107 lines
3.1 KiB
Lua
107 lines
3.1 KiB
Lua
----- 宝器分解弹窗 -----
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local this = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local _args={}
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--传入选择宝器计算返回奖励数据列表
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local dropList = {}
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--item容器
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local itemList = {}
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--传入选择英雄
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local selectEquipTreasureData
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local selectEquipTreasureDataDid
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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function this:InitComponent(gameObject)
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this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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this.bodyText=Util.GetGameObject(gameObject,"BodyText"):GetComponent("Text")
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this.bodyText2=Util.GetGameObject(gameObject,"BodyText2")
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this.tipText=Util.GetGameObject(gameObject,"tipText"):GetComponent("Text")
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this.cancelBtn=Util.GetGameObject(gameObject,"CancelBtn")
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this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
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--滚动条根节点
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this.root = Util.GetGameObject(gameObject, "Root/Viewport/Content")
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end
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function this:BindEvent()
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Util.AddClick(this.cancelBtn,function()
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parent:ClosePanel()
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end)
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Util.AddClick(this.confirmBtn,function()
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NetManager.UseAndPriceItemRequest(4,selectEquipTreasureDataDid,function (drop)
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this.SendBackResolveReCallBack(drop)
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end)
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end)
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end
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function this.SendBackResolveReCallBack(drop)
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local isShowReward=false
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if drop.itemlist~=nil and #drop.itemlist>0 then
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for i = 1, #drop.itemlist do
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if drop.itemlist[i].itemNum>0 then
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isShowReward=true
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break
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end
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end
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end
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if isShowReward then
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function ()
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BagManager.OnShowTipDropNumZero(drop)
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end)
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else
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BagManager.OnShowTipDropNumZero(drop)
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end
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for k, v in ipairs(selectEquipTreasureDataDid) do
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EquipTreasureManager.RemoveTreasureByIdDyn(v)
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end
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ResolvePanel.SwitchView(3)
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parent:ClosePanel()
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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parent=_parent
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sortingOrder =_parent.sortingOrder
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local args = {...}
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dropList = args[1]
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selectEquipTreasureData=args[2]
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this.titleText.text="宝物分解"
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--返还比
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local isEquipShowSure = false
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selectEquipTreasureDataDid = {}
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local data = {}
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for k, v in pairs(selectEquipTreasureData) do
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table.insert(selectEquipTreasureDataDid,k)
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if v.quantity>4 then
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isEquipShowSure=true
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end
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end
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this.bodyText.text="宝物将分解为宝魂,若宝物已强化或精炼,分解后将清空强化和精炼等级,并100%返还养成材料。"
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this.bodyText2.gameObject:SetActive(isEquipShowSure)
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this.tipText.text = "分解后获得:"
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local data={}
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local index = 1
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for i, v in pairs(dropList) do
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LogBlue(v.id.." "..v.num)
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data[index]={v.id,v.num}
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index = index + 1
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end
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LogBlue(#data)
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FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,60,1,sortingOrder,false,data)
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end
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function this:OnClose()
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end
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function this:OnDestroy()
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end
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return this |