miduo_client/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua

605 lines
25 KiB
Lua

require("Base/BasePanel")
EquipTreasureStrongPopup = Inherit(BasePanel)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
local this = EquipTreasureStrongPopup
local curEquipData
local haveTreasures = {}
local type
local isMatEnough = true
local matId = 0
local isMax = false
local isEnough = false
local curIndex
local datas
local isGongMing = false
--初始化组件(用于子类重写)
function EquipTreasureStrongPopup:InitComponent()
this.spLoader = SpriteLoader.New()
-- this.Image2 = Util.GetGameObject(self.transform, "bg/Image")
this.content = Util.GetGameObject(self.transform, "bg/content")
this.btnBack = Util.GetGameObject(this.content, "btnBack")
this.titleTxt = Util.GetGameObject(this.content, "name"):GetComponent("Text")
this.itemPre = Util.GetGameObject(this.content, "itemView")
this.firstScroll = Util.GetGameObject(this.content, "firstScroll")
this.secondScroll = Util.GetGameObject(this.content, "secondScroll")
this.properItemPre = Util.GetGameObject(this.content, "propertyPre")
this.propertyGrid = Util.GetGameObject(this.secondScroll, "grid")
this.costItemPre = Util.GetGameObject(this.content, "costItemPre")
this.costPreList = {}
this.costItemGrid = Util.GetGameObject(this.content, "costGrid")
this.hintTxt = Util.GetGameObject(this.content, "hintTxt"):GetComponent("Text")
this.btnGrid = Util.GetGameObject(this.content, "btnGrid")
this.btnRefine = Util.GetGameObject(this.btnGrid, "btnRefine")
this.btnRefineText = Util.GetGameObject(this.btnRefine, "Text"):GetComponent("Text")
this.btnStrong = Util.GetGameObject(this.btnGrid, "btnStrong")
this.btnStrongText = Util.GetGameObject(this.btnStrong, "Text"):GetComponent("Text")
this.btnShenying = Util.GetGameObject(this.btnGrid, "btnShenying")
this.btnShenyingText = Util.GetGameObject(this.btnShenying, "Text"):GetComponent("Text")
this.btn_strongPage = Util.GetGameObject(this.content, "btnList/btnStrong")
this.btn_refinePage = Util.GetGameObject(this.content, "btnList/btnRefine")
this.btn_shenyingPage = Util.GetGameObject(this.content, "btnList/btnShenying")
this.btn_strongPageRed = Util.GetGameObject(this.btn_strongPage, "red")
this.btn_refinePageRed = Util.GetGameObject(this.btn_refinePage, "red")
this.btn_shenyingPageRed = Util.GetGameObject(this.btn_shenyingPage, "red")
this.selectBtn = Util.GetGameObject(this.content, "btnList/selectBtn")
this.selectText = Util.GetGameObject(this.selectBtn, "Text"):GetComponent("Text")
this.treasureDatas = {}
this.treasureDatas2 = {}
this.costTreasureDatas = {}
this.properList = {}
this.properList[0] = {}
this.properList[0].go = this.properItemPre
this.properList[0].leftTxt = Util.GetGameObject(this.properItemPre, "leftTxt"):GetComponent("Text")
this.properList[0].rightTxt = Util.GetGameObject(this.properItemPre, "rightTxt"):GetComponent("Text")
local rootHight = this.firstScroll.transform.rect.height
local rootWidth = this.firstScroll.transform.rect.width
this.firstScrollCycleView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.firstScroll.transform, this.itemPre,
nil, Vector2.New(rootWidth, rootHight), 1, 5, Vector2.New(15, 50))
this.gongming = Util.GetGameObject(this.content, "gongming")
this.gongming.gameObject:SetActive(false)
this.select = Util.GetGameObject(this.content, "select")
end
--绑定事件(用于子类重写)
function EquipTreasureStrongPopup:BindEvent()
--关闭按钮
Util.AddClick(this.btnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
--强化页签
Util.AddClick(this.btn_strongPage, function()
if type == 1 then
return
end
this:SetWindShow(1, 0)
this:RefreshRedPoint(0, false)
end)
--精炼页签
Util.AddClick(this.btn_refinePage, function()
if type == 2 then
return
end
this:SetWindShow(2, 0)
this:RefreshRedPoint(0, false)
end)
--神应页签
Util.AddClick(this.btn_shenyingPage, function()
if type == 3 then
return
end
this:SetWindShow(3, 0)
this:RefreshRedPoint(0, false)
end)
--强化按钮
Util.AddClick(this.btnStrong, function()
if isGongMing then
return
end
--如果强化界面 强化到最高等级谈提示 精炼界面 就切界面
if type == 1 then
if isMax then
PopupTipPanel.ShowTip(Language[12652])
return
end
else
this:SetWindShow(1, 0)
return
end
--材料是否足够
if isMatEnough == false then
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, matId)
return
end
NetManager.EquipTreasureBuildRequest(curEquipData.idDyn, 1, nil, function(msg)
EquipTreasureManager.ChangeTreasureLv(curEquipData.idDyn, type)
this.treasureDatas[curIndex]:OnOpen(false, { curEquipData.id, 0 }, 1, false, false, false, 0,
curEquipData.idDyn)
this:SetWindShow(type, 0)
this:RefreshRedPoint(0, true)
if isMax then
PopupTipPanel.ShowTip(Language[12653])
else
--PopupTipPanel.ShowTip("强化成功")
end
local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id, curEquipData.lv - 1,
curEquipData.refineLv, curEquipData.treeLv)
local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id, curEquipData.lv,
curEquipData.refineLv, curEquipData.treeLv)
if oldWarPowerValue ~= newWarPowerValue then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,
{ oldValue = oldWarPowerValue, newValue = newWarPowerValue })
end
Game.GlobalEvent:DispatchEvent(GameEvent.Treasure.TreasureLvUp)
end)
end)
--精炼按钮
Util.AddClick(this.btnRefine, function()
--如果精炼界面 精炼到最高等级谈提示 否 强化界面 就切界面
if type == 2 then
if isMax then
PopupTipPanel.ShowTip(Language[12654])
return
end
else
this:SetWindShow(2, 0)
return
end
if isMatEnough == false then
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, matId)
return
end
local maters = {}
if curEquipData.refineConfig.JewelExpend then
for i = 1, #curEquipData.refineConfig.JewelExpend do
local id = curEquipData.refineConfig.JewelExpend[i]
local type = id[1]
local equips, num = EquipTreasureManager.GetEnoughRefineTreasure(type, curEquipData.idDyn)
local equipValue = {}
equipValue.equip = equips
equipValue.needNum = id[2]
haveTreasures[type] = equipValue
end
end
if haveTreasures then
for i, v in pairs(haveTreasures) do
local index = 1
if v.equip then
for i, value in pairs(v.equip) do
if #maters < v.needNum then
maters[index] = value.idDyn
index = index + 1
end
end
end
end
end
NetManager.EquipTreasureBuildRequest(curEquipData.idDyn, 2, maters, function(msg)
if maters then
for i = 1, #maters do
EquipTreasureManager.RemoveTreasureByIdDyn(maters[i])
end
end
EquipTreasureManager.ChangeTreasureLv(curEquipData.idDyn, type)
this:SetWindShow(type, 0)
this:RefreshRedPoint(0, true)
this.treasureDatas[curIndex]:OnOpen(false, { curEquipData.id, 0 }, 1, false, false, false, 0,
curEquipData.idDyn)
if isMax then
PopupTipPanel.ShowTip(Language[12655])
else
--PopupTipPanel.ShowTip("精炼成功")
end
local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id, curEquipData.lv,
curEquipData.refineLv - 1, curEquipData.treeLv)
local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id, curEquipData.lv,
curEquipData.refineLv, curEquipData.treeLv)
if oldWarPowerValue ~= newWarPowerValue then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,
{ oldValue = oldWarPowerValue, newValue = newWarPowerValue })
end
Game.GlobalEvent:DispatchEvent(GameEvent.Treasure.TreasureLvUp)
end)
return
end)
--神应升级按钮
Util.AddClick(this.btnShenying, function()
--材料是否足够
if isMatEnough == false then
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, matId)
return
end
if isMax then
PopupTipPanel.ShowTip(Language[11210])
return
end
NetManager.SendUpgradeGodTreeRequest(curEquipData.idDyn, 1, function(msg)
PopupTipPanel.ShowTip(Language[11503])
EquipTreasureManager.ChangeTreasureLv(curEquipData.idDyn, type)
Timer.New(function()
this:SetWindShow(type, 0)
end, 0.1):Start()
this.treasureDatas[curIndex]:OnOpen(false, { curEquipData.id, 0 }, 1, false, false, false, 0,
curEquipData.idDyn)
this:RefreshRedPoint(0.2, true)
local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBase(curEquipData.id, curEquipData.lv,
curEquipData.refineLv, curEquipData.treeLv - 1, curEquipData)
local newWarPowerValue = EquipTreasureManager.CalculateWarForceBase(curEquipData.id, curEquipData.lv,
curEquipData.refineLv, curEquipData.treeLv, curEquipData)
if oldWarPowerValue ~= newWarPowerValue then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,
{ oldValue = oldWarPowerValue, newValue = newWarPowerValue })
end
-- 宝物属性改变需要重新计算战斗力
HeroPropManager.SetDirtyByType(curEquipData.upHeroDid, Hero_Prop_Type.EquipTreasure)
-- EquipTreasureManager.SetTreasureDirty(curEquipData.idDyn, true)
Game.GlobalEvent:DispatchEvent(GameEvent.Treasure.TreasureLvUp)
end)
end)
end
function EquipTreasureStrongPopup:RefreshRedPoint(delta, isRefreshTabRed)
Timer.New(function()
for k, v in pairs(this.treasureDatas2) do
local redShow = HeroManager.CheckIsUpTreasure(v.data.idDyn, type)
v.red.gameObject:SetActive(redShow)
end
this.select.transform:SetParent(curIndex.transform)
this.select:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(-8.5, 5.04, 0)
if type == 1 then
this.selectText.text = Language[12135]
elseif type == 2 then
this.selectText.text = Language[12225]
else
this.selectText.text = Language[12656]
end
-- this.selectText.text = type == 1 and "强 化" or "精 炼"
this.select.transform.localScale = Vector3.one
this.select.gameObject:SetActive(true)
this.select.transform:SetSiblingIndex(1)
end, delta):Start()
if isRefreshTabRed then
local redDataStrong, redDataRefine, redDataShenying = false, false, false
for k, v in pairs(datas) do
if not redDataStrong then
redDataStrong = HeroManager.CheckIsUpTreasure(v.idDyn, 1)
end
if not redDataRefine then
redDataRefine = HeroManager.CheckIsUpTreasure(v.idDyn, 2)
end
if not redDataShenying then
redDataShenying = HeroManager.CheckIsUpTreasure(v.idDyn, 3)
end
end
this.btn_strongPageRed.gameObject:SetActive(redDataStrong)
this.btn_refinePageRed.gameObject:SetActive(redDataRefine)
this.btn_shenyingPageRed.gameObject:SetActive(redDataShenying)
end
end
--界面打开时调用(用于子类重写)
function EquipTreasureStrongPopup:OnOpen(...)
local args = { ... }
curEquipData = args[1]
type = args[2]
end
function EquipTreasureStrongPopup:OnShow()
datas = EquipTreasureManager.GetAllHeroEquipedTreasureData()
this.btn_shenyingPage:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.SACREDTREE))
this.formationInfo = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
table.sort(datas, function(a, b)
local aIsMainFormation = this:GetHeroIsMainFormation(a.upHeroDid)
local bIsMainFormation = this:GetHeroIsMainFormation(b.upHeroDid)
if aIsMainFormation and bIsMainFormation then
if a.upHeroDid ~= b.upHeroDid then
return aIsMainFormation.position < bIsMainFormation.position
else
return a.equipType < b.equipType
end
elseif not aIsMainFormation and not bIsMainFormation then
if a.quantity == b.quantity then
return a.id < b.id
else
return a.quantity > b.quantity
end
else
return aIsMainFormation
end
end)
this:ShowTopDataList(datas)
this:SetWindShow(type, 0.2)
this:RefreshRedPoint(0.5, true)
end
function EquipTreasureStrongPopup:GetHeroIsMainFormation(HeroId)
for k, v in ipairs(this.formationInfo.teamHeroInfos) do
if HeroId == v.heroId then
return v
end
end
return nil
end
function EquipTreasureStrongPopup:ShowTopDataList(list)
if not this.treasureDatas then
this.treasureDatas = {}
end
this.firstScrollCycleView:ForeachItemGO(function(index, go)
go.gameObject:SetActive(false)
end)
this.firstScrollCycleView:SetData(list, function(index, go)
this:SetScrollPre(go, list[index], index)
if not this.treasureDatas2[go] then
this.treasureDatas2[go] = {}
end
this.treasureDatas2[go].red = Util.GetGameObject(go, "red")
this.treasureDatas2[go].data = list[index]
end, false, false)
for i = 1, #list do
if list[i].idDyn == curEquipData.idDyn then
this.firstScrollCycleView:SetIndex(i)
break
end
end
end
function EquipTreasureStrongPopup:SetScrollPre(go, data, _index)
if data.idDyn == curEquipData.idDyn then
curIndex = go
end
local btn = Util.GetGameObject(go, "btn")
local name = Util.GetGameObject(go, "nameDi/Text")
go.gameObject:SetActive(true)
if not this.treasureDatas[go] then
this.treasureDatas[go] = SubUIManager.Open(SubUIConfig.ItemView, go.transform)
this.treasureDatas[go].transform:SetAsFirstSibling()
end
this.treasureDatas[go]:OnOpen(false, { data.id, 0 }, 1, false, false, false, 0, data.idDyn)
name:GetComponent("Text").text = SubString2(
GetLanguageStrById(HeroManager.GetSingleHeroData(data.upHeroDid).heroConfig.ReadingName), 8)
Util.AddOnceClick(btn, function()
if curEquipData.idDyn == data.idDyn then
return
end
this.select.transform:SetParent(go.transform)
this.select:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(-8.5, 5.04, 0)
this.select.gameObject:SetActive(true)
this.select.transform:SetSiblingIndex(1)
curEquipData = data
curIndex = go
this:SetWindShow(type, 0)
end)
end
--设置界面显示 1.强化 2.精炼 3.神应
function EquipTreasureStrongPopup:SetWindShow(_index)
haveTreasures = {}
type = _index
curEquipData = EquipTreasureManager.GetSingleEquipTreasreData(curEquipData.idDyn)
local items, propertyShow
if _index == 1 then
this.titleTxt.text = Language[12657]
this.btnRefine:SetActive(false)
this.btnStrong:SetActive(true)
this.btnShenying:SetActive(false)
this.SetBtnSelect(this.btn_strongPage)
isMax = curEquipData.lv == curEquipData.maxLv
this.properList[0].leftTxt.text = Language[12658]
if isMax then
this.properList[0].rightTxt.text = Language[10209]
this.btnStrong.gameObject:SetActive(false)
else
this.btnStrongText.text = Language[12135]
this.properList[0].rightTxt.text = string.format("%d/%d", curEquipData.lv + 1, curEquipData.maxLv)
end
propertyShow = EquipTreasureManager.GetCurrLvAndNextLvPropertyValue(1, curEquipData.levelPool, curEquipData.lv)
--显示消耗
items = HeroManager.GetCostItems(curEquipData.idDyn, curEquipData.strongConfig)
if curEquipData.quantity == 6 then
this.hintTxt.text = Language[12659]
else
this.hintTxt.text = Language[12660]
end
elseif _index == 2 then
this.titleTxt.text = Language[12661]
this.btnRefine:SetActive(true)
this.btnStrong:SetActive(false)
this.btnShenying:SetActive(false)
this.SetBtnSelect(this.btn_refinePage)
isMax = curEquipData.refineLv == curEquipData.maxRefineLv
this.properList[0].leftTxt.text = Language[12662]
if isMax then
this.properList[0].rightTxt.text = Language[10209]
this.btnRefine.gameObject:SetActive(false)
else
this.btnRefineText.text = Language[12225]
this.properList[0].rightTxt.text = string.format("%d/%s", curEquipData.refineLv + 1, curEquipData
.maxRefineLv)
end
propertyShow = EquipTreasureManager.GetCurrLvAndNextLvPropertyValue(2, curEquipData.refinePool,
curEquipData.refineLv)
items = HeroManager.GetCostItems(curEquipData.idDyn, curEquipData.refineConfig)
if curEquipData.quantity == 6 then
this.hintTxt.text = Language[12663]
else
this.hintTxt.text = Language[12664]
end
else
this.titleTxt.text = Language[12665]
this.btnRefine:SetActive(false)
this.btnStrong:SetActive(false)
this.btnShenying:SetActive(true)
this.SetBtnSelect(this.btn_shenyingPage)
isMax = curEquipData.treeLv >= curEquipData.maxTreeLv
this.properList[0].leftTxt.text = Language[12666] .. curEquipData.treeLv
if isMax then
this.properList[0].rightTxt.text = Language[10209]
this.btnRefine.gameObject:SetActive(false)
else
this.btnShenyingText.text = Language[11497]
this.properList[0].rightTxt.text = curEquipData.treeLv + 1
end
propertyShow = SacredTreeManager.GetPropText(curEquipData.treeLv, curEquipData.id)
if isMax then
this.hintTxt.text = Language[12667]
else
items = HeroManager.GetHoodTreeUpCost(curEquipData.treeLv)
end
end
isGongMing = false
--if HarmonyManager.IsInfo(curEquipData.upHeroDid) and HarmonyManager.GetSingleAdditions(index) ~= -1 and _index == 1 then
if HarmonyManager.IsInfo(curEquipData.upHeroDid) and _index == 1 then
isGongMing = true
this.hintTxt.text = Language[12668]
this.hintTxt.gameObject:SetActive(true)
-- this.Image2.gameObject:SetActive(false)
this.costItemGrid.gameObject:SetActive(false)
this.btnGrid.gameObject:SetActive(false)
else
this.hintTxt.gameObject:SetActive(isMax)
-- this.Image2.gameObject:SetActive(not isMax)
this.costItemGrid.gameObject:SetActive(not isMax)
this.btnGrid.gameObject:SetActive(not isMax)
end
this:SetPropertyShow(propertyShow)
this:CostShow(items)
end
function EquipTreasureStrongPopup:CostShow(items)
isMatEnough = true
if not this.costItemPreList then
this.costItemPreList = {}
end
--显示消耗物品
if items then
for i = 1, math.max(#items, #this.costItemPreList) do
if not items[i] then
this.costItemPreList[i].gameObject:SetActive(false)
this.costPreList[i].gameObject:SetActive(false)
else
if not this.costPreList[i] then
this.costPreList[i] = newObjToParent(this.costItemPre, this.costItemGrid)
end
if not this.costItemPreList[i] then
this.costItemPreList[i] = SubUIManager.Open(SubUIConfig.ItemView, this.costPreList[i].transform)
end
this.costPreList[i].gameObject:SetActive(true)
this.costItemPreList[i].gameObject:SetActive(true)
this.costItemPreList[i]:OnOpen(false, { items[i].id, 0 }, 0.8, true, false, false, 0)
if items[i].isEnough then
this.costItemPreList[i].name:GetComponent("Text").text = string.format(
"<color=#56C789><size=38>%s/%s</size></color>", PrintWanNum2(items[i].haveNum),
PrintWanNum2(items[i].needNum))
else
--如果材料不足默认弹第一个不足的材料tip
if isMatEnough then
isMatEnough = false
matId = items[i].id
end
this.costItemPreList[i].name:GetComponent("Text").text = string.format(
"<color=#E35553><size=38>%s/%s</size></color>", PrintWanNum2(items[i].haveNum),
PrintWanNum2(items[i].needNum))
end
end
end
else
this.costItemGrid.gameObject:SetActive(false)
end
end
--设置属性的显示
function EquipTreasureStrongPopup:SetPropertyShow(_infos)
if this.hintTxt.gameObject.activeInHierarchy then
-- this.properList[0].go.gameObject:SetActive(false)
this.propertyGrid.gameObject:SetActive(false)
return
end
this.propertyGrid.gameObject:SetActive(true)
if isGongMing then
for i = 0, #this.properList do
this.properList[i].go.gameObject:SetActive(false)
end
--this.gongming.gameObject:SetActive(true)
return
end
--this.gongming.gameObject:SetActive(false)
this.properList[0].go.gameObject:SetActive(true)
for i = 1, #this.properList do
this.properList[i].go.gameObject:SetActive(false)
end
local index = 1
for key, value in pairs(_infos) do
if not this.properList[index] then
this.properList[index] = {}
this.properList[index].go = newObjToParent(this.properItemPre, this.propertyGrid)
this.properList[index].leftTxt = Util.GetGameObject(this.properList[index].go, "leftTxt"):GetComponent(
"Text")
this.properList[index].rightTxt = Util.GetGameObject(this.properList[index].go, "rightTxt"):GetComponent(
"Text")
end
this.properList[index].go.gameObject:SetActive(true)
local proper = ConfigManager.GetConfigData(ConfigName.PropertyConfig, key)
if proper.Style == 1 then
this.properList[index].leftTxt.text = string.format("%s+%s", GetLanguageStrById(proper.Info), value
.currValue)
this.properList[index].rightTxt.text = isMax and Language[10209] or value.nextValue
else
this.properList[index].leftTxt.text = GetLanguageStrById(proper.Info) .. "+" .. value.currValue / 100 .. "%"
this.properList[index].rightTxt.text = isMax and Language[10209] or value.nextValue / 100 .. "%"
end
index = index + 1
end
LayoutRebuilder.ForceRebuildLayoutImmediate(this.secondScroll.transform)
end
--设置物体选中
function this.SetBtnSelect(_parObj)
this.selectBtn.transform:SetParent(_parObj.transform)
this.selectBtn.transform.localScale = Vector3.one
this.selectBtn.transform.localPosition = Vector3.zero
this.selectBtn.transform:SetSiblingIndex(1)
end
--界面关闭时调用(用于子类重写)
function EquipTreasureStrongPopup:OnClose()
isEnough = true
isMax = false
isMatEnough = false
haveTreasures = {}
matId = 0
end
--界面销毁时调用(用于子类重写)
function EquipTreasureStrongPopup:OnDestroy()
curEquipData = nil
type = 0
this.spLoader:Destroy()
Util.ClearChild(this.propertyGrid.transform)
this.properList = {}
for i = 1, #this.costItemPreList do
SubUIManager.Close(this.costItemPreList[i])
end
this.costItemPreList = {}
Util.ClearChild(this.costItemGrid.transform)
this.costPreList = {}
for k, v in pairs(this.treasureDatas) do
SubUIManager.Close(v)
end
this.treasureDatas = {}
SubUIManager.Close(this.firstScrollCycleView)
end
return EquipTreasureStrongPopup