521 lines
20 KiB
Lua
521 lines
20 KiB
Lua
require("Base/BasePanel")
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FourQuadrantPopup = Inherit(BasePanel)
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local this = FourQuadrantPopup
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local ProfessionType = {
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[1] = 2, --输出
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[2] = 1, --肉盾
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[3] = 3, --控制
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[4] = 4, --辅助
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}
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local propertyType = {
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[1] = 2, --攻击
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[2] = 1, --生命
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[3] = 3, --护甲
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[4] = 4, --魔抗
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}
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--属性id对应属性名称
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local PropertyName = {
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[1] = Language[10981],
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[2] = Language[10980],
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[3] = Language[10982],
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[4] = Language[10983],
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}
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local lastPropertyLimit = {} --上一级属性上限
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local propertyLimit = {} --属性上限
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local fourQuadConfig
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local upStarProperty = {} --进阶属性
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--长按升级状态
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local _isClicked = false
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local _isLongPress = false
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local _isReqLvUp = false
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local oldPower = 0
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local newPower = 0
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this.timePressStarted = 0 --监听长按时间
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local oldPropMap = {}
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local barWidth = 700
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--初始化组件(用于子类重写)FourQuadrantPopup
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function this:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.mask = Util.GetGameObject(self.gameObject, "mask")
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this.backBtn = Util.GetGameObject(self.gameObject, "bg/btnBack")
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this.titleText = Util.GetGameObject(self.gameObject, "bg/titleText"):GetComponent("Text")
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this.limitHint = Util.GetGameObject(self.gameObject, "bg/limitHint"):GetComponent("Text")
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this.limitCost = Util.GetGameObject(self.gameObject, "bg/limitHint/costIcon"):GetComponent("Image")
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this.shuchuBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/box/shuchuBtn")
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this.roudunBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/box/roudunBtn")
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this.kongzhiBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/box/kongzhiBtn")
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this.fuzhuBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/box/fuzhuBtn")
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this.selectBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/selectBtn")
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this.upBtn = Util.GetGameObject(self.gameObject, "bg/upBtn")
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this.upStarBtn = Util.GetGameObject(self.gameObject, "bg/upStarBtn")
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this.helpBtn = Util.GetGameObject(self.gameObject, "bg/HelpBtn")
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this.helpPosition = this.helpBtn:GetComponent("RectTransform").localPosition
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this.propertyGrid = Util.GetGameObject(self.gameObject, "bg/propertyGrid")
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this.costPreParent = Util.GetGameObject(self.gameObject, "bg/materialGrid")
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this.upStarHint = Util.GetGameObject(self.gameObject, "bg/upStarHint"):GetComponent("Text")
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this.upLvTrigger = Util.GetEventTriggerListener(this.upBtn)
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this.grayImage = Util.GetGameObject(self.gameObject, "bg/gray"):GetComponent("Image")
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this.upStarPropBtn = Util.GetGameObject(self.gameObject, "bg/upStarPropBtn")
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this.upStarPropWin = Util.GetGameObject(self.gameObject, "upStarPropWin")
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this.propWinGrid = Util.GetGameObject(self.gameObject, "upStarPropWin/grid")
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this.propWinCloseBtn = Util.GetGameObject(self.gameObject, "upStarPropWin/closeBtn")
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this.starLv = Util.GetGameObject(self.gameObject, "bg/starLv")
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this.gongmingBtn = Util.GetGameObject(self.gameObject, "bg/gongmingBtn")
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this.skillBtn = Util.GetGameObject(self.gameObject, "bg/skillBtn")
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this.skillBtn:SetActive(false)
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this.professionIcon = Util.GetGameObject(self.gameObject, "bg/professionIcon"):GetComponent("Image")
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this.btnList = {
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[1] = this.roudunBtn,
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[2] = this.shuchuBtn,
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[3] = this.kongzhiBtn,
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[4] = this.fuzhuBtn,
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}
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this.propPreMap = {}
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for i = 1, #propertyType do
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local obj = this.propertyGrid.transform:GetChild(i - 1)
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local propObjMap = {}
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propObjMap.bar = Util.GetGameObject(obj.gameObject, "progressBg/progressBar"):GetComponent("RectTransform")
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propObjMap.addValue = Util.GetGameObject(obj.gameObject, "progressBg/addValue"):GetComponent("Text")
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propObjMap.propertyValueText = Util.GetGameObject(obj.gameObject, "propertyValue"):GetComponent("Text")
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propObjMap.propertyNameText = Util.GetGameObject(obj.gameObject, "propertyName"):GetComponent("Text")
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propObjMap.propertyIcon = Util.GetGameObject(obj.gameObject, "propertyIcon"):GetComponent("Image")
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propObjMap.fade = nil
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this.propPreMap[propertyType[i]] = propObjMap
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end
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this.itemView = SubUIManager.Open(SubUIConfig.ItemView, this.limitCost.transform)
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end
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--绑定事件(用于子类重写)
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function this:BindEvent()
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Util.AddClick(this.backBtn, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.mask, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.shuchuBtn, function()
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local professionId = ProfessionType[1]
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this.SetSelectBtn(professionId)
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this.UpdateData(professionId)
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end)
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Util.AddClick(this.roudunBtn, function()
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local professionId = ProfessionType[2]
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this.SetSelectBtn(professionId)
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this.UpdateData(professionId)
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end)
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Util.AddClick(this.kongzhiBtn, function()
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local professionId = ProfessionType[3]
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this.SetSelectBtn(professionId)
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this.UpdateData(professionId)
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end)
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Util.AddClick(this.fuzhuBtn, function()
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local professionId = ProfessionType[4]
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this.SetSelectBtn(professionId)
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this.UpdateData(professionId)
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end)
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Util.AddClick(this.gongmingBtn, function()
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UIManager.OpenPanel(UIName.FourQuadrantGongmingPopup)
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end)
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Util.AddClick(this.skillBtn, function()
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UIManager.OpenPanel(UIName.GeneralInfoPopup, GENERALINFO_TYPE.FourQuadrant, this.professionId, this.professionLv,
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this.curProfessionName)
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end)
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Util.AddClick(this.limitCost.gameObject, function()
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this.itemView:OnBtnCkickEvent(this.upStarCostitem.Id)
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end)
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Util.AddOnceClick(this.upBtn, function()
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if this.CheckIsUpStar() then
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return
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end
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local costArr = fourQuadConfig.LvupCost
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for i = 1, #costArr do
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if BagManager.GetTotalItemNum(costArr[i][1]) < costArr[i][2] then
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PopupTipPanel.ShowTip(Language[10524])
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return
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end
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end
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NetManager.SendSixiangUpRequest(this.professionId, this.UpdateProperty)
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end)
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Util.AddClick(this.upStarBtn, function()
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if this.CheckXiuxingLv() then
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local costArr = fourQuadConfig.RankupCost
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for i = 1, #costArr do
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if BagManager.GetTotalItemNum(costArr[i][1]) < costArr[i][2] then
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PopupTipPanel.ShowTip(Language[10524])
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return
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end
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end
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NetManager.SendSixiangUpStarRequest(this.professionId, this.UpStarUpdate)
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else
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PopupTipPanel.ShowTip(Language[12444])
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end
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end)
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Util.AddClick(this.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.FourQuadrant, self.helpPosition.x, self.helpPosition.y)
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end)
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Util.AddClick(this.upStarPropBtn, function()
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this.upStarPropWin:SetActive(true);
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for i = 1, #propertyType do
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local objIndex = i - 1
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local propertyId = propertyType[i]
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local _propText = this.propWinGrid.transform:GetChild(objIndex):GetComponent("Text")
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local addProp = 0
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if upStarProperty[propertyId] then
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addProp = upStarProperty[propertyId]
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end
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_propText.text = string.format(Language[12445], GetProfessionNameById(this.professionId),
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PropertyName[propertyId], addProp)
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end
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end)
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Util.AddClick(this.propWinCloseBtn, function()
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this.upStarPropWin:SetActive(false);
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end)
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--长按升级按下状态
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this._onPointerDown = function(Pointgo, data)
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LogRed("长按按下状态")
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_isClicked = true
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this.timePressStarted = Time.realtimeSinceStartup
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end
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--长按升级抬起状态
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this._onPointerUp = function(Pointgo, data)
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LogRed("长按抬起状态")
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_isClicked = false
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_isLongPress = false
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-- this.ShowAddPropNum(this.professionId)
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end
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this.upLvTrigger.onPointerDown = this.upLvTrigger.onPointerDown + this._onPointerDown
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this.upLvTrigger.onPointerUp = this.upLvTrigger.onPointerUp + this._onPointerUp
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end
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--长按升级处理
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function this.OnUpdate()
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if _isClicked then
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if Time.realtimeSinceStartup - this.timePressStarted > 0.4 then
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_isLongPress = true
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if not _isReqLvUp then
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_isReqLvUp = true
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this.timePressStarted = Time.realtimeSinceStartup
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local costArr = fourQuadConfig.LvupCost
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for i = 1, #costArr do
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if BagManager.GetTotalItemNum(costArr[i][1]) < costArr[i][2] then
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PopupTipPanel.ShowTip(Language[10524])
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_isClicked = false
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_isLongPress = false
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return
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end
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end
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NetManager.SendSixiangUpRequest(this.professionId, this.UpdateProperty)
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end
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end
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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 this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.FourQuadrant.ShowPower, this.ShowPower)
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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 this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.FourQuadrant.ShowPower, this.ShowPower)
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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 this:OnOpen(data)
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FixedUpdateBeat:Add(this.OnUpdate, self) --长按方法注册
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this.SetSelectBtn(ProfessionType[1])
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this.UpdateData(ProfessionType[1])
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oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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end
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function this.SetSelectBtn(_professionId)
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this.selectBtn.transform:SetParent(this.btnList[_professionId].transform)
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this.selectBtn.transform.localPosition = Vector3.zero
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this.selectBtn.transform:SetAsFirstSibling();
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end
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function this.UpdateData(_professionId)
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oldPropMap = {}
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this.professionId = _professionId;
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this.curProfessionName = GetProfessionNameById(_professionId)
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this.titleText.text = Language[12446] .. this.curProfessionName
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local professionInfo = PracticeManager.FourQuadrantData[_professionId]
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this.professionLv = professionInfo and professionInfo.level or 0
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this.upStarPropBtn:SetActive(this.professionLv > 0)
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local propertyList = professionInfo and professionInfo.propertyList or nil
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fourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig, "Star", this.professionLv)
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---获取属性上限(属性id:属性上限值)
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for i = 1, #fourQuadConfig.PropLimit do
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propertyLimit[fourQuadConfig.PropLimit[i][1]] = fourQuadConfig.PropLimit[i][2]
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end
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if this.professionLv > 0 then
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local lastStarLv = this.professionLv - 1
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local lastFourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig, "Star", lastStarLv)
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---获取上一级属性上限(属性id:属性上限值)
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for i = 1, #lastFourQuadConfig.PropLimit do
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lastPropertyLimit[lastFourQuadConfig.PropLimit[i][1]] = lastFourQuadConfig.PropLimit[i][2]
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end
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else
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lastPropertyLimit = {}
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end
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upStarProperty = PracticeManager.fourQuadrantUpStarPropMap[_professionId]
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this.SaveOldProp(propertyList)
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this.UpdateBtnStateAndCostShow()
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this.UpdateProperty(propertyList)
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this.UpdateStarLv()
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this.professionIcon.sprite = this.spLoader:LoadSprite(GetHeroProfessionById(_professionId))
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end
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---更新职业等级显示
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function this.UpdateStarLv()
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local lvCount = this.starLv.transform.childCount
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for i = 0, lvCount - 1 do
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local star = this.starLv.transform:GetChild(i).gameObject
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if i < this.professionLv then
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star:SetActive(true)
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else
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star:SetActive(false)
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end
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end
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end
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---刷新界面强化进阶按钮状态和消耗显示
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function this.UpdateBtnStateAndCostShow()
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this.UpdateUpStarTip()
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local costArr = {}
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--检测是否可以进阶
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if this.CheckIsUpStar() then
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if this.professionLv >= 5 then
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this.upStarHint.text = string.format(Language[12447], this.curProfessionName)
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this.upBtn.gameObject:SetActive(false)
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this.upStarBtn.gameObject:SetActive(false)
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this.upStarHint.gameObject:SetActive(true)
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elseif this.CheckXiuxingLv() then
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this.upBtn.gameObject:SetActive(false)
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this.upStarBtn.gameObject:SetActive(true)
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this.upStarHint.gameObject:SetActive(false)
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costArr = fourQuadConfig.RankupCost
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this.upStarBtn.gameObject:GetComponent("Image").material = nil
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else
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this.upBtn.gameObject:SetActive(false)
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this.upStarBtn.gameObject:SetActive(true)
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this.upStarHint.gameObject:SetActive(true)
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this.upStarBtn.gameObject:GetComponent("Image").material = this.grayImage.material
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end
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_isClicked = false
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_isLongPress = false
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else
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this.upBtn.gameObject:SetActive(true)
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this.upStarBtn.gameObject:SetActive(false)
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this.upStarHint.gameObject:SetActive(false)
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costArr = fourQuadConfig.LvupCost
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end
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--设置消耗显示
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for i = 1, this.costPreParent.transform.childCount do
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local costObj = this.costPreParent.transform:GetChild(i - 1).gameObject;
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if i <= #costArr then
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local costStr = costArr[i]
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costObj:SetActive(true);
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local icon = Util.GetGameObject(costObj, "Image"):GetComponent("Image")
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local num = costObj:GetComponent("Text")
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icon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(costStr[1]))
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local cueHasNum = BagManager.GetTotalItemNum(costArr[i][1])
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num.text = string.format("%s/%s", PrintWanNum2(cueHasNum), costStr[2])
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if cueHasNum < costStr[2] then
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num.text = string.format("<color=red>%s/%s</color>", PrintWanNum2(cueHasNum), costStr[2])
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end
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local itemBtn = Util.GetGameObject(costObj, "Image")
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local itemId = costStr[1]
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Util.AddOnceClick(itemBtn, function()
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LogRed("itemid:" .. itemId)
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this.itemView:OnBtnCkickEvent(itemId)
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end)
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else
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costObj:SetActive(false);
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end
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end
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end
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function this.UpdateUpStarTip()
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if fourQuadConfig.RankupCost then
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this.upStarCostitem = ConfigManager.GetConfigData(ConfigName.ItemConfig, fourQuadConfig.RankupCost[1][1])
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this.limitHint.gameObject:SetActive(true)
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if this.CheckIsUpStar() then
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this.limitCost.gameObject:SetActive(false)
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this.limitHint.text = string.format(Language[12448], 10)
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else
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local itemName = this.upStarCostitem.Name
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local itemIcon = GetResourcePath(this.upStarCostitem.ResourceID)
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this.limitHint.text = string.format(Language[12449], itemName)
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this.limitCost.gameObject:SetActive(true)
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this.limitCost.sprite = this.spLoader:LoadSprite(itemIcon)
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this.itemView:OnOpen(false, { this.upStarCostitem.Id, 1 }, 0, false, false, false)
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end
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else
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this.limitHint.gameObject:SetActive(false)
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end
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end
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---更新属性信息
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function this.UpdateProperty(_propertyInfoList)
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local _propertyInfoMap = {}
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if _propertyInfoList then
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for i = 1, #_propertyInfoList do
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_propertyInfoMap[_propertyInfoList[i].propertyId] = _propertyInfoList[i].propertyNum
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end
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end
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for i = 1, #propertyType do
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local propertyId = propertyType[i]
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this.propPreMap[propertyId].propertyIcon.sprite = this.spLoader:LoadSprite(PropertyTypeIconDef[propertyId])
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this.propPreMap[propertyId].propertyNameText.text = string.format(Language[12450], this.curProfessionName,
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PropertyName[propertyId])
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local propertyNum = _propertyInfoMap[propertyId] and _propertyInfoMap[propertyId] or 0;
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local curPropLimit = propertyLimit[propertyId]
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local propBar = this.propPreMap[propertyId].bar
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if this.professionLv > 0 then
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local progressNum = _propertyInfoMap[propertyId] - lastPropertyLimit[propertyId]
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local progressLimit = curPropLimit - lastPropertyLimit[propertyId]
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propBar.sizeDelta = Vector2.New(progressNum / progressLimit * barWidth, propBar.sizeDelta.y)
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else
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propBar.sizeDelta = Vector2.New(propertyNum / curPropLimit * barWidth, propBar.sizeDelta.y)
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end
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this.propPreMap[propertyId].propertyValueText.text = string.format("%s/%s", propertyNum, curPropLimit)
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end
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this.UpdateBtnStateAndCostShow()
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_isReqLvUp = false
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this.CheckWinRedPoint()
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this.ShowAddPropNum(this.professionId)
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end
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---显示战斗力提升
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function this.ShowPower()
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newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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if newPower ~= oldPower then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2, { oldValue = oldPower, newValue = newPower })
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oldPower = newPower
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end
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end
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--保存打开界面时初始属性
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function this.SaveOldProp(_propertyInfoList)
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if _propertyInfoList then
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for i = 1, #_propertyInfoList do
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oldPropMap[_propertyInfoList[i].propertyId] = _propertyInfoList[i].propertyNum
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end
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end
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end
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--显示属性值增加
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function this.ShowAddPropNum(_professionId)
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local propertyList = PracticeManager.FourQuadrantData[_professionId].propertyList
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if propertyList then
|
||
for i = 1, #propertyList do
|
||
local propertyInfo = propertyList[i]
|
||
local oldPropNum = 0
|
||
if oldPropMap[propertyInfo.propertyId] then
|
||
oldPropNum = oldPropMap[propertyInfo.propertyId]
|
||
end
|
||
local addNum = propertyInfo.propertyNum - oldPropNum
|
||
if addNum > 0 then
|
||
this.propPreMap[propertyInfo.propertyId].addValue.text = string.format("+%s", addNum);
|
||
this.propPreMap[propertyInfo.propertyId].addValue.gameObject:SetActive(true)
|
||
if this.propPreMap[propertyInfo.propertyId].fade then
|
||
this.propPreMap[propertyInfo.propertyId].fade:Kill()
|
||
end
|
||
this.propPreMap[propertyInfo.propertyId].addValue:DOFade(1, 0)
|
||
this.propPreMap[propertyInfo.propertyId].fade = this.propPreMap[propertyInfo.propertyId].addValue:DOFade(
|
||
0, 3):OnComplete(function()
|
||
this.propPreMap[propertyInfo.propertyId].fade = nil
|
||
end)
|
||
end
|
||
oldPropMap[propertyInfo.propertyId] = propertyInfo.propertyNum
|
||
end
|
||
end
|
||
end
|
||
|
||
--进阶刷新界面
|
||
function this.UpStarUpdate()
|
||
this.UpdateData(this.professionId)
|
||
end
|
||
|
||
--检测当前强化进度是否可以进阶
|
||
function this.CheckIsUpStar()
|
||
local professionInfo = PracticeManager.FourQuadrantData[this.professionId]
|
||
if not professionInfo.propertyList then
|
||
return false
|
||
end
|
||
for i = 1, #professionInfo.propertyList do
|
||
local propertyInfo = professionInfo.propertyList[i];
|
||
if propertyInfo.propertyNum < propertyLimit[propertyInfo.propertyId] then
|
||
return false
|
||
end
|
||
end
|
||
return true
|
||
end
|
||
|
||
--检测修行等级是否满足进阶条件
|
||
function this.CheckXiuxingLv()
|
||
local nextLv = this.professionLv + 1
|
||
local nextConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig, "Star", nextLv)
|
||
if nextConfig == nil then
|
||
return false
|
||
end
|
||
local xiuxingConfig = ConfigManager.GetConfigData(ConfigName.XiuXianConfig, nextConfig.XiuxianLimit)
|
||
this.upStarHint.text = string.format(Language[12451], xiuxingConfig.RealmName)
|
||
if PracticeManager.PracticeBigLevel < xiuxingConfig.RealmId then
|
||
return false
|
||
end
|
||
return true
|
||
end
|
||
|
||
--检测界面页签红点
|
||
function this.CheckWinRedPoint()
|
||
for i = 1, #this.btnList do
|
||
local rodPoint = Util.GetGameObject(this.btnList[i].gameObject, "Redpot")
|
||
if PracticeManager.CheckIsUpStarCondition(i) then
|
||
if PracticeManager.CheckIsUpStarByProfessionId(i) then
|
||
rodPoint:SetActive(true)
|
||
else
|
||
rodPoint:SetActive(false)
|
||
end
|
||
else
|
||
if PracticeManager.CheckIsUpByProfessionId(i) then
|
||
rodPoint:SetActive(true)
|
||
else
|
||
rodPoint:SetActive(false)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
--界面关闭时调用(用于子类重写)
|
||
function this:OnClose()
|
||
FixedUpdateBeat:Remove(this.OnUpdate, self)
|
||
end
|
||
|
||
function this:OnDestroy()
|
||
this.spLoader:Destroy()
|
||
end
|
||
|
||
return FourQuadrantPopup
|