247 lines
11 KiB
Lua
247 lines
11 KiB
Lua
----- 魂印合成 -----
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local this = {}
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local soulPrintDatas = {}--所有可合成数据
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local materidaIsCan = false--合成是材料是否满足
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local equipSign = ConfigManager.GetConfig(ConfigName.EquipConfig)
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local curSelectSoulPrint = {}--当前选择的合成魂印
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local curSelectGO--当前选择的合成列表中对象
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local needSoulPrint = {}--三个魂印消耗材料对象
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local materialState = {}--材料数据
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local openThisPanel
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local needGold = {}
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local allGo = {}
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function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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allGo = {}
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for i = 1, 3 do
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needSoulPrint[i] = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/titleGo/needEquip"..i)
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end
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this.compoundSoulPrint = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/titleGo/compoundEquip")
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this.compoundSoulPrintBtn = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/titleGo/compoundEquip/frame")
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for i = 1, 2 do
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needGold[i] = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/compoundBtn/GameObject/needGoldText ("..i..")")
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end
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--this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/compoundBtn/needGoldText"):GetComponent("Text")
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this.compoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/compoundBtn")
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this.autoSelectBtn = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/autoCompoundBtn")
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this.equipPre = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/equipPre")
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this.ScrollBar=Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/Scrollbar"):GetComponent("Scrollbar")
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local v2 = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/scroll").transform,
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this.equipPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(20,20))
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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()
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end)
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--
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Util.AddClick(this.autoSelectBtn, function()
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this.AutoSelectSoulPrint()
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end)
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for i = 1, 3 do
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Util.AddClick(needSoulPrint[i], function()
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--materialState[index] = {state = true,equipSignConFig = equipSign}
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UIManager.OpenPanel(UIName.CompoundSelectListPopup,openThisPanel,materialState,i,curSelectSoulPrint)
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end)
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Util.AddLongPressClick(needSoulPrint[i], function()
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if materialState[i].state then
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UIManager.OpenPanel(UIName.SoulPrintPopUp,0,nil,materialState[i].equipSignConFig.Id,nil,nil)
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end
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end, 0.5)
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end
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Util.AddClick(this.compoundSoulPrintBtn, function()
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UIManager.OpenPanel(UIName.SoulPrintPopUp,0,nil,curSelectSoulPrint.Id,nil,nil)
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end)
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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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local sortingOrder = 0
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function this:OnSortingOrderChange(_sortingOrder)
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sortingOrder = _sortingOrder
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for i, v in pairs(allGo) do
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Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
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end
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end
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function this:OnShow(_openThisPanel)
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curSelectSoulPrint = {}
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this.OnShowData()
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this.StartCompoundSoulPrint(curSelectSoulPrint, true)
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openThisPanel = _openThisPanel
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end
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function this.OnShowData()
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local allDatas = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.EquipConfig,"Position",5,"Quality",7)
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soulPrintDatas = {}
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for i = 1, #allDatas do
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if allDatas[i].Formula then
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table.insert(soulPrintDatas,allDatas[i])
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end
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end
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curSelectSoulPrint = soulPrintDatas[1]
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this.ScrollView:SetData(soulPrintDatas, function (index, go)
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this.SingleItemDataShow(go, soulPrintDatas[index])
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end)
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-- this.ScrollView:ForeachItemGO(function(index, go)
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-- Timer.New(function()
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-- go.gameObject:SetActive(true)
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-- PlayUIAnim(go.gameObject)
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-- end, 0.001 * (index - 1)):Start()
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-- end)
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end
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function this.ShowGoldNum(equipSign)
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for i = 1, #needGold do
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needGold[i]:SetActive(false)
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end
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for i = 1, #equipSign.Resource do
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if needGold[i] then
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needGold[i]:SetActive(true)
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Util.GetGameObject(needGold[i],"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,equipSign.Resource[i][1]).ResourceID))
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if equipSign.Resource[1][2] > BagManager.GetItemCountById(equipSign.Resource[1][1]) then
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materidaIsCan = false
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needGold[i]:GetComponent("Text").text = PrintWanNum2(equipSign.Resource[i][2])--string.format("<color=#FF0011>%s</color>", equipSign.Resource[i][2])
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else
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materidaIsCan = true
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needGold[i]:GetComponent("Text").text =PrintWanNum2(equipSign.Resource[i][2])--string.format("<color=#FCF5D3FF>%s</color>", equipSign.Resource[i][2])
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end
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end
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end
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end
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function this.ShowTitleEquipData(_go,equipSign,index)
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if not _go and index then _go = needSoulPrint[index] end
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local ishaveData = false
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if equipSign then ishaveData = true end
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Util.GetGameObject(_go.transform,"frame"):SetActive(ishaveData)
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--Util.GetGameObject(_go.transform,"icon"):SetActive(ishaveData)
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Util.GetGameObject(_go.transform,"circleFrameBg"):SetActive(ishaveData)
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Util.GetGameObject(_go.transform,"name"):SetActive(false)
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if equipSign then
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(equipSign.Quality))
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Util.GetGameObject(_go.transform,"circleFrameBg/Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[equipSign.Id].ResourceID))
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Util.GetGameObject(_go.transform,"circleFrameBg/circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[equipSign.Id].Quantity].circle)
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Util.GetGameObject(_go.transform,"circleFrameBg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[equipSign.Id].Quantity].circleBg2)
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Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text = GetLanguageStrById(equipSign.Name)
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if index then
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materialState[index] = {state = true,equipSignConFig = equipSign}
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end
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else
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if index then
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Util.GetGameObject(_go.transform,"addImage"):SetActive(not ishaveData)
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materialState[index] = {state = false,equipSignConFig = {}}
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end
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end
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end
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function this.SingleItemDataShow(_go,_curequipSign)
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if not allGo[_go] then
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allGo[_go] = _go
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Util.AddParticleSortLayer(_go, sortingOrder)
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end
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local curequipSign = _curequipSign
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(curequipSign.Quality))
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--Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID))
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Util.GetGameObject(_go.transform,"circleFrameBg/Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID))
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Util.GetGameObject(_go.transform,"circleFrameBg/circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circle)
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Util.GetGameObject(_go.transform,"circleFrameBg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circleBg2)
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Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text= SubString2(string.gsub(GetLanguageStrById(curequipSign.Name),Language[11520],""),6);--curequipSign.Name
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Util.GetGameObject(_go.transform, "UI_effect_WuCai_Kuang"):SetActive(curequipSign.Quality == 7)
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local choosed =Util.GetGameObject(_go.transform, "choosed")
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choosed:SetActive(curSelectSoulPrint.Id == curequipSign.Id)
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--local redPoint = Util.GetGameObject(_go.transform,"redPoint")
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Util.GetGameObject(_go.transform,"redPoint"):SetActive(false)
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if curSelectSoulPrint.Id == curequipSign.Id then
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curSelectGO = _go
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end
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Util.AddOnceClick(Util.GetGameObject(_go.transform,"frame"), function()
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if curSelectSoulPrint.Id == curequipSign.Id then
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return
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else
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curSelectSoulPrint = curequipSign
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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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this.StartCompoundSoulPrint(curequipSign, false)
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end
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end)
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end
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function this.StartCompoundSoulPrint(curequipSign, isClearSelect)
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this.ShowTitleEquipData(this.compoundSoulPrint, curequipSign)
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this.ShowGoldNum(curequipSign)
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if isClearSelect then
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materialState = {}
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for i = 1, 3 do
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this.ShowTitleEquipData(needSoulPrint[i],nil,i)
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end
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end
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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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for i = 1, #materialState do
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if materialState[i].state == false then
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PopupTipPanel.ShowTip(Language[10395])
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return
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end
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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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local matialSoulPrintids = {}
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--LogError("curSelectSoulPrint.Id "..curSelectSoulPrint.Id)
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for i = 1, #materialState do
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table.insert(matialSoulPrintids,materialState[i].equipSignConFig.Id)
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--LogError("materialState[i].equipSignConFig.Id "..i.." "..materialState[i].equipSignConFig.Id)
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end
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NetManager.ComplexSoulPrintRequest(curSelectSoulPrint.Id,matialSoulPrintids,function(msg)
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-- SoundManager.PlaySound(SoundConfig.UI_Duanzao)
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SoundManager.PlaySound(SoundConfig.UI_Baoqi)
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--删除魂印
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
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this.StartCompoundSoulPrint(curSelectSoulPrint, true)
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end)
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end)
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end
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function this.AutoSelectSoulPrint()
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this.StartCompoundSoulPrint(curSelectSoulPrint, true)
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--local isShowUpHero = SoulPrintManager.GetIsShowUpHeroSoulPrintPlayerPrefs()
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local datas = SoulPrintManager.GetAllSoulPrint(false,nil)
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--LogError("datas "..#datas)
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local curBagSoulPrintDatas = {}
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for i = 1, #datas do
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--LogError("datas[i].id "..datas[i].id)
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--LogError("curSelectSoulPrint.Formula[1] "..curSelectSoulPrint.Formula[1][1])
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if equipSign[datas[i].id].Quality == curSelectSoulPrint.Formula[1][1] then
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table.insert(curBagSoulPrintDatas,datas[i])
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end
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end
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--LogError("#curBagSoulPrintDatas "..#curBagSoulPrintDatas)
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table.sort(curBagSoulPrintDatas, function(a,b) return equipSign[a.id].Quality < equipSign[b.id].Quality end)
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for i = 1, 3 do
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if curBagSoulPrintDatas[i] then
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this.ShowTitleEquipData(needSoulPrint[i],equipSign[curBagSoulPrintDatas[i].id],i)
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end
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end
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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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this.spLoader:Destroy()
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allGo = {}
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end
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return this |