481 lines
24 KiB
Lua
481 lines
24 KiB
Lua
require("Base/BasePanel")
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RoleEquipChangePopup = Inherit(BasePanel)
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local this=RoleEquipChangePopup
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local type--1 穿装备 2 卸装备 3 替换装备
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local curHeroData
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local curEquipData
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local nextEquipData
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local openThisPanel
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local equipIdList
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local equipDataList
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local position
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local curSuitProGo = {}--当前套装属性对象
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local nextSuitProGo = {}--将要替换套装属性对象
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local equipSuit = {}--当前英雄穿戴装备的套装信息 [suitId] = 件数
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local equipSuiteConfig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local _MainProList = {}
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local _NextProList = {}
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--初始化组件(用于子类重写)
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function RoleEquipChangePopup:InitComponent()
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this.btnBack= Util.GetGameObject(self.transform, "btnBack")
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this.bg1= Util.GetGameObject(self.transform, "GameObject/bg1")
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this.desc1= Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/Text"):GetComponent("Text")
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this.curEquipName=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/name/text"):GetComponent("Text")
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this.curEquipFrame=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/frame"):GetComponent("Image")
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this.curEquipIcon=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/icon"):GetComponent("Image")
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this.curEquipTypeText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proGrid/equipTypeText"):GetComponent("Text")
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this.curEquipLvText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proGrid/equipLvText")
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this.curEquipLvText:SetActive(false)
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this.curEquipOrOkText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proGrid/equipOrOkText"):GetComponent("Text")
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this.curEquipPosText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proGrid/equipPosText"):GetComponent("Text")
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this.mainProGrid = Util.GetGameObject(self.transform, "GameObject/bg1/mainPro/bg")
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this.mainProItem = Util.GetGameObject(self.transform, "GameObject/bg1/mainPro/bg/curProName")
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this.mainProItem:SetActive(false)
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this.curotherProscroll=Util.GetGameObject(self.transform, "GameObject/bg1/scroll")
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this.otherProPre=Util.GetGameObject(self.transform, "GameObject/bg1/otherPro")
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this.otherProGrid=Util.GetGameObject(self.transform, "GameObject/bg1/scroll/grid")
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this.curCastInfo=Util.GetGameObject(self.transform, "GameObject/bg1/castInfoObject/castInfo"):GetComponent("Text")
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this.castInfoObject=Util.GetGameObject(self.transform, "GameObject/bg1/castInfoObject")
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this.castInfoObject:SetActive(false)
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this.curEquipBtnRefresh=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnRefresh")
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this.curEquipBtnDown=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnDown")
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this.curEquipBtnUp=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnUp")
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this.curEquipText=Util.GetGameObject(self.transform, "GameObject/bg1/btns/curEquipText")
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this.qualityText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/qualityText"):GetComponent("Text")
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this.powerNum1=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/powerNum"):GetComponent("Text")
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this.powerUPorDown1=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/powerUPorDown")
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this.bg1Star=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/star")
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this.bg2= Util.GetGameObject(self.transform, "GameObject/bg2")
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this.desc2= Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/Text"):GetComponent("Text")
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this.nextEquipName=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/name/text"):GetComponent("Text")
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this.nextEquipFrame=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/frame"):GetComponent("Image")
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this.nextEquipIcon=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/icon"):GetComponent("Image")
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this.nextEquipTypeText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipTypeText"):GetComponent("Text")
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this.nextEquipLvText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipLvText")
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this.nextEquipLvText:SetActive(false)
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this.nextEquipOrOkText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipOrOkText"):GetComponent("Text")
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this.nextEquipPosText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipPosText"):GetComponent("Text")
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this.nextProGrid = Util.GetGameObject(self.transform, "GameObject/bg2/mainPro/bg")
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this.nextProItem = Util.GetGameObject(self.transform, "GameObject/bg2/mainPro/bg/curProName")
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this.nextProItem:SetActive(false)
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this.nexttherProscroll=Util.GetGameObject(self.transform, "GameObject/bg2/scroll")
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this.nextotherProPre=Util.GetGameObject(self.transform, "GameObject/bg2/otherPro")
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this.nextotherProGrid=Util.GetGameObject(self.transform, "GameObject/bg2/scroll/grid")
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this.nextCastInfo=Util.GetGameObject(self.transform, "GameObject/bg2/castInfoObject/castInfo"):GetComponent("Text")
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this.nextInfoObject=Util.GetGameObject(self.transform, "GameObject/bg2/castInfoObject")
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this.nextInfoObject:SetActive(false)
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this.nextEquipBtnRefresh=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnRefresh")
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this.nextEtnChange=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnChange")
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this.qualityText2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/qualityText"):GetComponent("Text")
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this.GameObject=Util.GetGameObject(self.transform, "GameObject")
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this.powerNum2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/powerNum"):GetComponent("Text")
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this.powerUPorDown2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/powerUPorDown")
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this.bg2Star=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/star")
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end
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--绑定事件(用于子类重写)
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function RoleEquipChangePopup:BindEvent()
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Util.AddClick(this.btnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(this.curEquipBtnDown, function()
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equipIdList={}
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equipDataList={}
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table.insert(equipIdList,tostring(curEquipData.id))
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table.insert(equipDataList,curEquipData)
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NetManager.EquipUnLoadOptRequest(curHeroData.dynamicId,equipIdList ,1, function ()
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self:ClosePanel()
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openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList)
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end)
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end)
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Util.AddClick(this.curEquipBtnUp, function()
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equipIdList={}
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equipDataList={}
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table.insert(equipIdList,tostring(curEquipData.id))
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table.insert(equipDataList,curEquipData)
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NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
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self:ClosePanel()
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openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,0,position)
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end)
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end)
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Util.AddClick(this.nextEtnChange, function()
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equipIdList={}
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equipDataList={}
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table.insert(equipIdList,tostring(nextEquipData.id))
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table.insert(equipDataList,nextEquipData)
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NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
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self:ClosePanel()
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openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,curEquipData,position)
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end)
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end)
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end
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--添加事件监听(用于子类重写)
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function RoleEquipChangePopup:AddListener()
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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 RoleEquipChangePopup:RemoveListener()
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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 RoleEquipChangePopup:OnOpen(...)
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local data={...}
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openThisPanel=data[1]
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type=data[2]--1 穿戴 2 卸下 3 替换
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if type==1 or type==2 then
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curHeroData=data[3]
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curEquipData=data[4]
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position=data[5]
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elseif type==3 then
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curHeroData=data[3]
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curEquipData=data[4]
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nextEquipData=data[5]
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position=data[6]
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end
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end
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function RoleEquipChangePopup:OnShow()
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if curHeroData then
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equipSuit = {}
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for i = 1, #curHeroData.equipIdList do
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--套装加成
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local curEquip = EquipManager.GetSingleEquipData(curHeroData.equipIdList[i])
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if equipSuit[curEquip.equipConfig.SuiteID] then
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equipSuit[curEquip.equipConfig.SuiteID] = equipSuit[curEquip.equipConfig.SuiteID] + 1
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else
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equipSuit[curEquip.equipConfig.SuiteID] = 1
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end
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end
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end
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if type==1 then
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this.curEquipText:SetActive(false)
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this.curEquipBtnDown:SetActive(false)
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this.curEquipBtnUp:SetActive(true)
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this.curEquipBtnRefresh:SetActive(false)
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this.ShowCurEquipData(1)
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this.bg1:SetActive(true)
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this.bg2:SetActive(false)
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elseif type==2 then
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this.curEquipBtnRefresh:SetActive(false)
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this.curEquipText:SetActive(false)
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this.curEquipBtnDown:SetActive(true)
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this.curEquipBtnUp:SetActive(false)
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this.ShowCurEquipData(1)
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this.bg1:SetActive(true)
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this.bg2:SetActive(false)
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elseif type==3 then
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this.curEquipText:SetActive(true)
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this.curEquipBtnDown:SetActive(false)
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this.curEquipBtnUp:SetActive(false)
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this.curEquipBtnRefresh:SetActive(false)
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this.ShowCurEquipData(2)
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this.NextCurEquipData()
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this.bg1:SetActive(true)
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this.bg2:SetActive(true)
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end
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end
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function this.ShowCurEquipData(index)
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local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, curEquipData.id)
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local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, curEquipData.id)
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this.powerNum1.text=EquipManager.CalculateWarForce(curEquipData.id)
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EquipManager.SetEquipStarShow(this.bg1Star,curEquipData.id)
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this.desc1.text=itemConfigData.ItemDescribe
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this.powerUPorDown1:SetActive(false)
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if(nextEquipData~=nil and index==2) then
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if(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
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this.powerUPorDown1:SetActive(true)
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this.powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
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end
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if(EquipManager.CalculateWarForce(nextEquipData.id)>EquipManager.CalculateWarForce(curEquipData.id)) then
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this.powerUPorDown1:SetActive(true)
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this.powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
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end
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end
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this.qualityText.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
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this.curEquipName.text=GetStringByEquipQua(equipConfigData.Quality,equipConfigData.Name)
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this.curEquipFrame.sprite = Util.LoadSprite(curEquipData.frame)
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this.curEquipIcon.sprite = Util.LoadSprite(curEquipData.icon)
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-- if curEquipData.skillId>0 then
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-- this.castInfoObject.gameObject:SetActive(true)
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-- --this.curCastInfo.text=HeroManager.passiveSkillConfig[equipConfigData.SkillId].Desc
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-- this.curCastInfo.text=ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig, curEquipData.skillId).Desc
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-- else
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-- this.curCastInfo.text=""
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-- this.castInfoObject.gameObject:SetActive(false)
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-- end
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this.curEquipTypeText.text=string.format(Language[11555],GetEquipPosStrByEquipPosNum(equipConfigData.Position))
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--if equipConfigData.IfClear==0 then
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-- this.curEquipLvText:GetComponent("Text").text="不可重铸"
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-- Util.AddOnceClick(this.curEquipBtnRefresh, function()
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-- PopupTipPanel.ShowTip("当前装备不可重铸!")
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-- end)
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--elseif equipConfigData.IfClear==1 then
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-- Util.AddOnceClick(this.curEquipBtnRefresh, function()
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-- local isOpen = ActTimeCtrlManager.SingleFuncState(5)
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-- if isOpen then
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-- this:ClosePanel()
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-- Log("curHeroData "..curHeroData.dynamicId)
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-- if ActTimeCtrlManager.SingleFuncState(104) then
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-- local workMainPanel = UIManager.OpenPanel(UIName.WorkShopMainPanel,curHeroData)
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-- workMainPanel:OnClickMianTabBtn(4, 1)
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-- workMainPanel.UpdateEquipPosHeroData(1,curEquipData,0,position)
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-- else
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-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(104))
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-- end
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-- else
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-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(5))
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-- end
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-- end)
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-- this.curEquipLvText:GetComponent("Text").text="重铸等级:"..curEquipData.resetLv
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--end
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local strPos=""
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if equipConfigData.ProfessionLimit==0 then
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strPos= Language[11094]
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else
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strPos= Language[11824]
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end
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this.curEquipPosText.text=string.format(strPos,GetJobStrByJobNum(equipConfigData.ProfessionLimit))
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--主属性
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for _, item in ipairs(_MainProList) do
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item:SetActive(false)
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end
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local mainAttribute=EquipManager.GetMainProList(equipConfigData)
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for index, prop in ipairs(mainAttribute) do
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local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop.propertyId)
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if proConfigData then
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if not _MainProList[index] then
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_MainProList[index] = newObjToParent(this.mainProItem, this.mainProGrid)
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end
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_MainProList[index]:SetActive(true)
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_MainProList[index]:GetComponent("Text").text = proConfigData.Info
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local vText = Util.GetGameObject(_MainProList[index], "curProVale"):GetComponent("Text")
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if prop.propertyValue > 0 then
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vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
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else
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vText.text = GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
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end
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end
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end
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--套装属性
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if equipConfigData.SuiteID and equipConfigData.SuiteID > 0 then
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this.curotherProscroll:SetActive(true)
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local curSuitConFig = equipSuiteConfig[equipConfigData.SuiteID]
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if curSuitConFig then
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for i = 1, math.max(#curSuitConFig.SuiteValue, #curSuitProGo) do
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local go = curSuitProGo[i]
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if not go then
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go = newObject(this.otherProPre)
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go.transform:SetParent(this.otherProGrid.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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curSuitProGo[i] = go
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end
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go.gameObject:SetActive(false)
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end
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for i = 1, #curSuitConFig.SuiteValue do
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local go = curSuitProGo[i]
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go.gameObject:SetActive(true)
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--type=data[2]--1 穿戴 2 卸下 3 替换
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Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. propertyConfig[curSuitConFig.SuiteValue[i][2]].Info .."+ "..GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3]) .. "</color>"
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Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#B9AC97>(" .. curSuitConFig.SuiteValue[i][1] .. Language[11095]
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if type == 2 then
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if equipSuit[curSuitConFig.Id] >= curSuitConFig.SuiteValue[i][1] then--激活的要变颜色
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Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#66FF00>" .. propertyConfig[curSuitConFig.SuiteValue[i][2]].Info.."+ "..GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3]) .. "</color>"
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Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#66FF00>(" .. curSuitConFig.SuiteValue[i][1] .. Language[11095]
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end
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end
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end
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end
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else
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this.curotherProscroll:SetActive(false)
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end
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--副属性
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--Util.ClearChild(this.otherProGrid.transform)
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--local equipCurAllPro={}
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--if #curEquipData.secondAttribute>0 then --
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-- this.curotherProscroll:SetActive(true)
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-- for i = 1, #curEquipData.secondAttribute do
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-- table.insert(equipCurAllPro,curEquipData.secondAttribute[i])
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-- end
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-- for i = 1, #equipCurAllPro do
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-- local go = newObject(this.otherProPre)
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-- go.transform:SetParent(this.otherProGrid.transform)
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-- go.transform.localScale = Vector3.one
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-- go.transform.localPosition = Vector3.zero
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-- go:SetActive(true)
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-- --Log("v.propertyId "..equipCurAllPro[i].propertyId)
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-- Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text =equipCurAllPro[i].PropertyConfig.Info
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-- Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "+"..GetEquipPropertyFormatStr(equipCurAllPro[i].PropertyConfig.Style,equipCurAllPro[i].propertyValue)
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--
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-- end
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--else
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-- this.curotherProscroll:SetActive(false)
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--end
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end
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function this.NextCurEquipData()
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local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, nextEquipData.id)
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local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, nextEquipData.id)
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this.powerNum2.text=EquipManager.CalculateWarForce(nextEquipData.id)
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EquipManager.SetEquipStarShow(this.bg2Star,nextEquipData.id)
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this.powerUPorDown2:SetActive(false)
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if(EquipManager.CalculateWarForce(nextEquipData.id)>EquipManager.CalculateWarForce(curEquipData.id)) then
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this.powerUPorDown2:SetActive(true)
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this.powerUPorDown2:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
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end
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if(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
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this.powerUPorDown2:SetActive(true)
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this.powerUPorDown2:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
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end
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this.qualityText2.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
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this.nextEquipName.text=GetStringByEquipQua(equipConfigData.Quality,equipConfigData.Name)
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this.desc2.text=itemConfigData.ItemDescribe
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--if equipConfigData.IfClear==0 then
|
|
-- this.nextEquipLvText:GetComponent("Text").text="不可重铸"
|
|
-- Util.AddOnceClick(this.nextEquipBtnRefresh, function()
|
|
-- PopupTipPanel.ShowTip("当前装备不可重铸!")
|
|
-- end)
|
|
--elseif equipConfigData.IfClear==1 then
|
|
-- Util.AddOnceClick(this.nextEquipBtnRefresh, function()
|
|
-- local isOpen = ActTimeCtrlManager.SingleFuncState(5)
|
|
-- if isOpen then
|
|
-- this:ClosePanel()
|
|
-- Log("curHeroData "..curHeroData.dynamicId)
|
|
-- if ActTimeCtrlManager.SingleFuncState(104) then
|
|
-- local workMainPanel = UIManager.OpenPanel(UIName.WorkShopMainPanel,curHeroData)
|
|
-- workMainPanel:OnClickMianTabBtn(4, 1)
|
|
-- workMainPanel.UpdateEquipPosHeroData(1,nextEquipData,0,position)
|
|
-- else
|
|
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(104))
|
|
-- end
|
|
-- else
|
|
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(5))
|
|
-- end
|
|
-- end)
|
|
-- this.nextEquipLvText:GetComponent("Text").text="重铸等级:"..nextEquipData.resetLv
|
|
--end
|
|
this.nextEquipFrame.sprite = Util.LoadSprite(nextEquipData.frame)
|
|
this.nextEquipIcon.sprite = Util.LoadSprite(nextEquipData.icon)
|
|
--if nextEquipData.skillId>0 then
|
|
-- this.nextInfoObject.gameObject:SetActive(true)
|
|
-- --this.nextCastInfo.text=HeroManager.passiveSkillConfig[equipConfigData.SkillId].Desc
|
|
-- this.nextCastInfo.text=ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig, nextEquipData.skillId).Desc
|
|
--else
|
|
-- this.nextCastInfo.text=""
|
|
-- this.nextInfoObject.gameObject:SetActive(false)
|
|
--end
|
|
this.nextEquipTypeText.text=string.format(Language[11555],GetEquipPosStrByEquipPosNum(equipConfigData.Position))
|
|
local strPos=""
|
|
if equipConfigData.ProfessionLimit==0 then
|
|
strPos= Language[11094]
|
|
else
|
|
strPos= Language[11824]
|
|
end
|
|
this.nextEquipPosText.text=string.format(strPos,GetJobStrByJobNum(equipConfigData.ProfessionLimit))
|
|
--主属性
|
|
for _, item in ipairs(_NextProList) do
|
|
item:SetActive(false)
|
|
end
|
|
|
|
local mainAttribute=EquipManager.GetMainProList(equipConfigData)
|
|
for index, prop in ipairs(mainAttribute) do
|
|
local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop.propertyId)
|
|
if proConfigData then
|
|
if not _NextProList[index] then
|
|
_NextProList[index] = newObjToParent(this.nextProItem, this.nextProGrid)
|
|
end
|
|
_NextProList[index]:SetActive(true)
|
|
_NextProList[index]:GetComponent("Text").text = proConfigData.Info
|
|
local vText = Util.GetGameObject(_NextProList[index], "curProVale"):GetComponent("Text")
|
|
if prop.propertyValue > 0 then
|
|
vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
|
|
else
|
|
vText.text = GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
|
|
end
|
|
end
|
|
end
|
|
--套装属性
|
|
if equipConfigData.SuiteID and equipConfigData.SuiteID > 0 then
|
|
this.nexttherProscroll:SetActive(true)
|
|
local curSuitConFig = equipSuiteConfig[equipConfigData.SuiteID]
|
|
if curSuitConFig then
|
|
for i = 1, math.max(#curSuitConFig.SuiteValue, #nextSuitProGo) do
|
|
local go = nextSuitProGo[i]
|
|
if not go then
|
|
go = newObject(this.nextotherProPre)
|
|
go.transform:SetParent(this.nextotherProGrid.transform)
|
|
go.transform.localScale = Vector3.one
|
|
go.transform.localPosition = Vector3.zero
|
|
nextSuitProGo[i] = go
|
|
end
|
|
go.gameObject:SetActive(false)
|
|
end
|
|
for i = 1, #curSuitConFig.SuiteValue do
|
|
local go = nextSuitProGo[i]
|
|
go.gameObject:SetActive(true)
|
|
--type=data[2]--1 穿戴 2 卸下 3 替换
|
|
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. propertyConfig[curSuitConFig.SuiteValue[i][2]].Info .."+ "..curSuitConFig.SuiteValue[i][3].. "</color>"
|
|
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#B9AC97>(+" .. curSuitConFig.SuiteValue[i][1] .. Language[11095]
|
|
end
|
|
end
|
|
else
|
|
this.nexttherProscroll:SetActive(false)
|
|
end
|
|
--副属性
|
|
--Util.ClearChild(this.nextotherProGrid.transform)
|
|
--local equipCurAllPro={}
|
|
--if #nextEquipData.secondAttribute>0 then --
|
|
-- this.nexttherProscroll:SetActive(true)
|
|
-- for i = 1, #nextEquipData.secondAttribute do
|
|
-- table.insert(equipCurAllPro,nextEquipData.secondAttribute[i])
|
|
-- end
|
|
-- for i = 1, #equipCurAllPro do
|
|
-- local go = newObject(this.nextotherProPre)
|
|
-- go.transform:SetParent(this.nextotherProGrid.transform)
|
|
-- go.transform.localScale = Vector3.one
|
|
-- go.transform.localPosition = Vector3.zero
|
|
-- go:SetActive(true)
|
|
-- --Log("v.propertyId "..v.propertyId)
|
|
-- Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = equipCurAllPro[i].PropertyConfig.Info
|
|
-- Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "+"..GetEquipPropertyFormatStr(equipCurAllPro[i].PropertyConfig.Style,equipCurAllPro[i].propertyValue)
|
|
--
|
|
-- end
|
|
--else
|
|
-- this.nexttherProscroll:SetActive(false)
|
|
--end
|
|
|
|
end
|
|
--界面关闭时调用(用于子类重写)
|
|
function RoleEquipChangePopup:OnClose()
|
|
|
|
end
|
|
|
|
--界面销毁时调用(用于子类重写)
|
|
function RoleEquipChangePopup:OnDestroy()
|
|
curSuitProGo = {}
|
|
_MainProList = {}
|
|
_NextProList = {}
|
|
end
|
|
|
|
return RoleEquipChangePopup |