1083 lines
52 KiB
Lua
1083 lines
52 KiB
Lua
require("Base/BasePanel")
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BagPanel = Inherit(BasePanel)
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local this = BagPanel
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local sortIndex = 0
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local sortIndexBtnGo
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local tabs1 = {}
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local tabs1RedPoint = {}
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local itemData = {}
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this.isFristOpen = true
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local isFristOpenTime = Timer.New()
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local orginLayer=0--层级
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local list={}
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local ImgList = {
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[ItemBaseType.Equip] = "UI_hz_zhonghe05_106",
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[ItemBaseType.SoulPrint] = "UI_hz_zhonghe05_108",
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[ItemBaseType.EquipTreasure] = "UI_hz_zhonghe05_108",
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[ItemBaseType.GodPrint] = "UI_hz_zhonghe05_108",
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}
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--初始化组件(用于子类重写)
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function BagPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.BtnBack = Util.GetGameObject(self.transform, "rightUp/btnBack")
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this.tabBox = Util.GetGameObject(self.transform, "Grid/box")
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for i = 1, 13 do
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tabs1[i] = Util.GetGameObject(self.transform, "Grid/box/Btn" .. i)
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tabs1RedPoint[i] = Util.GetGameObject(self.transform, "Grid/box/Btn" .. i .. "/redPoint")
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tabs1[i]:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_002new")
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end
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if not this.playerInfoView then
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this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
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end
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this.selectBtn1 = Util.GetGameObject(self.gameObject, "selectBtn")
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this.selectBtn1:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_001new")
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this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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this.fenJieBtn = Util.GetGameObject(self.gameObject, "fenJieBtn")
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this.fenJieBtnImg = Util.GetGameObject(self.gameObject, "fenJieBtn/Image"):GetComponent("Image")
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this.fenJieBtnTxt = Util.GetGameObject(self.gameObject, "fenJieBtn/Text"):GetComponent("Text")
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this.oneKey = Util.GetGameObject(self.gameObject, "onekey")
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this.itemNumText = Util.GetGameObject(self.gameObject, "itemNumText")
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this.ItemView = Util.GetGameObject(self.gameObject, "ItemView")
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this.ItemViewEffect = Util.GetGameObject(self.gameObject, "ItemView/GameObject/effects")
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this.item = Util.GetGameObject(self.gameObject, "Item")
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this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
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this.Scrollbar = Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
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this.isBagPanel = true
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this.EffectOrginLayer = 0
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this.mask = Util.GetGameObject(self.gameObject, "mask")
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this.tabsBtn = Util.GetGameObject(self.gameObject, "tabsBtn")
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this.tabs = Util.GetGameObject(self.gameObject, "tabs")
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this.tabs.transform.anchoredPosition = Vector2.New(0,-130)
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this.tabs:SetActive(false)
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this.tabsList = {}
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this.selectImg = {}
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for i = 1, 5 do
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this.tabsList[i] = Util.GetGameObject(this.tabs, "btnHeroGrid/Btn"..i-1)
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this.selectImg[i] = Util.GetGameObject(this.tabsList[i], "selectBtn")
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this.selectImg[i]:SetActive(false)
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end
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this.selectImg[1]:SetActive(true)
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--无信息图片
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this.noneImage=Util.GetGameObject(self.gameObject,"NoneImage")
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this.noneTxt=Util.GetGameObject(self.gameObject,"NoneImage/TextImage/Text"):GetComponent("Text")
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this.noneBtn=Util.GetGameObject(self.gameObject,"NoneImage/TextImage")
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this.tabBox:GetComponent("RectTransform").anchoredPosition3D=Vector3.New(-540,82,0)
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end
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--绑定事件(用于子类重写)
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function BagPanel:BindEvent()
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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for i = 1, 13 do
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Util.AddClick(tabs1[i], function()
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--设置tabs的琐碎-----
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this.tabs.transform.anchoredPosition = Vector2.New(0,-130)
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this.tabs:SetActive(false)
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this.isShowTabs = false
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for j = 1, 5 do
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this.selectImg[j]:SetActive(false)
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end
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this.selectImg[1]:SetActive(true)
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--======================
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if this.isFristOpen == false then
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if i == sortIndex then
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return
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end
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sortIndex = i
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this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
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end
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end)
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end
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Util.AddClick(this.fenJieBtn, function()
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if sortIndex == ItemBaseType.Equip then
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local temp = BagManager.GetBagItemDataByItemType(ItemBaseType.Equip)
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if not temp or #temp < 1 then
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PopupTipPanel.ShowTip(Language[10170])
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else
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UIManager.OpenPanel(UIName.EquipSellSelectPopup)--宝器
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end
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elseif sortIndex == ItemBaseType.SoulPrint then
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local temp = BagManager.GetAllSoulPrintData()
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if not temp or #temp < 1 then
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PopupTipPanel.ShowTip(Language[10171])
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else
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UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 4)--魂印
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end
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elseif sortIndex == ItemBaseType.EquipTreasure then--宝物
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local temp = EquipTreasureManager.GetAllTreasures()
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if not temp or #temp < 1 then
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PopupTipPanel.ShowTip("无可分解宝物")
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else
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UIManager.OpenPanel(UIName.ResolvePanel, 2)
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end
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elseif sortIndex == ItemBaseType.GodPrint then
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local temp = BagManager.GetAllGodPrintData()
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if not temp or #temp < 1 then
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PopupTipPanel.ShowTip("无可分解神印")
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else
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UIManager.OpenPanel(UIName.GodPrintResolvePanel,5)--魂印
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end
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end
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end)
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Util.AddClick(this.tabsBtn, function()
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this:MoveTabs()
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end)
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Util.AddClick(this.oneKey, function()
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local list,num = GemManager.OneKeyConpound()
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-- LogGreen("====================金币:"..tostring(num).."=============")
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-- for key, value in pairs(list) do
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-- LogPink("key:"..tostring(key).." Value:"..tostring(value))
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-- end
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if num <= 0 then
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PopupTipPanel.ShowTip("无可合成的命石或金币不足!")
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return
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end
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UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.GemOneKey,list,num)
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end)
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Util.AddClick(this.noneBtn, function()
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if sortIndex==10 then
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local isActive = ShopManager.IsActive(SHOP_TYPE.GodPrint )
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if not isActive then
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PopupTipPanel.ShowTip("商店尚未开启")
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return
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end
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UIManager.OpenPanel(UIName.MainShopPanel, SHOP_TYPE.GodPrint )
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end
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end)
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for i = 1, 5 do
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Util.AddOnceClick(this.tabsList[i],function ()
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for j = 1, 5 do
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this.selectImg[j]:SetActive(false)
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end
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this.selectImg[i]:SetActive(true)
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this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true,i-1)
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end)
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end
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BindRedPointObject(RedPointType.Bag_HeroDebris, tabs1RedPoint[ItemBaseType.HeroChip])
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BindRedPointObject(RedPointType.Bag_BoxAndBlueprint, tabs1RedPoint[ItemBaseType.Special])
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end
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function this:MoveTabs()
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this.tabsBtn:GetComponent("Button").enabled = false
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this.isShowTabs = not this.isShowTabs
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if this.isShowTabs then
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this.tabs:SetActive(true)
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this.tabs.transform:DOAnchorPosY(370, 0.5, false):OnComplete(function()
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this.tabsBtn:GetComponent("Button").enabled = true
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end)
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else
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this.tabs.transform:DOAnchorPosY(-130, 0.5, false):OnComplete(function()
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this.tabsBtn:GetComponent("Button").enabled = true
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this.tabs:SetActive(false)
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end)
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end
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end
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function this.JumpOnClickTabBtn(_sortIndex)
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sortIndex = _sortIndex
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this.OnClickTabBtn(sortIndex, tabs1[sortIndex], true)
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end
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function this:SetSelectBtn(_btn)
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if _btn then
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this.selectBtn1:SetActive(true)
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this.selectBtn1.transform:SetParent(_btn.transform)
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this.selectBtn1.transform.localPosition = Vector3.zero
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Util.GetGameObject(this.selectBtn1.transform, "Text"):GetComponent("Text").text = Util.GetGameObject(_btn.transform, "Text"):GetComponent("Text").text
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Util.GetGameObject(this.selectBtn1.transform, "redPoint"):SetActive(Util.GetGameObject(_btn.transform, "redPoint").activeSelf)
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else
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this.selectBtn1:SetActive(false)
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end
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this.tabsBtn:SetActive(sortIndex == ItemBaseType.EquipTreasure)
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this.fenJieBtn:SetActive(sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.EquipTreasure or sortIndex == ItemBaseType.GodPrint)--装备
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if sortIndex==ItemBaseType.Equip then
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--this.fenJieBtnImg.sprite=this.spLoader:LoadSprite("")
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this.fenJieBtnTxt.text="出售"
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else
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this.fenJieBtnTxt.text="分解"
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end
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this.fenJieBtnImg.sprite = this.spLoader:LoadSprite(tostring(ImgList[sortIndex]))--装备
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this.oneKey:SetActive(false)
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this.itemNumText:SetActive(sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.EquipTreasure)--装备 法宝
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end
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-- --点击全部按钮
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-- function this:OnClickAllBtn()
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-- sortIndex = 0
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-- this:SetSelectBtn(tabs1[sortIndex])
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-- sortIndexBtnGo = tabs1[sortIndex]
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-- itemData = {}
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-- itemData = this.GetBagItemData()
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-- local curAllEquipTreasure = EquipTreasureManager.GetAllTreasures()
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-- for i = 1, #curAllEquipTreasure do
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-- table.insert(itemData, curAllEquipTreasure[i])
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-- end
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-- local soulPrintData = BagManager.GetAllSoulPrintData()
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-- for i,v in ipairs(soulPrintData) do
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-- table.insert(itemData, v)
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-- end
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-- this:SetItemData(itemData)
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-- this.noneImage:SetActive(#itemData==0)
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-- end
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function this.BagGoldChangeCallBackOnClickTabBtn()
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this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
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end
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function this.OnClickTabBtn(_index, _clickBtn, isTop,isNotAni,_tabIndex)
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sortIndexBtnGo = _clickBtn
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itemData = {}
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local itemNumText = this.itemNumText:GetComponent("Text")
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this:SetSelectBtn(_clickBtn)
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if _index == ItemBaseType.Equip then
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local allEquipData = BagManager.GetBagItemDataByItemType(ItemBaseType.Equip)
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-- local allEquipNum = 0
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for i, v in pairs(allEquipData) do
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table.insert(itemData, v)
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-- allEquipNum = allEquipNum + v.num
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end
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--"装备数量:"
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itemNumText.text = Language[12181] ..LengthOfTable(allEquipData).."/"..ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipNumlimit
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this:SetItemData(itemData, isTop,isNotAni)
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-- elseif _index == 0 then
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-- this:OnClickAllBtn()
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elseif (_index == ItemBaseType.SoulPrint) then
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itemData = BagManager.GetAllSoulPrintData()
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itemNumText.text = Language[10173]..#itemData.."/"..specialConfig[9].Value
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this:SetItemData(itemData, isTop,isNotAni)
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elseif (_index == ItemBaseType.EquipTreasure) then
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itemData = EquipTreasureManager.GetAllTreasures(_tabIndex)
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itemNumText.text = Language[10174]..LengthOfTable(itemData).."/"..specialConfig[10].Value
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this:SetItemData(itemData, isTop,isNotAni)
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elseif (_index == ItemBaseType.Special) then
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itemData = BagManager.GetBagItemDataByItemTypeV2(ItemBaseType.Special,ItemBaseType.Materials,ItemType.HeadFrame)
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this:SetItemData(itemData, isTop,isNotAni)
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elseif (_index == ItemBaseType.JuLing) then
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itemData = BagManager.GetItemDataByItemType(ItemBaseType.JuLing)
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this:SetItemData(itemData, isTop,isNotAni)
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elseif (_index == ItemBaseType.Gem) then
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itemData = BagManager.GetItemDataByItemType(ItemBaseType.Gem)
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this:SetItemData(itemData, isTop,isNotAni)
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elseif(_index == ItemBaseType.TurnsCard) then
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itemData = BagManager.GetItemDataByItemType(ItemBaseType.TurnsCard)
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this:SetItemData(itemData, isTop,isNotAni)
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elseif (_index == ItemBaseType.GodPrint) then
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itemData = BagManager.GetAllGodPrintData()
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this:SetItemData(itemData, isTop,isNotAni)
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elseif(_index == ItemBaseType.Talisman)then
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itemData = FaLingManager.GetAllEquipDataNoBless() --BagManager.GetItemDataByItemType(ItemBaseType.Talisman)
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this:SetItemData(itemData, isTop,isNotAni)
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elseif(_index == ItemBaseType.FaXiang)then
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itemData=FaXiangManager.GetAllTreasures()
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-- itemData = BagManager.GetItemDataByItemType(ItemType.FaXiang)
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this:SetItemData(itemData, isTop,isNotAni)
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else
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LogError("获取背包物品")
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itemData = BagManager.GetBagItemDataByItemType(_index)
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this:SetItemData(itemData, isTop,isNotAni)
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end
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if _index == ItemBaseType.GodPrint then
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this.noneTxt.text="空空如也,神印可从<color=#2DE73B>神印商店</color>获取"
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else
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this.noneTxt.text="空空如也"
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end
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this.noneImage:SetActive(#itemData==0)
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end
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--当魂印升级消耗时刷新背包数据
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function this.OnRefreshSoulPanelBagData()
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itemData = SoulPrintManager.soulPrintData
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this:SetItemData(itemData)
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end
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local orginLayer2 = 0
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--设置背包列表数据
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function this:SetItemData(_itemDatas, isTop,isNotAni)
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-- LogPink("IsTop = "..tostring(isTop))
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-- LogPink("isNotAni = "..tostring(isNotAni))
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list={}
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this.ItemsSortDataV2(_itemDatas)
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if not this.ScrollView then
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local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "scroll").transform,
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this.ItemView, this.Scrollbar, Vector2.New(-v2.x * 2, -v2.y * 2), 1, 5, Vector2.New(25, 9))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 2
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end
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this.ScrollView:SetData(_itemDatas, function(index, go)
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this.SingleItemDataShow(go, _itemDatas[index])
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if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin or _itemDatas[index].itemConfig.ItemType == ItemType.GodPrint then
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table.insert(list, go)
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end
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end, not isTop,isNotAni)
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this.ScrollView:SetIndex(1)
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--特效层级重设
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for i=1,#list do
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Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer2)
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end
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orginLayer2 = this.sortingOrder
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orginLayer = this.sortingOrder
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if this.isFristOpen then
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-- this.ScrollView:ForeachItemGO(function(index, go)
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-- Timer.New(function()
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-- go.gameObject:SetActive(true)
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-- PlayUIAnim(go.gameObject)
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-- end, 0.01 * (index - 1)):Start()
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-- end)
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if isFristOpenTime then
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isFristOpenTime:Stop()
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isFristOpenTime = nil
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end
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isFristOpenTime = Timer.New(function()
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this.isFristOpen = false
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this.mask:SetActive(false)
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end, 0.5):Start()
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end
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end
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--设置魂印循环滚动数据
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function this:SetSoulPrintData(_go, _itemData)
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local openBtn = Util.GetGameObject(_go.gameObject, "openBtn")
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local quality = Util.GetGameObject(_go.gameObject, "itemShow/quality"):GetComponent("Image")
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local icon = Util.GetGameObject(_go.gameObject, "itemShow/icon"):GetComponent("Image")
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local name = Util.GetGameObject(_go.gameObject, "itemShow/Image/name"):GetComponent("Text")
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local level = Util.GetGameObject(_go.gameObject, "itemShow/level"):GetComponent("Text")
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local propertyText = Util.GetGameObject(_go.gameObject, "propertyText"):GetComponent("Text")
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local propertyText2 = Util.GetGameObject(_go.gameObject, "propertyText (1)"):GetComponent("Text")
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quality.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(_itemData.quality))
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icon.sprite = this.spLoader:LoadSprite(_itemData.icon)
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name.text = _itemData.name
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num.gameObject.SetActive(false)
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level.text = "+" .. _itemData.level
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propertyText.text = ""
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propertyText2.text = ""
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local property = SoulPrintManager.GetShowPropertyData(_itemData.property[1][1], _itemData.property[1][2])
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propertyText.text = property.name .. property.num
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if (#_itemData.property >= 2) then
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property = SoulPrintManager.GetShowPropertyData(_itemData.property[2][1], _itemData.property[2][2])
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propertyText2.text = property.name .. property.num
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end
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Util.AddOnceClick(openBtn, function()
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UIManager.OpenPanel(UIName.SoulPrintPopUp, ShowType.showTip3, _itemData.did, nil, nil, nil)
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end)
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end
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function this.SingleItemDataShow(_go, _itemData)
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Util.GetGameObject(_go.gameObject, "GameObject/item"):SetActive(true)
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Util.GetGameObject(_go.gameObject, "GameObject/item/frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_itemData.frame)
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Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_itemData.icon)
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Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):SetActive(true)
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Util.GetGameObject(_go.gameObject, "GameObject/item/circleFrameBg"):SetActive(false)
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local str=""
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if GetCurLanguage() == 0 and LengthString(GetLanguageStrById(_itemData.itemConfig.Name))>6 then
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str=SubString(GetLanguageStrById(_itemData.itemConfig.Name),5).."..."
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elseif GetCurLanguage() == 1 and LengthString(GetLanguageStrById(_itemData.itemConfig.Name))>8 then
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str=SubString(GetLanguageStrById(_itemData.itemConfig.Name),8).."..."
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elseif GetCurLanguage() == 2 and LengthString(GetLanguageStrById(_itemData.itemConfig.Name))>8 then
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str=SubString(GetLanguageStrById(_itemData.itemConfig.Name),8).."..."
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else
|
|
str = GetLanguageStrById(_itemData.itemConfig.Name)
|
|
end
|
|
|
|
Util.GetGameObject(_go.gameObject, "GameObject/name"):GetComponent("Text").text = str
|
|
local upHeroInage = Util.GetGameObject(_go.transform, "GameObject/item/upHeroInage")
|
|
|
|
local UI_Effect_Kuang_HongSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_HongSe")
|
|
if UI_Effect_Kuang_HongSe then
|
|
UI_Effect_Kuang_HongSe:SetActive(false)
|
|
end
|
|
local UI_effect_WuCai_Kuang = Util.GetGameObject(_go.transform, "GameObject/effects/UI_effect_WuCai_Kuang")
|
|
if UI_effect_WuCai_Kuang then
|
|
UI_effect_WuCai_Kuang:SetActive(false)
|
|
end
|
|
local c_ui_qinyan_duan = Util.GetGameObject(_go.transform, "GameObject/effects/c_ui_qinyan_duan")
|
|
if c_ui_qinyan_duan then
|
|
c_ui_qinyan_duan:SetActive(false)
|
|
end
|
|
local UI_Effect_Kuang_JinSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_JinSe")
|
|
if UI_Effect_Kuang_JinSe then
|
|
UI_Effect_Kuang_JinSe:SetActive(false)
|
|
end
|
|
upHeroInage:SetActive(false)
|
|
local frameMask = Util.GetGameObject(_go.transform, "GameObject/item/frameMask")
|
|
local frameMaskExp = Util.GetGameObject(_go.transform, "GameObject/item/frameMask/exp")
|
|
local frameMaskExpMask = Util.GetGameObject(_go.transform, "GameObject/item/frameMask/mask")
|
|
frameMask:SetActive(false)
|
|
local num = Util.GetGameObject(_go.gameObject, "GameObject/item/num")
|
|
local strongLv=Util.GetGameObject(_go.gameObject, "GameObject/item/lv"):GetComponent("Text")
|
|
local refine=Util.GetGameObject(_go.gameObject, "GameObject/item/refine"):GetComponent("Text")
|
|
local treeLv=Util.GetGameObject(_go.gameObject, "GameObject/item/middleDownLv/Text"):GetComponent("Text")
|
|
local treeLvObj=Util.GetGameObject(_go.gameObject, "GameObject/item/middleDownLv")
|
|
local resetLv = Util.GetGameObject(_go.gameObject, "GameObject/item/resetLv")
|
|
local talismanStar = Util.GetGameObject(_go.gameObject, "GameObject/item/talismanStar")
|
|
local fragmentIcon = Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image")
|
|
local time = Util.GetGameObject(_go.transform, "GameObject/item/time")
|
|
local timeTxt = Util.GetGameObject(_go.transform, "GameObject/item/time/Text"):GetComponent("Text")
|
|
num:SetActive(true)
|
|
resetLv:SetActive(false)
|
|
talismanStar:SetActive(false)
|
|
strongLv.gameObject:SetActive(false)
|
|
treeLvObj.gameObject:SetActive(false)
|
|
refine.gameObject:SetActive(false)
|
|
time.gameObject:SetActive(false)
|
|
if _itemData.itemConfig then
|
|
Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(false)
|
|
fragmentIcon.gameObject:SetActive(false)
|
|
num:SetActive(true)
|
|
num:GetComponent("Text").text = _itemData.num
|
|
if _itemData.itemConfig.ItemType == ItemType.Equip then
|
|
--装备
|
|
local equipConfig = ConfigManager.GetConfigData(ConfigName.EquipConfig,_itemData.itemConfig.Id)
|
|
if equipConfig then
|
|
local equipStarsConfig = ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,equipConfig.Star)
|
|
if equipStarsConfig then
|
|
talismanStar:SetActive(true)
|
|
SetHeroStars(this.spLoader, talismanStar, equipStarsConfig.Stars,1,Vector2.New(32.5,32.5),-15)
|
|
end
|
|
end
|
|
elseif _itemData.itemConfig.ItemType == ItemType.likeabilityItem then
|
|
fragmentIcon.gameObject:SetActive(true)
|
|
if _itemData.itemConfig.PropertyName > 0 then
|
|
fragmentIcon.gameObject:SetActive(true)
|
|
fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(_itemData.itemConfig.PropertyName))
|
|
else
|
|
fragmentIcon.gameObject:SetActive(false)
|
|
end
|
|
elseif _itemData.itemConfig.ItemType == ItemType.Pokemon then
|
|
Util.GetGameObject(_go.gameObject, "GameObject/item/frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(YaoHunFrame[_itemData.quality])
|
|
num:SetActive(false)
|
|
|
|
-- 法宝聚灵显示碎片边框
|
|
elseif _itemData.itemConfig.ItemType == ItemType.talismanSoulChip then
|
|
frameMask:SetActive(true)
|
|
frameMaskExp:SetActive(false)
|
|
frameMaskExpMask:SetActive(false)
|
|
frameMask:GetComponent("Image").sprite = this.spLoader:LoadSprite("f_fabaojuling_zijiemianfabaokuang1")
|
|
|
|
elseif _itemData.itemConfig.ItemType == ItemType.HeroDebris then
|
|
frameMask:SetActive(true)
|
|
num:SetActive(false)
|
|
frameMask:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.itemConfig.Quantity))
|
|
Util.GetGameObject(_go.transform, "GameObject/item/frameMask/exp/Text"):GetComponent("Text").text = BagManager.GetItemCountById(_itemData.itemConfig.Id) .. "/" .. _itemData.itemConfig.UsePerCount
|
|
local curExpVal = BagManager.GetItemCountById(_itemData.itemConfig.Id) / _itemData.itemConfig.UsePerCount
|
|
local expValue = curExpVal >= 1 and 1 or curExpVal
|
|
frameMaskExp:SetActive(true)
|
|
frameMaskExp:GetComponent("Slider").value = expValue
|
|
frameMaskExpMask:SetActive(expValue >= 1)
|
|
local propertyName = itemConfig[_itemData.itemConfig.Id].PropertyName
|
|
if (propertyName ~= 0) then
|
|
fragmentIcon.gameObject:SetActive(true)
|
|
fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(propertyName))
|
|
end
|
|
elseif _itemData.itemConfig.ItemType == ItemType.TalentItem then
|
|
--天赋材料
|
|
if _itemData.itemConfig.RingLevel > 0 then
|
|
Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(true)
|
|
Util.GetGameObject(_go.transform, "GameObject/item/innateImage/Text"):GetComponent("Text").text = "+" .. _itemData.itemConfig.RingLevel
|
|
else
|
|
Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(false)
|
|
Util.GetGameObject(_go.transform, "GameObject/item/innateImage/Text"):GetComponent("Text").text = ""
|
|
end
|
|
elseif _itemData.itemConfig.ItemType == ItemType.Talisman then
|
|
--法宝
|
|
talismanStar:SetActive(true)
|
|
|
|
if _itemData.lv>0 then
|
|
strongLv.gameObject:SetActive(true)
|
|
strongLv.text=_itemData.lv
|
|
else
|
|
strongLv.gameObject:SetActive(false)
|
|
end
|
|
SetHeroStars(this.spLoader, talismanStar, 0,1,Vector2.New(32.5,32.5),-15)
|
|
num:SetActive(true)
|
|
elseif _itemData.itemConfig.ItemType == ItemType.EquipTreasure then
|
|
--宝物
|
|
num:SetActive(false)
|
|
if _itemData.lv>0 then
|
|
strongLv.gameObject:SetActive(true)
|
|
strongLv.text=_itemData.lv
|
|
end
|
|
if _itemData.refineLv>0 then
|
|
refine.gameObject:SetActive(true)
|
|
refine.text="+".._itemData.refineLv
|
|
end
|
|
if _itemData.treeLv and _itemData.treeLv>0 then
|
|
treeLvObj.gameObject:SetActive(true)
|
|
treeLv.text=_itemData.treeLv
|
|
end
|
|
fragmentIcon.gameObject:SetActive(true)
|
|
fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName))
|
|
elseif _itemData.itemConfig.ItemType == ItemType.FaXiang then--法相
|
|
num:SetActive(false)
|
|
if _itemData.lv>0 then
|
|
strongLv.gameObject:SetActive(true)
|
|
strongLv.text=_itemData.lv
|
|
end
|
|
if _itemData.refineLv>0 then
|
|
talismanStar:SetActive(true)
|
|
SetHeroStars(this.spLoader, talismanStar,_itemData.refineLv ,1,Vector2.New(32.5,32.5),-15)
|
|
end
|
|
|
|
elseif _itemData.itemConfig.ItemType == ItemType.HunYin then
|
|
SetSoulEffect(itemConfig[_itemData.itemConfig.Id].Quantity1,Util.GetGameObject(_go.transform, "GameObject/effects"))
|
|
Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false)
|
|
Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):SetActive(false)
|
|
Util.GetGameObject(_go.gameObject, "GameObject/item/circleFrameBg"):SetActive(true)
|
|
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circleBg2)
|
|
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(_itemData.icon)
|
|
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circle)
|
|
num:SetActive(false)
|
|
elseif _itemData.itemConfig.ItemType == ItemType.GodPrint then
|
|
SetSoulEffect(itemConfig[_itemData.itemConfig.Id].Quantity1,Util.GetGameObject(_go.transform, "GameObject/effects"))
|
|
Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false)
|
|
Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):SetActive(false)
|
|
Util.GetGameObject(_go.gameObject, "GameObject/item/circleFrameBg"):SetActive(true)
|
|
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circleBg2)
|
|
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(_itemData.icon)
|
|
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circle)
|
|
num:SetActive(false)
|
|
local equip=ConfigManager.TryGetConfigData(ConfigName.EquipConfig,_itemData.itemConfig.Id)
|
|
--LogError("itemSId==================="..itemSId)
|
|
if equip then
|
|
strongLv.gameObject:SetActive(equip.Star>0)
|
|
LogError("equip.Star==============="..equip.Star)
|
|
strongLv.text="+"..equip.Star
|
|
end
|
|
elseif _itemData.itemConfig.ItemType == ItemType.heroDogFood then
|
|
num:SetActive(true)
|
|
num:GetComponent("Text").text = _itemData.num
|
|
frameMask:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.itemConfig.Quantity))
|
|
local propertyName = itemConfig[_itemData.itemConfig.Id].PropertyName
|
|
if (propertyName ~= 0) then
|
|
fragmentIcon.gameObject:SetActive(true)
|
|
fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(propertyName))
|
|
end
|
|
talismanStar:SetActive(true)
|
|
SetHeroStars(this.spLoader,talismanStar, _itemData.itemConfig.HeroStar[1],1,Vector2.New(32.5,32.5),-15)
|
|
elseif _itemData.itemConfig.ItemType == ItemType.TimeIsGold then
|
|
local useGain = itemConfig[_itemData.itemConfig.Id].UseGain
|
|
if useGain and useGain[1] and useGain[1][2] then
|
|
local mins = useGain[1][2]
|
|
local hours = math.floor(mins/60)
|
|
time.gameObject:SetActive(true)
|
|
timeTxt.text= hours .. "小时"
|
|
end
|
|
elseif _itemData.itemConfig.ItemType == ItemType.likeabilityItemChip
|
|
or _itemData.itemConfig.ItemType == ItemType.EquipChip
|
|
or _itemData.itemConfig.ItemType == ItemType.CommonChip then
|
|
frameMask:SetActive(true)
|
|
num:SetActive(false)
|
|
frameMask:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.itemConfig.Quantity))
|
|
Util.GetGameObject(_go.transform, "GameObject/item/frameMask/exp/Text"):GetComponent("Text").text = BagManager.GetItemCountById(_itemData.itemConfig.Id) .. "/" .. _itemData.itemConfig.UsePerCount
|
|
local curExpVal = BagManager.GetItemCountById(_itemData.itemConfig.Id) / _itemData.itemConfig.UsePerCount
|
|
local expValue = curExpVal >= 1 and 1 or curExpVal
|
|
frameMaskExp:SetActive(true)
|
|
frameMaskExp:GetComponent("Slider").value = expValue
|
|
frameMaskExpMask:SetActive(expValue >= 1)
|
|
local propertyName = itemConfig[_itemData.itemConfig.Id].PropertyName
|
|
if (propertyName ~= 0) then
|
|
fragmentIcon.gameObject:SetActive(true)
|
|
fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(propertyName))
|
|
end
|
|
end
|
|
end
|
|
local redPoint = Util.GetGameObject(_go.gameObject, "GameObject/redPoint")
|
|
Util.AddOnceClick(Util.GetGameObject(_go.gameObject, "GameObject/item/frame"), function()
|
|
if _itemData.itemConfig then
|
|
-- LogError("_itemData.itemConfig.ItemBaseType==".._itemData.itemConfig.ItemBaseType)
|
|
if _itemData.itemConfig.ItemBaseType == ItemBaseType.Equip then
|
|
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this, _itemData,1,true,true,nil,function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
end)
|
|
elseif _itemData.itemConfig.ItemType == ItemType.SelfBox then--自选宝箱
|
|
UIManager.OpenPanel(UIName.RewardBoxPanel, _itemData, function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
UIManager.ClosePanel(UIName.RewardBoxPanel)
|
|
end)
|
|
-- body
|
|
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.HeroChip then
|
|
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id, function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
|
|
end)
|
|
elseif _itemData.itemConfig.ItemType == ItemType.Blueprint then
|
|
--蓝图
|
|
local lanTuData = WorkShopManager.GetLanTuIsOpenLock(_itemData.itemConfig.Id)
|
|
if lanTuData and lanTuData[1] == true then
|
|
UIManager.OpenPanel(UIName. WorkShopArmorOnePanel, 2, 2, lanTuData[2], this, function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
end)
|
|
elseif lanTuData and lanTuData[1] == false then
|
|
UIManager.OpenPanel(UIName.WorkShopArmorOnePanel, 2, 1, lanTuData[2], this, function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
end)
|
|
end
|
|
elseif _itemData.itemConfig.ItemType == ItemType.HeroDebris
|
|
or _itemData.itemConfig.ItemType==ItemType.likeabilityItemChip
|
|
or _itemData.itemConfig.ItemType==ItemType.EquipChip
|
|
or _itemData.itemConfig.ItemType==ItemType.CommonChip then
|
|
--角色碎片
|
|
if _itemData.num >= _itemData.itemConfig.UsePerCount then
|
|
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
end)
|
|
else
|
|
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id, function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
|
|
end)
|
|
end
|
|
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.EquipTreasure then--宝物
|
|
-- UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0, _itemData.idDyn,_itemData.id, _itemData.lv,_itemData.refineLv, function()
|
|
-- this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
-- end)
|
|
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup2,this,_itemData,1,true,true,nil,0,nil,function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
end)
|
|
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.FaXiang then--法相
|
|
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup2,this,_itemData,1,true,true,nil,7,nil,function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
end)
|
|
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.SoulPrint then
|
|
--魂印
|
|
if _itemData.itemConfig.ItemType==13 then
|
|
UIManager.OpenPanel(UIName.SoulPrintPopUp, ShowType.showTip3, nil,_itemData.id)
|
|
else
|
|
UIManager.OpenPanel(UIName.GodPrintPopUp, 4, nil,_itemData.id)
|
|
end
|
|
elseif _itemData.itemConfig.ItemType == ItemType.Skin then
|
|
--皮肤
|
|
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id,function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
|
|
end)
|
|
elseif _itemData.itemConfig.ItemType == ItemType.Gem then
|
|
--命石
|
|
UIManager.OpenPanel(UIName.RewardGemSingleShowPopup, _itemData.id,1,function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
UIManager.ClosePanel(UIName.RewardGemSingleShowPopup)
|
|
end)
|
|
elseif _itemData.itemConfig.ItemType == ItemType.Ride then
|
|
--坐骑
|
|
UIManager.OpenPanel(UIName.RewardRideShowPopup, _itemData.id,function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
end)
|
|
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.GodPrint then
|
|
UIManager.OpenPanel(UIName.GodPrintPopUp, 4, nil,_itemData.id)
|
|
elseif _itemData.itemConfig.ItemType == ItemType.Talisman then
|
|
UIManager.OpenPanel(UIName.FaLingSingleShowPopup,this,_itemData,0)
|
|
else
|
|
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id, function()
|
|
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
|
|
UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
|
|
end)
|
|
end
|
|
end
|
|
end)
|
|
|
|
--显示红点
|
|
redPoint:SetActive(false)
|
|
if _itemData.itemConfig.ItemType == ItemType.Equip then
|
|
if _itemData.itemConfig.Quantity >= 4 then
|
|
redPoint:SetActive(EquipManager.IsNewEquipFrame(_itemData.did))
|
|
end
|
|
elseif _itemData.itemConfig.ItemType == ItemType.Blueprint then
|
|
local lanTuData = WorkShopManager.GetLanTuIsOpenLock(_itemData.itemConfig.Id)
|
|
if lanTuData and lanTuData[1] == false then
|
|
redPoint:SetActive(true)
|
|
end
|
|
elseif _itemData.itemConfig.ItemType == ItemType.Box then
|
|
redPoint:SetActive(true)
|
|
end
|
|
end
|
|
|
|
--通过物品类型获取物品数据
|
|
function this:GetItemsByItemTpye(_itemType)
|
|
local items = {}
|
|
local index = 1
|
|
for i, v in pairs(BagManager.bagDatas) do
|
|
if v.type == _itemType then
|
|
items[index] = v
|
|
index = index + 1
|
|
end
|
|
end
|
|
return items
|
|
end
|
|
--添加事件监听(用于子类重写)
|
|
function BagPanel:AddListener()
|
|
|
|
Game.GlobalEvent:AddEvent(GameEvent.Bag.OnTempBagChanged, this.BagGoldChangeCallBackOnClickTabBtn)
|
|
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.BagGoldChangeCallBackOnClickTabBtn)
|
|
Game.GlobalEvent:AddEvent(GameEvent.Bag.OnRefreshSoulPanelData, this.OnRefreshSoulPanelBagData)
|
|
Game.GlobalEvent:AddEvent(GameEvent.Bag.OnBagShowWarPowerChange, this.ShowWarPowerChange)
|
|
end
|
|
|
|
--移除事件监听(用于子类重写)
|
|
function BagPanel:RemoveListener()
|
|
|
|
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.OnTempBagChanged, this.BagGoldChangeCallBackOnClickTabBtn)
|
|
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.BagGoldChangeCallBackOnClickTabBtn)
|
|
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.OnRefreshSoulPanelData, this.OnRefreshSoulPanelBagData)
|
|
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.OnBagShowWarPowerChange, this.ShowWarPowerChange)
|
|
end
|
|
--界面打开时调用(用于子类重写)
|
|
function BagPanel:OnOpen(_sortIndex)
|
|
|
|
sortIndex = 1--注释掉就是记录选择类型
|
|
if _sortIndex then
|
|
sortIndex = _sortIndex
|
|
end
|
|
|
|
this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
|
|
this.BtView:OnOpen(self, { sortOrder = self.sortingOrder, panelType = PanelTypeView.BagPanel })
|
|
end
|
|
--界面打开时调用(用于子类重写)
|
|
function BagPanel:OnShow()
|
|
this.sortingOrder = self.sortingOrder
|
|
this.isFristOpen = true
|
|
this.mask:SetActive(true)
|
|
|
|
--设置tabs的琐碎-----
|
|
this.isShowTabs = false
|
|
this.tabs.transform.anchoredPosition = Vector2.New(0,-130)
|
|
this.tabs:SetActive(false)
|
|
for j = 1, 5 do
|
|
this.selectImg[j]:SetActive(false)
|
|
end
|
|
this.selectImg[1]:SetActive(true)
|
|
--======================
|
|
|
|
if this.ScrollView then
|
|
this.ScrollView:SetIndex(1)
|
|
end
|
|
if sortIndex > 0 then
|
|
this.OnClickTabBtn(sortIndex, tabs1[sortIndex], true)
|
|
-- else
|
|
-- this:OnClickAllBtn()
|
|
end
|
|
SoundManager.PlayMusic(SoundConfig.BGM_Main)
|
|
BagManager.isBagPanel = true
|
|
|
|
this.SetBottomBarIsActive()
|
|
-- 刷新一次编队战斗力
|
|
FormationManager.RefreshMainFormationPower()
|
|
end
|
|
--特殊的开启条件
|
|
function this.SetBottomBarIsActive()
|
|
local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig)
|
|
local num = 0
|
|
for i = 1, #tabs1 do
|
|
--为宝物定开启规则
|
|
if i == 5 then
|
|
local string = ConfigData[40].Value
|
|
local num = string.split(string.split(string,"|")[1],"#")[2]
|
|
tabs1[i]:SetActive(PlayerManager.level >= tonumber(num))
|
|
elseif i == 6 then--为魂印定开启规则
|
|
local string = ConfigData[37].Value
|
|
local num = string.split(string,"#")[1]
|
|
--tabs1[i]:SetActive(PlayerManager.level >= tonumber(num))
|
|
tabs1[i]:SetActive(false)
|
|
elseif i == 8 then--为聚灵定开启规则
|
|
--tabs1[i]:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.TailsmanSoul))
|
|
tabs1[i]:SetActive(false)
|
|
elseif i == 9 then--命格
|
|
-- tabs1[i]:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.Gem))
|
|
tabs1[i]:SetActive(false)
|
|
elseif i == 10 then --神印
|
|
tabs1[i]:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.GodPrint))
|
|
elseif i == 11 then --变身
|
|
--tabs1[i]:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.Incarnation))
|
|
tabs1[i]:SetActive(false)
|
|
end
|
|
if tabs1[i].activeInHierarchy then
|
|
num = num + 1
|
|
end
|
|
end
|
|
this.tabBox:GetComponent("RectTransform").pivot = num > 5 and Vector2.New(0, 0.5) or Vector2.New(0.5, 0.5)
|
|
end
|
|
|
|
local orginLayer
|
|
function BagPanel:OnSortingOrderChange()
|
|
Util.AddParticleSortLayer(this.ItemViewEffect, self.sortingOrder - this.EffectOrginLayer)
|
|
|
|
--特效层级重设
|
|
for i=1,#list do
|
|
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer)
|
|
end
|
|
orginLayer = this.sortingOrder
|
|
this.EffectOrginLayer = self.sortingOrder
|
|
this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
|
|
|
|
if this.playerInfoView then
|
|
this.playerInfoView:SetLayer(self.sortingOrder)
|
|
end
|
|
end
|
|
--界面关闭时调用(用于子类重写)
|
|
function BagPanel:OnClose()
|
|
|
|
this.noneImage:SetActive(false)
|
|
BagManager.isBagPanel = false
|
|
if isFristOpenTime then
|
|
isFristOpenTime:Stop()
|
|
isFristOpenTime = nil
|
|
end
|
|
end
|
|
function this.DelePokemonItemData(_itemDatas)
|
|
local curItemDatas = {}
|
|
--背包特殊处理 sortType=1 sortIndex=5 时显示妖魂 其他页签不显示
|
|
for k, v in pairs(_itemDatas) do
|
|
if sortIndex == ItemBaseType.DemonSoul then
|
|
else
|
|
if v.itemConfig.ItemType == ItemType.Pokemon then
|
|
_itemDatas[k] = nil
|
|
end
|
|
end
|
|
end
|
|
for k, v in pairs(_itemDatas) do
|
|
table.insert(curItemDatas, v)
|
|
end
|
|
return curItemDatas
|
|
end
|
|
function BagPanel:OnFocus()
|
|
BagManager.isBagPanel=true
|
|
end
|
|
function this.ItemsSortDataV2(_itemDatas)
|
|
table.sort(_itemDatas, function(a, b)
|
|
if a.itemConfig.Sort == b.itemConfig.Sort then
|
|
return a.itemConfig.Id > b.itemConfig.Id
|
|
else
|
|
return a.itemConfig.Sort > b.itemConfig.Sort
|
|
end
|
|
end)
|
|
end
|
|
--弃用
|
|
function this.ItemsSortData(_itemDatas)
|
|
--排序
|
|
table.sort(_itemDatas, function(a, b)
|
|
if sortIndex == 0 then
|
|
--0全部 1装备 2材料 3消耗 4特殊 5碎片
|
|
if a.itemConfig.ItemBaseType == b.itemConfig.ItemBaseType then
|
|
if a.itemConfig.ItemType == a.itemConfig.ItemType then
|
|
if a.itemConfig.ItemType == ItemType.Talisman and b.itemConfig.ItemType == ItemType.Talisman then
|
|
if a.itemConfig.Quantity == b.itemConfig.Quantity then
|
|
if a.star == b.star then
|
|
return a.id < b.id
|
|
else
|
|
return a.star > b.star
|
|
end
|
|
else
|
|
return a.itemConfig.Quantity > b.itemConfig.Quantity
|
|
end
|
|
end
|
|
if a.itemConfig.ItemType == ItemType.HunYin and b.itemConfig.ItemType == ItemType.HunYin then
|
|
if a.itemConfig.Quantity == b.itemConfig.Quantity then
|
|
if a.quality == b.quality then
|
|
return a.id > b.id
|
|
else
|
|
return a.quality > b.quality
|
|
end
|
|
else
|
|
return a.itemConfig.Quantity > b.itemConfig.Quantity
|
|
end
|
|
end
|
|
if a.itemConfig.ItemType == ItemType.GodPrint and b.itemConfig.ItemType == ItemType.GodPrint then
|
|
if a.itemConfig.Quantity == b.itemConfig.Quantity then
|
|
if a.quality == b.quality then
|
|
return a.id > b.id
|
|
else
|
|
return a.quality > b.quality
|
|
end
|
|
else
|
|
return a.itemConfig.Quantity > b.itemConfig.Quantity
|
|
end
|
|
end
|
|
if a.itemConfig.ItemType == ItemType.EquipTreasure and b.itemConfig.ItemType == ItemType.EquipTreasure then
|
|
if a.itemConfig.Quantity == b.itemConfig.Quantity then
|
|
if a.refineLv == b.refineLv then
|
|
if a.lv == b.lv then
|
|
return a.id > b.id
|
|
else
|
|
return a.lv > b.lv
|
|
end
|
|
else
|
|
return a.refineLv > b.refineLv
|
|
end
|
|
else
|
|
return a.itemConfig.Quantity > b.itemConfig.Quantity
|
|
end
|
|
end
|
|
if a.itemConfig.ItemType == ItemType.Equip and b.itemConfig.ItemType == ItemType.Equip then
|
|
if a.itemConfig.Quantity == b.itemConfig.Quantity then
|
|
return a.id > b.id
|
|
else
|
|
return a.itemConfig.Quantity > b.itemConfig.Quantity
|
|
end
|
|
end
|
|
if a.itemConfig.ItemType == ItemType.HeroDebris and b.itemConfig.ItemType == ItemType.HeroDebris then
|
|
local aNum = BagManager.GetItemCountById(a.itemConfig.Id) >= a.itemConfig.UsePerCount and 2 or 1
|
|
local bNum = BagManager.GetItemCountById(b.itemConfig.Id) >= b.itemConfig.UsePerCount and 2 or 1
|
|
if aNum == bNum then
|
|
if a.itemConfig.Quantity == b.itemConfig.Quantity then
|
|
if a.itemConfig.PropertyName == b.itemConfig.PropertyName then
|
|
return a.id < b.id
|
|
else
|
|
return a.itemConfig.PropertyName < b.itemConfig.PropertyName
|
|
end
|
|
else
|
|
return a.itemConfig.Quantity > b.itemConfig.Quantity
|
|
end
|
|
else
|
|
return aNum > bNum
|
|
end
|
|
end
|
|
else
|
|
return a.itemConfig.ItemType < b.itemConfig.ItemType
|
|
end
|
|
|
|
else
|
|
return a.itemConfig.ItemBaseType < b.itemConfig.ItemBaseType
|
|
end
|
|
elseif sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.Materials or sortIndex == ItemBaseType.Special then
|
|
if a.itemConfig.Quantity == b.itemConfig.Quantity then
|
|
if a.itemConfig.ItemType == b.itemConfig.ItemType then
|
|
return a.id > b.id
|
|
else
|
|
return a.itemConfig.ItemType < b.itemConfig.ItemType
|
|
end
|
|
else
|
|
return a.itemConfig.Quantity > b.itemConfig.Quantity
|
|
end
|
|
elseif sortIndex == ItemBaseType.HeroChip then
|
|
local aNum = BagManager.GetItemCountById(a.itemConfig.Id) >= a.itemConfig.UsePerCount and 2 or 1
|
|
local bNum = BagManager.GetItemCountById(b.itemConfig.Id) >= b.itemConfig.UsePerCount and 2 or 1
|
|
if aNum == bNum then
|
|
if a.itemConfig.Quantity == b.itemConfig.Quantity then
|
|
if a.itemConfig.PropertyName == b.itemConfig.PropertyName then
|
|
return a.id < b.id
|
|
else
|
|
return a.itemConfig.PropertyName < b.itemConfig.PropertyName
|
|
end
|
|
else
|
|
return a.itemConfig.Quantity > b.itemConfig.Quantity
|
|
end
|
|
else
|
|
return aNum > bNum
|
|
end
|
|
elseif sortIndex == ItemBaseType.DemonSoul then
|
|
local aNum = BagManager.GetItemCountById(a.itemConfig.Id) >= a.itemConfig.UsePerCount and 2 or 1
|
|
local bNum = BagManager.GetItemCountById(b.itemConfig.Id) >= b.itemConfig.UsePerCount and 2 or 1
|
|
if aNum == bNum then
|
|
if a.itemConfig.Quantity == b.itemConfig.Quantity then
|
|
if a.itemConfig.ItemType == b.itemConfig.ItemType then
|
|
return a.id > b.id
|
|
else
|
|
return a.itemConfig.ItemType < b.itemConfig.ItemType
|
|
end
|
|
else
|
|
return a.itemConfig.Quantity > b.itemConfig.Quantity
|
|
end
|
|
else
|
|
return aNum > bNum
|
|
end
|
|
elseif sortIndex == ItemBaseType.SoulPrint then
|
|
if a.quality == b.quality then
|
|
return a.id > b.id
|
|
else
|
|
return a.quality > b.quality
|
|
end
|
|
elseif sortIndex == ItemBaseType.EquipTreasure then
|
|
if a.itemConfig.Quantity == b.itemConfig.Quantity then
|
|
if a.refineLv == b.refineLv then
|
|
if a.lv == b.lv then
|
|
return a.id > b.id
|
|
else
|
|
return a.lv > b.lv
|
|
end
|
|
else
|
|
return a.refineLv > b.refineLv
|
|
end
|
|
else
|
|
return a.itemConfig.Quantity > b.itemConfig.Quantity
|
|
end
|
|
end
|
|
end)
|
|
end
|
|
|
|
--获取所有背包物品
|
|
function this.GetBagItemData()
|
|
local _index = 1
|
|
local _bagItemData = {}
|
|
for i, v in pairs(BagManager.bagDatas) do
|
|
if v.isBag and v.num > 0 and v.itemConfig.ItemType ~= ItemType.Pokemon and v.itemConfig.ItemType ~= ItemType.HunYin and v.itemConfig.ItemType ~= ItemType.GodPrint then
|
|
--进背包 数量大于零的 不是异妖部件
|
|
_bagItemData[_index] = v
|
|
_index = _index + 1
|
|
end
|
|
end
|
|
return _bagItemData
|
|
end
|
|
--界面销毁时调用(用于子类重写)
|
|
function BagPanel:OnDestroy()
|
|
this.spLoader:Destroy()
|
|
|
|
SubUIManager.Close(this.UpView)
|
|
SubUIManager.Close(this.BtView)
|
|
this.ScrollView = nil
|
|
this.ScrollView1 = nil
|
|
ClearRedPointObject(RedPointType.Bag_HeroDebris, tabs1RedPoint[ItemBaseType.HeroChip])
|
|
ClearRedPointObject(RedPointType.Bag_BoxAndBlueprint, tabs1RedPoint[ItemBaseType.Special])
|
|
list={}
|
|
orginLayer2=0
|
|
orginLayer=0
|
|
this.tabsList = {}
|
|
this.selectImg = {}
|
|
if this.playerInfoView then
|
|
SubUIManager.Close(this.playerInfoView)
|
|
this.playerInfoView = nil
|
|
end
|
|
end
|
|
|
|
--跳转显示新手提示圈
|
|
function this.ShowGuideGo()
|
|
local item1Btn = Util.GetGameObject(this.transform, "scroll/ScrollCycleView/grid/item1")
|
|
if item1Btn then
|
|
JumpManager.ShowGuide(UIName.BagPanel, item1Btn)
|
|
end
|
|
end
|
|
function this.ShowWarPowerChange(powernum,type)
|
|
Timer.New(function()
|
|
local str=nil
|
|
if type==PowerChangeJumpType.ride then
|
|
str=Language[12236]
|
|
elseif type== PowerChangeJumpType.title then
|
|
str=Language[12291]
|
|
end
|
|
MsgPanel.ShowTwo(str,function()
|
|
-- 所有坐骑设置为旧的
|
|
PlayerSetTitleRideSkinManager.SetAllOldRide()
|
|
end,function()
|
|
UIManager.OpenPanel(UIName.SettingPanel,type)
|
|
end)
|
|
end, 1):Start()
|
|
end
|
|
return BagPanel
|
|
|