miduo_client/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua

269 lines
12 KiB
Lua

require("Base/BasePanel")
LikeAbilityPanel = Inherit(BasePanel)
--<size=32><color=#fdf5e5>全体生命</color></size> --白色
--<size=32><color=#fc902c>特权</color></size>--橙色
--<size=32><color=#fed97f>总好感度属性:</color></size> --黄色
--<color=#1CC853>+500</color></size> --绿色
local pos = {
["h_haogandu_1"] = { mask = Vector3.New(-2.78, -0.75, 0), icon = Vector3.New(-3.4, -7.19, 0), index = 1 },
["h_haogandu_2"] = { mask = Vector3.New(4.26, -1.12, 0), icon = Vector3.New(4.47, -5.81, 0), index = 2 },
["h_haogandu_3"] = { mask = Vector3.New(-16.15, 0, 0), icon = Vector3.New(-15.2, -5.05, 0), index = 3 },
}
local sortOrder = 0
local tabs = {}
local tabsImg = { "z_icon_01_zh", "r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh",
"r_hero_sk 1_zh" }
local proId = 0
local heroData = {}
function LikeAbilityPanel:InitComponent()
self.spLoader = SpriteLoader.New()
self.help = Util.GetGameObject(self.transform, "help")
self.helpPos = self.help:GetComponent("RectTransform").localPosition
self.btnBack = Util.GetGameObject(self.transform, "btnBack")
self.heroGrid = Util.GetGameObject(self.transform, "heroScroll")
self.heroPre = Util.GetGameObject(self.transform, "heroPre")
local v = self.heroGrid:GetComponent("RectTransform").rect
self.heroScroll = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.heroGrid.transform, self.heroPre, nil,
Vector2.New(v.width, v.height), 1, 4, Vector2.New(50, 50))
self.btnPrant = Util.GetGameObject(self.gameObject, "Tabs")
for i = 0, 5 do
tabs[i] = Util.GetGameObject(self.btnPrant, "grid/Btn" .. i)
if tabsImg[i + 1] then
Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(tabsImg[i + 1])
end
tabs[i]:SetActive(true)
end
self.selectBtn = Util.GetGameObject(self.btnPrant, "selectBtn")
self.likeabilityBtn = Util.GetGameObject(self.gameObject, "likeabilityBtn")
self.likeabilityDi = Util.GetGameObject(self.likeabilityBtn, "di"):GetComponent("Image")
--h_haogandu_1 h_haogandu_2 h_haogandu_3
self.likeabilitymask = Util.GetGameObject(self.likeabilityDi.transform, "mask"):GetComponent("Image")
--self.likeabilitymask.fillAmount
self.icon = Util.GetGameObject(self.likeabilityBtn, "icon")
self.lv = Util.GetGameObject(self.likeabilityBtn, "icon/lv"):GetComponent("Text")
self.progress = Util.GetGameObject(self.likeabilityBtn, "icon/progress"):GetComponent("Text")
self.pro = Util.GetGameObject(self.transform, "di/pro")
self.proContent = Util.GetGameObject(self.pro, "content")
self.proGrid = Util.GetGameObject(self.transform, "di/proScroll")
self.proList = {}
self.noneGo = Util.GetGameObject(self.transform, "NoneImage")
self.effect1 = Util.GetGameObject(self.likeabilityDi.transform, "fx_haogandu-dengji01")
self.effect2 = Util.GetGameObject(self.likeabilityDi.transform, "fx_haogandu-dengji02")
self.effect3 = Util.GetGameObject(self.likeabilityDi.transform, "fx_haogandu-dengji03")
self.effect1.gameObject:SetActive(false)
self.effect2.gameObject:SetActive(false)
self.effect3.gameObject:SetActive(false)
--逍遥游入口
self.btnXiaoYao = Util.GetGameObject(self.gameObject, "xiaoyaoBtn")
self.btnXiaoYaoLock = Util.GetGameObject(self.btnXiaoYao, "lock")
self.btnXiaoYaoIcon = Util.GetGameObject(self.btnXiaoYao, "Image")
self.btnXiaoYaoIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite("x_xiaoyaoyou_daanniu_zh")
self.xiaoyaoRedPoint = Util.GetGameObject(self.btnXiaoYao, "redPoint")
self.btnXiaoYaoTextPar = Util.GetGameObject(self.btnXiaoYao, "curValue")
self.btnXiaoYaoText = Util.GetGameObject(self.btnXiaoYao, "curValue/num"):GetComponent("Text")
end
function LikeAbilityPanel:BindEvent()
for i = 0, 5 do
Util.AddClick(tabs[i], function()
if i == proId then
proId = ProIdConst.All
else
proId = i
end
heroData = LikabilityManager.GetCurSortHeroListData(proId)
self:SetSelectBtn()
self:UpdataHeroDataPanel()
end)
end
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
Util.AddClick(self.help, function()
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Likeability, self.helpPos.x, self.helpPos.y)
end)
Util.AddClick(self.likeabilityBtn, function()
UIManager.OpenPanel(UIName.LikeabilityPopup)
end)
--逍遥游
Util.AddClick(self.btnXiaoYao, function()
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.XiaoYaoYou) then
XiaoYaoManager.OpenMapList()
else
local tip = ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.XiaoYaoYou)
PopupTipPanel.ShowTip(tip)
end
end)
BindRedPointObject(RedPointType.XiaoYaoYouRedPoint, self.xiaoyaoRedPoint)
end
--添加事件监听(用于子类重写)
function LikeAbilityPanel:AddListener()
end
--移除事件监听(用于子类重写)
function LikeAbilityPanel:RemoveListener()
end
function LikeAbilityPanel:OnSortingOrderChange()
Util.SetParticleSortLayer(self.effect1, self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effect2, self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effect3, self.sortingOrder + 1)
end
function LikeAbilityPanel:OnOpen(_proId)
if _proId then
proId = _proId
else
proId = 0
end
end
function LikeAbilityPanel:OnShow()
heroData = LikabilityManager.GetCurSortHeroListData(proId)
self:SetSelectBtn()
self:UpdataHeroDataPanel()
self:UpdateTopLayoutPanel()
Util.SetParticleSortLayer(self.effect1, self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effect2, self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effect3, self.sortingOrder + 1)
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.XiaoYaoYou) then
Util.SetGray(self.btnXiaoYaoIcon.gameObject, true)
self.btnXiaoYaoTextPar.gameObject:SetActive(false)
self.btnXiaoYaoLock.gameObject:SetActive(true)
else
Util.SetGray(self.btnXiaoYaoIcon.gameObject, false)
self.btnXiaoYaoTextPar.gameObject:SetActive(true)
self.btnXiaoYaoLock.gameObject:SetActive(false)
end
self.btnXiaoYaoText.text = string.format("%d/%d", BagManager.GetItemCountById(UpViewRechargeType.YunYouVle),
PrivilegeManager.GetPrivilegeNumber(39))
CheckRedPointStatus(RedPointType.XiaoYaoYouRedPoint)
end
function LikeAbilityPanel:UpdateTopLayoutPanel()
local num, lv, totalNum = LikabilityManager.GetTotalHeroLikeLv(-1)
local config = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LikeAbility, "Type", 1, "Level", lv)
self.likeabilityDi.sprite = self.spLoader:LoadSprite(config.Bg)
self.likeabilitymask.transform.localPosition = pos[config.Bg].mask
self.icon.transform.localPosition = pos[config.Bg].icon
self.effect1.gameObject:SetActive(false)
self.effect2.gameObject:SetActive(false)
self.effect3.gameObject:SetActive(false)
if pos[config.Bg].index == 1 then
self.effect1.gameObject:SetActive(true)
elseif pos[config.Bg].index == 2 then
self.effect2.gameObject:SetActive(true)
else
self.effect3.gameObject:SetActive(true)
end
self.lv.text = lv
if LikabilityManager.CheckIsMaxLv(-1) then
self.likeabilitymask.fillAmount = 1
self.progress.text = Language[11670]
else
self.likeabilitymask.fillAmount = num / totalNum
self.progress.text = string.format("%s/%s", num, totalNum)
end
self:UpDataProList(lv)
end
function LikeAbilityPanel:UpDataProList(lv)
-- local pro1 = LikabilityManager.GetViewProData(1,-1,lv,"<color=#fed97f>总好感度属性:</color>","","<color=#%s><color=#fdf5e5>全体%s 全体%s</color></color>","<color=#%s><color=#fc902c>特权:</color>%s</color>",nil)
-- local pro2 = LikabilityManager.GetViewProData(1,lv,lv,"<color=#fed97f>当前等级加成:</color>","","<color=#%s><color=#fc902c>属性:</color>%s %s</color>","<color=#%s><color=#fc902c>特权:</color>%s</color>",nil)
local pro1 = LikabilityManager.GetViewProData(1, -1, lv, Language[11677], "", Language[11678], "", nil)
local pro2 = LikabilityManager.GetViewProData(1, -1, lv, Language[11679], "", "", "<color=#%s>%s</color>", nil)
for i = 1, #self.proList do
self.proList[i].go.gameObject:SetActive(false)
end
self:UpDataProSingleList(pro1, 1)
--self:UpDataProSingleList(pro2,2)
end
function LikeAbilityPanel:UpDataProSingleList(data, index)
if not self.proList[index] then
self.proList[index] = {}
self.proList[index].go = newObjToParent(self.pro, self.proGrid)
self.proList[index].title = Util.GetGameObject(self.proList[index].go, "title"):GetComponent("Text")
end
self.proList[index].go.gameObject:SetActive(true)
self.proList[index].title.text = data.content
for i = 1, math.max(#self.proList[index], #data.prolist) do
if not data.prolist[i] then
self.proList[index][i].go.gameObject:SetActive(false)
else
if not self.proList[index][i] then
self.proList[index][i] = {}
self.proList[index][i].go = newObjToParent(self.proContent, self.proList[index].go)
self.proList[index][i].goText = self.proList[index][i].go:GetComponent("Text")
end
if data.prolist[i] == "" then
self.proList[index][i].go.gameObject:SetActive(false)
else
self.proList[index][i].go.gameObject:SetActive(true)
self.proList[index][i].goText.text = data.prolist[i]
end
end
end
end
function LikeAbilityPanel:UpdataHeroDataPanel()
if not heroData or #heroData < 1 then
self.noneGo.gameObject:SetActive(true)
self.heroScroll.gameObject:SetActive(false)
else
self.noneGo.gameObject:SetActive(false)
self.heroScroll.gameObject:SetActive(true)
end
self.heroScroll:ForeachItemGO(function(index, go)
go.gameObject:SetActive(false)
end)
self.heroScroll:SetData(heroData, function(index, go)
self:SingleHeroDataShow(go, heroData[index])
end)
end
function LikeAbilityPanel:SingleHeroDataShow(_go, data)
local card = Util.GetGameObject(_go.transform, "card")
local bg = Util.GetGameObject(card, "bg")
local icon = Util.GetGameObject(card, "icon"):GetComponent("Image")
icon.sprite = self.spLoader:LoadSprite(GetResourcePath(data.Painting))
--SetHEeroLiveToward(icon.gameObject,data.Toward)
SetHeroBg(self.spLoader, card, bg, data.Star, data.Quality)
local pro = Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image")
pro.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(data.PropertyName))
local choose = Util.GetGameObject(card, "choosed")
choose.gameObject:SetActive(false)
local num, lv, totalNum = LikabilityManager.GetTotalHeroLikeLv(data.Id)
local level = Util.GetGameObject(card, "likeability/lv"):GetComponent("Text")
level.text = lv
Util.AddOnceClick(card, function()
UIManager.OpenPanel(UIName.HeroLikeAbilityPanel, data)
end)
end
function LikeAbilityPanel:SetSelectBtn()
self.selectBtn.transform:SetParent(tabs[proId].transform)
self.selectBtn:GetComponent("RectTransform").localPosition = Vector3.zero
end
function LikeAbilityPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function LikeAbilityPanel:OnDestroy()
self.spLoader:Destroy()
self.proList = {}
tabs = {}
ClearRedPointObject(RedPointType.XiaoYaoYouRedPoint, self.xiaoyaoRedPoint)
end
return LikeAbilityPanel