265 lines
11 KiB
Lua
265 lines
11 KiB
Lua
require("Base/BasePanel")
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RewardItemSingleShowPopup = Inherit(BasePanel)
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local this = RewardItemSingleShowPopup
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local JumpConfig = ConfigManager.GetConfig(ConfigName.JumpConfig)
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local itemSid
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local heroBackData
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local itemConfigData
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local itemNu = 0
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local func
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local armorType = 0
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local lanTuData = {}
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local isBagPanel = false
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--初始化组件(用于子类重写)
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function RewardItemSingleShowPopup:InitComponent()
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this.itemName = Util.GetGameObject(self.transform, "bg/name"):GetComponent("Text")
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this.BtnBack = Util.GetGameObject(self.transform, "bg/btnBack")
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this.icon = Util.GetGameObject(self.transform, "bg/armorInfo/frame/icon"):GetComponent("Image")
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this.frameMask = Util.GetGameObject(self.transform, "bg/armorInfo/frameMask")
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this.frame = Util.GetGameObject(self.transform, "bg/armorInfo/frame")
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this.pokemonFrame = Util.GetGameObject(self.transform, "bg/armorInfo/pokemonFrame")
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this.pokemonImage = Util.GetGameObject(self.transform, "bg/armorInfo/pokemonFrame/pokemonImage"):GetComponent("Image")
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this.armorType = Util.GetGameObject(self.transform, "bg/armorInfo/armorType"):GetComponent("Text")
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this.armorLanTuNum = Util.GetGameObject(self.transform, "armorInfo/armorLanTuNum")
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this.armorInfo = Util.GetGameObject(self.transform, "bg/armorInfo/armorInfo"):GetComponent("Text")
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this.equipOtherProPre = Util.GetGameObject(self.transform, "getTuPre")
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this.equipProGrid = Util.GetGameObject(self.transform, "bg/scroll/grid")
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this.btnJump = Util.GetGameObject(self.transform, "bg/btnGrid/btnJump")
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this.btnSure = Util.GetGameObject(self.transform, "bg/btnGrid/btnSure")
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this.btnSureText = Util.GetGameObject(this.btnSure.transform, "Text"):GetComponent("Text")
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this.equipQuaText = Util.GetGameObject(self.transform, "bg/armorInfo/equipQuaText"):GetComponent("Text")
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this.innateImage=Util.GetGameObject(self.transform, "bg/armorInfo/innateImage")
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this.fragmentIcon=Util.GetGameObject(self.transform, "bg/armorInfo/fragmentIcon")
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this.innateText=Util.GetGameObject(self.transform, "bg/armorInfo/innateImage/Text"):GetComponent("Text")
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end
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--绑定事件(用于子类重写)
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function RewardItemSingleShowPopup: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.btnSure, function()
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if itemConfigData.ItemType == ItemType.HeroDebris then
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if BagManager.GetItemCountById(itemSid) >= BagManager.bagDatas[itemSid].itemConfig.UsePerCount then
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local _itemData = BagManager.bagDatas[itemSid]
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UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
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func()
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end)
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else
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PopupTipPanel.ShowTip(Language[11592])
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end
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elseif itemConfigData.ItemType == ItemType.Blueprint then
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if lanTuData and lanTuData[1] == true then
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local _itemData = BagManager.bagDatas[itemSid]
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UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
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func()
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end)
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elseif lanTuData and lanTuData[1] == false and lanTuData[2] > 0 then
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NetManager.GetWorkShopAvtiveLanTuRequest(lanTuData[2], 2, function()
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--刷新工坊解锁蓝图数据
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this.DeleteActiveLanTuData()
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end)
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end
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elseif itemConfigData.ItemType == ItemType.Box then
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local _itemData = BagManager.bagDatas[itemSid]
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if itemConfig[itemSid].UseType ~= 2 then
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-- UIManager.OpenPanel(UIName.RewardBoxPanel,_itemData)
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-- else
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UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 4, _itemData, function()
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func()
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end)
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end
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elseif itemConfigData.ItemType == ItemType.ChangeName then
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UIManager.OpenPanel(UIName.CreateNamePopup)
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else
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local _itemData = BagManager.bagDatas[itemSid]
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UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
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func()
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end)
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end
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end)
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Util.AddClick(this.btnJump, function()
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if itemConfigData then
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JumpManager.GoJump(itemConfigData.Jump)
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end
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end)
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end
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--扣除解锁蓝图材料 并数据
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function this.DeleteActiveLanTuData()
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PopupTipPanel.ShowTip(Language[11593] .. itemConfigData.Name)
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if lanTuData and lanTuData[1] == false and lanTuData[2] > 0 then
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WorkShopManager.UpdataWorkShopLanTuActiveState(2, lanTuData[2], itemConfigData.Id)--
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end
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--改为后端刷新了
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--if itemConfigData then
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-- BagManager.UpdateItemsNum(itemConfigData.Id, 1)
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--end
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if func then
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func()
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end
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this: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 RewardItemSingleShowPopup: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 RewardItemSingleShowPopup: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 RewardItemSingleShowPopup:OnOpen(...)
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isBagPanel = BagManager.isBagPanel
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itemNu = 0
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local data = { ... }
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itemSid = data[1]
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itemConfigData = ConfigManager.GetConfigData(ConfigName.ItemConfig, itemSid)
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this.isRewardItemPop=data[3]
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if data[2] then
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func = data[2]
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end
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end
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function RewardItemSingleShowPopup:OnShow()
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this.innateImage:SetActive(false)
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this.fragmentIcon:SetActive(false)
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--判断自选宝箱界面是否开启
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local isBoxOpen = UIManager.IsOpen(314)
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if isBagPanel and isBoxOpen then
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this.btnSure:SetActive(false)
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elseif isBagPanel and itemConfigData.IfResolve == 1 and func then--是否可分解
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this.btnSure:SetActive(true)
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elseif isBagPanel and itemConfigData.ItemType == 2 and func then--是否是碎片可合成
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this.btnSureText.text = Language[10210]
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this.btnSure:SetActive(true)
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elseif isBagPanel and itemConfigData.ItemType == 10 and func then--是否宝箱可使用
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this.btnSure:SetActive(true)
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this.btnSureText.text = Language[10212]
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elseif isBagPanel and itemConfigData.ItemType == 12 and func then-- 改名卡
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this.btnSure:SetActive(true)
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this.btnSureText.text = Language[10212]
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else
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this.btnSure:SetActive(false)
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this.btnSureText.text = Language[10214]
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end
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this.btnJump:SetActive(itemConfigData.UseJump and itemConfigData.UseJump > 0 and isBagPanel)
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Log("itemConfigData.Id " .. itemConfigData.Id)
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this.equipQuaText.text = GetStringByEquipQua(itemConfigData.Quantity, GetQuaStringByEquipQua(itemConfigData.Quantity))
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this.itemName.text = GetStringByEquipQua(itemConfigData.Quantity, itemConfigData.Name)
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if itemConfigData.ItemType==4 then --妖魂
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this.pokemonFrame:SetActive(true)
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this.frame:SetActive(false)
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this.pokemonFrame:GetComponent("Image").sprite = Util.LoadSprite(YaoHunFrame[itemConfigData.Quantity])
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this.pokemonImage.sprite = Util.LoadSprite(GetResourcePath(itemConfigData.ResourceID))
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else
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this.frame:SetActive(true)
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this.pokemonFrame:SetActive(false)
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this.frame:GetComponent("Image").sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfigData.Quantity))
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this.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfigData.ResourceID))
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end
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this.armorType.text = Language[11594]
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--itemNu=BagManager.GetItemCountById(curWorkShopData.workShopData.OpenRules[2])
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this.armorLanTuNum:SetActive(true)
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this.armorLanTuNum:GetComponent("Text").text = Language[11595] .. BagManager.GetItemCountById(itemSid)
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this.armorInfo.text = string.gsub(itemConfigData.ItemDescribe, "\\n", "")
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this.frameMask:SetActive(false)
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if itemConfigData.ItemType == 2 then
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this.frameMask:SetActive(true)
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this.frameMask:GetComponent("Image").sprite = Util.LoadSprite(GetHeroChipQuantityImageByquality(itemConfigData.Quantity))
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local propertyName=itemConfig[itemConfigData.Id].PropertyName
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if(propertyName~=0) then
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this.fragmentIcon:SetActive(true)
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this.fragmentIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName))
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end
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end
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if itemConfigData.ItemType == 9 then
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if itemConfigData.RingLevel > 0 then
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this.innateImage:SetActive(true)
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this.innateText.text = "+" .. itemConfigData.RingLevel
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else
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this.innateImage:SetActive(false)
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this.innateText.text = ""
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end
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end
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--装备获得途径
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Util.ClearChild(this.equipProGrid.transform)
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if itemConfigData and itemConfigData.Jump then
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if itemConfigData.Jump and #itemConfigData.Jump>0 then
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local jumpSortData = {}
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local isLevel = false
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for i = 1, #itemConfigData.Jump do--为关卡跳转做的排序数据
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local jumpData = {}
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jumpData.id = itemConfigData.Jump[i]
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jumpData.data = JumpConfig[itemConfigData.Jump[i]]
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--jumpData.state = 0
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LogGreen("itemConfigData.Jump[i] "..itemConfigData.Jump[i])
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if jumpData.data.Type == JumpType.Level then--关卡按钮特殊处理
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isLevel = true
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--local state = FightPointPassManager.IsFightPointPass(jumpData.data.Skipfactor[1])
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--if state then
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-- jumpData.state = 2
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--else
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-- jumpData.state = 1
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--end
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end
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table.insert(jumpSortData,jumpData)
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end
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--if isLevel then this.JumpSort(jumpSortData) end
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for i = 1, #jumpSortData do
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if jumpSortData[i].id > 0 then
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if(this.isRewardItemPop==true) then
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SubUIManager.Open(SubUIConfig.JumpView, this.equipProGrid.transform, jumpSortData[i].id,false)
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else
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SubUIManager.Open(SubUIConfig.JumpView, this.equipProGrid.transform, jumpSortData[i].id,true)
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end
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end
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end
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end
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end
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end
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--为关卡跳转做的排序
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function this.JumpSort(jumps)
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table.sort(jumps, function(a, b)
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if a.state == b.state then
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if a.state == 2 and b.state == 2 then
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return a.data.SortId > b.data.SortId
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end
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else
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return a.state > b.state
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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 this.SendBackResolveReCallBack(drop, curResolveAllItemList)
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1)
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--改为后端刷新了
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--BagManager.UpdateItemsNum(itemConfigData.Id, 1)
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if func then
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func()
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end
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this:ClosePanel()
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end
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--界面关闭时调用(用于子类重写)
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function RewardItemSingleShowPopup:OnClose()
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--if func then
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-- func()
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--end
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end
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--界面销毁时调用(用于子类重写)
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function RewardItemSingleShowPopup:OnDestroy()
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end
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return RewardItemSingleShowPopup |