miduo_client/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua

729 lines
33 KiB
Lua

require("Base/BasePanel")
BagPanel = Inherit(BasePanel)
local this = BagPanel
local sortIndex = 0
local sortIndexBtnGo
local tabs1 = {}
local tabs1RedPoint = {}
local itemData = {}
this.isFristOpen = true
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
local isFristOpenTime = Timer.New()
local orginLayer=0--层级
local list={}
--初始化组件(用于子类重写)
function BagPanel:InitComponent()
this.BtnBack = Util.GetGameObject(self.transform, "rightUp/btnBack")
for i = 0, 7 do
tabs1[i] = Util.GetGameObject(self.transform, "box/Btn" .. i)
tabs1RedPoint[i] = Util.GetGameObject(self.transform, "box/Btn" .. i .. "/redPoint")
end
--this.tabs1Go = Util.GetGameObject(self.transform, "Tabs1")
this.selectBtn1 = Util.GetGameObject(self.gameObject, "selectBtn")
this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
this.fenJieBtn = Util.GetGameObject(self.gameObject, "fenJieBtn")
this.itemNumText = Util.GetGameObject(self.gameObject, "itemNumText")
this.ItemView = Util.GetGameObject(self.gameObject, "ItemView")
this.ItemViewEffect = Util.GetGameObject(self.gameObject, "ItemView/GameObject/effects")
this.item = Util.GetGameObject(self.gameObject, "Item")
--this.itemEffect = Util.GetGameObject(self.gameObject, "Item/effects")
this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
this.Scrollbar = Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
this.isBagPanel = true
this.EffectOrginLayer = 0
this.mask = Util.GetGameObject(self.gameObject, "mask")
-- 嚣张的头像
this.level = Util.GetGameObject(self.gameObject, "LeftUp/headBox/lvFrame/lv"):GetComponent("Text")
this.playName = Util.GetGameObject(self.gameObject, "LeftUp/headBox/name"):GetComponent("Text")
this.expSliderValue = Util.GetGameObject(self.gameObject, "LeftUp/headBox/exp"):GetComponent("Slider")
this.headBox = Util.GetGameObject(self.gameObject, "LeftUp/headBox")
this.headPos = Util.GetGameObject(self.gameObject, "LeftUp/headBox/headpos")
this.headRedpot = Util.GetGameObject(self.gameObject, "LeftUp/headBox/redpot")
this.teamPower = Util.GetGameObject(self.gameObject, "LeftUp/powerBtn/value"):GetComponent("Text")
-- 特权
this.vipPrivilegeBtn = Util.GetGameObject(self.gameObject, "LeftUp/vipPrivilege/vipPrivilegeBtn")
this.vipLevelText = Util.GetGameObject(this.vipPrivilegeBtn, "bg/vip"):GetComponent("Image")
this.vipRedPoint = Util.GetGameObject(self.gameObject, "LeftUp/vipPrivilege/redPoint")
screenAdapte(this.vipPrivilegeBtn)
--无信息图片
this.noneImage=Util.GetGameObject(self.gameObject,"NoneImage")
end
--绑定事件(用于子类重写)
function BagPanel:BindEvent()
Util.AddClick(this.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
--UIManager.OpenPanel(UIName.MainPanel)
self:ClosePanel()
end)
for i = 0, 7 do
Util.AddClick(tabs1[i], function()
if this.isFristOpen == false then
if i == sortIndex then
sortIndex = 0
this:OnClickAllBtn()
else
sortIndex = i
this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
end
end
end)
end
Util.AddClick(this.fenJieBtn, function()
if sortIndex == ItemBaseType.Equip then
UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 2)--装备
elseif sortIndex == ItemBaseType.EquipTreasure then
UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 3)--宝器
elseif sortIndex == ItemBaseType.SoulPrint then
UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 4)--魂印
end
end)
-- 点击你的猪头
Util.AddClick(this.headBox, function ()
UIManager.OpenPanel(UIName.SettingPanel)
end)
Util.AddClick(this.vipPrivilegeBtn, function()
UIManager.OpenPanel(UIName.VipPanelV2)
end)
BindRedPointObject(RedPointType.Bag_HeroDebris, tabs1RedPoint[ItemBaseType.HeroChip])
BindRedPointObject(RedPointType.Bag_BoxAndBlueprint, tabs1RedPoint[ItemBaseType.Special])
BindRedPointObject(RedPointType.Setting, this.headRedpot)
BindRedPointObject(RedPointType.VipPrivilege, this.vipRedPoint)
end
function this.JumpOnClickTabBtn(_sortIndex)
sortIndex = _sortIndex
this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
end
function this:SetSelectBtn(_btn)
if _btn then
this.selectBtn1:SetActive(true)
--this.selectBtn1.transform.localPosition = _btn.transform.localPosition
this.selectBtn1.transform:SetParent(_btn.transform)
this.selectBtn1.transform.localPosition = Vector3.zero
Util.GetGameObject(this.selectBtn1.transform, "Text"):GetComponent("Text").text = Util.GetGameObject(_btn.transform, "Text"):GetComponent("Text").text
else
this.selectBtn1:SetActive(false)
end
this.fenJieBtn:SetActive(sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.EquipTreasure)--装备 法宝
this.itemNumText:SetActive(sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.EquipTreasure)--装备 法宝
end
--点击全部按钮
function this:OnClickAllBtn()
sortIndex = 0
this:SetSelectBtn(tabs1[sortIndex])
sortIndexBtnGo = tabs1[sortIndex]
itemData = {}
itemData = this.GetBagItemData()
local allEquipData = {}
allEquipData = EquipManager.GetAllEquipData2()
for i, v in pairs(allEquipData) do
table.insert(itemData, v)
end
local curAllEquipTreasure = EquipTreasureManager.GetAllTreasures()
for i = 1, #curAllEquipTreasure do
table.insert(itemData, curAllEquipTreasure[i])
end
--for i = 1, #allEquipData do
-- table.insert(itemData, allEquipData[i])
--end
--local allTalisman = TalismanManager.GetAllTalismanData(false, "0")
--for i = 1, #allTalisman do
-- table.insert(itemData, allTalisman[i])
--end
local soulPrintData = BagManager.GetAllSoulPrintData()
for i,v in ipairs(soulPrintData) do
table.insert(itemData, v)
end
this:SetItemData(itemData)
this.noneImage:SetActive(#itemData==0)
this.fenJieBtn:GetComponent("Button").enabled = not(#itemData==0)
end
function this.BagGoldChangeCallBackOnClickTabBtn()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
end
--点击装备按钮
function this.OnClickTabBtn(_index, _clickBtn)
sortIndexBtnGo = _clickBtn
itemData = {}
local itemNumText = this.itemNumText:GetComponent("Text")
this:SetSelectBtn(_clickBtn)
if _index == ItemBaseType.Equip then
local allEquipData = EquipManager.GetAllEquipData2()
itemNumText.text = Language[10188]..LengthOfTable(EquipManager.equipDatas).."/"..ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipNumlimit
for i, v in pairs(allEquipData) do
table.insert(itemData, v)
end
this:SetItemData(itemData)
elseif _index == 0 then
this:OnClickAllBtn()
elseif (_index == ItemBaseType.SoulPrint) then
--itemData = BagManager.GetBagItemDataByItemType(ItemBaseType.SoulPrint)
itemData = BagManager.GetAllSoulPrintData()
itemNumText.text = Language[10189]..#itemData.."/"..specialConfig[9].Value
this:SetItemData(itemData, ItemBaseType.SoulPrint)
elseif (_index == ItemBaseType.EquipTreasure) then
itemData = EquipTreasureManager.GetAllTreasures()
itemNumText.text = Language[10190]..LengthOfTable(itemData).."/"..specialConfig[10].Value
this:SetItemData(itemData)
else
itemData = BagManager.GetBagItemDataByItemType(_index)
this:SetItemData(itemData)
end
this.noneImage:SetActive(#itemData==0)
this.fenJieBtn:GetComponent("Button").enabled = not(#itemData==0)
end
--当魂印升级消耗时刷新背包数据
function this.OnRefreshSoulPanelBagData()
itemData = SoulPrintManager.soulPrintData
this:SetItemData(itemData, ItemBaseType.SoulPrint)
end
local orginLayer2
--设置背包列表数据
function this:SetItemData(_itemDatas)
list={}
this.ItemsSortData(_itemDatas)
if not this.ScrollView then
local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "scroll").transform,
this.ItemView, this.Scrollbar, Vector2.New(-v2.x * 2, -v2.y * 2), 1, 5, Vector2.New(40, 11))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 2
end
this.ScrollView:SetData(_itemDatas, function(index, go)
if this.isFristOpen then
go.gameObject:SetActive(false)
end
this.SingleItemDataShow(go, _itemDatas[index])
if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
table.insert(list,go)
end
end)
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer2)
end
orginLayer2 = this.sortingOrder
orginLayer = this.sortingOrder
if this.isFristOpen then
this.ScrollView:ForeachItemGO(function(index, go)
Timer.New(function()
go.gameObject:SetActive(true)
PlayUIAnim(go.gameObject)
end, 0.01 * (index - 1)):Start()
end)
if isFristOpenTime then
isFristOpenTime:Stop()
isFristOpenTime = nil
end
isFristOpenTime = Timer.New(function()
this.isFristOpen = false
this.mask:SetActive(false)
end, 0.5):Start()
end
end
--设置魂印循环滚动数据
function this:SetSoulPrintData(_go, _itemData)
local openBtn = Util.GetGameObject(_go.gameObject, "openBtn")
local quality = Util.GetGameObject(_go.gameObject, "itemShow/quality"):GetComponent("Image")
local icon = Util.GetGameObject(_go.gameObject, "itemShow/icon"):GetComponent("Image")
local name = Util.GetGameObject(_go.gameObject, "itemShow/Image/name"):GetComponent("Text")
local level = Util.GetGameObject(_go.gameObject, "itemShow/level"):GetComponent("Text")
local propertyText = Util.GetGameObject(_go.gameObject, "propertyText"):GetComponent("Text")
local propertyText2 = Util.GetGameObject(_go.gameObject, "propertyText (1)"):GetComponent("Text")
quality.sprite = Util.LoadSprite(GetQuantityImageByquality(_itemData.quality))
icon.sprite = Util.LoadSprite(_itemData.icon)
name.text = _itemData.name
level.text = "+" .. _itemData.level
propertyText.text = ""
propertyText2.text = ""
local property = SoulPrintManager.GetShowPropertyData(_itemData.property[1][1], _itemData.property[1][2])
propertyText.text = property.name .. property.num
if (#_itemData.property >= 2) then
property = SoulPrintManager.GetShowPropertyData(_itemData.property[2][1], _itemData.property[2][2])
propertyText2.text = property.name .. property.num
end
Util.AddOnceClick(openBtn, function()
UIManager.OpenPanel(UIName.SoulPrintPopUp, ShowType.showTip3, _itemData.did, nil, nil, nil)
end)
end
function this.SingleItemDataShow(_go, _itemData)
Util.GetGameObject(_go.gameObject, "GameObject/item"):SetActive(true)
Util.GetGameObject(_go.gameObject, "GameObject/item/frame"):GetComponent("Image").sprite = Util.LoadSprite(_itemData.frame)
Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):GetComponent("Image").sprite = Util.LoadSprite(_itemData.icon)
Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):SetActive(true)
Util.GetGameObject(_go.gameObject, "GameObject/item/circleFrameBg"):SetActive(false)
Util.GetGameObject(_go.gameObject, "GameObject/name"):GetComponent("Text").text = _itemData.itemConfig.Name
local upHeroInage = Util.GetGameObject(_go.transform, "GameObject/item/upHeroInage")
local UI_Effect_Kuang_JinSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_JinSe")
if(UI_Effect_Kuang_JinSe) then
UI_Effect_Kuang_JinSe:SetActive(false)
end
--local UI_Effect_Kuang_HongSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_HongSe")
upHeroInage:SetActive(false)
local frameMask = Util.GetGameObject(_go.transform, "GameObject/item/frameMask")
frameMask:SetActive(false)
local num = Util.GetGameObject(_go.gameObject, "GameObject/item/num")
local strongLv=Util.GetGameObject(_go.gameObject, "GameObject/item/lv"):GetComponent("Text")
local refine=Util.GetGameObject(_go.gameObject, "GameObject/item/refine"):GetComponent("Text")
local resetLv = Util.GetGameObject(_go.gameObject, "GameObject/item/resetLv")
local talismanStar = Util.GetGameObject(_go.gameObject, "GameObject/item/talismanStar")
num:SetActive(true)
resetLv:SetActive(false)
talismanStar:SetActive(false)
strongLv.gameObject:SetActive(false)
refine.gameObject:SetActive(false)
if _itemData.itemConfig then
--UI_Effect_Kuang_HongSe:SetActive(_itemData.itemConfig.Quantity == 6 )
Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(false)
Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(false)
if _itemData.itemConfig.ItemType == ItemType.Equip then
--装备
num:SetActive(false)
local equipConfig = ConfigManager.GetConfigData(ConfigName.EquipConfig,_itemData.itemConfig.Id)
if equipConfig then
local equipStarsConfig = ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,equipConfig.Star)
if equipStarsConfig then
talismanStar:SetActive(true)
SetHeroStars(talismanStar, equipStarsConfig.Stars)
end
end
--if _itemData.equipConfig.IfClear == 1 then
-- resetLv:SetActive(true)
-- resetLv:GetComponent("Text").text = "+" .. _itemData.backData.rebuildLevel
--end
if _itemData.upHeroDid ~= "0" then
upHeroInage:SetActive(true)
end
elseif _itemData.itemConfig.ItemType == ItemType.Pokemon then
Util.GetGameObject(_go.gameObject, "GameObject/item/frame"):GetComponent("Image").sprite = Util.LoadSprite(YaoHunFrame[_itemData.quality])
end
num:SetActive(true)
num:GetComponent("Text").text = _itemData.num
if _itemData.itemConfig.ItemType == ItemType.HeroDebris then
frameMask:SetActive(true)
num:SetActive(false)
frameMask:GetComponent("Image").sprite = Util.LoadSprite(GetHeroChipQuantityImageByquality(_itemData.itemConfig.Quantity))
Util.GetGameObject(_go.transform, "GameObject/item/frameMask/exp/Text"):GetComponent("Text").text = BagManager.GetItemCountById(_itemData.itemConfig.Id) .. "/" .. _itemData.itemConfig.UsePerCount
local curExpVal = BagManager.GetItemCountById(_itemData.itemConfig.Id) / _itemData.itemConfig.UsePerCount
local expValue = curExpVal >= 1 and 1 or curExpVal
Util.GetGameObject(_go.transform, "GameObject/item/frameMask/exp"):GetComponent("Slider").value = expValue
local expMask = Util.GetGameObject(_go.transform, "GameObject/item/frameMask/mask")
if expValue >= 1 then
expMask:SetActive(true)
else
expMask:SetActive(false)
end
local propertyName = itemConfig[_itemData.itemConfig.Id].PropertyName
if (propertyName ~= 0) then
Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(true)
Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName))
end
end
if _itemData.itemConfig.ItemType == ItemType.TalentItem then
--天赋材料
if _itemData.itemConfig.RingLevel > 0 then
Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(true)
Util.GetGameObject(_go.transform, "GameObject/item/innateImage/Text"):GetComponent("Text").text = "+" .. _itemData.itemConfig.RingLevel
else
Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(false)
Util.GetGameObject(_go.transform, "GameObject/item/innateImage/Text"):GetComponent("Text").text = ""
end
end
if _itemData.itemConfig.ItemType == ItemType.Talisman then
--法宝
talismanStar:SetActive(true)
SetHeroStars(talismanStar, _itemData.star)
num:SetActive(false)
end
if _itemData.itemConfig.ItemType == ItemType.EquipTreasure then
--宝器
num:SetActive(false)
if _itemData.lv>0 then
strongLv.gameObject:SetActive(true)
strongLv.text=_itemData.lv
end
if _itemData.refineLv>0 then
refine.gameObject:SetActive(true)
refine.text="+".._itemData.refineLv
end
Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(true)
Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName))
end
if _itemData.itemConfig.ItemType == ItemType.HunYin then
--魂印
num:SetActive(true)
num:GetComponent("Text").text = _itemData.num
Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false)
Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):SetActive(false)
Util.GetGameObject(_go.gameObject, "GameObject/item/circleFrameBg"):SetActive(true)
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circleBg2)
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/Icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circle)
UI_Effect_Kuang_JinSe.gameObject:SetActive(true)
-- Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):GetComponent("Text").text = "+" .. _itemData.level
end
end
local redPoint = Util.GetGameObject(_go.gameObject, "GameObject/redPoint")
Util.AddOnceClick(Util.GetGameObject(_go.gameObject, "GameObject/item/frame"), function()
if _itemData.itemConfig then
if _itemData.itemConfig.ItemBaseType == ItemBaseType.Equip then
if _itemData.itemConfig.Quantity >= 4 then
EquipManager.SetNotNewEquipAnyMore(_itemData.did)
redPoint:SetActive(false)
end
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, _itemData.backData, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
end)
elseif _itemData.itemConfig.ItemType == ItemType.SelfBox then--自选宝箱
UIManager.OpenPanel(UIName.RewardBoxPanel, _itemData, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
UIManager.ClosePanel(UIName.RewardBoxPanel)
end)
-- body
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.HeroChip then
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
end)
elseif _itemData.itemConfig.ItemType == ItemType.Blueprint then
--蓝图
local lanTuData = WorkShopManager.GetLanTuIsOpenLock(_itemData.itemConfig.Id)
if lanTuData and lanTuData[1] == true then
UIManager.OpenPanel(UIName. WorkShopArmorOnePanel, 2, 2, lanTuData[2], this, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
end)
elseif lanTuData and lanTuData[1] == false then
UIManager.OpenPanel(UIName.WorkShopArmorOnePanel, 2, 1, lanTuData[2], this, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
end)
end
elseif _itemData.itemConfig.ItemType == ItemType.HeroDebris then
--角色碎片
if _itemData.num >= _itemData.itemConfig.UsePerCount then
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
--UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
end)
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
end)
end
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.EquipTreasure then
--宝器
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0, _itemData.idDyn,_itemData.id, _itemData.lv,_itemData.refineLv, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
--UIManager.ClosePanel(UIName.RewardTalismanSingleShowPopup)
end)
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.SoulPrint then
--魂印
UIManager.OpenPanel(UIName.SoulPrintPopUp, ShowType.showTip3, nil,_itemData.id)
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
end)
end
end
end)
--Util.AddOnceClick(pokemonFrame, function()
-- UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id, function()
-- this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
-- end)
--end)
--显示红点
redPoint:SetActive(false)
if _itemData.itemConfig.ItemType == ItemType.Equip then
if _itemData.itemConfig.Quantity >= 4 then
redPoint:SetActive(EquipManager.IsNewEquipFrame(_itemData.did))
end
elseif _itemData.itemConfig.ItemType == ItemType.Blueprint then
local lanTuData = WorkShopManager.GetLanTuIsOpenLock(_itemData.itemConfig.Id)
if lanTuData and lanTuData[1] == false then
redPoint:SetActive(true)
end
elseif _itemData.itemConfig.ItemType == ItemType.Box then
redPoint:SetActive(true)
end
end
--通过物品类型获取物品数据
function this:GetItemsByItemTpye(_itemType)
local items = {}
local index = 1
for i, v in pairs(BagManager.bagDatas) do
if v.type == _itemType then
items[index] = v
index = index + 1
end
end
return items
end
--添加事件监听(用于子类重写)
function BagPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.OnTempBagChanged, this.BagGoldChangeCallBackOnClickTabBtn)
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.BagGoldChangeCallBackOnClickTabBtn)
Game.GlobalEvent:AddEvent(GameEvent.Bag.OnRefreshSoulPanelData, this.OnRefreshSoulPanelBagData)
Game.GlobalEvent:AddEvent(GameEvent.Player.OnChangeName, this.FreshPlayerInfo)
end
--移除事件监听(用于子类重写)
function BagPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.OnTempBagChanged, this.BagGoldChangeCallBackOnClickTabBtn)
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.BagGoldChangeCallBackOnClickTabBtn)
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.OnRefreshSoulPanelData, this.OnRefreshSoulPanelBagData)
Game.GlobalEvent:RemoveEvent(GameEvent.Player.OnChangeName, this.FreshPlayerInfo)
end
--界面打开时调用(用于子类重写)
function BagPanel:OnOpen(_sortIndex)
sortIndex = 0--注释掉就是记录选择类型
if _sortIndex then
sortIndex = _sortIndex
end
this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.BagPanel })
end
--界面打开时调用(用于子类重写)
function BagPanel:OnShow()
this.sortingOrder = self.sortingOrder
this.isFristOpen = true
this.mask:SetActive(true)
if this.ScrollView then
this.ScrollView:SetIndex(1)
end
if sortIndex > 0 then
this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
else
this:OnClickAllBtn()
end
--this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
--this.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.BagPanel })
SoundManager.PlayMusic(SoundConfig.BGM_Main)
BagManager.isBagPanel = true
this.FreshPlayerInfo()
this.SetPlayerHead()
end
-- 刷新玩家信息显示
function this.FreshPlayerInfo()
this.vipLevelText.sprite = VipManager.SetVipLevelImg()
this.level.text = PlayerManager.level
this.expSliderValue.value = PlayerManager.exp / PlayerManager.userLevelData[PlayerManager.level].Exp
this.playName.text = PlayerManager.nickName
this.teamPower.text = FormationManager.GetFormationPower(FormationManager.curFormationIndex)
end
-- 设置头像
function this.SetPlayerHead()
if not this.playerHead then
this.playerHead = SubUIManager.Open(SubUIConfig.PlayerHeadView, this.headPos.transform)
end
this.playerHead:SetHead(PlayerManager.head)
this.playerHead:SetFrame(PlayerManager.frame)
this.playerHead:SetScale(Vector3.one * 0.9)
this.playerHead:SetPosition(Vector3.New(-5, 0, 0))
end
local orginLayer
function BagPanel:OnSortingOrderChange()
Util.AddParticleSortLayer(this.ItemViewEffect, self.sortingOrder - this.EffectOrginLayer)
Util.AddParticleSortLayer(this.vipPrivilegeBtn, self.sortingOrder - this.EffectOrginLayer)
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer)
end
orginLayer = this.sortingOrder
--Util.AddParticleSortLayer(this.itemEffect, self.sortingOrder - this.EffectOrginLayer)
this.EffectOrginLayer = self.sortingOrder
--this.bg.overrideSorting = true
--this.scroll.overrideSorting = true
--this.scroll.sortingOrder = self.sortingOrder - 10
--this.bg.sortingOrder = self.sortingOrder - 20
this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
end
--界面关闭时调用(用于子类重写)
function BagPanel:OnClose()
this.noneImage:SetActive(false)
--BagManager.SetItemNewRewPooint()
-- EquipManager.SetEquipNewRewPooint()
BagManager.isBagPanel = false
if isFristOpenTime then
isFristOpenTime:Stop()
isFristOpenTime = nil
end
end
function this.DelePokemonItemData(_itemDatas)
local curItemDatas = {}
--背包特殊处理 sortType=1 sortIndex=5 时显示妖魂 其他页签不显示
for k, v in pairs(_itemDatas) do
if sortIndex == ItemBaseType.DemonSoul then
else
if v.itemConfig.ItemType == ItemType.Pokemon then
_itemDatas[k] = nil
end
end
end
for k, v in pairs(_itemDatas) do
table.insert(curItemDatas, v)
end
return curItemDatas
end
function this.ItemsSortData(_itemDatas)
--排序
table.sort(_itemDatas, function(a, b)
if sortIndex == 0 then
--0全部 1装备 2材料 3消耗 4特殊 5碎片
if a.itemConfig.ItemBaseType == b.itemConfig.ItemBaseType then
if a.itemConfig.Quantity == b.itemConfig.Quantity then
if a.itemConfig.ItemType == a.itemConfig.ItemType then
if a.itemConfig.ItemType == ItemType.Talisman and b.itemConfig.ItemType == ItemType.Talisman then
if a.star == b.star then
return a.id < b.id
else
return a.star > b.star
end
end
if a.itemConfig.ItemType == ItemType.HunYin and b.itemConfig.ItemType == ItemType.HunYin then
if a.quality == b.quality then
return a.id > b.id
else
return a.quality > b.quality
end
end
if a.itemConfig.ItemType == ItemType.EquipTreasure and b.itemConfig.ItemType == ItemType.EquipTreasure then
if a.refineLv == b.refineLv then
if a.lv == b.lv then
return a.id > b.id
else
return a.lv > b.lv
end
else
return a.refineLv > b.refineLv
end
end
else
return a.itemConfig.ItemType < b.itemConfig.ItemType
end
else
return a.itemConfig.Quantity > b.itemConfig.Quantity
end
else
return a.itemConfig.ItemBaseType < b.itemConfig.ItemBaseType
end
elseif sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.Materials or sortIndex == ItemBaseType.Special or sortIndex == ItemBaseType.HeroChip then
if a.itemConfig.Quantity == b.itemConfig.Quantity then
if a.itemConfig.ItemType == b.itemConfig.ItemType then
return a.id > b.id
else
return a.itemConfig.ItemType < b.itemConfig.ItemType
end
else
return a.itemConfig.Quantity > b.itemConfig.Quantity
end
elseif sortIndex == ItemBaseType.DemonSoul then
local aNum = BagManager.GetItemCountById(a.itemConfig.Id) >= a.itemConfig.UsePerCount and 2 or 1
local bNum = BagManager.GetItemCountById(b.itemConfig.Id) >= b.itemConfig.UsePerCount and 2 or 1
if aNum == bNum then
if a.itemConfig.Quantity == b.itemConfig.Quantity then
if a.itemConfig.ItemType == b.itemConfig.ItemType then
return a.id > b.id
else
return a.itemConfig.ItemType < b.itemConfig.ItemType
end
else
return a.itemConfig.Quantity > b.itemConfig.Quantity
end
else
return aNum > bNum
end
elseif sortIndex == ItemBaseType.SoulPrint then
if a.quality == b.quality then
return a.id > b.id
else
return a.quality > b.quality
end
elseif sortIndex == ItemBaseType.EquipTreasure then
if a.itemConfig.Quantity == b.itemConfig.Quantity then
if a.refineLv == b.refineLv then
if a.lv == b.lv then
return a.id > b.id
else
return a.lv > b.lv
end
else
return a.refineLv > b.refineLv
end
else
return a.itemConfig.Quantity > b.itemConfig.Quantity
end
end
end)
end
--获取所有背包物品
function this.GetBagItemData()
local _index = 1
local _bagItemData = {}
for i, v in pairs(BagManager.bagDatas) do
if v.isBag and v.num > 0 and v.itemConfig.ItemType ~= ItemType.Pokemon and v.itemConfig.ItemType ~= ItemType.HunYin then
--进背包 数量大于零的 不是异妖部件
_bagItemData[_index] = v
_index = _index + 1
end
end
return _bagItemData
end
--界面销毁时调用(用于子类重写)
function BagPanel:OnDestroy()
SubUIManager.Close(this.UpView)
SubUIManager.Close(this.BtView)
this.ScrollView = nil
this.ScrollView1 = nil
ClearRedPointObject(RedPointType.Bag_HeroDebris, tabs1RedPoint[ItemBaseType.HeroChip])
ClearRedPointObject(RedPointType.Bag_BoxAndBlueprint, tabs1RedPoint[ItemBaseType.Special])
ClearRedPointObject(RedPointType.Setting, this.headRedpot)
ClearRedPointObject(RedPointType.VipPrivilege, this.vipRedPoint)
list={}
orginLayer2=0
orginLayer=0
end
--跳转显示新手提示圈
function this.ShowGuideGo()
local item1Btn = Util.GetGameObject(this.transform, "scroll/ScrollCycleView/grid/item1")
if item1Btn then
JumpManager.ShowGuide(UIName.BagPanel, item1Btn)
end
end
return BagPanel