514 lines
20 KiB
Lua
514 lines
20 KiB
Lua
require("Base/BasePanel")
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FourQuadrantPopup = Inherit(BasePanel)
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local this = FourQuadrantPopup
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local ProfessionType = {
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[1] = 2,--输出
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[2] = 1,--肉盾
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[3] = 3,--控制
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[4] = 4,--辅助
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}
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local propertyType = {
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[1] = 2,--攻击
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[2] = 1,--生命
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[3] = 3,--护甲
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[4] = 4,--魔抗
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}
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--属性id对应属性名称
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local PropertyName={
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[1] = "生命",
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[2] = "攻击",
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[3] = "护甲",
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[4] = "魔抗",
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}
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local lastPropertyLimit={}--上一级属性上限
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local propertyLimit={}--属性上限
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local fourQuadConfig
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local upStarProperty={}--进阶属性
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--长按升级状态
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local _isClicked = false
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local _isLongPress = false
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local _isReqLvUp=false
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local oldPower = 0
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local newPower = 0
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this.timePressStarted = 0--监听长按时间
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local oldPropMap={}
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local barWidth=700
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--初始化组件(用于子类重写)FourQuadrantPopup
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function this:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.mask = Util.GetGameObject(self.gameObject, "mask")
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this.backBtn = Util.GetGameObject(self.gameObject, "bg/btnBack")
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this.titleText = Util.GetGameObject(self.gameObject, "bg/titleText"):GetComponent("Text")
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this.limitHint = Util.GetGameObject(self.gameObject, "bg/limitHint"):GetComponent("Text")
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this.limitCost = Util.GetGameObject(self.gameObject, "bg/limitHint/costIcon"):GetComponent("Image")
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this.shuchuBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/box/shuchuBtn")
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this.roudunBtn =Util.GetGameObject(self.gameObject, "bg/TabBox/box/roudunBtn")
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this.kongzhiBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/box/kongzhiBtn")
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this.fuzhuBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/box/fuzhuBtn")
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this.selectBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/selectBtn")
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this.upBtn = Util.GetGameObject(self.gameObject, "bg/upBtn")
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this.upStarBtn = Util.GetGameObject(self.gameObject, "bg/upStarBtn")
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this.helpBtn = Util.GetGameObject(self.gameObject, "bg/HelpBtn")
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this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
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this.propertyGrid=Util.GetGameObject(self.gameObject, "bg/propertyGrid")
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this.costPreParent=Util.GetGameObject(self.gameObject, "bg/materialGrid")
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this.upStarHint=Util.GetGameObject(self.gameObject, "bg/upStarHint"):GetComponent("Text")
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this.upLvTrigger = Util.GetEventTriggerListener(this.upBtn)
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this.grayImage=Util.GetGameObject(self.gameObject, "bg/gray"):GetComponent("Image")
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this.upStarPropBtn = Util.GetGameObject(self.gameObject, "bg/upStarPropBtn")
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this.upStarPropWin = Util.GetGameObject(self.gameObject, "upStarPropWin")
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this.propWinGrid = Util.GetGameObject(self.gameObject, "upStarPropWin/grid")
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this.propWinCloseBtn = Util.GetGameObject(self.gameObject, "upStarPropWin/closeBtn")
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this.starLv = Util.GetGameObject(self.gameObject, "bg/starLv")
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this.gongmingBtn = Util.GetGameObject(self.gameObject, "bg/gongmingBtn")
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this.skillBtn = Util.GetGameObject(self.gameObject, "bg/skillBtn")
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this.skillBtn:SetActive(false)
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this.professionIcon = Util.GetGameObject(self.gameObject, "bg/professionIcon"):GetComponent("Image")
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this.btnList={
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[1]=this.roudunBtn,
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[2]=this.shuchuBtn,
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[3]=this.kongzhiBtn,
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[4]=this.fuzhuBtn,}
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this.propPreMap={}
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for i = 1, #propertyType do
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local obj=this.propertyGrid.transform:GetChild(i-1)
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local propObjMap={}
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propObjMap.bar=Util.GetGameObject(obj.gameObject,"progressBg/progressBar"):GetComponent("RectTransform")
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propObjMap.addValue=Util.GetGameObject(obj.gameObject,"progressBg/addValue"):GetComponent("Text")
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propObjMap.propertyValueText=Util.GetGameObject(obj.gameObject,"propertyValue"):GetComponent("Text")
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propObjMap.propertyNameText=Util.GetGameObject(obj.gameObject,"propertyName"):GetComponent("Text")
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propObjMap.propertyIcon=Util.GetGameObject(obj.gameObject,"propertyIcon"):GetComponent("Image")
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propObjMap.fade=nil
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this.propPreMap[propertyType[i]]=propObjMap
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end
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this.itemView= SubUIManager.Open(SubUIConfig.ItemView, this.limitCost.transform)
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end
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--绑定事件(用于子类重写)
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function this:BindEvent()
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Util.AddClick(this.backBtn, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.mask, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.shuchuBtn, function()
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local professionId=ProfessionType[1]
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this.SetSelectBtn(professionId)
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this.UpdateData(professionId)
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end)
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Util.AddClick(this.roudunBtn, function()
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local professionId=ProfessionType[2]
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this.SetSelectBtn(professionId)
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this.UpdateData(professionId)
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end)
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Util.AddClick(this.kongzhiBtn, function()
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local professionId=ProfessionType[3]
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this.SetSelectBtn(professionId)
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this.UpdateData(professionId)
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end)
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Util.AddClick(this.fuzhuBtn, function()
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local professionId=ProfessionType[4]
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this.SetSelectBtn(professionId)
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this.UpdateData(professionId)
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end)
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Util.AddClick(this.gongmingBtn, function()
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UIManager.OpenPanel(UIName.FourQuadrantGongmingPopup)
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end)
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Util.AddClick(this.skillBtn, function()
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UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.FourQuadrant,this.professionId,this.professionLv,this.curProfessionName)
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end)
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Util.AddClick(this.limitCost.gameObject, function()
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this.itemView:OnBtnCkickEvent(this.upStarCostitem.Id)
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end)
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Util.AddOnceClick(this.upBtn, function()
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if this.CheckIsUpStar() then
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return
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end
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local costArr=fourQuadConfig.LvupCost
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for i = 1, #costArr do
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if BagManager.GetTotalItemNum(costArr[i][1])<costArr[i][2]then
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PopupTipPanel.ShowTip("材料不足")
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return
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end
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end
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NetManager.SendSixiangUpRequest(this.professionId,this.UpdateProperty)
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end)
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Util.AddClick(this.upStarBtn, function()
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if this.CheckXiuxingLv() then
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local costArr=fourQuadConfig.RankupCost
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for i = 1, #costArr do
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if BagManager.GetTotalItemNum(costArr[i][1])<costArr[i][2]then
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PopupTipPanel.ShowTip("材料不足")
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return
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end
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end
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NetManager.SendSixiangUpStarRequest(this.professionId,this.UpStarUpdate)
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else
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PopupTipPanel.ShowTip("修行等级不满足进阶条件")
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end
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end)
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Util.AddClick(this.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.FourQuadrant, self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddClick(this.upStarPropBtn, function()
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this.upStarPropWin:SetActive(true);
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for i = 1, #propertyType do
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local objIndex=i-1
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local propertyId=propertyType[i]
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local _propText= this.propWinGrid.transform:GetChild(objIndex):GetComponent("Text")
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local addProp=0
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if upStarProperty[propertyId] then
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addProp=upStarProperty[propertyId]
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end
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_propText.text=string.format("%s英雄%s+%s",GetProfessionNameById(this.professionId),PropertyName[propertyId],addProp)
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end
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end)
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Util.AddClick(this.propWinCloseBtn, function()
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this.upStarPropWin:SetActive(false);
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end)
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--长按升级按下状态
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this._onPointerDown = function(Pointgo, data)
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LogRed("长按按下状态")
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_isClicked = true
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this.timePressStarted = Time.realtimeSinceStartup
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end
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--长按升级抬起状态
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this._onPointerUp = function(Pointgo, data)
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LogRed("长按抬起状态")
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_isClicked = false
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_isLongPress = false
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-- this.ShowAddPropNum(this.professionId)
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end
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this.upLvTrigger.onPointerDown = this.upLvTrigger.onPointerDown + this._onPointerDown
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this.upLvTrigger.onPointerUp = this.upLvTrigger.onPointerUp + this._onPointerUp
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end
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--长按升级处理
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function this.OnUpdate()
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if _isClicked then
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if Time.realtimeSinceStartup - this.timePressStarted > 0.4 then
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_isLongPress = true
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if not _isReqLvUp then
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_isReqLvUp = true
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this.timePressStarted=Time.realtimeSinceStartup
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local costArr=fourQuadConfig.LvupCost
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for i = 1, #costArr do
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if BagManager.GetTotalItemNum(costArr[i][1])<costArr[i][2]then
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PopupTipPanel.ShowTip("材料不足")
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_isClicked = false
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_isLongPress = false
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return
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end
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end
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NetManager.SendSixiangUpRequest(this.professionId,this.UpdateProperty)
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end
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end
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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 this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.FourQuadrant.ShowPower, this.ShowPower)
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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 this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.FourQuadrant.ShowPower, this.ShowPower)
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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 this:OnOpen(data)
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FixedUpdateBeat:Add(this.OnUpdate, self)--长按方法注册
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this.SetSelectBtn(ProfessionType[1])
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this.UpdateData(ProfessionType[1])
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oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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end
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function this.SetSelectBtn(_professionId)
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this.selectBtn.transform:SetParent(this.btnList[_professionId].transform)
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this.selectBtn.transform.localPosition = Vector3.New(0,-6,0)
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this.selectBtn.transform:SetAsFirstSibling();
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end
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function this.UpdateData(_professionId)
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oldPropMap={}
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this.professionId=_professionId;
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this.curProfessionName=GetProfessionNameById(_professionId)
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this.titleText.text="四象心法-"..this.curProfessionName
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local professionInfo=PracticeManager.FourQuadrantData[_professionId]
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this.professionLv=professionInfo and professionInfo.level or 0
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this.upStarPropBtn:SetActive(this.professionLv>0)
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local propertyList=professionInfo and professionInfo.propertyList or nil
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fourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",this.professionLv)
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---获取属性上限(属性id:属性上限值)
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for i = 1, #fourQuadConfig.PropLimit do
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propertyLimit[fourQuadConfig.PropLimit[i][1]]=fourQuadConfig.PropLimit[i][2]
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end
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if this.professionLv>0 then
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local lastStarLv=this.professionLv-1
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local lastFourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",lastStarLv)
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---获取上一级属性上限(属性id:属性上限值)
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for i = 1, #lastFourQuadConfig.PropLimit do
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lastPropertyLimit[lastFourQuadConfig.PropLimit[i][1]]=lastFourQuadConfig.PropLimit[i][2]
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end
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else
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lastPropertyLimit={}
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end
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upStarProperty=PracticeManager.fourQuadrantUpStarPropMap[_professionId]
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this.SaveOldProp(propertyList)
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this.UpdateBtnStateAndCostShow()
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this.UpdateProperty(propertyList)
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this.UpdateStarLv()
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this.professionIcon.sprite = this.spLoader:LoadSprite(GetHeroProfessionById(_professionId))
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end
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---更新职业等级显示
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function this.UpdateStarLv()
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local lvCount=this.starLv.transform.childCount
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for i = 0, lvCount-1 do
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local star=this.starLv.transform:GetChild(i).gameObject
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if i<this.professionLv then
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star:SetActive(true)
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else
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star:SetActive(false)
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end
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end
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end
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---刷新界面强化进阶按钮状态和消耗显示
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function this.UpdateBtnStateAndCostShow()
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this.UpdateUpStarTip()
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local costArr={}
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--检测是否可以进阶
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if this.CheckIsUpStar() then
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if this.professionLv>=5 then
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this.upStarHint.text=string.format("四象心法-%s已强化圆满!",this.curProfessionName)
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this.upBtn.gameObject:SetActive(false)
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this.upStarBtn.gameObject:SetActive(false)
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this.upStarHint.gameObject:SetActive(true)
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elseif this.CheckXiuxingLv() then
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this.upBtn.gameObject:SetActive(false)
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this.upStarBtn.gameObject:SetActive(true)
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this.upStarHint.gameObject:SetActive(false)
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costArr=fourQuadConfig.RankupCost
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this.upStarBtn.gameObject:GetComponent("Image").material=nil
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else
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this.upBtn.gameObject:SetActive(false)
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this.upStarBtn.gameObject:SetActive(true)
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this.upStarHint.gameObject:SetActive(true)
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this.upStarBtn.gameObject:GetComponent("Image").material=this.grayImage.material
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end
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_isClicked = false
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_isLongPress = false
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else
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this.upBtn.gameObject:SetActive(true)
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this.upStarBtn.gameObject:SetActive(false)
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this.upStarHint.gameObject:SetActive(false)
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costArr=fourQuadConfig.LvupCost
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end
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--设置消耗显示
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for i = 1, this.costPreParent.transform.childCount do
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local costObj=this.costPreParent.transform:GetChild(i-1).gameObject;
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if i<=#costArr then
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local costStr=costArr[i]
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costObj:SetActive(true);
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local icon = Util.GetGameObject(costObj,"Image"):GetComponent("Image")
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local num = costObj:GetComponent("Text")
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icon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(costStr[1]))
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local cueHasNum=BagManager.GetTotalItemNum(costArr[i][1])
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num.text = string.format("%s/%s",PrintWanNum2(cueHasNum),costStr[2])
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if cueHasNum<costStr[2] then
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num.text = string.format("<color=red>%s/%s</color>",PrintWanNum2(cueHasNum),costStr[2])
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end
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local itemBtn=Util.GetGameObject(costObj,"Image")
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local itemId=costStr[1]
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Util.AddOnceClick(itemBtn, function()
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LogRed("itemid:"..itemId)
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this.itemView:OnBtnCkickEvent(itemId)
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end)
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else
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costObj:SetActive(false);
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end
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end
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end
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function this.UpdateUpStarTip()
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if fourQuadConfig.RankupCost then
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this.upStarCostitem= ConfigManager.GetConfigData(ConfigName.ItemConfig,fourQuadConfig.RankupCost[1][1])
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this.limitHint.gameObject:SetActive(true)
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if this.CheckIsUpStar() then
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this.limitCost.gameObject:SetActive(false)
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this.limitHint.text=string.format("<color=#24F604>进阶后,四种属性全部提升%s%%</color>",10)
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else
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local itemName=this.upStarCostitem.Name
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local itemIcon=GetResourcePath(this.upStarCostitem.ResourceID)
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this.limitHint.text=string.format("四种属性强化至上限后使用 <color=#24F604>%s</color>进阶",itemName)
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this.limitCost.gameObject:SetActive(true)
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this.limitCost.sprite=this.spLoader:LoadSprite(itemIcon)
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this.itemView:OnOpen(false, {this.upStarCostitem.Id,1}, 0, false,false,false)
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end
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else
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this.limitHint.gameObject:SetActive(false)
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end
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end
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---更新属性信息
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function this.UpdateProperty(_propertyInfoList)
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local _propertyInfoMap={}
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if _propertyInfoList then
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for i = 1, #_propertyInfoList do
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_propertyInfoMap[_propertyInfoList[i].propertyId]=_propertyInfoList[i].propertyNum
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end
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end
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for i = 1, #propertyType do
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local propertyId=propertyType[i]
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this.propPreMap[propertyId].propertyIcon.sprite=this.spLoader:LoadSprite(PropertyTypeIconDef[propertyId])
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this.propPreMap[propertyId].propertyNameText.text=string.format("%s英雄%s",this.curProfessionName,PropertyName[propertyId])
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local propertyNum=_propertyInfoMap[propertyId] and _propertyInfoMap[propertyId] or 0;
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local curPropLimit=propertyLimit[propertyId]
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local propBar=this.propPreMap[propertyId].bar
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if this.professionLv>0 then
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local progressNum=_propertyInfoMap[propertyId]-lastPropertyLimit[propertyId]
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local progressLimit=curPropLimit-lastPropertyLimit[propertyId]
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propBar.sizeDelta= Vector2.New(progressNum/progressLimit*barWidth,propBar.sizeDelta.y)
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else
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propBar.sizeDelta = Vector2.New(propertyNum/curPropLimit*barWidth,propBar.sizeDelta.y)
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end
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this.propPreMap[propertyId].propertyValueText.text=string.format("%s/%s",propertyNum,curPropLimit)
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end
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this.UpdateBtnStateAndCostShow()
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_isReqLvUp = false
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this.CheckWinRedPoint()
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this.ShowAddPropNum(this.professionId)
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end
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---显示战斗力提升
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function this.ShowPower()
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newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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if newPower~=oldPower then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
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oldPower = newPower
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end
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end
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--保存打开界面时初始属性
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function this.SaveOldProp(_propertyInfoList)
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if _propertyInfoList then
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for i = 1, #_propertyInfoList do
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oldPropMap[_propertyInfoList[i].propertyId]=_propertyInfoList[i].propertyNum
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end
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end
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end
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--显示属性值增加
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function this.ShowAddPropNum(_professionId)
|
||
local propertyList=PracticeManager.FourQuadrantData[_professionId].propertyList
|
||
if propertyList then
|
||
for i = 1, #propertyList do
|
||
local propertyInfo=propertyList[i]
|
||
local oldPropNum=0
|
||
if oldPropMap[propertyInfo.propertyId] then
|
||
oldPropNum=oldPropMap[propertyInfo.propertyId]
|
||
end
|
||
local addNum=propertyInfo.propertyNum-oldPropNum
|
||
if addNum>0 then
|
||
this.propPreMap[propertyInfo.propertyId].addValue.text=string.format("+%s",addNum);
|
||
this.propPreMap[propertyInfo.propertyId].addValue.gameObject:SetActive(true)
|
||
if this.propPreMap[propertyInfo.propertyId].fade then
|
||
this.propPreMap[propertyInfo.propertyId].fade:Kill()
|
||
end
|
||
this.propPreMap[propertyInfo.propertyId].addValue:DOFade(1, 0)
|
||
this.propPreMap[propertyInfo.propertyId].fade= this.propPreMap[propertyInfo.propertyId].addValue:DOFade(0, 3):OnComplete(function()
|
||
this.propPreMap[propertyInfo.propertyId].fade=nil
|
||
end)
|
||
end
|
||
oldPropMap[propertyInfo.propertyId]=propertyInfo.propertyNum
|
||
end
|
||
end
|
||
end
|
||
|
||
--进阶刷新界面
|
||
function this.UpStarUpdate()
|
||
this.UpdateData(this.professionId)
|
||
end
|
||
|
||
--检测当前强化进度是否可以进阶
|
||
function this.CheckIsUpStar()
|
||
local professionInfo=PracticeManager.FourQuadrantData[this.professionId]
|
||
if not professionInfo.propertyList then
|
||
return false
|
||
end
|
||
for i = 1, #professionInfo.propertyList do
|
||
local propertyInfo= professionInfo.propertyList[i];
|
||
if propertyInfo.propertyNum<propertyLimit[propertyInfo.propertyId] then
|
||
return false
|
||
end
|
||
end
|
||
return true
|
||
end
|
||
--检测修行等级是否满足进阶条件
|
||
function this.CheckXiuxingLv()
|
||
local nextLv= this.professionLv+1
|
||
local nextConfig=ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",nextLv)
|
||
if nextConfig==nil then
|
||
return false
|
||
end
|
||
local xiuxingConfig= ConfigManager.GetConfigData(ConfigName.XiuXianConfig,nextConfig.XiuxianLimit)
|
||
this.upStarHint.text=string.format("修行到达<color=#24F604>%s期</color>后方可进阶",xiuxingConfig.RealmName)
|
||
if PracticeManager.PracticeBigLevel<xiuxingConfig.RealmId then
|
||
return false
|
||
end
|
||
return true
|
||
end
|
||
--检测界面页签红点
|
||
function this.CheckWinRedPoint()
|
||
for i = 1, #this.btnList do
|
||
local rodPoint= Util.GetGameObject(this.btnList[i].gameObject,"Redpot")
|
||
if PracticeManager.CheckIsUpStarCondition(i) then
|
||
if PracticeManager.CheckIsUpStarByProfessionId(i) then
|
||
rodPoint:SetActive(true)
|
||
else
|
||
rodPoint:SetActive(false)
|
||
end
|
||
else
|
||
if PracticeManager.CheckIsUpByProfessionId(i) then
|
||
rodPoint:SetActive(true)
|
||
else
|
||
rodPoint:SetActive(false)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
|
||
--界面关闭时调用(用于子类重写)
|
||
function this:OnClose()
|
||
FixedUpdateBeat:Remove(this.OnUpdate, self)
|
||
end
|
||
|
||
function this:OnDestroy()
|
||
this.spLoader:Destroy()
|
||
|
||
end
|
||
|
||
return FourQuadrantPopup |