387 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Lua
		
	
			
		
		
	
	
			387 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Lua
		
	
require("Base/BasePanel")
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IncarnationPanel = Inherit(BasePanel)
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local tabs = {}
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local tabsRedpoints = {}
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local tabsImg = {"r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh"}
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local proId = 1
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function IncarnationPanel:InitComponent()
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    self.spLoader = SpriteLoader.New()
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    for i = 1, 4 do
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        tabs[i] = Util.GetGameObject(self.transform, "bg/Tabs/grid/Btn" .. i)
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        tabsRedpoints[i] = Util.GetGameObject(tabs[i], "redpoint")
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        if tabsImg[i] then
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            Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(tabsImg[i])
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        end
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    end
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    self.selectBtn = Util.GetGameObject(self.gameObject,"bg/Tabs/selectBtn")
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    self.btnBack = Util.GetGameObject(self.gameObject,"bg/btnBack")
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    self.incarnationPowerBtn = Util.GetGameObject(self.gameObject,"bg/incarnationPowerBtn")
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    self.addBtn = Util.GetGameObject(self.gameObject,"bg/addBtn")
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    self.helpBtn = Util.GetGameObject(self.gameObject,"bg/helpBtn")
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    self.helpPos = self.helpBtn:GetComponent("RectTransform").localPosition
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    self.fetterItem = Util.GetGameObject(self.gameObject,"fetterItem")
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    local grid = Util.GetGameObject(self.gameObject,"bg/fetterGrid")
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    local v21 = grid.transform.rect
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    self.scroll = SubUIManager.Open(SubUIConfig.ScrollCycleView,grid.transform,self.fetterItem,nil,Vector2.New(v21.width, v21.height), 1, 1, Vector2.New(0,25))
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    self.itemPreList = {}
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    self.upLayoutItemList = {}
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    self.upLayout = Util.GetGameObject(self.gameObject,"bg/upLayout")
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    for i = 1,3 do
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        self.upLayoutItemList[i] = {}
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        self.upLayoutItemList[i].go = Util.GetGameObject(self.upLayout,"card"..i)
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        self.upLayoutItemList[i].btn = Util.GetGameObject(self.upLayoutItemList[i].go,"unLoadBtn")
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        self.upLayoutItemList[i].pos = Util.GetGameObject(self.upLayoutItemList[i].go,"cardPre")
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        self.upLayoutItemList[i].getBtn = Util.GetGameObject(self.upLayoutItemList[i].pos,"getBtn")
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    end
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    self.empty = Util.GetGameObject(self.gameObject,"bg/NoneImage")
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    self.cardList = {}
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    self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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end
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function IncarnationPanel:BindEvent()
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    for i = 1,4 do
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        Util.AddClick(tabs[i], function()
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            if i == proId then
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                return
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            end
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            proId = i
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            self:SetSelectBtn()
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            self:RefreshList(false,true)
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        end)
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    end
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    for i = 1,3 do
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        Util.AddClick(self.upLayoutItemList[i].btn, function()
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            if self.upLayoutData[i] and self.upLayoutData[i].id then
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                NetManager.UpOrDownTransformationRequest(self.upLayoutData[i].id,i,1,function() 
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                    self.upLayoutData[i] = nil
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                    self.upLayoutItemList[i].btn.gameObject:SetActive(false)
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                    self:RefreshSingleCardPre(self.upLayoutItemList[i].pos,nil,false,i)
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                    self:RefreshList(true,true)
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                    PopupTipPanel.ShowTip("成功卸下身外化身!")
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                end)
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            end
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        end)
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    end
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    for i = 1,3 do
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        Util.AddClick(self.upLayoutItemList[i].getBtn, function()
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            if self.upLayoutData[i] and self.upLayoutData[i].id then
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                local pos = self:FindDatasIndexById(self.upLayoutData[i].id)
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                if proId ~= self.upLayoutData[i].property then
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                    proId = self.upLayoutData[i].property
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                    self:SetSelectBtn()
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                    self:RefreshList(false,true)
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                end
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                if pos > 0 then
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                    self.scroll:SetIndex(pos)
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                end
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            end
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        end)
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    end
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    Util.AddClick(self.helpBtn, function()
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        UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Incarnation,self.helpPos.x, self.helpPos.y)
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    end)
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    Util.AddClick(self.btnBack, function()
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        self:ClosePanel()
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    end)
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    Util.AddClick(self.incarnationPowerBtn, function()
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        local data = {}
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        local singData = {}
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        singData.title = "当前化身收集度"
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        singData.pro = {}
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        singData.tip = string.format("<color=#00FF00>%s/%s</color>",IncarnationManager.GetActiveNum(),LengthOfTable(IncarnationManager.itemDataList))
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        table.insert(data,singData)
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        local singData = {}
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        singData.title = "化身之力加成"
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        singData.pro = IncarnationManager.GetproDesLst(IncarnationManager.GetIncarnationPower(),"00FF00")
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        singData.tip = ""
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        table.insert(data,singData)
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        local singData = {}
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        singData.title = ""
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        singData.pro = {}
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        singData.tip = string.format("<size=30>说明:每获得一种化身,全体神将获得如下属性加成:\n%s</size>",IncarnationManager.SingleIncarnationProDes)
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        table.insert(data,singData)
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        -- for i = 1 ,#data do
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        --     LogGreen("data[i]:"..data[i].title.."   #pro:"..#data[i].pro)
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        --     for k,v in ipairs(data[i].pro) do
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        --         LogGreen("data[i]:"..v)
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        --     end
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        -- end
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        UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
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    end)
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    Util.AddClick(self.addBtn, function()
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        local data = {}
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        local singData = {}
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        singData.title = "当前化身总加成"
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        singData.pro = IncarnationManager.GetproDesLst(IncarnationManager.GetIncarnationTotalPro(),"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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        -- for i = 1 ,#data do
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        --     LogGreen("data[i]:"..data[i].title.."   #pro:"..#data[i].pro)
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        --     for k,v in ipairs(data[i].pro) do
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        --         LogGreen("data[i]:"..v)
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        --     end
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        -- end
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        UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
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    end)
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    BindRedPointObject(RedPointType.incarnation_people,tabsRedpoints[1].gameObject)
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    BindRedPointObject(RedPointType.incarnation_buddish,tabsRedpoints[2].gameObject)
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    BindRedPointObject(RedPointType.incarnation_demon,tabsRedpoints[3].gameObject)
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    BindRedPointObject(RedPointType.incarnation_taoist,tabsRedpoints[4].gameObject)
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end
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function IncarnationPanel:FindDatasIndexById(id)
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    for i = 1 ,#self.datas do
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        if self.datas[i].id == id then
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            return i
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        end
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    end
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    return -1
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end
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function IncarnationPanel:SetSelectBtn()
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    self.selectBtn.transform:SetParent(tabs[proId].transform)
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    self.selectBtn:GetComponent("RectTransform").localPosition = Vector3.zero
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end
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function IncarnationPanel:AddListener()
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end
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function IncarnationPanel:RemoveListener()
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end
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function IncarnationPanel:OnOpen(_proId)
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    proId = _proId or 1
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end
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function IncarnationPanel:OnShow()
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    self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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    self:RefreshUpList()
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    self:SetSelectBtn()
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    self:RefreshList(false,false)
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end
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function IncarnationPanel:RefreshUpList()
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    self.upLayoutData = IncarnationManager.GetIncarnationData1()
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    for i = 1,3 do
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        self.upLayoutItemList[i].pos.gameObject:SetActive(false)
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        self.upLayoutItemList[i].btn.gameObject:SetActive(false)
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    end
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    for k,v in pairs(self.upLayoutData) do
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        self:RefreshSingleCardPre(self.upLayoutItemList[k].pos,v,false,k)
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        self.upLayoutItemList[k].btn.gameObject:SetActive(true)
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    end
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end
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function IncarnationPanel:RefreshSingleCardPre(cardPre,data,isJump,index)
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    if not self.cardList[cardPre] then
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        self.cardList[cardPre] = {}
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        self.cardList[cardPre].bg = Util.GetGameObject(cardPre,"Hero/Bg1"):GetComponent("Image")
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        self.cardList[cardPre].icon = Util.GetGameObject(cardPre,"Hero/Mask/icon"):GetComponent("RawImage")
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        self.cardList[cardPre].cardBg = Util.GetGameObject(cardPre,"Hero/Bg2"):GetComponent("Image")
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        self.cardList[cardPre].proImage = Util.GetGameObject(cardPre,"Hero/Pro/Image"):GetComponent("Image")
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        self.cardList[cardPre].getBtn = Util.GetGameObject(cardPre,"getBtn")
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    end
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    if data then
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        cardPre.gameObject:SetActive(true)
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        if data.state < 0 or not isJump then
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            self.cardList[cardPre].getBtn.gameObject:SetActive(true)
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        else
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            self.cardList[cardPre].getBtn.gameObject:SetActive(false)
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        end
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        self.cardList[cardPre].bg.sprite = self.spLoader:LoadSprite(GetIncarnationHeroCardStarBg[data.quality])
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        local liveName = GetResourcePath(heroConfig[data.heroId].Live)
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        local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, data.heroId)
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        local scale = roleConfig.play_liveScale
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        local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0) 
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        if not isJump then
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            self.cardList[cardPre].icon.texture = CardRendererManager.GetSpineTexture(index, liveName, Vector3.one * scale, livePos, true) 
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        else
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            self.cardList[cardPre].icon.texture = CardRendererManager.GetSpineTexture((index%4 == 0 and 7 or index%4 + 3), liveName, Vector3.one * scale, livePos, true) 
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        end
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        self.cardList[cardPre].icon.transform.localScale = Vector3.one
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        self.cardList[cardPre].icon.transform.localPosition = Vector3.zero
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        SetHEeroLiveToward(self.cardList[cardPre].icon.gameObject,heroConfig[data.heroId].Toward)
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        self.cardList[cardPre].proImage.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(data.property))
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        self.cardList[cardPre].cardBg.sprite = self.spLoader:LoadSprite(GetHeroCardStarFg[data.quality])
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        if isJump then
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            Util.AddOnceClick(self.cardList[cardPre].getBtn,function()
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                UIManager.OpenPanel(UIName.RewardTailsmanChipShowPopup, data.itemId, function()end)
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            end)
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        end        
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    else
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        cardPre.gameObject:SetActive(false)
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    end
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end
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function IncarnationPanel:RefreshList(istop,isAnim)
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    self.datas = IncarnationManager.GetItemDataListByPro(proId)
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    self.scroll:ForeachItemGO(function(index,go) 
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        go.gameObject:SetActive(false)
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    end)
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    if not self.datas or #self.datas < 1 then
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        self.empty.gameObject:SetActive(true)
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        self.scroll.gameObject:SetActive(false)
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    else
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        self.empty.gameObject:SetActive(false)
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        self.scroll.gameObject:SetActive(true)
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        self.scroll:SetData(self.datas,function(index,go) 
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            self:SetSingleData(go,self.datas[index],index)
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        end,istop,isAnim)
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    end
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end
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function IncarnationPanel:SetSingleData(go,data,index)
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    if not self.itemPreList[go] then
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        self.itemPreList[go] = {}
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        self.itemPreList[go].preList = {}
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        self.itemPreList[go].obj = Util.GetGameObject(go,"bg")
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        self.itemPreList[go].bg = Util.GetGameObject(self.itemPreList[go].obj,"bgdi"):GetComponent("Image")
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        self.itemPreList[go].cardPre = Util.GetGameObject(self.itemPreList[go].obj,"cardPre")     
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        self.itemPreList[go].nameText = Util.GetGameObject(self.itemPreList[go].obj,"nameDi/nameText"):GetComponent("Text")
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        self.itemPreList[go].nameText1 = Util.GetGameObject(self.itemPreList[go].obj,"nameDi/nameText1"):GetComponent("Text")
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        self.itemPreList[go].skillLayout = Util.GetGameObject(self.itemPreList[go].obj,"skillLayout")
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        self.itemPreList[go].proGrid = Util.GetGameObject(self.itemPreList[go].skillLayout,"proScrolllRect/proScroll")
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        self.itemPreList[go].pro = Util.GetGameObject(self.itemPreList[go].skillLayout,"pro")
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        self.itemPreList[go].red = Util.GetGameObject(self.itemPreList[go].obj,"red")
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        self.itemPreList[go].unGetBtn = Util.GetGameObject(self.itemPreList[go].obj,"unGetBtn")
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        self.itemPreList[go].activableBtn = Util.GetGameObject(self.itemPreList[go].obj,"activableBtn")
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        self.itemPreList[go].incarnationBtn = Util.GetGameObject(self.itemPreList[go].obj,"incarnationBtn")
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        self.itemPreList[go].incarnationningBtn = Util.GetGameObject(self.itemPreList[go].obj,"incarnationningBtn")
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    end
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    self.itemPreList[go].unGetBtn.gameObject:SetActive(false)
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    self.itemPreList[go].activableBtn.gameObject:SetActive(false)
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    self.itemPreList[go].incarnationBtn.gameObject:SetActive(false)
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    self.itemPreList[go].incarnationningBtn.gameObject:SetActive(false)
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    self.itemPreList[go].data = data
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    if not data then
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        go.gameObject:SetActive(false)
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        return 
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    end
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    go.gameObject:SetActive(true)
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    self.itemPreList[go].bg.sprite = self.spLoader:LoadSprite(GetIncarnationDiImage[data.quality])
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    self.itemPreList[go].nameText.text = string.format("<color=#%s>%s</color>",GetIncarnationNameColor[data.quality], data.name)
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    if data.quality == 7 then       
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        self.itemPreList[go].nameText1.gameObject:SetActive(true)
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        self.itemPreList[go].nameText1.text = data.name
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    else
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        self.itemPreList[go].nameText1.gameObject:SetActive(false)
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    end
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    self.itemPreList[go].red.gameObject:SetActive(data.state == 0)
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    self:RefreshSingleCardPre(self.itemPreList[go].cardPre,data,true,index)
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    self:SetProList(data.proDesList,self.itemPreList[go].preList,self.itemPreList[go].proGrid,self.itemPreList[go].pro.gameObject)   
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    Util.AddOnceClick(self.itemPreList[go].unGetBtn,function()
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    end)
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    Util.AddOnceClick(self.itemPreList[go].activableBtn,function()
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        if data.state == 0 then
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            NetManager.UpOrDownTransformationRequest(data.id,0,1,function() 
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                data.state = 1
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                self:SetSingleData(go,data,index)
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                PopupTipPanel.ShowTip(string.format("成功激活%s",data.name))
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                CheckRedPointStatus(data.property + 438001)
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            end)
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        else
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            PopupTipPanel.ShowTip(string.format("成功激活%s",data.name))
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        end
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    end)
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    Util.AddOnceClick(self.itemPreList[go].incarnationBtn,function()
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        if data.state == 1 then
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            local pos = 0
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            for i = 1,3 do
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                if self.upLayoutData[i] and self.upLayoutData[i].id then
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                else
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                    pos = i
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                    break
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                end
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            end
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            if pos > 0 then
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                NetManager.UpOrDownTransformationRequest(data.id,pos,2,function() 
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                    data.state = 2
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                    data.pos = pos
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                    self:SetSingleData(go,data,index)
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                    self.upLayoutData[pos] = data
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                    self:RefreshSingleCardPre(self.upLayoutItemList[pos].pos,data,false,pos)
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                    self.upLayoutItemList[pos].btn.gameObject:SetActive(true)
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                    PopupTipPanel.ShowTip("化身成功!")
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                end)
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            else
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                PopupTipPanel.ShowTip("身外化身位置已达上限,请卸下需要替换的化身!")
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            end 
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        else
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            PopupTipPanel.ShowTip("化身成功!")
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        end        
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    end)
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    Util.AddOnceClick(self.itemPreList[go].incarnationningBtn,function()
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        if data.state == 2 then
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            NetManager.UpOrDownTransformationRequest(data.id,data.pos,1,function() 
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                local oldPos = data.pos
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                data.state = 1
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                data.pos = 0
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                self:SetSingleData(go,data,index)
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                self.upLayoutData[oldPos] = nil
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                self:RefreshSingleCardPre(self.upLayoutItemList[oldPos].pos,nil,false,oldPos)
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                self.upLayoutItemList[oldPos].btn.gameObject:SetActive(false)
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                PopupTipPanel.ShowTip("成功卸下身外化身!")
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            end)
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        else
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            PopupTipPanel.ShowTip("成功卸下身外化身!")
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        end
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    end)
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    if data.state == -1 then
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        self.itemPreList[go].unGetBtn.gameObject:SetActive(true)
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    elseif data.state == 0 then
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        self.itemPreList[go].activableBtn.gameObject:SetActive(true)
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						|
    elseif data.state == 1 then
 | 
						|
        self.itemPreList[go].incarnationBtn.gameObject:SetActive(true)
 | 
						|
    elseif data.state == 2 then
 | 
						|
        self.itemPreList[go].incarnationningBtn.gameObject:SetActive(true)
 | 
						|
    end
 | 
						|
end
 | 
						|
 | 
						|
function IncarnationPanel:SetProList(data,preList,grid,pre)
 | 
						|
    for i = 1,math.max(#data,#preList) do
 | 
						|
        if not data[i] then
 | 
						|
            preList[i].go.gameObject:SetActive(false)
 | 
						|
        else
 | 
						|
            if not preList[i] then
 | 
						|
                preList[i] = {}
 | 
						|
                preList[i].go = newObjToParent(pre,grid)
 | 
						|
                preList[i].goText = preList[i].go:GetComponent("Text")
 | 
						|
            end
 | 
						|
            preList[i].go.gameObject:SetActive(true)
 | 
						|
            preList[i].goText.text = data[i]
 | 
						|
        end
 | 
						|
    end
 | 
						|
    ForceRebuildLayout(grid.transform)
 | 
						|
end
 | 
						|
 | 
						|
function IncarnationPanel:OnSortingOrderChange()
 | 
						|
end
 | 
						|
 | 
						|
function IncarnationPanel:OnClose()
 | 
						|
end
 | 
						|
 | 
						|
function IncarnationPanel:OnDestroy()
 | 
						|
    self.spLoader:Destroy()
 | 
						|
    self.upLayoutItemList = {}
 | 
						|
    self.itemPreList = {}
 | 
						|
    self.cardList = {}
 | 
						|
    ClearRedPointObject(RedPointType.incarnation_people,tabsRedpoints[1].gameObject)
 | 
						|
    ClearRedPointObject(RedPointType.incarnation_buddish,tabsRedpoints[2].gameObject)
 | 
						|
    ClearRedPointObject(RedPointType.incarnation_demon,tabsRedpoints[3].gameObject)
 | 
						|
    ClearRedPointObject(RedPointType.incarnation_taoist,tabsRedpoints[4].gameObject)
 | 
						|
    SubUIManager.Close(self.UpView)
 | 
						|
end
 | 
						|
 | 
						|
return IncarnationPanel |