729 lines
33 KiB
Lua
729 lines
33 KiB
Lua
require("Base/BasePanel")
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BagPanel = Inherit(BasePanel)
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local this = BagPanel
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local sortIndex = 0
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local sortIndexBtnGo
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local tabs1 = {}
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local tabs1RedPoint = {}
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local itemData = {}
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this.isFristOpen = true
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local isFristOpenTime = Timer.New()
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local orginLayer=0--层级
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local list={}
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--初始化组件(用于子类重写)
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function BagPanel:InitComponent()
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this.BtnBack = Util.GetGameObject(self.transform, "rightUp/btnBack")
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for i = 0, 7 do
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tabs1[i] = Util.GetGameObject(self.transform, "box/Btn" .. i)
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tabs1RedPoint[i] = Util.GetGameObject(self.transform, "box/Btn" .. i .. "/redPoint")
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end
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--this.tabs1Go = Util.GetGameObject(self.transform, "Tabs1")
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this.selectBtn1 = Util.GetGameObject(self.gameObject, "selectBtn")
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this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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this.fenJieBtn = Util.GetGameObject(self.gameObject, "fenJieBtn")
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this.itemNumText = Util.GetGameObject(self.gameObject, "itemNumText")
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this.ItemView = Util.GetGameObject(self.gameObject, "ItemView")
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this.ItemViewEffect = Util.GetGameObject(self.gameObject, "ItemView/GameObject/effects")
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this.item = Util.GetGameObject(self.gameObject, "Item")
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--this.itemEffect = Util.GetGameObject(self.gameObject, "Item/effects")
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this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
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this.Scrollbar = Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
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this.isBagPanel = true
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this.EffectOrginLayer = 0
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this.mask = Util.GetGameObject(self.gameObject, "mask")
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-- 嚣张的头像
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this.level = Util.GetGameObject(self.gameObject, "LeftUp/headBox/lvFrame/lv"):GetComponent("Text")
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this.playName = Util.GetGameObject(self.gameObject, "LeftUp/headBox/name"):GetComponent("Text")
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this.expSliderValue = Util.GetGameObject(self.gameObject, "LeftUp/headBox/exp"):GetComponent("Slider")
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this.headBox = Util.GetGameObject(self.gameObject, "LeftUp/headBox")
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this.headPos = Util.GetGameObject(self.gameObject, "LeftUp/headBox/headpos")
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this.headRedpot = Util.GetGameObject(self.gameObject, "LeftUp/headBox/redpot")
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this.teamPower = Util.GetGameObject(self.gameObject, "LeftUp/powerBtn/value"):GetComponent("Text")
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-- 特权
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this.vipPrivilegeBtn = Util.GetGameObject(self.gameObject, "LeftUp/vipPrivilege/vipPrivilegeBtn")
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this.vipLevelText = Util.GetGameObject(this.vipPrivilegeBtn, "bg/vip"):GetComponent("Image")
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this.vipRedPoint = Util.GetGameObject(self.gameObject, "LeftUp/vipPrivilege/redPoint")
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screenAdapte(this.vipPrivilegeBtn)
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--无信息图片
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this.noneImage=Util.GetGameObject(self.gameObject,"NoneImage")
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end
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--绑定事件(用于子类重写)
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function BagPanel:BindEvent()
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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--UIManager.OpenPanel(UIName.MainPanel)
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self:ClosePanel()
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end)
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for i = 0, 7 do
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Util.AddClick(tabs1[i], function()
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if this.isFristOpen == false then
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if i == sortIndex then
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sortIndex = 0
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this:OnClickAllBtn()
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else
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sortIndex = i
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this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
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end
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end
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end)
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end
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Util.AddClick(this.fenJieBtn, function()
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if sortIndex == ItemBaseType.Equip then
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UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 2)--装备
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elseif sortIndex == ItemBaseType.EquipTreasure then
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UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 3)--宝器
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elseif sortIndex == ItemBaseType.SoulPrint then
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UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 4)--魂印
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end
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end)
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-- 点击你的猪头
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Util.AddClick(this.headBox, function ()
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UIManager.OpenPanel(UIName.SettingPanel)
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end)
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Util.AddClick(this.vipPrivilegeBtn, function()
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UIManager.OpenPanel(UIName.VipPanelV2)
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end)
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BindRedPointObject(RedPointType.Bag_HeroDebris, tabs1RedPoint[ItemBaseType.HeroChip])
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BindRedPointObject(RedPointType.Bag_BoxAndBlueprint, tabs1RedPoint[ItemBaseType.Special])
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BindRedPointObject(RedPointType.Setting, this.headRedpot)
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BindRedPointObject(RedPointType.VipPrivilege, this.vipRedPoint)
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end
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function this.JumpOnClickTabBtn(_sortIndex)
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sortIndex = _sortIndex
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this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
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end
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function this:SetSelectBtn(_btn)
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if _btn then
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this.selectBtn1:SetActive(true)
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--this.selectBtn1.transform.localPosition = _btn.transform.localPosition
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this.selectBtn1.transform:SetParent(_btn.transform)
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this.selectBtn1.transform.localPosition = Vector3.zero
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Util.GetGameObject(this.selectBtn1.transform, "Text"):GetComponent("Text").text = Util.GetGameObject(_btn.transform, "Text"):GetComponent("Text").text
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else
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this.selectBtn1:SetActive(false)
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end
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this.fenJieBtn:SetActive(sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.EquipTreasure)--装备 法宝
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this.itemNumText:SetActive(sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.EquipTreasure)--装备 法宝
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end
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--点击全部按钮
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function this:OnClickAllBtn()
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sortIndex = 0
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this:SetSelectBtn(tabs1[sortIndex])
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sortIndexBtnGo = tabs1[sortIndex]
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itemData = {}
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itemData = this.GetBagItemData()
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local allEquipData = {}
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allEquipData = EquipManager.GetAllEquipData2()
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for i, v in pairs(allEquipData) do
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table.insert(itemData, v)
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end
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local curAllEquipTreasure = EquipTreasureManager.GetAllTreasures()
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for i = 1, #curAllEquipTreasure do
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table.insert(itemData, curAllEquipTreasure[i])
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end
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--for i = 1, #allEquipData do
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-- table.insert(itemData, allEquipData[i])
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--end
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--local allTalisman = TalismanManager.GetAllTalismanData(false, "0")
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--for i = 1, #allTalisman do
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-- table.insert(itemData, allTalisman[i])
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--end
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local soulPrintData = BagManager.GetAllSoulPrintData()
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for i,v in ipairs(soulPrintData) do
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table.insert(itemData, v)
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end
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this:SetItemData(itemData)
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this.noneImage:SetActive(#itemData==0)
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this.fenJieBtn:GetComponent("Button").enabled = not(#itemData==0)
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end
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function this.BagGoldChangeCallBackOnClickTabBtn()
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this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
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end
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--点击装备按钮
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function this.OnClickTabBtn(_index, _clickBtn)
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sortIndexBtnGo = _clickBtn
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itemData = {}
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local itemNumText = this.itemNumText:GetComponent("Text")
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this:SetSelectBtn(_clickBtn)
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if _index == ItemBaseType.Equip then
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local allEquipData = EquipManager.GetAllEquipData2()
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itemNumText.text = Language[10188]..LengthOfTable(EquipManager.equipDatas).."/"..ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipNumlimit
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for i, v in pairs(allEquipData) do
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table.insert(itemData, v)
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end
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this:SetItemData(itemData)
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elseif _index == 0 then
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this:OnClickAllBtn()
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elseif (_index == ItemBaseType.SoulPrint) then
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--itemData = BagManager.GetBagItemDataByItemType(ItemBaseType.SoulPrint)
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itemData = BagManager.GetAllSoulPrintData()
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itemNumText.text = Language[10189]..#itemData.."/"..specialConfig[9].Value
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this:SetItemData(itemData, ItemBaseType.SoulPrint)
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elseif (_index == ItemBaseType.EquipTreasure) then
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itemData = EquipTreasureManager.GetAllTreasures()
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itemNumText.text = Language[10190]..LengthOfTable(itemData).."/"..specialConfig[10].Value
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this:SetItemData(itemData)
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else
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itemData = BagManager.GetBagItemDataByItemType(_index)
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this:SetItemData(itemData)
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end
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this.noneImage:SetActive(#itemData==0)
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this.fenJieBtn:GetComponent("Button").enabled = not(#itemData==0)
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end
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--当魂印升级消耗时刷新背包数据
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function this.OnRefreshSoulPanelBagData()
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itemData = SoulPrintManager.soulPrintData
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this:SetItemData(itemData, ItemBaseType.SoulPrint)
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end
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local orginLayer2
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--设置背包列表数据
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function this:SetItemData(_itemDatas)
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list={}
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this.ItemsSortData(_itemDatas)
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if not this.ScrollView then
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local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "scroll").transform,
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this.ItemView, this.Scrollbar, Vector2.New(-v2.x * 2, -v2.y * 2), 1, 5, Vector2.New(40, 11))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 2
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end
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this.ScrollView:SetData(_itemDatas, function(index, go)
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if this.isFristOpen then
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go.gameObject:SetActive(false)
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end
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this.SingleItemDataShow(go, _itemDatas[index])
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if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
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table.insert(list,go)
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end
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end)
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--特效层级重设
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for i=1,#list do
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Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer2)
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end
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orginLayer2 = this.sortingOrder
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orginLayer = this.sortingOrder
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if this.isFristOpen then
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this.ScrollView:ForeachItemGO(function(index, go)
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Timer.New(function()
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go.gameObject:SetActive(true)
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PlayUIAnim(go.gameObject)
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end, 0.01 * (index - 1)):Start()
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end)
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if isFristOpenTime then
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isFristOpenTime:Stop()
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isFristOpenTime = nil
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end
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isFristOpenTime = Timer.New(function()
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this.isFristOpen = false
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this.mask:SetActive(false)
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end, 0.5):Start()
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end
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end
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--设置魂印循环滚动数据
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function this:SetSoulPrintData(_go, _itemData)
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local openBtn = Util.GetGameObject(_go.gameObject, "openBtn")
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local quality = Util.GetGameObject(_go.gameObject, "itemShow/quality"):GetComponent("Image")
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local icon = Util.GetGameObject(_go.gameObject, "itemShow/icon"):GetComponent("Image")
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local name = Util.GetGameObject(_go.gameObject, "itemShow/Image/name"):GetComponent("Text")
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local level = Util.GetGameObject(_go.gameObject, "itemShow/level"):GetComponent("Text")
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local propertyText = Util.GetGameObject(_go.gameObject, "propertyText"):GetComponent("Text")
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local propertyText2 = Util.GetGameObject(_go.gameObject, "propertyText (1)"):GetComponent("Text")
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quality.sprite = Util.LoadSprite(GetQuantityImageByquality(_itemData.quality))
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icon.sprite = Util.LoadSprite(_itemData.icon)
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name.text = _itemData.name
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level.text = "+" .. _itemData.level
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propertyText.text = ""
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propertyText2.text = ""
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local property = SoulPrintManager.GetShowPropertyData(_itemData.property[1][1], _itemData.property[1][2])
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propertyText.text = property.name .. property.num
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if (#_itemData.property >= 2) then
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property = SoulPrintManager.GetShowPropertyData(_itemData.property[2][1], _itemData.property[2][2])
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propertyText2.text = property.name .. property.num
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end
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Util.AddOnceClick(openBtn, function()
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UIManager.OpenPanel(UIName.SoulPrintPopUp, ShowType.showTip3, _itemData.did, nil, nil, nil)
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end)
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end
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function this.SingleItemDataShow(_go, _itemData)
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Util.GetGameObject(_go.gameObject, "GameObject/item"):SetActive(true)
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Util.GetGameObject(_go.gameObject, "GameObject/item/frame"):GetComponent("Image").sprite = Util.LoadSprite(_itemData.frame)
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Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):GetComponent("Image").sprite = Util.LoadSprite(_itemData.icon)
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Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):SetActive(true)
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Util.GetGameObject(_go.gameObject, "GameObject/item/circleFrameBg"):SetActive(false)
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Util.GetGameObject(_go.gameObject, "GameObject/name"):GetComponent("Text").text = _itemData.itemConfig.Name
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local upHeroInage = Util.GetGameObject(_go.transform, "GameObject/item/upHeroInage")
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local UI_Effect_Kuang_JinSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_JinSe")
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if(UI_Effect_Kuang_JinSe) then
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UI_Effect_Kuang_JinSe:SetActive(false)
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end
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--local UI_Effect_Kuang_HongSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_HongSe")
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upHeroInage:SetActive(false)
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local frameMask = Util.GetGameObject(_go.transform, "GameObject/item/frameMask")
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frameMask:SetActive(false)
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local num = Util.GetGameObject(_go.gameObject, "GameObject/item/num")
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local strongLv=Util.GetGameObject(_go.gameObject, "GameObject/item/lv"):GetComponent("Text")
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local refine=Util.GetGameObject(_go.gameObject, "GameObject/item/refine"):GetComponent("Text")
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local resetLv = Util.GetGameObject(_go.gameObject, "GameObject/item/resetLv")
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local talismanStar = Util.GetGameObject(_go.gameObject, "GameObject/item/talismanStar")
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num:SetActive(true)
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resetLv:SetActive(false)
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talismanStar:SetActive(false)
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strongLv.gameObject:SetActive(false)
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refine.gameObject:SetActive(false)
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if _itemData.itemConfig then
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--UI_Effect_Kuang_HongSe:SetActive(_itemData.itemConfig.Quantity == 6 )
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Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(false)
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(false)
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if _itemData.itemConfig.ItemType == ItemType.Equip then
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--装备
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num:SetActive(false)
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local equipConfig = ConfigManager.GetConfigData(ConfigName.EquipConfig,_itemData.itemConfig.Id)
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if equipConfig then
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local equipStarsConfig = ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,equipConfig.Star)
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if equipStarsConfig then
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talismanStar:SetActive(true)
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SetHeroStars(talismanStar, equipStarsConfig.Stars)
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end
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end
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--if _itemData.equipConfig.IfClear == 1 then
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-- resetLv:SetActive(true)
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-- resetLv:GetComponent("Text").text = "+" .. _itemData.backData.rebuildLevel
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--end
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if _itemData.upHeroDid ~= "0" then
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upHeroInage:SetActive(true)
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end
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elseif _itemData.itemConfig.ItemType == ItemType.Pokemon then
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Util.GetGameObject(_go.gameObject, "GameObject/item/frame"):GetComponent("Image").sprite = Util.LoadSprite(YaoHunFrame[_itemData.quality])
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end
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num:SetActive(true)
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num:GetComponent("Text").text = _itemData.num
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if _itemData.itemConfig.ItemType == ItemType.HeroDebris then
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frameMask:SetActive(true)
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num:SetActive(false)
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frameMask:GetComponent("Image").sprite = Util.LoadSprite(GetHeroChipQuantityImageByquality(_itemData.itemConfig.Quantity))
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Util.GetGameObject(_go.transform, "GameObject/item/frameMask/exp/Text"):GetComponent("Text").text = BagManager.GetItemCountById(_itemData.itemConfig.Id) .. "/" .. _itemData.itemConfig.UsePerCount
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local curExpVal = BagManager.GetItemCountById(_itemData.itemConfig.Id) / _itemData.itemConfig.UsePerCount
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local expValue = curExpVal >= 1 and 1 or curExpVal
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Util.GetGameObject(_go.transform, "GameObject/item/frameMask/exp"):GetComponent("Slider").value = expValue
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local expMask = Util.GetGameObject(_go.transform, "GameObject/item/frameMask/mask")
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if expValue >= 1 then
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expMask:SetActive(true)
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else
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expMask:SetActive(false)
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end
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local propertyName = itemConfig[_itemData.itemConfig.Id].PropertyName
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if (propertyName ~= 0) then
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(true)
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName))
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end
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end
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if _itemData.itemConfig.ItemType == ItemType.TalentItem then
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--天赋材料
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if _itemData.itemConfig.RingLevel > 0 then
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Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(true)
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Util.GetGameObject(_go.transform, "GameObject/item/innateImage/Text"):GetComponent("Text").text = "+" .. _itemData.itemConfig.RingLevel
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else
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Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(false)
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Util.GetGameObject(_go.transform, "GameObject/item/innateImage/Text"):GetComponent("Text").text = ""
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end
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end
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if _itemData.itemConfig.ItemType == ItemType.Talisman then
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--法宝
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talismanStar:SetActive(true)
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SetHeroStars(talismanStar, _itemData.star)
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num:SetActive(false)
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end
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if _itemData.itemConfig.ItemType == ItemType.EquipTreasure then
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--宝器
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num:SetActive(false)
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if _itemData.lv>0 then
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strongLv.gameObject:SetActive(true)
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strongLv.text=_itemData.lv
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end
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if _itemData.refineLv>0 then
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refine.gameObject:SetActive(true)
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refine.text="+".._itemData.refineLv
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end
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(true)
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName))
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end
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if _itemData.itemConfig.ItemType == ItemType.HunYin then
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--魂印
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num:SetActive(true)
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num:GetComponent("Text").text = _itemData.num
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Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false)
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Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):SetActive(false)
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Util.GetGameObject(_go.gameObject, "GameObject/item/circleFrameBg"):SetActive(true)
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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 |