338 lines
15 KiB
Lua
338 lines
15 KiB
Lua
----- 装备合成 -----
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local this = {}
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local sortingOrder=0
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local equipStarsConfig = ConfigManager.GetConfig(ConfigName.EquipStarsConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local TabBox = require("Modules/Common/TabBox")
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local _TabData={ [1] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10427] },
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[2] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10428] },
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[3] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10429] },
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[4] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10430] },
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--[5] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "戒指" },
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--[6] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "腰带" }
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}
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local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
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local _TabImagePos = { default = -3,
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select = -10}
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local curIndex = 0
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local compoundNum = 0
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local compoundMaxNum = 0
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--this.tabs = {}
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local curNeedEquip = {}
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local curSelectEquip = {}
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local curSelectGO
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local materidaIsCan = false
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local bagPosEquips = {}
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local needGoldNum = 0
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function this:InitComponent(gameObject)
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this.tabBox = Util.GetGameObject(gameObject, "CompoundPanel_Equip/TabBox")
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this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/needGoldText"):GetComponent("Text")
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this.compoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn")
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this.autoCompoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/autoCompoundBtn")
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this.addBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/addBtn")
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this.subtractBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/subtractBtn")
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this.numText = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/numText"):GetComponent("Text")
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this.progressText = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/progressText"):GetComponent("Text")
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this.needEquip = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/needEquip")
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this.compoundEquip = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/compoundEquip")
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this.progressImage = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/progress/Image"):GetComponent("Image")
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--for i = 1, 6 do
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-- this.tabs[i] = Util.GetGameObject(gameObject, "CompoundPanel_Equip/Tabs/Btn" .. i)
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--end
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this.equipPre = Util.GetGameObject(gameObject, "CompoundPanel_Equip/equipPre")
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this.ScrollBar=Util.GetGameObject(gameObject, "CompoundPanel_Equip/Scrollbar"):GetComponent("Scrollbar")
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local v2 = Util.GetGameObject(gameObject, "CompoundPanel_Equip/scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "CompoundPanel_Equip/scroll").transform,
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this.equipPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(50,15))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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end
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function this:BindEvent()
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Util.AddClick(this.compoundBtn, function()
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this.Compound(curIndex)
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end)
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--
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Util.AddClick(this.autoCompoundBtn, function()
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this.AutoCompound(curIndex)
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end)
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Util.AddClick(this.addBtn, function()
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this.CompoundNumChange(1)
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end)
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Util.AddClick(this.subtractBtn, function()
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this.CompoundNumChange(2)
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end)
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end
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold,this.ShowGoldNum0)
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end
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.ShowGoldNum0)
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end
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function this.ShowGoldNum0()
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if needGoldNum > BagManager.GetItemCountById(14) then
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materidaIsCan = false
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this.needGoldText.text = string.format("<color=#FF0011>%s</color>", needGoldNum)
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else
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materidaIsCan = true
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this.needGoldText.text =string.format("<color=#FCF5D3FF>%s</color>", needGoldNum)
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end
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end
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function this:OnShow(...)
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curIndex = 1
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sortingOrder =0
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needGoldNum=0
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this.TabCtrl = TabBox.New()
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this.TabCtrl:SetTabAdapter(this.TabAdapter)
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this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
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this.TabCtrl:Init(this.tabBox, _TabData,curIndex)
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end
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local sortingOrder = 0
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function this:OnSortingOrderChange(_sortingOrder)
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sortingOrder = _sortingOrder
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end
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function this.OnClickTabBtn(_curIndex)
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curIndex = _curIndex
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bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(curIndex)
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local equipDatas = EquipManager.GetAllSEquipsByPosition(curIndex)
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if equipDatas and #equipDatas > 0 then
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curSelectEquip = equipDatas[1]
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end
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this.ScrollView:SetData(equipDatas, function (index, go)
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this.SingleItemDataShow(go, equipDatas[index],equipStarsConfig[equipDatas[index].Star])
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end)
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this.ShowTitleData(equipStarsConfig[curSelectEquip.Star])
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end
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function this.ShowTitleData(curEquipStarsConfig)
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this.ShowTitleEquipData(this.compoundEquip,curSelectEquip,curEquipStarsConfig)
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--得到静态表中合成当前装备需要的装备
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curNeedEquip = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipConfig,"Position",curSelectEquip.Position,"Star",curSelectEquip.Star - 1)
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this.ShowTitleEquipData(this.needEquip,curNeedEquip,equipStarsConfig[curSelectEquip.Star - 1])--需要的材料
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--得到背包中中合成当前装备需要的装备
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local allCanCompoundEquips = EquipManager.GetBagCompoundEquipDatasByequipSData(curSelectEquip)
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local num = 0
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for i=1,#allCanCompoundEquips do
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num=num+allCanCompoundEquips[i].num
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end
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this.progressText.text = num .. "/" .. equipStarsConfig[curSelectEquip.Star - 1].RankupCount
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this.progressImage.fillAmount = num / equipStarsConfig[curSelectEquip.Star - 1].RankupCount
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compoundNum = math.floor(num / equipStarsConfig[curSelectEquip.Star - 1].RankupCount)
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compoundMaxNum = math.floor(num / equipStarsConfig[curSelectEquip.Star - 1].RankupCount)
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this.ShowGoldNum(equipStarsConfig[curSelectEquip.Star - 1],compoundNum)
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end
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function this.ShowGoldNum(upEquipStarsConfig,compoundNum)
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needGoldNum = compoundNum * upEquipStarsConfig.RankupResources[1][2]
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if needGoldNum > BagManager.GetItemCountById(upEquipStarsConfig.RankupResources[1][1]) then
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materidaIsCan = false
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this.needGoldText.text = string.format("<color=#FF0011>%s</color>", needGoldNum)
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else
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materidaIsCan = true
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this.needGoldText.text =string.format("<color=#FCF5D3FF>%s</color>", needGoldNum)
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end
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this.numText.text = compoundNum
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Util.SetGray(this.addBtn,false)
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Util.SetGray(this.subtractBtn,false)
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this.addBtn:GetComponent("Button").enabled = true
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this.subtractBtn:GetComponent("Button").enabled = true
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if compoundNum >= compoundMaxNum then
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Util.SetGray(this.addBtn,true)
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this.addBtn:GetComponent("Button").enabled = false
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end
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if compoundNum <= 1 then
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Util.SetGray(this.subtractBtn,true)
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this.subtractBtn:GetComponent("Button").enabled = false
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end
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if compoundNum == 0 then
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Util.SetGray(this.addBtn,true)
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Util.SetGray(this.subtractBtn,true)
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this.addBtn:GetComponent("Button").enabled = false
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this.subtractBtn:GetComponent("Button").enabled = false
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end
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end
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function this.ShowTitleEquipData(_go,_itemData,curEquipStarsConfig)
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByquality(curEquipStarsConfig.Quality))
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Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[_itemData.Id].ResourceID))
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Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text = itemConfig[_itemData.Id].Name
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--Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.Name
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SetHeroStars(Util.GetGameObject(_go.transform, "star"), curEquipStarsConfig.Stars,1,nil,-15)
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Util.AddClick(Util.GetGameObject(_go.transform,"icon"), function()
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UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id)
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end)
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end
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function this.SingleItemDataShow(_go,_itemData,curEquipStarsConfig)
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByquality(curEquipStarsConfig.Quality))
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Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[_itemData.Id].ResourceID))
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Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.Name
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SetHeroStars(Util.GetGameObject(_go.transform, "star"), curEquipStarsConfig.Stars,1,nil,-15)
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local choosed =Util.GetGameObject(_go.transform, "choosed")
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choosed:SetActive(curSelectEquip.Id == _itemData .Id)
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local redPoint = Util.GetGameObject(_go.transform,"redPoint")
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redPoint:SetActive(bagPosEquips[curEquipStarsConfig.Id - 1] and bagPosEquips[curEquipStarsConfig.Id - 1] >= equipStarsConfig[curEquipStarsConfig.Id - 1].RankupCount)
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if curSelectEquip.Id == _itemData .Id then
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curSelectGO = _go
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end
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Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
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if curSelectEquip.Id == _itemData .Id then
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return
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else
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curSelectEquip = _itemData
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choosed:SetActive(true)
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if curSelectGO then
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Util.GetGameObject(curSelectGO.transform, "choosed"):SetActive(false)
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curSelectGO = _go
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end
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end
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this.ShowTitleData(curEquipStarsConfig)
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end)
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Util.AddLongPressClick(Util.GetGameObject(_go.transform,"icon"), function()
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UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id)
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end, 0.5)
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end
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--加减方法
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function this.CompoundNumChange(type)
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if type == 1 then--加
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compoundNum = compoundNum + 1
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else--减
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compoundNum = compoundNum - 1
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end
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--LogError("compoundNum "..compoundNum)
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this.ShowGoldNum(equipStarsConfig[curSelectEquip.Star],compoundNum)
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end
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function this.Compound()
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--LogError(" `````````````````` "..curIndex.." "..curSelectEquip.Star.." "..compoundNum)
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if compoundNum <= 0 then
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PopupTipPanel.ShowTip(Language[10431])
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return
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end
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if not materidaIsCan then
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UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.Gold })
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return
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end
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NetManager.ComplexEquipRequest(curIndex,curSelectEquip.Star,compoundNum,function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
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this.OnClickTabBtn(curIndex)
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end)
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end)
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end
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function this.AutoCompound(_position)
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--进度剩余的的装备材料的数量
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local curPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(_position)
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local bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(_position)
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--进度需要的消耗材料的数量
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local shengGoldNum = 0
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--进度剩余的的消耗材料的数量
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local bagNums = {}
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--已有的消耗材料数量
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for i = 1, #curPosEquips do
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if equipStarsConfig[i].RankupResources then
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for j = 1, #equipStarsConfig[i].RankupResources do
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bagNums[equipStarsConfig[i].RankupResources[j][1]] = BagManager.GetItemCountById(equipStarsConfig[i].RankupResources[j][1])
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end
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end
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end
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--一种装备一种装备的循环检测 金币能合成的数量 与 背包装备能合成的数量 取最小值 然后扣除临时消耗道具
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--最后所有装备存在curPosEquips 与 之前背包 bagPosEquips 作比较 看合成了什么装备 删除了什么装备 和计算消耗材料
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local isNoGold = false--是否缺金币
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for i = 1, #curPosEquips do
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local materialEndNum = -1
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--合成的1个 下一个装备的需要的消耗材料的数量
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local materialNums = {}
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--当前已有的消耗材料能合成的下一个装备的数量最大数量
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if equipStarsConfig[i].RankupResources then
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for j = 1, #equipStarsConfig[i].RankupResources do
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local itemId = equipStarsConfig[i].RankupResources[j][1]
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materialNums[itemId] = equipStarsConfig[i].RankupResources[j][2]
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local curItmeCompoundNums =math.floor( bagNums[itemId] / equipStarsConfig[i].RankupResources[j][2])
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if materialEndNum == -1 then
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materialEndNum = curItmeCompoundNums
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elseif materialEndNum > curItmeCompoundNums then
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materialEndNum = curItmeCompoundNums
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end
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end
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end
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if i < #curPosEquips or i == 1 then
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--当前拥有的装备材料能合成的下一个装备的数量
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local curQuEquipCompoundNum = math.floor(curPosEquips[i] / equipStarsConfig[i].RankupCount)
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local endCompoundNum = materialEndNum > curQuEquipCompoundNum and curQuEquipCompoundNum or materialEndNum
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if not isNoGold and materialEndNum < 1 and curQuEquipCompoundNum > 0 then
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isNoGold = true
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end
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for itemId, num in pairs(materialNums) do
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bagNums[itemId] = bagNums[itemId] - endCompoundNum * num
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shengGoldNum = shengGoldNum + endCompoundNum * num
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end
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curPosEquips[i] = curPosEquips[i] - endCompoundNum * equipStarsConfig[i].RankupCount
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if curPosEquips[i + 1] then
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curPosEquips[i + 1] = curPosEquips[i + 1] + endCompoundNum
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end
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end
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end
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local curRewards = {}
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for i = 1, #curPosEquips do
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local str = ""
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if curPosEquips[i] - bagPosEquips[i] > 0 then
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str = Language[10432]..i.." "..curPosEquips[i] - bagPosEquips[i]
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local singleEquipData = {}
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singleEquipData.id = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipConfig,"Position",curIndex,"Star",i).Id
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singleEquipData.num = curPosEquips[i] - bagPosEquips[i]
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table.insert(curRewards,{singleEquipData.id,singleEquipData.num})
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else
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str = str .. Language[10433]..bagPosEquips[i] - curPosEquips[i]
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end
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end
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if isNoGold then
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PopupTipPanel.ShowTip(Language[10431])
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return
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end
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if shengGoldNum <= 0 then
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PopupTipPanel.ShowTip(Language[10434])
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return
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end
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipCompound,
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shengGoldNum,curRewards,function ()
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NetManager.ComplexEquipRequest(curIndex,0,0,function(msg)
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this.OnClickTabBtn(curIndex)
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
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end)
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end)
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end)
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end
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-- tab节点显示自定义
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function this.TabAdapter(tab, index, status)
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local tabLab = Util.GetGameObject(tab, "Text")
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local tabImage = Util.GetGameObject(tab,"Image")
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tabImage:GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status])
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tabImage:GetComponent("Image"):SetNativeSize()
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tabLab:GetComponent("Text").text = _TabData[index].name
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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tabImage.transform.localPosition = Vector3.New( tabImage.transform.localPosition.x, _TabImagePos[status], 0);
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end
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--切换视图
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function this.SwitchView(index)
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this.OnClickTabBtn(index)
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end
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function this:OnClose()
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needGoldNum=0
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end
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function this:OnDestroy()
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needGoldNum=0
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end
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return this |