miduo_client/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua

1083 lines
52 KiB
Lua

require("Base/BasePanel")
BagPanel = Inherit(BasePanel)
local this = BagPanel
local sortIndex = 0
local sortIndexBtnGo
local tabs1 = {}
local tabs1RedPoint = {}
local itemData = {}
this.isFristOpen = true
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
local isFristOpenTime = Timer.New()
local orginLayer=0--层级
local list={}
local ImgList = {
[ItemBaseType.Equip] = "UI_hz_zhonghe05_106",
[ItemBaseType.SoulPrint] = "UI_hz_zhonghe05_108",
[ItemBaseType.EquipTreasure] = "UI_hz_zhonghe05_108",
[ItemBaseType.GodPrint] = "UI_hz_zhonghe05_108",
}
--初始化组件(用于子类重写)
function BagPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.BtnBack = Util.GetGameObject(self.transform, "rightUp/btnBack")
this.tabBox = Util.GetGameObject(self.transform, "Grid/box")
for i = 1, 13 do
tabs1[i] = Util.GetGameObject(self.transform, "Grid/box/Btn" .. i)
tabs1RedPoint[i] = Util.GetGameObject(self.transform, "Grid/box/Btn" .. i .. "/redPoint")
tabs1[i]:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_002new")
end
if not this.playerInfoView then
this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
end
this.selectBtn1 = Util.GetGameObject(self.gameObject, "selectBtn")
this.selectBtn1:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_001new")
this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
this.fenJieBtn = Util.GetGameObject(self.gameObject, "fenJieBtn")
this.fenJieBtnImg = Util.GetGameObject(self.gameObject, "fenJieBtn/Image"):GetComponent("Image")
this.fenJieBtnTxt = Util.GetGameObject(self.gameObject, "fenJieBtn/Text"):GetComponent("Text")
this.oneKey = Util.GetGameObject(self.gameObject, "onekey")
this.itemNumText = Util.GetGameObject(self.gameObject, "itemNumText")
this.ItemView = Util.GetGameObject(self.gameObject, "ItemView")
this.ItemViewEffect = Util.GetGameObject(self.gameObject, "ItemView/GameObject/effects")
this.item = Util.GetGameObject(self.gameObject, "Item")
this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
this.Scrollbar = Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
this.isBagPanel = true
this.EffectOrginLayer = 0
this.mask = Util.GetGameObject(self.gameObject, "mask")
this.tabsBtn = Util.GetGameObject(self.gameObject, "tabsBtn")
this.tabs = Util.GetGameObject(self.gameObject, "tabs")
this.tabs.transform.anchoredPosition = Vector2.New(0,-130)
this.tabs:SetActive(false)
this.tabsList = {}
this.selectImg = {}
for i = 1, 5 do
this.tabsList[i] = Util.GetGameObject(this.tabs, "btnHeroGrid/Btn"..i-1)
this.selectImg[i] = Util.GetGameObject(this.tabsList[i], "selectBtn")
this.selectImg[i]:SetActive(false)
end
this.selectImg[1]:SetActive(true)
--无信息图片
this.noneImage=Util.GetGameObject(self.gameObject,"NoneImage")
this.noneTxt=Util.GetGameObject(self.gameObject,"NoneImage/TextImage/Text"):GetComponent("Text")
this.noneBtn=Util.GetGameObject(self.gameObject,"NoneImage/TextImage")
this.tabBox:GetComponent("RectTransform").anchoredPosition3D=Vector3.New(-540,82,0)
end
--绑定事件(用于子类重写)
function BagPanel:BindEvent()
Util.AddClick(this.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
for i = 1, 13 do
Util.AddClick(tabs1[i], function()
--设置tabs的琐碎-----
this.tabs.transform.anchoredPosition = Vector2.New(0,-130)
this.tabs:SetActive(false)
this.isShowTabs = false
for j = 1, 5 do
this.selectImg[j]:SetActive(false)
end
this.selectImg[1]:SetActive(true)
--======================
if this.isFristOpen == false then
if i == sortIndex then
return
end
sortIndex = i
this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
end
end)
end
Util.AddClick(this.fenJieBtn, function()
if sortIndex == ItemBaseType.Equip then
local temp = BagManager.GetBagItemDataByItemType(ItemBaseType.Equip)
if not temp or #temp < 1 then
PopupTipPanel.ShowTip(Language[10170])
else
UIManager.OpenPanel(UIName.EquipSellSelectPopup)--宝器
end
elseif sortIndex == ItemBaseType.SoulPrint then
local temp = BagManager.GetAllSoulPrintData()
if not temp or #temp < 1 then
PopupTipPanel.ShowTip(Language[10171])
else
UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 4)--魂印
end
elseif sortIndex == ItemBaseType.EquipTreasure then--宝物
local temp = EquipTreasureManager.GetAllTreasures()
if not temp or #temp < 1 then
PopupTipPanel.ShowTip("无可分解宝物")
else
UIManager.OpenPanel(UIName.ResolvePanel, 2)
end
elseif sortIndex == ItemBaseType.GodPrint then
local temp = BagManager.GetAllGodPrintData()
if not temp or #temp < 1 then
PopupTipPanel.ShowTip("无可分解神印")
else
UIManager.OpenPanel(UIName.GodPrintResolvePanel,5)--魂印
end
end
end)
Util.AddClick(this.tabsBtn, function()
this:MoveTabs()
end)
Util.AddClick(this.oneKey, function()
local list,num = GemManager.OneKeyConpound()
-- LogGreen("====================金币:"..tostring(num).."=============")
-- for key, value in pairs(list) do
-- LogPink("key:"..tostring(key).." Value:"..tostring(value))
-- end
if num <= 0 then
PopupTipPanel.ShowTip("无可合成的命石或金币不足!")
return
end
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.GemOneKey,list,num)
end)
Util.AddClick(this.noneBtn, function()
if sortIndex==10 then
local isActive = ShopManager.IsActive(SHOP_TYPE.GodPrint )
if not isActive then
PopupTipPanel.ShowTip("商店尚未开启")
return
end
UIManager.OpenPanel(UIName.MainShopPanel, SHOP_TYPE.GodPrint )
end
end)
for i = 1, 5 do
Util.AddOnceClick(this.tabsList[i],function ()
for j = 1, 5 do
this.selectImg[j]:SetActive(false)
end
this.selectImg[i]:SetActive(true)
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true,i-1)
end)
end
BindRedPointObject(RedPointType.Bag_HeroDebris, tabs1RedPoint[ItemBaseType.HeroChip])
BindRedPointObject(RedPointType.Bag_BoxAndBlueprint, tabs1RedPoint[ItemBaseType.Special])
end
function this:MoveTabs()
this.tabsBtn:GetComponent("Button").enabled = false
this.isShowTabs = not this.isShowTabs
if this.isShowTabs then
this.tabs:SetActive(true)
this.tabs.transform:DOAnchorPosY(370, 0.5, false):OnComplete(function()
this.tabsBtn:GetComponent("Button").enabled = true
end)
else
this.tabs.transform:DOAnchorPosY(-130, 0.5, false):OnComplete(function()
this.tabsBtn:GetComponent("Button").enabled = true
this.tabs:SetActive(false)
end)
end
end
function this.JumpOnClickTabBtn(_sortIndex)
sortIndex = _sortIndex
this.OnClickTabBtn(sortIndex, tabs1[sortIndex], true)
end
function this:SetSelectBtn(_btn)
if _btn then
this.selectBtn1:SetActive(true)
this.selectBtn1.transform:SetParent(_btn.transform)
this.selectBtn1.transform.localPosition = Vector3.zero
Util.GetGameObject(this.selectBtn1.transform, "Text"):GetComponent("Text").text = Util.GetGameObject(_btn.transform, "Text"):GetComponent("Text").text
Util.GetGameObject(this.selectBtn1.transform, "redPoint"):SetActive(Util.GetGameObject(_btn.transform, "redPoint").activeSelf)
else
this.selectBtn1:SetActive(false)
end
this.tabsBtn:SetActive(sortIndex == ItemBaseType.EquipTreasure)
this.fenJieBtn:SetActive(sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.EquipTreasure or sortIndex == ItemBaseType.GodPrint)--装备
if sortIndex==ItemBaseType.Equip then
--this.fenJieBtnImg.sprite=this.spLoader:LoadSprite("")
this.fenJieBtnTxt.text="出售"
else
this.fenJieBtnTxt.text="分解"
end
this.fenJieBtnImg.sprite = this.spLoader:LoadSprite(tostring(ImgList[sortIndex]))--装备
this.oneKey:SetActive(false)
this.itemNumText:SetActive(sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.EquipTreasure)--装备 法宝
end
-- --点击全部按钮
-- function this:OnClickAllBtn()
-- sortIndex = 0
-- this:SetSelectBtn(tabs1[sortIndex])
-- sortIndexBtnGo = tabs1[sortIndex]
-- itemData = {}
-- itemData = this.GetBagItemData()
-- local curAllEquipTreasure = EquipTreasureManager.GetAllTreasures()
-- for i = 1, #curAllEquipTreasure do
-- table.insert(itemData, curAllEquipTreasure[i])
-- end
-- local soulPrintData = BagManager.GetAllSoulPrintData()
-- for i,v in ipairs(soulPrintData) do
-- table.insert(itemData, v)
-- end
-- this:SetItemData(itemData)
-- this.noneImage:SetActive(#itemData==0)
-- end
function this.BagGoldChangeCallBackOnClickTabBtn()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
end
function this.OnClickTabBtn(_index, _clickBtn, isTop,isNotAni,_tabIndex)
sortIndexBtnGo = _clickBtn
itemData = {}
local itemNumText = this.itemNumText:GetComponent("Text")
this:SetSelectBtn(_clickBtn)
if _index == ItemBaseType.Equip then
local allEquipData = BagManager.GetBagItemDataByItemType(ItemBaseType.Equip)
-- local allEquipNum = 0
for i, v in pairs(allEquipData) do
table.insert(itemData, v)
-- allEquipNum = allEquipNum + v.num
end
--"装备数量:"
itemNumText.text = Language[12181] ..LengthOfTable(allEquipData).."/"..ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipNumlimit
this:SetItemData(itemData, isTop,isNotAni)
-- elseif _index == 0 then
-- this:OnClickAllBtn()
elseif (_index == ItemBaseType.SoulPrint) then
itemData = BagManager.GetAllSoulPrintData()
itemNumText.text = Language[10173]..#itemData.."/"..specialConfig[9].Value
this:SetItemData(itemData, isTop,isNotAni)
elseif (_index == ItemBaseType.EquipTreasure) then
itemData = EquipTreasureManager.GetAllTreasures(_tabIndex)
itemNumText.text = Language[10174]..LengthOfTable(itemData).."/"..specialConfig[10].Value
this:SetItemData(itemData, isTop,isNotAni)
elseif (_index == ItemBaseType.Special) then
itemData = BagManager.GetBagItemDataByItemTypeV2(ItemBaseType.Special,ItemBaseType.Materials,ItemType.HeadFrame)
this:SetItemData(itemData, isTop,isNotAni)
elseif (_index == ItemBaseType.JuLing) then
itemData = BagManager.GetItemDataByItemType(ItemBaseType.JuLing)
this:SetItemData(itemData, isTop,isNotAni)
elseif (_index == ItemBaseType.Gem) then
itemData = BagManager.GetItemDataByItemType(ItemBaseType.Gem)
this:SetItemData(itemData, isTop,isNotAni)
elseif(_index == ItemBaseType.TurnsCard) then
itemData = BagManager.GetItemDataByItemType(ItemBaseType.TurnsCard)
this:SetItemData(itemData, isTop,isNotAni)
elseif (_index == ItemBaseType.GodPrint) then
itemData = BagManager.GetAllGodPrintData()
this:SetItemData(itemData, isTop,isNotAni)
elseif(_index == ItemBaseType.Talisman)then
itemData = FaLingManager.GetAllEquipDataNoBless() --BagManager.GetItemDataByItemType(ItemBaseType.Talisman)
this:SetItemData(itemData, isTop,isNotAni)
elseif(_index == ItemBaseType.FaXiang)then
itemData=FaXiangManager.GetAllTreasures()
-- itemData = BagManager.GetItemDataByItemType(ItemType.FaXiang)
this:SetItemData(itemData, isTop,isNotAni)
else
LogError("获取背包物品")
itemData = BagManager.GetBagItemDataByItemType(_index)
this:SetItemData(itemData, isTop,isNotAni)
end
if _index == ItemBaseType.GodPrint then
this.noneTxt.text="空空如也,神印可从<color=#2DE73B>神印商店</color>获取"
else
this.noneTxt.text="空空如也"
end
this.noneImage:SetActive(#itemData==0)
end
--当魂印升级消耗时刷新背包数据
function this.OnRefreshSoulPanelBagData()
itemData = SoulPrintManager.soulPrintData
this:SetItemData(itemData)
end
local orginLayer2 = 0
--设置背包列表数据
function this:SetItemData(_itemDatas, isTop,isNotAni)
-- LogPink("IsTop = "..tostring(isTop))
-- LogPink("isNotAni = "..tostring(isNotAni))
list={}
this.ItemsSortDataV2(_itemDatas)
if not this.ScrollView then
local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "scroll").transform,
this.ItemView, this.Scrollbar, Vector2.New(-v2.x * 2, -v2.y * 2), 1, 5, Vector2.New(25, 9))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 2
end
this.ScrollView:SetData(_itemDatas, function(index, go)
this.SingleItemDataShow(go, _itemDatas[index])
if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin or _itemDatas[index].itemConfig.ItemType == ItemType.GodPrint then
table.insert(list, go)
end
end, not isTop,isNotAni)
this.ScrollView:SetIndex(1)
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer2)
end
orginLayer2 = this.sortingOrder
orginLayer = this.sortingOrder
if this.isFristOpen then
-- this.ScrollView:ForeachItemGO(function(index, go)
-- Timer.New(function()
-- go.gameObject:SetActive(true)
-- PlayUIAnim(go.gameObject)
-- end, 0.01 * (index - 1)):Start()
-- end)
if isFristOpenTime then
isFristOpenTime:Stop()
isFristOpenTime = nil
end
isFristOpenTime = Timer.New(function()
this.isFristOpen = false
this.mask:SetActive(false)
end, 0.5):Start()
end
end
--设置魂印循环滚动数据
function this:SetSoulPrintData(_go, _itemData)
local openBtn = Util.GetGameObject(_go.gameObject, "openBtn")
local quality = Util.GetGameObject(_go.gameObject, "itemShow/quality"):GetComponent("Image")
local icon = Util.GetGameObject(_go.gameObject, "itemShow/icon"):GetComponent("Image")
local name = Util.GetGameObject(_go.gameObject, "itemShow/Image/name"):GetComponent("Text")
local level = Util.GetGameObject(_go.gameObject, "itemShow/level"):GetComponent("Text")
local propertyText = Util.GetGameObject(_go.gameObject, "propertyText"):GetComponent("Text")
local propertyText2 = Util.GetGameObject(_go.gameObject, "propertyText (1)"):GetComponent("Text")
quality.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(_itemData.quality))
icon.sprite = this.spLoader:LoadSprite(_itemData.icon)
name.text = _itemData.name
num.gameObject.SetActive(false)
level.text = "+" .. _itemData.level
propertyText.text = ""
propertyText2.text = ""
local property = SoulPrintManager.GetShowPropertyData(_itemData.property[1][1], _itemData.property[1][2])
propertyText.text = property.name .. property.num
if (#_itemData.property >= 2) then
property = SoulPrintManager.GetShowPropertyData(_itemData.property[2][1], _itemData.property[2][2])
propertyText2.text = property.name .. property.num
end
Util.AddOnceClick(openBtn, function()
UIManager.OpenPanel(UIName.SoulPrintPopUp, ShowType.showTip3, _itemData.did, nil, nil, nil)
end)
end
function this.SingleItemDataShow(_go, _itemData)
Util.GetGameObject(_go.gameObject, "GameObject/item"):SetActive(true)
Util.GetGameObject(_go.gameObject, "GameObject/item/frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_itemData.frame)
Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_itemData.icon)
Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):SetActive(true)
Util.GetGameObject(_go.gameObject, "GameObject/item/circleFrameBg"):SetActive(false)
local str=""
if GetCurLanguage() == 0 and LengthString(GetLanguageStrById(_itemData.itemConfig.Name))>6 then
str=SubString(GetLanguageStrById(_itemData.itemConfig.Name),5).."..."
elseif GetCurLanguage() == 1 and LengthString(GetLanguageStrById(_itemData.itemConfig.Name))>8 then
str=SubString(GetLanguageStrById(_itemData.itemConfig.Name),8).."..."
elseif GetCurLanguage() == 2 and LengthString(GetLanguageStrById(_itemData.itemConfig.Name))>8 then
str=SubString(GetLanguageStrById(_itemData.itemConfig.Name),8).."..."
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