420 lines
16 KiB
Lua
420 lines
16 KiB
Lua
require("Base/BasePanel")
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local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local giftConfig=ConfigManager.GetConfig(ConfigName.GiftConfig)
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PlayerGiftPanel = 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 = PlayerGiftPanel
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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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--初始化组件(用于子类重写)RoleEquipChangePopup
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function PlayerGiftPanel: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="主角礼物"
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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.btnPrant:SetActive(false)
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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.selsectSkillImage = Util.GetGameObject(self.gameObject, "selsectSkillImage")
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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.lvTxt=Util.GetGameObject(self.gameObject, "collectLv"):GetComponent("Text")
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this.collectImg=Util.GetGameObject(self.gameObject, "collectImg"):GetComponent("Image")
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--this.collectImg.sprite=this.spLoader:LoadSprite("gh_tt_8")
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this.barImg=Util.GetGameObject(self.gameObject, "progressbar/progress1"):GetComponent("Image")
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this.barNum=Util.GetGameObject(self.gameObject, "progressbar/num"):GetComponent("Text")
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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="主角礼物"
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this.proTitle = Util.GetGameObject(self.transform, "proTitle/name/text"):GetComponent("Text")
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this.proTitle.text="当前礼物总加成"
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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 PlayerGiftPanel: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.GetPlayerGiftAddPro(),"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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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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function this.ChangePowerValue()
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local WarPower = 0
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for k, v in pairs(teamHero) do
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WarPower = WarPower+ HeroPowerManager.GetHeroPower(k,FormationTypeDef.FORMATION_NORMAL)
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end
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WarPower=WarPower+PracticeManager.GetPracticeAddPower()
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this.force.text = WarPower
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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 PlayerGiftPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.RefreshWindowData)
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Game.GlobalEvent:AddEvent(GameEvent.Formation.OnFormationPowerChange,this.ChangePowerValue)
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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 PlayerGiftPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.RefreshWindowData)
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Game.GlobalEvent:RemoveEvent(GameEvent.Formation.OnFormationPowerChange,this.ChangePowerValue)
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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 PlayerGiftPanel:OnOpen(...)
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local data = {...}
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this.listObj:SetActive(false)
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end
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function PlayerGiftPanel:OnShow()
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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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--右切换按钮点击
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function this:RightBtnOnClick()
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end
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--左切换按钮点击
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function this:LeftBtnOnClick()
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end
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local collectNum=0
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function this.RefreshWindowData()
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collectNum=0
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this.ChangePowerValue()
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--显示上面赠送的
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local list=GiftManager.GetPlayerGifts()
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local maxNum=16
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if #list>maxNum then
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maxNum=#list+4
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end
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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.id=list[i]
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data.type=2
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data.qua=itemConfig[list[i]].Quantity
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if equipConfig[data.id] then
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collectNum=collectNum + equipConfig[data.id].Gift
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--LogError("equipConfig[data.id].Gift=="..equipConfig[data.id].Gift)
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end
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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.CheckPlayerRedPoint()
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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])
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end
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)
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--显示收集度
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local lv=0
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local maxValue=0
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for k, v in ConfigPairs(giftConfig) do
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if collectNum>=v.Gift then
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lv=v.Id
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maxValue=v.Gift
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else
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maxValue=v.Gift
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break
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end
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end
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this.lvTxt.text="收集值等级 "..lv
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this.barNum.text=collectNum.."/"..maxValue
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this.barImg.fillAmount=collectNum/maxValue
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--显示下面可赠送的
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this:OnClickTabBtn(1)
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local proList=IncarnationManager.GetproDesLst(GiftManager.GetPlayerGiftAddPro(),"00FF00")
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table.insert(proList,string.format("全体英雄潜能等级+%s",GiftManager.GetPlayerGiftAddPotencyLv()))
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table.insert(proList,string.format("全体英雄礼物属性+%s%%",GiftManager.GetPlayerGiftAdd()))
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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 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("全体英雄潜能等级+%s",GiftManager.GetPlayerGiftAddPotencyLv())
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end
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--显示上面几个
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function this.SingleUpItemShow(_go,data)
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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 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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red:SetActive(data.isRed)
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if data.id and data.id~=0 then
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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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starGrid:SetActive(true)
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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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BagManager.isBagPanel=false
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,data,2,false,nil,nil,4)
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end
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)
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else
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starGrid:SetActive(false)
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frame.sprite=this.spLoader:LoadSprite("UI_hz_beibao_duigoudi")
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icon.gameObject:SetActive(false)
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name.gameObject:SetActive(false)
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add:SetActive(true)
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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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local allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.PlayerGift)
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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)
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local isHave=CheckListIsContainValue1(allUpIds,_itemData.id) or CheckListIsContainValue1(upSuitId,equipConfig[_itemData.id].SuiteID)
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redPoint:SetActive(isHave==false)
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this.equipPreList[_go].gameObject:SetActive(true)
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this.equipPreList[_go].transform:SetAsFirstSibling()
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this.equipPreList[_go]:ResetNameColor(Color.New(178/255,85/255,55/255,1))
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--if itemConfig[_itemData.id].ItemType == ItemType.Equip then
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this.equipPreList[_go]:OnOpen(false,{_itemData.id,_itemData.num}, 1.1, true, false, false, this.sortingOrder+1,_itemData.idDyn)
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-- 0.查看属性 1.穿戴 2.卸下 3.交换
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--宝物界面
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Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function()
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BagManager.isBagPanel=true
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if isHave then
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,6,false,nil,curHeroData,4)
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else
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4)
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end
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end
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)
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--end
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end
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function this:SetSelectBtn()
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this.selectBtn:SetActive(true)
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this.selectBtn.transform:SetParent(tabs[indexBtnNum].transform)
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this.selectBtn:GetComponent("RectTransform").anchoredPosition3D = Vector3(-12.28, 1.08, 0)
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this.selectBtn.transform:SetSiblingIndex(1)
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Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and tableName[indexBtnNum] or "<size=40>"..tableName[indexBtnNum].."</size>"--typeTab[indexBtnNum]
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end
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--选择图片设置父级
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function this.SelectImageSetParent(_objPoint)
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this.selsectSkillImage:SetActive(false)
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this.selsectSkillImage.transform:SetParent(_objPoint.transform)
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this.selsectSkillImage.transform.localScale = Vector3.one
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this.selsectSkillImage.transform.localPosition = Vector3.zero
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end
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--界面关闭时调用(用于子类重写)
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function PlayerGiftPanel:OnClose()
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BagManager.isBagPanel=false
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end
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--界面销毁时调用(用于子类重写)
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function PlayerGiftPanel:OnDestroy()
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end
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return PlayerGiftPanel
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