miduo_client/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroAndEquipListPan...

759 lines
33 KiB
Lua

require("Base/BasePanel")
HandBookHeroAndEquipListPanel = Inherit(BasePanel)
local OpenType = 0 --1 英雄 2装备 3 法宝
--英雄列表
local tenGridList = {}
local sexGridList = {}
local fiveGridList = {}
local fourGridList = {}
local threeGridList = {}
local twoGridList = {}
local oneGridList = {}
--装备列表
local chuanShuoGridList = {}
local shiShiGridList = {}
local youXiuGridList = {}
local jingLiangGridList = {}
--法宝列表
local orangeGridList={}
local violetGridList={}
local blueGridList={}
local proId=0--0 全部 1 火 2风 3 水 4 地 5 光 6 暗
local tabs = {}
--初始化组件(用于子类重写)
function HandBookHeroAndEquipListPanel:InitComponent()
self.btnBack = Util.GetGameObject(self.transform, "btnBack")
--英雄
self.heroScroll = Util.GetGameObject(self.transform, "heroScroll")
self.heroScrollbar = Util.GetGameObject(self.transform, "heroScrollbar")
self.card = Util.GetGameObject(self.transform, "card")
self.tenGrid = Util.GetGameObject(self.heroScroll.transform, "grid/tenGrid")
self.sexGrid = Util.GetGameObject(self.heroScroll.transform, "grid/sexGrid")
self.fiveGrid = Util.GetGameObject(self.heroScroll.transform, "grid/fiveGrid")
self.fourGrid = Util.GetGameObject(self.heroScroll.transform, "grid/fourGrid")
self.threeGrid = Util.GetGameObject(self.heroScroll.transform, "grid/threeGrid")
self.twoGrid = Util.GetGameObject(self.heroScroll.transform, "grid/twoGrid")
self.oneGrid = Util.GetGameObject(self.heroScroll.transform, "grid/oneGrid")
self.tenStar = Util.GetGameObject(self.heroScroll.transform, "grid/tenStarNum")
self.sexStar = Util.GetGameObject(self.heroScroll.transform, "grid/sexStarNum")
self.fiveStar = Util.GetGameObject(self.heroScroll.transform, "grid/fiveStarNum")
self.fourStar = Util.GetGameObject(self.heroScroll.transform, "grid/fourStarNum")
self.threeStar = Util.GetGameObject(self.heroScroll.transform, "grid/threeStarNum")
self.twoStar = Util.GetGameObject(self.heroScroll.transform, "grid/twoStarNum")
self.oneStar = Util.GetGameObject(self.heroScroll.transform, "grid/oneStarNum")
self.tenStarNum = Util.GetGameObject(self.heroScroll.transform, "grid/tenStarNum/star/Text/Text (1)"):GetComponent("Text")
self.sexStarNum = Util.GetGameObject(self.heroScroll.transform, "grid/sexStarNum/star/Text/Text (1)"):GetComponent("Text")
self.fiveStarNum = Util.GetGameObject(self.heroScroll.transform, "grid/fiveStarNum/star/Text/Text (1)"):GetComponent("Text")
self.fourStarNum = Util.GetGameObject(self.heroScroll.transform, "grid/fourStarNum/star/Text/Text (1)"):GetComponent("Text")
self.threeStarNum = Util.GetGameObject(self.heroScroll.transform, "grid/threeStarNum/star/Text/Text (1)"):GetComponent("Text")
self.twoStarNum = Util.GetGameObject(self.heroScroll.transform, "grid/twoStarNum/star/Text/Text (1)"):GetComponent("Text")
self.oneStarNum = Util.GetGameObject(self.heroScroll.transform, "grid/oneStarNum/star/Text/Text (1)"):GetComponent("Text")
--装备
self.equipScroll = Util.GetGameObject(self.transform, "equipScroll")
self.equipScrollbar = Util.GetGameObject(self.transform, "equipScrollbar")
self.equip = Util.GetGameObject(self.transform, "equip")
self.chuanShuoGrid = Util.GetGameObject(self.equipScroll.transform, "grid/chuanShuoGrid")
self.shiShiGrid = Util.GetGameObject(self.equipScroll.transform, "grid/shiShiGrid")
self.youXiuGrid = Util.GetGameObject(self.equipScroll.transform, "grid/youXiuGrid")
self.jingLiangGrid = Util.GetGameObject(self.equipScroll.transform, "grid/jingLiangGrid")
self.chuanShuoNum = Util.GetGameObject(self.equipScroll.transform, "grid/chuanShuoNum/numInfo/numText/Text (1)"):GetComponent("Text")
self.shiShiNum = Util.GetGameObject(self.equipScroll.transform, "grid/shiShiNum/numInfo/numText/Text (1)"):GetComponent("Text")
self.youXiuNum = Util.GetGameObject(self.equipScroll.transform, "grid/youXiuNum/numInfo/numText/Text (1)"):GetComponent("Text")
self.jingLiangNum = Util.GetGameObject(self.equipScroll.transform, "grid/jingLiangNum/numInfo/numText/Text (1)"):GetComponent("Text")
--法宝
self.talismanScroll=Util.GetGameObject(self.transform,"TalismanScroll")
self.talismanScrollbar = Util.GetGameObject(self.transform, "TalismanScrollbar")
self.talismanPre= Util.GetGameObject(self.transform, "TalismanPre")
self.orangeGrid=Util.GetGameObject(self.talismanScroll.transform,"Grid/OrangeGrid")
self.violetGrid=Util.GetGameObject(self.talismanScroll.transform,"Grid/VioletGrid")
self.blueGrid=Util.GetGameObject(self.talismanScroll.transform,"Grid/BlueGrid")
self.orangeNum=Util.GetGameObject(self.talismanScroll.transform, "Grid/OrangeNum/NumInfo/NumText/Text"):GetComponent("Text")
self.violetNum=Util.GetGameObject(self.talismanScroll.transform,"Grid/VioletNum/NumInfo/NumText/Text"):GetComponent("Text")
self.blueNum=Util.GetGameObject(self.talismanScroll.transform,"Grid/BlueNum/NumInfo/NumText/Text"):GetComponent("Text")
tenGridList = {}
sexGridList = {}
fiveGridList = {}
fourGridList = {}
threeGridList = {}
twoGridList = {}
oneGridList = {}
chuanShuoGridList = {}
shiShiGridList = {}
youXiuGridList = {}
jingLiangGridList = {}
orangeGridList={}
violetGridList={}
blueGridList={}
for i = 1, 1 do
tenGridList[i] = Util.GetGameObject(self.heroScroll.transform, "grid/tenGrid/card ("..i..")")
sexGridList[i] = Util.GetGameObject(self.heroScroll.transform, "grid/sexGrid/card ("..i..")")
fiveGridList[i] = Util.GetGameObject(self.heroScroll.transform, "grid/fiveGrid/card ("..i..")")
fourGridList[i] = Util.GetGameObject(self.heroScroll.transform, "grid/fourGrid/card ("..i..")")
threeGridList[i] = Util.GetGameObject(self.heroScroll.transform, "grid/threeGrid/card ("..i..")")
twoGridList[i] = Util.GetGameObject(self.heroScroll.transform, "grid/twoGrid/card ("..i..")")
oneGridList[i] = Util.GetGameObject(self.heroScroll.transform, "grid/oneGrid/card ("..i..")")
chuanShuoGridList[i] = Util.GetGameObject(self.equipScroll.transform, "grid/chuanShuoGrid/equip ("..i..")")
shiShiGridList[i] = Util.GetGameObject(self.equipScroll.transform, "grid/shiShiGrid/equip ("..i..")")
youXiuGridList[i] = Util.GetGameObject(self.equipScroll.transform, "grid/youXiuGrid/equip ("..i..")")
jingLiangGridList[i] = Util.GetGameObject(self.equipScroll.transform, "grid/jingLiangGrid/equip ("..i..")")
orangeGridList[i]=Util.GetGameObject(self.orangeGrid.transform,"equip ("..i..")")
violetGridList[i]=Util.GetGameObject(self.violetGrid.transform,"equip ("..i..")")
blueGridList[i]=Util.GetGameObject(self.blueGrid.transform,"equip ("..i..")")
end
--self.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
--self.BtView2 = SubUIManager.Open(SubUIConfig.BtView2, self.gameObject.transform)
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
self.selectBtn = Util.GetGameObject(self.gameObject, "Tabs/selectBtn")
for i = 0, 6 do
tabs[i] = Util.GetGameObject(self.transform, "Tabs/grid/Btn" .. i)
end
self.Tabs = Util.GetGameObject(self.gameObject, "Tabs")
end
--绑定事件(用于子类重写)·
function HandBookHeroAndEquipListPanel:BindEvent()
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
for i = 0, 6 do
Util.AddClick(tabs[i], function()
if i == proId then
proId=ProIdConst.All
else
proId=i
end
self:OnShowHeroFun()
end)
end
end
--添加事件监听(用于子类重写)
function HandBookHeroAndEquipListPanel:AddListener()
end
--移除事件监听(用于子类重写)
function HandBookHeroAndEquipListPanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function HandBookHeroAndEquipListPanel:OnOpen(_type)
-- proId=ProIdConst.All
OpenType = _type
--self.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.RolePanel })
--self.BtView2:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView2.HandBookPanel })
self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function HandBookHeroAndEquipListPanel:OnShow()
proId = 0
if OpenType == 1 then
self.heroScroll:SetActive(true)
self.heroScrollbar:SetActive(true)
self.equipScroll:SetActive(false)
self.equipScrollbar:SetActive(false)
self.talismanScroll:SetActive(false)
self.talismanScrollbar:SetActive(false)
self.Tabs:SetActive(true)
-- proId=ProIdConst.All
self:OnShowHeroFun()
elseif OpenType == 2 then
self.heroScroll:SetActive(false)
self.heroScrollbar:SetActive(false)
self.equipScroll:SetActive(true)
self.equipScrollbar:SetActive(true)
self.talismanScroll:SetActive(false)
self.talismanScrollbar:SetActive(false)
self.Tabs:SetActive(false)
self:OnShowEquipFun()
elseif OpenType==3 then
self.heroScroll:SetActive(false)
self.heroScrollbar:SetActive(false)
self.equipScroll:SetActive(false)
self.equipScrollbar:SetActive(false)
self.talismanScroll:SetActive(true)
self.talismanScrollbar:SetActive(true)
self.Tabs:SetActive(false)
self:OnShowTalismanFun()
end
end
--界面关闭时调用(用于子类重写)
function HandBookHeroAndEquipListPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function HandBookHeroAndEquipListPanel:OnDestroy()
SubUIManager.Close(self.UpView)
--SubUIManager.Close(self.BtView)
--SubUIManager.Close(self.BtView2)
end
--英雄展示
function HandBookHeroAndEquipListPanel:OnShowHeroFun()
self:SetSelectBtn()
--得到所有的对应星级的英雄
local tenHeroList = {}
local sexHeroList = {}
local fiveHeroList = {}
local fourHeroList = {}
local threeHeroList = {}
local twoHeroList = {}
local oneHeroList = {}
for id, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroConfig)) do
--5星最高星级是10的要在十星里面显示出来
if v.Star == 5 and v.MaxRank >= 10 and (proId == 0 or v.PropertyName == proId) then
table.insert(tenHeroList,v)
end
--所有的5星都要在六星里面显示出来
if v.Star == 5 and (proId == 0 or v.PropertyName == proId) then
table.insert(fiveHeroList,v)
table.insert(sexHeroList,v)
elseif v.Star >= 4 and (proId == 0 or v.PropertyName == proId) then
table.insert(fourHeroList,v)
elseif v.Star >= 3 and (proId == 0 or v.PropertyName == proId) then
table.insert(threeHeroList,v)
elseif v.Star >= 2 and (proId == 0 or v.PropertyName == proId) then
table.insert(twoHeroList,v)
elseif v.Star >= 1 and (proId == 0 or v.PropertyName == proId) then
table.insert(oneHeroList,v)
end
end
self:SortHeroNatural(tenHeroList)
self:SortHeroNatural(sexHeroList)
self:SortHeroNatural(fiveHeroList)
self:SortHeroNatural(fourHeroList)
self:SortHeroNatural(threeHeroList)
self:SortHeroNatural(twoHeroList)
self:SortHeroNatural(oneHeroList)
local herodatas={}
herodatas[10]=tenHeroList
herodatas[6]=sexHeroList
herodatas[5]=fiveHeroList
herodatas[4]=fourHeroList
herodatas[3]=threeHeroList
herodatas[2]=twoHeroList
herodatas[1]=oneHeroList
PlayerManager.heroHandBookListData=herodatas
--计算玩家拥有的英雄中对应星级的英雄的数量
local curtenStarActiveNum = 0
local cursexStarActiveNum = 0
local curfiveStarActiveNum = 0
local curfourStarActiveNum = 0
local curthreeStarActiveNum = 0
local curtwoStarActiveNum = 0
local curoneStarActiveNum = 0
for i, v in pairs(PlayerManager.heroHandBook) do
local conFig = ConfigManager.GetConfigData(ConfigName.HeroConfig,i)
if conFig then
if PlayerManager.GetHeroDataByStar(10,conFig.Id) and (proId == 0 or conFig.PropertyName == proId) then
curtenStarActiveNum = curtenStarActiveNum + 1
end
if PlayerManager.GetHeroDataByStar(6,conFig.Id) and (proId == 0 or conFig.PropertyName == proId) then
cursexStarActiveNum = cursexStarActiveNum + 1
end
if conFig.Star == 5 and (proId == 0 or conFig.PropertyName == proId) then
curfiveStarActiveNum = curfiveStarActiveNum + 1
elseif conFig.Star == 4 and (proId == 0 or conFig.PropertyName == proId) then
curfourStarActiveNum = curfourStarActiveNum + 1
elseif conFig.Star == 3 and (proId == 0 or conFig.PropertyName == proId) then
curthreeStarActiveNum = curthreeStarActiveNum + 1
elseif conFig.Star == 2 and (proId == 0 or conFig.PropertyName == proId) then
curtwoStarActiveNum = curtwoStarActiveNum + 1
elseif conFig.Star == 1 and (proId == 0 or conFig.PropertyName == proId) then
curoneStarActiveNum = curoneStarActiveNum + 1
end
end
end
self.tenStarNum.text = Language[11096]..curtenStarActiveNum.."/"..#tenHeroList
self.tenStar.gameObject:SetActive(#tenHeroList>0)
self.tenGrid.gameObject:SetActive(#tenHeroList>0)
self.sexStarNum.text = Language[11096]..cursexStarActiveNum.."/"..#sexHeroList
self.sexStar.gameObject:SetActive(#sexHeroList>0)
self.sexGrid.gameObject:SetActive(#tenHeroList>0)
self.fiveStarNum.text = Language[11096]..curfiveStarActiveNum.."/"..#fiveHeroList
self.fiveStar.gameObject:SetActive(#fiveHeroList>0)
self.fiveGrid.gameObject:SetActive(#fiveHeroList>0)
self.fourStarNum.text = Language[11096]..curfourStarActiveNum.."/"..#fourHeroList
self.fourStar.gameObject:SetActive(#fourHeroList>0)
self.fourGrid.gameObject:SetActive(#fourHeroList>0)
self.threeStarNum.text = Language[11096]..curthreeStarActiveNum.."/"..#threeHeroList
self.threeStar.gameObject:SetActive(#threeHeroList>0)
self.threeGrid.gameObject:SetActive(#threeHeroList>0)
self.twoStarNum.text = Language[11096]..curtwoStarActiveNum.."/"..#twoHeroList
self.twoStar.gameObject:SetActive(#twoHeroList>0)
self.twoGrid.gameObject:SetActive(#twoHeroList>0)
self.oneStarNum.text = Language[11096]..curoneStarActiveNum.."/"..#oneHeroList
self.oneStar.gameObject:SetActive(#oneHeroList>0)
self.oneGrid.gameObject:SetActive(#oneHeroList>0)
--十星的
for i = 1, math.max(#tenHeroList, #tenGridList) do
local go = tenGridList[i]
if not go or (go and not go.gameObject) then
go = self:GeneralNewGoPre(1,i,self.tenGrid)
tenGridList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #tenHeroList do
tenGridList[i]:SetActive(true)
self:OnShowSingleHeroData(tenGridList[i],tenHeroList[i],10,255)
end
self.tenGrid.gameObject:SetActive(#tenHeroList>0)
--六星的
for i = 1, math.max(#sexHeroList, #sexGridList) do
local go = sexGridList[i]
if not go or (go and not go.gameObject) then
go = self:GeneralNewGoPre(1,i,self.sexGrid)
sexGridList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #sexHeroList do
sexGridList[i]:SetActive(true)
self:OnShowSingleHeroData(sexGridList[i],sexHeroList[i],6,145)
end
self.sexGrid.gameObject:SetActive(#sexGridList>0)
--五星的
for i = 1, math.max(#fiveHeroList, #fiveGridList) do
local go = fiveGridList[i]
if not go or (go and not go.gameObject) then
go = self:GeneralNewGoPre(1,i,self.fiveGrid)
fiveGridList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #fiveHeroList do
fiveGridList[i]:SetActive(true)
self:OnShowSingleHeroData(fiveGridList[i],fiveHeroList[i])
end
self.fiveGrid.gameObject:SetActive(#fiveGridList>0)
--四星的
for i = 1, math.max(#fourHeroList, #fourGridList) do
local go = fourGridList[i]
if not go or (go and not go.gameObject) then
go = self:GeneralNewGoPre(1,i,self.fourGrid)
fourGridList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #fourHeroList do
fourGridList[i]:SetActive(true)
self:OnShowSingleHeroData(fourGridList[i],fourHeroList[i])
end
self.fourGrid.gameObject:SetActive(#fourGridList>0)
--三星的
for i = 1, math.max(#threeHeroList, #threeGridList) do
local go = threeGridList[i]
if not go or (go and not go.gameObject) then
go = self:GeneralNewGoPre(1,i,self.threeGrid)
threeGridList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #threeHeroList do
threeGridList[i]:SetActive(true)
self:OnShowSingleHeroData(threeGridList[i],threeHeroList[i])
end
self.threeGrid.gameObject:SetActive(#threeGridList>0)
--二星的
for i = 1, math.max(#twoHeroList, #twoGridList) do
local go = twoGridList[i]
if not go or (go and not go.gameObject) then
go = self:GeneralNewGoPre(1,i,self.twoGrid)
twoGridList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #twoHeroList do
twoGridList[i]:SetActive(true)
self:OnShowSingleHeroData(twoGridList[i],twoHeroList[i])
end
self.twoGrid.gameObject:SetActive(#oneHeroList>0)
--一星的
for i = 1, math.max(#oneHeroList, #twoGridList) do
local go = oneGridList[i]
if not go or (go and not go.gameObject) then
go = self:GeneralNewGoPre(1,i,self.oneGrid)
oneGridList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #oneHeroList do
oneGridList[i]:SetActive(true)
self:OnShowSingleHeroData(oneGridList[i],oneHeroList[i])
end
self.oneGrid.gameObject:SetActive(#oneHeroList>0)
end
--装备展示
function HandBookHeroAndEquipListPanel:OnShowEquipFun()
local chuanShuoEquipList = {}
local shiShiEquipList = {}
local youXiuEquipList = {}
local jingLiangEquipList = {}
for id, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.EquipConfig)) do
if v.IfShow == 1 then
if v.Quality == 5 then
table.insert(chuanShuoEquipList,v)
elseif v.Quality == 4 then
table.insert(shiShiEquipList,v)
elseif v.Quality == 3 then
table.insert(youXiuEquipList,v)
elseif v.Quality == 2 then
table.insert(jingLiangEquipList,v)
end
end
end
local curchaunShuoActiveNum = 0
local curshiShiActiveNum = 0
local curyouXiuActiveNum = 0
local curjingLiangActiveNum = 0
for i, v in pairs(PlayerManager.equipHandBook) do
local conFig = ConfigManager.GetConfigData(ConfigName.EquipConfig,v)
if conFig and conFig.IfShow == 1 then
if conFig.Quality == 5 then
curchaunShuoActiveNum = curchaunShuoActiveNum + 1
elseif conFig.Quality == 4 then
curshiShiActiveNum = curshiShiActiveNum + 1
elseif conFig.Quality == 3 then
curyouXiuActiveNum = curyouXiuActiveNum + 1
elseif conFig.Quality == 2 then
curjingLiangActiveNum = curjingLiangActiveNum + 1
end
end
end
--传说装备
if chuanShuoEquipList and #chuanShuoEquipList > 0 then
self.chuanShuoNum.text = Language[11096]..curchaunShuoActiveNum.."/"..#chuanShuoEquipList
for i = 1, math.max(#chuanShuoEquipList, #chuanShuoGridList) do
local go = chuanShuoGridList[i]
if not go or (go and not go.gameObject) then
go = self:GeneralNewGoPre(2,i,self.chuanShuoGrid)
chuanShuoGridList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #chuanShuoEquipList do
chuanShuoGridList[i]:SetActive(true)
self:OnShowSingleEquipData(chuanShuoGridList[i],chuanShuoEquipList[i])
end
Util.GetGameObject(self.equipScroll.transform, "chuanShuoNum"):SetActive(true)
self.chuanShuoGrid:SetActive(true)
else
Util.GetGameObject(self.equipScroll.transform, "chuanShuoNum"):SetActive(false)
self.chuanShuoGrid:SetActive(false)
end
--史诗装备
if shiShiEquipList and #shiShiEquipList > 0 then
self.shiShiNum.text = Language[11096]..curshiShiActiveNum.."/"..#shiShiEquipList
for i = 1, math.max(#shiShiEquipList, #shiShiGridList) do
local go = shiShiGridList[i]
if not go or (go and not go.gameObject) then
go = self:GeneralNewGoPre(2,i,self.shiShiGrid)
shiShiGridList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #shiShiEquipList do
shiShiGridList[i]:SetActive(true)
self:OnShowSingleEquipData(shiShiGridList[i],shiShiEquipList[i])
end
Util.GetGameObject(self.equipScroll.transform, "shiShiNum"):SetActive(true)
self.shiShiGrid:SetActive(true)
else
Util.GetGameObject(self.equipScroll.transform, "shiShiNum"):SetActive(false)
self.shiShiGrid:SetActive(false)
end
--优秀装备
if youXiuEquipList and #youXiuEquipList > 0 then
self.youXiuNum.text = Language[11096]..curyouXiuActiveNum.."/"..#youXiuEquipList
for i = 1, math.max(#youXiuEquipList, #youXiuGridList) do
local go = youXiuGridList[i]
if not go or (go and not go.gameObject) then
go = self:GeneralNewGoPre(2,i,self.youXiuGrid)
youXiuGridList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #youXiuEquipList do
youXiuGridList[i]:SetActive(true)
self:OnShowSingleEquipData(youXiuGridList[i],youXiuEquipList[i])
end
Util.GetGameObject(self.equipScroll.transform, "youXiuNum"):SetActive(true)
self.youXiuGrid:SetActive(true)
else
Util.GetGameObject(self.equipScroll.transform, "youXiuNum"):SetActive(false)
self.youXiuGrid:SetActive(false)
end
--精良装备
if jingLiangEquipList and #jingLiangEquipList > 0 then
self.jingLiangNum.text = Language[11096]..curjingLiangActiveNum.."/"..#jingLiangEquipList
for i = 1, math.max(#jingLiangEquipList, #jingLiangGridList) do
local go = jingLiangGridList[i]
if not go or (go and not go.gameObject) then
go = self:GeneralNewGoPre(2,i,self.jingLiangGrid)
jingLiangGridList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #jingLiangEquipList do
jingLiangGridList[i]:SetActive(true)
self:OnShowSingleEquipData(jingLiangGridList[i],jingLiangEquipList[i])
end
Util.GetGameObject(self.equipScroll.transform, "jingLiangNum"):SetActive(true)
self.jingLiangGrid:SetActive(true)
else
Util.GetGameObject(self.equipScroll.transform, "jingLiangNum"):SetActive(false)
self.jingLiangGrid:SetActive(false)
end
end
--法宝展示(脚本名该换了)
function HandBookHeroAndEquipListPanel:OnShowTalismanFun()
self:SetSelectBtn()
local orangeTalismanList={}
local violetTalismanList={}
local blueTalismanList={}
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.ItemConfig)) do
if v.ItemType==14 then
if v.Quantity==5 then
table.insert(orangeTalismanList,v)
elseif v.Quantity==4 then
table.insert(violetTalismanList,v)
elseif v.Quantity==3 then
table.insert(blueTalismanList,v)
end
end
end
--搜集进度
local curOrangeActiveNum=0
local curVioletActiveNum=0
local curBlueActiveNum=0
for i, v in pairs(PlayerManager.talismanHandBook) do
local conFig={}
conFig = ConfigManager.GetConfigData(ConfigName.ItemConfig,v)
if conFig then
if conFig.Quantity == 5 then
curOrangeActiveNum = curOrangeActiveNum + 1
elseif conFig.Quantity == 4 then
curVioletActiveNum = curVioletActiveNum + 1
elseif conFig.Quantity == 3 then
curBlueActiveNum = curBlueActiveNum + 1
end
end
end
--橙色法宝
if orangeTalismanList and #orangeTalismanList>0 then
self.orangeNum.text=Language[11096]..curOrangeActiveNum.."/"..#orangeTalismanList
for i = 1, math.max(#orangeTalismanList,#orangeGridList) do
local go=orangeGridList[i]
if not go or (go and not go.gameObject) then
go=self:GeneralNewGoPre(3,i,self.orangeGrid)
orangeGridList[i]=go
end
go.gameObject:SetActive(false)
end
for i = 1, #orangeTalismanList do
orangeGridList[i]:SetActive(true)
self:OnShowSingleTalismanData(orangeGridList[i],orangeTalismanList[i])
end
Util.GetGameObject(self.talismanScroll.transform,"Grid/OrangeNum"):SetActive(true)
self.orangeGrid:SetActive(true)
else
Util.GetGameObject(self.talismanScroll.transform,"Grid/OrangeNum"):SetActive(false)
self.orangeGrid:SetActive(false)
end
--紫色法宝
if violetTalismanList and #violetTalismanList>0 then
self.violetNum.text=Language[11096]..curVioletActiveNum.."/"..#violetTalismanList
for i = 1, math.max(#violetTalismanList,#violetGridList) do
local go=violetGridList[i]
if not go or (go and not go.gameObject) then
go=self:GeneralNewGoPre(3,i,self.violetGrid)
violetGridList[i]=go
end
go.gameObject:SetActive(false)
end
for i = 1, #violetTalismanList do
violetGridList[i]:SetActive(true)
self:OnShowSingleTalismanData(violetGridList[i],violetTalismanList[i])
end
Util.GetGameObject(self.talismanScroll.transform,"Grid/VioletNum"):SetActive(true)
self.violetGrid:SetActive(true)
else
Util.GetGameObject(self.talismanScroll.transform,"Grid/VioletNum"):SetActive(false)
self.violetGrid:SetActive(false)
end
--蓝色法宝
if blueTalismanList and #blueTalismanList>0 then
self.blueNum.text=Language[11096]..curBlueActiveNum.."/"..#blueTalismanList
for i = 1, math.max(#blueTalismanList,#blueGridList) do
local go=blueGridList[i]
if not go or (go and not go.gameObject) then
go=self:GeneralNewGoPre(3,i,self.blueGrid)
blueGridList[i]=go
end
go.gameObject:SetActive(false)
end
for i = 1, #blueTalismanList do
blueGridList[i]:SetActive(true)
self:OnShowSingleTalismanData(blueGridList[i],blueTalismanList[i])
end
Util.GetGameObject(self.talismanScroll.transform,"Grid/BlueNum"):SetActive(true)
self.blueGrid:SetActive(true)
else
Util.GetGameObject(self.talismanScroll.transform,"Grid/BlueNum"):SetActive(false)
self.blueGrid:SetActive(false)
end
end
--生成不同类型图鉴预制的通用方法
function HandBookHeroAndEquipListPanel:GeneralNewGoPre(_type,_index,_grid)
local go
if _type == 1 then
go=newObject(self.card)
go.transform:SetParent(_grid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition=Vector3.zero;
go.gameObject.name = "card (".._index..")"
elseif _type == 2 then
go=newObject(self.equip)
go.transform:SetParent(_grid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition=Vector3.zero;
go.gameObject.name = "equip (".._index..")"
elseif _type==3 then
go=newObject(self.talismanPre)
go.transform:SetParent(_grid.transform)
go.transform.localScale=Vector3.one
go.transform.localPosition=Vector3.zero
go.gameObject.name="Talisman (".._index..")"
end
return go
end
--设置猎妖师数据
function HandBookHeroAndEquipListPanel:OnShowSingleHeroData(...)
local param={...}
local heroData = param[2]
local _go=param[1]
local star=heroData.Star
if(param[3]) then
star=param[3]
end
local lv=1
if param[4] and param[4] > 0 then
lv=param[4]
end
Util.GetGameObject(_go.transform, "card/bg"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[heroData.Quality])
if lv and lv > 0 then
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = lv
else
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = 1
end
Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = heroData.ReadingName
Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.Painting))
-- Util.GetGameObject(_go.transform, "card/pos/icon"):GetComponent("Image").sprite = Util.LoadSprite(GetJobSpriteStrByJobNum(heroData.Profession))
Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
--Util.GetGameObject(_go.transform, "card/heroStage"):GetComponent("Image").sprite = Util.LoadSprite(HeroStageSprite[heroData.HeroStage])
Util.GetGameObject(_go.transform, "card/heroStage"):SetActive(false)
local starGrid = Util.GetGameObject(_go.transform, "star")
SetHeroStars(starGrid, star)
Util.AddOnceClick(Util.GetGameObject(_go.transform, "card"), function()
UIManager.OpenPanel(UIName.HandBookHeroInfoPanel,heroData,proId,star)
end)
if PlayerManager.GetHeroDataByStar(star,heroData.Id) then
Util.SetGray(Util.GetGameObject(_go.transform, "card/icon"), false)
else
Util.SetGray(Util.GetGameObject(_go.transform, "card/icon"), true)
end
end
--设置装备数据
function HandBookHeroAndEquipListPanel:OnShowSingleEquipData(_go,_equipData)
local equipData = _equipData
local itemConFigData = ConfigManager.GetConfigData(ConfigName.ItemConfig,equipData.Id)
Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false)
Util.GetGameObject(_go.transform, "GameObject/item/frame"):GetComponent("Image").sprite = Util.LoadSprite(GetQuantityImageByquality(equipData.Quality))
if itemConFigData then
Util.GetGameObject(_go.transform, "GameObject/item/icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(itemConFigData.ResourceID))
end
Util.GetGameObject(_go.transform, "GameObject/name"):GetComponent("Text").text = equipData.Name
Util.AddOnceClick(Util.GetGameObject(_go.transform, "GameObject/item/frame"), function()
UIManager.OpenPanel(UIName.HandBookEquipInfoPanel,equipData.Id)
end)
if PlayerManager.equipHandBook[equipData.Id] == nil then
Util.SetGray(_go, true)
else
Util.SetGray(_go, false)
end
end
--设置法宝数据
function HandBookHeroAndEquipListPanel:OnShowSingleTalismanData(_go,_talismanData)
local talismanData = _talismanData
local itemConFigData= ConfigManager.GetConfigData(ConfigName.ItemConfig,talismanData.Id)
--设置星级
local starGrid=Util.GetGameObject(_go.transform,"GameObject/item/star")
SetHeroStars(starGrid,talismanData.Quantity)
Util.GetGameObject(_go.transform,"GameObject/item/resetLv"):SetActive(false)
Util.GetGameObject(_go.transform, "GameObject/item/frame"):GetComponent("Image").sprite = Util.LoadSprite(GetQuantityImageByquality(talismanData.Quantity))
if itemConFigData then
Util.GetGameObject(_go.transform, "GameObject/item/icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(itemConFigData.ResourceID))
end
Util.GetGameObject(_go.transform, "GameObject/name"):GetComponent("Text").text = talismanData.Name
Util.AddOnceClick(Util.GetGameObject(_go.transform, "GameObject/item/frame"), function()
UIManager.OpenPanel(UIName.HandBookTalismanInfoPanel,talismanData.Id)
--Log("打开详细信息")
end)
if PlayerManager.talismanHandBook[talismanData.Id] == nil then
Util.SetGray(_go, true)
else
Util.SetGray(_go, false)
end
end
--设置选中按钮
function HandBookHeroAndEquipListPanel:SetSelectBtn()
-- self.selectBtn:SetActive(proId ~= ProIdConst.All)
if proId ~= ProIdConst.All then
self.selectBtn.transform.localPosition = tabs[proId].transform.localPosition
else
self.selectBtn.transform.localPosition = Vector3.New(-336, 0, 0)
end
end
function HandBookHeroAndEquipListPanel:SortHeroNatural(heroList)
table.sort(heroList, function(a, b)
if a.Natural == b.Natural then
return a.Id < b.Id
else
return a.Natural > b.Natural
end
end)
end
return HandBookHeroAndEquipListPanel