930 lines
38 KiB
Lua
930 lines
38 KiB
Lua
require("Base/BasePanel")
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local spcialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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RoleEquipPanel = Inherit(BasePanel)
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--local SortTypeConst = {
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-- Natural = 1,--品阶 ur+ --> r 6 --> 1
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-- Lv = 2
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--}
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local PosIdConst = {
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All = 0,--全部
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WuQi = 1,--武器
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ZhanFu = 2,--战服
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TouShi = 3,--头饰
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ZhanXue = 4,--战靴
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Hun = 5,--魂宝
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Ling = 6,--灵宝
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}
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local this=RoleEquipPanel
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local curHeroEquipDatas={}
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local curHeroData
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local heroListData
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local curSelectEquipData
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local index
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local indexBtnNum=0
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local typeTab = { "武器", "战服", "头饰", "战靴", "魂宝","灵宝" }
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local tabs = {}
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local openThisPanel
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local effectList={}
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local orginLayer1
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local orginLayer
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local isUpZhen = false
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local teamHero = {}
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local jewerConfigs = ConfigManager.GetConfig(ConfigName.JewelConfig)
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local currPageIndex=0
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local curEquipTreasureDatas = {}
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local isCanUpEquipTreasure = false
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--初始化组件(用于子类重写)RoleEquipChangePopup
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function RoleEquipPanel:InitComponent()
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orginLayer = 10
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orginLayer1={0,0,0,0,0,0}
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this.bg2 = Util.GetGameObject(self.transform,"bg2")
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screenAdapte(this.bg2)
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
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this.btnBack= Util.GetGameObject(self.transform, "btnBack/btnBack")
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--英雄
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this.heroBg = Util.GetGameObject(self.transform, "bg/heroInfo/bg"):GetComponent("Image")
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this.heroLv = Util.GetGameObject(self.transform, "bg/heroInfo/lv/Text"):GetComponent("Text")
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this.heroIcon = Util.GetGameObject(self.transform, "bg/heroInfo/icon"):GetComponent("Image")
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this.heroPosIcon = Util.GetGameObject(self.transform, "bg/heroInfo/pos/icon"):GetComponent("Image")
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this.heroProIcon = Util.GetGameObject(self.transform, "bg/heroInfo/pro/Image"):GetComponent("Image")
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--this.heroStage = Util.GetGameObject(self.transform, "bg/heroInfo/heroStage"):GetComponent("Image")
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Util.GetGameObject(self.transform, "bg/heroInfo/heroStage"):SetActive(false)
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this.heroStarGrid = Util.GetGameObject(self.transform, "bg/heroInfo/star")
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this.heroStarPre = Util.GetGameObject(self.transform, "bg/heroInfo/starPre")
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--英雄身上的装备
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this.equipGrid=Util.GetGameObject(self.transform,"bg/equipInfo")
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local scale = (Screen.width / Screen.height / 1080 * 1920 + 1) / 2
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if scale < 1 then
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for i = 1, this.equipGrid.transform.childCount do
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Util.SetParticleScale(Util.GetGameObject(this.equipGrid.transform:GetChild(i-1),"effect"), scale)
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end
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end
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--装备list
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this.effect=Util.GetGameObject(self.transform,"bg/effect")
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for i = 0, 6 do
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tabs[i] = Util.GetGameObject(self.transform, "Tabs/Btn" .. i)
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effectList[i] = Util.GetGameObject(self.transform, "bg/equipInfo/equip".. i.."/effect")
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end
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this.selectBtn = Util.GetGameObject(self.gameObject, "selectBtn")
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this.btnPrant = Util.GetGameObject(self.gameObject, "Tabs")
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this.equipPre = Util.GetGameObject(self.gameObject, "equipPre")
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this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
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this.selsectSkillImage=Util.GetGameObject(self.gameObject, "selsectSkillImage")
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this.ShaiXuanBtn = Util.GetGameObject(self.gameObject, "ShaiXuanBtn")
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this.ShaiXuanBtn:SetActive(false)
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this.ShaiXuanBtnLv = Util.GetGameObject(self.gameObject, "ShaiXuanBtn/Lv")
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this.ShaiXuanBtnQu = Util.GetGameObject(self.gameObject, "ShaiXuanBtn/Qu")
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this.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject")
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this.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject")
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this.allEquipUp = Util.GetGameObject(self.transform, "allEquipUp")
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this.allEquipDown = Util.GetGameObject(self.transform, "allEquipDown")
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this.allEquipUpRedPoint=Util.GetGameObject(self.transform,"allEquipUp/redPoint")
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this.ScrollBar=Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
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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.equipPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(50,15))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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this.force = Util.GetGameObject(self.transform, "powerBtn/value"):GetComponent("Text")
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this.itemNumText = Util.GetGameObject(self.transform, "itemNumText"):GetComponent("Text")
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this.upLvEffect = Util.GetGameObject(self.transform,"powerBtn/effect")
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this.equipTreasureBtn = Util.GetGameObject(self.transform,"equipTreasureBtn")
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this.treasure1=Util.GetGameObject(self.transform,"bg/equipInfo/equip5")
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this.treasure2=Util.GetGameObject(self.transform,"bg/equipInfo/equip6")
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this.treasurePage1=Util.GetGameObject(self.transform,"Tabs/Btn5")
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this.treasurePage2=Util.GetGameObject(self.transform,"Tabs/Btn6")
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this.emptyObj=Util.GetGameObject(self.transform,"emptyObj")
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this.emptyObj.gameObject:SetActive(false)
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end
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--绑定事件(用于子类重写)
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function RoleEquipPanel:BindEvent()
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Util.AddClick(this.btnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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if openThisPanel.RefreshHeroDatas then
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openThisPanel:RefreshHeroDatas(curHeroData,HeroManager.GetAllHeroDatas())
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end
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self:ClosePanel()
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end)
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Util.AddClick(this.leftBtn, function()
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this:LeftBtnOnClick()
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end)
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Util.AddClick(this.rightBtn, function()
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this:RightBtnOnClick()
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end)
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Util.AddClick(this.allEquipUp, function()
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this:AllEquipUpBtnOnClick()
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end)
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Util.AddClick(this.allEquipDown, function()
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this:AllEquipDownBtnOnClick()
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end)
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for i = 0, 6 do
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Util.AddClick(tabs[i], function()
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if i == indexBtnNum then
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indexBtnNum=PosIdConst.All
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this:OnClickAllBtn()
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else
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indexBtnNum=i
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this:OnClickTabBtn(indexBtnNum)
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end
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end)
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end
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Util.AddClick(this.equipTreasureBtn, function()
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if LengthOfTable(curEquipTreasureDatas)<2 then
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PopupTipPanel.ShowTip("共鸣需同时穿戴魂宝和灵宝")
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return
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end
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UIManager.OpenPanel(UIName.EquipTreasureResonancePanel,curHeroData)
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end)
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end
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--添加事件监听(用于子类重写)
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function RoleEquipPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Treasure.TreasureLvUp, this.CurrEquipDataChange)
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end
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--移除事件监听(用于子类重写)
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function RoleEquipPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Treasure.TreasureLvUp, this.CurrEquipDataChange)
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end
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function this.CurrEquipDataChange()
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this.ShowHeroEquip()
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if indexBtnNum == PosIdConst.All then
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this:OnClickAllBtn()
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else
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this:OnClickTabBtn(indexBtnNum)
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end
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end
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--界面打开时调用(用于子类重写)
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function RoleEquipPanel:OnOpen(...)
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local data={...}
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if data[1] then
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curHeroData=data[1]
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HeroManager.roleEquipPanelCurHeroData=data[1]
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else
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curHeroData=HeroManager.roleEquipPanelCurHeroData
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end
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if data[2] then
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heroListData=data[2]
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HeroManager.roleEquipPanelHeroListData=data[2]
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else
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heroListData=HeroManager.GetAllHeroDatas()
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end
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openThisPanel=data[3]
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isUpZhen = data[4]
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end
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function RoleEquipPanel:OnShow()
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for i = 1, #heroListData do
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if curHeroData == heroListData[i] then
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index = i
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end
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end
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for i = 1, 6 do
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if(effectList[i]~=nil) then
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effectList[i]:SetActive(false)
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end
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end
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indexBtnNum=PosIdConst.All
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teamHero=FormationManager.GetAllFormationHeroId()
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this.ShowHeroEquip(true)
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this:OnClickAllBtn()
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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end
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function this:OnSortingOrderChange()
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Util.AddParticleSortLayer(this.effect, this.sortingOrder - orginLayer)
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orginLayer = this.sortingOrder
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end
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--右切换按钮点击
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function this:RightBtnOnClick()
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index = (index + 1 <= #heroListData and index + 1 or 1)
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curHeroData = heroListData[index]
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this.ShowHeroEquip()
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if indexBtnNum == PosIdConst.All then
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this:OnClickAllBtn()
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else
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this:OnClickTabBtn(indexBtnNum)
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end
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end
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--左切换按钮点击
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function this:LeftBtnOnClick()
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index = (index - 1 > 0 and index - 1 or #heroListData)
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curHeroData = heroListData[index]
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this.ShowHeroEquip()
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if indexBtnNum == PosIdConst.All then
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this:OnClickAllBtn()
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else
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this:OnClickTabBtn(indexBtnNum)
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end
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end
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--一键装备
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function this:AllEquipUpBtnOnClick()
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local allEquipIds={}
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local allTreasureIds={}
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--计算英雄身上的所有装备位的装备
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local curHeroEquipDatas={}
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for k,v in ipairs(curHeroData.equipIdList) do
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local equipData=EquipManager.GetSingleEquipData(v)
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if equipData~=nil then
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curHeroEquipDatas[equipData.equipConfig.Position]=equipData
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end
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end
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--宝物数据
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for k,v in ipairs(curHeroData.jewels) do
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local equipData=EquipTreasureManager.GetSingleTreasureByIdDyn(v)
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if equipData~=nil then
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curHeroEquipDatas[equipData.equipType+4]=equipData
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end
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end
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local equipEffectPos={}
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local treasureEffectPos={}
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--如果身上的装备 带锁 则不替换
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for i = 1, 6 do
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local curPosEquip = {}
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local index=i
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if curHeroEquipDatas[i] then
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if curHeroEquipDatas[i].isLocked == 0 then
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curPosEquip = EquipManager.GetEquipDataByEquipJobAndPos(i,curHeroData.heroConfig.Profession,curHeroData.dynamicId)
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else
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curPosEquip = {curHeroEquipDatas[i]}
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end
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else
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if index==5 or index==6 and isCanUpEquipTreasure then
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curPosEquip=EquipTreasureManager.GetTreasureDataByPos(index,curHeroData.dynamicId,curHeroData.heroConfig.PropertyName)
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else
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curPosEquip = EquipManager.GetEquipDataByEquipJobAndPos(i,curHeroData.heroConfig.Profession,curHeroData.dynamicId)
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end
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end
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--计算每个位置可装备的装备战力 取战力最大的装备
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if curPosEquip and #curPosEquip>0 then
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local equiData={}
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local indexMaxPower=0
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for i = 1, #curPosEquip do
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local addPower=0
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local curEquip = curPosEquip[i]
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if curEquip then
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if curEquip.idDyn then
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addPower=EquipTreasureManager.CalculateWarForce(curEquip.idDyn)
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else
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addPower = EquipManager.CalculateWarForce(curEquip.did)
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end
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end
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if addPower>=indexMaxPower then
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indexMaxPower=addPower
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equiData=curEquip
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end
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end
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if equiData.idDyn and isCanUpEquipTreasure then
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table.insert(allTreasureIds,equiData.idDyn)
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else
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table.insert(allEquipIds,equiData.did)
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end
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--特效
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if curHeroEquipDatas[equiData.position] then
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if equiData.idDyn then
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if equiData.idDyn ~= curHeroEquipDatas[equiData.position].idDyn then
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table.insert(treasureEffectPos,i)
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end
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else
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if equiData.did ~= curHeroEquipDatas[equiData.position].did then
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table.insert(equipEffectPos,i)
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end
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end
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else
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--table.insert(showEffectPos,i)
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end
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end
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end
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--isCanUpEquipTreasure
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if allEquipIds and #allEquipIds>0 then
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--for i = 1, #allEquipIds do
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-- LogGreen(curHeroData.dynamicId.. " "..curHeroData.id .." "..curHeroData.lv.." 一键穿装备 "..i.." "..allEquipIds[i])
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--end
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--穿装备协议
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NetManager.EquipWearRequest(curHeroData.dynamicId,allEquipIds ,1,function ()
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this.UpdateEquipPosHeroData(1,4,allEquipIds)
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--特效播放
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if equipEffectPos then
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for i = 1, #equipEffectPos do
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effectList[equipEffectPos[i]]:SetActive(false)
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effectList[equipEffectPos[i]]:SetActive(true)
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end
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end
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end)
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else
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PopupTipPanel.ShowTip("没有装备可装备!")
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end
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--6星英雄才能穿宝物
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if isCanUpEquipTreasure then
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if curHeroData.star >=6 then
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--穿戴宝物
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if allTreasureIds and #allTreasureIds>0 then
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--for i = 1, #allEquipIds do
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-- Log(curHeroData.dynamicId.. " "..curHeroData.id .." "..curHeroData.lv.." 一键宝物 "..i.." "..allEquipIds[i])
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--end
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--穿装备协议
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NetManager.EquipWearRequest(curHeroData.dynamicId,allTreasureIds ,2,function ()
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this.UpdateEquipPosHeroData(2,4,allTreasureIds)
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--特效播放
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for i, v in pairs(treasureEffectPos) do
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effectList[v]:SetActive(false)
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effectList[v]:SetActive(true)
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end
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end)
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else
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PopupTipPanel.ShowTip("没有宝物可装备!")
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end
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end
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end
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PlaySoundWithoutClick(SoundConfig.Sound_Wear)
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this.ShowHeroEquip()
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end
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--一键卸下
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function this:AllEquipDownBtnOnClick()
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if curHeroData.equipIdList and #curHeroData.equipIdList>0 then
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NetManager.EquipUnLoadOptRequest(curHeroData.dynamicId,curHeroData.equipIdList,1 ,function ()
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this.UpdateEquipPosHeroData(1,5,curHeroData.equipIdList)
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end)
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else
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PopupTipPanel.ShowTip("没有装备可卸下!")
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end
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--寶物
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if curHeroData.jewels and #curHeroData.jewels>0 then
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NetManager.EquipUnLoadOptRequest(curHeroData.dynamicId,curHeroData.jewels,2 ,function ()
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this.UpdateEquipPosHeroData(2,5,curHeroData.jewels)
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end)
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-- 一键卸下音效
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else
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PopupTipPanel.ShowTip("没有装备可卸下!")
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end
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PlaySoundWithoutClick(SoundConfig.Sound_TakeOff)
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this.ShowHeroEquip()
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-- this:OnClickTabBtn(indexBtnNum)
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end
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function this.ShowHeroEquip()
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--装备
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if curHeroData and spcialConfig then
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local config=spcialConfig[40]
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if config then
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local limits = string.split(config.Value, "|")
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if limits then
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local heroConfig=ConfigManager.GetConfigData(ConfigName.HeroConfig,curHeroData.id)
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local lvs=string.split(limits[1],"#")
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local stars=string.split(limits[2],"#")
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if PlayerManager.level>=tonumber(lvs[2]) and heroConfig~=nil and heroConfig.MaxRank>=tonumber(stars[2]) then
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isCanUpEquipTreasure = true
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this.equipTreasureBtn.gameObject:SetActive(true)
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this.treasure1.gameObject:SetActive(true)
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this.treasure2.gameObject:SetActive(true)
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this.treasurePage1.gameObject:SetActive(true)
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this.treasurePage2.gameObject:SetActive(true)
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else
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isCanUpEquipTreasure = false
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this.equipTreasureBtn.gameObject:SetActive(false)
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this.treasure1.gameObject:SetActive(false)
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this.treasure2.gameObject:SetActive(false)
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this.treasurePage1.gameObject:SetActive(false)
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this.treasurePage2.gameObject:SetActive(false)
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end
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end
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end
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end
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this.heroBg.sprite = Util.LoadSprite(GetHeroCardQuantityImage[curHeroData.heroConfig.Quality])
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this.heroLv.text = curHeroData.lv
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this.heroIcon.sprite = Util.LoadSprite(curHeroData.painting)
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this.heroPosIcon.sprite = Util.LoadSprite(curHeroData.professionIcon)
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this.heroProIcon.sprite = Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
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--this.heroStage.sprite = Util.LoadSprite(HeroStageSprite[curHeroData.heroConfig.HeroStage])
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SetHeroStars(this.heroStarGrid, curHeroData.star)
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--装备的数据
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curHeroEquipDatas={}
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for i = 1, #curHeroData.equipIdList do
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local equipData=EquipManager.GetSingleEquipData(curHeroData.equipIdList[i])
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if equipData~=nil then
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curHeroEquipDatas[equipData.equipConfig.Position]=equipData
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end
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end
|
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--宝器的数据
|
||
curEquipTreasureDatas={}
|
||
--LogError("#curHeroData.jewels "..#curHeroData.jewels)
|
||
for i = 1, #curHeroData.jewels do
|
||
local treasureData=EquipTreasureManager.GetSingleEquipTreasreData(curHeroData.jewels[i])
|
||
if treasureData~=nil then
|
||
local id=treasureData.id
|
||
local pos=jewerConfigs[id].Location+4
|
||
curEquipTreasureDatas[pos]=treasureData
|
||
end
|
||
end
|
||
--this.equipTreasureBtn:SetActive(LengthOfTable(curEquipTreasureDatas) >= 2)
|
||
for i = 1, this.equipGrid.transform.childCount do
|
||
local go= this.equipGrid.transform:GetChild(i-1).gameObject
|
||
local effect= Util.GetGameObject(go.transform,"effect")
|
||
screenAdapte(effect)
|
||
Util.AddParticleSortLayer(effect, this.sortingOrder - orginLayer1[i])
|
||
orginLayer1[i]=this.sortingOrder
|
||
effectList[i]=effect
|
||
local lvObj=Util.GetGameObject(go.transform,"lv")
|
||
local refineObj=Util.GetGameObject(go.transform,"refine")
|
||
if curHeroEquipDatas[i] then
|
||
Util.GetGameObject(go.transform,"frame"):SetActive(true)
|
||
Util.GetGameObject(go.transform,"mask"):SetActive(false)
|
||
--Util.GetGameObject(go.transform,"proIcon"):SetActive(false)
|
||
Util.GetGameObject(go.transform,"frame/icon"):GetComponent("Image").sprite=Util.LoadSprite(curHeroEquipDatas[i].icon)
|
||
Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(curHeroEquipDatas[i].frame)
|
||
--Util.GetGameObject(go.transform,"proIcon"):GetComponent("Image").sprite=Util.LoadSprite(curHeroEquipDatas[i].frame)
|
||
if lvObj then
|
||
lvObj:SetActive(false)
|
||
end
|
||
if refineObj then
|
||
refineObj:SetActive(false)
|
||
end
|
||
EquipManager.SetEquipStarShow(Util.GetGameObject(go.transform,"frame/star"),curHeroEquipDatas[i].itemConfig.Id)
|
||
elseif curEquipTreasureDatas[i] then
|
||
Util.GetGameObject(go.transform,"frame"):SetActive(true)
|
||
Util.GetGameObject(go.transform,"mask"):SetActive(false)
|
||
--Util.GetGameObject(go.transform,"proIcon"):SetActive(true)
|
||
Util.GetGameObject(go.transform,"frame/icon"):GetComponent("Image").sprite=Util.LoadSprite(curEquipTreasureDatas[i].icon)
|
||
Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(curEquipTreasureDatas[i].frame)
|
||
--Util.GetGameObject(go.transform,"proIcon"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(curEquipTreasureDatas[i].itemConfig.PropertyName))
|
||
Util.GetGameObject(go.transform,"frame/star"):SetActive(false)
|
||
Util.GetGameObject(go.transform,"num").gameObject:SetActive(false)
|
||
if curEquipTreasureDatas[i].lv>0 and lvObj then
|
||
lvObj:GetComponent("Text").text=curEquipTreasureDatas[i].lv
|
||
lvObj:SetActive(true)
|
||
else
|
||
lvObj:SetActive(false)
|
||
end
|
||
if curEquipTreasureDatas[i].refineLv>0 then
|
||
refineObj:GetComponent("Text").text="+" ..curEquipTreasureDatas[i].refineLv
|
||
refineObj:SetActive(true)
|
||
else
|
||
refineObj:SetActive(false)
|
||
end
|
||
|
||
else
|
||
Util.GetGameObject(go.transform,"frame"):SetActive(false)
|
||
Util.GetGameObject(go.transform,"mask"):SetActive(true)
|
||
if Util.GetGameObject(go.transform,"num") then
|
||
Util.GetGameObject(go.transform,"num").gameObject:SetActive(false)
|
||
end
|
||
if lvObj then
|
||
lvObj:SetActive(false)
|
||
end
|
||
if refineObj then
|
||
refineObj:SetActive(false)
|
||
end
|
||
|
||
end
|
||
local iconBtn=Util.GetGameObject(go.transform,"icon")
|
||
Util.AddOnceClick(iconBtn, function()
|
||
if curHeroEquipDatas[i] then
|
||
curSelectEquipData=curHeroEquipDatas[i]
|
||
UIManager.OpenPanel(UIName.RoleEquipChangePopup,this,2,curHeroData,curHeroEquipDatas[i])
|
||
elseif curEquipTreasureDatas[i] then
|
||
if itemConfig[curEquipTreasureDatas[i].id].ItemType == ItemType.EquipTreasure then
|
||
local pos=0;
|
||
local jewerConfig=ConfigManager.TryGetConfigData(ConfigName.JewelConfig,curEquipTreasureDatas[i].id)
|
||
if jewerConfig then
|
||
if jewerConfig.Location==1 then
|
||
pos=5
|
||
elseif jewerConfig.Location==2 then
|
||
pos=6
|
||
end
|
||
UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,2,curHeroData,curEquipTreasureDatas[i],nil,pos)
|
||
end
|
||
end
|
||
end
|
||
end)
|
||
end
|
||
local allAddProVal=HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
|
||
this.force.text =allAddProVal[HeroProType.WarPower]
|
||
end
|
||
function this:SetSelectBtn()
|
||
this.selectBtn:SetActive(indexBtnNum ~= PosIdConst.All)
|
||
if indexBtnNum ~= PosIdConst.All then
|
||
this.selectBtn.transform:SetParent(tabs[indexBtnNum].transform)
|
||
this.selectBtn.transform.localPosition =Vector3(0,-8,0)
|
||
--this.selectBtn.transform.localScale = Vector3.one
|
||
--this.selectBtn:GetComponent("Image"):SetNativeSize()
|
||
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = typeTab[indexBtnNum]
|
||
end
|
||
end
|
||
|
||
--点击全部按钮
|
||
function this:OnClickAllBtn()
|
||
this:SetSelectBtn()
|
||
local itemData = EquipManager.GetAllEquipData()
|
||
itemData=this:EquipListFilter(itemData)
|
||
itemData = this:EquipDJDatas(itemData)
|
||
this:SortEquipDatas(itemData)
|
||
--加上宝器数据
|
||
local curAllEquipTreasure = EquipTreasureManager.GetAllTreasures(curHeroData.heroConfig.PropertyName)
|
||
--宝器排序
|
||
for i=1,#curAllEquipTreasure do
|
||
table.insert( itemData, curAllEquipTreasure[i] )
|
||
end
|
||
this:SetItemData(itemData)
|
||
end
|
||
--点击装备按钮
|
||
function this:OnClickTabBtn(_index)
|
||
this:SetSelectBtn()
|
||
if _index < 5 then
|
||
local allEquip
|
||
allEquip = EquipManager.GetEquipDataByEquipPosition(_index)
|
||
allEquip=this:EquipListFilter(allEquip)
|
||
allEquip = this:EquipDJDatas(allEquip)
|
||
this:SortEquipDatas(allEquip)
|
||
this:SetItemData(allEquip)
|
||
else
|
||
local allEquipTreasure
|
||
allEquipTreasure = EquipTreasureManager.GetAllTreasuresByLocation(_index - 4,curHeroData.heroConfig.PropertyName)
|
||
table.sort(allEquipTreasure, function(a, b)
|
||
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)
|
||
this:SetItemData(allEquipTreasure)
|
||
end
|
||
end
|
||
--设置背包列表数据
|
||
local curHeroCanUpEquipTabs = {}
|
||
function this:SetItemData(_itemDatas)
|
||
--LogError(" " ..LengthOfTable(_itemDatas) )
|
||
this.itemNumText.text = "装备数量:"..LengthOfTable(_itemDatas)
|
||
if LengthOfTable(_itemDatas)==0 then
|
||
this.emptyObj.gameObject:SetActive(true)
|
||
else
|
||
this.emptyObj.gameObject:SetActive(false)
|
||
end
|
||
--this:SortEquipDatas(_itemDatas)
|
||
--做装备叠加特殊组拼数据
|
||
-- local equips = {}
|
||
-- for i = 1, #_itemDatas do
|
||
-- --table.insert(equips,v)
|
||
-- if equips[_itemDatas[i].id] then
|
||
-- equips[_itemDatas[i].id].num = equips[_itemDatas[i].id].num + 1
|
||
-- else
|
||
-- equips[_itemDatas[i].id] = _itemDatas[i]
|
||
-- equips[_itemDatas[i].id].num = 1
|
||
-- end
|
||
-- end
|
||
-- local showList = {}
|
||
-- for i, v in pairs(equips) do
|
||
-- table.insert(showList, v)
|
||
-- end
|
||
this.ScrollView:SetData(_itemDatas, function (index, go)
|
||
|
||
this.SingleItemDataShow(go, _itemDatas[index])
|
||
end)
|
||
end
|
||
function this.SingleItemDataShow(_go,_itemData)
|
||
if not itemConfig[_itemData.id] then return end
|
||
local frame = Util.GetGameObject(_go.transform,"frame"):GetComponent("Image")
|
||
local icon =Util.GetGameObject(_go.transform,"icon"):GetComponent("Image")
|
||
local name = Util.GetGameObject(_go.transform,"name"):GetComponent("Text")
|
||
local star = Util.GetGameObject(_go.transform,"star")
|
||
local proIcon = Util.GetGameObject(_go.transform,"proIcon")
|
||
local jewerConfig=ConfigManager.TryGetConfigData(ConfigName.JewelConfig, _itemData.id)
|
||
local pos=0;
|
||
if jewerConfig then
|
||
if jewerConfig.Location==1 then
|
||
pos=5
|
||
else if jewerConfig.Location==2 then
|
||
pos=6
|
||
end
|
||
end
|
||
end
|
||
local lvObj=Util.GetGameObject(_go.transform,"lv"):GetComponent("Text")
|
||
local refineObj=Util.GetGameObject(_go.transform,"refine"):GetComponent("Text")
|
||
if itemConfig[_itemData.id].ItemType == ItemType.EquipTreasure then
|
||
icon.sprite=Util.LoadSprite(_itemData.icon)
|
||
frame.sprite=Util.LoadSprite(_itemData.frame)
|
||
proIcon:SetActive(true)
|
||
proIcon:GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(_itemData.itemConfig.PropertyName))
|
||
name.text=itemConfig[_itemData.id].Name
|
||
star:SetActive(false)
|
||
Util.GetGameObject(_go.transform,"redPoint"):SetActive(false)
|
||
lvObj.text=_itemData.lv
|
||
if _itemData.lv>0 then
|
||
lvObj.gameObject:SetActive(true)
|
||
else
|
||
lvObj.gameObject:SetActive(false)
|
||
end
|
||
refineObj.text="+".._itemData.refineLv
|
||
if _itemData.refineLv>0 then
|
||
refineObj.gameObject:SetActive(true)
|
||
else
|
||
refineObj.gameObject:SetActive(false)
|
||
end
|
||
Util.GetGameObject(_go.transform,"num").gameObject:SetActive(false)
|
||
-- 0.查看属性 1.穿戴 2.卸下 3.交换
|
||
--宝物界面
|
||
Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
|
||
if curEquipTreasureDatas[pos] then
|
||
UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,3,curHeroData,curEquipTreasureDatas[pos],_itemData,pos)
|
||
else
|
||
UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,1,curHeroData,_itemData,nil,pos)
|
||
end
|
||
end)
|
||
else
|
||
frame.sprite=Util.LoadSprite(_itemData.frame)
|
||
icon.sprite=Util.LoadSprite(_itemData.icon)
|
||
lvObj.gameObject:SetActive(false)
|
||
refineObj.gameObject:SetActive(false)
|
||
proIcon:SetActive(false)
|
||
name.text=_itemData.itemConfig.Name
|
||
star:SetActive(true)
|
||
EquipManager.SetEquipStarShow(star,_itemData.itemConfig.Id)
|
||
local redPoint = Util.GetGameObject(_go.transform,"redPoint")
|
||
if curHeroCanUpEquipTabs and #curHeroCanUpEquipTabs > 0 then
|
||
local isShow = false
|
||
for i = 1, #curHeroCanUpEquipTabs do
|
||
if curHeroCanUpEquipTabs[i] ==_itemData.did then
|
||
isShow = true
|
||
end
|
||
end
|
||
if isShow then
|
||
redPoint:SetActive(true)
|
||
else
|
||
redPoint:SetActive(false)
|
||
end
|
||
else
|
||
redPoint:SetActive(false)
|
||
end
|
||
Util.GetGameObject(_go.transform,"num"):GetComponent("Text").text = _itemData.num
|
||
Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
|
||
if curHeroEquipDatas[_itemData.equipConfig.Position] then
|
||
UIManager.OpenPanel(UIName.RoleEquipChangePopup,this,3,curHeroData,curHeroEquipDatas[_itemData.equipConfig.Position],_itemData,_itemData.equipConfig.Position)
|
||
else
|
||
UIManager.OpenPanel(UIName.RoleEquipChangePopup,this,1,curHeroData,_itemData,_itemData.equipConfig.Position)
|
||
end
|
||
end)
|
||
end
|
||
end
|
||
--刷新当前英雄装备坑位的信息
|
||
function this.UpdateEquipPosHeroData(_equipOrTreasure,_type,_selectEquipDataList,_oldSelectEquip,position)--type
|
||
--1 穿单件装备 2 卸单件装备 3 替换单件装备 4 一键穿装备 5一键脱装备
|
||
if _type==1 then
|
||
effectList[position]:SetActive(false)
|
||
effectList[position]:SetActive(true)
|
||
if _equipOrTreasure == 1 then
|
||
curSelectEquipData=_selectEquipDataList[1]
|
||
--装备绑英雄
|
||
EquipManager.SetEquipUpHeroDid(curSelectEquipData.did,curHeroData.dynamicId)
|
||
--英雄加装备
|
||
table.insert(curHeroData.equipIdList,curSelectEquipData.did)
|
||
else
|
||
curEquipTreasureDatas=_selectEquipDataList[1]
|
||
--装备绑英雄
|
||
EquipTreasureManager.SetEquipTreasureUpHeroDid(curEquipTreasureDatas.idDyn,curHeroData.dynamicId)
|
||
--英雄加装备
|
||
table.insert(curHeroData.jewels,curEquipTreasureDatas.idDyn)
|
||
end
|
||
elseif _type==2 then
|
||
if _equipOrTreasure == 1 then
|
||
--装备解绑英雄
|
||
curSelectEquipData = _selectEquipDataList[1]
|
||
EquipManager.SetEquipUpHeroDid(curSelectEquipData.did,"0")
|
||
for i = 1, #curHeroData.equipIdList do
|
||
if curHeroData.equipIdList[i]==curSelectEquipData.did then
|
||
--英雄删除装备
|
||
table.remove(curHeroData.equipIdList,i)
|
||
break
|
||
end
|
||
end
|
||
else
|
||
curEquipTreasureDatas = _selectEquipDataList[1]
|
||
EquipTreasureManager.SetEquipTreasureUpHeroDid(curEquipTreasureDatas.idDyn,"")
|
||
for i = 1, #curHeroData.jewels do
|
||
if curHeroData.jewels[i]==curEquipTreasureDatas.idDyn then
|
||
--英雄删除装备
|
||
table.remove(curHeroData.jewels,i)
|
||
break
|
||
end
|
||
end
|
||
end
|
||
elseif _type==3 then
|
||
effectList[position]:SetActive(false)
|
||
effectList[position]:SetActive(true)
|
||
if _equipOrTreasure == 1 then
|
||
curSelectEquipData=_selectEquipDataList[1]
|
||
--新装备绑英雄
|
||
EquipManager.SetEquipUpHeroDid(curSelectEquipData.did,curHeroData.dynamicId)--穿
|
||
if _oldSelectEquip then
|
||
--被替换装备解绑英雄
|
||
EquipManager.SetEquipUpHeroDid(_oldSelectEquip.did,"0")
|
||
end
|
||
--英雄替换新选择装备
|
||
if curHeroEquipDatas[curSelectEquipData.equipConfig.Position] then
|
||
for i = 1, #curHeroData.equipIdList do
|
||
if curHeroData.equipIdList[i]==curHeroEquipDatas[curSelectEquipData.equipConfig.Position].did then
|
||
curHeroData.equipIdList[i]=curSelectEquipData.did
|
||
end
|
||
end
|
||
end
|
||
else
|
||
curEquipTreasureDatas=_selectEquipDataList[1]
|
||
--新装备绑英雄
|
||
EquipTreasureManager.SetEquipTreasureUpHeroDid(curEquipTreasureDatas.idDyn,curHeroData.dynamicId)
|
||
if _oldSelectEquip then
|
||
--被替换装备解绑英雄
|
||
EquipTreasureManager.SetEquipTreasureUpHeroDid(_oldSelectEquip.idDyn,"")
|
||
end
|
||
--英雄替换新选择装备
|
||
for i = 1, #curHeroData.jewels do
|
||
if curHeroData.jewels[i]==_oldSelectEquip.idDyn then
|
||
curHeroData.jewels[i]=curEquipTreasureDatas.idDyn
|
||
end
|
||
end
|
||
end
|
||
elseif _type==4 then
|
||
--一键穿 把身上装备解绑英雄id
|
||
if _equipOrTreasure==1 then
|
||
for k,v in ipairs(curHeroData.equipIdList) do
|
||
EquipManager.SetEquipUpHeroDid(v,"0")
|
||
end
|
||
curHeroData.equipIdList={}
|
||
for i = 1, #_selectEquipDataList do
|
||
--把选择的装备绑上英雄
|
||
EquipManager.SetEquipUpHeroDid(_selectEquipDataList[i],curHeroData.dynamicId)--穿
|
||
--再把英雄装备list 清空并添加上新选择的装备
|
||
table.insert(curHeroData.equipIdList,_selectEquipDataList[i])
|
||
end
|
||
--宝物
|
||
else
|
||
for k,v in ipairs(curHeroData.jewels) do
|
||
EquipTreasureManager.SetTreasureUpOrDown(v,"0")
|
||
end
|
||
curHeroData.jewels={}
|
||
for i = 1, #_selectEquipDataList do
|
||
--把选择的装备绑上英雄
|
||
EquipTreasureManager.SetTreasureUpOrDown(_selectEquipDataList[i],curHeroData.dynamicId)--穿
|
||
--再把英雄装备list 清空并添加上新选择的装备
|
||
table.insert(curHeroData.jewels,_selectEquipDataList[i])
|
||
end
|
||
end
|
||
|
||
elseif _type==5 then
|
||
--一键脱 把身上装备英雄id置为“0” 再把英雄装备list清空
|
||
if _equipOrTreasure==1 then
|
||
if _selectEquipDataList then
|
||
for i = 1, #_selectEquipDataList do
|
||
EquipManager.SetEquipUpHeroDid(_selectEquipDataList[i],"0")
|
||
end
|
||
end
|
||
--for i = 1, #_selectEquipDataList do
|
||
-- --把选择的装备绑上英雄
|
||
-- -- EquipTreasureManager.SetTreasureUpOrDown(_selectEquipDataList[i],curHeroData.dynamicId)--穿
|
||
-- --再把英雄装备list 清空并添加上新选择的装备
|
||
-- table.remove(curHeroData.equipIdList,i)
|
||
--end
|
||
curHeroData.equipIdList={}
|
||
else
|
||
if _selectEquipDataList then
|
||
for i = 1, #_selectEquipDataList do
|
||
EquipTreasureManager.SetTreasureUpOrDown(_selectEquipDataList[i],"")
|
||
end
|
||
--table.remove(curHeroData.jewels,i)
|
||
curHeroData.jewels={}
|
||
end
|
||
--for i = 1, #_selectEquipDataList do
|
||
-- --把选择的装备绑上英雄
|
||
-- EquipTreasureManager.SetTreasureUpOrDown(_selectEquipDataList[i],curHeroData.dynamicId)--穿
|
||
-- --再把英雄装备list 清空并添加上新选择的装备
|
||
-- table.remove(curHeroData.equipIdList,_selectEquipDataList[i])
|
||
--end
|
||
end
|
||
|
||
--curHeroData.equipIdList={}
|
||
end
|
||
--刷新界面
|
||
this.ShowHeroEquip()
|
||
--上阵刷新红点
|
||
if isUpZhen then
|
||
this.allEquipUpRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0)
|
||
end
|
||
--刷新当前英雄可穿装备
|
||
if indexBtnNum == PosIdConst.All then
|
||
this:OnClickAllBtn()
|
||
else
|
||
this:OnClickTabBtn(indexBtnNum)
|
||
end
|
||
--对比战力并更新战力值 播放战力变更动画
|
||
HeroManager.CompareWarPower(curHeroData.dynamicId)
|
||
end
|
||
--去除已穿的装备
|
||
function this:EquipListFilter(_allEquip)
|
||
local allShowEquip={}
|
||
for k, v in pairs(_allEquip) do
|
||
if v.upHeroDid=="0" then
|
||
if v.equipConfig.ProfessionLimit==0 or v.equipConfig.ProfessionLimit==curHeroData.profession then
|
||
table.insert(allShowEquip,v)
|
||
end
|
||
end
|
||
end
|
||
return allShowEquip
|
||
end
|
||
--选择图片设置父级
|
||
function this.SelectImageSetParent(_objPoint)
|
||
this.selsectSkillImage:SetActive(false)
|
||
this.selsectSkillImage.transform:SetParent(_objPoint.transform)
|
||
this.selsectSkillImage.transform.localScale = Vector3.one
|
||
this.selsectSkillImage.transform.localPosition = Vector3.zero
|
||
end
|
||
--界面关闭时调用(用于子类重写)
|
||
function RoleEquipPanel:OnClose()
|
||
|
||
end
|
||
function this:AddRedPointVale(_equipDatas)
|
||
for j = 1, #_equipDatas do
|
||
_equipDatas[j].isRedPointShow = 1
|
||
for i = 1, #curHeroCanUpEquipTabs do
|
||
if curHeroCanUpEquipTabs[i] ==_equipDatas[j].did then
|
||
_equipDatas[j].isRedPointShow = 2
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function this:SortEquipDatas(_equipDatas)
|
||
if teamHero[curHeroData.dynamicId] then
|
||
isUpZhen = true
|
||
this.allEquipUpRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0)
|
||
curHeroCanUpEquipTabs = HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId)
|
||
else
|
||
isUpZhen = false
|
||
this.allEquipUpRedPoint:SetActive(false)
|
||
curHeroCanUpEquipTabs = {}
|
||
end
|
||
this:AddRedPointVale(_equipDatas)
|
||
table.sort(_equipDatas, function(a, b)
|
||
if a.isRedPointShow ==b.isRedPointShow then
|
||
if a.equipConfig.Quality ==b.equipConfig.Quality then
|
||
if a.equipConfig.Position ==b.equipConfig.Position then
|
||
return a.id < b.id
|
||
else
|
||
return a.equipConfig.Position < b.equipConfig.Position
|
||
end
|
||
else
|
||
return a.equipConfig.Quality > b.equipConfig.Quality
|
||
end
|
||
else
|
||
return a.isRedPointShow > b.isRedPointShow
|
||
end
|
||
end)
|
||
end
|
||
|
||
--做装备叠加特殊组拼数据
|
||
function this:EquipDJDatas(_itemDatas)
|
||
local equips = {}
|
||
for i = 1, #_itemDatas do
|
||
if equips[_itemDatas[i].id] then
|
||
equips[_itemDatas[i].id].num = equips[_itemDatas[i].id].num + 1
|
||
else
|
||
equips[_itemDatas[i].id] = _itemDatas[i]
|
||
equips[_itemDatas[i].id].num = 1
|
||
end
|
||
end
|
||
local showList = {}
|
||
for i, v in pairs(equips) do
|
||
table.insert(showList, v)
|
||
end
|
||
return showList
|
||
end
|
||
--界面销毁时调用(用于子类重写)
|
||
function RoleEquipPanel:OnDestroy()
|
||
|
||
SubUIManager.Close(this.UpView)
|
||
this.ScrollView = nil
|
||
end
|
||
return RoleEquipPanel
|