193 lines
9.2 KiB
Lua
193 lines
9.2 KiB
Lua
require("Base/BasePanel")
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RoleGodSoulLayout = Inherit(BasePanel)
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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function RoleGodSoulLayout:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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b.transform = gameObject.transform
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setmetatable(b, { __index = RoleGodSoulLayout })
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return b
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end
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--初始化组件(用于子类重写)
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function RoleGodSoulLayout:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.help = Util.GetGameObject(self.gameObject,"bgdi/help")
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self.helpPosition = self.help:GetComponent("RectTransform").localPosition
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self.godPre = Util.GetGameObject(self.gameObject,"bgdi/godPre")
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self.costPre = Util.GetGameObject(self.gameObject,"bgdi/costPre")
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self.singlePre = Util.GetGameObject(self.gameObject,"bgdi/singlePre")
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self.grid = Util.GetGameObject(self.gameObject,"bgdi/scroll/grid")
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self.gridList = {}
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end
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--绑定事件(用于子类重写)
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function RoleGodSoulLayout:BindEvent()
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Util.AddClick(self.help, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.shenhun,self.helpPosition.x,self.helpPosition.y - 500)
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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 RoleGodSoulLayout: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 RoleGodSoulLayout:RemoveListener()
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end
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function RoleGodSoulLayout:OnShow()
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self.gameObject:SetActive(true)
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end
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function RoleGodSoulLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
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self.sortingOrder = _sortinglayer
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self.curHeroData = _curHerodata
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self.parent = _parent
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self.isUpZhen = _isUpZhen
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self.herodatas = _heroDatas
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self:UpdateGodList()
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end
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function RoleGodSoulLayout:UpdateGodList()
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if self.curHeroData.dynamicId then
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self.lv = GodSoulManager.GetGodSoulLv(self.curHeroData.dynamicId)
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self.addShow = true
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self.heroConfig = self.curHeroData.heroConfig
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else
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self.lv = 0
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self.addShow = false
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self.heroConfig = self.curHeroData
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end
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self.godDatas = GodSoulManager.GetGodSoulDataByLv(self.heroConfig.Id,0)
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if not self.gridList then
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self.gridList = {}
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end
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for i = 1,math.max(#self.gridList,#self.godDatas) do
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if not self.godDatas[i] then
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self.gridList[i].go.gameObject:SetActive(false)
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else
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if not self.gridList[i] then
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self.gridList[i] = {}
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self.gridList[i].go = newObjToParent(self.singlePre,self.grid)
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self.gridList[i].tip = Util.GetGameObject(self.gridList[i].go,"middle/Text"):GetComponent("Text")
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self.gridList[i].godGrid = Util.GetGameObject(self.gridList[i].go,"middle/godGrid")
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self.gridList[i].godLvList = {}
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self.gridList[i].costGrid = Util.GetGameObject(self.gridList[i].go,"middle/costGrid")
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self.gridList[i].costList = {}
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self.gridList[i].add = Util.GetGameObject(self.gridList[i].go,"add")
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self.gridList[i].des = Util.GetGameObject(self.gridList[i].go,"bottom/des"):GetComponent("Text")
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end
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self.gridList[i].go.gameObject:SetActive(true)
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self:UpdataSingleGod(i)
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end
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end
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end
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function RoleGodSoulLayout:UpdataSingleGod(index)
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for i = 1,math.max(#self.gridList[index].godLvList,index) do
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if index < i then
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self.gridList[index].godLvList[i].gameObject:SetActive(false)
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else
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if not self.gridList[index].godLvList[i] then
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self.gridList[index].godLvList[i] = newObjToParent(self.godPre,self.gridList[index].godGrid)
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end
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self.gridList[index].godLvList[i].gameObject:SetActive(true)
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end
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end
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--绿色
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for i = 1,math.max(#self.gridList[index].costList,#self.godDatas[index]) do
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if not self.godDatas[index][i] then
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self.gridList[index].costList[i].go.gameObject:SetActive(false)
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else
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if not self.gridList[index].costList[i] then
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self.gridList[index].costList[i] = {}
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self.gridList[index].costList[i].go = newObjToParent(self.costPre,self.gridList[index].costGrid)
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self.gridList[index].costList[i].frame = Util.GetGameObject(self.gridList[index].costList[i].go,"frame"):GetComponent("Image")
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self.gridList[index].costList[i].icon = Util.GetGameObject(self.gridList[index].costList[i].frame.transform,"icon"):GetComponent("Image")
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self.gridList[index].costList[i].num = Util.GetGameObject(self.gridList[index].costList[i].go,"num"):GetComponent("Text")
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end
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self.gridList[index].costList[i].go.gameObject:SetActive(true)
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if self.godDatas[index][i].id > 0 then
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if self.godDatas[index][i].star > 10 then
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_zuanshitouxiangkuang")
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else
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_hong")
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end
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self.gridList[index].costList[i].icon.gameObject:SetActive(true)
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self.gridList[index].costList[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroConfig[self.godDatas[index][i].id].Icon))
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elseif self.godDatas[index][i].property > 0 then
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self.gridList[index].costList[i].icon.gameObject:SetActive(false)
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(PropertySmallIcon[self.godDatas[index][i].star][self.godDatas[index][i].property])
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elseif self.godDatas[index][i].profession > 0 then
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self.gridList[index].costList[i].icon.gameObject:SetActive(false)
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(GodSoulProfession[self.godDatas[index][i].star][self.godDatas[index][i].profession])
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else
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self.gridList[index].costList[i].icon.gameObject:SetActive(false)
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(StarImage[self.godDatas[index][i].star])
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end
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if not self.addShow then
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self.gridList[index].costList[i].num.text = string.format("<color=#B5AA95>×%s</color>",self.godDatas[index][i].num)
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Util.SetGray(self.gridList[index].costList[i].frame.gameObject,false)
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elseif index == self.lv + 1 then --未激活时红色,图标置灰
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self.gridList[index].costList[i].num.text = string.format("<color=#FF0000>×%s</color>",self.godDatas[index][i].num)
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Util.SetGray(self.gridList[index].costList[i].frame.gameObject,true)
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else --激活时绿色,图标不置灰
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self.gridList[index].costList[i].num.text = string.format("<color=#00FF00>×%s</color>",self.godDatas[index][i].num)
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Util.SetGray(self.gridList[index].costList[i].frame.gameObject,false)
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end
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end
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end
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self.gridList[index].des.text = string.format("<color=#FF0000>%s</color>",self.godDatas[index].skill) --神魂效果 绿色 未激活时置灰
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if not self.addShow then
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self.gridList[index].tip.text = "<color=#B5AA95>需要:</color>" --未解锁红色
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self.gridList[index].costGrid.gameObject:SetActive(true)
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self.gridList[index].add.gameObject:SetActive(false)
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Util.SetGray(self.gridList[index].godGrid,false)
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Util.SetGray(self.gridList[index].des.gameObject,false)
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self.gridList[index].des.text = string.format("<color=#B5AA95>%s</color>",self.godDatas[index].skill) --神魂效果 绿色 未激活时置灰
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elseif index <= self.lv + 1 then
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self.gridList[index].tip.text = "<color=#B5AA95>需要:</color>" --未解锁红色
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self.gridList[index].costGrid.gameObject:SetActive(true)
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self.gridList[index].add.gameObject:SetActive(true)
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if index == self.lv + 1 then
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Util.SetGray(self.gridList[index].godGrid,true) --勾魂图标 未激活时置灰
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Util.SetGray(self.gridList[index].des.gameObject,true)
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else
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Util.SetGray(self.gridList[index].godGrid,false)
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Util.SetGray(self.gridList[index].des.gameObject,false)
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end
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else
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self.gridList[index].costGrid.gameObject:SetActive(false)
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self.gridList[index].add.gameObject:SetActive(true)
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--红色
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self.gridList[index].tip.text = string.format("<color=#FF0000>激活%s级神魂后解锁:</color>",index - 1)
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Util.SetGray(self.gridList[index].godGrid,true)
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Util.SetGray(self.gridList[index].des.gameObject,true)
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end
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Util.AddOnceClick(self.gridList[index].add,function()
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if index <= self.lv + 1 then
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ShenHun,self.godDatas[index],self.curHeroData,index)
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else
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PopupTipPanel.ShowTip("所选神魂尚未解锁!")
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end
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end)
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end
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function RoleGodSoulLayout:OnHide()
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self.gameObject:SetActive(false)
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end
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function RoleGodSoulLayout:OnClose()
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self.gridList = {}
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end
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return RoleGodSoulLayout |