485 lines
18 KiB
Lua
485 lines
18 KiB
Lua
require("Base/BasePanel")
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local spcialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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RoleGiftPanel = Inherit(BasePanel)
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local isGonming = 0
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local tableName={ "礼物","碎片"}
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local isUpZhen = false
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local this = RoleGiftPanel
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local indexBtnNum=0
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local tabs={}
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local redTabs={}
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local curHeroData=nil
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local teamHero
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local v1
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local allUpIds={}
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local upSuitId={}
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local allEquip={}
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local index=0
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local lv,curNum,maxNum
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local heroListData
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local isDown=false
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--初始化组件(用于子类重写)RoleEquipChangePopup
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function RoleGiftPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.bg2 = Util.GetGameObject(self.transform, "bg2")
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screenAdapte(this.bg2)
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, {showType = UpViewOpenType.ShowLeft})
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this.btnBack = Util.GetGameObject(self.transform, "btnBack/btnBack")
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for i = 1, 2 do
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tabs[i] = Util.GetGameObject(self.transform, "Tabs/Btn" .. i)
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local nameTxt=Util.GetGameObject(tabs[i], "Text"):GetComponent("Text")
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nameTxt.fontSize = GetCurLanguage() == 0 and 48 or 40
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nameTxt.text=tableName[i]
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redTabs[i] = Util.GetGameObject(tabs[i], "red")
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if i==2 then
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tabs[i]:SetActive(false)
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end
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--effectList[i] = Util.GetGameObject(self.transform, "bg/equipInfo/equip" .. i .. "/effect")
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end
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this.titleTxt=Util.GetGameObject(self.gameObject, "title"):GetComponent("Text")
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this.titleTxt.text="英雄礼物"
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this.selectBtn = Util.GetGameObject(self.gameObject, "selectBtn")
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this.btnPrant = Util.GetGameObject(self.gameObject, "Tabs")
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this.equipPreList2 = {}
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this.equipPreList = {}
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this.equipPre = Util.GetGameObject(self.gameObject, "equipPre")
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this.upItemPre = Util.GetGameObject(self.gameObject, "upItemPre")
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this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
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this.selsectSkillImage = Util.GetGameObject(self.gameObject, "selsectSkillImage")
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this.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject")
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this.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject")
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this.allEquipUp = Util.GetGameObject(self.transform, "allEquipUp")
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this.allEquipDown = Util.GetGameObject(self.transform, "allEquipDown")
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this.allEquipUpRedPoint = Util.GetGameObject(self.transform, "allEquipUp/redPoint")
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this.allEquipUpRedPoint:SetActive(false)
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this.ScrollBar = Util.GetGameObject(self.gameObject, "listObj/bg/Scrollbar"):GetComponent("Scrollbar")
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local v2 = Util.GetGameObject(self.gameObject, "listObj/bg/scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "listObj/bg/scroll").transform,
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this.equipPre, this.ScrollBar,Vector2.New(v2.width, v2.height),1 , 4, Vector2.New(40, 25))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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v1 = Util.GetGameObject(self.gameObject, "upScroll"):GetComponent("RectTransform").rect
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this.UpScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "upScroll").transform,this.upItemPre, nil,Vector2.New(v1.width,v1.height),1 ,4, Vector2.New(50,65))
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this.UpScrollView.moveTween.MomentumAmount = 1
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this.UpScrollView.moveTween.Strength = 1
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Util.GetGameObject(self.transform, "powerBtn"):GetComponent("Image").sprite = this.spLoader:LoadSprite("UI_hz_shenjiang_15_zh")
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this.force = Util.GetGameObject(self.transform, "powerBtn/value"):GetComponent("Text")
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this.itemNumText = Util.GetGameObject(self.transform, "itemNumText"):GetComponent("Text")
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this.upLvEffect = Util.GetGameObject(self.transform, "powerBtn/effect")
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this.emptyObj = Util.GetGameObject(self.transform, "listObj/bg/emptyObj")
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this.emptyObj.gameObject:SetActive(false)
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this.mask = Util.GetGameObject(self.gameObject, "mask")
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this.mask:SetActive(false)
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this.collectImg=Util.GetGameObject(self.gameObject, "collectImg"):GetComponent("Image")
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this.lvTxt=Util.GetGameObject(self.gameObject, "lvTxt"):GetComponent("Text")
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--this.collectImg.sprite=this.spLoader:LoadSprite("gh_tt_8")
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this.btn_help=Util.GetGameObject(self.gameObject, "btn_help")
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this.listObj = Util.GetGameObject(self.transform, "listObj")
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this.listCloseBtn = Util.GetGameObject(self.transform, "listObj/bg/btn_close")
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Util.GetGameObject(self.transform, "listObj/bg/title (1)"):GetComponent("Text").text="神将礼物"
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this.proTitle = Util.GetGameObject(self.transform, "proTitle/name/text"):GetComponent("Text")
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this.proTitle.text="当前礼物加成"
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this.proGrid = Util.GetGameObject(self.transform, "pro")
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this.proPre=Util.GetGameObject(self.transform, "pro/name")
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--this.tipInfo = Util.GetGameObject(self.transform, "tipInfo"):GetComponent("Text")
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this.proEmptyObj = Util.GetGameObject(self.transform, "proEmptyObj")
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Util.GetGameObject(self.transform, "proEmptyObj/TextImage/Text"):GetComponent("Text").text="暂无加成属性"
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end
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--绑定事件(用于子类重写)
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function RoleGiftPanel:BindEvent()
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Util.AddClick(this.listCloseBtn,function()
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this.listObj:SetActive(false)
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end)
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Util.AddClick(this.btn_help,function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Gift,0,0)
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end)
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Util.AddClick(this.collectImg.gameObject,function()
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-- local data = {}
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-- local singData = {}
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-- singData.title = "当前礼物总加成"
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-- singData.pro = IncarnationManager.GetproDesLst(GiftManager.GetHeroGiftAddPro(curHeroData.dynamicId),"00FF00")
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-- singData.tip ="" --"总加成包括化身之力提供的属性"
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-- table.insert(data,singData)
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-- UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
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end)
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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.leftBtn,function()
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index = (index - 1 > 0 and index - 1 or #heroListData)
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curHeroData = heroListData[index]
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this.RefreshWindowData()
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end)
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Util.AddClick(this.rightBtn,function()
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index = (index + 1 <= #heroListData and index + 1 or 1)
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curHeroData = heroListData[index]
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this.RefreshWindowData()
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end)
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Util.AddOnceClick(this.allEquipUp,function()
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local canNum=curNum-#allUpIds
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if canNum>0 then
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local list={}
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table.sort(allEquip,function(a,b)
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return equipConfig[a.id].ExhibitionScore>equipConfig[b.id].ExhibitionScore
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end)
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for i=1,#allEquip do
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if i<=canNum then
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if CheckListIsContainValue1(allUpIds,allEquip[i].id)==false and CheckListIsContainValue1(upSuitId,equipConfig[allEquip[i].id].SuiteID)==false then
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table.insert(list,allEquip[i].id)
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table.insert(upSuitId,equipConfig[allEquip[i].id].SuiteID)
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end
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end
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end
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NetManager.GiftEquipWearRequest(1,curHeroData.dynamicId,list,function()
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GiftManager.SetHeroGift(curHeroData.dynamicId,list,1)
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this.RefreshWindowData()
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end)
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end
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end)
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Util.AddOnceClick(this.allEquipDown,function()
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isDown=true
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NetManager.GiftEquipWearRequest(2,curHeroData.dynamicId,allUpIds,function()
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isDown=false
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GiftManager.SetHeroGift(curHeroData.dynamicId,allUpIds,2)
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this.RefreshWindowData()
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end)
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end)
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for i = 1, 2 do
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Util.AddClick(tabs[i],function()
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-- isPlayAnim = true
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if i == indexBtnNum then
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return
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end
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indexBtnNum = i
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this:OnClickTabBtn(indexBtnNum)
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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 RoleGiftPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.RefreshWindowData)
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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 RoleGiftPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.RefreshWindowData)
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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 RoleGiftPanel:OnOpen(...)
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local data = {...}
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curHeroData=data[1]
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if data[2] then
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heroListData = data[2]
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else
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heroListData = HeroManager.GetAllHeroDatas()
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end
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this.listObj:SetActive(false)
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end
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function RoleGiftPanel:OnShow()
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for i = 1, #heroListData do
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if curHeroData == heroListData[i] then
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index = i
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end
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end
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teamHero = FormationManager.GetAllMainFormationHeroId()
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this.RefreshWindowData()
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end
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function this:OnSortingOrderChange()
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end
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function this.RefreshWindowData()
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local WarPower = 0
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if isDown then
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return
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end
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isUpZhen=teamHero[curHeroData.dynamicId]
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if isUpZhen then
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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else
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
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end
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this.force.text = WarPower
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--显示上面赠送的
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local list=GiftManager.GetHeroGifts(curHeroData.dynamicId)
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lv,curNum,maxNum=GiftManager.GetCollectLvAndNum()
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if #list>=50 then
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curNum=#list+6
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maxNum=#list+6
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else
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curNum=50
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maxNum=50
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end
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this.lvTxt.text="收集度"..lv.."级"
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LogError("lv========="..lv.." curnum=="..curNum.." maxNum=="..maxNum)
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--maxNum=0
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local giftDatas={}
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allUpIds={}
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upSuitId={}
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for i=1,maxNum do
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local data={}
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data.type=1
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data.qua=0
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data.id=0
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data.isRed=false
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if i<=#list then
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data.type=2
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data.id=list[i]
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data.qua=itemConfig[list[i]].Quantity
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table.insert(allUpIds,data.id)
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table.insert(upSuitId,equipConfig[data.id].SuiteID)
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else
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data.isRed=GiftManager.CheckRoleRedPointById(curHeroData.dynamicId)
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end
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table.insert(giftDatas,data)
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end
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table.sort(giftDatas,function(a,b)
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if a.type==b.type then
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if a.qua and a.qua==b.qua then
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return a.id<b.id
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else
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return a.qua>b.qua
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end
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else
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return a.type>b.type
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end
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end)
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this.UpScrollView:SetData(giftDatas,
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function(index, go)
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this.SingleUpItemShow(go, giftDatas[index],index)
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end
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)
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local proList=IncarnationManager.GetproDesLst(GiftManager.GetHeroGiftAddPro(curHeroData.dynamicId),"00FF00")
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table.insert(proList,string.format("神将潜能等级+%s",GiftManager.GetHeroGiftAddPotencyLv(curHeroData.dynamicId)))
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local originalList=GiftManager.GetHeroGiftAddOriginalPro(curHeroData.dynamicId)
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if proList and #proList>0 then
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this.proGrid:SetActive(true)
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this.proEmptyObj:SetActive(false)
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local len=this.proGrid.transform.childCount
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local create=#proList-len
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if create>0 then
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for i=1,create do
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newObjToParent(this.proPre,this.proGrid)
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end
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end
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len=this.proGrid.transform.childCount
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for i=1,len do
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if i<=#proList-1 then
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this.proGrid.transform:GetChild(i-1).gameObject:SetActive(true)
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LogError("originalList[i]======================"..originalList[i])
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this.proGrid.transform:GetChild(i-1):GetComponent("Text").text=proList[i]..
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string.format(" 主角礼物加成+%s (%s%%)",math.floor(originalList[i]*GiftManager.GetPlayerGiftAdd()/100), GiftManager.GetPlayerGiftAdd())
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..string.format(" 特训加成+%s (%s%%)",math.floor(originalList[i]*HeroManager.ReturnGiftAtt()),HeroManager.ReturnGiftAtt())
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elseif i==#proList then
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this.proGrid.transform:GetChild(i-1).gameObject:SetActive(true)
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this.proGrid.transform:GetChild(i-1):GetComponent("Text").text=proList[i]
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else
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this.proGrid.transform:GetChild(i-1).gameObject:SetActive(false)
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end
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end
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else
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this.proGrid:SetActive(false)
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this.proEmptyObj:SetActive(true)
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end
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--this.tipInfo.text=string.format("神将潜能等级+%s",GiftManager.GetHeroGiftAddPotencyLv(curHeroData.dynamicId))
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--显示下面可赠送的
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this:OnClickTabBtn(1)
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end
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--显示上面几个
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function this.SingleUpItemShow(_go,data,_index)
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_go:SetActive(true)
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_go.transform:SetAsFirstSibling()
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local frame=_go:GetComponent("Image")
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local icon=Util.GetGameObject(_go,"icon"):GetComponent("Image")
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local name=Util.GetGameObject(_go,"name"):GetComponent("Text")
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local lockObj=Util.GetGameObject(_go,"lock")
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local lockText=Util.GetGameObject(_go,"Text"):GetComponent("Text")
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local add=Util.GetGameObject(_go,"add")
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local red=Util.GetGameObject(_go,"red")
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local starGrid=Util.GetGameObject(_go,"starGrid")
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if data.id and data.id~=0 then
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red:SetActive(false)
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frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[data.id].Quantity))
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icon.gameObject:SetActive(true)
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name.gameObject:SetActive(true)
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lockObj:SetActive(false)
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starGrid:SetActive(true)
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lockText.gameObject:SetActive(false)
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add:SetActive(false)
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name.text=itemConfig[data.id].Name
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icon.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.id].ResourceID))
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SetHeroStars(this.spLoader,starGrid,equipConfig[data.id].Star,1,nil,-15)
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Util.AddOnceClick(icon.gameObject,function()
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if curHeroData==nil then
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return
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end
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BagManager.isBagPanel=false
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,data,2,false,nil,curHeroData,4)
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end
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)
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else
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frame.sprite=this.spLoader:LoadSprite("r_characterbg_blue")
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icon.gameObject:SetActive(false)
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name.gameObject:SetActive(false)
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starGrid:SetActive(false)
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if _index>curNum then
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lockObj:SetActive(true)
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add:SetActive(false)
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red:SetActive(false)
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lockText.gameObject:SetActive(true)
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lockText.text="收集度"..lv+1 .."级解锁"
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else
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lockObj:SetActive(false)
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lockText.gameObject:SetActive(false)
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add:SetActive(true)
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red:SetActive(data.isRed)
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end
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end
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Util.AddOnceClick(add,function()
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this.listObj:SetActive(true)
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end)
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end
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--点击装备按钮
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function this:OnClickTabBtn(_index)
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indexBtnNum = _index
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this:SetSelectBtn()
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allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.HeroGift)
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-- this:SortEquipDatas(allEquip)
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local count = 0
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for i=1,#allEquip do
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count = count + 1
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if CheckListIsContainValue1(allUpIds,allEquip[i].id) or CheckListIsContainValue1(upSuitId,equipConfig[allEquip[i].id].SuiteID) then
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allEquip[i].isUp=1
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else
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allEquip[i].isUp=2
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end
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end
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table.sort(allEquip,function(a,b)
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if a.isUp==b.isUp then
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if a.quality==b.quality then
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return a.id<b.id
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else
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return a.quality>b.quality
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end
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else
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return a.isUp > b.isUp
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end
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end)
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--"装备数量:"
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this.itemNumText.text = "礼物种类:" .. count
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this:SetItemData(allEquip)
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--this.CheckRedTab()
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end
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function this:SetItemData(_itemDatas)
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if LengthOfTable(_itemDatas) == 0 then
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this.emptyObj.gameObject:SetActive(true)
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else
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this.emptyObj.gameObject:SetActive(false)
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end
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for k,v in pairs(this.equipPreList) do
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v.gameObject:SetActive(false)
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end
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this.ScrollView:SetData(
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_itemDatas,
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function(index, go)
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this.SingleItemDataShow(go, _itemDatas[index])
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end
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)
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end
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function this.SingleItemDataShow(_go, _itemData)
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if not itemConfig[_itemData.id] then
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return
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end
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if not this.equipPreList[_go] then
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this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform)
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end
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local redPoint = Util.GetGameObject(_go.transform, "redPoint")
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local tip=Util.GetGameObject(_go.transform, "tip")
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tip:SetActive(_itemData.isUp==1)
|
||
local isHave=CheckListIsContainValue1(allUpIds,_itemData.id) or CheckListIsContainValue1(upSuitId,equipConfig[_itemData.id].SuiteID)
|
||
redPoint:SetActive(isHave==false and curNum>#allUpIds)
|
||
this.equipPreList[_go].gameObject:SetActive(true)
|
||
this.equipPreList[_go].transform:SetAsFirstSibling()
|
||
this.equipPreList[_go]:ResetNameColor(Color.New(178/255,85/255,55/255,1))
|
||
--if itemConfig[_itemData.id].ItemType == ItemType.Equip then
|
||
this.equipPreList[_go]:OnOpen(false,{_itemData.id,_itemData.num}, 1.1, true, false, false, this.sortingOrder+1,_itemData.idDyn)
|
||
-- 0.查看属性 1.穿戴 2.卸下 3.交换
|
||
--宝物界面
|
||
Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function()
|
||
BagManager.isBagPanel=true
|
||
if isHave then
|
||
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,6,false,nil,curHeroData,4)
|
||
else
|
||
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4)
|
||
end
|
||
end
|
||
)
|
||
--end
|
||
|
||
end
|
||
|
||
function this:SetSelectBtn()
|
||
this.selectBtn:SetActive(true)
|
||
this.selectBtn.transform:SetParent(tabs[indexBtnNum].transform)
|
||
this.selectBtn:GetComponent("RectTransform").anchoredPosition3D = Vector3(-12.28, 1.08, 0)
|
||
this.selectBtn.transform:SetSiblingIndex(1)
|
||
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and tableName[indexBtnNum] or "<size=40>"..tableName[indexBtnNum].."</size>"--typeTab[indexBtnNum]
|
||
end
|
||
|
||
--选择图片设置父级
|
||
function this.SelectImageSetParent(_objPoint)
|
||
this.selsectSkillImage:SetActive(false)
|
||
this.selsectSkillImage.transform:SetParent(_objPoint.transform)
|
||
this.selsectSkillImage.transform.localScale = Vector3.one
|
||
this.selsectSkillImage.transform.localPosition = Vector3.zero
|
||
end
|
||
--界面关闭时调用(用于子类重写)
|
||
function RoleGiftPanel:OnClose()
|
||
BagManager.isBagPanel=false
|
||
end
|
||
|
||
--界面销毁时调用(用于子类重写)
|
||
function RoleGiftPanel:OnDestroy()
|
||
|
||
end
|
||
return RoleGiftPanel
|
||
|