miduo_client/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_PlayerGift.lua

387 lines
16 KiB
Lua

----- 魂印合成 -----
local this = {}
local soulPrintDatas = {} --所有可合成数据
local materidaIsCan = false --合成是材料是否满足
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local equipSign = ConfigManager.GetConfig(ConfigName.EquipConfig)
local curSelectSoulPrint = {} --当前选择的合成魂印
local curSelectGO --当前选择的合成列表中对象
local needSoulPrint = {} --三个魂印消耗材料对象
local materialState = {} --材料数据
local openThisPanel
local needGold = {}
local allGo = {}
local selectUpList = {}
local itemType = 0
local funcList = {}
function this:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
allGo = {}
for i = 1, 3 do
selectUpList[i] = 0
needSoulPrint[i] = Util.GetGameObject(gameObject, "CompoundPanel_PlayerGift/titleGo/needEquip" .. i)
end
this.compoundSoulPrint = Util.GetGameObject(gameObject, "CompoundPanel_PlayerGift/titleGo/compoundEquip")
this.compoundSoulPrintBtn = Util.GetGameObject(gameObject, "CompoundPanel_PlayerGift/titleGo/compoundEquip/frame")
for i = 1, 2 do
needGold[i] = Util.GetGameObject(gameObject,
"CompoundPanel_PlayerGift/compoundBtn/GameObject/needGoldText (" .. i .. ")")
end
--this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/compoundBtn/needGoldText"):GetComponent("Text")
this.compoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_PlayerGift/compoundBtn")
this.autoSelectBtn = Util.GetGameObject(gameObject, "CompoundPanel_PlayerGift/autoCompoundBtn")
this.equipPre = Util.GetGameObject(gameObject, "CompoundPanel_PlayerGift/equipPre")
this.ScrollBar = Util.GetGameObject(gameObject, "CompoundPanel_PlayerGift/Scrollbar"):GetComponent("Scrollbar")
local v2 = Util.GetGameObject(gameObject, "CompoundPanel_PlayerGift/scroll"):GetComponent("RectTransform").rect
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,
Util.GetGameObject(gameObject, "CompoundPanel_PlayerGift/scroll").transform,
this.equipPre, this.ScrollBar, Vector2.New(-v2.x * 2, -v2.y * 2), 1, 5, Vector2.New(40, 20))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
end
function this:BindEvent()
Util.AddClick(this.compoundBtn, function()
this.Compound()
end)
--
Util.AddClick(this.autoSelectBtn, function()
this.AutoSelectSoulPrint()
end)
for i = 1, 3 do
Util.AddClick(needSoulPrint[i], function()
--materialState[index] = {state = true,equipSignConFig = equipSign}
UIManager.OpenPanel(UIName.SelectGiftListPopup, openThisPanel, selectUpList, i, curSelectSoulPrint, itemType)
end)
Util.AddLongPressClick(needSoulPrint[i], function()
if selectUpList[i] ~= 0 then
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2, this, { id = selectUpList[i], num = 0 }, 0, false,
nil, nil, 4)
end
end, 0.5)
end
Util.AddClick(this.compoundSoulPrintBtn, function()
--UIManager.OpenPanel(UIName.SoulPrintPopUp,0,nil,curSelectSoulPrint.Id,nil,nil)
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2, this, { id = curSelectSoulPrint.Id, num = 0 }, 0, false,
nil, nil, 4)
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
local sortingOrder = 0
function this:OnSortingOrderChange(_sortingOrder)
sortingOrder = _sortingOrder
for i, v in pairs(allGo) do
Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder)
end
end
function this:OnShow(_openThisPanel)
curSelectSoulPrint = {}
this.OnShowData()
this.StartCompoundSoulPrint(curSelectSoulPrint, true)
openThisPanel = this
itemType = ItemBaseType.PlayerGift
end
function this.OnShowData()
soulPrintDatas = {}
--local allDatas = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.EquipConfig,"Position",5,"Quality",7)
for i, v in ConfigPairs(equipSign) do
if v.Position == 7 and v.Formula and #v.Formula > 0 and tonumber(v.Formula[1][1]) ~= nil then
table.insert(soulPrintDatas, v)
end
end
table.sort(soulPrintDatas, function(a, b)
if a.Quality == b.Quality then
return a.Id < b.Id
else
return a.Quality < b.Quality
end
end)
curSelectSoulPrint = soulPrintDatas[1]
this.ScrollView:SetData(soulPrintDatas, function(index, go)
this.SingleItemDataShow(go, soulPrintDatas[index])
end)
end
function this.ShowGoldNum(equipSign)
for i = 1, #needGold do
needGold[i]:SetActive(false)
end
if equipSign.Resource then
for i = 1, #equipSign.Resource do
if needGold[i] then
needGold[i]:SetActive(true)
Util.GetGameObject(needGold[i], "Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig, equipSign.Resource[i][1]).ResourceID))
if equipSign.Resource[1][2] > BagManager.GetItemCountById(equipSign.Resource[1][1]) then
materidaIsCan = false
needGold[i]:GetComponent("Text").text = PrintWanNum2(equipSign.Resource[i][2]) --string.format("<color=#FF0011>%s</color>", equipSign.Resource[i][2])
else
materidaIsCan = true
needGold[i]:GetComponent("Text").text = PrintWanNum2(equipSign.Resource[i][2]) --string.format("<color=#FCF5D3FF>%s</color>", equipSign.Resource[i][2])
end
end
end
end
end
function this.ShowTitleEquipData(_go, _id, index)
if not _go and index then
_go = needSoulPrint[index]
end
local ishaveData = false
if _id and _id ~= 0 then
ishaveData = true
end
Util.GetGameObject(_go.transform, "frame"):SetActive(ishaveData)
Util.GetGameObject(_go.transform, "icon"):SetActive(ishaveData)
Util.GetGameObject(_go.transform, "circleFrameBg"):SetActive(false)
Util.GetGameObject(_go.transform, "name"):SetActive(false)
local starpar = Util.GetGameObject(_go.transform, "star")
if equipSign and _id and _id ~= 0 then
Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
GetQuantityImageByquality(equipSign[_id].Quality))
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
GetResourcePath(itemConfig[_id].ResourceID))
Util.GetGameObject(_go.transform, "name"):GetComponent("Text").text = GetLanguageStrById(equipSign.Name)
starpar:SetActive(true)
SetHeroStars(this.spLoader, starpar, equipSign[_id].Star, 1, nil, -15)
-- if index then
-- materialState[index] = {state = true,equipSignConFig = equipSign}
-- end
if index then
selectUpList[index] = _id
end
else
if index then
Util.GetGameObject(_go.transform, "addImage"):SetActive(not ishaveData)
Util.GetGameObject(_go.transform, "frame"):SetActive(false)
Util.GetGameObject(_go.transform, "icon"):SetActive(false)
starpar:SetActive(false)
end
end
end
function this.SingleItemDataShow(_go, _curequipSign)
if not allGo[_go] then
allGo[_go] = _go
Util.AddParticleSortLayer(_go, sortingOrder)
end
local curequipSign = _curequipSign
Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
GetQuantityImageByquality(curequipSign.Quality))
local icon = Util.GetGameObject(_go.transform, "icon")
icon:SetActive(true)
icon:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID))
Util.GetGameObject(_go.transform, "circleFrameBg/Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
GetResourcePath(itemConfig[curequipSign.Id].ResourceID))
Util.GetGameObject(_go.transform, "circleFrameBg/circleFrame"):GetComponent("Image").sprite = this.spLoader
:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circle)
Util.GetGameObject(_go.transform, "circleFrameBg"):SetActive(false) --:GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circleBg2)
Util.GetGameObject(_go.transform, "name"):GetComponent("Text").text = SubString2(
string.gsub(GetLanguageStrById(curequipSign.Name), Language[10452], ""), 6); --curequipSign.Name
Util.GetGameObject(_go.transform, "UI_effect_WuCai_Kuang"):SetActive(curequipSign.Quality == 7)
local starPar = Util.GetGameObject(_go.transform, "star")
local choosed = Util.GetGameObject(_go.transform, "choosed")
choosed:SetActive(curSelectSoulPrint.Id == curequipSign.Id)
SetHeroStars(this.spLoader, starPar, curequipSign.Star, 1, nil, -15)
local redPoint = Util.GetGameObject(_go.transform, "redPoint")
redPoint:SetActive(false)
--Util.GetGameObject(_go.transform,"redPoint"):SetActive(false)
if curSelectSoulPrint.Id == curequipSign.Id then
curSelectGO = _go
end
local checkFunc = function()
if curequipSign.Formula and #curequipSign.Formula > 0 and type(curequipSign.Formula[1][1]) ~= "userdata" then
local isMatEnough = false
local key = curequipSign.Formula[1][1]
local value = curequipSign.Formula[1][2]
--LogError("itemtype================="..itemType)
local datas = BagManager.GetBagItemDataByItemType(ItemBaseType.PlayerGift)
local curBagSoulPrintDatas = {}
local maxNum = 0
for i = 1, #datas do
if curequipSign.Star > 0 then
if datas[i].id == key then
for j = 1, datas[i].num do
if maxNum == value then
break
end
maxNum = maxNum + 1
end
end
else
--LogError("key=================="..key)
--LogError("datas[i].id=============="..datas[i].id)
if equipSign[datas[i].id].Quality == key then
for j = 1, datas[i].num do
if maxNum == value then
break
end
maxNum = maxNum + 1
end
end
end
end
if maxNum >= value then
isMatEnough = true
end
local resource = curequipSign.Resource
local isGoldEough = true
if resource and #resource > 0 and type(resource[1][1]) ~= "userdata" then
for i = 1, #resource do
if BagManager.GetItemCountById(resource[i][1]) < resource[i][2] then
isGoldEough = false
end
end
end
if isMatEnough and isGoldEough then
LogError("curequipSign.name==================================" .. curequipSign.Name)
redPoint:SetActive(true)
else
redPoint:SetActive(false)
end
end
end
checkFunc()
funcList[_go] = checkFunc
Util.AddOnceClick(Util.GetGameObject(_go.transform, "frame"), function()
if curSelectSoulPrint.Id == curequipSign.Id then
return
else
curSelectSoulPrint = curequipSign
choosed:SetActive(true)
if curSelectGO then
Util.GetGameObject(curSelectGO.transform, "choosed"):SetActive(false)
curSelectGO = _go
end
this.StartCompoundSoulPrint(curequipSign, true)
end
end)
end
function this.StartCompoundSoulPrint(curequipSign, isClearSelect)
this.ShowTitleEquipData(this.compoundSoulPrint, curequipSign.Id)
for i = 1, 3 do
selectUpList[i] = 0
end
this.ShowGoldNum(curequipSign)
if isClearSelect then
materialState = {}
local needNum = curequipSign.Formula[1][2]
for i = 1, 3 do
if i > needNum then
needSoulPrint[i]:SetActive(false)
else
needSoulPrint[i]:SetActive(true)
this.ShowTitleEquipData(needSoulPrint[i], 0, i)
end
end
end
end
function this.Compound()
--LogError(" `````````````````` "..curIndex.." "..curSelectEquip.Star.." "..compoundNum)
local list = {}
for i = 1, #selectUpList do
if selectUpList[i] ~= 0 then
table.insert(list, selectUpList[i])
end
end
if #list < curSelectSoulPrint.Formula[1][2] then
PopupTipPanel.ShowTip(Language[10461])
return
end
if not materidaIsCan then
UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.Gold })
return
end
if curSelectSoulPrint.Star > 0 then
NetManager.GiftEquipUpStarRequest(curSelectSoulPrint.Id, function(msg)
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
--删除魂印
--this.OnShowData()
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1, function()
this.StartCompoundSoulPrint(curSelectSoulPrint, true)
for k, v in pairs(funcList) do
v()
end
CheckRedPointStatus(RedPointType.PlayerGiftCompound)
end)
end)
else
NetManager.ComplexSoulPrintRequest(curSelectSoulPrint.Id, list, function(msg)
-- SoundManager.PlaySound(SoundConfig.UI_Duanzao)
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
--删除魂印
--this.OnShowData()
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1, function()
this.StartCompoundSoulPrint(curSelectSoulPrint, true)
for k, v in pairs(funcList) do
v()
end
CheckRedPointStatus(RedPointType.PlayerGiftCompound)
end)
end)
end
end
function this.AutoSelectSoulPrint()
this.StartCompoundSoulPrint(curSelectSoulPrint, true)
--local isShowUpHero = SoulPrintManager.GetIsShowUpHeroSoulPrintPlayerPrefs()
local datas = BagManager.GetBagItemDataByItemType(itemType)
local curBagSoulPrintDatas = {}
local maxNum = 0
for i = 1, #datas do
if curSelectSoulPrint.Star > 0 then
if datas[i].id == curSelectSoulPrint.Formula[1][1] then
for j = 1, datas[i].num do
if maxNum == curSelectSoulPrint.Formula[1][2] then
break
end
table.insert(curBagSoulPrintDatas, datas[i])
maxNum = maxNum + 1
end
end
else
if equipSign[datas[i].id].Quality == curSelectSoulPrint.Formula[1][1] then
for j = 1, datas[i].num do
if maxNum == curSelectSoulPrint.Formula[1][2] then
break
end
table.insert(curBagSoulPrintDatas, datas[i])
maxNum = maxNum + 1
end
end
end
end
table.sort(curBagSoulPrintDatas, function(a, b) return equipSign[a.id].Quality < equipSign[b.id].Quality end)
for i = 1, 3 do
if curBagSoulPrintDatas[i] then
this.ShowTitleEquipData(needSoulPrint[i], curBagSoulPrintDatas[i].id, i)
end
end
end
function this:OnClose()
end
function this:OnDestroy()
this.spLoader:Destroy()
allGo = {}
funcList = {}
end
return this