583 lines
29 KiB
Lua
583 lines
29 KiB
Lua
require("Base/BasePanel")
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RoleFlyUpLayout = Inherit(BasePanel)
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local this = RoleFlyUpLayout
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local heroSkinConfig = ConfigManager.GetConfig(ConfigName.HeroSkin)
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local isUpStarMaterials=true--升星 材料是否充足
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local curSelectUpStarData--当前选择升星坑位的数据
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local curSelectUpStarGo--当前选择升星坑位的预设
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local upStarConsumeMaterial={}--升星消耗的英雄组 {{1坑位英雄信息}{2坑位英雄信息}{}}
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local upStarMaterialIsAll={}--升星消耗的英雄组是否满足 {{1满足}{2不满足}{}}
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local isHeroUpStar=false--是否可升星
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local upStarRankUpConfig={}--即将要升星的数据
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local curStarRankUpConfig={}--当前升星的数据
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local curHeroData--当前英雄信息
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local parent = {}
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local upStarPreList = {}
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local heroDatas = {}
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local isUpZhen = false
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local allAddProVal = {}
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local allHeroTeamAddProVal = {}
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function RoleFlyUpLayout:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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b.transform = gameObject.transform
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setmetatable(b, { __index = RoleFlyUpLayout })
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return b
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end
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--初始化组件(用于子类重写)
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function RoleFlyUpLayout:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.upStar=Util.GetGameObject(self.gameObject,"upStar")
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this.noUpStarText=Util.GetGameObject(self.gameObject,"noUpStarText")
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this.upStarPre=Util.GetGameObject(this.upStar,"upStarPre")
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this.upStarGrid=Util.GetGameObject(this.upStar,"grid")
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this.upStarBtn=Util.GetGameObject(this.upStar,"btns/upStarBtn")
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this.upStarBtnRedPoint=Util.GetGameObject(this.upStar,"btns/upStarBtn/redPoint")
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this.goldBtn=Util.GetGameObject(this.upStar,"goldGrid/gold")
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this.goldText=Util.GetGameObject(this.upStar,"goldGrid/gold/Text"):GetComponent("Text")
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this.goldImage=Util.GetGameObject(this.upStar,"goldGrid/gold")
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this.gold2Btn=Util.GetGameObject(this.upStar,"goldGrid/gold2")
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this.gold2Text=Util.GetGameObject(this.upStar,"goldGrid/gold2/Text"):GetComponent("Text")
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this.gold2Image=Util.GetGameObject(this.upStar,"goldGrid/gold2")
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this.roleUpStarRedPoint=Util.GetGameObject(self.gameObject,"rolePanel/btnList/btnUpStar/redPoint")
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--升星属性
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this.skillInfoGrid = Util.GetGameObject(this.upStar.transform, "upStarProInfo/skillInfo"):GetComponent("Text")
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this.atkPro_UpStar=Util.GetGameObject(self.gameObject,"upStar/upStarProInfo/pro/atk")
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this.hpPro_UpStar=Util.GetGameObject(self.gameObject,"upStar/upStarProInfo/pro/hp")
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this.phyDef_UpStar=Util.GetGameObject(self.gameObject,"upStar/upStarProInfo/pro/phyDef")
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this.magDef_UpStar=Util.GetGameObject(self.gameObject,"upStar/upStarProInfo/pro/magDef")
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this.flyImage=Util.GetGameObject(self.gameObject,"upStar/upStarProInfo/img"):GetComponent("Image")
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this.flyTxt=Util.GetGameObject(self.gameObject,"upStar/upStarProInfo/Image/starInfo"):GetComponent("Text")
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this.help=Util.GetGameObject(self.gameObject,"upStar/btns/help")
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this.heroSource = Util.GetGameObject(self.gameObject,"upStar/btns/heroSource")
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this.tip = Util.GetGameObject(self.gameObject,"upStar/tip"):GetComponent("Text")
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end
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--绑定事件(用于子类重写)s
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function RoleFlyUpLayout:BindEvent()
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Util.AddOnceClick(this.heroSource, function()
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout = true
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = true
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,curHeroData.heroConfig.Id)
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end)
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--升星
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Util.AddOnceClick(this.upStarBtn, function()
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self:StarUpClick()
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end)
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Util.AddClick(this.help, function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.JinJieYuLan,curHeroData,1)
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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 RoleFlyUpLayout:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow,self)
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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 RoleFlyUpLayout:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow,self)
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end
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function RoleFlyUpLayout:OnShow()
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self.gameObject:SetActive(true)
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if PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 then
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout = true
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = true
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,curHeroData.heroConfig.Id)
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end
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end
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function RoleFlyUpLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
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self.gameObject:SetActive(true)
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this.sortingOrder = _sortinglayer
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curHeroData = _curHerodata
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if curHeroData.heroConfig.MaxRank > 5 then
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this.help.gameObject:SetActive(true)
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this.heroSource.gameObject:SetActive(true)
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else
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this.help.gameObject:SetActive(false)
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this.heroSource.gameObject:SetActive(false)
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end
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parent = _parent
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heroDatas = _heroDatas
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isUpZhen = _isUpZhen
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this:GetCurHeroUpLvOrUpStarSData()
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this:UpdateHeroUpStarData()--进阶
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if upStarRankUpConfig then
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LogError("upStarRankUpConfig.id=="..upStarRankUpConfig.Id)
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--LogGreen("AddLv:"..HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv).." LimitHongmengLevel:"..upStarRankUpConfig.LimitHongmengLevel)
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if HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) >= upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级
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this.upStarBtn.gameObject:SetActive(true)
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this.tip.gameObject:SetActive(false)
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else
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this.upStarBtn.gameObject:SetActive(false)
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this.tip.gameObject:SetActive(true)
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this.tip.text = "飞升需求鸿蒙阵等级:"..upStarRankUpConfig.LimitHongmengLevel
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end
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end
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end
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--更新英雄进阶数据
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function RoleFlyUpLayout:UpdateHeroUpStarData()
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--进阶材料
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this:UpdateHeroUpStarMaterialShow()
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local WarPower
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--计算面板属性
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if isUpZhen then
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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else
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
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end
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--进阶属性提升
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if upStarRankUpConfig and upStarRankUpConfig.Id then
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this:UpdateHeroUpStarProUpShow()
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end
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-- local str=""
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local flyStr=""
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if curHeroData.star==10 then
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--str="r_tongyong_tianfufeishengxiao1"
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flyStr="飞升一阶"
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elseif curHeroData.star==11 then
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--str="r_tongyong_tianfufeishengxiao2"
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flyStr="飞升二阶"
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elseif curHeroData.star==12 then
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-- str="r_tongyong_tianfufeishengxiao3"
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flyStr="飞升三阶"
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elseif curHeroData.star==13 then
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-- str="r_tongyong_tianfufeishengxiao3"
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flyStr="飞升四阶"
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elseif curHeroData.star==14 then
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-- str="r_tongyong_tianfufeishengxiao3"
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flyStr="飞升五阶"
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else
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--="r_hero_tianfu2_zh"
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end
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--this.flyImage.sprite=this.spLoader:LoadSprite(str)
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this.flyTxt.text=flyStr
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local awaken=curHeroData.heroConfig.Awaken
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local str="激活飞升天赋: "
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if awaken then
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for key, value in pairs(awaken) do
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if value[2]==curHeroData.star+15 then
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local aaa=ConfigManager.TryGetConfigData(ConfigName.PassiveSkillConfig,value[3])
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if aaa then
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--this.skillInfoGrid.text="激活飞升天赋:".." "..aaa.Desc
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--break
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str=str.."<color=FFFFFF>"..aaa.Desc.."</color>"
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end
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end
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end
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end
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this.skillInfoGrid.text=str
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--进阶吞英雄条件
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Util.ClearChild(this.upStarGrid.transform)
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local curUpStarData= HeroManager.GetHeroCurUpStarInfo(curHeroData.dynamicId)
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if curUpStarData and #curUpStarData>0 then
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this.upStar:SetActive(true)
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this.noUpStarText:SetActive(false)
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--parent.talentTipStrGo:SetActive(true)
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upStarConsumeMaterial={}
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upStarMaterialIsAll = {}
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upStarPreList = {}
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for i = 1, #curUpStarData do
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local go=newObject(this.upStarPre)
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go.transform:SetParent(this.upStarGrid.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition=Vector3.zero;
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go:SetActive(true)
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go.transform.name = "upStarPre"..i
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upStarPreList[i] = go
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upStarConsumeMaterial[i]={}
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upStarMaterialIsAll[i]=2
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local addBtn=Util.GetGameObject(go.transform,"add")
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local isItem=false
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Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(false)
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local itemConfig=nil
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local numTxt=Util.GetGameObject(go.transform,"num"):GetComponent("Text")
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if curUpStarData[i].upStarMaterialsData.Issame==1 or curUpStarData[i].upStarMaterialsData.IsId>0 then
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Util.GetGameObject(go.transform,"iconDefault"):SetActive(false)
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Util.GetGameObject(go.transform,"icon"):SetActive(true)
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-- Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(true)
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-- Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId))
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if curUpStarData[i].upStarMaterialsData.Issame==1 then
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Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(curHeroData.heroConfig.Icon))
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Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality, curUpStarData[i].upStarMaterialsData.StarLimit))
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-- Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId))
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elseif curUpStarData[i].upStarMaterialsData.IsId>0 then
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local heroConfig = ConfigManager.TryGetConfigData(ConfigName.HeroConfig, curUpStarData[i].upStarMaterialsData.IsId)
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if heroConfig then
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Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(heroConfig.Icon))
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Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroConfig.Quality, curUpStarData[i].upStarMaterialsData.StarLimit))
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-- Util.GetGameObject(go.transform, "iconbg/proImage").gameObject:SetActive(true)
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-- Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
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else
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itemConfig=ConfigManager.TryGetConfigData(ConfigName.ItemConfig,curUpStarData[i].upStarMaterialsData.IsId)
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if itemConfig then
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isItem=true
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Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig.ResourceID))
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Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(itemConfig.Quantity))
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Util.GetGameObject(go.transform, "iconbg/proImage").gameObject:SetActive(false)
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end
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end
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end
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else
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if curUpStarData[i].upStarMaterialsData.IsSameClan ==1 then
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-- Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(true)
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-- Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId))
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end
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Util.GetGameObject(go.transform,"iconDefault"):SetActive(true)
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Util.GetGameObject(go.transform,"icon"):SetActive(false)
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Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(nil,curUpStarData[i].upStarMaterialsData.StarLimit))
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--
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end
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local upStarHeroListData=HeroManager.GetUpStarHeroListData(curUpStarData[i].upStarMaterialsData.Id,curHeroData)
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local needNum=curUpStarData[i].upStarData[4]
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if isItem then
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local bagNum=BagManager.GetItemCountById(itemConfig.Id)
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--upStarConsumeMaterial[i][1].type=RoleUpStarMatType.item
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LogError("bagnum=="..bagNum.." neddnum=="..needNum)
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if bagNum<needNum then
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isUpStarMaterials=false
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numTxt.text=string.format("<color=#FF0000FF>%s/%s</color>",bagNum,needNum)
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else
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upStarMaterialIsAll[i]=1
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numTxt.text=string.format("<color=#FFFFFFFF>%s/%s</color>",bagNum,needNum)
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for m = 1, needNum do
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upStarConsumeMaterial[i][m]={type=RoleUpStarMatType.flyDan,id=tostring(itemConfig.Id)}
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end
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end
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else
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numTxt.text=string.format("<color=#FF0000FF>%s/%s</color>",0,needNum)
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end
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if upStarHeroListData.state>0 then
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Util.GetGameObject(go.transform,"add/add"):SetActive(true)
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else
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Util.GetGameObject(go.transform,"add/add"):SetActive(false)
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end
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SetHeroStars(this.spLoader, Util.GetGameObject(go.transform, "iconbg/starGrid"), curUpStarData[i].upStarMaterialsData.StarLimit,1,nil,-15.3)
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Util.SetParticleSortLayer(Util.GetGameObject(go.transform, "iconbg/starGrid"),self.sortingOrder + 1)
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Util.AddOnceClick(addBtn, function()
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if isItem then
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LogError("点击的是物品")
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,itemConfig.Id)
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else
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curSelectUpStarData=curUpStarData[i]
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curSelectUpStarGo=go
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local curShowHeroListData=self:SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
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--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
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UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,curUpStarData[i].upStarMaterialsData,curUpStarData[i].upStarData,this,upStarConsumeMaterial[i],curHeroData)
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end
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end)
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end
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else
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this.upStar:SetActive(false)
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this.noUpStarText:SetActive(true)
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-- parent.talentTipStrGo:SetActive(false)
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end
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self:AutoSelectUpStarHeroList(curUpStarData)
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end
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--获取当前英雄的下一突破 和 升星 静态数据
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function RoleFlyUpLayout:GetCurHeroUpLvOrUpStarSData()
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isHeroUpStar = false
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upStarRankUpConfig = {}
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local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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for i, v in ConfigPairs(heroRankUpConfig) do
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if v.Star==curHeroData.heroConfig.Star then--初始星级相等
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if v.Show==2 then -- 2 升星
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if v.Id ~= curHeroData.upStarId and curHeroData.star == v.LimitStar then
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--Log("升星 "..v.Id)
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upStarRankUpConfig=v
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isHeroUpStar = true
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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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--更新英雄进阶材料显示
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function RoleFlyUpLayout:UpdateHeroUpStarMaterialShow()
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--进阶金币 妖壶条件
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if upStarRankUpConfig then
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isUpStarMaterials=true
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local ConsumeMaterial=upStarRankUpConfig.ConsumeMaterial
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if ConsumeMaterial and #ConsumeMaterial>=2 then
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if ConsumeMaterial[1][2]>0 then
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this.goldImage:SetActive(true)
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this.goldImage:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[ConsumeMaterial[1][1]].ResourceID))
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if BagManager.GetItemCountById(ConsumeMaterial[1][1])<ConsumeMaterial[1][2] then
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isUpStarMaterials=false
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this.goldText.text=string.format("<color=#FF0000FF>%s</color>",ConsumeMaterial[1][2])
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else
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this.goldText.text=string.format("<color=#FFFFFFFF>%s</color>",ConsumeMaterial[1][2])
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end
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Util.AddOnceClick(this.goldBtn,function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,ConsumeMaterial[1][1])
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end)
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else
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this.goldImage:SetActive(false)
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end
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if ConsumeMaterial[2][2]>0 then
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this.gold2Image:SetActive(true)
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this.gold2Image:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[ConsumeMaterial[2][1]].ResourceID))
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if BagManager.GetItemCountById(ConsumeMaterial[2][1])<ConsumeMaterial[2][2] then
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isUpStarMaterials=false
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this.gold2Text.text=string.format("<color=#FF0000FF>%s</color>",ConsumeMaterial[2][2])
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else
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this.gold2Text.text=string.format("<color=#FFFFFFFF>%s</color>",ConsumeMaterial[2][2])
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end
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Util.AddOnceClick(this.gold2Btn,function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,ConsumeMaterial[2][1])
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end)
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else
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this.gold2Image:SetActive(false)
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end
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end
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end
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end
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--进阶属性提升
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function RoleFlyUpLayout:UpdateHeroUpStarProUpShow()
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if upStarRankUpConfig and upStarRankUpConfig.Id then
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local nextUpStarConFig = ConfigManager.GetConfigData(ConfigName.HeroRankupConfig,upStarRankUpConfig.Id)
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local nextProUpVal = 0
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if nextUpStarConFig then nextProUpVal = nextUpStarConFig.PropertiesDisplay end
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-- 生成一个临时英雄数据,使用完成后需主动清理
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local tempDId, tempData = HeroTempPropManager.CreateTempHero(curHeroData.dynamicId)
|
||
LogError("upStarRankUpConfig.Id=="..upStarRankUpConfig.Id.." breakid=="..curHeroData.breakId)
|
||
tempData.upStarId = upStarRankUpConfig.Id
|
||
tempData.breakId = curHeroData.breakId
|
||
local nextallAddProVal = {}
|
||
if isUpZhen then
|
||
nextallAddProVal = HeroTempPropManager.GetTempHeroProp(tempDId, FormationTypeDef.FORMATION_NORMAL)
|
||
else
|
||
nextallAddProVal = HeroTempPropManager.GetTempHeroProp(tempDId)
|
||
end
|
||
HeroTempPropManager.ClearTempHero(tempDId)-- 清理
|
||
|
||
this:ProShow(this.atkPro_UpStar,allAddProVal,HeroProType.Attack,nextallAddProVal)
|
||
this:ProShow(this.hpPro_UpStar,allAddProVal,HeroProType.Hp,nextallAddProVal)
|
||
this:ProShow(this.phyDef_UpStar,allAddProVal,HeroProType.PhysicalDefence,nextallAddProVal)
|
||
this:ProShow(this.magDef_UpStar,allAddProVal,HeroProType.MagicDefence,nextallAddProVal)
|
||
end
|
||
end
|
||
function RoleFlyUpLayout:ProShow(go,allAddProVal,HeroProType,nextallAddProVal)
|
||
local curProSConFig = ConfigManager.GetConfigData(ConfigName.PropertyConfig,HeroProType)
|
||
Util.GetGameObject(go,"proName"):GetComponent("Text").text = GetLanguageStrById(curProSConFig.Info)..":"
|
||
Util.GetGameObject(go,"proValue"):GetComponent("Text").text = allAddProVal[HeroProType]
|
||
Util.GetGameObject(go,"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(PropertyTypeIconDef[HeroProType])
|
||
if nextallAddProVal then
|
||
Util.GetGameObject(go,"nextproValue"):GetComponent("Text").text = nextallAddProVal[HeroProType]
|
||
end
|
||
end
|
||
--升星选择祭品后刷新界面
|
||
function RoleFlyUpLayout:AutoSelectUpStarHeroList(_curUpStarData)
|
||
local curUpStarData= _curUpStarData
|
||
if curUpStarData and #curUpStarData>0 then
|
||
for i = 1, #curUpStarData do
|
||
curSelectUpStarData=curUpStarData[i]
|
||
curSelectUpStarGo=upStarPreList[i]
|
||
local upStarHeroListData=HeroManager.GetUpStarHeroListData(curUpStarData[i].upStarMaterialsData.Id,curHeroData)
|
||
local curSelectHeroList = {}
|
||
if curUpStarData[i].upStarMaterialsData.Issame ==1
|
||
or curUpStarData[i].upStarMaterialsData.IsId > 0
|
||
or (curUpStarData[i].upStarMaterialsData.IsSameClan == 1
|
||
and curUpStarData[i].upStarMaterialsData.StarLimit == 3
|
||
and curHeroData.heroConfig.Qualiy ~= 3) then
|
||
if LengthOfTable(upStarHeroListData.heroList) >= curUpStarData[i].upStarData[4] then
|
||
for i = 1, curUpStarData[i].upStarData[4] do
|
||
if upStarHeroListData.heroList[i].type == RoleUpStarMatType.item or upStarHeroListData.heroList[i].type == RoleUpStarMatType.hero and upStarHeroListData.heroList[i].lockState == 0 and upStarHeroListData.heroList[i].isFormation == ""
|
||
and (not HarmonyManager.IsChangeColor(upStarHeroListData.heroList[i].dynamicId)) and (not HarmonyManager:IsEnvoy(upStarHeroListData.heroList[i].dynamicId)) then
|
||
table.insert(curSelectHeroList,upStarHeroListData.heroList[i])
|
||
end
|
||
end
|
||
self:UpdateUpStarPosHeroData(curSelectHeroList)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
--进阶红点
|
||
local upStarRedPointState = HeroManager.IsShowFlyUpRedPoint(curHeroData)
|
||
this.upStarBtnRedPoint:SetActive(upStarRedPointState)
|
||
parent:CheckRedPointType(RoleInfoPanelIndex.jinjie,upStarRedPointState)
|
||
end
|
||
|
||
|
||
--刷新当前升星坑位英雄的信息
|
||
function RoleFlyUpLayout:UpdateUpStarPosHeroData(curSelectHeroList)
|
||
if LengthOfTable(curSelectHeroList)<curSelectUpStarData.upStarData[4] then
|
||
upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=2
|
||
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
|
||
local upStarHeroListData=HeroManager.GetUpStarHeroListData(curSelectUpStarData.upStarMaterialsData.Id,curHeroData)
|
||
if upStarHeroListData.state<=0 then
|
||
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(false)
|
||
end
|
||
Util.GetGameObject(curSelectUpStarGo.transform,"num"):GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>", LengthOfTable(curSelectHeroList),curSelectUpStarData.upStarData[4])
|
||
else
|
||
upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=1
|
||
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(false)
|
||
Util.GetGameObject(curSelectUpStarGo.transform,"num"):GetComponent("Text").text=string.format("<color=#FFFFFFFF>%s/%s</color>", LengthOfTable(curSelectHeroList),curSelectUpStarData.upStarData[4])
|
||
end
|
||
local curUpStarConsumeMaterial={}
|
||
for i, v in pairs(curSelectHeroList) do
|
||
table.insert(curUpStarConsumeMaterial,v)
|
||
end
|
||
upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial
|
||
end
|
||
--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
|
||
function RoleFlyUpLayout:SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
|
||
--Log("#curHeroList "..#curHeroList)
|
||
local curEndShowHeroListData2={}
|
||
for i = 1, #curHeroList do
|
||
table.insert(curEndShowHeroListData2,curHeroList[i])
|
||
end
|
||
local curEndShowHeroListData={}
|
||
for i, v in pairs(curEndShowHeroListData2) do
|
||
v.isSelect=2
|
||
table.insert(curEndShowHeroListData,v)
|
||
end
|
||
for j = 1, #upStarConsumeMaterial do
|
||
if upStarConsumeMaterial[j] and #upStarConsumeMaterial[j]>0 then
|
||
for k = 1, #upStarConsumeMaterial[j] do
|
||
if j==curSelectUpStarData.upStarData[2] then--curSelectUpStarData 当前坑位选择的英雄信息
|
||
for _, v in pairs(curEndShowHeroListData) do
|
||
if v.type == RoleUpStarMatType.hero and v.dynamicId==upStarConsumeMaterial[j][k].dynamicId then
|
||
v.isSelect=1
|
||
elseif v.type == RoleUpStarMatType.item and v.id==upStarConsumeMaterial[j][k].id and v.index==upStarConsumeMaterial[j][k].index then
|
||
v.isSelect=1
|
||
end
|
||
end
|
||
else
|
||
for i, v in pairs(curEndShowHeroListData) do
|
||
if v.type == RoleUpStarMatType.hero and v.dynamicId==upStarConsumeMaterial[j][k].dynamicId then
|
||
curEndShowHeroListData[i] = nil
|
||
elseif v.type == RoleUpStarMatType.item and v.id==upStarConsumeMaterial[j][k].id and v.index==upStarConsumeMaterial[j][k].index then
|
||
curEndShowHeroListData[i] = nil
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
local curList={}
|
||
for _, v in pairs(curEndShowHeroListData) do
|
||
table.insert(curList,v)
|
||
end
|
||
return curList
|
||
end
|
||
--进阶按钮点击事件处理
|
||
function RoleFlyUpLayout:StarUpClick()
|
||
if (not HarmonyManager.IsInfo(curHeroData.dynamicId)) and (not HarmonyManager:IsEnvoy(curHeroData.dynamicId)) then
|
||
|
||
if curHeroData.oriLv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] and curHeroData.star==curHeroData.heroConfig.MaxStar then
|
||
PopupTipPanel.ShowTip(Language[11788])
|
||
return
|
||
end
|
||
|
||
end
|
||
|
||
if curHeroData.lv<upStarRankUpConfig.LimitLevel then
|
||
PopupTipPanel.ShowTip(Language[11789]..upStarRankUpConfig.LimitLevel)
|
||
return
|
||
end
|
||
local isUpStarMaterialsHero=true
|
||
for i = 1, #upStarMaterialIsAll do
|
||
if upStarMaterialIsAll[i]==2 then
|
||
isUpStarMaterialsHero=false
|
||
end
|
||
end
|
||
if isUpStarMaterials and isUpStarMaterialsHero then
|
||
NetManager.HeroUpStarEvent(curHeroData.dynamicId,upStarConsumeMaterial ,function (msg)
|
||
UIManager.OpenPanel(UIName.RoleFlyUpSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
|
||
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
|
||
if #dropItemTabs > 0 then
|
||
BagManager.SetDropIsSHowEquipPrint(false)
|
||
UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function ()
|
||
self:DeleteUpStarMaterials()
|
||
end)
|
||
else
|
||
self:DeleteUpStarMaterials()
|
||
end
|
||
CheckRedPointStatus(RedPointType.ShengXingYouLi)
|
||
end)
|
||
end)
|
||
-- 进阶音效
|
||
PlaySoundWithoutClick(SoundConfig.Sound_Recruit3)
|
||
else
|
||
PopupTipPanel.ShowTip("材料不足无法飞升")
|
||
end
|
||
end
|
||
--扣除升星 消耗的材料 更新英雄数据
|
||
function RoleFlyUpLayout:DeleteUpStarMaterials()
|
||
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,nil,curHeroData.star+1,nil,upStarRankUpConfig.Id,true)
|
||
HeroManager.UpdateSingleHeroSkillData(curHeroData.dynamicId)
|
||
for i, v in pairs(heroDatas) do
|
||
if curHeroData == v then
|
||
curHeroData=HeroManager.GetSingleHeroData(curHeroData.dynamicId)
|
||
v=curHeroData
|
||
end
|
||
end
|
||
--本地数据删除材料英雄
|
||
local curDelHeroDids = {}
|
||
for i = 1, #upStarConsumeMaterial do
|
||
for j = 1, #upStarConsumeMaterial[i] do
|
||
if upStarConsumeMaterial[i][j].type == RoleUpStarMatType.hero then
|
||
table.insert(curDelHeroDids,upStarConsumeMaterial[i][j].dynamicId)
|
||
end
|
||
end
|
||
end
|
||
if curDelHeroDids and #curDelHeroDids > 0 then
|
||
HeroManager.DeleteHeroDatas(curDelHeroDids)
|
||
end
|
||
if HeroManager.heroListPanelProID ~= ProIdConst.All then
|
||
heroDatas = HeroManager.GetHeroDataByProperty(HeroManager.heroListPanelProID)
|
||
else
|
||
heroDatas = HeroManager.GetAllHeroDatas()
|
||
end
|
||
if UIManager.IsOpen(UIName.RoleInfoPanel) then--当界面存在时需要刷新当前界面
|
||
HeroManager.SortHeroDatas(heroDatas)
|
||
parent:OnOpen(curHeroData, heroDatas,isUpZhen)
|
||
parent:OnShow()
|
||
end
|
||
end
|
||
function RoleFlyUpLayout:OnSortingOrderChange()
|
||
|
||
end
|
||
|
||
function RoleFlyUpLayout:OnHide()
|
||
self.gameObject:SetActive(false)
|
||
end
|
||
|
||
function RoleFlyUpLayout:OnClose()
|
||
upStarPreList = {}
|
||
end
|
||
|
||
function RoleFlyUpLayout:OnDestroy()
|
||
this.spLoader:Destroy()
|
||
upStarPreList = {}
|
||
end
|
||
|
||
return this
|
||
|