353 lines
16 KiB
Lua
353 lines
16 KiB
Lua
----- 寶物合成 -----
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local this = {}
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local sortingOrder=0
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local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local TabBox = require("Modules/Common/TabBox")
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local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
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local _TabImagePos = { default = -3,
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select = -10}
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local curIndex = 0
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local compoundNum = 0
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local compoundMaxNum = 0
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--this.tabs = {}
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local curNeedEquip = {}
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local curSelectEquip = {}
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local curSelectGO
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local materidaIsCan = false
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local bagPosEquips = {}
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local tabs={}
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function this:InitComponent(gameObject)
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this.tabBox = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/TabBox")
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this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/compoundBtn/needGoldText"):GetComponent("Text")
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this.compoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/compoundBtn")
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this.autoCompoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/autoCompoundBtn")
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this.addBtn = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/titleGo/addBtn")
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this.subtractBtn = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/titleGo/subtractBtn")
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this.numText = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/titleGo/numText"):GetComponent("Text")
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this.progressText = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/titleGo/progressText"):GetComponent("Text")
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this.needEquip = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/titleGo/needEquip")
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this.compoundEquip = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/titleGo/compoundEquip")
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this.progressImage = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/titleGo/progress/Image"):GetComponent("Image")
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for i = 1, 5 do
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tabs[i] = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/Tabs/grid/Btn" .. i)
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end
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this.selectBtn=Util.GetGameObject(gameObject, "CompoundPanel_Treasure/selectBtn")
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this.equipPre = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/equipPre")
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this.ScrollBar=Util.GetGameObject(gameObject, "CompoundPanel_Treasure/Scrollbar"):GetComponent("Scrollbar")
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local v2 = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "CompoundPanel_Treasure/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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end
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function this:BindEvent()
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Util.AddClick(this.compoundBtn, function()
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this.Compound(curIndex)
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end)
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--
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Util.AddClick(this.autoCompoundBtn, function()
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this.AutoCompound(curIndex)
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end)
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Util.AddClick(this.addBtn, function()
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this.CompoundNumChange(1)
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end)
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Util.AddClick(this.subtractBtn, function()
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this.CompoundNumChange(2)
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end)
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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local sortingOrder = 0
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function this:OnSortingOrderChange(_sortingOrder)
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sortingOrder = _sortingOrder
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end
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function this:OnShow(...)
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curIndex = 1
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sortingOrder =0
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for i = 1,#tabs do
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local index=i
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Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(index))
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Util.AddClick(tabs[i], function()
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this.TreasureBtnClick(tabs[i],index)
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end)
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end
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this.TreasureBtnClick(tabs[1],1)
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end
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--宝物类型按钮点击事件
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function this.TreasureBtnClick(_btn,_curIndex)
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curIndex = _curIndex
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this.SetBtnSelect(_btn)
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this.ShowCurrPosTreasures()
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end
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--显示当前阵营的宝物
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function this.ShowCurrPosTreasures()
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bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(curIndex)
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--LogError("curIndex "..curIndex)
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local equipDatas = EquipTreasureManager.GetAllTabletTreasuresByRace(curIndex)
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if equipDatas and #equipDatas > 0 then
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curSelectEquip = equipDatas[1]
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end
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this.ShowTitleData(curSelectEquip)
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this.ScrollView:SetData(equipDatas, function (index, go)
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this.SingleItemDataShow(go, equipDatas[index])
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end)
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end
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--设置按钮选中
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function this.SetBtnSelect(_parObj)
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this.selectBtn.transform:SetParent(_parObj.transform)
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this.selectBtn.transform.localScale = Vector3.one
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this.selectBtn.transform.localPosition=Vector3.zero
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end
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function this.ShowTitleData(_data)
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local allCanCompoundEquips = EquipTreasureManager.GetBagCompoundEquipDatasByequipSData(_data)
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this.ShowTitleEquipData(this.compoundEquip,curSelectEquip,curSelectEquip.frame,curSelectEquip.Id)
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this.ShowTitleEquipData(this.needEquip,curSelectEquip,curSelectEquip.lowFrame,curSelectEquip.lowId)--需要的材料
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this.progressText.text = #allCanCompoundEquips .. "/" .. curSelectEquip.quaUpCount
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this.progressImage.fillAmount = #allCanCompoundEquips/curSelectEquip.quaUpCount
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compoundNum = math.floor(#allCanCompoundEquips/curSelectEquip.quaUpCount)
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compoundMaxNum = math.floor(#allCanCompoundEquips/curSelectEquip.quaUpCount)
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this.ShowGoldNum(curSelectEquip.costCoin,compoundNum)
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end
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--显示金币数量
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function this.ShowGoldNum(_costData,_num)
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local needGoldNum = _costData[1][2]*_num
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local id=_costData[1][1]
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if needGoldNum > BagManager.GetItemCountById(id) then
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materidaIsCan = false
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this.needGoldText.text = string.format("<color=#FF0011>%s</color>", needGoldNum)
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else
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materidaIsCan = true
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this.needGoldText.text =string.format("<color=#FCF5D3FF>%s</color>", needGoldNum)
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end
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this.numText.text = compoundNum
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Util.SetGray(this.addBtn,false)
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Util.SetGray(this.subtractBtn,false)
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this.addBtn:GetComponent("Button").enabled = true
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this.subtractBtn:GetComponent("Button").enabled = true
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if compoundNum >= compoundMaxNum then
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Util.SetGray(this.addBtn,true)
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this.addBtn:GetComponent("Button").enabled = false
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end
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if compoundNum <= 1 then
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Util.SetGray(this.subtractBtn,true)
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this.subtractBtn:GetComponent("Button").enabled = false
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end
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if compoundNum == 0 then
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Util.SetGray(this.addBtn,true)
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Util.SetGray(this.subtractBtn,true)
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this.addBtn:GetComponent("Button").enabled = false
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this.subtractBtn:GetComponent("Button").enabled = false
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end
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end
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function this.ShowTitleEquipData(_go,_itemData,_frame,_id)
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(_frame)
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Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
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Util.GetGameObject(_go.transform,"proImg"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.Id].PropertyName))
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Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.name
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Util.GetGameObject(_go.transform, "star").gameObject:SetActive(false)
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Util.AddClick(Util.GetGameObject(_go.transform,"icon"), function()
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--UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id)
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UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0,nil,_id, 0, 0,nil)
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end)
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end
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--宝物列表宝物数据显示
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function this.SingleItemDataShow(_go,_itemData)
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.frame)
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Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
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Util.GetGameObject(_go,"proImg"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.Id].PropertyName))
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Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.name
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SetHeroStars(Util.GetGameObject(_go.transform, "star"), 0)
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local choosed =Util.GetGameObject(_go.transform, "choosed")
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choosed.gameObject:SetActive(curSelectEquip.Id == _itemData.Id)
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local redPoint = Util.GetGameObject(_go.transform,"redPoint")
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local haveCount=LengthOfTable(EquipTreasureManager.GetBagCompoundEquipDatasByequipSData(_itemData))
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redPoint:SetActive( haveCount>= _itemData.quaUpCount)
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if curSelectEquip.Id == _itemData .Id then
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curSelectGO = _go
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end
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Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
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if curSelectEquip.Id == _itemData .Id then
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return
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else
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curSelectEquip = _itemData
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choosed:SetActive(true)
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if curSelectGO then
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Util.GetGameObject(curSelectGO.transform, "choosed"):SetActive(false)
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curSelectGO = _go
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end
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end
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this.ShowTitleData(_itemData)
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end)
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Util.AddLongPressClick(Util.GetGameObject(_go.transform,"icon"), function()
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--UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id)
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end, 0.5)
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end
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--加减方法
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function this.CompoundNumChange(type)
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if type == 1 then--加
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compoundNum = compoundNum + 1
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else--减
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compoundNum = compoundNum - 1
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end
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--LogError("compoundNum "..compoundNum)
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this.ShowGoldNum(curSelectEquip.costCoin,compoundNum)
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end
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function this.Compound()
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--LogError(" `````````````````` "..curIndex.." "..curSelectEquip.Star.." "..compoundNum)
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if compoundNum <= 0 then
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PopupTipPanel.ShowTip("材料不足,无法合成!")
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return
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end
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if not materidaIsCan then
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UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.Gold })
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return
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end
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NetManager.ComplexTreasureRequest(curSelectEquip.equipType,curIndex,curSelectEquip.quantity,compoundNum,function(msg)
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for i = 1, #msg.equipIds do
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EquipTreasureManager.RemoveTreasureByIdDyn(msg.equipIds[i])
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end
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
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this.ShowCurrPosTreasures()
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end)
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end)
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end
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function this.AutoCompound(_position)
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local curPosEquips = EquipTreasureManager.GetAllTabletTreasuresByRaceAndType(_position)--,curSelectEquip.equipType)
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local shengGoldNum = 0
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local bagNums = {}
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--消耗材料对应所有背包数据
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for i = 1, #curPosEquips do
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local equipData=curPosEquips[i]
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for j = 1, #equipData.costCoin do
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bagNums[equipData.costCoin[j][1]] = BagManager.GetItemCountById(equipData.costCoin[j][1])
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end
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end
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--一种装备一种装备的循环检测 金币能合成的数量 与 背包装备能合成的数量 取最小值 然后扣除临时消耗道具
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--最后所有装备存在curPosEquips 与 之前背包 bagPosEquips 作比较 看合成了什么装备 删除了什么装备 和计算消耗材料
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local curRewards = {}
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--上一个便利的宝物的id和可合成数量
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local lastEquipId=0
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local lastEquipNum=0
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--便利符合条件的静态宝物数据
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for i = 1, #curPosEquips do
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local materialEndNum = -1
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local materialNums = {}
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local equipData=curPosEquips[i]
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for j = 1, #equipData.costCoin do
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local itemId = equipData.costCoin[j][1]
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materialNums[itemId] = equipData.costCoin[j][2]
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local curItmeCompoundNums = math.floor(bagNums[itemId] / equipData.costCoin[j][2])
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if materialEndNum == -1 then
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materialEndNum = curItmeCompoundNums
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elseif materialEndNum > curItmeCompoundNums then
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materialEndNum = curItmeCompoundNums
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end
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end
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if i <= #curPosEquips and materialEndNum>0 then
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--可合成当前装备的数量
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local materialHaveNum= LengthOfTable(EquipTreasureManager.GetBagCompoundEquipDatasByequipSData(equipData))
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--获取可以合成几个装备
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local curQuEquipCompoundNum = math.floor(materialHaveNum/equipData.quaUpCount)
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--加上上一个品质合成的装备
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local nextCompoundNum=math.floor((materialHaveNum+lastEquipNum)/equipData.quaUpCount)
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--如果加上一个品质合成的宝物又能多合成x个,算出多合成宝物需要消耗几个之前合成的,减去
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if nextCompoundNum>curQuEquipCompoundNum then
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local costNum=math.abs(materialHaveNum-(nextCompoundNum*equipData.quaUpCount))
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if curRewards[lastEquipId] then
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local haveNum=curRewards[lastEquipId]
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if haveNum<=costNum then
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curRewards[lastEquipId]=nil
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else
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--现在拥有的数量-提升消耗的-本来就有的=最终增加的
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local num=haveNum-costNum-materialHaveNum
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if num>0 then
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curRewards[lastEquipId]=num
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else
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curRewards[lastEquipId]=nil
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end
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end
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end
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curQuEquipCompoundNum=nextCompoundNum
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end
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--消耗物品可以合成的和材料合成的作比较,取最小值
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local endCompoundNum = materialEndNum > curQuEquipCompoundNum and curQuEquipCompoundNum or materialEndNum
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--LogError("endCompoundNum "..endCompoundNum)
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for itemId, num in pairs(materialNums) do
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bagNums[itemId] = bagNums[itemId] - endCompoundNum * num
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shengGoldNum = shengGoldNum + endCompoundNum * num
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end
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--如果当前品质宝物可以合成,就把当前品质的id及合成的数量储存,判断下一个品质加上当前合成的是否能多合成
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if endCompoundNum>0 then
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lastEquipId=equipData.Id
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lastEquipNum=endCompoundNum
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--table.insert(curRewards,{equipData.Id,endCompoundNum})
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curRewards[equipData.Id]=endCompoundNum
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else
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lastEquipId=0
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lastEquipNum=0
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end
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end
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end
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local endReward={}
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for i, v in pairs(curRewards) do
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table.insert(endReward,{i,v})
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end
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if shengGoldNum <= 0 then
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--if curSelectEquip.equipType==1 then
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-- PopupTipPanel.ShowTip("无可合成魂宝或金币不足!")
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--else
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-- PopupTipPanel.ShowTip("无可合成灵宝或金币不足!")
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--end
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PopupTipPanel.ShowTip("无可合成宝物或金币不足!")
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return
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end
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--BagManager.GetItemCountById(14) -
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TreasureCompound,
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shengGoldNum,endReward,function ()
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NetManager.ComplexTreasureRequest(curSelectEquip.equipType,curIndex,0,0, function(msg)
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for i = 1, #msg.equipIds do
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EquipTreasureManager.RemoveTreasureByIdDyn(msg.equipIds[i])
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end
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
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this.ShowCurrPosTreasures()
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end)
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end)
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end)
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end
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-- tab节点显示自定义
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function this.TabAdapter(tab, index, status)
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local tabLab = Util.GetGameObject(tab, "Text")
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local tabImage = Util.GetGameObject(tab,"Image")
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tabImage:GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status])
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tabImage:GetComponent("Image"):SetNativeSize()
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tabLab:GetComponent("Text").text = _TabData[index].name
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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tabImage.transform.localPosition = Vector3.New( tabImage.transform.localPosition.x, _TabImagePos[status], 0);
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end
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--切换视图
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function this.SwitchView(index)
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this.OnClickTabBtn(index)
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end
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function this:OnClose()
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end
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function this:OnDestroy()
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end
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return this
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