819 lines
35 KiB
Lua
819 lines
35 KiB
Lua
require("Base/BasePanel")
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RoleInfoPanel = Inherit(BasePanel)
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local this = RoleInfoPanel
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local _CurPageIndex = 1
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local orginLayer
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local tabsList = {}
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local tabs = {
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[1] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11093],rpType = -1,
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},
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[2] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11815],rpType = -1,
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},
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[3] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[10373],rpType = -1,
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},
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[4] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11095],rpType = -1,
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},
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[5] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11816],rpType = -1,
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},
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}
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local curHeroData--当前英雄信息
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local leftHeroData--左边预加载英雄信息
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local rightHeroData--右边预加载英雄信息
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local curHeroPosition --
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local heroDatas--所有英雄list信息
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local heroSkinConfig = ConfigManager.GetConfig(ConfigName.HeroSkin)
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local XiuXianSkillConfig = ConfigManager.GetConfig(ConfigName.XiuXianSkillConfig)
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local index--当前英雄在 英雄列表中的索引
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local soulPrintData={}--魂印数据
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local isUpZhen = false--当前英雄是否上阵
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local isClickLeftOrRightBtn = true--点击左右按钮切换英雄播放动画状态
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local teamHero = {}--主线编队成员信息
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local talismanIsOpen = false--法宝是否开启
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local soulPrintIsOpen = false--魂印是否开启
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--初始化组件(用于子类重写)
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function RoleInfoPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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orginLayer = 0
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this.BtnBack = Util.GetGameObject(self.transform, "btnBack")
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this.bgImageList = {}
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for i = 1, 4 do
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this.bgImageList[i] = Util.GetGameObject(self.transform, "bg/di ("..i..")")
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end
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this.optionUp=Util.GetGameObject(self.gameObject,"optionUp")--上部按钮组
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this.helpBtn = Util.GetGameObject(this.optionUp, "helpBtn")
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this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
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this.posBtn=Util.GetGameObject(this.optionUp,"posBtn")--角色定位按钮
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this.posBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_dingweianniu_zh")
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this.RecallBtn=Util.GetGameObject(this.optionUp,"RecallBtn")--角色归元按钮
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this.RecallBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_fabao_guiyuan_zh")
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this.shareBtn=Util.GetGameObject(this.optionUp,"shareBtn")--分享按钮
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this.bg = Util.GetGameObject(self.gameObject, "bg")
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screenAdapte(this.bg)
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this.starGrid = Util.GetGameObject(self.transform, "rolePanel/info/sartAndLvLayout")
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this.profession = Util.GetGameObject(self.transform, "rolePanel/info/nameAndPossLayout/proImage/proImage"):GetComponent("Image")
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this.heroName = Util.GetGameObject(self.transform, "rolePanel/info/nameAndPossLayout/heroName"):GetComponent("Text")
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this.level = Util.GetGameObject(self.transform, "rolePanel/info/sartAndLvLayout/lvText"):GetComponent("Text")
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this.rolePanelOp = Util.GetGameObject(self.transform, "rolePanel/layout")
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--装备
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this.equipBtn=Util.GetGameObject(self.transform,"option/equipBtn")
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this.equipBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_zhuanbeianniu_zh")
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this.soulPrintBtn=Util.GetGameObject(self.transform,"option/soulPrintBtn")
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this.soulPrintBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_hunyinanniu_zh")
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this.soulPrintBtnRedPoint=Util.GetGameObject(self.transform,"option/soulPrintBtn/redPoint")
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this.equipBtnRedPoint=Util.GetGameObject(self.transform,"option/equipBtn/redPoint")
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--法宝
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this.talismanBtn=Util.GetGameObject(self.transform,"option/talismanBtn") --该按钮控制入口显隐
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this.talismanClick=Util.GetGameObject(self.transform,"option/talismanBtn/panel") --控制按钮的点击事件 置灰
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this.talismanClick:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_fabaoanniu_zh")
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this.talismanBtnRedPoint=Util.GetGameObject(self.transform,"option/talismanBtn/panel/redPoint")
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this.talismanInfo=Util.GetGameObject(self.transform,"option/talismanBtn/info") --查看法宝特性按钮
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--上锁
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this.lockBtn=Util.GetGameObject(this.optionUp,"lockBtn")
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this.lockImage=Util.GetGameObject(this.lockBtn.transform,"lock")
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this.lockImage:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_suoding_zh")
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this.unlockImage=Util.GetGameObject(this.lockBtn.transform,"unlock")
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this.unlockImage:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_jiesuo_zh")
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this.talentBtn=Util.GetGameObject(self.transform,"talentBtn")
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this.talentProgress=Util.GetGameObject(self.transform,"talentBtn/progress"):GetComponent("Text")
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this.talentTipStr=Util.GetGameObject(self.transform,"talentBtn/tipStr"):GetComponent("Text")
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this.talentTipStrGo=Util.GetGameObject(self.transform,"talentBtn/tipStr")
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--神印
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this.imprintBtn=Util.GetGameObject(self.transform,"imprintBtn")
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this.imprintImg=Util.GetGameObject(self.transform,"imprintBtn/Image"):GetComponent("Image")
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this.force = Util.GetGameObject(self.transform, "powerBtn/value"):GetComponent("Text")
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Util.GetGameObject(self.transform, "powerBtn"):GetComponent("Image").sprite = this.spLoader:LoadSprite("t_tongyong-zhanli_zh")
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this.upLvEffect = Util.GetGameObject(self.transform,"powerBtn/effect")
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this.posBgImage=Util.GetGameObject(self.transform,"powerBtn/Pos"):GetComponent("Image")
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this.posImage=Util.GetGameObject(self.transform,"powerBtn/Pos/PosImage"):GetComponent("Image")
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this.posText=Util.GetGameObject(self.transform,"powerBtn/Pos/PosText"):GetComponent("Text")
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this.curObj= Util.GetGameObject(self.transform, "curObj")
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this.leftObj= Util.GetGameObject(self.transform, "leftObj")
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this.rightObj= Util.GetGameObject(self.transform, "rightObj")
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this.PageList = {}
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this.dragView = SubUIManager.Open(SubUIConfig.DragView, self.gameObject.transform)
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this.dragView.transform:SetSiblingIndex(1)
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this.trigger=Util.GetEventTriggerListener(self.dragView.gameObject)
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this.trigger.onBeginDrag = this.trigger.onBeginDrag + this.OnBeginDrag
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this.trigger.onDrag = this.trigger.onDrag + this.OnDrag
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this.trigger.onEndDrag = this.trigger.onEndDrag + this.OnEndDrag
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this.btnList = Util.GetGameObject(self.transform,"rolePanel/btnList")
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this.btnPre = Util.GetGameObject(self.transform,"rolePanel/btnInfo")
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this.selectBtn = Util.GetGameObject(self.transform, "rolePanel/selectBtn")
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this.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject")
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this.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject")
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-- 上部货币显示
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
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this.btnMask = Util.GetGameObject(self.transform, "btnMask")
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this.btnMask.gameObject:SetActive(false)
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end
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--绑定事件(用于子类重写)
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function RoleInfoPanel:BindEvent()
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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--角色定位按钮
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Util.AddClick(this.posBtn,function()
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UIManager.OpenPanel(UIName.RolePosInfoPopup,curHeroData.heroConfig,curHeroData.star)
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end)
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--角色归元按钮
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Util.AddClick(this.RecallBtn,function()
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if curHeroData.lv <= 1 then
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PopupTipPanel.ShowTip(Language[12263])
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return
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end
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if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
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PopupTipPanel.ShowTip(Language[12184])
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return
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end
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if HarmonyManager:IsEnvoy(curHeroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() ~= 0 then
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if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0 then
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PopupTipPanel.ShowTip(Language[12184])
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return
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end
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end
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if curHeroData.lockState == 1 then
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PopupTipPanel.ShowTip(Language[12264])
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-- MsgPanel.ShowTwo("此神将已被锁定,是否解除锁定状态?", nil, function()
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-- NetManager.HeroLockEvent(curHeroData.dynamicId,0,function ()
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-- PopupTipPanel.ShowTip("神将解锁成功")
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-- HeroManager.UpdateSingleHeroLockState(curHeroData.dynamicId,0)
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-- end)
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-- end)
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return
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end
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local selectHero = {}
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selectHero[curHeroData.dynamicId] = curHeroData
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveRecall,
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HeroManager.GetHeroReturnItems(selectHero,GENERAL_POPUP_TYPE.ResolveRecall),selectHero)
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end)
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--左切换按钮
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Util.AddClick(this.leftBtn, function()
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this:LeftBtnOnClick()
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end)
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--右切换按钮
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Util.AddClick(this.rightBtn, function()
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this:RightBtnOnClick()
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end)
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Util.AddClick(this.dragView.gameObject, function()
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local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
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end)
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--装备
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Util.AddClick(this.equipBtn, function()
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UIManager.OpenPanel(UIName.RoleEquipPanel,curHeroData,heroDatas,this,isUpZhen)
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end)
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--魂印
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Util.AddClick(this.soulPrintBtn, function()
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if soulPrintIsOpen then
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UIManager.OpenPanel(UIName.SoulPrintPanel,curHeroData,heroDatas)
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else
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local EquipSignUnlock = ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipSignUnlock
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PopupTipPanel.ShowTip(Language[10536]..NumToSimplenessFont[EquipSignUnlock[2][2]] .. Language[11817])
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end
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end)
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--法宝
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Util.AddClick(this.talismanClick,function()
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if talismanIsOpen then
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UIManager.OpenPanel(UIName.RoleTalismanPanelV2,curHeroData,heroDatas)
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else
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PopupTipPanel.ShowTip(TalismanManager.GetCurHeroIsOpenTalismanTip())
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end
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end)
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--查看法宝特性按钮
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Util.AddClick(this.talismanInfo,function()
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UIManager.OpenPanel(UIName.TalismanInfoPopup,curHeroData.heroConfig,1,1)
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end)
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--上锁
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Util.AddClick(this.lockBtn,function()
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this:HeroLockEvent()
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end)
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Util.AddClick(this.talentBtn,function()
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UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
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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 RoleInfoPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Role.UpdateSkin, this.UpdateSkinShow)
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Game.GlobalEvent:AddEvent(GameEvent.Role.UpdateRoleInfoPanel, this.ResolveUpdateHeroInfoData,self)
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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 RoleInfoPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Role.UpdateSkin,this.UpdateSkinShow)
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Game.GlobalEvent:RemoveEvent(GameEvent.Role.UpdateRoleInfoPanel, this.ResolveUpdateHeroInfoData,self)
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end
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this.UpdateSkinShow = function()
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if _CurPageIndex == 5 then
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this:OnPageTabChange(_CurPageIndex)
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end
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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 RoleInfoPanel:OnOpen(_curHeroData, _heroDatas,_isUpZhen,_index)
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curHeroData, heroDatas,isUpZhen = _curHeroData, _heroDatas,_isUpZhen
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if _index and _index > 0 then
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_CurPageIndex = _index
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else
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_CurPageIndex = 1
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end
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end
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-- 打开,重新打开时回调
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function RoleInfoPanel:OnShow()
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.RoleInfo })
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isClickLeftOrRightBtn = true
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this.upLvEffect:SetActive(false)
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for i = 1, #heroDatas do
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if curHeroData.dynamicId == heroDatas[i].dynamicId then
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index = i
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end
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end
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teamHero = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
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this:UpdateLiveList()--加载当前 和 左右数据
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if this.leftLiveObj and leftHeroData then
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poolManager:UnLoadLive(this.leftLiveObj.name, this.leftLiveObj)
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this.leftLiveObj = nil
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end
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if this.rightLiveObj and rightHeroData then
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poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj)
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this.rightLiveObj = nil
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end
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if this.curLiveObj and curHeroData then
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poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
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this.curLiveObj = nil
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end
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Util.ClearChild(this.curObj.transform)
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Util.ClearChild(this.leftObj.transform)
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Util.ClearChild(this.rightObj.transform)
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this.leftLiveObj = HeroManager.LoadHerolive(leftHeroData,this.leftObj)
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this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData,this.rightObj)
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this.curLiveObj = HeroManager.LoadHerolive(curHeroData,this.curObj)
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if this.curLiveObj then
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this.dragView.gameObject:SetActive(true)
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this.dragView:SetDragGO(this.curLiveObj)
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else
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this.dragView.gameObject:SetActive(false)
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end
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this:SetPanelBg(curHeroData.heroConfig)
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this:UpdateHeroInfoData()--刷新界面方法
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end
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--更新界面已存数据
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function this:UpdateLiveList()
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local leftIndex = (index - 1 > 0 and index - 1 or #heroDatas)
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leftHeroData = heroDatas[leftIndex]
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curHeroData = heroDatas[index]
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local rightIndex = (index + 1 <= #heroDatas and index + 1 or 1)
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rightHeroData = heroDatas[rightIndex]
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end
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function this:SetPanelBg(heroData)
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for i = 1, 4 do
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if heroData.PropertyName == i then
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this.bgImageList[i]:SetActive(true)
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else
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this.bgImageList[i]:SetActive(false)
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end
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end
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end
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--右切换按钮点击
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function this:RightBtnOnClick()
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-- 英雄长按升级时不再进行切换操作
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if this.PageList[1].isPressed then
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return
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end
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if isClickLeftOrRightBtn == false then
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return
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end
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isClickLeftOrRightBtn = false
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this.btnMask.gameObject:SetActive(true)
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local oldIndexConfigData = heroDatas[index]
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index = (index + 1 <= #heroDatas and index + 1 or 1)
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curHeroData = heroDatas[index]
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if this.leftLiveObj then
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poolManager:UnLoadLive(leftHeroData.live, this.leftLiveObj)
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this.leftLiveObj = nil
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end
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this.curLiveObj.transform:SetParent(this.leftObj.transform)
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this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(oldIndexConfigData.position[1],oldIndexConfigData.position[2]), 0.5, false):SetEase(Ease.Linear)
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this.rightLiveObj.transform:SetParent(this.curObj.transform)
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this.rightLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(rightHeroData.position[1],rightHeroData.position[2]), 0.5, false):OnComplete(function ()
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this:UpdateLiveList()
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if this.curLiveObj then
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poolManager:UnLoadLive(this.curLiveObj.name, this.leftLiveObj)
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this.curLiveObj = nil
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end
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Util.ClearChild(this.leftObj.transform)
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this.leftLiveObj = HeroManager.LoadHerolive(leftHeroData,this.leftObj)
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this.curLiveObj = this.rightLiveObj
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this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData,this.rightObj)
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local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
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this.rightBtn:GetComponent("Button").enabled = true
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isClickLeftOrRightBtn = true
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this:UpdateHeroInfoData()
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this.btnMask.gameObject:SetActive(false)
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end):SetEase(Ease.Linear)
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this:SetPanelBg(curHeroData.heroConfig)
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end
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--左切换按钮点击
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function this:LeftBtnOnClick()
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-- 英雄长按升级时不再进行切换操作
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if this.PageList[1].isPressed then
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return
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end
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if isClickLeftOrRightBtn == false then
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return
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end
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this.btnMask.gameObject:SetActive(true)
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isClickLeftOrRightBtn = false
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this.leftBtn:GetComponent("Button").enabled = false
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local oldIndexConfigData = heroDatas[index]
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index = (index - 1 > 0 and index - 1 or #heroDatas)
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curHeroData = heroDatas[index]
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if this.rightLiveObj then
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poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj)
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this.rightLiveObj = nil
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end
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this.curLiveObj.transform:SetParent(this.rightObj.transform)
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this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(oldIndexConfigData.position[1],oldIndexConfigData.position[2]), 0.5, false):SetEase(Ease.Linear)
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this.leftLiveObj.transform:SetParent(this.curObj.transform)
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this.leftLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(leftHeroData.position[1],leftHeroData.position[2]), 0.5, false):OnComplete(function ()
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this:UpdateLiveList()
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if this.curLiveObj then
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poolManager:UnLoadLive(this.curLiveObj.name, this.rightLiveObj)
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this.curLiveObj = nil
|
|
end
|
|
Util.ClearChild(this.rightObj.transform)
|
|
this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData,this.rightObj)
|
|
this.curLiveObj = this.leftLiveObj
|
|
this.leftLiveObj = HeroManager.LoadHerolive(leftHeroData,this.leftObj)
|
|
local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
|
|
SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
|
|
this.leftBtn:GetComponent("Button").enabled = true
|
|
isClickLeftOrRightBtn = true
|
|
this:UpdateHeroInfoData()
|
|
this.btnMask.gameObject:SetActive(false)
|
|
end):SetEase(Ease.Linear)
|
|
this:SetPanelBg(curHeroData.heroConfig)
|
|
|
|
end
|
|
|
|
function this:UpdateBtnList()
|
|
if not tabsList then
|
|
tabsList = {}
|
|
end
|
|
for k,v in pairs(tabsList) do
|
|
if IsNull(tabsList[k]) then
|
|
tabsList[k] = nil
|
|
else
|
|
tabsList[k].gameObject:SetActive(false)
|
|
end
|
|
end
|
|
for k,v in ipairs(tabs) do
|
|
if not tabsList[k] then
|
|
tabsList[k] = newObjToParent(this.btnPre,this.btnList)
|
|
end
|
|
if k == 5 then
|
|
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",curHeroData.id)
|
|
local HeoSkin = {}
|
|
for i = 1 ,#configs do
|
|
if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then
|
|
HeoSkin[configs[i].Type] = configs[i]
|
|
end
|
|
end
|
|
if LengthOfTable(HeoSkin) > 1 then
|
|
tabsList[k].gameObject:SetActive(true)
|
|
else
|
|
tabsList[k].gameObject:SetActive(false)
|
|
end
|
|
else
|
|
tabsList[k].gameObject:SetActive(true)
|
|
end
|
|
local img = tabsList[k]:GetComponent("Image")
|
|
img.sprite = this.spLoader:LoadSprite("r_hero_xuanze_002")
|
|
local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text")
|
|
local redpot = Util.GetGameObject(tabsList[k], "redPoint")
|
|
title.text = GetCurLanguage() == 0 and v.title or "<size=45>"..v.title.."</size>"
|
|
-- 判断是否需要检测红点
|
|
redpot:SetActive(false)
|
|
if k == 1 then
|
|
local upLvRedpoint = HeroManager.LvUpBtnRedPoint(curHeroData)
|
|
redpot.gameObject:SetActive(upLvRedpoint)
|
|
elseif k == 2 then
|
|
local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
|
|
redpot.gameObject:SetActive(upStarRedPointState)
|
|
elseif k == 3 then
|
|
local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
|
|
redpot.gameObject:SetActive(upStarRedPointState)
|
|
else
|
|
redpot.gameObject:SetActive(false)
|
|
end
|
|
Util.AddOnceClick(tabsList[k],function()
|
|
if k == _CurPageIndex then
|
|
else
|
|
this:SetSelectBtn(k)
|
|
this:OnPageTabChange(k)
|
|
end
|
|
end)
|
|
end
|
|
--根据星级决定叶签现隐
|
|
if tabsList[2] and tabsList[3] then
|
|
if curHeroData.star < 10 then
|
|
if _CurPageIndex == 3 then
|
|
_CurPageIndex = 1
|
|
this:OnPageTabChange(_CurPageIndex)
|
|
end
|
|
tabsList[2].gameObject:SetActive(true)
|
|
tabsList[3].gameObject:SetActive(false)
|
|
elseif curHeroData.star == 10 and curHeroData.heroConfig.Awaken and #curHeroData.heroConfig.Awaken > 0 and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
|
|
if _CurPageIndex == 2 then
|
|
_CurPageIndex = 1
|
|
this:OnPageTabChange(_CurPageIndex)
|
|
end
|
|
tabsList[2].gameObject:SetActive(false)
|
|
tabsList[3].gameObject:SetActive(true)
|
|
else
|
|
if _CurPageIndex == 2 or _CurPageIndex == 3 then
|
|
_CurPageIndex = 1
|
|
this:OnPageTabChange(_CurPageIndex)
|
|
end
|
|
tabsList[2].gameObject:SetActive(false)
|
|
tabsList[3].gameObject:SetActive(false)
|
|
end
|
|
end
|
|
end
|
|
|
|
function this:CheckRedPointType(index,isShowRedPoint)
|
|
if tabsList[index] then
|
|
local redpot = Util.GetGameObject(tabsList[index], "redPoint")
|
|
redpot.gameObject:SetActive(isShowRedPoint)
|
|
end
|
|
end
|
|
|
|
-- 绑定数据
|
|
local _PageBindData = {}
|
|
|
|
--页签选中效果设置
|
|
function this:SetSelectBtn(index)
|
|
this.selectBtn.transform:SetParent(tabsList[index].transform)
|
|
this.selectBtn.transform.localScale = Vector3.one
|
|
this.selectBtn.transform.localPosition=Vector3.zero
|
|
this.selectBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_001")
|
|
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and tabs[index].title or "<size=45>"..tabs[index].title.."</size>"--tabs[index].title--
|
|
Util.GetGameObject(self.transform,"talentBtn/tipStr"):SetActive(false)
|
|
if index == 2 then
|
|
Util.GetGameObject(self.transform,"talentBtn/tipStr"):SetActive(true)
|
|
end
|
|
end
|
|
|
|
local tabPage = {
|
|
[1] = SubUIConfig.RoleInfoLayout,
|
|
[2] = SubUIConfig.RoleUpStarLayout,
|
|
[3] = SubUIConfig.RoleAwakelayout,
|
|
[4] = SubUIConfig.RoleStoryLayout,
|
|
[5] = SubUIConfig.RoleSkinLayout,
|
|
}
|
|
|
|
-- tab改变事件
|
|
function this:OnPageTabChange(index)
|
|
this:ChangeCurentHeroSkinLive()
|
|
if this.PageList[_CurPageIndex] then
|
|
this.PageList[_CurPageIndex]:OnHide()
|
|
end
|
|
_CurPageIndex = index
|
|
if not this.PageList[index] then
|
|
this.PageList[index] = SubUIManager.Open(tabPage[index],this.rolePanelOp.transform)
|
|
end
|
|
this.PageList[index]:OnShow()
|
|
this.PageList[index]:SetData(this.sortingOrder,this,curHeroData,isUpZhen,heroDatas)
|
|
end
|
|
|
|
function this:OnSortingOrderChange()
|
|
Util.AddParticleSortLayer(this.upLvEffect, this.sortingOrder - orginLayer)
|
|
orginLayer = this.sortingOrder
|
|
end
|
|
|
|
function this:UpdateHeroInfoData()
|
|
this:UpdateBtnList()
|
|
for k,v in pairs(this.PageList) do
|
|
v:OnHide()
|
|
end
|
|
if _CurPageIndex == 5 then
|
|
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",curHeroData.id)
|
|
local HeoSkin = {}
|
|
for i = 1 ,#configs do
|
|
if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then
|
|
HeoSkin[configs[i].Type] = configs[i]
|
|
end
|
|
end
|
|
if LengthOfTable(HeoSkin) < 2 then
|
|
_CurPageIndex = 1
|
|
end
|
|
end
|
|
|
|
this:SetSelectBtn(_CurPageIndex)
|
|
this:OnPageTabChange(_CurPageIndex)
|
|
|
|
local EquipSignUnlock = ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipSignUnlock
|
|
local EquipSignUnlockTwo = ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,87).OpenRules[2]
|
|
if teamHero[curHeroData.dynamicId] then
|
|
isUpZhen = true
|
|
local isCanUpEquipTreasure
|
|
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,40)
|
|
if config then
|
|
local limits = string.split(config.Value, "|")
|
|
if limits then
|
|
local heroConfig = curHeroData.heroConfig
|
|
local lvs = string.split(limits[1], "#")
|
|
local stars = string.split(limits[2], "#")
|
|
if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= tonumber(stars[2]) then
|
|
isCanUpEquipTreasure = true
|
|
else
|
|
isCanUpEquipTreasure = false
|
|
end
|
|
else
|
|
isCanUpEquipTreasure = false
|
|
end
|
|
else
|
|
isCanUpEquipTreasure = false
|
|
end
|
|
this.equipBtnRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or
|
|
(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0) or
|
|
HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
|
|
HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0))
|
|
this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData))
|
|
this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData))
|
|
else
|
|
isUpZhen = false
|
|
this.equipBtnRedPoint:SetActive(false)
|
|
this.talismanBtnRedPoint:SetActive(false)
|
|
this.soulPrintBtnRedPoint:SetActive(false)
|
|
end
|
|
--角色定位按钮
|
|
this.posBtn.gameObject:SetActive(curHeroData.heroConfig.ShowHeroLocation==1)
|
|
--法宝按钮逻辑
|
|
this.talismanBtn.gameObject:SetActive(TalismanManager.CheckTalismanIsInConfig(curHeroData))
|
|
if TalismanManager.CheckTalismanIsInConfig(curHeroData) then
|
|
talismanIsOpen = TalismanManager.GetCurHeroIsOpenTalisman(curHeroData)
|
|
this.talismanInfo.gameObject:SetActive(not talismanIsOpen)
|
|
Util.SetGray(this.talismanClick, not talismanIsOpen)
|
|
Util.GetGameObject(this.talismanClick.transform, "lock"):SetActive(not talismanIsOpen)
|
|
if not talismanIsOpen then
|
|
Util.GetGameObject(this.talismanClick, "lock/Text"):GetComponent("Text").text = TalismanManager.GetCurHeroIsOpenTalismanStr()
|
|
end
|
|
end
|
|
--魂印按钮逻辑
|
|
-- print(EquipSignUnlockTwo,"@@@@@@@@@@@@@@")
|
|
if curHeroData.heroConfig.RankupConsumeMaterial then
|
|
|
|
this.soulPrintBtn:SetActive(PlayerManager.level>=EquipSignUnlockTwo and (#curHeroData.heroConfig.RankupConsumeMaterial + curHeroData.heroConfig.Star) >= EquipSignUnlock[2][2])
|
|
else
|
|
this.soulPrintBtn:SetActive(PlayerManager.level>=EquipSignUnlockTwo and curHeroData.heroConfig.Star >= EquipSignUnlock[2][2])
|
|
end
|
|
|
|
this:SetDragView()
|
|
|
|
local starSize = Vector2.New(60,60)
|
|
SetHeroStars(this.spLoader, this.starGrid, curHeroData.star,2,starSize,-10,Vector2.New(0.5,0.5))
|
|
this.posImage.sprite =this.spLoader:LoadSprite(curHeroData.professionIcon)
|
|
this.heroName.text = curHeroData.name
|
|
this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
|
|
--定位描述相关
|
|
this.posBgImage.sprite=this.spLoader:LoadSprite(GetHeroPosBgStr(curHeroData.heroConfig.Profession))
|
|
this.posImage.sprite=this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
|
|
this.posText.text=GetLanguageStrById(curHeroData.heroConfig.HeroLocation)
|
|
SetTextVerTial(this.posText.gameObject,Vector3.New(64,21,0),"MiddleLeft")
|
|
this.unlockImage:SetActive(curHeroData.lockState == 0)
|
|
this.lockImage:SetActive(curHeroData.lockState == 1)
|
|
--魂印
|
|
soulPrintIsOpen=SoulPrintManager.GetSoulPrintIsOpen(curHeroData)
|
|
Util.GetGameObject(this.soulPrintBtn, "lock"):SetActive(not soulPrintIsOpen)
|
|
Util.SetGray(this.soulPrintBtn, not soulPrintIsOpen)
|
|
if not soulPrintIsOpen then
|
|
Util.GetGameObject(this.soulPrintBtn, "lock/Text"):GetComponent("Text").text= NumToSimplenessFont[EquipSignUnlock[2][2]]..Language[10535]
|
|
end
|
|
--天赋
|
|
this.talentBtn:SetActive(curHeroData.heroConfig.OpenPassiveSkillRules ~= nil)
|
|
local talentBtnImage = curHeroData.star == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
|
|
this.talentBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(talentBtnImage)
|
|
local OpenPassiveSkillRules = curHeroData.star == HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
|
|
if OpenPassiveSkillRules then
|
|
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
|
this.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
|
|
if allUpStarOpenData[curHeroData.star + 1] then
|
|
this.talentTipStr.text = Language[11818].. NumToSimplenessFont[curHeroData.star + 1] ..Language[11819]
|
|
else
|
|
this.talentTipStr.text = ""
|
|
end
|
|
end
|
|
local allAddProVal = {}
|
|
if isUpZhen then
|
|
local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
|
|
local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId)
|
|
allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
|
|
else
|
|
allAddProVal = HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
|
|
end
|
|
this.force.text =allAddProVal[HeroProType.WarPower]
|
|
--神印按钮
|
|
local imprintId = PracticeManager.CheckHeroWearImprint(curHeroData.dynamicId)
|
|
if imprintId then
|
|
this.imprintBtn:SetActive(true)
|
|
this.imprintImg.sprite = this.spLoader:LoadSprite(GetResourcePath(XiuXianSkillConfig[imprintId].Icon))
|
|
Util.AddOnceClick(this.imprintBtn,function ()
|
|
UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.Imprint,imprintId,curHeroData.id)
|
|
end)
|
|
else
|
|
this.imprintBtn:SetActive(false)
|
|
end
|
|
end
|
|
|
|
function this:ChangeCurentHeroSkinLive(herodata)
|
|
if this.curLiveObj then
|
|
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
|
|
this.curLiveObj = nil
|
|
end
|
|
if herodata then
|
|
this.curLiveObj=HeroManager.LoadHerolive1(herodata,this.curObj)
|
|
-- 临时保存皮肤位置
|
|
curHeroPosition = herodata.Position
|
|
else
|
|
local allAddProVal = {}
|
|
if isUpZhen then
|
|
local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
|
|
local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId)
|
|
allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
|
|
else
|
|
allAddProVal = HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
|
|
end
|
|
this.force.text =allAddProVal[HeroProType.WarPower]
|
|
this.curLiveObj=HeroManager.LoadHerolive(curHeroData,this.curObj)
|
|
-- 清空临时保存的皮肤位置
|
|
curHeroPosition = nil
|
|
end
|
|
this:SetDragView()
|
|
end
|
|
|
|
function this:SetDragView()
|
|
if this.curLiveObj then
|
|
this.dragView.gameObject:SetActive(true)
|
|
this.dragView:SetDragGO(this.curLiveObj)
|
|
else
|
|
this.dragView.gameObject:SetActive(false)
|
|
end
|
|
end
|
|
|
|
local beginV3
|
|
local endV3
|
|
local distance
|
|
function RoleInfoPanel:OnBeginDrag(Pointgo, data)
|
|
beginV3=this.curLiveObj.transform.anchoredPosition
|
|
end
|
|
function RoleInfoPanel:OnDrag(Pointgo, data)
|
|
distance=Vector2.Distance(beginV3,this.curLiveObj.transform.anchoredPosition)
|
|
end
|
|
function RoleInfoPanel:OnEndDrag(Pointgo, data)
|
|
endV3=this.curLiveObj.transform.anchoredPosition
|
|
if distance>250 and endV3.x<0 then
|
|
this:RightBtnOnClick()
|
|
elseif distance>250 and endV3.x>0 then
|
|
this:LeftBtnOnClick()
|
|
else
|
|
local pos = curHeroPosition or curHeroData.position
|
|
this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(pos[1], pos[2]), 0.5, false):SetEase(Ease.Linear)
|
|
end
|
|
distance=0
|
|
end
|
|
|
|
--界面关闭时调用(用于子类重写)
|
|
function RoleInfoPanel:OnClose()
|
|
if this.leftLiveObj and leftHeroData then
|
|
poolManager:UnLoadLive(this.leftLiveObj.name, this.leftLiveObj)
|
|
this.leftLiveObj = nil
|
|
end
|
|
if this.rightLiveObj and rightHeroData then
|
|
poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj)
|
|
this.rightLiveObj = nil
|
|
end
|
|
if this.curLiveObj and curHeroData then
|
|
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
|
|
this.curLiveObj = nil
|
|
end
|
|
this.leftBtn:GetComponent("Button").enabled = true
|
|
this.rightBtn:GetComponent("Button").enabled = true
|
|
Util.ClearChild(this.curObj.transform)
|
|
Util.ClearChild(this.leftObj.transform)
|
|
Util.ClearChild(this.rightObj.transform)
|
|
for k,v in pairs(this.PageList) do
|
|
v:OnHide()
|
|
end
|
|
this.btnMask.gameObject:SetActive(false)
|
|
end
|
|
|
|
|
|
--界面销毁时调用(用于子类重写)
|
|
function RoleInfoPanel:OnDestroy()
|
|
this.spLoader:Destroy()
|
|
tabsList = {}
|
|
SubUIManager.Close(this.UpView)
|
|
-- 这里管理全部子界面的销毁,保证子界面生命周期完整
|
|
for k,v in pairs(this.PageList) do
|
|
SubUIManager.Close(v)
|
|
end
|
|
end
|
|
|
|
--跳转显示新手提示圈
|
|
function this.ShowGuideGo(type)--1 升级突破 2 进阶
|
|
if type == 1 then
|
|
JumpManager.ShowGuide(UIName.RoleInfoPanel,this.upLvBtn)
|
|
elseif type == 2 then
|
|
|
|
-- 我要变强跳转过来显示小手
|
|
elseif type == -1 then
|
|
JumpManager.ShowGuide(UIName.RoleInfoPanel,this.upLvBtn)
|
|
elseif type == -2 then
|
|
JumpManager.ShowGuide(UIName.RoleInfoPanel,this.equipBtn)
|
|
elseif type == -3 then
|
|
JumpManager.ShowGuide(UIName.RoleInfoPanel,this.soulPrintBtn)
|
|
elseif type == -4 then
|
|
JumpManager.ShowGuide(UIName.RoleInfoPanel,this.talismanClick)
|
|
end
|
|
end
|
|
|
|
function this:HeroLockEvent()
|
|
if curHeroData.lockState == 1 then
|
|
curHeroData.lockState = 0
|
|
elseif curHeroData.lockState == 0 then
|
|
curHeroData.lockState = 1
|
|
end
|
|
NetManager.HeroLockEvent(curHeroData.dynamicId,curHeroData.lockState,function ()
|
|
if curHeroData.lockState == 1 then
|
|
PopupTipPanel.ShowTip(Language[11820])
|
|
elseif curHeroData.lockState == 0 then
|
|
PopupTipPanel.ShowTip(Language[11741])
|
|
end
|
|
HeroManager.UpdateSingleHeroLockState(curHeroData.dynamicId,curHeroData.lockState)
|
|
this.unlockImage:SetActive(curHeroData.lockState == 0)
|
|
this.lockImage:SetActive(curHeroData.lockState == 1)
|
|
for i, v in pairs(heroDatas) do
|
|
if curHeroData == v then
|
|
v.lockState = curHeroData.lockState
|
|
end
|
|
end
|
|
end)
|
|
end
|
|
function this:ResolveUpdateHeroInfoData()
|
|
curHeroData = HeroManager.GetSingleHeroData(curHeroData.dynamicId)
|
|
for i = 1, #heroDatas do
|
|
if curHeroData.dynamicId == heroDatas[i].dynamicId then
|
|
heroDatas[i] = curHeroData
|
|
end
|
|
end
|
|
this:UpdateHeroInfoData()--刷新界面方法
|
|
if isUpZhen then
|
|
FormationManager.UserPowerChanged()
|
|
end
|
|
end
|
|
return this
|
|
|