362 lines
16 KiB
Lua
362 lines
16 KiB
Lua
require("Base/BasePanel")
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RewardEquipSingleShowPopup = Inherit(BasePanel)
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local this=RewardEquipSingleShowPopup
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local equipData
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local func
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local isRewardItemPop
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local curSuitProGo = {}--当前套装属性对象
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local baijinProGo = {}--当前套装属性对象
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
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local _MainProList = {}
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local isShowfenjie =true
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--初始化组件(用于子类重写)
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function RewardEquipSingleShowPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.eqiopName = Util.GetGameObject(self.transform, "Content/bg/Text"):GetComponent("Text")
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this.BtnBack = Util.GetGameObject(self.transform, "Content/bg/btnBack")
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--装备详情
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this.icon = Util.GetGameObject(self.transform, "Content/bg/armorInfo/icon"):GetComponent("Image")
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this.frame = Util.GetGameObject(self.transform, "Content/bg/armorInfo/frame"):GetComponent("Image")
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this.equipType=Util.GetGameObject(self.transform, "Content/bg/armorInfo/grid/equipType"):GetComponent("Text")
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-- this.equipPos=Util.GetGameObject(self.transform, "Content/bg/armorInfo/grid/equipPos"):GetComponent("Text")--装备关闭职业限定
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this.equipRebuildLv=Util.GetGameObject(self.transform, "Content/bg/armorInfo/grid/equipRebuildLv")
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this.equipRebuildLv:SetActive(false)
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this.equipQuaText=Util.GetGameObject(self.transform, "Content/bg/armorInfo/equipQuaText"):GetComponent("Text")
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this.equipInfoText=Util.GetGameObject(self.transform, "Content/bg/armorInfo/equipInfoText"):GetComponent("Text")
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this.powerNum=Util.GetGameObject(self.transform, "Content/bg/armorInfo/powerNum"):GetComponent("Text")
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this.star=Util.GetGameObject(self.transform, "Content/bg/armorInfo/star")
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--装备属性
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this.equipOtherProPre=Util.GetGameObject(self.transform, "Content/proPre")
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this.equipProGrid=Util.GetGameObject(self.transform, "Content/proRect/proGrid")
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this.mainPro=Util.GetGameObject(self.transform, "Content/mainPro")
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this.mainProGrid = Util.GetGameObject(self.transform, "Content/mainPro/bg")
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this.mainProItem = Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName")
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this.mainProItem:SetActive(false)
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-- 不朽属性
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this.baijinProPre = Util.GetGameObject(self.transform, "Content/baijinRect/baijinPro")
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this.baijinProGrid = Util.GetGameObject(self.transform, "Content/baijinRect/proGrid")
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-- this.mainProName=Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName"):GetComponent("Text")
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-- this.mainProVale=Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName/curProVale"):GetComponent("Text")
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--装备获取途径
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--this.getTuPre=Util.GetGameObject(self.transform, "Content/bg/getTuPre")
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this.getTuGrid=Util.GetGameObject(self.transform, "Content/bg/scroll/grid")
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this.equipProGridCom =this.getTuGrid:GetComponent("VerticalLayoutGroup")
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--装备被动技能
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this.skillObject=Util.GetGameObject(self.transform, "Content/skillObject")
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this.skillInfo=Util.GetGameObject(self.transform, "Content/skillObject/skillInfo"):GetComponent("Text")
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this.skillObject:SetActive(false)
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--分解按钮
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this.btnSure = Util.GetGameObject(self.transform, "Content/bg/btnGrid/btnSure")
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this.btnJump = Util.GetGameObject(self.transform, "Content/bg/btnGrid/btnJump")
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this.btnLock = Util.GetGameObject(self.transform, "Content/bg/btnLock")
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this.upLockImage = Util.GetGameObject(self.transform, "Content/bg/btnLock/upLock")
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this.downLockImage = Util.GetGameObject(self.transform, "Content/bg/btnLock/downLock")
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this.mask = Util.GetGameObject(self.transform, "mask")
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end
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--绑定事件(用于子类重写)
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function RewardEquipSingleShowPopup: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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Util.AddClick(this.mask, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(this.btnJump, function()
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if equipData.itemConfig then
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JumpManager.GoJump(equipData.itemConfig.UseJump)
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end
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end)
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Util.AddClick(this.btnSure, function()
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--数量大于1 ,弹选择框
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if BagManager.GetItemCountById(equipData.id) > 1 then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipSingleSell,equipData,func)
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this:ClosePanel()
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elseif BagManager.GetItemCountById(equipData.id) == 1 then
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--只有一个,分解品质大于4, 弹框
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if equipData.itemConfig.Quantity>=4 then
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UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel,2,equipData.itemConfig.ItemBaseType,equipData,function ()
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if func then
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func()
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end
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end)
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else
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local curResolveAllItemList={}
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local equip = {}
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equip.itemId = equipData.id
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equip.itemNum = 1
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table.insert(curResolveAllItemList,equip)
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local type = 1
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NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
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this.SendBackResolveReCallBack(drop)
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end)
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end
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else
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PopupTipPanel.ShowTip(Language[11506])
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end
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end)
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Util.AddClick(this.btnLock, function()
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self:OnLockClickEvent()
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end)
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end
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--添加事件监听(用于子类重写)
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function RewardEquipSingleShowPopup:AddListener()
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end
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--移除事件监听(用于子类重写)
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function RewardEquipSingleShowPopup:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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function RewardEquipSingleShowPopup:OnOpen(_equipData, _func,_isRewardItemPop,_isShowfenjie)
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if not _equipData then
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return
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end
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equipData=_equipData
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func=_func
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isRewardItemPop = _isRewardItemPop and _isRewardItemPop or false
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-- isShowfenjie = not not (_isShowfenjie or false)
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end
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function RewardEquipSingleShowPopup:OnShow()
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--装备基础信息
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LogBlue(equipData.id)
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-- LogBlue(tonumber(equipData.id))
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local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(equipData.id))
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local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(equipData.id))
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this.btnSure:SetActive(itemConfigData.IfResolve==1)
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--local curEquipData = {}
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-- if func and itemConfigData.IfResolve==1 then
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-- curEquipData = EquipManager.GetSingleEquipData(equipData.id)
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-- -- if curEquipData and curEquipData.upHeroDid == "0" then
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-- -- this.btnSure:SetActive(true)
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-- -- end
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-- end
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-- if curEquipData then
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-- --Log("equipData.isLocked "..curEquipData.isLocked)
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-- --this.upLockImage:SetActive(curEquipData.isLocked == 1)
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-- --this.downLockImage:SetActive(curEquipData.isLocked == 0)
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-- end
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this.equipQuaText.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
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this.eqiopName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
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--if equipConfigData.IfClear==0 then
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-- this.equipRebuildLv:GetComponent("Text").text="不可重铸"
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--elseif equipConfigData.IfClear==1 then
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-- this.equipRebuildLv:GetComponent("Text").text="重铸等级:"..equipData.rebuildLevel
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--end
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this.frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(equipConfigData.Quality))
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this.icon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfigData.ResourceID))
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this.equipInfoText.text=GetLanguageStrById(itemConfigData.ItemDescribe)
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this.powerNum.text=EquipManager.CalculateWarForce(equipData.id)
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EquipManager.SetEquipStarShow(this.spLoader, this.star,equipConfigData.Id)
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this.btnJump:SetActive(itemConfigData.UseJump and itemConfigData.UseJump > 0 and BagManager.isBagPanel)
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local passiveCfg={}
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if equipData.skillId and equipData.skillId>0 then
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passiveCfg = ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig, equipData.skillId)
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end
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if passiveCfg and equipData.skillId and equipData.skillId>0 then
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this.skillObject:SetActive(true)
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this.skillInfo.text=GetLanguageStrById(passiveCfg.Desc)
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else
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this.skillObject:SetActive(false)
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end
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this.equipType.text=Language[11089]..GetEquipPosStrByEquipPosNum(equipConfigData.Position)
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-- this.equipPos.text=string.format("职业限定:%s",GetJobStrByJobNum(equipConfigData.ProfessionLimit)) --装备关闭职业限定
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--装备属性
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for _, item in ipairs(_MainProList) do
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item:SetActive(false)
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end
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if equipConfigData.Property then
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this.mainPro:SetActive(true)
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for index, prop in ipairs(equipConfigData.Property) do
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local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop[1])
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if proConfigData then
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if not _MainProList[index] then
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_MainProList[index] = newObjToParent(this.mainProItem, this.mainProGrid)
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end
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_MainProList[index]:SetActive(true)
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_MainProList[index]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
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local vText = Util.GetGameObject(_MainProList[index], "curProVale"):GetComponent("Text")
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if prop[2] > 0 then
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vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])
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else
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vText.text = GetPropertyFormatStr(proConfigData.Style, prop[2])
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end
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end
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end
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else
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this.mainPro:SetActive(false)
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end
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--套装属性
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local suitConFig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
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if suitConFig[equipConfigData.Star] then
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Util.GetGameObject(self.transform, "Content/proRect"):SetActive(true)
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local curSuitConFig = suitConFig[equipConfigData.Star]
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if curSuitConFig then
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for i = 1, math.max(#curSuitConFig.SuiteValue, #curSuitProGo) do
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local go = curSuitProGo[i]
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if not go then
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go = newObject(this.equipOtherProPre)
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go.transform:SetParent(this.equipProGrid.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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curSuitProGo[i] = go
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end
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go.gameObject:SetActive(false)
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end
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for i = 1, #curSuitConFig.SuiteValue do
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local go = curSuitProGo[i]
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go.gameObject:SetActive(true)
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Util.GetGameObject(go.transform, "proName"):GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(propertyConfig[curSuitConFig.SuiteValue[i][2]].Info) .."+ "..GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3]) .. "</color>"
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Util.GetGameObject(go.transform, "proVale"):GetComponent("Text").text = "<color=#B9AC97>(" .. curSuitConFig.SuiteValue[i][1] .. Language[11091]
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end
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end
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else
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Util.GetGameObject(self.transform, "Content/proRect"):SetActive(false)
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end
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--白金套装属性
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local suitConFig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
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local curSuitConFig = suitConFig[equipConfigData.Star]
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if curSuitConFig and curSuitConFig.SuiteSkill then
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this.baijinProGrid.transform.parent.gameObject:SetActive(true)
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if curSuitConFig then
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for i = 1, math.max(#curSuitConFig.SuiteSkill, #baijinProGo) do
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local go = baijinProGo[i]
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if not go then
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go = newObject(this.baijinProPre)
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go.transform:SetParent(this.baijinProGrid.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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baijinProGo[i] = go
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end
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go.gameObject:SetActive(false)
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end
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for i = 1, #curSuitConFig.SuiteSkill do
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local go = baijinProGo[i]
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go.gameObject:SetActive(true)
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local Star = curSuitConFig.Id
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local suitNum = curSuitConFig.SuiteSkill[i][1]
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local passiveId = curSuitConFig.SuiteSkill[i][2]
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go:GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
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Util.GetGameObject(go.transform, "title/vale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
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Util.GetGameObject(go.transform, "title"):GetComponent("Text").text = "不朽天赋" .. i .. ":"
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end
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end
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else
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this.baijinProGrid.transform.parent.gameObject:SetActive(false)
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end
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if this.jumpViewList and #this.jumpViewList > 0 then
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for i = 1,#this.jumpViewList do
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SubUIManager.Close(this.jumpViewList[i])
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end
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end
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this.jumpViewList = {}
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local curitemData = itemConfig[tonumber(equipData.id)]
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if curitemData and curitemData.Jump then
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if curitemData.Jump and #curitemData.Jump>0 then
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for i = 1, #curitemData.Jump do
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local tempView = nil
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if isRewardItemPop then
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tempView = SubUIManager.Open(SubUIConfig.JumpView, this.getTuGrid.transform, curitemData.Jump[i],false)
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else
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tempView = SubUIManager.Open(SubUIConfig.JumpView, this.getTuGrid.transform, curitemData.Jump[i],true)
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end
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if tempView then
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table.insert(this.jumpViewList,tempView)
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end
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end
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end
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end
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this.equipProGridCom.spacing = 130
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if this.jumpViewList and #this.jumpViewList then
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this.getTuGrid:GetComponent("RectTransform").sizeDelta = Vector2.New(911.56,this.equipProGridCom.spacing*(#this.jumpViewList))
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end
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ForceRebuildLayout(this.mainPro.transform)
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end
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--道具 和 装备分解 发送请求后 回调
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function this.SendBackResolveReCallBack(drop)
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local isShowReward=false
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if drop.itemlist~=nil and #drop.itemlist>0 then
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for i = 1, #drop.itemlist do
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if drop.itemlist[i].itemNum>0 then
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isShowReward=true
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break
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end
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end
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end
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if isShowReward then
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function ()
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BagManager.OnShowTipDropNumZero(drop)
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end)
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else
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BagManager.OnShowTipDropNumZero(drop)
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end
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if func then
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func()
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end
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this:ClosePanel()
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end
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function RewardEquipSingleShowPopup:OnLockClickEvent()
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if equipData and equipData.isLocked == 0 then--未上锁
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NetManager.EquipLockRequest({equipData.id}, 1,function ()
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this.upLockImage:SetActive(true)
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this.downLockImage:SetActive(false)
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end)
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elseif equipData and equipData.isLocked == 1 then--已上锁
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NetManager.EquipLockRequest({equipData.id}, 2,function ()
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this.upLockImage:SetActive(false)
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this.downLockImage:SetActive(true)
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end)
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end
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end
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--界面关闭时调用(用于子类重写)
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function RewardEquipSingleShowPopup:OnClose()
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if this.jumpViewList and #this.jumpViewList > 0 then
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for i = 1,#this.jumpViewList do
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SubUIManager.Close(this.jumpViewList[i])
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end
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end
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this.jumpViewList = {}
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--if func then
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-- func()
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--end
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end
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--界面销毁时调用(用于子类重写)
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function RewardEquipSingleShowPopup:OnDestroy()
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this.spLoader:Destroy()
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curSuitProGo = {}
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baijinProGo = {}
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_MainProList = {}
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if this.jumpViewList and #this.jumpViewList > 0 then
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for i = 1,#this.jumpViewList do
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SubUIManager.Close(this.jumpViewList[i])
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end
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end
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this.jumpViewList = {}
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end
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return RewardEquipSingleShowPopup |