384 lines
17 KiB
Lua
384 lines
17 KiB
Lua
require("Base/BasePanel")
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TailsManSouPanel = Inherit(BasePanel)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local this = TailsManSouPanel
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local redPointList = {}
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local tabsRedpoints = {}
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local tabs={}
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local tabsImg = {"r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh"}
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local special=ConfigManager.GetConfigData(ConfigName.SpecialConfig,177)
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local pro=tonumber(special.Value)/100
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-- Tab管理器
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local TabBox = require("Modules/Common/TabBox")
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local tabData = {
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[1] = { --金色
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default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = "金色",
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rpType = RedPointType.tailsmanSoul_gold,quality = 5
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},
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[2] = { --红色
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default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = "红色",
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rpType = RedPointType.tailsmanSoul_red,quality = 6
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},
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[3] = { --白金
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default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = "白金",
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rpType = RedPointType.tailsmanSoul_whiteGold,bg = "t_tianshumijuan_lingshouditu",quality = 7
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},
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}
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local curData = {}
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local curPage = 1
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local proId = 1
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local addLv=0
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--初始化组件(用于子类重写)
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function TailsManSouPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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self.itemPreList = {}
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self.bg = Util.GetGameObject(self.gameObject,"bg"):GetComponent("Image")
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--self.tabbox = Util.GetGameObject(self.gameObject,"bg/tabbox")
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self.btnBack = Util.GetGameObject(self.gameObject,"bg/btnBack")
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self.selectBtn = Util.GetGameObject(self.gameObject,"bg/Tabs/selectBtn")
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self.fetterItem = Util.GetGameObject(self.gameObject,"fetterItem")
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local grid = Util.GetGameObject(self.gameObject,"bg/fetterGrid")
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local v21 = grid.transform.rect
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self.scroll = SubUIManager.Open(SubUIConfig.ScrollCycleView,grid.transform,self.fetterItem,nil,Vector2.New(v21.width, v21.height), 1, 1, Vector2.New(0,25))
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self.scroll.moveTween.MomentumAmount = 1
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self.scroll.moveTween.Strength = 2
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self.empty = Util.GetGameObject(self.gameObject,"bg/NoneImage")
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Util.GetGameObject(self.gameObject,"bg/NoneImage/TextImage/Text"):GetComponent("Text").text="无符合要求的羁绊!"
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self.addBtn = Util.GetGameObject(self.gameObject,"bg/add")
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self.starAddBtn = Util.GetGameObject(self.gameObject,"bg/starAdd")
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self.starAddBtn:SetActive(false)
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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self.effectJin = Util.GetGameObject(self.gameObject,"bg/effect/UI_effect_RecruitPanel_particle_jin")
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self.effectHong = Util.GetGameObject(self.gameObject,"bg/effect/UI_effect_RecruitPanel_particle_hong")
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for i = 1, 5 do
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tabs[i] = Util.GetGameObject(self.transform, "bg/Tabs/grid/Btn" .. i)
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tabsRedpoints[i] = Util.GetGameObject(tabs[i], "redpoint")
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local name =Util.GetGameObject(tabs[i], "Text"):GetComponent("Text")
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name.text = PropertyType[i]
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if tabsImg[i] then
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Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(tabsImg[i])
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end
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end
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end
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--绑定事件(用于子类重写)
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function TailsManSouPanel:BindEvent()
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BindRedPointObject(RedPointType.tailsmanSoul_gold,tabsRedpoints[1].gameObject)
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BindRedPointObject(RedPointType.tailsmanSoul_red,tabsRedpoints[2].gameObject)
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BindRedPointObject(RedPointType.tailsmanSoul_whiteGold,tabsRedpoints[3].gameObject)
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BindRedPointObject(RedPointType.tailsmanSoul_blue,tabsRedpoints[4].gameObject)
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BindRedPointObject(RedPointType.tailsmanSoul_whiteBlue,tabsRedpoints[5].gameObject)
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for i = 1,5 do
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Util.AddClick(tabs[i], function()
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if i == proId then
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return
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end
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proId = i
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self:SetSelectBtn()
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curData = TailsManSoulManager.GetTailsmanSoulDatasByPro(proId)
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self:RefreshData()
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end)
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end
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Util.AddClick(self.btnBack, function()
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curPage = 1
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self:ClosePanel()
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end)
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Util.AddClick(self.addBtn, function()
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local li = TailsManSoulManager.GetTailsmanTotalPro()
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local li2= TailsManSoulManager.GetTailsmanTotalProNoAdd()
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if not li or #li < 1 then
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PopupTipPanel.ShowTip("当前无属性加成")
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return
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end
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local s = function(data,data2)
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local lis1 = {}
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for k,v in pairs(data) do
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table.insert(lis1,{str = string.format("<color=#9E6828>%s+%s 法宝共鸣额外加成%s (%s%%)</color>",propertyConfig[k].Info,GetPropertyFormatStr(propertyConfig[k].Style,v),GetPropertyFormatStr(propertyConfig[k].Style,v-data2[k]),addLv*pro),sort = propertyConfig[k].SortId})
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end
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table.sort(lis1,function(a,b)
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return a.sort < b.sort
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end)
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local list2 = {}
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for i = 1,#lis1 do
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table.insert(list2,lis1[i].str)
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end
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return list2
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end
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local data = {}
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local singData = {}
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singData.title = "加成属性"
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singData.pro = s(li,li2)
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singData.tip = ""
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table.insert(data,singData)
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-- for i = 1 ,#data do
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-- LogGreen("data[i]:"..data[i].title.." #pro:"..#data[i].pro)
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-- for k,v in ipairs(data[i].pro) do
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-- LogGreen("data[i]:"..v)
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-- end
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-- end
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes2,data)
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-- local li = TailsManSoulManager.GetTailsmanTotalPro()
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-- local li2 = {}
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-- for k,v in pairs(li) do
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-- if propertyConfig[k].Style == 1 then
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-- li2[k] = v
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-- elseif propertyConfig[k].Style == 2 then
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-- li2[k] = v/100
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-- end
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-- end
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-- UIManager.OpenPanel(UIName.RoleProInfoPopup,li2,nil,false,nil)
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end)
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Util.AddClick(self.starAddBtn, function()
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local data = {}
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local singData = {}
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singData.title = "总星级加成"
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singData.pro = {}
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local star = TailsManSoulManager.GetTotalStar()
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local s = function(skillList,starNum)
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local proStr = ""
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for k,v in ipairs(skillList) do
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if proStr == "" then
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proStr = string.format("%s+%s",string.gsub(propertyConfig[v[1]].Info,"几率", ""),GetPropertyFormatStr(propertyConfig[v[1]].Style,v[2]))
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else
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proStr = proStr.. string.format(",%s+%s",string.gsub(propertyConfig[v[1]].Info,"几率", ""),GetPropertyFormatStr(propertyConfig[v[1]].Style,v[2]))
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end
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end
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local str = ""
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local color = "B9AC97"
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if star >= starNum then
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color = "00FF00"
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end
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str = string.format("<size=32><color=#%s>%s/%s星:%s</color></size>",color,star,starNum,proStr)
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return str
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end
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for k,v in ConfigPairs(ConfigManager.GetConfig(ConfigName.TrumpStar)) do
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local str = s(v.PropListShow,v.StarNum)
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table.insert(singData.pro,str)
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end
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table.insert(data,singData)
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ShenHunShuXing,data)
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end)
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-- self.tabBox = TabBox.New()
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-- self.tabBox:SetTabAdapter(self.SetTabAdapter)
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-- self.tabBox:SetTabIsLockCheck(self.TabIsLockCheck)
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-- self.tabBox:SetChangeTabCallBack(self.SetChangeTabCallBack)
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end
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function TailsManSouPanel:RefreshList(istop,isAnim)
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self.datas = IncarnationManager.GetItemDataListByPro(proId)
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self.scroll:ForeachItemGO(function(index,go)
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go.gameObject:SetActive(false)
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end)
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if not self.datas or #self.datas < 1 then
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self.empty.gameObject:SetActive(true)
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self.scroll.gameObject:SetActive(false)
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else
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self.empty.gameObject:SetActive(false)
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self.scroll.gameObject:SetActive(true)
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self.scroll:SetData(self.datas,function(index,go)
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self:SetSingleData(go,self.datas[index],index)
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end,istop,isAnim)
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end
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end
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function TailsManSouPanel:SetSelectBtn()
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self.selectBtn.transform:SetParent(tabs[proId].transform)
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self.selectBtn.transform:SetSiblingIndex(2)
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self.selectBtn:GetComponent("RectTransform").localPosition = Vector3.zero
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end
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-- function TailsManSouPanel.SetTabAdapter(newTab, index, status)
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-- local img = Util.GetGameObject(newTab.gameObject,"img"):GetComponent("Image")
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-- local redpot = Util.GetGameObject(newTab.gameObject,"redpot")
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-- local tabName = Util.GetGameObject(newTab.gameObject,"Text"):GetComponent("Text")
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-- local lock = Util.GetGameObject(newTab.gameObject,"lock")
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-- if tabs[index].rpType > 0 then
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-- if redPointList[tabs[index].rpType] then
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-- ClearRedPointObject(tabs[index].rpType,redPointList[tabs[index].rpType])
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-- end
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-- BindRedPointObject(tabs[index].rpType,redpot)
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-- redPointList[tabs[index].rpType] = redpot
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-- end
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-- img.sprite = this.spLoader:LoadSprite(tabs[index][status])
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-- tabName.text = tabs[index].tabName
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-- if status == "lock" then
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-- lock.gameObject:SetActive(true)
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-- else
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-- lock.gameObject:SetActive(false)
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-- end
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-- newTab.gameObject:SetActive(true)
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-- end
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-- function TailsManSouPanel.TabIsLockCheck(index)
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-- return false
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-- end
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-- function TailsManSouPanel.SetChangeTabCallBack(index)
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-- if curPage == index then
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-- return
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-- end
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-- curPage = index
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-- this:OnShow(self)
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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 TailsManSouPanel: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 TailsManSouPanel: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 TailsManSouPanel:OnOpen(...)
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local args = {...}
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curPage = args[1] or 2
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function TailsManSouPanel:OnShow()
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self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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--self.tabBox:Init(self.tabbox.gameObject, tabs, curPage)
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curData = TailsManSoulManager.GetTailsmanSoulDatasByPro(1)
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self:RefreshData()
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addLv=0
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for i=1,5 do
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local curData = TailsManSoulManager.GetTailsmanSoulDatasByPro(i)
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for j=1,#curData do
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--LogError("curData.lv=========="..curData[j].lv)
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if curData[j].lv>0 then
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addLv=addLv+curData[j].lv
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end
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end
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end
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self.effectJin.gameObject:SetActive(tabData[curPage].quality == 5)
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self.effectHong.gameObject:SetActive(tabData[curPage].quality == 6)
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Util.SetParticleSortLayer(self.effectJin.gameObject,self.sortingOrder + 1)
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Util.SetParticleSortLayer(self.effectHong.gameObject,self.sortingOrder + 1)
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end
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function TailsManSouPanel:RefreshData()
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self:SetSelectBtn()
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self.scroll:ForeachItemGO(function(index,go)
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go.gameObject:SetActive(false)
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end)
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if not curData or #curData < 1 then
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self.empty.gameObject:SetActive(true)
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self.scroll.gameObject:SetActive(false)
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else
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self.empty.gameObject:SetActive(false)
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self.scroll.gameObject:SetActive(true)
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self.scroll:SetData(curData,function(index,go)
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self:SetSingleData(go,curData[index],index)
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end)
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self.scroll:SetIndex(1)
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end
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end
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function TailsManSouPanel:SetSingleData(go,data,index)
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if not self.itemPreList[go] then
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self.itemPreList[go] = {}
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self.itemPreList[go].obj = Util.GetGameObject(go,"go")
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--self.itemPreList[go].effect = Util.GetGameObject(self.itemPreList[go].obj,"ui-fabao")
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self.itemPreList[go].bg = Util.GetGameObject(self.itemPreList[go].obj,"bg"):GetComponent("Image") --根据品质变化的图片 f_fabaojuling_zhujiemianbaijin f_fabaojuling_zhujiemianhong f_fabaojuling_zhujiemianjin
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--self.itemPreList[go].tip = Util.GetGameObject(self.itemPreList[go].bg.transform,"slider/tip"):GetComponent("Image") --根据品质变化的图片 f_fabaojuling_zhujiemianbaijin f_fabaojuling_zhujiemianhong f_fabaojuling_zhujiemianjin
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self.itemPreList[go].mask1 = Util.GetGameObject(self.itemPreList[go].bg.transform,"slider/mask1"):GetComponent("Image") --根据品质变化的图片 f_fabaojuling_zhujiemianbaijin f_fabaojuling_zhujiemianhong f_fabaojuling_zhujiemianjin
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self.itemPreList[go].mask2 = Util.GetGameObject(self.itemPreList[go].bg.transform,"slider/mask2"):GetComponent("Image") --根据品质变化的图片 f_fabaojuling_zhujiemianbaijin f_fabaojuling_zhujiemianhong f_fabaojuling_zhujiemianjin
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self.itemPreList[go].nameText = Util.GetGameObject(self.itemPreList[go].obj,"bg/nameDi"):GetComponent("Image") --名字图片 根据表读取
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self.itemPreList[go].slider = Util.GetGameObject(self.itemPreList[go].obj,"bg/slider"):GetComponent("Slider")
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self.itemPreList[go].progress = Util.GetGameObject(self.itemPreList[go].slider.transform,"progress"):GetComponent("Text")
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self.itemPreList[go].red = Util.GetGameObject(self.itemPreList[go].bg.transform,"red")
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self.itemPreList[go].iconList = {}
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for i = 1,4 do
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self.itemPreList[go].iconList[i] = {}
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self.itemPreList[go].iconList[i].go = Util.GetGameObject(self.itemPreList[go].bg.transform,"compGrid/iconDi"..i)
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self.itemPreList[go].iconList[i].icon = Util.GetGameObject(self.itemPreList[go].iconList[i].go.transform,"icon"):GetComponent("Image")
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self.itemPreList[go].iconList[i].effecthong = Util.GetGameObject(self.itemPreList[go].iconList[i].go,"UI_Effect_Kuang_HongSe")
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self.itemPreList[go].iconList[i].effectjin = Util.GetGameObject(self.itemPreList[go].iconList[i].go,"UI_Effect_Kuang_JinSe")
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end
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end
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self.itemPreList[go].data = data
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if not data then
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go.gameObject:SetActive(false)
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return
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end
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go.gameObject:SetActive(true)
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self.itemPreList[go].bg.sprite = this.spLoader:LoadSprite(GetTailsmanSoulDiImage[self.itemPreList[go].data.quality].bg)
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--self.itemPreList[go].tip.sprite = this.spLoader:LoadSprite(GetTailsmanSoulDiImage[self.itemPreList[go].data.quality].tip)
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self.itemPreList[go].mask1.sprite = this.spLoader:LoadSprite("f_fabaojuling_huawenbaijin")
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self.itemPreList[go].mask2.sprite = this.spLoader:LoadSprite("f_fabaojuling_huawenbaijin")
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self.itemPreList[go].nameText.sprite = this.spLoader:LoadSprite(GetResourcePath(self.itemPreList[go].data.icon))
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self.itemPreList[go].slider.value = self.itemPreList[go].data.lv/self.itemPreList[go].data.maxLv
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self.itemPreList[go].progress.text = self.itemPreList[go].data.lv.."/"..self.itemPreList[go].data.maxLv
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self.itemPreList[go].red.gameObject:SetActive(self:CheckRedPoint(self.itemPreList[go].data.trumpList))
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--self.itemPreList[go].effect:SetActive(self.itemPreList[go].data.quality == 6)
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for i = 1,math.max(#data.trumpList,#self.itemPreList[go].iconList) do
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if not data.trumpList[i] then
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self.itemPreList[go].iconList[i].go.gameObject:SetActive(false)
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else
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self.itemPreList[go].iconList[i].go.gameObject:SetActive(true)
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self.itemPreList[go].iconList[i].icon.sprite = this.spLoader:LoadSprite(GetResourcePath(data.trumpList[i].config.Icon))
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end
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self.itemPreList[go].iconList[i].effecthong.gameObject:SetActive(data.trumpList[i].config.Quality == 6)
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self.itemPreList[go].iconList[i].effectjin.gameObject:SetActive(data.trumpList[i].config.Quality == 5)
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end
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Util.SetParticleSortLayer(go,self.sortingOrder + 1)
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--Util.SetParticleSortLayer(self.itemPreList[go].effect,self.sortingOrder + 1)
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Util.AddOnceClick(go,function()
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UIManager.OpenPanel(UIName.TailsmanSoulMainPanel,self.itemPreList[go].data.id)
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end)
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end
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function TailsManSouPanel:CheckRedPoint(data)
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for k,v in pairs(data) do
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local costId,num = TailsManSoulManager.GetTailsmanCost(v.id,v.lv)
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if num and num > 0 then
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if BagManager.GetItemCountById(costId) >= num then
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return true
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end
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end
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end
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return false
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end
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--界面层级发生改变(用于子类重写)
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function TailsManSouPanel:OnSortingOrderChange()
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for k,v in pairs(self.itemPreList) do
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Util.SetParticleSortLayer(k,self.sortingOrder + 1)
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end
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Util.SetParticleSortLayer(self.effectJin.gameObject,self.sortingOrder + 1)
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Util.SetParticleSortLayer(self.effectHong.gameObject,self.sortingOrder + 1)
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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 TailsManSouPanel:OnClose()
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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 TailsManSouPanel:OnDestroy()
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this.spLoader:Destroy()
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for k,v in pairs(redPointList) do
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ClearRedPointObject(k,v)
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end
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SubUIManager.Close(self.scroll)
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self.itemPreList = {}
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redPointList = {}
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SubUIManager.Close(self.UpView)
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curPage = 1
|
||
ClearRedPointObject(RedPointType.tailsmanSoul_gold,tabsRedpoints[1].gameObject)
|
||
ClearRedPointObject(RedPointType.tailsmanSoul_red,tabsRedpoints[2].gameObject)
|
||
ClearRedPointObject(RedPointType.tailsmanSoul_whiteGold,tabsRedpoints[3].gameObject)
|
||
ClearRedPointObject(RedPointType.tailsmanSoul_blue,tabsRedpoints[4].gameObject)
|
||
ClearRedPointObject(RedPointType.tailsmanSoul_whiteBlue,tabsRedpoints[5].gameObject)
|
||
end
|
||
|
||
return TailsManSouPanel |