curEquipBtnDown:SetActive(true)
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this.equipPanel[2].curEquipBtnDownText.text = Language[12261]
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--"替 换"
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-- this.ShowCurEquipData(2)
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this.NextCurEquipData()
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elseif type==4 then
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this.equipPanel[2].bg:SetActive(false)
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this.equipPanel[1].bg:SetActive(true)
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this.equipPanel[1].curEquipText:SetActive(false)
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this.equipPanel[1].curEquipBtnDown:SetActive(false)
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this.ShowCurEquipData(4)
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end
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if change and change == 0 then
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for k,v in ipairs(this.equipPanel) do
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v .btns.gameObject:SetActive(false)
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end
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else
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for k,v in ipairs(this.equipPanel) do
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v .btns.gameObject:SetActive(true)
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end
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end
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for i = 1,#this.equipPanel do
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ForceRebuildLayout(this.equipPanel[i].baijinProGrid.transform)
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ForceRebuildLayout(this.equipPanel[i].rect.transform)
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ForceRebuildLayout(this.equipPanel[i].bg.transform)
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end
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ForceRebuildLayout(this.go.transform)
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end
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function this.SetEquipData(index,data,equipConfigData,itemConfigData)
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this.equipPanel[index].powerNum1.text=EquipManager.CalculateWarForce(data.id)
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EquipManager.SetEquipStarShow(this.spLoader, this.equipPanel[index].bg1Star,data.id)
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this.equipPanel[index].desc.text= GetLanguageStrById(itemConfigData.ItemDescribe)
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this.equipPanel[index].effect:SetActive(equipConfigData.Quality>=7)
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this.equipPanel[index].qualityText.text= GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
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this.equipPanel[index].curEquipName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
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this.equipPanel[index].curEquipFrame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(equipConfigData.Quality))
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this.equipPanel[index].curEquipIcon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfigData.ResourceID))
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this.equipPanel[index].curEquipTypeText.text=string.format(Language[11555],GetEquipPosStrByEquipPosNum(equipConfigData.Position))
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-- local strPos=""
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-- if equipConfigData.ProfessionLimit==0 then
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-- strPos= "装备种类:%s"
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-- else
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-- strPos= "装备种类:%s"
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-- end
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-- this.equipPanel[index].curEquipPosText.text=string.format(strPos,GetJobStrByJobNum(equipConfigData.ProfessionLimit))
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this.equipPanel[index].curEquipPosText.text=string.format(Language[12262],GetEquipPosStrByEquipPosNum(equipConfigData.Position))
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if not this.mainProList then
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this.mainProList = {}
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end
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if not this.mainProList[index] then
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this.mainProList[index] = {}
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end
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for _, item in ipairs(this.mainProList[index]) do
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item:SetActive(false)
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end
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local mainAttribute=EquipManager.GetMainProList(equipConfigData)
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for key, prop in ipairs(mainAttribute) do
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local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop.propertyId)
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if proConfigData then
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if not this.mainProList[index][key] then
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this.mainProList[index][key] = newObjToParent(this.mainProItem, this.equipPanel[index].mainProGrid)
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end
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this.mainProList[index][key]:SetActive(true)
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this.mainProList[index][key]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
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local vText = Util.GetGameObject(this.mainProList[index][key], "curProVale"):GetComponent("Text")
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if prop.propertyValue > 0 then
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vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
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else
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vText.text = GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
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end
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end
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end
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end
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-- 1 当前 2 下一个
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function this.ShowCurEquipData(index)
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local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, curEquipData.id)
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local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, curEquipData.id)
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this.SetEquipData(1,curEquipData,equipConfigData,itemConfigData)
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this.equipPanel[1].powerUPorDown1:SetActive(false)
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if(nextEquipData~=nil and index==2) then
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if(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
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this.equipPanel[1].powerUPorDown1:SetActive(true)
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this.equipPanel[1].powerUPorDown1:GetComponent("Image").sprite=this.spLoader:LoadSprite(PowerChangeIconDef[1])
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elseif(EquipManager.CalculateWarForce(nextEquipData.id)>EquipManager.CalculateWarForce(curEquipData.id)) then
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this.equipPanel[1].powerUPorDown1:SetActive(true)
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this.equipPanel[1].powerUPorDown1:GetComponent("Image").sprite=this.spLoader:LoadSprite(PowerChangeIconDef[2])
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end
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end
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--套装属性
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local endProList = {}
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if type == 1 or #equipSuit <= 0 then
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--LogGreen("equipConfigData.Star111111:"..equipConfigData.Star)
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if equipSuiteConfig[equipConfigData.Star] then
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for i = 1, #equipSuiteConfig[equipConfigData.Star].SuiteValue do
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table.insert(endProList,{equipConfigData.Star,equipSuiteConfig[equipConfigData.Star].SuiteValue[i]})
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end
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end
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else
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endProList = equipSuit
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end
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if endProList and #endProList > 0 then
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this.equipPanel[1].curotherProscroll:SetActive(true)
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for i = 1, math.max(#endProList, #curSuitProGo) do
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if not curSuitProGo[i] then
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curSuitProGo[i] = newObjToParent(this.otherProPre,this.equipPanel[1].otherProGrid)
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end
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curSuitProGo[i].gameObject:SetActive(false)
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end
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for i = 1, #endProList do
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local go = curSuitProGo[i]
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go.gameObject:SetActive(true)
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--type=data[2]--1 穿戴 2 卸下 3 替换
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local proId = endProList[i][2][2]
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local proVa = endProList[i][2][3]
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local suitNum = endProList[i][2][1]
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local Star = endProList[i][1]
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LogGreen("#equipSuit:"..tostring(#equipSuit))
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if type ~= 1 and #equipSuit > 0 then--激活的要变颜色
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Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(propertyConfig[proId].Info) .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
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Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
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else
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Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(propertyConfig[proId].Info) .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
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Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
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end
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end
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else
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this.equipPanel[1].curotherProscroll:SetActive(false)
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end
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-- 设置白金装备套装
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this.SetBaijinProShow(1, curEquipData,equipConfigData,itemConfigData)
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end
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function this.NextCurEquipData()
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local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, nextEquipData.id)
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local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, nextEquipData.id)
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this.SetEquipData(2,nextEquipData,equipConfigData,itemConfigData)
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this.equipPanel[2].powerUPorDown1:SetActive(false)
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if(EquipManager.CalculateWarForce(nextEquipData.id)>EquipManager.CalculateWarForce(curEquipData.id)) then
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this.equipPanel[2].powerUPorDown1:SetActive(true)
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this.equipPanel[2].powerUPorDown1:GetComponent("Image").sprite=this.spLoader:LoadSprite(PowerChangeIconDef[1])
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elseif(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
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this.equipPanel[2].powerUPorDown1:SetActive(true)
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this.equipPanel[2].powerUPorDown1:GetComponent("Image").sprite=this.spLoader:LoadSprite(PowerChangeIconDef[2])
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end
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--套装属性
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--LogGreen("equipConfigData.Star:"..equipConfigData.Star)
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if equipSuiteConfig[equipConfigData.Star] then
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this.equipPanel[2].curotherProscroll:SetActive(true)
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local curSuitConFig = equipSuiteConfig[equipConfigData.Star]
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if curSuitConFig then
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for i = 1, math.max(#curSuitConFig.SuiteValue, #nextSuitProGo) do
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if not nextSuitProGo[i] then
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nextSuitProGo[i] = newObjToParent(this.otherProPre,this.equipPanel[2].otherProGrid)
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end
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nextSuitProGo[i].gameObject:SetActive(false)
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end
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for i = 1, #curSuitConFig.SuiteValue do
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local go = nextSuitProGo[i]
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go.gameObject:SetActive(true)
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--type=data[2]--1 穿戴 2 卸下 3 替换
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Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(propertyConfig[curSuitConFig.SuiteValue[i][2]].Info) .."+ "..GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3]).. "</color>"
|
||
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#B9AC97>(+" .. GetEquipSuitStr(equipConfigData.Star,curSuitConFig.SuiteValue[i][1]) .. ")</color>"
|
||
end
|
||
end
|
||
else
|
||
this.equipPanel[2].curotherProscroll:SetActive(false)
|
||
end
|
||
|
||
-- 设置白金装备套装
|
||
this.SetBaijinProShow(2, curEquipData, equipConfigData,itemConfigData)
|
||
end
|
||
|
||
-- 设置白金装备套装显示
|
||
function this.SetBaijinProShow(CurOrNext, equipData, equipCfg, itemCfg)
|
||
local equipPanel = this.equipPanel[CurOrNext]
|
||
if not BaiJinProGo[CurOrNext] then
|
||
BaiJinProGo[CurOrNext] = {}
|
||
end
|
||
local proGoList = BaiJinProGo[CurOrNext]
|
||
|
||
local endProList = {}
|
||
local isGreen = false
|
||
if CurOrNext == 2 or type == 1 or #baijinSuit <= 0 then
|
||
if equipSuiteConfig[equipCfg.Star] and equipSuiteConfig[equipCfg.Star].SuiteSkill then
|
||
for i = 1, #equipSuiteConfig[equipCfg.Star].SuiteSkill do
|
||
table.insert(endProList,{equipCfg.Star,equipSuiteConfig[equipCfg.Star].SuiteSkill[i]})
|
||
end
|
||
end
|
||
else
|
||
endProList = baijinSuit
|
||
isGreen = true
|
||
end
|
||
if endProList and #endProList > 0 then
|
||
equipPanel.baijinScroll:SetActive(true)
|
||
-- this.SetScrollActive(CurOrNext, type == 3)
|
||
for i = 1, math.max(#endProList, #proGoList) do
|
||
if not proGoList[i] then
|
||
proGoList[i] = newObjToParent(this.baijinProPre,equipPanel.baijinProGrid)
|
||
end
|
||
proGoList[i].gameObject:SetActive(false)
|
||
end
|
||
for i = 1, #endProList do
|
||
local go = proGoList[i]
|
||
go.gameObject:SetActive(true)
|
||
--type=data[2]--1 穿戴 2 卸下 3 替换
|
||
local Star = endProList[i][1]
|
||
local suitNum = endProList[i][2][1]
|
||
local passiveId = endProList[i][2][2]
|
||
|
||
Util.GetGameObject(go.transform, "title"):GetComponent("Text").text = "不朽天赋" ..i.. ":"
|
||
if isGreen then--激活的要变颜色
|
||
go:GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
|
||
Util.GetGameObject(go.transform, "title/vale"):GetComponent("Text").text = "<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
|
||
else
|
||
go:GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
|
||
Util.GetGameObject(go.transform, "title/vale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
|
||
end
|
||
end
|
||
else
|
||
equipPanel.baijinScroll:SetActive(false)
|
||
-- this.SetScrollActive(CurOrNext, false)
|
||
end
|
||
end
|
||
|
||
-- 开启白金套装后要可以滑动
|
||
function this.SetScrollActive(CurOrNext, isScroll)
|
||
local rect = this.equipPanel[CurOrNext].rect
|
||
if isScroll then
|
||
rect:GetComponent("VerticalLayoutGroup").enabled = false
|
||
rect:GetComponent("ContentSizeFitter").enabled = false
|
||
rect:GetComponent("ScrollRect").enabled = true
|
||
rect.transform.sizeDelta = Vector2.New(800, 400)
|
||
Util.GetGameObject(rect, "content").transform.localPosition = Vector2.New(-350, -100)
|
||
else
|
||
rect:GetComponent("VerticalLayoutGroup").enabled = true
|
||
rect:GetComponent("ContentSizeFitter").enabled = true
|
||
rect:GetComponent("ScrollRect").enabled = false
|
||
end
|
||
end
|
||
|
||
--界面关闭时调用(用于子类重写)
|
||
function RoleEquipChangePopup:OnClose()
|
||
end
|
||
|
||
--界面销毁时调用(用于子类重写)
|
||
function RoleEquipChangePopup:OnDestroy()
|
||
this.spLoader:Destroy()
|
||
curSuitProGo = {}
|
||
nextSuitProGo = {}
|
||
this.mainProList = {}
|
||
-- 重置数据
|
||
baijinSuit = {}
|
||
BaiJinProGo = {}
|
||
end
|
||
|
||
return RoleEquipChangePopup |