481 lines
22 KiB
Lua
481 lines
22 KiB
Lua
require("Base/BasePanel")
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IncarnationPanel = Inherit(BasePanel)
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local specialConfig = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 155).Value
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local xiuxian = ConfigManager.GetConfig(ConfigName.XiuXianConfig)
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local cardPosition = ConfigManager.GetConfig(ConfigName.ChangingCardPosition)
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local curLevel = PracticeManager
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.PracticeLevel --ConfigManager.GetConfigData(ConfigName.ChangingForce,IncarnationManager.incarnationForceLv).Level
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local limits = string.split(specialConfig, "#")
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local tabs = {}
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local tabsRedpoints = {}
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local tabsImg = { "r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh" }
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local proId = 1
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--local curIndex=1
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--local allPos={1321,327,-330}
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function IncarnationPanel:InitComponent()
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self.spLoader = SpriteLoader.New()
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for i = 1, 5 do
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tabs[i] = Util.GetGameObject(self.transform, "bg/Tabs/grid/Btn" .. i)
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tabsRedpoints[i] = Util.GetGameObject(tabs[i], "redpoint")
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if tabsImg[i] then
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Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(tabsImg[i])
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end
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end
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self.selectBtn = Util.GetGameObject(self.gameObject, "bg/Tabs/selectBtn")
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self.btnBack = Util.GetGameObject(self.gameObject, "bg/btnBack")
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self.btn_left = Util.GetGameObject(self.gameObject, "bg/left")
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self.btn_left:SetActive(false)
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self.btn_right = Util.GetGameObject(self.gameObject, "bg/right")
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self.btn_right:SetActive(false)
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self.incarnationPowerBtn = Util.GetGameObject(self.gameObject, "bg/incarnationPowerBtn")
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self.incarnationPowerBtn:SetActive(false)
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self.powerBtnRedPoint = Util.GetGameObject(self.gameObject, "bg/incarnationPowerBtn/redPoint")
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self.addBtn = Util.GetGameObject(self.gameObject, "bg/addBtn")
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self.helpBtn = Util.GetGameObject(self.gameObject, "bg/helpBtn")
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self.helpPos = self.helpBtn:GetComponent("RectTransform").localPosition
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self.fetterItem = Util.GetGameObject(self.gameObject, "fetterItem")
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local grid = Util.GetGameObject(self.gameObject, "bg/fetterGrid")
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local v21 = grid.transform.rect
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self.scroll = SubUIManager.Open(SubUIConfig.ScrollCycleView, grid.transform, self.fetterItem, nil,
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Vector2.New(v21.width, v21.height), 1, 1, Vector2.New(0, 15))
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self.itemPreList = {}
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self.upLayoutItemList = {}
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self.upLayout = Util.GetGameObject(self.gameObject, "bg/upScroll/upLayout")
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-- self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
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for i = 1, 4 do
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self.upLayoutItemList[i] = {}
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self.upLayoutItemList[i].go = Util.GetGameObject(self.upLayout, "card" .. i)
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self.upLayoutItemList[i].btn = Util.GetGameObject(self.upLayoutItemList[i].go, "unLoadBtn")
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self.upLayoutItemList[i].pos = Util.GetGameObject(self.upLayoutItemList[i].go, "cardPre")
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--self.upLayoutItemList[i].posImg = Util.GetGameObject(self.upLayoutItemList[i].go,"posText"):GetComponent("Image")
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--self.upLayoutItemList[i].posImg.sprite=self.spLoader:LoadSprite("r_fxgz_shuzi_"..i)
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self.upLayoutItemList[i].getBtn = Util.GetGameObject(self.upLayoutItemList[i].pos, "getBtn")
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self.upLayoutItemList[i].lv = Util.GetGameObject(self.upLayoutItemList[i].go, "lvText"):GetComponent("Text")
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self.upLayoutItemList[i].desTxt = Util.GetGameObject(self.upLayoutItemList[i].go, "desText"):GetComponent("Text")
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self.upLayoutItemList[i].desTxt.text = cardPosition[i].Desc
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end
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self.empty = Util.GetGameObject(self.gameObject, "bg/NoneImage")
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self.cardList = {}
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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end
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function IncarnationPanel:BindEvent()
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for i = 1, 5 do
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Util.AddClick(tabs[i], function()
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if i == proId then
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return
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end
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proId = i
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self:SetSelectBtn()
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self:RefreshList(false, true)
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end)
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end
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for i = 1, 4 do
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Util.AddClick(self.upLayoutItemList[i].btn, function()
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if self.upLayoutData[i] and self.upLayoutData[i].id then
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NetManager.UpOrDownTransformationRequest(self.upLayoutData[i].id, i, 1, function()
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self.upLayoutData[i] = nil
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self.upLayoutItemList[i].btn.gameObject:SetActive(false)
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self:RefreshSingleCardPre(self.upLayoutItemList[i].pos, nil, false, i)
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self:RefreshList(true, true)
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PopupTipPanel.ShowTip(Language[11619])
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end)
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end
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end)
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end
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for i = 1, 4 do
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Util.AddClick(self.upLayoutItemList[i].getBtn, function()
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if self.upLayoutData[i] and self.upLayoutData[i].id then
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local pos = self:FindDatasIndexById(self.upLayoutData[i].id)
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if proId ~= self.upLayoutData[i].property then
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proId = self.upLayoutData[i].property
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self:SetSelectBtn()
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self:RefreshList(false, true)
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end
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if pos > 0 then
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self.scroll:SetIndex(pos)
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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(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Incarnation, self.helpPos.x, self.helpPos.y)
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end)
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Util.AddClick(self.btnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(self.btn_left, function()
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-- curIndex=curIndex-1
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-- if curIndex==1 then
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-- self.btn_left:SetActive(false)
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-- else
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-- self.btn_right:SetActive(true)
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-- end
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-- self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
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end)
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Util.AddClick(self.btn_right, function()
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-- curIndex=curIndex+1
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-- if curIndex==3 then
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-- self.btn_right:SetActive(false)
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-- else
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-- self.btn_left:SetActive(true)
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-- end
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-- self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
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end)
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Util.AddClick(self.incarnationPowerBtn, function()
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UIManager.OpenPanel(UIName.IncarnationForcePanel)
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end)
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Util.AddClick(self.addBtn, function()
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local data = {}
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local singData = {}
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singData.title = Language[11620]
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singData.pro = IncarnationManager.GetproDesLst(IncarnationManager.GetIncarnationTotalPro(), "9c794f")
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singData.tip = "" --Language[11621]
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table.insert(data, singData)
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UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.IncarnationDes, data)
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end)
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BindRedPointObject(RedPointType.incarnation_people, tabsRedpoints[1].gameObject)
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BindRedPointObject(RedPointType.incarnation_buddish, tabsRedpoints[2].gameObject)
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BindRedPointObject(RedPointType.incarnation_demon, tabsRedpoints[3].gameObject)
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BindRedPointObject(RedPointType.incarnation_taoist, tabsRedpoints[4].gameObject)
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BindRedPointObject(RedPointType.incarnation_Kong, tabsRedpoints[5].gameObject)
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BindRedPointObject(RedPointType.incarnation_force, self.powerBtnRedPoint.gameObject)
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end
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function IncarnationPanel:FindDatasIndexById(id)
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for i = 1, #self.datas do
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if self.datas[i].id == id then
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return i
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end
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end
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return -1
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end
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function IncarnationPanel:SetSelectBtn()
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self.selectBtn.transform:SetParent(tabs[proId].transform)
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self.selectBtn:GetComponent("RectTransform").localPosition = Vector3.zero
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self.selectBtn.transform:SetAsFirstSibling()
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end
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function IncarnationPanel:RefreshUpLimitLevel()
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curLevel = PracticeManager
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.PracticeLevel --ConfigManager.GetConfigData(ConfigName.ChangingForce,IncarnationManager.incarnationForceLv).Level
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for i = 1, 4 do
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self.upLayoutItemList[i].lv.gameObject:SetActive(curLevel < tonumber(limits[i]))
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end
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end
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function IncarnationPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.CommonEvent.RefreshIncarnationPanel, function()
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self:RefreshUpList()
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self:RefreshList(true, true)
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end)
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Game.GlobalEvent:AddEvent(GameEvent.CommonEvent.RefreshIncarnationPanelUp, function()
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self:RefreshUpLimitLevel()
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end)
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end
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function IncarnationPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.CommonEvent.RefreshIncarnationPanel, function()
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self:RefreshUpList()
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self:RefreshList(true, true)
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end)
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Game.GlobalEvent:RemoveEvent(GameEvent.CommonEvent.RefreshIncarnationPanelUp, function()
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self:RefreshUpLimitLevel()
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end)
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end
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function IncarnationPanel:OnOpen(_proId)
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proId = _proId or 1
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CheckRedPointStatus(RedPointType.incarnation_force)
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end
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function IncarnationPanel:OnShow()
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--curIndex=1
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--self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[1],-221)
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self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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self:RefreshUpList()
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self:SetSelectBtn()
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self:RefreshList(false, false)
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end
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function IncarnationPanel:RefreshUpList()
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self.upLayoutData = IncarnationManager.GetIncarnationData1()
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for i = 1, 4 do
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self.upLayoutItemList[i].pos.gameObject:SetActive(false)
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self.upLayoutItemList[i].btn.gameObject:SetActive(false)
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self.upLayoutItemList[i].lv.gameObject:SetActive(PracticeManager.PracticeLevel < tonumber(limits[i]))
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--local xiuxian=ConfigManager.GetConfigData(ConfigName.XiuXianConfig,tonumber(limits[i]))
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if xiuxian then
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self.upLayoutItemList[i].lv.text = GetLanguageStrById(xiuxian[tonumber(limits[i])].RealmName) .. Language[11622]
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end
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end
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for k, v in pairs(self.upLayoutData) do
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self:RefreshSingleCardPre(self.upLayoutItemList[k].pos, v, false, k)
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self.upLayoutItemList[k].btn.gameObject:SetActive(true)
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end
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end
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function IncarnationPanel:RefreshSingleCardPre(cardPre, data, isJump, index)
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if not self.cardList[cardPre] then
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self.cardList[cardPre] = {}
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self.cardList[cardPre].bg = Util.GetGameObject(cardPre, "Hero/Bg1"):GetComponent("Image")
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self.cardList[cardPre].icon = Util.GetGameObject(cardPre, "Hero/Mask/icon"):GetComponent("RawImage")
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self.cardList[cardPre].cardBg = Util.GetGameObject(cardPre, "Hero/Bg2"):GetComponent("Image")
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self.cardList[cardPre].proImage = Util.GetGameObject(cardPre, "Hero/Pro/Image"):GetComponent("Image")
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self.cardList[cardPre].getBtn = Util.GetGameObject(cardPre, "getBtn")
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self.cardList[cardPre].StarGrid = Util.GetGameObject(cardPre, "StarGrid")
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self.cardList[cardPre].lv = Util.GetGameObject(cardPre, "lv/Text"):GetComponent("Text")
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end
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if data then
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cardPre.gameObject:SetActive(true)
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if data.state < 0 or not isJump then
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self.cardList[cardPre].getBtn.gameObject:SetActive(true)
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else
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self.cardList[cardPre].getBtn.gameObject:SetActive(false)
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end
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self.cardList[cardPre].bg.sprite = self.spLoader:LoadSprite(GetIncarnationHeroCardStarBg[data.quality])
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local liveName = GetResourcePath(heroConfig[data.heroId].Live)
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local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, data.heroId)
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local scale = roleConfig.play_liveScale
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local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
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if not isJump then
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self.cardList[cardPre].icon.texture = CardRendererManager.GetSpineTexture(index, liveName,
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Vector3.one * scale, livePos, true)
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else
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self.cardList[cardPre].icon.texture = CardRendererManager.GetSpineTexture(
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(index % 4 == 0 and 7 or index % 4 + 3), liveName, Vector3.one * scale, livePos, true)
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end
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self.cardList[cardPre].icon.transform.localScale = Vector3.one
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self.cardList[cardPre].icon.transform.localPosition = Vector3.zero
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SetHEeroLiveToward(self.cardList[cardPre].icon.gameObject, heroConfig[data.heroId].Toward)
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self.cardList[cardPre].proImage.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(data.property))
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self.cardList[cardPre].cardBg.sprite = self.spLoader:LoadSprite(GetHeroCardStarFg[data.quality])
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if isJump then
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Util.AddOnceClick(self.cardList[cardPre].getBtn, function()
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UIManager.OpenPanel(UIName.RewardTailsmanChipShowPopup, data.itemId)
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end)
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end
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SetCardStars(self.cardList[cardPre].StarGrid, data.star, 1)
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-- for i = 0, 8 do
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-- if i<data.star then
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-- self.cardList[cardPre].StarGrid.transform:GetChild(i).gameObject:SetActive(true)
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-- else
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-- self.cardList[cardPre].StarGrid.transform:GetChild(i).gameObject:SetActive(false)
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-- end
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-- end
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self.cardList[cardPre].lv.text = data.level
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else
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cardPre.gameObject:SetActive(false)
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end
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end
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function IncarnationPanel:RefreshList(istop, isAnim)
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self.datas = IncarnationManager.GetItemDataListByPro(proId)
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self.scroll:ForeachItemGO(function(index, go)
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go.gameObject:SetActive(false)
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end)
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if not self.datas or #self.datas < 1 then
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self.empty.gameObject:SetActive(true)
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self.scroll.gameObject:SetActive(false)
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else
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self.empty.gameObject:SetActive(false)
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self.scroll.gameObject:SetActive(true)
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self.scroll:SetData(self.datas, function(index, go)
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self:SetSingleData(go, self.datas[index], index)
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end, istop, isAnim)
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end
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end
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function IncarnationPanel:SetSingleData(go, data, index)
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if not self.itemPreList[go] then
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self.itemPreList[go] = {}
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self.itemPreList[go].preList = {}
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self.itemPreList[go].obj = Util.GetGameObject(go, "bg")
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self.itemPreList[go].bg = Util.GetGameObject(self.itemPreList[go].obj, "bgdi"):GetComponent("Image")
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self.itemPreList[go].cardPre = Util.GetGameObject(self.itemPreList[go].obj, "cardPre")
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self.itemPreList[go].nameText = Util.GetGameObject(self.itemPreList[go].obj, "nameDi/nameText"):GetComponent(
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"Text")
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self.itemPreList[go].nameText1 = Util.GetGameObject(self.itemPreList[go].obj, "nameDi/nameText1"):GetComponent(
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"Text")
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self.itemPreList[go].skillLayout = Util.GetGameObject(self.itemPreList[go].obj, "skillLayout")
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self.itemPreList[go].proGrid = Util.GetGameObject(self.itemPreList[go].skillLayout, "proScrolllRect/proScroll")
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self.itemPreList[go].pro = Util.GetGameObject(self.itemPreList[go].skillLayout, "pro")
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self.itemPreList[go].red = Util.GetGameObject(self.itemPreList[go].obj, "red")
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self.itemPreList[go].unGetBtn = Util.GetGameObject(self.itemPreList[go].obj, "unGetBtn")
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self.itemPreList[go].activableBtn = Util.GetGameObject(self.itemPreList[go].obj, "activableBtn")
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self.itemPreList[go].incarnationBtn = Util.GetGameObject(self.itemPreList[go].obj, "incarnationBtn")
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self.itemPreList[go].incarnationningBtn = Util.GetGameObject(self.itemPreList[go].obj, "incarnationningBtn")
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self.itemPreList[go].upLvBtn = Util.GetGameObject(self.itemPreList[go].obj, "upLvBtn")
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self.itemPreList[go].upLvRed = Util.GetGameObject(self.itemPreList[go].obj, "upLvBtn/red")
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self.itemPreList[go].upStarBtn = Util.GetGameObject(self.itemPreList[go].obj, "upStarBtn")
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self.itemPreList[go].upStarRed = Util.GetGameObject(self.itemPreList[go].obj, "upStarBtn/red")
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self.itemPreList[go].helpBtn = Util.GetGameObject(self.itemPreList[go].obj, "helpBtn")
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end
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self.itemPreList[go].unGetBtn.gameObject:SetActive(false)
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self.itemPreList[go].activableBtn.gameObject:SetActive(false)
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self.itemPreList[go].incarnationBtn.gameObject:SetActive(false)
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self.itemPreList[go].incarnationningBtn.gameObject:SetActive(false)
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self.itemPreList[go].upLvBtn.gameObject:SetActive(false)
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self.itemPreList[go].upStarBtn.gameObject:SetActive(false)
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self.itemPreList[go].data = data
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if not data then
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go.gameObject:SetActive(false)
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return
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end
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go.gameObject:SetActive(true)
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self.itemPreList[go].bg.sprite = self.spLoader:LoadSprite(GetIncarnationDiImage[data.quality])
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self.itemPreList[go].nameText.text = GetLanguageStrById(data.name)
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--self.itemPreList[go].nameText.text = string.format("<color=#%s>%s</color>",GetIncarnationNameColor[data.quality], data.name)
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--if data.quality == 7 then
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-- self.itemPreList[go].nameText1.gameObject:SetActive(true)
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-- self.itemPreList[go].nameText1.text = data.name
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--else
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-- self.itemPreList[go].nameText1.gameObject:SetActive(false)
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--end
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self.itemPreList[go].red.gameObject:SetActive(data.state == 0)
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self.itemPreList[go].upLvRed.gameObject:SetActive(IncarnationManager.CheckCardUpLvRedData(data.id))
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self.itemPreList[go].upStarRed.gameObject:SetActive(IncarnationManager.CheckCardUpStarRedData(data.id))
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self:RefreshSingleCardPre(self.itemPreList[go].cardPre, data, true, index)
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self:SetProList(IncarnationManager.GetCardPropDesStr(data.id), self.itemPreList[go].preList,
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self.itemPreList[go].proGrid, self.itemPreList[go].pro.gameObject)
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Util.AddOnceClick(self.itemPreList[go].activableBtn, function()
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if data.state == 0 then
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NetManager.UpOrDownTransformationRequest(data.id, 0, 1, function()
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data.state = 1
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self:SetSingleData(go, data, index)
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PopupTipPanel.ShowTip(string.format(Language[11623], GetLanguageStrById(data.name)))
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CheckRedPointStatus(RedPointType.incarnation_force)
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end)
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else
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PopupTipPanel.ShowTip(string.format(Language[11623], GetLanguageStrById(data.name)))
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end
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end)
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Util.AddOnceClick(self.itemPreList[go].incarnationBtn, function()
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if data.state == 1 then
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local pos = 0
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for i = 1, 4 do
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if self.upLayoutData[i] and self.upLayoutData[i].id then
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else
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pos = i
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break
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end
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end
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--LogError("curLevel==="..curLevel.." limits[pos]==="..limits[pos].."PracticeManager.PracticeLevel=="..PracticeManager.PracticeLevel)
|
|
if PracticeManager.PracticeLevel < tonumber(limits[pos]) then
|
|
PopupTipPanel.ShowTip(GetLanguageStrById(xiuxian[tonumber(limits[pos])].RealmName) .. Language[11622])
|
|
return
|
|
end
|
|
if pos > 0 then
|
|
NetManager.UpOrDownTransformationRequest(data.id, pos, 2, function()
|
|
data.state = 2
|
|
data.pos = pos
|
|
self:SetSingleData(go, data, index)
|
|
self.upLayoutData[pos] = data
|
|
self:RefreshSingleCardPre(self.upLayoutItemList[pos].pos, data, false, pos)
|
|
self.upLayoutItemList[pos].btn.gameObject:SetActive(true)
|
|
PopupTipPanel.ShowTip(Language[11624])
|
|
end)
|
|
else
|
|
PopupTipPanel.ShowTip(Language[11625])
|
|
end
|
|
else
|
|
PopupTipPanel.ShowTip(Language[11624])
|
|
end
|
|
end)
|
|
|
|
Util.AddOnceClick(self.itemPreList[go].incarnationningBtn, function()
|
|
if data.state == 2 then
|
|
NetManager.UpOrDownTransformationRequest(data.id, data.pos, 1, function()
|
|
local oldPos = data.pos
|
|
data.state = 1
|
|
data.pos = 0
|
|
self:SetSingleData(go, data, index)
|
|
self.upLayoutData[oldPos] = nil
|
|
self:RefreshSingleCardPre(self.upLayoutItemList[oldPos].pos, nil, false, oldPos)
|
|
self.upLayoutItemList[oldPos].btn.gameObject:SetActive(false)
|
|
PopupTipPanel.ShowTip(Language[11619])
|
|
end)
|
|
end
|
|
end)
|
|
|
|
|
|
|
|
Util.AddOnceClick(self.itemPreList[go].upLvBtn, function()
|
|
UIManager.OpenPanel(UIName.IncarnationUpPopup, 1, data.id)
|
|
end)
|
|
|
|
Util.AddOnceClick(self.itemPreList[go].upStarBtn, function()
|
|
UIManager.OpenPanel(UIName.IncarnationUpPopup, 2, data.id)
|
|
end)
|
|
|
|
Util.AddOnceClick(self.itemPreList[go].helpBtn, function()
|
|
UIManager.OpenPanel(UIName.IncarnationUpHelpPopup, data.id)
|
|
end)
|
|
|
|
if data.state == -1 then
|
|
self.itemPreList[go].unGetBtn.gameObject:SetActive(true)
|
|
elseif data.state == 0 then
|
|
self.itemPreList[go].activableBtn.gameObject:SetActive(true)
|
|
elseif data.state == 1 then
|
|
self.itemPreList[go].incarnationBtn.gameObject:SetActive(true)
|
|
self.itemPreList[go].upLvBtn.gameObject:SetActive(true)
|
|
self.itemPreList[go].upStarBtn.gameObject:SetActive(true)
|
|
elseif data.state == 2 then
|
|
self.itemPreList[go].incarnationningBtn.gameObject:SetActive(true)
|
|
self.itemPreList[go].upLvBtn.gameObject:SetActive(true)
|
|
self.itemPreList[go].upStarBtn.gameObject:SetActive(true)
|
|
end
|
|
end
|
|
|
|
function IncarnationPanel:SetProList(data, preList, grid, pre)
|
|
for i = 1, math.max(#data, #preList) do
|
|
if not data[i] then
|
|
preList[i].go.gameObject:SetActive(false)
|
|
else
|
|
if not preList[i] then
|
|
preList[i] = {}
|
|
preList[i].go = newObjToParent(pre, grid)
|
|
preList[i].goText = preList[i].go:GetComponent("Text")
|
|
end
|
|
preList[i].go.gameObject:SetActive(true)
|
|
preList[i].goText.text = data[i]
|
|
end
|
|
end
|
|
ForceRebuildLayout(grid.transform)
|
|
end
|
|
|
|
function IncarnationPanel:OnSortingOrderChange()
|
|
end
|
|
|
|
function IncarnationPanel:OnClose()
|
|
|
|
end
|
|
|
|
function IncarnationPanel:OnDestroy()
|
|
self.spLoader:Destroy()
|
|
self.upLayoutItemList = {}
|
|
self.itemPreList = {}
|
|
self.cardList = {}
|
|
ClearRedPointObject(RedPointType.incarnation_people, tabsRedpoints[1].gameObject)
|
|
ClearRedPointObject(RedPointType.incarnation_buddish, tabsRedpoints[2].gameObject)
|
|
ClearRedPointObject(RedPointType.incarnation_demon, tabsRedpoints[3].gameObject)
|
|
ClearRedPointObject(RedPointType.incarnation_taoist, tabsRedpoints[4].gameObject)
|
|
ClearRedPointObject(RedPointType.incarnation_Kong, tabsRedpoints[5].gameObject)
|
|
ClearRedPointObject(RedPointType.incarnation_force, self.powerBtnRedPoint.gameObject)
|
|
SubUIManager.Close(self.UpView)
|
|
end
|
|
|
|
return IncarnationPanel
|