miduo_client/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua

590 lines
22 KiB
Lua

----- 魂印主面板 -----
require("Base/BasePanel")
SoulPrintPanel = Inherit(BasePanel)
local this = SoulPrintPanel
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local equipConfig=ConfigManager.GetConfig(ConfigName.EquipConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local equipSignSetting = ConfigManager.GetConfig(ConfigName.EquipSignSetting)
--循环布局容器
local loopList={}
--最大槽位数量
local loopCount=0
--可装备槽位数量
local didLen=0
--动态最大等级
local didLv=0
--配置最大等级
local maxLv=0
--间隔角度
local angle=0
--半径
local radius=340
local curHeroData--当前英雄信息
local heroDatas--全部英雄数据
local index=0--当前索引
local isShow=true--默认显示装备中的魂印
local _specialData={}
local isUpZhen = false
local list={}
local teamHero = {}
local isPlayAnim = true
local isFristOpenTime
function SoulPrintPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.upView = SubUIManager.Open(SubUIConfig.UpView, this.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
this.helpBtn= Util.GetGameObject(this.gameObject, "HelpBtn")
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
this.leftBtn = Util.GetGameObject(this.gameObject, "LeftBtn")
this.rightBtn = Util.GetGameObject(this.gameObject, "RightBtn")
this.handBookBtn=Util.GetGameObject(this.gameObject,"HandBookBtn")--图鉴按钮
this.detailsBtn=Util.GetGameObject(this.gameObject,"DetailsBtn")--细节按钮
this.showBtn=Util.GetGameObject(this.gameObject,"ShowBtn")--显示装备中的魂印按钮
this.showBtnOn=Util.GetGameObject(this.showBtn,"Bg/On"):GetComponent("Image")
this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn/btnBack")
this.empty=Util.GetGameObject(this.gameObject,"Empty")
--循环布局根节点
this.loopRoot=Util.GetGameObject(this.gameObject,"LoopRoot")
this.loopPre=Util.GetGameObject(this.loopRoot,"Pre")
--英雄头像
this.heroFrame=Util.GetGameObject(this.gameObject,"Hero/Frame"):GetComponent("Image")
this.heroIcon=Util.GetGameObject(this.gameObject,"Hero/Icon"):GetComponent("Image")
--战力
this.power=Util.GetGameObject(this.gameObject,"Power/Value"):GetComponent("Text")
this.scrollBar=Util.GetGameObject(this.gameObject, "Scrollbar"):GetComponent("Scrollbar")
--魂印列表
this.scrollRoot=Util.GetGameObject(this.gameObject,"ScrollRoot")
this.scrollPre=Util.GetGameObject(this.gameObject,"ScrollRoot/Pre")
this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollRoot.transform,this.scrollPre, this.scrollBar,--
Vector2.New(this.scrollRoot.transform.rect.width,this.scrollRoot.transform.rect.height),1,5,Vector2.New(45,40))
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
this.scrollView.moveTween.MomentumAmount = 1
this.scrollView.moveTween.Strength = 2
this.SetIsShow()
-- this.BgMask = Util.GetGameObject(this.gameObject,"bgMask")
end
function SoulPrintPanel:BindEvent()
--帮助按钮
Util.AddClick(this.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.SoulPrint,this.helpPosition.x,this.helpPosition.y)
end)
--向左切换英雄数据
Util.AddClick(this.leftBtn, function()
isPlayAnim = true
this.OnLeftBtnClick()
end)
--向右切换英雄数据
Util.AddClick(this.rightBtn, function()
isPlayAnim = true
this.OnRightBtnClick()
end)
--点击图鉴按钮
Util.AddClick(this.handBookBtn, function()
UIManager.OpenPanel(UIName.SoulPrintHandBook)
end)
--点击细节按钮
Util.AddClick(this.detailsBtn, function()
UIManager.OpenPanel(UIName.SoulPrintPopUpV2,1,curHeroData)
end)
--点击显示装备中魂印按钮
Util.AddClick(this.showBtn, function()
isShow=(not isShow and true or false)
this.showBtnOn.enabled= isShow
this.SetScrollData()
end)
--关闭页面
Util.AddClick(this.backBtn, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
end
function SoulPrintPanel:AddListener()
end
function SoulPrintPanel:RemoveListener()
end
function SoulPrintPanel:OnSortingOrderChange()
--特效层级重设
for _, v in pairs(list) do
Util.SetParticleSortLayer(v, self.sortingOrder)
end
end
function SoulPrintPanel:OnOpen(_curHeroData,_heroDatas)
curHeroData=_curHeroData
heroDatas = {}
if _heroDatas then
for i = 1, #_heroDatas do
if SoulPrintManager.GetSoulPrintIsOpen(_heroDatas[i]) then
table.insert(heroDatas,_heroDatas[i])
end
end
else
local curheroListData=HeroManager.GetAllHeroDatas()
for i = 1, #curheroListData do
if SoulPrintManager.GetSoulPrintIsOpen(curheroListData[i]) then
table.insert(heroDatas,curheroListData[i])
end
end
end
for i = 1, #heroDatas do
if curHeroData.dynamicId == heroDatas[i].dynamicId then
index = i
break
end
end
end
function SoulPrintPanel:OnShow()
isPlayAnim = true
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
--已激活魂印的Hero为1时 隐藏左右按钮
this.leftBtn.gameObject:SetActive(#heroDatas>1)
this.rightBtn.gameObject:SetActive(#heroDatas>1)
this.RefreshShow()
end
function SoulPrintPanel:OnClose()
angle=0
loopCount=0
local var=isShow and 1 or 0
PlayerPrefs.SetInt(PlayerManager.uid .. "_SoulPrint_IsShow",var)
if isFristOpenTime then
isFristOpenTime:Stop()
isFristOpenTime = nil
end
end
function SoulPrintPanel:OnDestroy()
this.spLoader:Destroy()
SubUIManager.Close(this.upView)
this.scrollView=nil
loopList={}
list={}
end
--点击左
function this.OnLeftBtnClick()
index = (index - 1 > 0 and index - 1 or #heroDatas)
curHeroData = heroDatas[index]
this.RefreshShow()
end
--点击右
function this.OnRightBtnClick()
index = (index + 1 <= #heroDatas and index + 1 or 1)
curHeroData = heroDatas[index]
this.RefreshShow()
end
--刷新显示
function this.RefreshShow()
--LogGreen("刷新魂印面板")
teamHero = FormationManager.GetAllMainFormationHeroId()
isUpZhen = teamHero[curHeroData.dynamicId] and true or false
this.SetLoopUI()
this.SetHero()
this.SetScrollData()
--对比战力并更新战力值 播放战力变更动画
local allAddProVal
--计算面板属性
local WarPower
if isUpZhen then
allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
else
allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
end
this.power.text = WarPower
end
--设置环形布局
function this.SetLoopUI()
-- local specialData = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,37).Value, "#")
-- --获取格子数量的动态上限
-- _specialData={}
-- for n = 1, #specialData do
-- local v=specialData[n]
-- if PlayerManager.level>=tonumber(v) then
-- table.insert(_specialData,v)
-- end
-- end
--动态当前最大等级
local didLv=0
-- --你猜啥意思
-- if #_specialData<#specialData then--未达到最大等级 +1显示锁定
-- loopCount= #_specialData+1
-- didLv=tonumber(specialData[#_specialData+1])--最大英雄等级(需要从表获取)
-- else
-- loopCount=#_specialData
-- didLv=tonumber(specialData[loopCount])
-- end
--最终最大等级
local maxLv = 0
--LogBlue("动态最大等级 "..didLv)
loopCount,didLen,didLv,maxLv= HeroManager.GetSoulPrintLoopUIMaxData(curHeroData)
LogError("最大槽位数量"..loopCount.." 可装备槽位数量"..didLen.." 最大动态等级"..didLv.." 配置最大等级"..maxLv)
--初始化
for i=1, #loopList do
loopList[i]:SetActive(false)
end
for i=1,loopCount do
if not loopList[i] then
loopList[i]=newObjToParent(this.loopPre,this.loopRoot)
end
loopList[i].name="Pre"..i
loopList[i]:SetActive(true)
end
--设置不包含最后一位 为默认
for j=1,loopCount do
loopList[j]:GetComponent("RectTransform").anchoredPosition = this.GetCurPosByIndex(j)
local i=j-1
if i==0 then
i=1
this.SetLoopPre(loopList[i],1,nil,nil,j)
else
this.SetLoopPre(loopList[j],1,nil,nil,j)
end
end
--最后一位锁定
for k, v in ConfigPairs(equipSignSetting) do
local rules=v.OpenRules
if rules[1]==1 then
if PlayerManager.level<rules[2] then
this.SetLoopPre(loopList[loopCount],2,v.SlotPosition,didLv)
break
else
this.SetLoopPre(loopList[loopCount],1)
end
elseif rules[1]==2 then
if curHeroData.star<rules[2] then
this.SetLoopPre(loopList[loopCount],2,v.SlotPosition,didLv)
break
else
this.SetLoopPre(loopList[loopCount],1)
end
end
end
--数据赋值
for k=1,#curHeroData.soulPrintList do
local index=k --curHeroData.soulPrintList[k].position
this.SetLoopPre(loopList[index],3,k,curHeroData.soulPrintList[k])
end
end
function this.GetSoulLockTip()
for k, v in ConfigPairs(equipSignSetting) do
if v.OpenRules then
if v.OpenRules[1]==1 then
if PlayerManager.level < v.OpenRules[2] then
return string.format("主角%s级解锁",v.OpenRules[2])
end
elseif v.OpenRules[1]==2 then
if curHeroData.star < v.OpenRules[2] then
local str=""
if v.OpenRules[2]==14 then
str="飞升四阶"
elseif v.OpenRules[2]==15 then
str="飞升五阶"
end
return string.format("%s解锁",str)
end
end
end
end
end
--获取当前子布局坐标
function this.GetCurPosByIndex(index)
local hudu=(angle/180)*Mathf.PI
angle=angle+(360/loopCount)
return Vector2.New(radius*Mathf.Cos(hudu),radius*Mathf.Sin(hudu))
end
--设置环形布局预设 root:预设根节点 type:开启类型 index 位置 data:数据
function this.SetLoopPre(root,type,index,data,curIndex)
local normal= Util.GetGameObject(root,"Normal")
local lock= Util.GetGameObject(root,"Lock")
local unlock= Util.GetGameObject(root,"UnLock")
local bg=Util.GetGameObject(root,"Bg")
Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=false
if curIndex then
bg.transform:DORotate(Vector3.New(0,0,(360/loopCount)*(curIndex-1) + root.transform.localRotation.z),0)
end
normal:SetActive(type==1) --解锁 未装备
lock:SetActive(type==2) --锁定
unlock:SetActive(type==3) --解锁装备魂印
root:GetComponent("Button").interactable=type==3--只有被赋值的按钮才能点击
if type==1 then
Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[0].circleBg1)
elseif type==2 then
Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[0].circleBg1)
Util.GetGameObject(lock,"Text"):GetComponent("Text").text=this.GetSoulLockTip()--string.format( Language[11903],data)
elseif type==3 then
--Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=true
Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[0].circleBg1)
--Util.GetGameObject(bg,"Frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByqualityPoint(equipConfig[data.equipId].Quality))
Util.GetGameObject(unlock,"circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg2)
Util.GetGameObject(unlock,"Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.equipId].ResourceID))
Util.GetGameObject(unlock,"circle"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circle)
Util.GetGameObject(unlock,"Name"):GetComponent("Text").text=GetLanguageStrById(itemConfig[data.equipId].Name)
Util.AddOnceClick(root,function()
local pos=data.position
LogBlue("卸下时 "..data.equipId)
UIManager.OpenPanel(UIName.SoulPrintPopUp,2,curHeroData.dynamicId,data.equipId,pos,function()
PopupTipPanel.ShowTip(Language[11904])
this.RefreshShow()
--对比战力并更新战力值 播放战力变更动画
HeroManager.CompareWarPower(curHeroData.dynamicId)
end)
end)
end
end
--设置英雄
function this.SetHero()
this.heroIcon.sprite=this.spLoader:LoadSprite(curHeroData.icon)
this.heroFrame.sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality,curHeroData.star))
-- local allPro = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false)
local WarPower
--计算面板属性
if isUpZhen then
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
else
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
end
this.power.text = WarPower
end
--设置装备中的魂印
function this.SetIsShow()
if PlayerPrefs.GetInt(PlayerManager.uid .. "_SoulPrint_IsShow") then
isShow=PlayerPrefs.GetInt(PlayerManager.uid .. "_SoulPrint_IsShow")==1
else
isShow=true
end
this.showBtnOn.enabled=isShow
end
--设置魂印列表滚动条
function this.SetScrollData()
local data =SoulPrintManager.GetAllSoulPrint(isShow,curHeroData.id,curHeroData.dynamicId)
this.empty:SetActive(#data==0)
this.ShowRedPotDataAndSort(data)
this.scrollView:SetData(data,function(index,root)
this.SetScrollPre(root,data[index])
list[root] = root
end,true,true)
if isPlayAnim then
if isFristOpenTime then
isFristOpenTime:Stop()
isFristOpenTime = nil
end
-- isFristOpenTime = Timer.New(function()
-- this.BgMask:SetActive(false)
-- end, 1):Start()
-- this.BgMask:SetActive(true)
SecTorPlayAnimByScroll(this.scrollView)
isPlayAnim = false
end
this.scrollView:SetIndex(1)
end
--设置魂印列表预设
function this.SetScrollPre(root,data)
-- if isPlayAnim then
-- root.gameObject:SetActive(false)
-- else
-- root.gameObject:SetActive(true)
-- end
Util.SetParticleSortLayer(root, this.sortingOrder + 1)
SetSoulEffect(itemConfig[data.id].Quantity1, root)
local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image")
local icon=Util.GetGameObject(root,"Icon"):GetComponent("Image")
local name=Util.GetGameObject(root,"Name"):GetComponent("Text")
local hero=Util.GetGameObject(root,"Hero")
local heroIcon=Util.GetGameObject(hero,"Icon"):GetComponent("Image")
local circle=Util.GetGameObject(root,"circle"):GetComponent("Image")
local equipped=Util.GetGameObject(root,"Equipped") --是否已装备
Util.GetGameObject(root,"limit"):SetActive(equipConfig[data.id].limit == 1 and not SoulPrintManager.GetCurSoulPrintIsCanUp(data.id) and data.upHero=="")
frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(equipConfig[data.id].Quality))
circle.sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.id].Quality].circle)
icon.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.id].ResourceID))
name.text=SubString2(GetLanguageStrById(equipConfig[data.id].Name),8)
hero.gameObject:SetActive(data.upHero~="")
Util.GetGameObject(root,"redPoint"):SetActive(data.isShowRedPot == 1)
equipped.gameObject:SetActive(this.GetCurHeroSoulPrintState(data.id))
if data.upHero~="" then
local heroData = HeroManager.GetSingleHeroData(data.upHero)
local heroId= heroData.id
--LogGreen(heroId)
heroIcon.sprite=this.spLoader:LoadSprite(heroData.icon)
end
--点击事件(穿戴或替换魂印)
Util.AddOnceClick(root,function()
if not SoulPrintManager.GetCurSoulPrintIsCanUp(data.id) and data.upHero=="" then
PopupTipPanel.ShowTip(Language[11905])
return
end
if this.GetCurHeroSoulPrintState(data.id) then
PopupTipPanel.ShowTip(Language[11905])
return
end
local pos=this.GetPos()--位置
local oldPower = HeroManager.GetSingleHeroData(curHeroData.dynamicId).warPower
UIManager.OpenPanel(UIName.SoulPrintPopUp,1,curHeroData.dynamicId,data.id,pos,function()
PopupTipPanel.ShowTip(Language[11526])
this.RefreshShow()
--对比战力并更新战力值 播放战力变更动画
HeroManager.CompareWarPower1(curHeroData.dynamicId,oldPower)
end,data)
-- end
end)
end
--自动获取魂印的位置 如果有位置返回位置 如果没位置返回0
function this.GetPos()
local _data={}
-- for k=1,loopCount do
-- if Util.GetGameObject(loopList[k].gameObject,"UnLock").activeSelf then
-- table.insert(_data,k,k)
-- end
-- end
-- for i = 1, loopCount do
-- if _data[i]==nil then
-- return i
-- end
-- if didLen == LengthOfTable(_data) then
-- return 0
-- end
-- end
local _d = {}
for k, v in ConfigPairs(equipSignSetting) do
if v.OpenRules then
if v.OpenRules[1]==1 then
if PlayerManager.level >= v.OpenRules[2] then
table.insert(_d, v.SlotPosition)
end
elseif v.OpenRules[1]==2 then
if curHeroData.star>=v.OpenRules[2] then
table.insert(_d, v.SlotPosition)
end
end
end
end
local wearList={}
if curHeroData.soulPrintList and #curHeroData.soulPrintList>0 then
for k, v in pairs(curHeroData.soulPrintList) do
table.insert(wearList,v.position)
end
end
for i=1,#_d do
if CheckListIsContainValue1(wearList,_d[i])==false then
return _d[i]
end
end
return 0
end
function this.ShowRedPotDataAndSort(allData)
local didMaxLen,didLen,didLv,maxLv = HeroManager.GetSoulPrintLoopUIMaxData(curHeroData)
if curHeroData.soulPrintList and #curHeroData.soulPrintList >= didLen then
table.sort(allData, function(a,b)
if equipConfig[a.id].Quality == equipConfig[b.id].Quality then
return a.id > b.id
else
return equipConfig[a.id].Quality > equipConfig[b.id].Quality
end
end)
return
end
local allUpSoulPrint = {}--所有已上魂印
if curHeroData.soulPrintList then
for i = 1, #curHeroData.soulPrintList do
allUpSoulPrint[curHeroData.soulPrintList[i].equipId] = curHeroData.soulPrintList[i]
end
end
--LogError("allUpSoulPrint "..LengthOfTable(allUpSoulPrint).." "..#allData)
local haveRedPointSid = {}--所有已标记红点魂印
local temp=SoulPrintManager.GetAllSoulPrint(true,curHeroData.id,curHeroData.dynamicId)
local limitSoulPrint = {}
for i = 1, #temp do
if not limitSoulPrint[temp[i].id] and equipConfig[temp[i].id].limit == 1 and temp[i].upHero ~= "" then
limitSoulPrint[temp[i].id] = temp[i].id
end
end
for i = 1, #allData do
--这个英雄没有装备这个魂印,并且可以装备,并且不在haveRedPointSid列表里
if not allUpSoulPrint[allData[i].id] and equipConfig[allData[i].id].Range and equipConfig[allData[i].id].Range[1] == 0 and allData[i].upHero == "" and not haveRedPointSid[allData[i].id] then
allData[i].isShowRedPot = 1--有空位可以穿戴
haveRedPointSid[allData[i].id] = allData[i].id
else
allData[i].isShowRedPot = 0
end
local isHaveCurHeroid = false
if equipConfig[allData[i].id].Range then
for j = 1, #equipConfig[allData[i].id].Range do
local heroId = equipConfig[allData[i].id].Range[j]
if curHeroData.id == heroId then
isHaveCurHeroid = true
end
end
end
if not allUpSoulPrint[allData[i].id] and isHaveCurHeroid and allData[i].upHero == "" and not haveRedPointSid[allData[i].id] then
allData[i].isShowRedPot = 1--有空位可以穿戴
haveRedPointSid[allData[i].id] = allData[i].id
end
if limitSoulPrint[allData[i].id] then
allData[i].isShowRedPot = 0
end
end
table.sort(allData, function(a,b)
if a.isShowRedPot > b.isShowRedPot then
return true
elseif a.isShowRedPot == b.isShowRedPot then
if equipConfig[a.id].Quality == equipConfig[b.id].Quality then
return a.id > b.id
else
return equipConfig[a.id].Quality > equipConfig[b.id].Quality
end
else
return false
end
end)
end
--获取当前英雄是否已装备该魂印
function this.GetCurHeroSoulPrintState(id)
for k=1,#curHeroData.soulPrintList do
local _id=curHeroData.soulPrintList[k].equipId
if _id==id then
return true
end
end
return false
end
return SoulPrintPanel