686 lines
32 KiB
Lua
686 lines
32 KiB
Lua
require("Base/BasePanel")
|
||
RoleInfoLayout = Inherit(BasePanel)
|
||
local this = RoleInfoLayout
|
||
|
||
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
|
||
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
|
||
local heroSkinConfig = ConfigManager.GetConfig(ConfigName.HeroSkin)
|
||
|
||
local costItemList--升级突破静态材料
|
||
local isUpLvMaterials=true--升级 突破 材料是否充足
|
||
local allAddProVal={}--所有属性加成值
|
||
local lvUpShowProList={}--升级后展示的属性提升list
|
||
local isHeroUpTuPo=false--是否可突破
|
||
local upTuPoRankUpConfig={}--即将要突破的数据
|
||
local upStarRankUpConfig={}--即将要升星的数据
|
||
local curStarRankUpConfig={}--当前升星的数据
|
||
local curTuPoRankUpConfig={}--当前突破的数据
|
||
--长按升级状态
|
||
local _isClicked = false
|
||
local _isReqLvUp = false
|
||
local _isLongPress = false
|
||
this.timePressStarted = 0--监听长按事件
|
||
this.priThread = nil--协同程序播放升级属性提升值动画用
|
||
local isTriggerLongClick = false--长按是否升过级
|
||
local pinjieImage={"r_hero_pinjiebiao_01","r_hero_pinjiebiao_02"} --该死的品阶图片 1是未激活 2是激活
|
||
local oldLv = 0
|
||
local curHeroData--当前英雄信息
|
||
local parent = {}
|
||
local isUpZhen = false--当前英雄是否上阵
|
||
local isHeroUpStar
|
||
local herodatas = {}
|
||
this.isPressed = false
|
||
|
||
function RoleInfoLayout:New(gameObject)
|
||
local b = {}
|
||
b.gameObject = gameObject
|
||
b.transform = gameObject.transform
|
||
setmetatable(b, { __index = RoleInfoLayout })
|
||
return b
|
||
end
|
||
|
||
--初始化组件(用于子类重写)
|
||
function RoleInfoLayout:InitComponent()
|
||
this.spLoader = SpriteLoader.New()
|
||
--情报
|
||
this.atkPro=Util.GetGameObject(self.gameObject,"pro/atk")
|
||
this.hpPro=Util.GetGameObject(self.gameObject,"pro/hp")
|
||
this.phyDef=Util.GetGameObject(self.gameObject,"pro/phyDef")
|
||
this.magDef=Util.GetGameObject(self.gameObject,"pro/magDef")
|
||
this.lv = Util.GetGameObject(self.gameObject,"pro/lv/proValue"):GetComponent("Text")
|
||
this.skillGrid=Util.GetGameObject(self.gameObject,"skill")
|
||
this.selsectSkillImage=Util.GetGameObject(self.gameObject,"selsectSkillImage")
|
||
this.baseAttri = Util.GetGameObject(self.gameObject,"Ima/Text"):GetComponent("Text")
|
||
this.allProButton=Util.GetGameObject(self.gameObject,"allProButton")
|
||
this.pinjieList={}--品阶预设容器
|
||
this.pinjieRoot=Util.GetGameObject(self.gameObject,"Pinjie")
|
||
this.pinjiePre=Util.GetGameObject(self.gameObject,"Pre")
|
||
|
||
--升级
|
||
this.itemPre=Util.GetGameObject(self.gameObject,"upLv/itemPre")
|
||
this.itemGrid=Util.GetGameObject(self.gameObject,"upLv/itemGrid")
|
||
this.upLvBtn=Util.GetGameObject(self.gameObject,"upLvBtn")
|
||
|
||
this.upLvBtnRedPoint=Util.GetGameObject(self.gameObject,"upLvBtn/redPoint")
|
||
this.upLvTrigger = Util.GetEventTriggerListener(this.upLvBtn)
|
||
|
||
this.upLvBtnText=Util.GetGameObject(self.gameObject,"upLvBtn/Text"):GetComponent("Text")
|
||
this.upLvBtnImage=Util.GetGameObject(self.gameObject,"upLvBtn"):GetComponent("Image")
|
||
this.upLvBtnTiShiText=Util.GetGameObject(self.gameObject,"upLv/Image/Text"):GetComponent("Text")
|
||
this.upLvGoldBtn=Util.GetGameObject(self.gameObject,"upLv/gold")
|
||
this.upLvGoldText=Util.GetGameObject(self.gameObject,"upLv/gold/Text"):GetComponent("Text")
|
||
this.tipUpLv=Util.GetGameObject(self.gameObject,"upLv/tip")
|
||
this.noUpLvText=Util.GetGameObject(self.gameObject,"noUpLvText")
|
||
this.gongmingText=Util.GetGameObject(self.gameObject,"gongmingText")
|
||
Util.GetGameObject(this.gongmingText,"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite("h_hongmengbei_gongmingzhong_zh")
|
||
this.upLv=Util.GetGameObject(self.gameObject,"upLv")
|
||
this.lvUpGo=Util.GetGameObject(self.gameObject,"lvUpGo")
|
||
this.lvUpGoImage=Util.GetGameObject(self.gameObject,"lvUpGo/Image")
|
||
|
||
for i = 1, 5 do
|
||
lvUpShowProList[i]=Util.GetGameObject(this.lvUpGo.transform,"proPreParent/proPre"..i)
|
||
end
|
||
lvUpShowProList[5]:SetActive(false)
|
||
end
|
||
|
||
--绑定事件(用于子类重写)
|
||
function RoleInfoLayout:BindEvent()
|
||
--升级
|
||
Util.AddClick(this.upLvBtn, function()
|
||
if this.isGongMing then
|
||
PopupTipPanel.ShowTip("神将正在共鸣中,无法升级!")
|
||
return
|
||
end
|
||
if Time.realtimeSinceStartup - RoleInfoLayout.timePressStarted <= 0.4 then
|
||
this:LvUpClick(true)
|
||
end
|
||
end)
|
||
--长按升级按下状态
|
||
this._onPointerDown = function(Pointgo, data)
|
||
if this.isGongMing then
|
||
return
|
||
end
|
||
isTriggerLongClick = false
|
||
_isClicked = true
|
||
RoleInfoLayout.timePressStarted = Time.realtimeSinceStartup
|
||
oldLv = curHeroData.lv
|
||
this.isPressed = true
|
||
end
|
||
--长按升级抬起状态
|
||
this._onPointerUp = function(Pointgo, data)
|
||
if this.isGongMing then
|
||
PopupTipPanel.ShowTip("神将正在共鸣中,无法升级!")
|
||
return
|
||
end
|
||
if _isLongPress and isTriggerLongClick then
|
||
--连续升级抬起请求升级
|
||
this:LongLvUpClick(oldLv)
|
||
end
|
||
_isClicked = false
|
||
_isLongPress = false
|
||
this.isPressed = false
|
||
end
|
||
this.upLvTrigger.onPointerDown = this.upLvTrigger.onPointerDown + this._onPointerDown
|
||
this.upLvTrigger.onPointerUp = this.upLvTrigger.onPointerUp + this._onPointerUp
|
||
|
||
|
||
--显示所有属性
|
||
Util.AddClick(this.allProButton, function()
|
||
UIManager.OpenPanel(UIName.RoleProInfoPopup,allAddProVal,curHeroData.heroConfig,true,nil)
|
||
end)
|
||
end
|
||
|
||
--添加事件监听(用于子类重写)
|
||
function RoleInfoLayout:AddListener()
|
||
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpLvAndBreakMaterialShow)
|
||
end
|
||
--移除事件监听(用于子类重写)
|
||
function RoleInfoLayout:RemoveListener()
|
||
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpLvAndBreakMaterialShow)
|
||
end
|
||
|
||
function RoleInfoLayout:OnShow()
|
||
self.gameObject:SetActive(true)
|
||
FixedUpdateBeat:Add(this.OnUpdate, self)--长按方法注册
|
||
end
|
||
|
||
function RoleInfoLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
|
||
this.sortingOrder = _sortinglayer
|
||
curHeroData = _curHerodata
|
||
parent = _parent
|
||
isUpZhen = _isUpZhen
|
||
herodatas = _heroDatas
|
||
this:UpdateHeroInfoData()
|
||
this:GetCurHeroUpLvOrUpStarSData()
|
||
this:UpdateHeroUpLvAndBreakData()--升级
|
||
end
|
||
|
||
--更新英雄情报数据
|
||
function this:UpdateHeroInfoData()
|
||
curTuPoRankUpConfig = heroRankupConfig[curHeroData.breakId]
|
||
curStarRankUpConfig = heroRankupConfig[curHeroData.upStarId]
|
||
local EquipSignUnlock = ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipSignUnlock
|
||
--动态品阶
|
||
local pId=0 --当前突破的阶数
|
||
if curHeroData.breakId~=0 then
|
||
pId= heroRankupConfig[curHeroData.breakId].Phase[2]
|
||
end
|
||
local hruConfig= ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.HeroRankupConfig,"Star",curHeroData.heroConfig.Star,"Show",1) --动态获取不同英雄最大突破等阶
|
||
for i = 1, #hruConfig do --动态生成
|
||
local item=this.pinjieList[i]
|
||
if not item then
|
||
item= newObjToParent(this.pinjiePre,this.pinjieRoot)
|
||
item.name="Pre"..i
|
||
this.pinjieList[i]=item
|
||
end
|
||
this.pinjieList[i]:GetComponent("Image").sprite=this.spLoader:LoadSprite(i<=pId and pinjieImage[2] or pinjieImage[1])
|
||
end
|
||
for n = 0, this.pinjieRoot.transform.childCount-1 do --超过品阶关闭显示
|
||
this.pinjieRoot.transform:GetChild(n).gameObject:SetActive(n+1<=#hruConfig)
|
||
end
|
||
|
||
--计算面板属性
|
||
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)
|
||
else
|
||
allAddProVal=HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
|
||
end
|
||
--因为后端无法区分是否为PVP,所以前端处理,把PVP伤害加成和减免从伤害加成和减免中去除
|
||
allAddProVal = HeroManager.CalculatePvpBonusForShow(allAddProVal)
|
||
this:ProShow(this.atkPro,allAddProVal,HeroProType.Attack)
|
||
this:ProShow(this.hpPro,allAddProVal,HeroProType.Hp)
|
||
this:ProShow(this.phyDef,allAddProVal,HeroProType.PhysicalDefence)
|
||
this:ProShow(this.magDef,allAddProVal,HeroProType.MagicDefence)
|
||
local curLvEnd = 30
|
||
if curHeroData.breakId > 0 then
|
||
curLvEnd = heroRankupConfig[curHeroData.breakId].OpenLevel
|
||
end
|
||
if curHeroData.upStarId > 0 then
|
||
if heroRankupConfig[curHeroData.upStarId].OpenLevel > curLvEnd then
|
||
curLvEnd = heroRankupConfig[curHeroData.upStarId].OpenLevel
|
||
end
|
||
end
|
||
if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
|
||
-- body#FFCC00
|
||
this.lv.text= "<color=green>"..curHeroData.lv.."</color>"
|
||
elseif HarmonyManager:IsEnvoy(curHeroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
|
||
this.lv.text= "<color=#FFCC00>"..curHeroData.lv.."</color>"
|
||
else
|
||
-- body
|
||
this.lv.text= curHeroData.lv.."/"..curLvEnd
|
||
end
|
||
|
||
--技能点击特殊处理
|
||
this.selsectSkillImage:SetActive(false)
|
||
this.baseAttri.alignment = GetCurLanguage() ~= 2 and "MiddleCenter" or "MiddleRight"
|
||
this.UpdateHeroUpStarProUpSkillShow(this.skillGrid,curHeroData.skillIdList,curHeroData.passiveSkillList)
|
||
end
|
||
function this:ProShow(go,allAddProVal,HeroProType,nextallAddProVal)
|
||
local curProSConFig = ConfigManager.GetConfigData(ConfigName.PropertyConfig,HeroProType)
|
||
Util.GetGameObject(go,"proName"):GetComponent("Text").text = GetLanguageStrById(curProSConFig.Info)..":"
|
||
Util.GetGameObject(go,"proValue"):GetComponent("Text").text = allAddProVal[HeroProType]
|
||
Util.GetGameObject(go,"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(PropertyTypeIconDef[HeroProType])
|
||
if nextallAddProVal then
|
||
Util.GetGameObject(go,"nextproValue"):GetComponent("Text").text = nextallAddProVal[HeroProType]
|
||
end
|
||
end
|
||
--更新英雄升级 和 突破 的材料显示
|
||
function this:UpdateHeroUpLvAndBreakMaterialShow()
|
||
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
|
||
costItemList=upTuPoRankUpConfig.ConsumeMaterial
|
||
else
|
||
costItemList=ConfigManager.GetConfigData(ConfigName.HeroLevelConfig, curHeroData.lv).Consume
|
||
end
|
||
if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
|
||
this.noUpLvText:SetActive(true)
|
||
this.upLv:SetActive(false)
|
||
-- this.upLvBtn:SetActive(false)
|
||
--移除没有隐私是为了按钮抬起检测 不能隐藏 注意哦
|
||
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(2098, -42.00134 )
|
||
else
|
||
Util.ClearChild(this.itemGrid.transform)
|
||
this.noUpLvText:SetActive(false)
|
||
this.upLv:SetActive(true)
|
||
-- this.upLvBtn:SetActive(true)
|
||
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(322.3, -90)
|
||
isUpLvMaterials=true
|
||
for i = 1, #costItemList do
|
||
if costItemList[i][1]~=14 then
|
||
local go=newObject(this.itemPre)
|
||
go.transform:SetParent(this.itemGrid.transform)
|
||
go.transform.localScale = Vector3.one
|
||
go.transform.localPosition=Vector3.zero;
|
||
go:SetActive(true)
|
||
--Log("costItemList[i][1] "..costItemList[i][1])
|
||
if BagManager.GetItemCountById(costItemList[i][1])<costItemList[i][2] then
|
||
isUpLvMaterials=false
|
||
go.transform:Find("Image").gameObject:SetActive(true)--显示加号
|
||
Util.GetGameObject(go.transform,"Text"):GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",PrintWanNum2(BagManager.GetItemCountById(costItemList[i][1])),PrintWanNum2(costItemList[i][2]))
|
||
else
|
||
go.transform:Find("Image").gameObject:SetActive(false)--隐藏加号
|
||
Util.GetGameObject(go.transform,"Text"):GetComponent("Text").text=string.format("<color=#FFFFFFFF>%s/%s</color>",PrintWanNum2(BagManager.GetItemCountById(costItemList[i][1])),PrintWanNum2(costItemList[i][2]))
|
||
end
|
||
|
||
Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[costItemList[i][1]].ResourceID))
|
||
go.transform:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[costItemList[i][1]].Quantity))
|
||
Util.AddOnceClick(Util.GetGameObject(go.transform,"icon"),function ()
|
||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costItemList[i][1])
|
||
end)
|
||
else
|
||
if BagManager.GetItemCountById(costItemList[i][1])<costItemList[i][2] then
|
||
isUpLvMaterials=false
|
||
this.upLvGoldText.text=string.format("<color=#FF0000FF>%s</color>",costItemList[i][2])
|
||
else
|
||
this.upLvGoldText.text=string.format("<color=#FFFFFFFF>%s</color>",costItemList[i][2])
|
||
end
|
||
Util.AddOnceClick(this.upLvGoldBtn,function()
|
||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costItemList[i][1])
|
||
end)
|
||
end
|
||
end
|
||
end
|
||
|
||
this.isGongMing = HarmonyManager.IsGongMing(curHeroData)
|
||
if this.isGongMing then
|
||
this.gongmingText:SetActive(true)
|
||
this.upLv:SetActive(false)
|
||
-- this.upLvBtn:SetActive(false)
|
||
this.noUpLvText:SetActive(false)
|
||
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(2098, -42.00134 )
|
||
return
|
||
else
|
||
this.gongmingText:SetActive(false)
|
||
end
|
||
--红点检测
|
||
local upLvRedpoint = HeroManager.LvUpBtnRedPoint(curHeroData)
|
||
this.upLvBtnRedPoint:SetActive(upLvRedpoint)
|
||
parent:CheckRedPointType(1,upLvRedpoint)
|
||
end
|
||
|
||
--单个技能显示
|
||
function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills)
|
||
skillGridGO:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
|
||
local triggerCallBack
|
||
for i = 1, skillGridGO.transform.childCount do
|
||
local go= skillGridGO.transform:GetChild(i-1).gameObject
|
||
local skillType = Util.GetGameObject(go.transform,"skillType")
|
||
if #skillTabs>=i then--(#passiveSkills+#skillTabs)>=i then
|
||
local curSkillData = skillTabs[i]
|
||
if curSkillData and curSkillData.skillConfig and curSkillData.skillConfig.Name then
|
||
go:SetActive(true)
|
||
local skillTypeImage = Util.GetGameObject(go.transform,"skillImage/Image"):GetComponent("Image")
|
||
--if skillType then
|
||
if curSkillData.skillConfig.Type == SkillType.Pu then
|
||
--skillType:GetComponent("Text").text=SkillTypeStr[SkillType.Pu]
|
||
skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Pu])--普技
|
||
elseif curSkillData.skillConfig.Type == SkillType.Jue then
|
||
--skillType:GetComponent("Text").text=SkillTypeStr[SkillType.Jue]
|
||
skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Jue])--绝技
|
||
elseif curSkillData.skillConfig.Type == SkillType.Bei then
|
||
--skillType:GetComponent("Text").text=SkillTypeStr[SkillType.Bei]
|
||
skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Bei])--被动技
|
||
end
|
||
--end
|
||
local upGo = Util.GetGameObject(go.transform,"up")
|
||
if upGo then
|
||
if curSkillData.isShowUpImage ~= nil and curSkillData.isShowUpImage == false then
|
||
upGo:SetActive(false)
|
||
else
|
||
upGo:SetActive(true)
|
||
end
|
||
end
|
||
Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(curSkillData.skillConfig.Icon))--"i_act_ygmd2_2")
|
||
if GetCurLanguage() ~= 0 and LengthString(GetLanguageStrById(curSkillData.skillConfig.Name)) > 10 then
|
||
Util.GetGameObject(go.transform,"skillImage/skillName"):GetComponent("Text").text = SubString(GetLanguageStrById(curSkillData.skillConfig.Name),10).."..."
|
||
else
|
||
Util.GetGameObject(go.transform,"skillImage/skillName"):GetComponent("Text").text= GetLanguageStrById(curSkillData.skillConfig.Name)--(curSkillData.skillId % 10)
|
||
end
|
||
else
|
||
go:SetActive(false)
|
||
end
|
||
Util.AddOnceClick(Util.GetGameObject(go.transform,"icon"), function()
|
||
if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
|
||
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||
end
|
||
|
||
this.selsectSkillImage:SetActive(true)
|
||
this.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"icon").transform.position
|
||
|
||
|
||
local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,curSkillData.skillConfig.Type)
|
||
local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,curSkillData,1,10,maxLv,i)
|
||
skillGridGO:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
|
||
triggerCallBack = function (panelType, p)
|
||
if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭,把层级设回去
|
||
skillGridGO:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
|
||
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||
this.selsectSkillImage:SetActive(false)
|
||
end
|
||
end
|
||
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||
end)
|
||
else
|
||
go:SetActive(false)
|
||
end
|
||
end
|
||
end
|
||
|
||
--获取当前英雄的下一突破 和 升星 静态数据
|
||
function RoleInfoLayout:GetCurHeroUpLvOrUpStarSData()
|
||
isHeroUpTuPo = false
|
||
isHeroUpStar = false
|
||
upTuPoRankUpConfig = {}
|
||
upStarRankUpConfig = {}
|
||
local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
|
||
for i, v in ConfigPairs(heroRankUpConfig) do
|
||
if v.Star==curHeroData.heroConfig.Star then--初始星级相等
|
||
if v.Show==1 then -- 1 突破
|
||
if v.Id ~= curHeroData.breakId and curHeroData.lv == v.LimitLevel then--and curHeroData.star == v.LimitStar
|
||
--Log("突破 "..v.Id)
|
||
isHeroUpTuPo = true
|
||
upTuPoRankUpConfig = v
|
||
end
|
||
end
|
||
if v.Show==2 then -- 2 升星
|
||
if v.Id ~= curHeroData.upStarId and curHeroData.star == v.LimitStar then
|
||
--Log("升星 "..v.Id)
|
||
upStarRankUpConfig=v
|
||
isHeroUpStar=true
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
--更新英雄升级 和 突破数据
|
||
function this:UpdateHeroUpLvAndBreakData()
|
||
-- 升级获取突破 和 升星相应heroRankUpConfig静态数据
|
||
-- LogError("curHeroData "..curHeroData.breakId)
|
||
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
|
||
this.tipUpLv:GetComponent("Text").text=Language[11804]
|
||
this.tipUpLv:SetActive(true)
|
||
this.upLvBtnText.text=Language[11805]
|
||
this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_001")--r_chouka_button_004
|
||
this.upLvBtnTiShiText.text=Language[11806]
|
||
_isClicked = false
|
||
_isReqLvUp = false
|
||
else
|
||
if curHeroData.lv < 30 then--策划规定三十级之前一直显示持续长按可快速升级
|
||
this.tipUpLv:SetActive(true)
|
||
this.tipUpLv:GetComponent("Text").text = Language[11807]
|
||
else
|
||
this.tipUpLv:SetActive(false)
|
||
end
|
||
this.upLvBtnText.text=Language[11063]
|
||
this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_002")
|
||
this.upLvBtnTiShiText.text=Language[11434]
|
||
if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass==1 and curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then--当前突破全部完成
|
||
if curStarRankUpConfig then--进阶过处理
|
||
if curHeroData.lv == curStarRankUpConfig.OpenLevel then
|
||
this.tipUpLv:GetComponent("Text").text=Language[11804]
|
||
this.tipUpLv:SetActive(true)
|
||
end
|
||
else--从未进阶过处理
|
||
this.tipUpLv:GetComponent("Text").text=Language[11804]
|
||
this.tipUpLv:SetActive(true)
|
||
end
|
||
end
|
||
end
|
||
this:UpdateHeroUpLvAndBreakMaterialShow()
|
||
end
|
||
|
||
function RoleInfoLayout:OnSortingOrderChange()
|
||
|
||
end
|
||
|
||
--升级按钮点击事件处理
|
||
function RoleInfoLayout:LvUpClick(isSingleLvUp)
|
||
--是否为最大等级
|
||
-- --LogGreen("isSingleLvUp "..tostring(isSingleLvUp))
|
||
if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
|
||
PopupTipPanel.ShowTip(Language[11788])
|
||
_isClicked = false
|
||
_isReqLvUp = false
|
||
return
|
||
end
|
||
--如果此时需要进阶 每次都要跳转
|
||
if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass==1 and curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then--当前突破全部完成
|
||
if curStarRankUpConfig then--进阶过处理
|
||
if curHeroData.lv == curStarRankUpConfig.OpenLevel then
|
||
if curHeroData.star >= curHeroData.heroConfig.MaxRank then
|
||
MsgPanel.ShowOne("当前神将已达最大星级")
|
||
return
|
||
end
|
||
_isClicked = false
|
||
_isReqLvUp = false
|
||
local showTipStr = Language[11808]
|
||
local showIndex = 2
|
||
local showBtnTipStr = Language[11809]
|
||
if curHeroData.star == HeroManager.awakeStarIndex then
|
||
showTipStr = Language[11810]
|
||
showBtnTipStr = Language[11811]
|
||
showIndex = 3
|
||
end
|
||
if showIndex == 3 then
|
||
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
|
||
MsgPanel.ShowTwo(showTipStr, nil, function()
|
||
parent:SetSelectBtn(showIndex)
|
||
parent:OnPageTabChange(showIndex)
|
||
end,Language[10731],showBtnTipStr)
|
||
else
|
||
PopupTipPanel.ShowTip(Language[11812])--需要先进行觉醒!
|
||
end
|
||
else
|
||
MsgPanel.ShowTwo(showTipStr, nil, function()
|
||
parent:SetSelectBtn(showIndex)
|
||
parent:OnPageTabChange(showIndex)
|
||
end,Language[10731],showBtnTipStr)
|
||
end
|
||
else
|
||
if isUpLvMaterials then
|
||
if isSingleLvUp then--是否是单次升级
|
||
NetManager.HeroLvUpEvent(curHeroData.dynamicId,curHeroData.lv + 1,curHeroData.lv,function (msg)
|
||
this:DeleteLvUpMaterials(isSingleLvUp,msg)
|
||
end)
|
||
else
|
||
isTriggerLongClick = true
|
||
this:DeleteLvUpMaterials(isSingleLvUp)
|
||
end
|
||
else
|
||
_isClicked = false
|
||
_isReqLvUp = false
|
||
if isHeroUpTuPo and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
|
||
PopupTipPanel.ShowTip(Language[11813])
|
||
else
|
||
PopupTipPanel.ShowTip(Language[11814])
|
||
end
|
||
end
|
||
end
|
||
else--从未进阶过处理
|
||
_isClicked = false
|
||
_isReqLvUp = false
|
||
MsgPanel.ShowTwo(Language[11808], nil, function()
|
||
parent:SetSelectBtn(2)
|
||
parent:OnPageTabChange(2)
|
||
end,Language[10731],Language[11809])
|
||
end
|
||
else
|
||
if isUpLvMaterials then
|
||
if isSingleLvUp then--是否是单次升级
|
||
local curUpLv = curHeroData.lv
|
||
if isHeroUpTuPo and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
|
||
curUpLv = curHeroData.lv
|
||
else
|
||
curUpLv = curHeroData.lv + 1
|
||
end
|
||
NetManager.HeroLvUpEvent(curHeroData.dynamicId,curUpLv,curHeroData.lv,function (msg)
|
||
this:DeleteLvUpMaterials(isSingleLvUp,msg)
|
||
end)
|
||
else
|
||
isTriggerLongClick = true
|
||
this:DeleteLvUpMaterials(isSingleLvUp)
|
||
end
|
||
else
|
||
_isClicked = false
|
||
_isReqLvUp = false
|
||
if isHeroUpTuPo and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
|
||
PopupTipPanel.ShowTip(Language[11813])
|
||
else
|
||
PopupTipPanel.ShowTip(Language[11814])
|
||
end
|
||
end
|
||
end
|
||
end
|
||
--长按升级结束后请求协议
|
||
function RoleInfoLayout:LongLvUpClick(oldLv)
|
||
NetManager.HeroLvUpEvent(curHeroData.dynamicId,curHeroData.lv,oldLv,function (msg)
|
||
this:DeleteLvUpMaterials2(msg)
|
||
end)
|
||
end
|
||
--扣除升级 突破 消耗的材料 更新英雄数据
|
||
function RoleInfoLayout:DeleteLvUpMaterials(isSingleLvUp,msg)
|
||
if isSingleLvUp == false then--连续升级的时候需要自己先扣除
|
||
for i = 1, #costItemList do
|
||
--Log(string.format("扣除id=%s 数量=%s",costItemList[i][1],costItemList[i][2]))
|
||
BagManager.HeroLvUpUpdateItemsNum(costItemList[i][1],costItemList[i][2])
|
||
end
|
||
end
|
||
-- for i, v in pairs(heroDatas) do
|
||
-- if curHeroData == v then
|
||
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
|
||
UIManager.OpenPanel(UIName.RoleUpLvBreakSuccessPanel,curHeroData,upTuPoRankUpConfig.Id,upTuPoRankUpConfig.OpenLevel)
|
||
curHeroData.breakId=upTuPoRankUpConfig.Id
|
||
curHeroData.breakId=curHeroData.breakId
|
||
--突破有可能会升星
|
||
if curHeroData.star<upTuPoRankUpConfig.OpenStar then
|
||
curHeroData.star=upTuPoRankUpConfig.OpenStar
|
||
curHeroData.star=curHeroData.star
|
||
end
|
||
_isClicked = false
|
||
_isReqLvUp = false
|
||
else
|
||
if msg then
|
||
curHeroData.lv=msg.targetLevel
|
||
-- Log("后端更新猎妖师技术前端刷新界面targetLevel "..msg.targetLevel)
|
||
else
|
||
curHeroData.lv=curHeroData.lv + 1
|
||
-- Log("后端更新猎妖师技术前端刷新界面curHeroData.lv "..curHeroData.lv)
|
||
end
|
||
-- curHeroData.lv=curHeroData.lv
|
||
-- PopupTipPanel.ShowTip("升级成功!")
|
||
PopupTipPanel.ShowTip(Language[11867])
|
||
end
|
||
-- end
|
||
-- end
|
||
--Log("刷新英雄库里单个英雄数据 "..curHeroData.dynamicId.." "..curHeroData.lv.." "..curHeroData.star.." "..curHeroData.breakId.." "..curHeroData.upStarId)
|
||
--刷新英雄库里单个英雄数据
|
||
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
|
||
this.lvUpGoImage:SetActive(false)
|
||
-- 突破音效
|
||
PlaySoundWithoutClick(SoundConfig.Sound_Breach)
|
||
else
|
||
this.lvUpGoImage:SetActive(true)
|
||
-- 升级音效
|
||
PlaySoundWithoutClick(SoundConfig.Sound_Upgrade)
|
||
end
|
||
if msg then
|
||
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,msg.targetLevel,curHeroData.star,curHeroData.breakId,curHeroData.upStarId,isSingleLvUp)
|
||
else
|
||
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.lv,curHeroData.star,curHeroData.breakId,curHeroData.upStarId,isSingleLvUp)
|
||
end
|
||
local allAddProValOld = allAddProVal
|
||
parent:UpdateHeroInfoData()--刷新界面
|
||
this.ShowProAddVal(allAddProValOld)
|
||
if isSingleLvUp then
|
||
parent.upLvEffect:SetActive(false)
|
||
parent.upLvEffect:SetActive(true)
|
||
end
|
||
-- _isReqLvUp = false
|
||
Timer.New(function()
|
||
_isReqLvUp = false
|
||
end, 0.1):Start()
|
||
end
|
||
|
||
--连续升级更新后端英雄数据
|
||
function RoleInfoLayout:DeleteLvUpMaterials2(msg)
|
||
for i, v in pairs(herodatas) do
|
||
if curHeroData == v then
|
||
if msg then
|
||
curHeroData.lv=msg.targetLevel
|
||
-- Log("后端更新猎妖师技术前端刷新界面 "..msg.targetLevel)
|
||
end
|
||
v.lv=curHeroData.lv
|
||
end
|
||
end
|
||
if msg then
|
||
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,msg.targetLevel,curHeroData.star,curHeroData.breakId,curHeroData.upStarId,true)
|
||
else
|
||
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.lv,curHeroData.star,curHeroData.breakId,curHeroData.upStarId,true)
|
||
end
|
||
parent:UpdateHeroInfoData()--刷新界面
|
||
parent.upLvEffect:SetActive(false)
|
||
parent.upLvEffect:SetActive(true)
|
||
end
|
||
--长按升级处理
|
||
function this.OnUpdate()
|
||
if _isClicked then
|
||
if Time.realtimeSinceStartup - RoleInfoLayout.timePressStarted > 0.4 then
|
||
_isLongPress = true
|
||
if not _isReqLvUp then
|
||
_isReqLvUp = true
|
||
this:LvUpClick(false)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
--播放升级 属性提升动画
|
||
function this.ShowProAddVal(allAddProValOld)
|
||
this.lvUpGo:SetActive(true)
|
||
Util.GetGameObject(lvUpShowProList[1], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.Attack]-allAddProValOld[HeroProType.Attack]
|
||
Util.GetGameObject(lvUpShowProList[2], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.Hp]-allAddProValOld[HeroProType.Hp]
|
||
Util.GetGameObject(lvUpShowProList[3], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.PhysicalDefence]-allAddProValOld[HeroProType.PhysicalDefence]
|
||
Util.GetGameObject(lvUpShowProList[4], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.MagicDefence]-allAddProValOld[HeroProType.MagicDefence]
|
||
--Util.GetGameObject(lvUpShowProList[5], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.Speed]-allAddProValOld[HeroProType.Speed]
|
||
this.ThreadShowProAddVal()
|
||
end
|
||
function this.ThreadShowProAddVal()
|
||
if this.priThread then
|
||
coroutine.stop(this.priThread)
|
||
this.priThread = nil
|
||
end
|
||
table.walk(lvUpShowProList, function(privilegeItem)
|
||
privilegeItem:SetActive(false)
|
||
end)
|
||
this.priThread = coroutine.start(function()
|
||
for i = 1, 4 do
|
||
lvUpShowProList[i]:SetActive(false)
|
||
PlayUIAnims(lvUpShowProList[i])
|
||
coroutine.wait(0.04)
|
||
lvUpShowProList[i]:SetActive(true)
|
||
coroutine.wait(0.08)
|
||
end
|
||
this.lvUpGo:SetActive(false)
|
||
end)
|
||
end
|
||
function RoleInfoLayout:OnHide()
|
||
self.gameObject:SetActive(false)
|
||
end
|
||
|
||
function RoleInfoLayout:OnClose()
|
||
FixedUpdateBeat:Remove(this.OnUpdate, self)
|
||
if this.priThread then
|
||
coroutine.stop(this.priThread)
|
||
-- 关闭显示
|
||
for i = 1, 4 do
|
||
lvUpShowProList[i]:SetActive(false)
|
||
end
|
||
this.lvUpGo:SetActive(false)
|
||
|
||
this.priThread = nil
|
||
end
|
||
this.pinjieList={}
|
||
end
|
||
return RoleInfoLayout |