328 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Lua
		
	
			
		
		
	
	
			328 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Lua
		
	
----- 魂印弹窗 -----
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require("Base/BasePanel")
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SoulPrintPopUp = Inherit(BasePanel)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local equipConfig=ConfigManager.GetConfig(ConfigName.EquipConfig)
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local passiveSkillConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
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local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
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local propertyconfig=ConfigManager.GetConfig(ConfigName.PropertyConfig)
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--面板类型
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local Type={
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    Up=1,       --穿戴
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    Down=2,      --卸下
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    Access=3,   --有获取途径  传nil就不显示了
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}
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--打开面板类型
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local curType=0
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local heroId --当前英雄id
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local soulId --魂印id
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local pos    --位置
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local callback --回调
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local localData --本地存储的魂印数据 包含soulId 该数据只在魂印装备时(Type.Up)才有用
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--适用范围英雄容器
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local proList = {}
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function SoulPrintPopUp:InitComponent()
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    self.spLoader = SpriteLoader.New()
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    self.panel=Util.GetGameObject(self.gameObject,"Panel")
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    self.maskBtn= Util.GetGameObject(self.gameObject, "mask")
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    --基础信息
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    --装备详情--topBar
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    self.topBar = Util.GetGameObject(self.transform, "Panel/topBar")
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    self.soulName = Util.GetGameObject(self.topBar, "name"):GetComponent("Text")
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    self.icon = Util.GetGameObject(self.topBar, "icon"):GetComponent("Image")
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    self.frame = Util.GetGameObject(self.topBar, "frame"):GetComponent("Image")
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    self.circleFrameBg=Util.GetGameObject(self.topBar,"circleFrameBg"):GetComponent("Image")
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    self.circleFrame=Util.GetGameObject(self.topBar,"circleFrame"):GetComponent("Image")
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    self.equipType=Util.GetGameObject(self.topBar, "equipType"):GetComponent("Text")
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    self.equipQuaText=Util.GetGameObject(self.topBar, "equipQuaText"):GetComponent("Text")
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    self.equipInfoText=Util.GetGameObject(self.topBar, "equipInfoText"):GetComponent("Text")
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    self.powerNum=Util.GetGameObject(self.topBar, "powerNum"):GetComponent("Text")
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    self.star=Util.GetGameObject(self.topBar, "star")
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    self.effectbaijin = Util.GetGameObject(self.topBar, "fx_zhuangbeijiemian")
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    --魂印效果
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    self.midBar = Util.GetGameObject(self.transform, "Panel/midBar")
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    self.effectText=Util.GetGameObject(self.midBar,"basePro/Info"):GetComponent("Text")
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    --适用范围(还没做具体内容)
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    self.trialScope=Util.GetGameObject(self.midBar,"TrialScope")
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    self.trialScopeText=Util.GetGameObject(self.trialScope,"Text"):GetComponent("Text")
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    --数据小于4自动布局
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    self.scroll_1=Util.GetGameObject(self.trialScope,"Scroll_1")--静态布局根节点
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    self.trialScopePre=Util.GetGameObject(self.trialScope,"Scroll_1/TrialScopePre")--适用范围预设
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    --数据大于4优化布局
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    self.scroll_2=Util.GetGameObject(self.trialScope,"Scroll_2")--优化滚动条
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    self.scrollView=SubUIManager.Open(SubUIConfig.ScrollFitterView,self.scroll_2.transform,self.trialScopePre,Vector2.New(899.5,490), 1, 15)
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    self.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(-70,0)
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    self.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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    self.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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    self.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
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    self.scrollView.moveTween.MomentumAmount = 1
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    self.scrollView.moveTween.Strength = 2
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    self.btmBar = Util.GetGameObject(self.transform, "Panel/btmBar")
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    --获取途径
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    self.howGet = Util.GetGameObject(self.btmBar, "howGet")
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    self.canGetPre = Util.GetGameObject(self.howGet, "scroll/canGetPre")
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    self.canGetGrid = Util.GetGameObject(self.howGet, "scroll")
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    self.canGetScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.canGetGrid.transform,self.canGetPre, nil,
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    Vector2.New(self.canGetGrid.transform.rect.width, self.canGetGrid.transform.rect.height), 1, 1, Vector2.New(0, 0))
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    self.canGetScrollView.moveTween.MomentumAmount = 1
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    self.canGetScrollView.moveTween.Strength = 2
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    self.canGetScrollView.elastic = false
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    self.jumpViewList = {}
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    --操作按钮
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    self.btns=Util.GetGameObject(self.btmBar,"btnGrid")
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    self.upBtn=Util.GetGameObject(self.btns,"UpBtn")
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    self.downBtn=Util.GetGameObject(self.btns,"DownBtn")
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end
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function SoulPrintPopUp:BindEvent()
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    --关闭面板
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    Util.AddClick(self.maskBtn, function()
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        self:ClosePanel()
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    end)
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    --穿戴
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    Util.AddClick(self.upBtn,function()
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        --检测是否已穿过该类型魂印
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        local curHeroData = HeroManager.GetSingleHeroData(heroId)
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        if curHeroData and curHeroData.soulPrintList and #curHeroData.soulPrintList > 0 then
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            for i = 1, #curHeroData.soulPrintList do
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                if curHeroData.soulPrintList[i].equipId == soulId then
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                    PopupTipPanel.ShowTip(Language[11524])
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                    return
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                end
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            end
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        end
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        --如果装备位置满了 显示替换界面
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        if pos==0 then
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            UIManager.OpenPanel(UIName.SoulPrintPopUpV2,2,curHeroData,localData,function()
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                self:ClosePanel()
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                self:RefreshShow()
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                if callback then
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                    callback()
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                end
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            end)
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            return
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        end
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        --如果是别人装备的
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        if localData.upHero~="" then
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            --当前点击魂印被装到的英雄数据
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            local curClickHeroData=HeroManager.GetSingleHeroData(localData.upHero)
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            local str=string.format(Language[11525],itemConfig[curClickHeroData.id].Name,equipConfig[localData.id].Name,itemConfig[curHeroData.id].Name)
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            MsgPanel.ShowTwo(str, nil, function()
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                local _pos = 0
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                for i = 1, #curClickHeroData.soulPrintList do
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                    if curClickHeroData.soulPrintList[i].equipId == localData.id then
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                        _pos = curClickHeroData.soulPrintList[i].position
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                    end
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                end
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                NetManager.SoulEquipUnLoadWearRequest(tostring(curClickHeroData.dynamicId),localData.id,_pos,function()
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                    HeroManager.DelSoulPrintUpHeroDynamicId(curClickHeroData.dynamicId,localData.id)
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                    local wearInfo = {heroId = tostring(curHeroData.dynamicId),equipId = localData.id,position = pos}
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                    NetManager.SoulEquipWearRequest(wearInfo,nil,function()
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                        HeroManager.AddSoulPrintUpHeroDynamicId(curHeroData.dynamicId,localData.id,pos)
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                        PopupTipPanel.ShowTip(Language[11526])
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                        self:RefreshShow()
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                        --
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                        if callback then
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                            callback()
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                        end
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                        self:ClosePanel()
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                    end)
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                end)
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            end)
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            return
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        end
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        -- else--选择的魂印没有被其他猎妖师装备 可直接装备
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        --穿戴
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        local wearInfo = {heroId = tostring(heroId),equipId = soulId,position = pos}
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        NetManager.SoulEquipWearRequest(wearInfo,nil,function()
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            HeroManager.AddSoulPrintUpHeroDynamicId(heroId,soulId,pos)
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            if callback then
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                callback()
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            end
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        end)
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        self:ClosePanel()
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        -- end
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    end)
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    --卸下
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    Util.AddClick(self.downBtn,function()
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        NetManager.SoulEquipUnLoadWearRequest(tostring(heroId),soulId,pos,function()
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            HeroManager.DelSoulPrintUpHeroDynamicId(heroId,soulId)
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            if callback then
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                callback()
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            end
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        end)
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        self:ClosePanel()
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    end)
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end
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function SoulPrintPopUp:AddListener()
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end
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function SoulPrintPopUp:RemoveListener()
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end
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--curtype 面板类型(看最上面解释)  heroId 英雄ID  soulId魂印ID  pos位置  callback回调 localData本地存储魂印数据(只在穿戴时用)
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function SoulPrintPopUp:OnOpen(...)
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    local args={...}
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    curType=args[1]
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    heroId= args[2]
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    soulId=args[3]
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    pos=args[4]
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    callback=args[5]
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    localData=args[6]
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end
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function SoulPrintPopUp:OnShow()
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    self:RefreshShow(curType)
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end
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function SoulPrintPopUp:OnClose()
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    for i = 1, #self.jumpViewList do
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        destroy(self.jumpViewList[i].gameObject)
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    end
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end
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function SoulPrintPopUp:OnDestroy()
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    self.spLoader:Destroy()
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    self.scrollView=nil
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    proList={}
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    self.jumpViewList = {}
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end
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--读取魂印适用英雄效果
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local x= function(index)
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    local args={}
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    local tempArgs = string.split(GetLanguageStrById(equipConfig[soulId].Parameter),'|')
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    local t = string.split(tempArgs[index],'#')
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    for i, v in ipairs(t) do
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        args[i]= v
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    end
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    return string.format(GetLanguageStrById(equipConfig[soulId].Describe),unpack(args))
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end
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--刷新面板
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function SoulPrintPopUp:RefreshShow(type)
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    self.btns:SetActive(type==Type.Up or type==Type.Down)
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    self.upBtn:SetActive(type==Type.Up)
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    self.downBtn:SetActive(type==Type.Down)
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    --基础信息
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    self.soulName.text = GetLanguageStrById(equipConfig[soulId].Name)
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    self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(equipConfig[soulId].Quality))
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    self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[soulId].ResourceID))
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    self.circleFrameBg.sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[soulId].Quantity].circleBg2)
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    self.circleFrame.sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[soulId].Quantity].circle)
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    self.powerNum.text = equipConfig[soulId].Score--战力
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    self.equipInfoText.text = GetLanguageStrById(itemConfig[soulId].ItemDescribe)
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    self.equipQuaText.text= GetStringByEquipQua(equipConfig[soulId].Quality, GetQuaStringByEquipQua(equipConfig[soulId].Quality))
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    self.equipType.text= Language[11089]..GetEquipPosStrByEquipPosNum(equipConfig[soulId].Position)
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    self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("Bg_hz_beibao_pinjise_00"..equipConfig[soulId].Quality)
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    self.effectbaijin:SetActive(equipConfig[soulId].Quality==7)
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    Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
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    if equipConfig[soulId] then --魂印效果
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        local txt = ""
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        local pass=equipConfig[soulId].PassiveSkill
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        if pass and tonumber(pass[1])~=nil and tonumber(pass[1])~=0 then
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            self.effectText.text = GetLanguageStrById(passiveSkillConfig[pass[1]].Desc)
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        else
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            for index, value in ipairs(equipConfig[soulId].Property) do --propertyconfig
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                if index > 1 then
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                    txt = txt .. ","
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                end
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                if propertyconfig[value[1]].Style==1 then
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                    txt=txt..GetLanguageStrById(propertyconfig[value[1]].Info).."+"..value[2]
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                elseif propertyconfig[value[1]].Style==2 then
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                    txt=txt..GetLanguageStrById(propertyconfig[value[1]].Info).."+"..math.floor((value[2]/100)).."%"
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                end
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            end
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            self.effectText.text =txt
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        end
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    end
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    --适用范围
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    local isOpenTrialScope=equipConfig[soulId].Range and equipConfig[soulId].Range[1]~=0 and equipConfig[soulId].Range[1]--是否开启适用
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    if isOpenTrialScope then
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        self.trialScopeText.text = "以下英雄可装备:"
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        self.scroll_1:SetActive(#equipConfig[soulId].Range<=3)
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        self.scroll_2:SetActive(#equipConfig[soulId].Range>3)
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        --适用英雄<=3时 固定长度生成(预设) 反之使用优化滚动条
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        if #equipConfig[soulId].Range<=3 then
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            for j = 0, self.scroll_1.transform.childCount-1 do
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                self.scroll_1.transform:GetChild(j).gameObject:SetActive(false)
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            end
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            for i = 1, #equipConfig[soulId].Range do--遍历每个适用英雄
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                local item= proList[i]
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                if not item then
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                    item= newObjToParent(self.trialScopePre,self.scroll_1)
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                    item.name="ProPre"..i
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                    proList[i]=item
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                end
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                proList[i].gameObject:SetActive(true)
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                local _heroId=equipConfig[soulId].Range[i]
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                local frame=Util.GetGameObject(item,"Head/Frame"):GetComponent("Image")
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                local icon=Util.GetGameObject(item,"Head/Icon"):GetComponent("Image")
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                local name=Util.GetGameObject(item,"Name"):GetComponent("Text")
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                local info=Util.GetGameObject(item,"Info"):GetComponent("Text")
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                frame.sprite=self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[_heroId].Quantity))
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                icon.sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig[_heroId].ResourceID))
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                name.text=GetLanguageStrById(itemConfig[_heroId].Name)
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                info.text=x(i)
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            end
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        else
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            self.scrollView:SetData(equipConfig[soulId].Range,function(index,root)
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                self:SetScrollPre(root,equipConfig[soulId].Range[index],index)
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            end)
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            self.scrollView:SetIndex(1)
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        end
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    else
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        self.scroll_1:SetActive(false)
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        self.scroll_2:SetActive(false)
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        self.trialScopeText.text = "以下英雄可装备:所有英雄"
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    end
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    LayoutRebuilder.ForceRebuildLayoutImmediate(self.midBar.transform)
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    --获取途径
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    self.howGet:SetActive(type==Type.Access)
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    --获取途径
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    if self.jumpViewList and #self.jumpViewList > 0 then
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        for i = 1,#self.jumpViewList do
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            SubUIManager.Close(self.jumpViewList[i])
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        end
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    end
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    local curitemData = itemConfig[soulId]
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    if curitemData and curitemData.Jump then
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        if curitemData.Jump and #curitemData.Jump>0 then
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            self.canGetScrollView:SetData(curitemData.Jump,function (index, item)
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                local tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],true)
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                table.insert(self.jumpViewList,tempView)
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            end,true,true)
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        end
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    end
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    LayoutRebuilder.ForceRebuildLayoutImmediate(self.gameObject.transform)
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end
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--优化滚动条数据赋值
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function SoulPrintPopUp:SetScrollPre(root,data,index)
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    local frame=Util.GetGameObject(root,"Head/Frame"):GetComponent("Image")
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    local icon=Util.GetGameObject(root,"Head/Icon"):GetComponent("Image")
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    local name=Util.GetGameObject(root,"Name"):GetComponent("Text")
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    local info=Util.GetGameObject(root,"Info"):GetComponent("Text")
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    frame.sprite=self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[data].Quantity))
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    icon.sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig[data].ResourceID))
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    name.text=GetLanguageStrById(itemConfig[data].Name)
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    info.text=x(index)
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end
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return SoulPrintPopUp |