294 lines
13 KiB
Lua
294 lines
13 KiB
Lua
local GeneralBigPopup_RoleGodSoulUp = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local curList = {}
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--初始化组件(用于子类重写)
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function GeneralBigPopup_RoleGodSoulUp:InitComponent(gameObject)
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self.spLoader = SpriteLoader.New()
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self.Scroll = Util.GetGameObject(gameObject,"Scroll")
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self.itemPre = Util.GetGameObject(gameObject,"itemPre")
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local rootHight = self.Scroll.transform.rect.height
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local width = self.Scroll.transform.rect.width
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self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.Scroll.transform,
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self.itemPre,nil, Vector2.New(width, rootHight), 1, 5,Vector2.New(20, 10))
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self.ScrollView.moveTween.MomentumAmount = 1
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self.ScrollView.moveTween.Strength = 2
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self.ScrollView.elastic = false
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self.costItemPre = Util.GetGameObject(gameObject, "costPre")
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self.costGrid = Util.GetGameObject(gameObject, "costItem/costGrid")
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self.oneKeyBtn = Util.GetGameObject(gameObject, "oneKey")
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self.sureBtn = Util.GetGameObject(gameObject, "sure")
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self.itemlist = {}
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self.costItemlist = {}
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self.choosedIdList = {}
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end
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--绑定事件(用于子类重写)
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function GeneralBigPopup_RoleGodSoulUp:BindEvent()
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Util.AddClick(self.oneKeyBtn,function ()
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local isenuough,enoughNums,enoughDatas,oldEnoughDatas = false,nil,nil,nil
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self.choosedIdList = {}
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for i = 1,#self.allDatas do
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table.insert(self.choosedIdList,self.allDatas[i].herodata.dynamicId)
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isenuough,enoughNums,enoughDatas = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,self.lv,self.choosedIdList)
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if isenuough then
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self:RefreshCostItemNums()
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self:RefreshItemDatas()
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break
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else
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if not oldEnoughDatas then
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oldEnoughDatas = enoughDatas
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else
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local ismove = true
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for k,v in pairs(oldEnoughDatas) do
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if v ~= enoughDatas[k] then
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ismove = false
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break
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end
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end
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if ismove then
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table.remove(self.choosedIdList,#self.choosedIdList)
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end
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oldEnoughDatas = enoughDatas
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end
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end
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end
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if not isenuough then
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PopupTipPanel.ShowTip("无法满足激活条件!")
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return
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end
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end)
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Util.AddClick(self.sureBtn,function()
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local isSave = false
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if self.isenuough then
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if #curList == #self.choosedIdList then
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for i = 1,#curList do
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if self:CheckIsChooseId(curList[i]) < 1 then
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isSave = true
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break
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end
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end
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else
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isSave = true
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end
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if isSave then
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NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function()
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parent:ClosePanel()
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end)
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else
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parent:ClosePanel()
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end
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elseif #self.choosedIdList == 0 then
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PopupTipPanel.ShowTip("请选择神将!")
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else
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PopupTipPanel.ShowTip("所选神将无法激活神魂效果!")
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end
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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 GeneralBigPopup_RoleGodSoulUp:AddListener()
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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 GeneralBigPopup_RoleGodSoulUp:RemoveListener()
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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 GeneralBigPopup_RoleGodSoulUp:OnShow(_parent,_Data)
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parent =_parent
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sortingOrder = _parent.sortingOrder
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self.costItems = _Data[1]
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self.curHeroData = _Data[2]
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self.lv = _Data[3]
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self.allDatas = GodSoulManager.GetGodSoulData(self.curHeroData,self.lv)
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self.choosedIdList = GodSoulManager.GetBindHeroDatasByLevel(self.curHeroData.dynamicId,self.lv)
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curList = GodSoulManager.GetBindHeroDatasByLevel(self.curHeroData.dynamicId,self.lv)
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self:Refresh(true,true)
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end
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function GeneralBigPopup_RoleGodSoulUp:Refresh(isTop,isAni)
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if not self.itemlist then
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self.itemlist = {}
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end
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for k,v in ipairs(self.itemlist) do
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v.go.gameObject:SetActive(false)
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end
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self.ScrollView:SetData(self.allDatas, function(index, go)
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self:SetSingleData(index,go,self.allDatas[index])
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end,not isTop,not isAni)
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self:UpdateCostItem()
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end
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function GeneralBigPopup_RoleGodSoulUp:RefreshItemDatas()
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for k,v in ipairs(self.itemlist) do
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if self:CheckIsChooseId(v.data.dynamicId) > 0 then
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v.select.gameObject:SetActive(true)
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else
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v.select.gameObject:SetActive(false)
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end
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end
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end
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function GeneralBigPopup_RoleGodSoulUp:SetSingleData(index,go,heroData)
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if not self.itemlist[index] then
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self.itemlist[index] = {}
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self.itemlist[index].go = go
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self.itemlist[index].mask = Util.GetGameObject(go,"mask")
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self.itemlist[index].select = Util.GetGameObject(go,"select")
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self.itemlist[index].using = Util.GetGameObject(go,"using")
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self.itemlist[index]._go = Util.GetGameObject(go,"HeroPre")
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self.itemlist[index].frame = Util.GetGameObject(self.itemlist[index]._go,"frame"):GetComponent("Image")
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self.itemlist[index].icon = Util.GetGameObject(self.itemlist[index]._go, "icon"):GetComponent("Image")
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self.itemlist[index].pos = Util.GetGameObject(self.itemlist[index]._go, "posIcon"):GetComponent("Image")
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self.itemlist[index].pro = Util.GetGameObject(self.itemlist[index]._go, "proIcon"):GetComponent("Image")
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self.itemlist[index].lv = Util.GetGameObject(self.itemlist[index]._go, "lv/Text"):GetComponent("Text")
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self.itemlist[index].name = Util.GetGameObject(self.itemlist[index]._go, "name"):GetComponent("Text")
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self.itemlist[index].starGrid = Util.GetGameObject(self.itemlist[index]._go, "star")
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end
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self.itemlist[index]._data = heroData
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self.itemlist[index].data = heroData.herodata
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self.itemlist[index].frame.sprite=self.spLoader:LoadSprite(GetHeroQuantityImageByquality(self.itemlist[index].data.heroConfig.Quality,self.itemlist[index].data.star))
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self.itemlist[index].icon.sprite=self.spLoader:LoadSprite(self.itemlist[index].data.icon)
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self.itemlist[index].go.gameObject:SetActive(true)
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if HarmonyManager.IsChangeColor(self.itemlist[index].data.dynamicId) then
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self.itemlist[index].lv.text="<color=#0f0>"..self.itemlist[index].data.lv.."</color>"
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elseif HarmonyManager:IsEnvoy(self.itemlist[index].data.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
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self.itemlist[index].lv.text="<color=#ffbe22>"..self.itemlist[index].data.lv.."</color>"
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else
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self.itemlist[index].lv.text = self.itemlist[index].data.lv
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end
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self.itemlist[index].name.text = self.itemlist[index].data.heroConfig.ReadingName
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self.itemlist[index].pro.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(self.itemlist[index].data.heroConfig.PropertyName))
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self.itemlist[index].pos.sprite = self.spLoader:LoadSprite(self.itemlist[index].data.professionIcon)
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local star,starType = self.itemlist[index].data.GetStar(1)
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local starSize = Vector2.New(30,30)
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local starScale = -8
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if starType == 3 then
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starSize = Vector2.New(33.43,83.61)
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starScale = -16.86
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end
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SetHeroStars(self.spLoader, self.itemlist[index].starGrid, star,starType,starSize,starScale)
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self.itemlist[index].select.gameObject:SetActive(false)
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self.itemlist[index].mask.gameObject:SetActive(false)
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self.itemlist[index].using.gameObject:SetActive(false)
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if self:CheckIsChooseId(self.itemlist[index].data.dynamicId) > 0 then
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self.itemlist[index].select.gameObject:SetActive(true)
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elseif self.itemlist[index]._data.state == -1 then
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self.itemlist[index].mask.gameObject:SetActive(true)
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elseif self.itemlist[index]._data.state == 0 or self.itemlist[index]._data.state == 664 then
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self.itemlist[index].using.gameObject:SetActive(true)
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end
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-- 点击事件
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Util.AddOnceClick(self.itemlist[index]._go, function()
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if self.itemlist[index]._data.state == -1 then
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PopupTipPanel.ShowTip("该神将不满足神魂激活条件!")
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return
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end
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if self.itemlist[index]._data.state == 0 or self.itemlist[index]._data.state == 664 then
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PopupTipPanel.ShowTip("该神将已用于激活其他等级的神魂!")
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return
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end
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local isChoosed = self:CheckIsChooseId(self.itemlist[index].data.dynamicId)
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if isChoosed > 0 then
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table.remove(self.choosedIdList,isChoosed)
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self.itemlist[index].select.gameObject:SetActive(false)
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else
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table.insert(self.choosedIdList,self.itemlist[index].data.dynamicId)
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self.itemlist[index].select.gameObject:SetActive(true)
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end
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self:RefreshCostItemNums()
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end)
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Util.AddLongPressClick(self.itemlist[index]._go, function()
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end, 0.5)
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end
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function GeneralBigPopup_RoleGodSoulUp:CheckIsChooseId(heroId)
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local index = 0
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for i = 1,#self.choosedIdList do
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if heroId == self.choosedIdList[i] then
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index = i
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return index
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end
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end
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return index
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end
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function GeneralBigPopup_RoleGodSoulUp:UpdateCostItem()
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for i = 1,math.max(#self.costItemlist,#self.costItems) do
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if not self.costItems[i] then
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self.costItemlist[i].go.gameObject:SetActive(false)
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else
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if not self.costItemlist[i] then
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self.costItemlist[i] = {}
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self.costItemlist[i].go = newObjToParent(self.costItemPre,self.costGrid)
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self.costItemlist[i].frame = Util.GetGameObject(self.costItemlist[i].go,"frame"):GetComponent("Image")
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self.costItemlist[i].icon = Util.GetGameObject(self.costItemlist[i].frame.transform,"icon"):GetComponent("Image")
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self.costItemlist[i].num = Util.GetGameObject(self.costItemlist[i].go,"num"):GetComponent("Text")
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end
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self.costItemlist[i].go.gameObject:SetActive(true)
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if self.costItems[i].id > 0 then
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if self.costItems[i].star > 10 then
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self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_zuanshitouxiangkuang")
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else
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self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_hong")
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end
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self.costItemlist[i].icon.gameObject:SetActive(true)
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self.costItemlist[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroConfig[self.costItems[i].id].Icon))
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elseif self.costItems[i].property > 0 then
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self.costItemlist[i].icon.gameObject:SetActive(false)
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self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite(PropertySmallIcon[self.costItems[i].star][self.costItems[i].property])
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elseif self.costItems[i].profession > 0 then
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self.costItemlist[i].icon.gameObject:SetActive(false)
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self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite(GodSoulProfession[self.costItems[i].star][self.costItems[i].profession])
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else
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self.costItemlist[i].icon.gameObject:SetActive(false)
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self.costItemlist[i].frame.sprite = self.spLoader:LoadSprite(StarImage[self.costItems[i].star])
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end
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end
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end
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self:RefreshCostItemNums()
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end
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function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums()
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self.isenuough,self.enoughNums = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,self.lv,self.choosedIdList)
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for i = 1,#self.enoughNums do
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if self.isenuough then
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self.costItemlist[i].num.text = string.format("<color=#00FF00>×%s</color>",self.costItems[i].num)
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else
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if self.enoughNums[i] >= self.costItems[i].num then
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self.costItemlist[i].num.text = string.format("<color=#00FF00>×%s</color>",self.costItems[i].num)
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else
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self.costItemlist[i].num.text = string.format("<color=#FF0000>×%s</color>",self.costItems[i].num)
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end
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end
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end
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end
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--界面关闭时调用(用于子类重写)
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function GeneralBigPopup_RoleGodSoulUp:OnClose()
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end
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--界面销毁时调用(用于子类重写)
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function GeneralBigPopup_RoleGodSoulUp:OnDestroy()
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self.spLoader:Destroy()
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self.itemlist = {}
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self.costItemlist = {}
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end
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return GeneralBigPopup_RoleGodSoulUp |