miduo_client/Assets/ManagedResources/~Lua/Modules/GodWeapon/GodWeaponInfoPanel.lua

248 lines
9.8 KiB
Lua

require("Base/BasePanel")
GodWeaponInfoPanel = Inherit(BasePanel)
local this = GodWeaponInfoPanel
local godwData
--初始化组件(用于子类重写)
function this:InitComponent()
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.leftBtn = Util.GetGameObject(self.gameObject, "leftBtn/btn")
this.rightBtn = Util.GetGameObject(self.gameObject, "rightBtn/btn")
this.spLoader = SpriteLoader.New()
this.icon = Util.GetGameObject(self.gameObject, "iconBg/icon"):GetComponent("Image")
this.nameText = Util.GetGameObject(self.gameObject, "nameInfo/nameText"):GetComponent("Text")
this.starGrid = Util.GetGameObject(self.gameObject, "starGrid/starGrid")
this.propGrid = Util.GetGameObject(self.gameObject, "infoLayout/propertyInfo/grid")
this.upStarBtn = Util.GetGameObject(self.gameObject, "infoLayout/propertyInfo/upStarBtn")
this.upLvBtn = Util.GetGameObject(self.gameObject, "infoLayout/propertyInfo/upLvBtn")
this.resetBtn = Util.GetGameObject(self.gameObject, "infoLayout/propertyInfo/resetBtn")
this.skillGrid = Util.GetGameObject(self.gameObject, "infoLayout/skill/scroll/grid")
this.unloadBtn = Util.GetGameObject(self.gameObject, "infoLayout/unloadBtn")
this.changeBtn = Util.GetGameObject(self.gameObject, "infoLayout/changeBtn")
this.upLvBtnRedPoint = Util.GetGameObject(this.upLvBtn, "redPoint")
this.upStarBtnRedPoint = Util.GetGameObject(this.upStarBtn, "redPoint")
end
--绑定事件(用于子类重写)
function this:BindEvent()
Util.AddClick(this.btnBack, function()
self:ClosePanel()
end)
Util.AddClick(this.leftBtn, function()
local posIndex = 1
local allTeam = GodWeaponManager.GetAllTeamWeapon()
local posList = GodWeaponManager.GetAllTeamWeaponPos()
for i = 1, #posList do
if godwData.point == posList[i] then
posIndex = i
end
end
posIndex = posIndex - 1
if posIndex <= 0 then
posIndex = #posList
end
local _data = allTeam[posList[posIndex]]
this.UpdateWin(_data)
end)
Util.AddClick(this.rightBtn, function()
local posIndex = 1
local allTeam = GodWeaponManager.GetAllTeamWeapon()
local posList = GodWeaponManager.GetAllTeamWeaponPos()
for i = 1, #posList do
if godwData.point == posList[i] then
posIndex = i
end
end
posIndex = posIndex + 1
if posIndex > #posList then
posIndex = 1
end
local _data = allTeam[posList[posIndex]]
this.UpdateWin(_data)
end)
Util.AddClick(this.upLvBtn, function()
UIManager.OpenPanel(UIName.GodWeaponUpPanel, 1, godwData)
end)
Util.AddClick(this.upStarBtn, function()
UIManager.OpenPanel(UIName.GodWeaponUpPanel, 2, godwData)
end)
Util.AddClick(this.unloadBtn, function()
local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
NetManager.RequestMagicSoldierLocation(godwData.Did, 0, function()
PopupTipPanel.ShowTip(Language[11188])
this.unloadBtn.gameObject:SetActive(false)
this.changeBtn.gameObject:SetActive(false)
GodWeaponManager.SetWeaponUpZhen(godwData.Did, 0)
local newWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
--飘战力
PokemonManager.PiaoWarPowerChange(oldWarPower, newWarPower)
CheckRedPointStatus(RedPointType.GodWeapon)
end)
end)
Util.AddClick(this.changeBtn, function()
UIManager.OpenPanel(UIName.GodWeaponListPanel, 1, godwData, godwData.point)
end)
Util.AddClick(this.resetBtn, function()
this.ResetBtnOnClick()
end)
end
--添加事件监听(用于子类重写)
function this:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.GodWeapon.RefreshGodWeaponInfoPanel, this.UpdateWin)
end
--移除事件监听(用于子类重写)
function this:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.GodWeapon.RefreshGodWeaponInfoPanel, this.UpdateWin)
end
--界面打开时调用(用于子类重写)
function this:OnOpen(_data)
this.UpdateWin(_data)
end
function this:OnShow()
local newData = GodWeaponManager.GetSingleWeaponData(godwData.Did)
this.UpdateWin(newData)
end
function this.UpdateWin(_data)
if _data.point and _data.point > 0 then
this.unloadBtn.gameObject:SetActive(true)
this.changeBtn.gameObject:SetActive(true)
this.leftBtn.gameObject:SetActive(true)
this.rightBtn.gameObject:SetActive(true)
else
this.unloadBtn.gameObject:SetActive(false)
this.changeBtn.gameObject:SetActive(false)
this.leftBtn.gameObject:SetActive(false)
this.rightBtn.gameObject:SetActive(false)
end
godwData = _data
local upLvRed = GodWeaponManager.CheckUpLvRedPoint(godwData)
this.upLvBtnRedPoint:SetActive(upLvRed)
local upStarRed = GodWeaponManager.CheckUpStarRedPoint(godwData)
this.upStarBtnRedPoint:SetActive(upStarRed)
this.icon.sprite = this.spLoader:LoadSprite(GetResourcePath(_data.config.Icon))
this.nameText.text = GetLanguageStrById(_data.config.Name)
local starSize = Vector2.New(65, 65)
PokemonManager.SetHeroStars(this.spLoader, this.starGrid, _data.star, 1, starSize)
local allPropDic = GodWeaponManager.GetSinglePokemonAddProData(_data.Did, _data.star)
local propInfoList = {}
propInfoList[1] = {}
propInfoList[1].name = Language[10539]
propInfoList[1].val = _data.lv
propInfoList[2] = {}
propInfoList[2].name = Language[10788]
propInfoList[2].val = _data.star
local index = 3
for key, value in pairs(allPropDic) do
propInfoList[index] = {}
local propConfig = ConfigManager.GetConfigData(ConfigName.PropertyConfig, key)
propInfoList[index].name = propConfig.Info
propInfoList[index].val = value
index = index + 1
end
for i = 1, this.propGrid.transform.childCount do
local propText = this.propGrid.transform:GetChild(i - 1).gameObject
if i > #propInfoList then
propText:SetActive(false)
else
propText:SetActive(true)
propText:GetComponent("Text").text = GetLanguageStrById(propInfoList[i].name)
Util.GetGameObject(propText, "val"):GetComponent("Text").text = propInfoList[i].val
end
end
local skillInfo = GodWeaponManager.GetSingleGodWeaponSkillDes(_data.Did)
for i = 1, this.skillGrid.transform.childCount do
local skillObj = this.skillGrid.transform:GetChild(i - 1).gameObject
if i > #skillInfo then
skillObj:SetActive(false)
else
Util.GetGameObject(skillObj, "titleBg/title"):GetComponent("Text").text = GetLanguageStrById(skillInfo[i].title)
Util.GetGameObject(skillObj, "titleBg/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
skillInfo[i].icon)
Util.GetGameObject(skillObj, "des"):GetComponent("Text").text = GetLanguageStrById(skillInfo[i].des)
skillObj:SetActive(true)
local allSkillData = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.ShenBingSkill, "SkillPanDuan",
skillInfo[i].skillPanDuan, "SpiritAnimalMatch", _data.id)
local helpBtn = Util.GetGameObject(skillObj, "titleBg/helpBtn")
Util.AddOnceClick(helpBtn, function()
UIManager.OpenPanel(UIName.GodWeaponSkillInfoPopup, skillInfo[i].title, allSkillData)
end)
end
end
LayoutRebuilder.ForceRebuildLayoutImmediate(this.skillGrid.transform)
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function this.ResetBtnOnClick()
if godwData.point > 0 then
PopupTipPanel.ShowTip(Language[11189])
return
end
if godwData.lv == 1 and godwData.star <= 0 then
PopupTipPanel.ShowTip(Language[11190])
return
end
local lv = godwData.lv
local star = godwData.star
local qua = godwData.config.Quality
--所有材料
local allMaterials = {}
--升级消耗
local lvConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenBingLevel, "Level", lv, "Quality", qua)
if lvConfig then
local matrs = lvConfig.SumConsume
if matrs then
for i = 1, #matrs do
local mat = matrs[i]
if mat[2] > 0 then
table.insert(allMaterials, { mat[1], mat[2] })
end
end
end
end
--升星消耗
local lingshouConfig = ConfigManager.GetConfigData(ConfigName.ShenBing, godwData.id)
if star > 0 then
local starConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenbingStar, "Star", star, "Quality", qua)
if starConfig then
--消耗本体数量
if starConfig.SumItemNum >= 1 then
table.insert(allMaterials, { godwData.id, starConfig.SumItemNum })
end
end
end
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.PokemonResolve, lingshouConfig, allMaterials, 2,
function()
NetManager.MagicSoldierReturnRequest(godwData.Did, function(msg)
PopupTipPanel.ShowTip(Language[11191])
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1, function()
GodWeaponManager.ResetGodWeapon(godwData.Did, 1, 0)
this.UpdateWin(GodWeaponManager.GetSingleWeaponData(godwData.Did))
end)
end)
end)
end
function this:OnSortingOrderChange()
this.sortingOrder = self.sortingOrder
end
--界面关闭时调用(用于子类重写)
function this:OnClose()
end
--界面销毁时调用(用于子类重写)
function this:OnDestroy()
this.spLoader:Destroy()
end
return this