482 lines
21 KiB
Lua
482 lines
21 KiB
Lua
require("Base/BasePanel")
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local FaLingSingleShowPopup = Inherit(BasePanel)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
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local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
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local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen)
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local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp)
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local suitConFig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
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local _BaseProList = {}--基础属性对象
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local _superProList = {}--白金属性对象
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local _costProList = {} --护佑对象
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local equipConfigData
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local lv=0
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local typeToUpdate = {
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[2] = 2,--已穿戴->卸载单件
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[3] = 1,--未穿戴->穿单件
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[4] = 3,--未穿戴->替换单件
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}
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--初始化组件(用于子类重写)
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function FaLingSingleShowPopup:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.mask = Util.GetGameObject(self.transform, "mask")
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self.content = Util.GetGameObject(self.transform, "Content")
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--装备详情--topBar
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self.topBar = Util.GetGameObject(self.transform, "Content/topBar")
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self.eqiopName = Util.GetGameObject(self.topBar, "name"):GetComponent("Text")
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self.UI_effect_WuCai_Kuang = Util.GetGameObject(self.topBar, "UI_effect_WuCai_Kuang")
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self.c_ui_qinyan_duan = Util.GetGameObject(self.topBar, "c_ui_qinyan_duan")
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self.icon = Util.GetGameObject(self.topBar, "icon"):GetComponent("Image")
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self.frame = Util.GetGameObject(self.topBar, "frame"):GetComponent("Image")
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self.equipType=Util.GetGameObject(self.topBar, "equipType"):GetComponent("Text")
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self.equipQuaText=Util.GetGameObject(self.topBar, "equipQuaText"):GetComponent("Text")
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self.equipInfoText=Util.GetGameObject(self.topBar, "equipInfoText"):GetComponent("Text")
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self.powerNum=Util.GetGameObject(self.topBar, "powerNum"):GetComponent("Text")
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self.star=Util.GetGameObject(self.topBar, "star")
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self.powerNumUpDown = Util.GetGameObject(self.topBar, "powerUPorDown"):GetComponent("Image")
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self.effectbaijin = Util.GetGameObject(self.topBar, "fx_zhuangbeijiemian")
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self.hLv = Util.GetGameObject(self.topBar, "hLv"):GetComponent("Text")--家园摘星阁强化
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self.hProLv = Util.GetGameObject(self.topBar, "hProLv"):GetComponent("Text")--家园摘星阁突破
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--装备属性--midBar
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--basePro
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self.midBar = Util.GetGameObject(self.transform, "Content/midBar")
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self.basePro = Util.GetGameObject(self.midBar, "basePro")
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self.baseProName = Util.GetGameObject(self.basePro, "PropertyName"):GetComponent("Text")
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self.baseProGrid = Util.GetGameObject(self.basePro, "grid")
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self.baseProPre = Util.GetGameObject(self.basePro, "grid/curProName")
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self.baseProPre:SetActive(false)
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--superPro
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self.superPro = Util.GetGameObject(self.midBar, "superPro")
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self.superTitle = Util.GetGameObject(self.midBar, "superPro/Image/PropertyName"):GetComponent("Text")
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self.superTitle.text="法宝天赋"
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self.superProGrid = Util.GetGameObject(self.superPro, "proGrid")
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self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc")
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self.superProPre:SetActive(false)
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--costpro
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self.costPro = Util.GetGameObject(self.midBar, "costPro")
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self.costTitle = Util.GetGameObject(self.midBar, "costPro/Image/PropertyName"):GetComponent("Text")
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self.costTitle.text="护佑"
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self.addTxt = Util.GetGameObject(self.costPro, "addTxt"):GetComponent("Text")
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self.costProGrid = Util.GetGameObject(self.costPro, "proGrid")
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self.costProPre = Util.GetGameObject(self.costPro, "proGrid/item")
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self.costProPre:SetActive(false)
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--分解按钮--btmBar
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self.btmBar = Util.GetGameObject(self.transform, "Content/btmBar")
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self.howGet = Util.GetGameObject(self.btmBar, "howGet")
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self.btnGrid = Util.GetGameObject(self.btmBar, "btnGrid")
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self.btnStrong=Util.GetGameObject(self.btnGrid, "btnStrong")
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self.btnDown = Util.GetGameObject(self.btnGrid, "btnDown")
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self.btnAdd = Util.GetGameObject(self.btnGrid, "btnAdd")
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self.btnStrongRed=Util.GetGameObject(self.btnGrid, "btnStrong/redPoint")
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--装备获取途径--btmBar
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self.canGetPre = Util.GetGameObject(self.btmBar, "scroll/canGetPre")
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self.canGetGrid = Util.GetGameObject(self.btmBar, "scroll")
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self.canGetScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.canGetGrid.transform,self.canGetPre, nil,
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Vector2.New(self.canGetGrid.transform.rect.width, self.canGetGrid.transform.rect.height), 1, 1, Vector2.New(0, 0))
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self.canGetScrollView.moveTween.MomentumAmount = 1
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self.canGetScrollView.moveTween.Strength = 2
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self.canGetScrollView.elastic = false
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self.jumpViewList = {}
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end
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--绑定事件(用于子类重写)
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function FaLingSingleShowPopup:BindEvent()
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Util.AddClick(self.mask, 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(self.btnStrong, function()
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UIManager.OpenPanel(UIName.FaLingStrongPopup,self.equipData,self)
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end)
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Util.AddClick(self.btnAdd, function()
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NetManager.BaublesWearRequest(self.curHeroData.dynamicId,self.equipData.did,nil,function()
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self:ClosePanel()
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self.parent:ClosePanel()
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end)
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end)
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--卸下
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Util.AddClick(self.btnDown, function()
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NetManager.BaublesWearRequest(self.curHeroData.dynamicId,"",self.curHeroData.baublesId, function()
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HeroManager.SetHeroBaublesId(self.curHeroData.dynamicId,nil)
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self:ClosePanel()
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end)
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end)
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--替换
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Util.AddClick(self.btnSwitch, function()
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local equipIdList={}
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local equipDataList={}
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table.insert(equipIdList,tostring(self.equipData.id))
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table.insert(equipDataList,self.equipData)
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NetManager.EquipWearRequest(self.curHeroData.dynamicId,equipIdList ,1, function ()
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self:ClosePanel()
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self.parent.UpdateEquipPosHeroData(1,typeToUpdate[self.openType],equipDataList,self.nextEquip,self.position)
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end)
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end)
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end
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--道具 和 装备分解 发送请求后 回调
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function FaLingSingleShowPopup: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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if self.func then
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self.func()
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end
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self:ClosePanel()
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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 FaLingSingleShowPopup: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 FaLingSingleShowPopup:RemoveListener()
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end
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function FaLingSingleShowPopup:OnSortingOrderChange()
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Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
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SetParticleSortLayer(self.c_ui_qinyan_duan,self.sortingOrder + 1)
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SetParticleSortLayer(self.UI_effect_WuCai_Kuang,self.sortingOrder + 1)
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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 FaLingSingleShowPopup:OnOpen(_parent,_equipData,_openType,_isShowGet,_isShowGo,_curHeroData,_position,_targetEquipData,_func)
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if not _equipData then
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return
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end
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self.parent = _parent --父界面
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self.equipData = _equipData --当前装备数据
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self.openType = _openType --0不显示按钮、1背包、2已穿戴(显示卸下)、3未穿戴(显示穿戴)、4未穿戴(显示替换)、5自己或其他人穿戴(非装备界面但需要显示套装属性)
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self.howGet:SetActive(_isShowGet and true or false)--是否显示获取途径
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self.btnGrid:SetActive(self.openType ~= 0)
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self.curHeroData = _curHeroData --装备了该装备的英雄数据
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self.position = _position --装备的位置
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self.nextEquip = _targetEquipData--要替换的目标装备
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if _targetEquipData then
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LogGreen("Id:"..tostring(_equipData.id).." Id2:"..tostring(_targetEquipData.id))
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end
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self.isShowGo = _isShowGo and _isShowGo or false--是否显示跳转按钮
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self.func = _func
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end
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function FaLingSingleShowPopup:SetBtns()
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self.btnDown:SetActive(self.openType == 2)
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self.btnStrong:SetActive(self.openType==2)
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self.btnAdd:SetActive(self.openType ==3)
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end
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function FaLingSingleShowPopup:OnShow()
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--上部装备基础信息
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Log("装备id:"..tostring(self.equipData.staticId).." openType:"..tostring(self.openType))
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self:SetBtns()
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lv=self.equipData.lv
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self.hLv.text=lv
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self.hLv.gameObject:SetActive(lv>0)
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self.btnStrongRed:SetActive(FaLingManager.CheckEquipStrongRedPoint(self.equipData.did))
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equipConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, self.equipData.staticId)
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local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig,self.equipData.staticId)
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local aaa=equipConfigData.Quantity
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self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("Bg_hz_beibao_pinjise_00"..aaa)
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self.equipQuaText.text= GetQuaStringByEquipQua(equipConfigData.Quantity) --GetStringByEquipQua(equipConfigData.Quantity,GetQuaStringByEquipQua(equipConfigData.Quantity))
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self.eqiopName.text= equipConfigData.Name --GetStringByEquipQua(equipConfigData.Quantity,GetLanguageStrById(equipConfigData.Name))
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self.c_ui_qinyan_duan:SetActive(equipConfigData.Quantity==8)
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self.UI_effect_WuCai_Kuang:SetActive(equipConfigData.Quantity==7)
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self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(equipConfigData.Quantity))
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self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfigData.ResourceID))
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self.equipInfoText.text=GetLanguageStrById(itemConfigData.ItemDescribe)
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if equipConfigData.ExhibitionScore and equipConfigData.ExhibitionScore>0 then
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self.powerNum.text=equipConfigData.ExhibitionScore
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else
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self.powerNum.text=EquipManager.CalculateWarForce(self.equipData.staticId)
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end
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self.equipType.text="法宝"
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--下部按钮信息
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self.effectbaijin:SetActive(equipConfigData.Quantity==7)
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Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
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if self.openType == 4 then
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self.powerNumUpDown.gameObject:SetActive(true)
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local Power = EquipManager.CalculateWarForce(self.equipData.id)
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local Power2 = EquipManager.CalculateWarForce(self.nextEquip.id)
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-- LogGreen("Id:"..tostring(self.equipData.id).." Power:"..tostring(Power).." Id2:"..tostring(self.equipData.id).." Power2:"..tostring(Power2))
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if(Power > Power2) then
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self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[1])
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elseif(Power < Power2)then
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self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[2])
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else
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self.powerNumUpDown.gameObject:SetActive(false)
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end
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else
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self.powerNumUpDown.gameObject:SetActive(false)
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end
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--护佑信息
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local addPro=nil
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if lv>= FaLingManager.GetBlessOpenLv() then
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addPro=FaLingManager.GetBlessEquipAddPro()*#self.equipData.bless/100 .. "%"
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self.addTxt.text="+"..addPro
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self.costPro:SetActive(true)
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local num=0
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for i = 1, FaLingManager.GetBlessEquipNum() do
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num = num + 1
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if not _costProList[num] then
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_costProList[num] = newObjToParent(self.costProPre, self.costProGrid)
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end
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_costProList[num].gameObject:SetActive(true)
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local go = _costProList[num]
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go.gameObject:SetActive(true)
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local add = Util.GetGameObject(go,"add")
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local itemObj=Util.GetGameObject(go,"grid")
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local red=Util.GetGameObject(go,"redPoint")
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local farme=Util.GetGameObject(go,"grid"):GetComponent("Image")
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local icon=Util.GetGameObject(go,"grid/icon"):GetComponent("Image")
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local name=Util.GetGameObject(go,"grid/Text"):GetComponent("Text")
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local lv=Util.GetGameObject(go,"grid/lv"):GetComponent("Text")
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LogError("self.equipData.bless len==="..#self.equipData.bless)
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if self.equipData.bless and self.equipData.bless[i] then
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itemObj:SetActive(true)
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local data=self.equipData.bless[i]
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if data then
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farme.sprite = self.spLoader:LoadSprite(data.frame)
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icon.sprite = self.spLoader:LoadSprite(data.icon)
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lv.text=data.lv
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add:SetActive(false)
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name.text=data.itemConfig.Name
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Util.AddClick(icon.gameObject,function()
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if self.openType~=2 then
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return
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end
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--UIManager.OpenPanel(UIName.FaLingSingleShowPopup,self,data,2,false,false)
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local sureFunc=function()
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NetManager.BaublesDownBlessRequest(self.equipData.did,{self.equipData.bless[i].did},function()
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LogError("刷新界面显示")
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self:OnShow()
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end)
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end
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local args={}
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args[1]="是否卸下当前护佑法宝?"
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args[2]="卸下"
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args[3]="取消"
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args[4]=sureFunc
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UIManager.OpenPanel(UIName.GMCommonConfirmPanel,args)
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end)
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end
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red:SetActive(false)
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else
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itemObj:SetActive(false)
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add:SetActive(true)
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red:SetActive(FaLingManager.CheckEquipBlessRedPoint(self.equipData.did))
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end
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Util.AddClick(add,function()
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if self.openType~=2 then
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return
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end
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local list=FaLingManager.GetCanBlessEquipList()
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local curSelectList={}
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UIManager.OpenPanel(UIName.FaLingListPanel,list,self,curSelectList,self.curHeroData,2)
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end)
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end
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else
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self.costPro:SetActive(false)
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end
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--basePro基础属性
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local talismana=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",self.equipData.staticId,"Level",lv)
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if talismana and talismana.Property then
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self.basePro:SetActive(true)
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for _, pro in ipairs(_BaseProList) do
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pro:SetActive(false)
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end
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local num = 0
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for i=1,#talismana.Property do
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local prop=talismana.Property[i]
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if tonumber(prop[1])~=nil then
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local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop[1])
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if proConfigData then
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num = num + 1
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--基础属性
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if not _BaseProList[num] then
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_BaseProList[num] = newObjToParent(self.baseProPre, self.baseProGrid)
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end
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_BaseProList[num]:SetActive(true)
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_BaseProList[num]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
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local vText = Util.GetGameObject(_BaseProList[num], "curProVale"):GetComponent("Text")
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local addTxt=Util.GetGameObject(_BaseProList[num], "addVale"):GetComponent("Text")
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-- Util.GetGameObject(vText.gameObject, "homeValue"):GetComponent("Text").text = ""--摘星阁加持文字显示位置
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if prop[2] > 0 then
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vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])
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else
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vText.text = GetPropertyFormatStr(proConfigData.Style, prop[2])
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end
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if #self.equipData.bless>0 then
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addTxt.gameObject:SetActive(true)
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addTxt.text="("..addPro..")"
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else
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addTxt.gameObject:SetActive(false)
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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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self.basePro:SetActive(false)
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end
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local star=talismana.Star
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if star>0 then
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self.star:SetActive(true)
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local starType=1
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local starSize=nil
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starType=3
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star=star+11
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starSize = Vector2.New(1,-13)
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--starScale = 0
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SetHeroStars(self.spLoader,self.star, star,starType,starSize,starScale)
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Util.SetParticleSortLayer(self.star, self.sortingOrder + 3)
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else
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self.star:SetActive(false)
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end
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--技能显示
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local lvList=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.EquipTalismana,"TalismanaId",self.equipData.staticId)
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local skillList={}
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local curStar=0
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for i=1,#lvList do
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if lvList[i].ShowSkill and #lvList[i].ShowSkill>0 and tonumber(lvList[i].ShowSkill[1])~=nil then
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LogError("lvList[i].id======"..lvList[i].ShowSkill[3])
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local skillData={}
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skillData.id=lvList[i].ShowSkill[3]
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skillData.state=0
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skillData.des=passiveSkillConfig[skillData.id].Desc
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skillData.openLv =lvList[i].Level
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local type=lvList[i].ShowSkill[1]
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if type==0 then
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if lv>=lvList[i].Level then
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skillData.state=1
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end
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elseif type==1 then
|
||
if lv>=lvList[i].Level and self.curHeroData and self.curHeroData.heroConfig.Profession==lvList[i].ShowSkill[2] then
|
||
skillData.state=1
|
||
end
|
||
skillData.des=skillData.des.."(".. ProfessionType[lvList[i].ShowSkill[2]].."职业专属".. ")"
|
||
elseif type==2 then
|
||
if lv>=lvList[i].Level and self.curHeroData and self.curHeroData.staticId==lvList[i].ShowSkill[2] then
|
||
skillData.state=1
|
||
end
|
||
skillData.des=skillData.des.."(".. heroConfig[lvList[i].ShowSkill[2]].ReadingName .."专属".. ")"
|
||
end
|
||
table.insert(skillList,skillData)
|
||
end
|
||
|
||
end
|
||
if #skillList>0 then
|
||
self.superPro:SetActive(true)
|
||
--if curGoldSuitConFig then
|
||
local goldSuiteSkill = skillList
|
||
local num=0
|
||
--LogError("curGoldSuitConFig.id======"..curGoldSuitConFig.Id.." curGoldSuitConFig skill len=="..#curGoldSuitConFig.SuiteSkill)
|
||
for i = 1, #goldSuiteSkill do
|
||
num = num + 1
|
||
if not _superProList[num] then
|
||
_superProList[num] = newObjToParent(self.superProPre, self.superProGrid)
|
||
end
|
||
_superProList[num].gameObject:SetActive(true)
|
||
local go = _superProList[num]
|
||
go.gameObject:SetActive(true)
|
||
|
||
local info = go:GetComponent("Text")
|
||
local skillData=goldSuiteSkill[i]
|
||
if skillData.state==1 then
|
||
info.text = string.format("<color=#00ff66>%s</color>","["..skillData.openLv.."级开启]:"..GetLanguageStrById(skillData.des))
|
||
else
|
||
info.text = string.format("<color=#574141>%s</color>","["..skillData.openLv.."级开启]:"..GetLanguageStrById(skillData.des))
|
||
end
|
||
end
|
||
-- end
|
||
else
|
||
self.superPro:SetActive(false)
|
||
end
|
||
|
||
|
||
|
||
|
||
--获取途径
|
||
if self.jumpViewList and #self.jumpViewList > 0 then
|
||
for i = 1,#self.jumpViewList do
|
||
SubUIManager.Close(self.jumpViewList[i])
|
||
end
|
||
end
|
||
local curitemData = itemConfig[tonumber(self.equipData.id)]
|
||
if curitemData and curitemData.Jump then
|
||
if curitemData.Jump and #curitemData.Jump>0 then
|
||
self.canGetScrollView:SetData(curitemData.Jump,function (index, item)
|
||
local tempView = nil
|
||
if self.isShowGo then
|
||
tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],true)
|
||
else
|
||
tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],false)
|
||
end
|
||
table.insert(self.jumpViewList,tempView)
|
||
end,true,true)
|
||
end
|
||
end
|
||
|
||
|
||
--(此处需要三遍才能完全打开)
|
||
ForceRebuildLayout(self.midBar.transform)
|
||
ForceRebuildLayout(self.midBar.transform)
|
||
ForceRebuildLayout(self.midBar.transform)
|
||
|
||
if self.func then
|
||
self.func()
|
||
end
|
||
end
|
||
|
||
--界面关闭时调用(用于子类重写)
|
||
function FaLingSingleShowPopup:OnClose()
|
||
for i = 1, #self.jumpViewList do
|
||
destroy(self.jumpViewList[i].gameObject)
|
||
end
|
||
end
|
||
|
||
--界面销毁时调用(用于子类重写)
|
||
function FaLingSingleShowPopup:OnDestroy()
|
||
self.spLoader:Destroy()
|
||
_BaseProList = {}
|
||
_superProList = {}
|
||
_costProList = {}
|
||
self.jumpViewList = {}
|
||
end
|
||
|
||
return FaLingSingleShowPopup |