1128 lines
50 KiB
Lua
1128 lines
50 KiB
Lua
require("Base/BasePanel")
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local listpanel=require("Modules/RoleInfo/RoleListPanel")
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RoleInfoPanel = Inherit(BasePanel)
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local this = RoleInfoPanel
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local _CurPageIndex = 1
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local orginLayer
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local tabsList = {}
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local tabs = {
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[RoleInfoPanelIndex.qingbao] = {default = "UI_hz_gonghui_31", lock = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31",title = Language[11093],rpType = -1,
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},
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[RoleInfoPanelIndex.shenhun] = {default = "UI_hz_gonghui_32", lock = "UI_hz_gonghui_32", select = "UI_hz_gonghui_32",title = "神魂",rpType = -1,
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},
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[RoleInfoPanelIndex.jinjie] = {default = "UI_hz_gonghui_33", lock = "UI_hz_gonghui_33", select = "UI_hz_gonghui_33",title = Language[11815],rpType = -1,
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},
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[RoleInfoPanelIndex.juexing] = {default = "UI_hz_gonghui_34", lock = "UI_hz_gonghui_34", select = "UI_hz_gonghui_34",title = Language[10373],rpType = -1,
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},
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[RoleInfoPanelIndex.chuanshuo] = {default = "UI_hz_gonghui_31", lock = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31",title = Language[11095],rpType = -1,
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},
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[RoleInfoPanelIndex.pifu] = {default = "UI_hz_gonghui_32", lock = "UI_hz_gonghui_32", select = "UI_hz_gonghui_32",title = Language[11816],rpType = -1,
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},
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[RoleInfoPanelIndex.feiSheng] = {default = "UI_hz_gonghui_33", lock = "UI_hz_gonghui_33", select = "UI_hz_gonghui_33",title = "飞升",rpType = -1,
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},
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}
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local tabPage = {
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[RoleInfoPanelIndex.qingbao] = SubUIConfig.RoleInfoLayout,
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[RoleInfoPanelIndex.shenhun] = SubUIConfig.RoleGodSoulLayout,
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[RoleInfoPanelIndex.jinjie] = SubUIConfig.RoleUpStarLayout,
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[RoleInfoPanelIndex.juexing] = SubUIConfig.RoleAwakelayout,
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[RoleInfoPanelIndex.chuanshuo] = SubUIConfig.RoleStoryLayout,
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[RoleInfoPanelIndex.pifu] = SubUIConfig.RoleSkinLayout,
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[RoleInfoPanelIndex.feiSheng] = SubUIConfig.RoleFlyUpLayout,
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}
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local curHeroData--当前英雄信息
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local leftHeroData--左边预加载英雄信息
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local rightHeroData--右边预加载英雄信息
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local curHeroPosition --
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local heroDatas--所有英雄list信息
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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 XiuXianSkillConfig = ConfigManager.GetConfig(ConfigName.XiuXianSkillConfig)
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local index--当前英雄在 英雄列表中的索引
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local soulPrintData={}--魂印数据
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local isUpZhen = false--当前英雄是否上阵
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local isClickLeftOrRightBtn = true--点击左右按钮切换英雄播放动画状态
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local teamHero = {}--主线编队成员信息
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local talismanIsOpen = false--法宝是否开启
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local soulPrintIsOpen = false--魂印是否开启
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local isProChange=false
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local isOpenGod
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--初始化组件(用于子类重写)
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function RoleInfoPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.bg = Util.GetGameObject(self.gameObject, "bg")
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screenAdapte(this.bg)
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orginLayer = 0
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this.BtnBack = Util.GetGameObject(self.transform, "btnBack")
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this.bgImageList = {}
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for i = 1, 5 do
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this.bgImageList[i] = Util.GetGameObject(self.transform, "bg/di ("..i..")")
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end
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this.curObj= Util.GetGameObject(self.transform, "curObj")
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this.leftObj= Util.GetGameObject(self.transform, "leftObj")
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this.rightObj= Util.GetGameObject(self.transform, "rightObj")
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this.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject")
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this.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject")
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this.roleInfoRoot = Util.GetGameObject(self.transform, "rolePanel")
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this.rolePanelOp = Util.GetGameObject(this.roleInfoRoot,"layout")
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this.nameInfo = Util.GetGameObject(this.roleInfoRoot, "info")
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this.nameAndPossLayout = Util.GetGameObject(this.nameInfo, "nameAndPossLayout")
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this.profession = Util.GetGameObject(this.nameAndPossLayout, "proImage"):GetComponent("Image")
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this.proChangeBtn=Util.GetGameObject(this.nameInfo, "nameAndPossLayout/bg/proImage/changeBtn")
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this.heroName = Util.GetGameObject(this.nameAndPossLayout, "heroName"):GetComponent("Text")
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this.starGrid = Util.GetGameObject(this.nameInfo, "sartAndLvLayout")
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--上锁
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this.lockBtn=Util.GetGameObject(this.roleInfoRoot,"lockBtn")
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this.lockImage=Util.GetGameObject(this.lockBtn.transform,"lock")
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this.lockImage:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_suoding_zh")
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this.unlockImage=Util.GetGameObject(this.lockBtn.transform,"unlock")
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this.unlockImage:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_jiesuo_zh")
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this.pos = Util.GetGameObject(this.roleInfoRoot,"Pos")
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this.posQuality = Util.GetGameObject(this.roleInfoRoot,"quality"):GetComponent("Image")
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this.RecallBtn=Util.GetGameObject(this.roleInfoRoot,"RecallBtn")--角色归元按钮
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-- this.RecallBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_fabao_guiyuan_zh")
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this.reStarBtn=Util.GetGameObject(this.roleInfoRoot,"reStarBtn")--角色归元按钮
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--this.reStarBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_huitui")
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this.powerBtn = Util.GetGameObject(this.roleInfoRoot, "powerBtn")
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this.force = Util.GetGameObject(this.powerBtn, "value"):GetComponent("Text")
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this.upLvEffect = Util.GetGameObject(this.powerBtn,"effect")
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this.equipBtn=Util.GetGameObject(self.transform,"leftGrid/btnBGequip/equipBtn")
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this.equipBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("UI_hz_shenjiang_34")
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this.equipBtnRedPoint=Util.GetGameObject(this.equipBtn,"redPoint")
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this.soulPrintBtn=Util.GetGameObject(self.transform,"leftGrid/btnBGsoul/soulPrintBtn")
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this.soulPrintBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("UI_hz_shenjiang_33")
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this.soulPrintBtnRedPoint=Util.GetGameObject(this.soulPrintBtn,"redPoint")
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this.talismanBtn=Util.GetGameObject(self.transform,"rightGrid/talismanBtn") --该按钮控制入口显隐
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this.talismanClick=Util.GetGameObject(this.talismanBtn,"panel") --控制按钮的点击事件 置灰
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this.talismanClick:GetComponent("Image").sprite = this.spLoader:LoadSprite("UI_hz_shenjiang_35")
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this.talismanBtnRedPoint=Util.GetGameObject(this.talismanClick,"redPoint")
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this.talismanInfo=Util.GetGameObject(this.talismanBtn,"info") --查看法宝特性按钮
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this.imprintBtn=Util.GetGameObject(self.transform,"leftGrid/imprintBtn")
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this.imprintBtnIcon=Util.GetGameObject(this.imprintBtn,"icon"):GetComponent("Image")
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this.imprintImg=Util.GetGameObject(this.imprintBtn,"Image"):GetComponent("Image")
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this.godPrintBtn=Util.GetGameObject(self.transform,"leftGrid/GodprintBtn")
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--this.godPrintBtnIcon=Util.GetGameObject(this.godPrintBtn,"icon"):GetComponent("Image")
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this.godPrintImg=Util.GetGameObject(self.transform,"leftGrid/GodprintBtn"):GetComponent("Image")
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this.godPrintImg.sprite=this.spLoader:LoadSprite("UI_hz_shenjiang_33")
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this.godPrintBtnRedPoint=Util.GetGameObject(this.godPrintBtn,"redPoint")
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--礼物
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this.giftBtn=Util.GetGameObject(self.transform,"leftGrid/giftBtn")
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this.giftImg=Util.GetGameObject(self.transform,"leftGrid/giftBtn/Image"):GetComponent("Image")
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this.giftImg.sprite=this.spLoader:LoadSprite("UI_hz_zhonghe54")
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this.giftRedPoint=Util.GetGameObject(this.giftBtn,"redPoint")
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--潜能
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this.potencyObj=Util.GetGameObject(self.transform,"rightGrid/potencyBtn")
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this.potencyBtn=Util.GetGameObject(self.transform,"rightGrid/potencyBtn/Image")
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this.potencyImg=Util.GetGameObject(self.transform,"rightGrid/potencyBtn/Image"):GetComponent("Image")
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this.potencyImg.sprite=this.spLoader:LoadSprite("UI_hz_zhonghe05_119")
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this.potencyRedPoint=Util.GetGameObject(Util.GetGameObject(self.transform,"rightGrid/potencyBtn"),"redPoint")
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this.PageList = {}
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this.GodSoulBtn=Util.GetGameObject(self.transform,"leftGrid/GodSoulBtn")
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this.godSoulImg=Util.GetGameObject(self.transform,"leftGrid/GodSoulBtn"):GetComponent("Image")
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this.godSoulImg.sprite=this.spLoader:LoadSprite("r_hero_shenhun")
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this.godSoulBtnRedPoint=Util.GetGameObject(this.GodSoulBtn,"redPoint")
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this.dragView = SubUIManager.Open(SubUIConfig.DragView, self.gameObject.transform)
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this.dragView.transform:SetSiblingIndex(1)
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this.trigger=Util.GetEventTriggerListener(self.dragView.gameObject)
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this.trigger.onBeginDrag = this.trigger.onBeginDrag + this.OnBeginDrag
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this.trigger.onDrag = this.trigger.onDrag + this.OnDrag
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this.trigger.onEndDrag = this.trigger.onEndDrag + this.OnEndDrag
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this.btnList = Util.GetGameObject(self.transform,"tab/btnList")
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this.btnPre = Util.GetGameObject(self.transform,"tab/btnInfo")
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this.selectBtn = Util.GetGameObject(self.transform, "tab/selectBtn")
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-- 上部货币显示
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
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this.btnMask = Util.GetGameObject(self.transform, "btnMask")
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this.btnMask.gameObject:SetActive(false)
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this.tianfuBtn=Util.GetGameObject(self.transform,"rightGrid/tianfuBtn") --该按钮控制入口显隐
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this.trainingBtn=Util.GetGameObject(self.transform,"rightGrid/trainingBtn") --该按钮控制入口显隐
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this.trainingClick=Util.GetGameObject(self.transform,"rightGrid/trainingBtn/panel") --该按钮控制入口显隐
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this.tianfuClick=Util.GetGameObject(this.tianfuBtn,"panel") --控制按钮的点击事件 置灰
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this.trainingBtnRedPoint=Util.GetGameObject(this.trainingClick,"redPoint")
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this.tianfuInfo=Util.GetGameObject(this.tianfuBtn,"info/Text"):GetComponent("Text") --查看法宝特性按钮
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end
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--绑定事件(用于子类重写)
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function RoleInfoPanel: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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if listpanel and isProChange then
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listpanel:ChangeProId(curHeroData.changeProId)
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listpanel:GetCurSortHeroListData()
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end
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end)
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--切换阵营按钮
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Util.AddClick(this.proChangeBtn, function()
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ChangeHeroPro,curHeroData,function()
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this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId))
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heroDatas=HeroManager.GetHeroDataByProperty(curHeroData.changeProId)
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isProChange=true
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RoleInfoPanel:OnShow()
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end)
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end)
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--角色归元按钮
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Util.AddClick(this.RecallBtn,function()
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if curHeroData.lv <= 1 then
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PopupTipPanel.ShowTip(Language[12263])
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return
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end
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if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
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PopupTipPanel.ShowTip(Language[12184])
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return
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end
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if HarmonyManager:IsEnvoy(curHeroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() ~= 0 then
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if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0 then
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PopupTipPanel.ShowTip(Language[12184])
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return
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end
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end
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if curHeroData.lockState == 1 then
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PopupTipPanel.ShowTip(Language[12264])
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-- MsgPanel.ShowTwo("此神将已被锁定,是否解除锁定状态?", nil, function()
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-- NetManager.HeroLockEvent(curHeroData.dynamicId,0,function ()
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-- PopupTipPanel.ShowTip("神将解锁成功")
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-- HeroManager.UpdateSingleHeroLockState(curHeroData.dynamicId,0)
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-- end)
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-- end)
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return
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end
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local selectHero = {}
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selectHero[curHeroData.dynamicId] = curHeroData
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveRecall,
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HeroManager.GetHeroReturnItems(selectHero,GENERAL_POPUP_TYPE.ResolveRecall),selectHero)
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end)
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--角色归元按钮
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Util.AddClick(this.reStarBtn,function()
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if curHeroData.lv > 1 then
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PopupTipPanel.ShowTip("只有1级的英雄才可回退,请先进行归元!")
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return
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end
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if curHeroData.lockState == 1 then
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PopupTipPanel.ShowTip(Language[12264])
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return
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end
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local selectHero = {}
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selectHero[curHeroData.dynamicId] = curHeroData
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveReStar,
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HeroManager.GetHeroReturnItems(selectHero,GENERAL_POPUP_TYPE.ResolveReStar),selectHero)
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end)
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--左切换按钮
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Util.AddClick(this.leftBtn, function()
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this:LeftBtnOnClick()
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end)
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Util.AddClick(this.GodSoulBtn,function()
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UIManager.OpenPanel(UIName.RoleGodSoulLayout,heroConFigData,heroStar)
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end)
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--右切换按钮
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Util.AddClick(this.rightBtn, function()
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this:RightBtnOnClick()
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end)
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Util.AddClick(this.dragView.gameObject, function()
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local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState:SetAnimation(0, "idle", false)
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end)
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--礼物
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Util.AddClick(this.giftBtn, function()
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UIManager.OpenPanel(UIName.RoleGiftPanel,curHeroData,heroDatas)
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end)
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--潜能
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Util.AddClick(this.potencyBtn, function()
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UIManager.OpenPanel(UIName.HeroPotencyPanel,curHeroData,heroDatas)
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end)
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--装备
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Util.AddClick(this.equipBtn, function()
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UIManager.OpenPanel(UIName.RoleEquipPanel,curHeroData,heroDatas,this,isUpZhen)
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end)
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--天赋
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Util.AddClick(this.tianfuClick, function()
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UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
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end)
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--特训
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Util.AddClick(this.trainingClick, function()
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UIManager.OpenPanel(UIName.SpecailTrainingInfoPopup,curHeroData,1)
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end)
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--魂印
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Util.AddClick(this.soulPrintBtn, function()
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if soulPrintIsOpen then
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UIManager.OpenPanel(UIName.SoulPrintPanel,curHeroData,heroDatas)
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else
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local EquipSignUnlock = ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipSignUnlock
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PopupTipPanel.ShowTip(Language[10536]..NumToSimplenessFont[EquipSignUnlock[2][2]] .. Language[11817])
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end
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end)
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Util.AddClick(this.godPrintBtn,function ()
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if not isOpenGod then
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PopupTipPanel.ShowTip("英雄六星解锁神印")
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return
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end
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UIManager.OpenPanel(UIName.GodPrintPanel,curHeroData,heroDatas)
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end)
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--法宝
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Util.AddClick(this.talismanClick,function()
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if talismanIsOpen then
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if curHeroData.baublesId==nil or curHeroData.baublesId=="" then
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local list=FaLingManager.GetAllEquipDataNoBless()
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local curSelectList={}
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UIManager.OpenPanel(UIName.FaLingListPanel,list,this,curSelectList,curHeroData,1)
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else
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LogError("curHeroData.baublesId==="..curHeroData.baublesId)
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local data=FaLingManager.GetEquipDataByDid(curHeroData.baublesId)
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UIManager.OpenPanel(UIName.FaLingSingleShowPopup,this,data,2,false,false,curHeroData)
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end
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else
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PopupTipPanel.ShowTip(TalismanManager.GetCurHeroIsOpenTalismanTip())
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end
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end)
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--查看法宝特性按钮
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Util.AddClick(this.talismanInfo,function()
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UIManager.OpenPanel(UIName.TalismanInfoPopup,curHeroData.heroConfig,1,1)
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end)
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--上锁
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Util.AddClick(this.lockBtn,function()
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this:HeroLockEvent()
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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 RoleInfoPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Role.UpdateSkin, this.UpdateSkinShow)
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Game.GlobalEvent:AddEvent(GameEvent.Role.UpdateRoleInfoPanel, this.ResolveUpdateHeroInfoData,self)
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Game.GlobalEvent:AddEvent(GameEvent.Role.UpdateSodSoulLayout, this.UpdateHeroInfoData,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 RoleInfoPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Role.UpdateSkin,this.UpdateSkinShow)
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Game.GlobalEvent:RemoveEvent(GameEvent.Role.UpdateRoleInfoPanel, this.ResolveUpdateHeroInfoData,self)
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Game.GlobalEvent:RemoveEvent(GameEvent.Role.UpdateSodSoulLayout, this.UpdateHeroInfoData,self)
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end
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this.UpdateSkinShow = function()
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if _CurPageIndex == RoleInfoPanelIndex.pifu then
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this:OnPageTabChange(_CurPageIndex)
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end
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end
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--界面打开时调用(用于子类重写)
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function RoleInfoPanel:OnOpen(_curHeroData, _heroDatas,_isUpZhen,_index)
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curHeroData, heroDatas,isUpZhen = _curHeroData, _heroDatas,_isUpZhen
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if _index and _index > 0 then
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_CurPageIndex = _index
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else
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_CurPageIndex = RoleInfoPanelIndex.qingbao
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end
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LogError("herodatas len=="..#_heroDatas)
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end
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-- 打开,重新打开时回调
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function RoleInfoPanel:OnShow()
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.RoleInfo })
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isClickLeftOrRightBtn = true
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this.upLvEffect:SetActive(false)
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for i = 1, #heroDatas do
|
||
if curHeroData.dynamicId == heroDatas[i].dynamicId then
|
||
index = i
|
||
end
|
||
end
|
||
teamHero = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
|
||
this:UpdateLiveList()--加载当前 和 左右数据
|
||
if this.leftLiveObj and leftHeroData then
|
||
poolManager:UnLoadLive(this.leftLiveObj.name, this.leftLiveObj)
|
||
this.leftLiveObj = nil
|
||
end
|
||
if this.rightLiveObj and rightHeroData then
|
||
poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj)
|
||
this.rightLiveObj = nil
|
||
end
|
||
if this.curLiveObj and curHeroData then
|
||
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
|
||
this.curLiveObj = nil
|
||
end
|
||
Util.ClearChild(this.curObj.transform)
|
||
Util.ClearChild(this.leftObj.transform)
|
||
Util.ClearChild(this.rightObj.transform)
|
||
|
||
this.leftLiveObj = HeroManager.LoadHerolive(leftHeroData,this.leftObj)
|
||
|
||
this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData,this.rightObj)
|
||
|
||
this.curLiveObj = HeroManager.LoadHerolive(curHeroData,this.curObj)
|
||
local t=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.Train,"HeroID",curHeroData.id)
|
||
this.trainingBtn:SetActive(#t~=0)
|
||
local leftToward=0
|
||
if leftHeroData.skinId and leftHeroData.skinId~=0 then
|
||
local roleCon=ConfigManager.TryGetConfigData(ConfigName.RoleConfig,leftHeroData.skinId)
|
||
if roleCon then
|
||
leftToward=roleCon.Toward
|
||
end
|
||
else
|
||
leftToward=leftHeroData.heroConfig.Toward
|
||
end
|
||
SetHEeroLiveToward(this.leftLiveObj,leftToward,leftHeroData.position)
|
||
local rightToward=0
|
||
if rightHeroData.skinId and rightHeroData.skinId~=0 then
|
||
local roleCon=ConfigManager.TryGetConfigData(ConfigName.RoleConfig,rightHeroData.skinId)
|
||
if roleCon then
|
||
rightToward=roleCon.Toward
|
||
end
|
||
else
|
||
rightToward=rightHeroData.heroConfig.Toward
|
||
end
|
||
SetHEeroLiveToward(this.rightLiveObj,rightToward,rightHeroData.position)
|
||
|
||
if this.curLiveObj then
|
||
this.dragView.gameObject:SetActive(true)
|
||
this.dragView:SetDragGO(this.curLiveObj)
|
||
else
|
||
this.dragView.gameObject:SetActive(false)
|
||
end
|
||
this:SetPanelBg(curHeroData.changeProId)
|
||
this:UpdateHeroInfoData()--刷新界面方法
|
||
end
|
||
|
||
--更新界面已存数据
|
||
function this:UpdateLiveList()
|
||
local leftIndex = (index - 1 > 0 and index - 1 or #heroDatas)
|
||
leftHeroData = heroDatas[leftIndex]
|
||
curHeroData = heroDatas[index]
|
||
local rightIndex = (index + 1 <= #heroDatas and index + 1 or 1)
|
||
rightHeroData = heroDatas[rightIndex]
|
||
end
|
||
|
||
function this:SetPanelBg(index)
|
||
for i = 1, 5 do
|
||
if index == i then
|
||
this.bgImageList[i]:SetActive(true)
|
||
else
|
||
this.bgImageList[i]:SetActive(false)
|
||
end
|
||
end
|
||
end
|
||
|
||
--右切换按钮点击
|
||
function this:RightBtnOnClick()
|
||
-- 英雄长按升级时不再进行切换操作
|
||
if this.PageList[1] and this.PageList[1].isPressed then
|
||
return
|
||
end
|
||
if isClickLeftOrRightBtn == false then
|
||
return
|
||
end
|
||
isClickLeftOrRightBtn = false
|
||
this.btnMask.gameObject:SetActive(true)
|
||
local oldIndexConfigData = heroDatas[index]
|
||
index = (index + 1 <= #heroDatas and index + 1 or 1)
|
||
curHeroData = heroDatas[index]
|
||
if this.leftLiveObj then
|
||
poolManager:UnLoadLive(leftHeroData.live, this.leftLiveObj)
|
||
this.leftLiveObj = nil
|
||
end
|
||
this.curLiveObj.transform:SetParent(this.leftObj.transform)
|
||
this.curLiveObj:GetComponent("SkeletonGraphic"):DOFade(0, 0.2)
|
||
this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(oldIndexConfigData.position[1],oldIndexConfigData.position[2]), 0.5, false):SetEase(Ease.Linear)
|
||
this.rightLiveObj.transform:SetParent(this.curObj.transform)
|
||
this.rightLiveObj:GetComponent("RectTransform").anchoredPosition = Vector2.New(rightHeroData.position[1]+200,rightHeroData.position[2])
|
||
this.rightLiveObj:GetComponent("SkeletonGraphic"):DOFade(0, 0)
|
||
this.rightLiveObj:GetComponent("SkeletonGraphic"):DOFade(1, 0.3):SetDelay(0.2)
|
||
this.rightLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(rightHeroData.position[1],rightHeroData.position[2]), 0.3, false):SetDelay(0.2):OnComplete(function ()
|
||
this:UpdateLiveList()
|
||
if this.curLiveObj then
|
||
Log("Recycle:"..tostring(this.leftLiveObj))
|
||
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
|
||
this.curLiveObj = nil
|
||
end
|
||
Util.ClearChild(this.leftObj.transform)
|
||
this.leftLiveObj = HeroManager.LoadHerolive(leftHeroData,this.leftObj)
|
||
local leftToward=0
|
||
if leftHeroData.skinId and leftHeroData.skinId~=0 then
|
||
local roleCon=ConfigManager.TryGetConfigData(ConfigName.RoleConfig,leftHeroData.skinId)
|
||
if roleCon then
|
||
leftToward=roleCon.Toward
|
||
end
|
||
else
|
||
leftToward=leftHeroData.heroConfig.Toward
|
||
end
|
||
SetHEeroLiveToward(this.leftLiveObj,leftToward,leftHeroData.position)
|
||
this.curLiveObj = this.rightLiveObj
|
||
local rightToward=0
|
||
if rightHeroData.skinId and rightHeroData.skinId~=0 then
|
||
local roleCon=ConfigManager.TryGetConfigData(ConfigName.RoleConfig,rightHeroData.skinId)
|
||
if roleCon then
|
||
rightToward=roleCon.Toward
|
||
end
|
||
else
|
||
rightToward=rightHeroData.heroConfig.Toward
|
||
end
|
||
this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData,this.rightObj)
|
||
SetHEeroLiveToward(this.rightLiveObj,rightToward,rightHeroData.position)
|
||
local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
|
||
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", false)
|
||
this.rightBtn:GetComponent("Button").enabled = true
|
||
isClickLeftOrRightBtn = true
|
||
this:UpdateHeroInfoData()
|
||
this.btnMask.gameObject:SetActive(false)
|
||
end):SetEase(Ease.Linear)
|
||
this:SetPanelBg(curHeroData.changeProId)
|
||
|
||
end
|
||
|
||
--左切换按钮点击
|
||
function this:LeftBtnOnClick()
|
||
-- 英雄长按升级时不再进行切换操作
|
||
if this.PageList[1] and this.PageList[1].isPressed then
|
||
return
|
||
end
|
||
|
||
if isClickLeftOrRightBtn == false then
|
||
return
|
||
end
|
||
this.btnMask.gameObject:SetActive(true)
|
||
isClickLeftOrRightBtn = false
|
||
this.leftBtn:GetComponent("Button").enabled = false
|
||
local oldIndexConfigData = heroDatas[index]
|
||
index = (index - 1 > 0 and index - 1 or #heroDatas)
|
||
curHeroData = heroDatas[index]
|
||
-- 卸载右侧角色
|
||
if this.rightLiveObj then
|
||
poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj)
|
||
this.rightLiveObj = nil
|
||
end
|
||
this.curLiveObj.transform:SetParent(this.rightObj.transform)
|
||
this.curLiveObj:GetComponent("SkeletonGraphic"):DOFade(0, 0.2)
|
||
this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(oldIndexConfigData.position[1],oldIndexConfigData.position[2]), 0.5, false):SetEase(Ease.Linear)
|
||
this.leftLiveObj.transform:SetParent(this.curObj.transform)
|
||
this.leftLiveObj:GetComponent("RectTransform").anchoredPosition = Vector2.New(leftHeroData.position[1]-200,leftHeroData.position[2])
|
||
this.leftLiveObj:GetComponent("SkeletonGraphic"):DOFade(0, 0)
|
||
this.leftLiveObj:GetComponent("SkeletonGraphic"):DOFade(1, 0.3):SetDelay(0.2)
|
||
this.leftLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(leftHeroData.position[1],leftHeroData.position[2]), 0.3, false):SetDelay(0.2):OnComplete(function ()
|
||
this:UpdateLiveList()
|
||
if this.curLiveObj then
|
||
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
|
||
this.curLiveObj = nil
|
||
end
|
||
Util.ClearChild(this.rightObj.transform)
|
||
this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData,this.rightObj)
|
||
local rightToward=0
|
||
if rightHeroData.skinId and rightHeroData.skinId~=0 then
|
||
local roleCon=ConfigManager.TryGetConfigData(ConfigName.RoleConfig,rightHeroData.skinId)
|
||
if roleCon then
|
||
rightToward=roleCon.Toward
|
||
end
|
||
else
|
||
rightToward=rightHeroData.heroConfig.Toward
|
||
end
|
||
SetHEeroLiveToward(this.rightLiveObj,rightToward,rightHeroData.position)
|
||
this.curLiveObj = this.leftLiveObj
|
||
this.leftLiveObj = HeroManager.LoadHerolive(leftHeroData,this.leftObj)
|
||
local leftToward=0
|
||
if leftHeroData.skinId and leftHeroData.skinId~=0 then
|
||
local roleCon=ConfigManager.TryGetConfigData(ConfigName.RoleConfig,leftHeroData.skinId)
|
||
if roleCon then
|
||
leftToward=roleCon.Toward
|
||
end
|
||
else
|
||
leftToward=leftHeroData.heroConfig.Toward
|
||
end
|
||
SetHEeroLiveToward(this.leftLiveObj,leftToward,leftHeroData.position)
|
||
local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
|
||
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", false)
|
||
this.leftBtn:GetComponent("Button").enabled = true
|
||
isClickLeftOrRightBtn = true
|
||
this:UpdateHeroInfoData()
|
||
this.btnMask.gameObject:SetActive(false)
|
||
end):SetEase(Ease.Linear)
|
||
this:SetPanelBg(curHeroData.changeProId)
|
||
|
||
end
|
||
|
||
function this:UpdateBtnList()
|
||
if not tabsList then
|
||
tabsList = {}
|
||
end
|
||
for k,v in pairs(tabsList) do
|
||
if IsNull(tabsList[k]) then
|
||
tabsList[k] = nil
|
||
else
|
||
tabsList[k].gameObject:SetActive(false)
|
||
end
|
||
end
|
||
for k,v in ipairs(tabs) do
|
||
if not tabsList[k] then
|
||
tabsList[k] = newObjToParent(this.btnPre,this.btnList)
|
||
end
|
||
if k == RoleInfoPanelIndex.pifu then
|
||
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",curHeroData.id)
|
||
local HeoSkin = {}
|
||
for i = 1 ,#configs do
|
||
if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then
|
||
HeoSkin[configs[i].Type] = configs[i]
|
||
end
|
||
end
|
||
if LengthOfTable(HeoSkin) > 1 then
|
||
tabsList[k].gameObject:SetActive(true)
|
||
else
|
||
tabsList[k].gameObject:SetActive(false)
|
||
end
|
||
elseif k == RoleInfoPanelIndex.jinjie then
|
||
if curHeroData.star < 10 then
|
||
tabsList[k].gameObject:SetActive(true)
|
||
else
|
||
tabsList[k].gameObject:SetActive(false)
|
||
end
|
||
elseif k == RoleInfoPanelIndex.juexing then
|
||
-- if curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star then
|
||
-- tabsList[k].gameObject:SetActive(true)
|
||
-- else
|
||
tabsList[k].gameObject:SetActive(false)
|
||
-- end
|
||
elseif k == RoleInfoPanelIndex.shenhun then
|
||
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
|
||
and curHeroData.heroConfig.IsSoulOpen == 1 and curHeroData.star > 10 then
|
||
tabsList[k].gameObject:SetActive(false)
|
||
else
|
||
tabsList[k].gameObject:SetActive(false)
|
||
end
|
||
elseif k == RoleInfoPanelIndex.feiSheng then
|
||
local isopen=ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.FlyUp)
|
||
if curHeroData.heroConfig.MaxRank >11 and curHeroData.star>=10 and curHeroData.star < 15 then
|
||
tabsList[k].gameObject:SetActive(true)
|
||
else
|
||
tabsList[k].gameObject:SetActive(false)
|
||
end
|
||
else
|
||
tabsList[k].gameObject:SetActive(true)
|
||
end
|
||
local img = Util.GetGameObject(tabsList[k], "img"):GetComponent("Image")
|
||
img.sprite = this.spLoader:LoadSprite(tabs[k].default)
|
||
local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text")
|
||
local redpot = Util.GetGameObject(tabsList[k], "redPoint")
|
||
local lock = Util.GetGameObject(tabsList[k], "lock")
|
||
-- local select=Util.GetGameObject(tabsList[k], "select")
|
||
-- select.gameObject:SetActive(k == _CurPageIndex)
|
||
lock.gameObject:SetActive(false)
|
||
title.text = GetCurLanguage() == 0 and v.title or "<size=45>"..v.title.."</size>"
|
||
-- 判断是否需要检测红点
|
||
redpot:SetActive(false)
|
||
if k == RoleInfoPanelIndex.qingbao then
|
||
local upLvRedpoint = HeroManager.LvUpBtnRedPoint(curHeroData)
|
||
redpot.gameObject:SetActive(upLvRedpoint)
|
||
elseif k == RoleInfoPanelIndex.jinjie then
|
||
local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
|
||
redpot.gameObject:SetActive(upStarRedPointState)
|
||
elseif k == RoleInfoPanelIndex.juexing then
|
||
local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
|
||
redpot.gameObject:SetActive(upStarRedPointState)
|
||
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
|
||
lock.gameObject:SetActive(false)
|
||
else
|
||
lock.gameObject:SetActive(true)
|
||
end
|
||
elseif k == RoleInfoPanelIndex.shenhun then
|
||
-- local upStarRedPointState = GodSoulManager.CheckRedPointGodSoul(curHeroData)
|
||
-- redpot.gameObject:SetActive(upStarRedPointState)
|
||
-- else
|
||
redpot.gameObject:SetActive(false)
|
||
elseif k== RoleInfoPanelIndex.feiSheng then
|
||
local upStarRedPointState = HeroManager.IsShowFlyUpRedPoint(curHeroData)
|
||
redpot.gameObject:SetActive(upStarRedPointState)
|
||
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.FlyUp) then
|
||
lock.gameObject:SetActive(false)
|
||
else
|
||
lock.gameObject:SetActive(true)
|
||
end
|
||
end
|
||
Util.AddOnceClick(tabsList[k],function()
|
||
if k == _CurPageIndex then
|
||
|
||
else
|
||
if k==RoleInfoPanelIndex.feiSheng and not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.FlyUp) then
|
||
local globe=ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,FUNCTION_OPEN_TYPE.FlyUp)
|
||
if globe then
|
||
PopupTipPanel.ShowTip("鸿蒙阵共鸣等级达到"..globe.OpenRules[2] .."级开启")
|
||
end
|
||
return
|
||
elseif k==RoleInfoPanelIndex.juexing and not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
|
||
local globe=ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,FUNCTION_OPEN_TYPE.RoleAwake)
|
||
if globe then
|
||
PopupTipPanel.ShowTip("玩家等级达到"..globe.OpenRules[2] .."级开启")
|
||
end
|
||
return
|
||
end
|
||
|
||
this:SetSelectBtn(k)
|
||
this:OnPageTabChange(k)
|
||
end
|
||
end)
|
||
end
|
||
end
|
||
|
||
function this:CheckRedPointType(index,isShowRedPoint)
|
||
if tabsList[index] then
|
||
local redpot = Util.GetGameObject(tabsList[index], "redPoint")
|
||
redpot.gameObject:SetActive(isShowRedPoint)
|
||
end
|
||
end
|
||
|
||
-- 绑定数据
|
||
local _PageBindData = {}
|
||
|
||
--页签选中效果设置
|
||
function this:SetSelectBtn(index)
|
||
this.selectBtn.transform:SetParent(tabsList[index].transform)
|
||
this.selectBtn.transform.localScale = Vector3.one
|
||
this.selectBtn.transform.localPosition=Vector3.zero
|
||
-- this.selectBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_001")
|
||
-- Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and tabs[index].title or "<size=45>"..tabs[index].title.."</size>"--tabs[index].title--
|
||
|
||
end
|
||
|
||
-- tab改变事件
|
||
function this:OnPageTabChange(index)
|
||
this:ChangeCurentHeroSkinLive()
|
||
if this.PageList[_CurPageIndex] then
|
||
this.PageList[_CurPageIndex]:OnHide()
|
||
end
|
||
--神话传说隐藏角色名称信息
|
||
if index==5 then
|
||
this.nameInfo:SetActive(false)
|
||
else
|
||
this.nameInfo:SetActive(true)
|
||
end
|
||
_CurPageIndex = index
|
||
if not this.PageList[index] then
|
||
this.PageList[index] = SubUIManager.Open(tabPage[index],this.rolePanelOp.transform)
|
||
end
|
||
this.PageList[index]:OnShow()
|
||
this.PageList[index]:SetData(this.sortingOrder,this,curHeroData,isUpZhen,heroDatas)
|
||
end
|
||
|
||
function this:OnSortingOrderChange()
|
||
Util.AddParticleSortLayer(this.upLvEffect, this.sortingOrder - orginLayer)
|
||
orginLayer = this.sortingOrder
|
||
end
|
||
|
||
function this:UpdateHeroInfoData()
|
||
this:UpdateBtnList()
|
||
this.GodSoulBtn.gameObject:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.shenhun) and curHeroData.heroConfig.IsSoulOpen)
|
||
this.potencyObj:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.Potency))
|
||
this.giftBtn.gameObject:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift))
|
||
for k,v in pairs(this.PageList) do
|
||
v:OnHide()
|
||
end
|
||
-- LogError("_CurPageIndex==".._CurPageIndex)
|
||
if _CurPageIndex == RoleInfoPanelIndex.pifu then
|
||
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",curHeroData.id)
|
||
local HeoSkin = {}
|
||
for i = 1 ,#configs do
|
||
if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then
|
||
HeoSkin[configs[i].Type] = configs[i]
|
||
end
|
||
end
|
||
if LengthOfTable(HeoSkin) < 2 then
|
||
_CurPageIndex = RoleInfoPanelIndex.qingbao
|
||
end
|
||
elseif _CurPageIndex == RoleInfoPanelIndex.jinjie then
|
||
if (curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake))
|
||
or (not (curHeroData.star < 10)) then
|
||
_CurPageIndex = RoleInfoPanelIndex.qingbao
|
||
end
|
||
elseif _CurPageIndex == RoleInfoPanelIndex.juexing then
|
||
if (curHeroData.star < 10) or
|
||
not (curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake)) then
|
||
_CurPageIndex = RoleInfoPanelIndex.qingbao
|
||
end
|
||
elseif _CurPageIndex == RoleInfoPanelIndex.shenhun then
|
||
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
|
||
and curHeroData.heroConfig.IsSoulOpen == 1 and curHeroData.star > 10 then
|
||
_CurPageIndex = RoleInfoPanelIndex.qingbao
|
||
else
|
||
_CurPageIndex = RoleInfoPanelIndex.qingbao
|
||
end
|
||
elseif _CurPageIndex == RoleInfoPanelIndex.feiSheng then
|
||
if curHeroData.heroConfig.MaxRank <= 11 or curHeroData.star == 15 then
|
||
_CurPageIndex=RoleInfoPanelIndex.qingbao
|
||
else
|
||
LogError("*********/////////////////222222")
|
||
end
|
||
end
|
||
|
||
this:SetSelectBtn(_CurPageIndex)
|
||
this:OnPageTabChange(_CurPageIndex)
|
||
local EquipSignUnlock = ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipSignUnlock
|
||
if teamHero[curHeroData.dynamicId] then
|
||
isUpZhen = true
|
||
local isCanUpEquipTreasure
|
||
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,40)
|
||
if config then
|
||
local limits = string.split(config.Value, "|")
|
||
if limits then
|
||
local heroConfig = curHeroData.heroConfig
|
||
local lvs = string.split(limits[1], "#")
|
||
local stars = string.split(limits[2], "#")
|
||
if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= tonumber(stars[2]) then
|
||
isCanUpEquipTreasure = true
|
||
else
|
||
isCanUpEquipTreasure = false
|
||
end
|
||
else
|
||
isCanUpEquipTreasure = false
|
||
end
|
||
else
|
||
isCanUpEquipTreasure = false
|
||
end
|
||
this.equipBtnRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or
|
||
(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0) or
|
||
HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
|
||
HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
|
||
FaXiangManager.CheckIsCanUpFaXiang(curHeroData) or
|
||
FaXiangManager.CheckIsShowRed(curHeroData.faxiang[1],0) or
|
||
FaXiangManager.CheckIsShowRed(curHeroData.faxiang[2],0) )
|
||
this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData))
|
||
this.giftRedPoint:SetActive(GiftManager.CheckRoleRedPointById(curHeroData.dynamicId))
|
||
this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData))
|
||
this.godPrintBtnRedPoint:SetActive(HeroManager.GetIsShowGodPrintRedPoint(curHeroData))
|
||
this.potencyRedPoint:SetActive(HeroManager.CheckHeroPotencyRedPoint(curHeroData.dynamicId))
|
||
this.trainingBtnRedPoint:SetActive(HeroManager.RefreshRedShow(curHeroData))
|
||
else
|
||
isUpZhen = false
|
||
this.equipBtnRedPoint:SetActive(false)
|
||
this.talismanBtnRedPoint:SetActive(false)
|
||
this.soulPrintBtnRedPoint:SetActive(false)
|
||
this.godPrintBtnRedPoint:SetActive(false)
|
||
this.giftRedPoint:SetActive(false)
|
||
this.potencyRedPoint:SetActive(false)
|
||
this.trainingBtnRedPoint:SetActive(false)
|
||
end
|
||
|
||
--法宝按钮逻辑
|
||
this.talismanBtn.gameObject:SetActive(TalismanManager.CheckTalismanIsInConfig(curHeroData))
|
||
--this.talismanBtn.gameObject:SetActive(true)
|
||
if TalismanManager.CheckTalismanIsInConfig(curHeroData) then
|
||
talismanIsOpen = TalismanManager.GetCurHeroIsOpenTalisman(curHeroData)
|
||
this.talismanInfo.gameObject:SetActive(not talismanIsOpen)
|
||
Util.SetGray(this.talismanClick, not talismanIsOpen)
|
||
Util.GetGameObject(this.talismanClick.transform, "lock"):SetActive(not talismanIsOpen)
|
||
if not talismanIsOpen then
|
||
Util.GetGameObject(this.talismanClick, "lock/Text"):GetComponent("Text").text = TalismanManager.GetCurHeroIsOpenTalismanStr()
|
||
end
|
||
end
|
||
--魂印按钮逻辑
|
||
this.soulPrintBtn.transform.parent.gameObject:SetActive(ActTimeCtrlManager.IsQualifiled(87) and curHeroData.heroConfig.MaxRank >= EquipSignUnlock[2][2])
|
||
--神印按钮逻辑
|
||
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,149)
|
||
if config then
|
||
local limits = string.split(config.Value, "#")
|
||
if limits then
|
||
this.godPrintBtn:SetActive(ActTimeCtrlManager.IsQualifiled(126)and curHeroData.heroConfig.MaxRank >= 6)
|
||
isOpenGod=curHeroData.star >= tonumber(limits[1])
|
||
Util.SetGray(this.godPrintBtn, not isOpenGod)
|
||
Util.GetGameObject(this.godPrintBtn, "lock"):SetActive(not isOpenGod)
|
||
if not isOpenGod then
|
||
Util.GetGameObject(this.godPrintBtn, "lock/Text"):GetComponent("Text").text = "六星解锁"
|
||
end
|
||
else
|
||
this.godPrintBtn:SetActive(false)
|
||
end
|
||
else
|
||
this.godPrintBtn:SetActive(false)
|
||
end
|
||
|
||
|
||
this:SetDragView()
|
||
|
||
local starSize = Vector2.New(60,60)
|
||
local star,starType = curHeroData.GetStar(1)
|
||
local starScale = -10
|
||
if starType == 3 then
|
||
starSize = Vector2.New(1.2,1.84)
|
||
starScale = 7
|
||
end
|
||
SetHeroStars(this.spLoader, this.starGrid, star,starType,starSize,starScale)--,Vector2.New(0.5,0.5))
|
||
Util.SetParticleSortLayer(this.starGrid,this.sortingOrder + 1)
|
||
--使得神魂特效同步------------------------
|
||
this.starGrid:SetActive(false)
|
||
this.starGrid:SetActive(true)
|
||
------------------------------------------
|
||
this.heroName.text = curHeroData.name
|
||
this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId))
|
||
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(curHeroData.heroConfig.Natural,curHeroData.star))
|
||
this.unlockImage:SetActive(curHeroData.lockState == 0)
|
||
this.lockImage:SetActive(curHeroData.lockState == 1)
|
||
if curHeroData.heroConfig.PropertyName==5 then
|
||
this.proChangeBtn:SetActive(false)
|
||
else
|
||
this.proChangeBtn:SetActive(false)
|
||
end
|
||
--魂印
|
||
soulPrintIsOpen=SoulPrintManager.GetSoulPrintIsOpen(curHeroData)
|
||
Util.GetGameObject(this.soulPrintBtn, "lock"):SetActive(not soulPrintIsOpen)
|
||
Util.SetGray(this.soulPrintBtn, not soulPrintIsOpen)
|
||
if not soulPrintIsOpen then
|
||
Util.GetGameObject(this.soulPrintBtn, "lock/Text"):GetComponent("Text").text= NumToSimplenessFont[EquipSignUnlock[2][2]]..Language[10535]
|
||
end
|
||
|
||
local WarPower = 0
|
||
if isUpZhen then
|
||
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
|
||
else
|
||
-- allAddProVal = HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
|
||
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
|
||
end
|
||
this.force.text = WarPower
|
||
--神印按钮
|
||
local imprintId = PracticeManager.CheckHeroWearImprint(curHeroData.dynamicId)
|
||
if imprintId then
|
||
this.imprintBtn:SetActive(true)
|
||
this.imprintImg.sprite = this.spLoader:LoadSprite(GetResourcePath(XiuXianSkillConfig[imprintId].Icon))
|
||
Util.AddOnceClick(this.imprintBtn,function ()
|
||
UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.Imprint,imprintId,curHeroData.id)
|
||
end)
|
||
else
|
||
this.imprintBtn:SetActive(false)
|
||
end
|
||
|
||
|
||
ForceRebuildLayout(this.starGrid.transform)
|
||
|
||
this.reStarBtn.gameObject:SetActive(curHeroData.star > 5 and curHeroData.star < 10)
|
||
|
||
local OpenPassiveSkillRules = curHeroData.star >= HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
|
||
OpenPassiveSkillRules=GetPassiveByMaxStar(curHeroData.heroConfig,OpenPassiveSkillRules)
|
||
local tianfuIcon
|
||
if curHeroData.star == 12 then
|
||
tianfuIcon = "r_tongyong_feisheng_icon1" --飞升一
|
||
elseif curHeroData.star == 13 then
|
||
tianfuIcon = "r_tongyong_feisheng_icon2" --飞升二
|
||
elseif curHeroData.star > 13 then
|
||
tianfuIcon = "r_tongyong_feisheng_icon3" --飞升三
|
||
elseif curHeroData.star == 11 then
|
||
tianfuIcon = "r_tongyong_tianfu_icon" --觉醒
|
||
elseif curHeroData.heroConfig.Natural <= 5 then
|
||
tianfuIcon = "r_tongyong_feisheng_icon" --9星以下
|
||
elseif curHeroData.heroConfig.Natural == 6 or curHeroData.heroConfig.Natural == 7 then
|
||
tianfuIcon = "r_tongyong_tianfu_icon" --10星
|
||
end
|
||
this.tianfuClick:GetComponent("Image").sprite = this.spLoader:LoadSprite("UI_hz_shenjiang_36")
|
||
LogError("breakid=="..curHeroData.breakId.." upstarid=="..curHeroData.upStarId)
|
||
if OpenPassiveSkillRules then
|
||
this.tianfuBtn:SetActive(true)
|
||
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
||
this.tianfuInfo.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
|
||
|
||
else
|
||
this.tianfuBtn:SetActive(false)
|
||
end
|
||
|
||
|
||
end
|
||
|
||
function this:ChangeCurentHeroSkinLive(herodata)
|
||
if this.curLiveObj then
|
||
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
|
||
this.curLiveObj = nil
|
||
end
|
||
if herodata then
|
||
this.curLiveObj=HeroManager.LoadHerolive1(herodata,this.curObj)
|
||
local toward=0
|
||
local pos=nil
|
||
if herodata.Type~=0 then
|
||
LogError("type=="..herodata.Type)
|
||
local roleCon=ConfigManager.TryGetConfigData(ConfigName.RoleConfig,herodata.Type)
|
||
if roleCon then
|
||
LogError("type====="..herodata.Type)
|
||
toward=roleCon.Toward
|
||
end
|
||
else
|
||
toward=herodata.heroConfig.Toward
|
||
end
|
||
SetHEeroLiveToward(this.curLiveObj,toward,herodata.Position)
|
||
-- 临时保存皮肤位置
|
||
curHeroPosition = herodata.Position
|
||
else
|
||
local WarPower
|
||
if isUpZhen then
|
||
-- local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
|
||
-- local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId)
|
||
-- allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
|
||
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
|
||
else
|
||
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
|
||
-- allAddProVal = HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
|
||
end
|
||
this.force.text = WarPower
|
||
|
||
local toward=0
|
||
if curHeroData.skinId and curHeroData.skinId~=0 then
|
||
local roleCon=ConfigManager.TryGetConfigData(ConfigName.RoleConfig,curHeroData.skinId)
|
||
if roleCon then
|
||
toward=roleCon.Toward
|
||
end
|
||
else
|
||
toward=curHeroData.heroConfig.Toward
|
||
end
|
||
this.curLiveObj=HeroManager.LoadHerolive(curHeroData,this.curObj)
|
||
SetHEeroLiveToward(this.curLiveObj,toward,curHeroData.position)
|
||
-- 清空临时保存的皮肤位置
|
||
curHeroPosition = nil
|
||
end
|
||
|
||
this:SetDragView()
|
||
end
|
||
|
||
function this:SetDragView()
|
||
if this.curLiveObj then
|
||
this.dragView.gameObject:SetActive(true)
|
||
this.dragView:SetDragGO(this.curLiveObj)
|
||
else
|
||
this.dragView.gameObject:SetActive(false)
|
||
end
|
||
end
|
||
|
||
local beginV3
|
||
local endV3
|
||
local distance
|
||
function RoleInfoPanel:OnBeginDrag(Pointgo, data)
|
||
beginV3=this.curLiveObj.transform.anchoredPosition
|
||
end
|
||
function RoleInfoPanel:OnDrag(Pointgo, data)
|
||
distance=Vector2.Distance(beginV3,this.curLiveObj.transform.anchoredPosition)
|
||
end
|
||
function RoleInfoPanel:OnEndDrag(Pointgo, data)
|
||
endV3=this.curLiveObj.transform.anchoredPosition
|
||
if distance>250 and endV3.x<0 then
|
||
this:RightBtnOnClick()
|
||
elseif distance>250 and endV3.x>0 then
|
||
this:LeftBtnOnClick()
|
||
else
|
||
local pos = curHeroPosition or curHeroData.position
|
||
this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(pos[1], pos[2]), 0.5, false):SetEase(Ease.Linear)
|
||
end
|
||
distance=0
|
||
end
|
||
|
||
--界面关闭时调用(用于子类重写)
|
||
function RoleInfoPanel:OnClose()
|
||
|
||
if this.leftLiveObj and leftHeroData then
|
||
poolManager:UnLoadLive(this.leftLiveObj.name, this.leftLiveObj)
|
||
this.leftLiveObj = nil
|
||
end
|
||
if this.rightLiveObj and rightHeroData then
|
||
poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj)
|
||
this.rightLiveObj = nil
|
||
end
|
||
if this.curLiveObj and curHeroData then
|
||
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
|
||
this.curLiveObj = nil
|
||
end
|
||
this.leftBtn:GetComponent("Button").enabled = true
|
||
this.rightBtn:GetComponent("Button").enabled = true
|
||
Util.ClearChild(this.curObj.transform)
|
||
Util.ClearChild(this.leftObj.transform)
|
||
Util.ClearChild(this.rightObj.transform)
|
||
for k,v in pairs(this.PageList) do
|
||
v:OnHide()
|
||
end
|
||
this.btnMask.gameObject:SetActive(false)
|
||
end
|
||
|
||
|
||
--界面销毁时调用(用于子类重写)
|
||
function RoleInfoPanel:OnDestroy()
|
||
this.spLoader:Destroy()
|
||
tabsList = {}
|
||
SubUIManager.Close(this.UpView)
|
||
-- 这里管理全部子界面的销毁,保证子界面生命周期完整
|
||
for k,v in pairs(this.PageList) do
|
||
SubUIManager.Close(v)
|
||
end
|
||
isProChange=false
|
||
end
|
||
|
||
--跳转显示新手提示圈
|
||
function this.ShowGuideGo(type)--1 升级突破 2 进阶
|
||
if type == 1 then
|
||
JumpManager.ShowGuide(UIName.RoleInfoPanel,this.upLvBtn)
|
||
elseif type == 2 then
|
||
-- 我要变强跳转过来显示小手
|
||
elseif type == -1 then
|
||
JumpManager.ShowGuide(UIName.RoleInfoPanel,this.upLvBtn)
|
||
elseif type == -2 then
|
||
JumpManager.ShowGuide(UIName.RoleInfoPanel,this.equipBtn)
|
||
elseif type == -3 then
|
||
JumpManager.ShowGuide(UIName.RoleInfoPanel,this.soulPrintBtn)
|
||
elseif type == -4 then
|
||
JumpManager.ShowGuide(UIName.RoleInfoPanel,this.talismanClick)
|
||
end
|
||
end
|
||
|
||
function this:HeroLockEvent()
|
||
if curHeroData.lockState == 1 then
|
||
curHeroData.lockState = 0
|
||
elseif curHeroData.lockState == 0 then
|
||
curHeroData.lockState = 1
|
||
end
|
||
NetManager.HeroLockEvent(curHeroData.dynamicId,curHeroData.lockState,function ()
|
||
if curHeroData.lockState == 1 then
|
||
PopupTipPanel.ShowTip(Language[11820])
|
||
elseif curHeroData.lockState == 0 then
|
||
PopupTipPanel.ShowTip(Language[11741])
|
||
end
|
||
HeroManager.UpdateSingleHeroLockState(curHeroData.dynamicId,curHeroData.lockState)
|
||
this.unlockImage:SetActive(curHeroData.lockState == 0)
|
||
this.lockImage:SetActive(curHeroData.lockState == 1)
|
||
for i, v in pairs(heroDatas) do
|
||
if curHeroData == v then
|
||
v.lockState = curHeroData.lockState
|
||
end
|
||
end
|
||
end)
|
||
end
|
||
function this:ResolveUpdateHeroInfoData()
|
||
curHeroData = HeroManager.GetSingleHeroData(curHeroData.dynamicId)
|
||
for i = 1, #heroDatas do
|
||
if curHeroData.dynamicId == heroDatas[i].dynamicId then
|
||
heroDatas[i] = curHeroData
|
||
end
|
||
end
|
||
this:UpdateHeroInfoData()--刷新界面方法
|
||
if isUpZhen then
|
||
FormationManager.UserPowerChanged()
|
||
end
|
||
end
|
||
return this
|
||
|