347 lines
16 KiB
Lua
347 lines
16 KiB
Lua
require("Base/BasePanel")
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local RewardEquipSingleShowPopup2 = Inherit(BasePanel)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
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local _BaseProList = {}--基础属性对象
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local _suitProList = {}--套装属性对象
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local _superProList = {}--白金属性对象
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local typeToUpdate = {
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[2] = 2,--已穿戴->卸载单件
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[3] = 1,--未穿戴->穿单件
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[4] = 3,--未穿戴->替换单件
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}
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--初始化组件(用于子类重写)
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function RewardEquipSingleShowPopup2:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.mask = Util.GetGameObject(self.transform, "mask")
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self.content = Util.GetGameObject(self.transform, "Content")
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--装备详情--topBar
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self.topBar = Util.GetGameObject(self.transform, "Content/topBar")
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self.eqiopName = Util.GetGameObject(self.topBar, "name"):GetComponent("Text")
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self.icon = Util.GetGameObject(self.topBar, "icon"):GetComponent("Image")
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self.frame = Util.GetGameObject(self.topBar, "frame"):GetComponent("Image")
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self.equipType=Util.GetGameObject(self.topBar, "equipType"):GetComponent("Text")
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self.equipQuaText=Util.GetGameObject(self.topBar, "equipQuaText"):GetComponent("Text")
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self.equipInfoText=Util.GetGameObject(self.topBar, "equipInfoText"):GetComponent("Text")
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self.powerNum=Util.GetGameObject(self.topBar, "powerNum"):GetComponent("Text")
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self.star=Util.GetGameObject(self.topBar, "star")
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self.powerNumUpDown = Util.GetGameObject(self.topBar, "powerUPorDown"):GetComponent("Image")
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self.effectbaijin = Util.GetGameObject(self.topBar, "fx_zhuangbeijiemian")
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--装备属性--midBar
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--basePro
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self.midBar = Util.GetGameObject(self.transform, "Content/midBar")
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self.basePro = Util.GetGameObject(self.midBar, "basePro")
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self.baseProName = Util.GetGameObject(self.basePro, "PropertyName"):GetComponent("Text")
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self.baseProGrid = Util.GetGameObject(self.basePro, "grid")
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self.baseProPre = Util.GetGameObject(self.basePro, "grid/curProName")
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self.baseProPre:SetActive(false)
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--suitPro
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self.suitPro = Util.GetGameObject(self.midBar, "suitPro")
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self.suitProName = Util.GetGameObject(self.suitPro, "PropertyName"):GetComponent("Text")
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self.suitProGrid = Util.GetGameObject(self.suitPro, "proGrid")
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self.suitProPre = Util.GetGameObject(self.suitPro, "proGrid/proPre")
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self.suitProPre:SetActive(false)
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--superPro
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self.superPro = Util.GetGameObject(self.midBar, "superPro")
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self.superProGrid = Util.GetGameObject(self.superPro, "proGrid")
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self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc")
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self.superProPre:SetActive(false)
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--分解按钮--btmBar
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self.btmBar = Util.GetGameObject(self.transform, "Content/btmBar")
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self.howGet = Util.GetGameObject(self.btmBar, "howGet")
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self.btnGrid = Util.GetGameObject(self.btmBar, "btnGrid")
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self.btnSure = Util.GetGameObject(self.btnGrid, "btnSure")
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self.btnJump = Util.GetGameObject(self.btnGrid, "btnJump")
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self.btnWear = Util.GetGameObject(self.btnGrid, "btnWear")
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self.btnDown = Util.GetGameObject(self.btnGrid, "btnDown")
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self.btnSwitch = Util.GetGameObject(self.btnGrid, "btnSwitch")
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--装备获取途径--btmBar
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self.canGetPre = Util.GetGameObject(self.btmBar, "scroll/canGetPre")
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self.canGetGrid = Util.GetGameObject(self.btmBar, "scroll")
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self.canGetScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.canGetGrid.transform,self.canGetPre, nil,
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Vector2.New(self.canGetGrid.transform.rect.width, self.canGetGrid.transform.rect.height), 1, 1, Vector2.New(0, 0))
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self.canGetScrollView.moveTween.MomentumAmount = 1
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self.canGetScrollView.moveTween.Strength = 2
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self.canGetScrollView.elastic = false
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self.jumpViewList = {}
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end
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--绑定事件(用于子类重写)
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function RewardEquipSingleShowPopup2:BindEvent()
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Util.AddClick(self.mask, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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--跳转
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Util.AddClick(self.btnJump, function()
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if self.equipData.itemConfig then
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JumpManager.GoJump(self.equipData.itemConfig.UseJump)
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end
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end)
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--分解
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Util.AddClick(self.btnSure, function()
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--数量大于1 ,弹选择框
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if BagManager.GetItemCountById(self.equipData.id) > 1 then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipSingleSell,self.equipData)
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self:ClosePanel()
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elseif BagManager.GetItemCountById(self.equipData.id) == 1 then
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--只有一个,分解品质大于4, 弹框
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if self.equipData.itemConfig.Quantity>=4 then
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UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel,2,self.equipData.itemConfig.ItemBaseType,self.equipData)
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else
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local curResolveAllItemList={}
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local equip = {}
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equip.itemId = self.equipData.id
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equip.itemNum = 1
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table.insert(curResolveAllItemList,equip)
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local type = 1
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NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
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self.SendBackResolveReCallBack(drop)
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end)
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end
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else
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PopupTipPanel.ShowTip(Language[11506])
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end
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end)
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--穿戴
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Util.AddClick(self.btnWear, function()
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local equipIdList={}
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local equipDataList={}
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table.insert(equipIdList,tostring(self.equipData.id))
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table.insert(equipDataList,self.equipData)
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NetManager.EquipWearRequest(self.curHeroData.dynamicId,equipIdList,1,function ()
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self:ClosePanel()
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self.parent.UpdateEquipPosHeroData(1,typeToUpdate[self.openType],equipDataList,0,self.position)
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end)
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end)
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--卸下
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Util.AddClick(self.btnDown, function()
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local equipIdList={}
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local equipDataList={}
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table.insert(equipIdList,tostring(self.equipData.id))
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table.insert(equipDataList,self.equipData)
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NetManager.EquipUnLoadOptRequest(self.curHeroData.dynamicId,equipIdList ,1, function ()
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self:ClosePanel()
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self.parent.UpdateEquipPosHeroData(1,typeToUpdate[self.openType],equipDataList)
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end)
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end)
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--替换
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Util.AddClick(self.btnSwitch, function()
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local equipIdList={}
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local equipDataList={}
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table.insert(equipIdList,tostring(self.equipData.id))
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table.insert(equipDataList,self.equipData)
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NetManager.EquipWearRequest(self.curHeroData.dynamicId,equipIdList ,1, function ()
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self:ClosePanel()
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self.parent.UpdateEquipPosHeroData(1,typeToUpdate[self.openType],equipDataList,self.nextEquip,self.position)
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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 RewardEquipSingleShowPopup2: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 RewardEquipSingleShowPopup2: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 RewardEquipSingleShowPopup2:OnOpen(_parent,_equipData,_openType,_isShowGet,_isShowGo,_curHeroData,_position,_targetEquipData,_func)
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if not _equipData then
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return
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end
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self.parent = _parent --父界面
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self.equipData = _equipData --当前装备数据
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self.openType = _openType --0不显示按钮、1背包、2已穿戴(显示卸下)、3未穿戴(显示穿戴)、4未穿戴(显示替换)
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self.howGet:SetActive(_isShowGet and true or false)--是否显示获取途径
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self.btnGrid:SetActive(self.openType ~= 0)
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self.curHeroData = _curHeroData --装备了该装备的英雄数据
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self.position = _position --装备的位置
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self.nextEquip = _targetEquipData--要替换的目标装备
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if _targetEquipData then
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LogGreen("Id:"..tostring(_equipData.id).." Id2:"..tostring(_targetEquipData.id))
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end
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self.isShowGo = _isShowGo and _isShowGo or false--是否显示跳转按钮
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self.func = _func
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end
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function RewardEquipSingleShowPopup2:SetBtns()
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local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(self.equipData.id))
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self.btnSure:SetActive(itemConfigData.IfResolve==1 and BagManager.isBagPanel)
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self.btnJump:SetActive(itemConfigData.UseJump and itemConfigData.UseJump > 0 and BagManager.isBagPanel)
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self.btnWear:SetActive(self.openType == 3)
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self.btnDown:SetActive(self.openType == 2)
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self.btnSwitch:SetActive(self.openType == 4)
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end
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function RewardEquipSingleShowPopup2:OnShow()
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--上部装备基础信息
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Log("装备id:"..tostring(self.equipData.id).." openType:"..tostring(self.openType))
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self:SetBtns()
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local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(self.equipData.id))
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local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(self.equipData.id))
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self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..equipConfigData.Quality)
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self.equipQuaText.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
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self.eqiopName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
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self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(equipConfigData.Quality))
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self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfigData.ResourceID))
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self.equipInfoText.text=GetLanguageStrById(itemConfigData.ItemDescribe)
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self.powerNum.text=EquipManager.CalculateWarForce(self.equipData.id)
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EquipManager.SetEquipStarShow(self.spLoader, self.star,equipConfigData.Id)
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self.equipType.text=Language[11089]..GetEquipPosStrByEquipPosNum(equipConfigData.Position)
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--下部按钮信息
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self.effectbaijin:SetActive(equipConfigData.Quality==7)
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Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
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if self.openType == 4 then
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self.powerNumUpDown.gameObject:SetActive(true)
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local Power = EquipManager.CalculateWarForce(self.equipData.id)
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local Power2 = EquipManager.CalculateWarForce(self.nextEquip.id)
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-- LogGreen("Id:"..tostring(self.equipData.id).." Power:"..tostring(Power).." Id2:"..tostring(self.equipData.id).." Power2:"..tostring(Power2))
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if(Power > Power2) then
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self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[1])
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elseif(Power < Power2)then
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self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[2])
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else
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self.powerNumUpDown.gameObject:SetActive(false)
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end
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else
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self.powerNumUpDown.gameObject:SetActive(false)
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end
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--basePro基础属性
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if equipConfigData.Property then
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self.basePro:SetActive(true)
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for _, pro in ipairs(_BaseProList) do
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pro:SetActive(false)
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end
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for index, prop in ipairs(equipConfigData.Property) do
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local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop[1])
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if proConfigData then
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if not _BaseProList[index] then
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_BaseProList[index] = newObjToParent(self.baseProPre, self.baseProGrid)
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end
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_BaseProList[index]:SetActive(true)
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_BaseProList[index]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
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local vText = Util.GetGameObject(_BaseProList[index], "curProVale"):GetComponent("Text")
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if prop[2] > 0 then
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vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])
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else
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vText.text = GetPropertyFormatStr(proConfigData.Style, prop[2])
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end
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end
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end
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else
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self.basePro:SetActive(false)
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end
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--suitPro套装属性
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local equipSuit = {}
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if self.curHeroData then
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equipSuit = HeroManager.GetCurHeroEquipSuitPros(self.curHeroData.equipIdList)
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end
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local suitConFig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
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if suitConFig[equipConfigData.Star] then
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self.suitPro:SetActive(true)
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local curSuitConFig = suitConFig[equipConfigData.Star]
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if curSuitConFig then
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for i = 1, math.max(#curSuitConFig.SuiteValue, #_suitProList) do
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if not _suitProList[i] then
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_suitProList[i] = newObjToParent(self.suitProPre, self.suitProGrid)
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end
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_suitProList[i].gameObject:SetActive(true)
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end
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for i = 1, #curSuitConFig.SuiteValue do
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_suitProList[i].gameObject:SetActive(true)
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local name = Util.GetGameObject(_suitProList[i].transform, "proName"):GetComponent("Text")
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local value = Util.GetGameObject(_suitProList[i].transform, "proVale"):GetComponent("Text")
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local color = #equipSuit >= i and "00ff66" or "FCEBCA"
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name.text = string.format("<color=#%s>%s+ %s</color>",color,GetLanguageStrById(propertyConfig[curSuitConFig.SuiteValue[i][2]].Info),GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3]))
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value.text = string.format("<color=#%s>(%s件激活)</color>",color,curSuitConFig.SuiteValue[i][1])
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end
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end
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else
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self.suitPro:SetActive(false)
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end
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--super白金套装属性
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local suitConFig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
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local curSuitConFig = suitConFig[equipConfigData.Star]
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if curSuitConFig and curSuitConFig.SuiteSkill then
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self.superPro:SetActive(true)
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if curSuitConFig then
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for i = 1, math.max(#curSuitConFig.SuiteSkill, #_superProList) do
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if not _superProList[i] then
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_superProList[i] = newObjToParent(self.superProPre, self.superProGrid)
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end
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_superProList[i].gameObject:SetActive(true)
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end
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for i = 1, #curSuitConFig.SuiteSkill do
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local go = _superProList[i]
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go.gameObject:SetActive(true)
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local name = Util.GetGameObject(go.transform, "Name"):GetComponent("Text")
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local value = Util.GetGameObject(go.transform, "Name/vale"):GetComponent("Text")
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local color = #equipSuit >= i and "00ff66" or "FCEBCA"
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name.text = string.format("不朽天赋%s:",i)
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go:GetComponent("Text").text = string.format("<color=#%s>%s</color>",color,GetLanguageStrById(passiveSkillConfig[curSuitConFig.SuiteSkill[i][2]].Desc))
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value.text = string.format("<color=#FCEBCA>(%s)</color>",GetEquipSuitStr(curSuitConFig.Id,curSuitConFig.SuiteSkill[i][1]))
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end
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end
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else
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self.superPro:SetActive(false)
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end
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--获取途径
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if self.jumpViewList and #self.jumpViewList > 0 then
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for i = 1,#self.jumpViewList do
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SubUIManager.Close(self.jumpViewList[i])
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end
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end
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local curitemData = itemConfig[tonumber(self.equipData.id)]
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if curitemData and curitemData.Jump then
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if curitemData.Jump and #curitemData.Jump>0 then
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self.canGetScrollView:SetData(curitemData.Jump,function (index, item)
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local tempView = nil
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if self.isShowGo then
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tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],true)
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else
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tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],false)
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end
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table.insert(self.jumpViewList,tempView)
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end,true,true)
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end
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end
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--(此处需要三遍才能完全打开)
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ForceRebuildLayout(self.midBar.transform)
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ForceRebuildLayout(self.midBar.transform)
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ForceRebuildLayout(self.midBar.transform)
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if self.func then
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self.func()
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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 RewardEquipSingleShowPopup2:OnClose()
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for i = 1, #self.jumpViewList do
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destroy(self.jumpViewList[i].gameObject)
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end
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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 RewardEquipSingleShowPopup2:OnDestroy()
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self.spLoader:Destroy()
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_BaseProList = {}
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_suitProList = {}
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_superProList = {}
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self.jumpViewList = {}
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end
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return RewardEquipSingleShowPopup2 |