513 lines
20 KiB
Lua
513 lines
20 KiB
Lua
----- 魂印主面板 -----
|
|
require("Base/BasePanel")
|
|
GodPrintPanel = Inherit(BasePanel)
|
|
local this = GodPrintPanel
|
|
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
|
|
local equipConfig=ConfigManager.GetConfig(ConfigName.EquipConfig)
|
|
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
|
|
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
|
|
local equipSignSetting = ConfigManager.GetConfig(ConfigName.EquipSignSetting)
|
|
--循环布局容器
|
|
local loopList={}
|
|
--最大槽位数量
|
|
local loopCount=0
|
|
--可装备槽位数量
|
|
local didLen=0
|
|
--动态最大等级
|
|
local didLv=0
|
|
--配置最大等级
|
|
local maxLv=0
|
|
--间隔角度
|
|
local angle=23
|
|
--半径
|
|
local radius=250
|
|
|
|
local curHeroData--当前英雄信息
|
|
local heroDatas--全部英雄数据
|
|
local index=0--当前索引
|
|
|
|
local isShow=true--默认显示装备中的魂印
|
|
local _specialData={}
|
|
local isUpZhen = false
|
|
local list={}
|
|
local teamHero = {}
|
|
local isPlayAnim = true
|
|
local isFristOpenTime
|
|
function GodPrintPanel:InitComponent()
|
|
this.spLoader = SpriteLoader.New()
|
|
this.upView = SubUIManager.Open(SubUIConfig.UpView, this.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
|
|
this.helpBtn= Util.GetGameObject(this.gameObject, "HelpBtn")
|
|
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
|
|
this.leftBtn = Util.GetGameObject(this.gameObject, "LeftBtn")
|
|
this.rightBtn = Util.GetGameObject(this.gameObject, "RightBtn")
|
|
this.handBookBtn=Util.GetGameObject(this.gameObject,"HandBookBtn")--图鉴按钮
|
|
this.detailsBtn=Util.GetGameObject(this.gameObject,"DetailsBtn")--细节按钮
|
|
this.showBtn=Util.GetGameObject(this.gameObject,"ShowBtn")--显示装备中的魂印按钮
|
|
this.showBtnOn=Util.GetGameObject(this.showBtn,"Bg/On"):GetComponent("Image")
|
|
this.showBtn:SetActive(false)
|
|
this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn/btnBack")
|
|
this.empty=Util.GetGameObject(this.gameObject,"Empty")
|
|
this.emptyTxt=Util.GetGameObject(this.gameObject,"Empty/talkImage/Text"):GetComponent("Text")
|
|
this.emptyTxt.text=Language[12325]
|
|
--循环布局根节点
|
|
this.loopRoot=Util.GetGameObject(this.gameObject,"LoopRoot")
|
|
this.loopPre=Util.GetGameObject(this.loopRoot,"Pre")
|
|
|
|
--英雄头像
|
|
this.heroFrame=Util.GetGameObject(this.gameObject,"Hero/Frame"):GetComponent("Image")
|
|
this.heroIcon=Util.GetGameObject(this.gameObject,"Hero/Icon"):GetComponent("Image")
|
|
|
|
--战力
|
|
this.power=Util.GetGameObject(this.gameObject,"Power/Value"):GetComponent("Text")
|
|
|
|
this.scrollBar=Util.GetGameObject(this.gameObject, "Scrollbar"):GetComponent("Scrollbar")
|
|
--魂印列表
|
|
this.scrollRoot=Util.GetGameObject(this.gameObject,"ScrollRoot")
|
|
this.scrollPre=Util.GetGameObject(this.gameObject,"ScrollRoot/Pre")
|
|
this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollRoot.transform,this.scrollPre, this.scrollBar,--
|
|
Vector2.New(this.scrollRoot.transform.rect.width,this.scrollRoot.transform.rect.height),1,5,Vector2.New(45,40))
|
|
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
|
|
this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
|
|
this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
|
|
this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
|
|
this.scrollView.moveTween.MomentumAmount = 1
|
|
this.scrollView.moveTween.Strength = 2
|
|
this.SetIsShow()
|
|
-- this.BgMask = Util.GetGameObject(this.gameObject,"bgMask")
|
|
end
|
|
-- function GodPrintPanel:SetSortingOrder()
|
|
-- end
|
|
|
|
function GodPrintPanel:BindEvent()
|
|
--帮助按钮
|
|
Util.AddClick(this.helpBtn, function()
|
|
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.GodPrint,this.helpPosition.x,this.helpPosition.y)
|
|
end)
|
|
--向左切换英雄数据
|
|
Util.AddClick(this.leftBtn, function()
|
|
isPlayAnim = true
|
|
this.OnLeftBtnClick()
|
|
end)
|
|
--向右切换英雄数据
|
|
Util.AddClick(this.rightBtn, function()
|
|
isPlayAnim = true
|
|
this.OnRightBtnClick()
|
|
end)
|
|
--点击图鉴按钮
|
|
Util.AddClick(this.handBookBtn, function()
|
|
UIManager.OpenPanel(UIName.GodPrintHandBook)
|
|
end)
|
|
--点击细节按钮
|
|
Util.AddClick(this.detailsBtn, function()
|
|
--UIManager.OpenPanel(UIName.GodPrintPopUpV2,1,curHeroData)
|
|
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.GodPrint,this.helpPosition.x,this.helpPosition.y)
|
|
end)
|
|
--点击显示装备中魂印按钮
|
|
Util.AddClick(this.showBtn, function()
|
|
isShow=(not isShow and true or false)
|
|
this.showBtnOn.enabled= isShow
|
|
this.SetScrollData()
|
|
end)
|
|
--关闭页面
|
|
Util.AddClick(this.backBtn, function()
|
|
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
|
|
self:ClosePanel()
|
|
end)
|
|
end
|
|
|
|
function GodPrintPanel:AddListener()
|
|
Game.GlobalEvent:AddEvent(GameEvent.Bag.GetNewItemIncarnation, this.SetScrollData)
|
|
end
|
|
|
|
function GodPrintPanel:RemoveListener()
|
|
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.GetNewItemIncarnation, this.SetScrollData)
|
|
end
|
|
function GodPrintPanel:OnSortingOrderChange()
|
|
--特效层级重设
|
|
for _, v in pairs(list) do
|
|
Util.SetParticleSortLayer(v, self.sortingOrder)
|
|
end
|
|
end
|
|
|
|
function GodPrintPanel:OnOpen(_curHeroData,_heroDatas)
|
|
curHeroData=_curHeroData
|
|
heroDatas = {}
|
|
if _heroDatas then
|
|
for i = 1, #_heroDatas do
|
|
if GodPrintManager.GetSoulPrintIsOpen(_heroDatas[i]) then
|
|
table.insert(heroDatas,_heroDatas[i])
|
|
end
|
|
end
|
|
else
|
|
local curheroListData=HeroManager.GetAllHeroDatas()
|
|
for i = 1, #curheroListData do
|
|
if GodPrintManager.GetSoulPrintIsOpen(curheroListData[i]) then
|
|
table.insert(heroDatas,curheroListData[i])
|
|
end
|
|
end
|
|
end
|
|
|
|
for i = 1, #heroDatas do
|
|
if curHeroData.dynamicId == heroDatas[i].dynamicId then
|
|
index = i
|
|
break
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
function GodPrintPanel:OnShow()
|
|
isPlayAnim = true
|
|
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
|
|
--已激活魂印的Hero为1时 隐藏左右按钮
|
|
this.leftBtn.gameObject:SetActive(#heroDatas>1)
|
|
this.rightBtn.gameObject:SetActive(#heroDatas>1)
|
|
this.RefreshShow()
|
|
|
|
end
|
|
|
|
function GodPrintPanel:OnClose()
|
|
angle=23
|
|
loopCount=0
|
|
local var=isShow and 1 or 0
|
|
PlayerPrefs.SetInt(PlayerManager.uid .. "_GodPrint_IsShow",var)
|
|
if isFristOpenTime then
|
|
isFristOpenTime:Stop()
|
|
isFristOpenTime = nil
|
|
end
|
|
end
|
|
|
|
function GodPrintPanel:OnDestroy()
|
|
this.spLoader:Destroy()
|
|
SubUIManager.Close(this.upView)
|
|
this.scrollView=nil
|
|
loopList={}
|
|
list={}
|
|
end
|
|
|
|
--点击左
|
|
function this.OnLeftBtnClick()
|
|
index = (index - 1 > 0 and index - 1 or #heroDatas)
|
|
curHeroData = heroDatas[index]
|
|
this.RefreshShow()
|
|
end
|
|
--点击右
|
|
function this.OnRightBtnClick()
|
|
index = (index + 1 <= #heroDatas and index + 1 or 1)
|
|
curHeroData = heroDatas[index]
|
|
this.RefreshShow()
|
|
end
|
|
|
|
|
|
--刷新显示
|
|
function this.RefreshShow()
|
|
--LogGreen("刷新魂印面板")
|
|
teamHero = FormationManager.GetAllMainFormationHeroId()
|
|
isUpZhen = teamHero[curHeroData.dynamicId] and true or false
|
|
this.SetLoopUI()
|
|
this.SetHero()
|
|
this.SetScrollData()
|
|
--对比战力并更新战力值 播放战力变更动画
|
|
local allAddProVal
|
|
--计算面板属性
|
|
local WarPower
|
|
if isUpZhen then
|
|
allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
|
|
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
|
|
else
|
|
allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
|
|
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
|
|
end
|
|
this.power.text = WarPower
|
|
end
|
|
|
|
--设置环形布局
|
|
function this.SetLoopUI()
|
|
local didLv=0
|
|
--最终最大等级
|
|
local maxLv = 0
|
|
loopCount,didLen,didLv,maxLv= HeroManager.GetGodPrintLoopUIMaxData(curHeroData.star)
|
|
-- LogBlue("最大槽位数量"..loopCount.." 可装备槽位数量"..didLen.." 最大动态等级"..didLv.." 配置最大等级"..maxLv)
|
|
local d = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 149).Value, "#")
|
|
loopCount=#d
|
|
--初始化
|
|
for i=1,#d do
|
|
if not loopList[i] then
|
|
loopList[i]=newObjToParent(this.loopPre,this.loopRoot)
|
|
end
|
|
loopList[i].name="Pre"..i
|
|
end
|
|
--设置不包含最后一位 为默认
|
|
for j=1,#d do
|
|
loopList[j]:GetComponent("RectTransform").anchoredPosition = this.GetCurPosByIndex(j)
|
|
if curHeroData.star>=tonumber(d[j]) then
|
|
this.SetLoopPre(loopList[j],1,nil,nil,j)
|
|
else
|
|
this.SetLoopPre(loopList[j],2,nil,tonumber(d[j]),j)
|
|
end
|
|
end
|
|
|
|
--数据赋值
|
|
--LogError("#curHeroData.godPrintList=="..#curHeroData.godPrintList)
|
|
for k=1,#curHeroData.godPrintList do
|
|
local index=curHeroData.godPrintList[k].position
|
|
this.SetLoopPre(loopList[index],3,index,curHeroData.godPrintList[k])
|
|
end
|
|
end
|
|
--获取当前子布局坐标
|
|
function this.GetCurPosByIndex(index)
|
|
local hudu=(angle/180)*Mathf.PI
|
|
angle=angle+(360/loopCount)
|
|
return Vector2.New(radius*Mathf.Cos(hudu),radius*Mathf.Sin(hudu))
|
|
end
|
|
--设置环形布局预设 root:预设根节点 type:开启类型 index 位置 data:数据
|
|
function this.SetLoopPre(root,type,index,data,curIndex)
|
|
local normal= Util.GetGameObject(root,"Normal")
|
|
local lock= Util.GetGameObject(root,"Lock")
|
|
local unlock= Util.GetGameObject(root,"UnLock")
|
|
local bg=Util.GetGameObject(root,"Bg")
|
|
local lvTxt= Util.GetGameObject(root,"lv"):GetComponent("Text")
|
|
lvTxt.gameObject:SetActive(false)
|
|
Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=false
|
|
if curIndex then
|
|
bg.transform:DORotate(Vector3.New(0,0,(360/loopCount)*(curIndex-1) + root.transform.localRotation.z-90),0)
|
|
end
|
|
normal:SetActive(type==1) --解锁 未装备
|
|
lock:SetActive(type==2) --锁定
|
|
unlock:SetActive(type==3) --解锁装备魂印
|
|
root:GetComponent("Button").interactable=type==3--只有被赋值的按钮才能点击
|
|
if type==1 then
|
|
-- Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[0].circleBg1)
|
|
elseif type==2 then
|
|
Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[0].circleBg1)
|
|
Util.GetGameObject(lock,"Text"):GetComponent("Text").text=string.format("%s星解锁",data)
|
|
elseif type==3 then
|
|
Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=true
|
|
-- Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg1)
|
|
--Util.GetGameObject(bg,"Frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByqualityPoint(equipConfig[data.equipId].Quality))
|
|
Util.GetGameObject(unlock,"circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg2)
|
|
Util.GetGameObject(unlock,"Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.equipId].ResourceID))
|
|
Util.GetGameObject(unlock,"circle"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circle)
|
|
Util.GetGameObject(unlock,"Name"):GetComponent("Text").text=GetLanguageStrById(itemConfig[data.equipId].Name)
|
|
lvTxt.gameObject:SetActive(equipConfig[data.equipId].Star>0)
|
|
lvTxt.text="+"..equipConfig[data.equipId].Star
|
|
Util.AddOnceClick(root,function()
|
|
local pos=index
|
|
LogBlue("卸下时 "..data.equipId)
|
|
UIManager.OpenPanel(UIName.GodPrintPopUp,2,curHeroData.dynamicId,data.equipId,pos,function()
|
|
this.RefreshShow()
|
|
--对比战力并更新战力值 播放战力变更动画
|
|
HeroManager.CompareWarPower(curHeroData.dynamicId)
|
|
LogError("刷新完界面数据")
|
|
end)
|
|
end)
|
|
end
|
|
end
|
|
|
|
--设置英雄
|
|
function this.SetHero()
|
|
this.heroIcon.sprite=this.spLoader:LoadSprite(curHeroData.icon)
|
|
this.heroFrame.sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality,curHeroData.star))
|
|
-- local allPro = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false)
|
|
local WarPower
|
|
--计算面板属性
|
|
if isUpZhen then
|
|
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
|
|
else
|
|
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
|
|
end
|
|
this.power.text = WarPower
|
|
end
|
|
|
|
|
|
--设置装备中的魂印
|
|
function this.SetIsShow()
|
|
if PlayerPrefs.GetInt(PlayerManager.uid .. "_GodPrint_IsShow") then
|
|
isShow=PlayerPrefs.GetInt(PlayerManager.uid .. "_GodPrint_IsShow")==1
|
|
else
|
|
isShow=true
|
|
end
|
|
this.showBtnOn.enabled=isShow
|
|
end
|
|
|
|
--设置魂印列表滚动条
|
|
function this.SetScrollData()
|
|
local data =GodPrintManager.GetAllSoulPrint(isShow,curHeroData.id,curHeroData.dynamicId,curHeroData)
|
|
this.empty:SetActive(#data==0)
|
|
this.ShowRedPotDataAndSort(data)
|
|
|
|
this.scrollView:SetData(data,function(index,root)
|
|
this.SetScrollPre(root,data[index])
|
|
list[root] = root
|
|
end,true,true)
|
|
if isPlayAnim then
|
|
if isFristOpenTime then
|
|
isFristOpenTime:Stop()
|
|
isFristOpenTime = nil
|
|
end
|
|
-- isFristOpenTime = Timer.New(function()
|
|
-- this.BgMask:SetActive(false)
|
|
-- end, 1):Start()
|
|
-- this.BgMask:SetActive(true)
|
|
SecTorPlayAnimByScroll(this.scrollView)
|
|
isPlayAnim = false
|
|
end
|
|
this.scrollView:SetIndex(1)
|
|
end
|
|
--设置魂印列表预设
|
|
function this.SetScrollPre(root,data)
|
|
|
|
Util.SetParticleSortLayer(root, this.sortingOrder + 1)
|
|
SetSoulEffect(itemConfig[data.id].Quantity1, root)
|
|
|
|
local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image")
|
|
local icon=Util.GetGameObject(root,"Icon"):GetComponent("Image")
|
|
local name=Util.GetGameObject(root,"Name"):GetComponent("Text")
|
|
local hero=Util.GetGameObject(root,"Hero")
|
|
local heroIcon=Util.GetGameObject(hero,"Icon"):GetComponent("Image")
|
|
local circle=Util.GetGameObject(root,"circle"):GetComponent("Image")
|
|
local equipped=Util.GetGameObject(root,"Equipped") --是否已装备
|
|
local lvTxt=Util.GetGameObject(root,"lv"):GetComponent("Text")
|
|
Util.GetGameObject(root,"limit"):SetActive(equipConfig[data.id].limit == 1 and not GodPrintManager.GetCurGodPrintIsCanUp(data.id) and data.upHero=="")
|
|
frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(equipConfig[data.id].Quality))
|
|
circle.sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.id].Quality].circle)
|
|
icon.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.id].ResourceID))
|
|
name.text=SubString2(GetLanguageStrById(equipConfig[data.id].Name),8)
|
|
hero.gameObject:SetActive(data.upHero~="")
|
|
lvTxt.gameObject:SetActive(equipConfig[data.id].Star>0)
|
|
lvTxt.text="+"..equipConfig[data.id].Star
|
|
Util.GetGameObject(root,"redPoint"):SetActive(data.isShowRedPot == 1)
|
|
equipped.gameObject:SetActive(this.GetCurHeroSoulPrintState(data.id))
|
|
if data.upHero~="" then
|
|
local heroData = HeroManager.GetSingleHeroData(data.upHero)
|
|
local heroId= heroData.id
|
|
--LogGreen(heroId)
|
|
heroIcon.sprite=this.spLoader:LoadSprite(heroData.icon)
|
|
end
|
|
--点击事件(穿戴或替换魂印)
|
|
Util.AddOnceClick(root,function()
|
|
if not GodPrintManager.GetCurGodPrintIsCanUp(data.id) and data.upHero=="" then
|
|
PopupTipPanel.ShowTip(Language[11905])
|
|
return
|
|
end
|
|
if this.GetCurHeroSoulPrintState(data.id) then
|
|
PopupTipPanel.ShowTip(Language[11905])
|
|
return
|
|
end
|
|
local pos=this.GetPos()--位置
|
|
local oldPower = HeroManager.GetSingleHeroData(curHeroData.dynamicId).warPower
|
|
UIManager.OpenPanel(UIName.GodPrintPopUp,1,curHeroData.dynamicId,data.id,pos,function()
|
|
-- if curHeroData.dynamicId then
|
|
-- PopupTipPanel.ShowTip(Language[11526])
|
|
-- end
|
|
this.RefreshShow()
|
|
--对比战力并更新战力值 播放战力变更动画
|
|
HeroManager.CompareWarPower1(curHeroData.dynamicId,oldPower)
|
|
end,data)
|
|
-- end
|
|
end)
|
|
end
|
|
|
|
--自动获取魂印的位置 如果有位置返回位置 如果没位置返回0
|
|
function this.GetPos()
|
|
local _data={}
|
|
for k=1,loopCount do
|
|
if Util.GetGameObject(loopList[k].gameObject,"UnLock").activeSelf then
|
|
table.insert(_data,k,k)
|
|
end
|
|
end
|
|
for i = 1, loopCount do
|
|
if _data[i]==nil then
|
|
return i
|
|
end
|
|
if didLen == LengthOfTable(_data) then
|
|
return 0
|
|
end
|
|
end
|
|
end
|
|
function this.ShowRedPotDataAndSort(allData)
|
|
if curHeroData.godPrintList and #curHeroData.godPrintList >= 3 then
|
|
table.sort(allData, function(a,b)
|
|
if equipConfig[a.id].Quality == equipConfig[b.id].Quality then
|
|
return a.id > b.id
|
|
else
|
|
return equipConfig[a.id].Quality > equipConfig[b.id].Quality
|
|
end
|
|
end)
|
|
return
|
|
end
|
|
|
|
local allUpSoulPrint = {}--所有已上魂印
|
|
if curHeroData.godPrintList then
|
|
for i = 1, #curHeroData.godPrintList do
|
|
local equip=equipConfig[curHeroData.godPrintList[i].equipId]
|
|
-- allUpSoulPrint[curHeroData.godPrintList[i].equipId] = equip --curHeroData.godPrintList[i]
|
|
--LogError("equip.SuiteID=="..equip.SuiteID)
|
|
table.insert(allUpSoulPrint, equip.SuiteID)
|
|
end
|
|
end
|
|
--LogError("allUpSoulPrint "..LengthOfTable(allUpSoulPrint).." "..#allData)
|
|
local haveRedPointSid = {}--所有已标记红点魂印
|
|
|
|
local temp=GodPrintManager.GetAllSoulPrint(true,curHeroData.id,curHeroData.dynamicId,curHeroData)
|
|
local limitSoulPrint = {}
|
|
for i = 1, #temp do
|
|
if not limitSoulPrint[temp[i].id] and equipConfig[temp[i].id].limit == 1 and temp[i].upHero ~= "" then
|
|
limitSoulPrint[temp[i].id] = temp[i].id
|
|
end
|
|
end
|
|
|
|
for i = 1, #allData do
|
|
--这个英雄没有装备这个魂印,并且可以装备,并且不在haveRedPointSid列表里
|
|
allData[i].isShowRedPot = 0
|
|
local suitId=equipConfig[allData[i].id].SuiteID
|
|
local isHave=false
|
|
for k=1, #allUpSoulPrint do
|
|
if allUpSoulPrint[k]== suitId then
|
|
isHave=true
|
|
end
|
|
end
|
|
local isHaveCurHeroid = HeroManager.CheckHeroIsCanAddGodPrint(equipConfig[allData[i].id].ProfessionLimit,curHeroData)
|
|
local allNum,open=HeroManager.GetGodPrintLoopUIMaxData(curHeroData.star)
|
|
--LogError("#curHeroData.godPrintList=="..#curHeroData.godPrintList.." open=="..open.." curHeroData.star=="..curHeroData.star)
|
|
if not isHave and isHaveCurHeroid and allData[i].upHero == "" and not haveRedPointSid[suitId] and #curHeroData.godPrintList<open then
|
|
allData[i].isShowRedPot = 1--有空位可以穿戴
|
|
haveRedPointSid[suitId] = suitId
|
|
|
|
end
|
|
|
|
if limitSoulPrint[allData[i].id] then
|
|
allData[i].isShowRedPot = 0
|
|
end
|
|
end
|
|
table.sort(allData, function(a,b)
|
|
if a.isShowRedPot > b.isShowRedPot then
|
|
return true
|
|
elseif a.isShowRedPot == b.isShowRedPot then
|
|
if equipConfig[a.id].Quality == equipConfig[b.id].Quality then
|
|
return a.id > b.id
|
|
else
|
|
return equipConfig[a.id].Quality > equipConfig[b.id].Quality
|
|
end
|
|
else
|
|
return false
|
|
end
|
|
end)
|
|
end
|
|
|
|
--获取当前英雄是否已装备该魂印
|
|
function this.GetCurHeroSoulPrintState(id)
|
|
for k=1,#curHeroData.godPrintList do
|
|
local _id=curHeroData.godPrintList[k].equipId
|
|
|
|
if equipConfig[_id].SuiteID==equipConfig[id].SuiteID then
|
|
return true
|
|
end
|
|
-- if equipConfig[_id].Id==equipConfig[id].Id then
|
|
-- return true
|
|
-- end
|
|
end
|
|
return false
|
|
end
|
|
|
|
return GodPrintPanel |