miduo_client/Assets/ManagedResources/~Lua/Modules/RoleInfo/SpecailTrainingInfoPopup.lua

477 lines
22 KiB
Lua

require("Base/BasePanel")
SpecailTrainingInfoPopup = Inherit(BasePanel)
----- 修行境界预览弹窗 -----
-- SpecailTrainingInfoPopup = {}
--传入父脚本模块
local parent
local _HeroTraining
local Training = ConfigManager.GetConfig(ConfigName.Train)
local TrainingSetting = ConfigManager.GetConfig(ConfigName.TrainSetting)
local SkillConfig = ConfigManager.GetConfig(ConfigName.SkillConfig)
local selectSkillUnlockItems1={}
local selectSkillUnlockItems2={}
function SpecailTrainingInfoPopup:InitComponent()
self.spLoader = SpriteLoader.New()
self.titleText = Util.GetGameObject(self.gameObject,"Panel/Title"):GetComponent("Text")
self.itemPre = Util.GetGameObject(self.gameObject,"Panel/Pre")
self.GameObject = Util.GetGameObject(self.gameObject,"Panel/Scroll")
self.BackBtn = Util.GetGameObject(self.gameObject, "BackBtn")
local rootHight = self.GameObject.transform.rect.height
local width = self.GameObject.transform.rect.width
self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollFitterView, self.GameObject.transform,
self.itemPre, Vector2.New(width, rootHight), 1, 0)
self.ScrollView.moveTween.MomentumAmount = 1
self.ScrollView.moveTween.Strength = 2
self.preList = {}
self.textList = {}
self.attList={}
self.attSkill={}
self.OpenType=1
end
function SpecailTrainingInfoPopup:BindEvent()
Util.AddClick(self.BackBtn, function()
self:ClosePanel()
end)
end
function SpecailTrainingInfoPopup:AddListener()
end
function SpecailTrainingInfoPopup:RemoveListener()
end
--type 1 是自己的英雄打开 --type 2 是别人的英雄打开
function SpecailTrainingInfoPopup:OnOpen(curHeroData,OpenType)
self._curHerodata = curHeroData
self._HeroTraining=curHeroData.HeroTraining
self.showList={}
self.OpenType=OpenType
self.curLevelData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.Train,"HeroID",self._curHerodata.id,"Level",self._HeroTraining.trainingLv)
end
function SpecailTrainingInfoPopup:OnShow()
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
self.titleText.text = "特训"
--self.previewData = PracticeManager.GetPreViewData()
local tData=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.Train,"HeroID",self._curHerodata.id)
if tData then
for k,v in ipairs(tData) do
if not self.showList[k] then
self.showList[k]={data=v,curTrainingLevel=self._curHerodata.HeroTraining.trainingLv}
end
end
end
HeroManager.GetHeroTrainingAddPro(self._curHerodata.dynamicId)
self.ScrollView:SetData(self.showList, function(index, go)
self:SetSingleData(index,go,self.showList[index])
end)
ForceRebuildLayout(self.GameObject.transform)
self.ScrollView:SetIndex(1)
end
--
--_data=TrainingConfig
--
function SpecailTrainingInfoPopup:SetSingleData(index,_go,_data)
local tData=_data.data
local curLevel=_data.curTrainingLevel
local title = Util.GetGameObject(_go,"HeroInfo/title/Text"):GetComponent("Text")
title.text= Language[12326]..Language[10000+tData.Level]..Language[10065]
local heroContion= Util.GetGameObject(_go,"HeroInfo/heroContion")
local condition= Util.GetGameObject(heroContion,"condition"):GetComponent("Text")
local Content=Util.GetGameObject(_go,"Content")
local SkillContent=Util.GetGameObject(_go,"SkillContent")
local attPre=Util.GetGameObject(_go,"Content/attPre")
local numPre= Util.GetGameObject(_go,"Content/attPre/numPre")
local mySelfCondition= Util.GetGameObject(_go,"HeroInfo/title/TrainingStatus/mySelfCondition"):GetComponent("Text")
local trainingIcon= Util.GetGameObject(_go,"HeroInfo/title/TrainingStatus/trainingIcon")
local DesTip=Util.GetGameObject(_go,"DesTip")
DesTip.gameObject:SetActive(tData.Level==#self.showList)
-- local isOpen=self._curHerodata.star>=tData.MyselfCondition and curLevel>=tData.Level
local lastLevelData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.Train,"HeroID",self._curHerodata.id,"Level",tData.Level-1==0 and 1 or tData.Level-1)
local isOpen= self._curHerodata.star>=lastLevelData.MyselfCondition and curLevel>=tData.Level
if curLevel ==1 and tData.Level==1 then
isOpen=true
end
if tData.Level>1 then
mySelfCondition.gameObject:SetActive(lastLevelData.MyselfCondition~=0)
mySelfCondition.text=NumToChinese[lastLevelData.MyselfCondition==0 and 1 or lastLevelData.MyselfCondition].."星开启"
condition.gameObject:SetActive(tData.Desc~="")
condition.text=tData.Desc
if lastLevelData.OtherCondition then
if type(lastLevelData.OtherCondition[1][1])=="userdata" then
heroContion:SetActive(false)
else
heroContion:SetActive(true)
for i=1, #lastLevelData.OtherCondition do
local t= Util.GetGameObject(heroContion.transform,"HeroList/hero"..tostring(i).."/hero/icon"):GetComponent("Image")
t.sprite=self.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigDataByKey(ConfigName.HeroConfig,"Id",lastLevelData.OtherCondition[i][1]).Icon))
end
end
else
heroContion:SetActive(false)
end
else
heroContion:SetActive(false)
mySelfCondition.gameObject:SetActive(false)
condition.gameObject:SetActive(false)
end
trainingIcon:SetActive(tData.Level==curLevel and self._curHerodata.HeroTraining.isTraining==1)
--最外层Pre
if not self.attList[_go] then
self.attList[_go] = {}
end
if not self.attSkill[_go] then
self.attSkill[_go] = {}
end
local singleAttList = self.attList[_go]
for k,v in ipairs(singleAttList) do
if v[1]then
v[1].gameObject:SetActive(false)
end
end
local ActiveButton = Util.GetGameObject(_go,"HeroInfo/title/TrainingStatus/ActiveBtn")
local TrainingSetting=ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrainSetting,"PoolID",tData.TrainSettingID,"Level",tData.Level)
local lastLevelTrainingSetting=ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrainSetting,"PoolID",tData.TrainSettingID,"Level",(tData.Level-1)==0 and 1 or tData.Level-1)
for i = 1, 3 do
if not singleAttList[i] then
local t={}
local prefab=newObject(attPre)
prefab.transform:SetParent(Content.transform)
prefab.transform.localScale = Vector3.one
prefab.transform.localPosition = Vector3.zero
t[1]=prefab
singleAttList[i] = t
end
local Text = Util.GetGameObject( singleAttList[i][1],"Text"):GetComponent("Text")
local NoOpen = Util.GetGameObject( singleAttList[i][1],"NoOpen")
local Finishi = Util.GetGameObject( singleAttList[i][1],"Finishi")
local Button = Util.GetGameObject( singleAttList[i][1],"Button")
Util.AddOnceClick(Button,function()
if not CheckFunctionOpen(FUNCTION_OPEN_TYPE.TrainBuild) then
PopupTipPanel.ShowTip("特训建筑功能未开启")
return
end
if (ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.TrainBuild)) then
NetManager.TrainingArchitectureInfoRequest(function()
UIManager.OpenPanel(UIName.TrainBuildPanel)
end)
else
local tip = ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.TrainBuild)
PopupTipPanel.ShowTip(tip)
end
end)
NoOpen:SetActive(not isOpen);
Finishi:SetActive(false);
-- local string,string2 = PracticeManager.GetPreviewSingleText(templist[i].id,templist[i].value)
local tAtt={}
local trainExp=100000
local curExp=0
if not singleAttList[i][2] then
singleAttList[i][2]={}
end
local singleTextList= singleAttList[i][2]
if i==1 then
tAtt=TrainingSetting.AttackProperty
trainExp=TrainingSetting.TrainExp1
curExp=self._curHerodata.HeroTraining.attackExp
Text.text="攻击特训"
elseif i==2 then
tAtt=TrainingSetting.HpProperty
trainExp=TrainingSetting.TrainExp2
curExp=self._curHerodata.HeroTraining.hpExp
Text.text="血量特训"
elseif i==3 then
tAtt=TrainingSetting.PhProperty
trainExp=TrainingSetting.TrainExp3
curExp=self._curHerodata.HeroTraining.defenseExp
Text.text="防御特训"
end
for j=1 ,#tAtt do
local str1,str2=HeroManager.GetAttSingleText(tAtt[j][1],tAtt[j][2]);
if not singleTextList[j] then
singleTextList[j] = newObject(numPre)
singleTextList[j].transform:SetParent( singleAttList[i][1].transform)
singleTextList[j].transform.localScale = Vector3.one
singleTextList[j].transform.localPosition = Vector3.zero
end
singleTextList[j]:GetComponent("Text").text=str1..str2
singleTextList[j]:SetActive(true)
end
if tData.Level>curLevel then
curExp=0
end
Button.gameObject:SetActive(isOpen and self.OpenType==1);
local size = curExp/trainExp
if curExp>=trainExp then
curExp=trainExp
Button.gameObject:SetActive(false);
Finishi:SetActive(true);
end
if curLevel>tData.Level then
size=1
curExp=trainExp
Finishi:SetActive(true)
NoOpen:SetActive(false)
Button.gameObject:SetActive(false);
end
size = size > 1 and 1 or size
Util.GetGameObject( singleAttList[i][1],"Progress/Image"):GetComponent("RectTransform").sizeDelta = Vector3.New(360*size,25,0)
Util.GetGameObject( singleAttList[i][1],"Progress/Text"):GetComponent("Text").text = string.format("%s/%s",curExp,trainExp)
-- ForceRebuildLayout( singleAttList[i][1].transform)
singleAttList[i][1]:SetActive(true)
end
local activeIsOpen=false
if (tData.Level-curLevel==1) and (self._curHerodata.HeroTraining.attackExp>=lastLevelTrainingSetting.TrainExp1 and self._curHerodata.HeroTraining.defenseExp>=lastLevelTrainingSetting.TrainExp2 and self._curHerodata.HeroTraining.hpExp>=lastLevelTrainingSetting.TrainExp3 )and self._curHerodata.star>=lastLevelData.MyselfCondition and HeroManager.CheckTrainingCanLevelUp(self._curHerodata,self.curLevelData) then
activeIsOpen=true
else
activeIsOpen=false
end
ActiveButton:SetActive(activeIsOpen and self.OpenType==1)
Util.AddOnceClick(ActiveButton, function()
NetManager.TrainingUpLvRequest(tostring( self._curHerodata.dynamicId),function()
self.curLevelData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.Train,"HeroID",self._curHerodata.id,"Level",self._curHerodata.HeroTraining.trainingLv)
local t=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.Train,"HeroID",self._curHerodata.id)
if t then
for k,v in ipairs(t) do
if not self.showList[k] then
self.showList[k]={data=v,curTrainingLevel=self._curHerodata.HeroTraining.trainingLv}
else
self.showList[k].curTrainingLevel=self._curHerodata.HeroTraining.trainingLv
end
end
end
self.ScrollView:SetData(self.showList, function(index, go)
self:SetSingleData(index,go,self.showList[index])
end)
end)
end)
local singleSkillList = self.attSkill[_go]
for k,v in ipairs(singleSkillList) do
if v then
v.gameObject:SetActive(false)
end
end
if tData.PassiveSkill and type(tData.PassiveSkill[1])~="userdata" then
SkillContent:SetActive(true)
local skill=ConfigManager.GetConfigData( ConfigName.PassiveSkillConfig,tData.PassiveSkill[1])
local icon=Util.GetGameObject( SkillContent,"IconBG/Icon"):GetComponent("Image")
local Name=Util.GetGameObject( SkillContent,"IconBG/Text"):GetComponent("Text")
local Desc=Util.GetGameObject( SkillContent,"IconBG/des1/Text"):GetComponent("Text")
local itemPre=Util.GetGameObject( SkillContent,"Chose/Content/itemPre")
local localContent=Util.GetGameObject( SkillContent,"Chose/Content")
local Chose=Util.GetGameObject( SkillContent,"Chose")
local skillBtn=Util.GetGameObject( SkillContent,"Chose/Button")
local tip=Util.GetGameObject( SkillContent,"Chose/Tip")
local tip2=Util.GetGameObject( SkillContent,"IconBG/Tip2")
tip:GetComponent("Text").text="特训"..NumToChinese [tData.Level].."级开启"
Util.AddOnceClick(skillBtn,function()
if curLevel<=tData.Level and (TrainingSetting.TrainExp1>self._curHerodata.HeroTraining.attackExp or TrainingSetting.TrainExp2>self._curHerodata.HeroTraining.defenseExp or TrainingSetting.TrainExp3>self._curHerodata.HeroTraining.hpExp )then
PopupTipPanel.ShowTip(Language[12268])
return
end
if tData.Level<=curLevel then
if #selectSkillUnlockItems1==0 or #selectSkillUnlockItems2==0 then
PopupTipPanel.ShowTip(Language[10054])
return
end
local item={}
item.id=selectSkillUnlockItems1[1].itemData.id
item.itemNum=1
item.itemtype=selectSkillUnlockItems1[1].itemData.itemType
local TrainingUnlockSkillHeroItem={}
for i=1,#selectSkillUnlockItems2 do
local t=selectSkillUnlockItems2[i]
local Heroitem={}
Heroitem.type=t.type
if t.type==1 then
Heroitem.id= t.dynamicId
else
Heroitem.id= t.id
end
Heroitem.num=1
TrainingUnlockSkillHeroItem[i]=Heroitem
end
local pokemenons={}
pokemenons[1]=""
local magicSoldierIds={}
magicSoldierIds[1]=""
NetManager.TrainingUnlockSkillRequest( self._curHerodata.dynamicId,tData.Id,nil,TrainingUnlockSkillHeroItem,item,function (msg)
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1)
end)
end
end
)
icon.sprite=self.spLoader:LoadSprite(GetResourcePath(skill.Icon))
Name.text=skill.Name
Desc.text=skill.Desc
if self.OpenType==1 then
if CheckListIsContainValue1(self._curHerodata.HeroTraining.unlockIds,tData.Id) then
Chose:SetActive(false)
tip2:SetActive(true)
else
Chose:SetActive(true)
tip2:SetActive(false)
end
else
if CheckListIsContainValue1(self._curHerodata.HeroTraining.unlockIds,tData.Id) then
Chose:SetActive(false)
tip2:SetActive(true)
localContent:SetActive(true)
skillBtn:SetActive(true)
else
Chose:SetActive(true)
tip2:SetActive(false)
localContent:SetActive(false)
skillBtn:SetActive(false)
end
end
local tmpData={}
for i=1,#tData.NeedItem1 do
tmpData[i]={}
tmpData[i].data=tData.NeedItem1[i]
tmpData[i].type=1---Item 栏位
if tData.NeedItem1[i][1]== 56 then
tmpData[i].Name= ItemBaseTypeName[tData.NeedItem1[i][2]]
else
tmpData[i].Name= ItemTypeName[tData.NeedItem1[i][1]]
end
end
local index=#tmpData
for i=index+1,index+#tData.NeedHero do
-- local HeroGroup=ConfigManager.GetConfigData(ConfigName.HeroRankupGroup,tData.NeedHero[i-index][1])
tmpData[i]={}
-- if HeroGroup then
tmpData[i].heroGroupData=tData.NeedHero[i-index]
tmpData[i].type=2--hero烂尾
tmpData[i].Name= ItemTypeName[1]
-- end
tmpData[i].NeedHeroOther=tData.NeedHeroOther
end
for i = 1, #tmpData do
if not singleSkillList[i] then
singleSkillList[i]=newObject(itemPre)
singleSkillList[i].transform:SetParent(Util.GetGameObject( SkillContent,"Chose/Content").transform)
singleSkillList[i].transform.localScale = Vector3.one
singleSkillList[i].transform.localPosition = Vector3.zero
end
local curData=tmpData[i]
local itemIcon= Util.GetGameObject(singleSkillList[i],"hero/icon"):GetComponent("Image")
if curData.type==1 then
Util.GetGameObject(singleSkillList[i],"Name"):GetComponent("Text").text=GetQuantityStrByquality(curData.data[3])..curData.Name
itemIcon.sprite=self.spLoader:LoadSprite("UI_hz_beibao_duigoudi")
else
Util.GetGameObject(singleSkillList[i],"Name"):GetComponent("Text").text=NumToChinese[curData.heroGroupData[1]]..""..curData.Name
itemIcon.sprite=self.spLoader:LoadSprite("UI_hz_zhonghe05_70")
end
local needNum= Util.GetGameObject(singleSkillList[i],"hero/lvbg/CountText"):GetComponent("Text")
local neednum=1
if curData.type==1 then
needNum.text="0".."/"..curData.data[4]
neednum=curData.data[4]
else
needNum.text="0".."/"..curData.heroGroupData[2]
neednum=curData.heroGroupData[2]
end
local add=Util.GetGameObject(singleSkillList[i],"hero/icon/add")
local Btn=Util.GetGameObject(singleSkillList[i],"frame")
Util.AddOnceClick(Btn, function()
if curLevel<=tData.Level and (TrainingSetting.TrainExp1>self._curHerodata.HeroTraining.attackExp or TrainingSetting.TrainExp2>self._curHerodata.HeroTraining.defenseExp or TrainingSetting.TrainExp3>self._curHerodata.HeroTraining.hpExp )then
PopupTipPanel.ShowTip(Language[12268])
return
end
UIManager.OpenPanel(UIName.TrainingItemListPanel,curData,
function(selectItems,selectHeroOrItems)
itemIcon.gameObject:SetActive(true)
if curData.type==1 then
selectSkillUnlockItems1={}
if #selectItems>0 then
selectSkillUnlockItems1={}
itemIcon.sprite=self.spLoader:LoadSprite(selectItems[1].itemData.icon)
add:SetActive(false)
needNum.text=#selectItems.."/"..neednum
for i=1 ,#selectItems do
selectSkillUnlockItems1[i]=selectItems[i]
end
else
itemIcon.sprite=self.spLoader:LoadSprite("UI_hz_beibao_duigoudi")
add:SetActive(true)
needNum.text="0".."/"..neednum
end
elseif curData.type==2 then
selectSkillUnlockItems2={}
if #selectHeroOrItems>0 then
if selectHeroOrItems[1].type==1 then
itemIcon.sprite=self.spLoader:LoadSprite(selectHeroOrItems[1].icon)
else
local itemConfig = ConfigManager.TryGetConfigData(ConfigName.ItemConfig,selectHeroOrItems[1].id)
if not itemConfig then return end
-- icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig.ResourceID))
itemIcon.sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig.ResourceID))
needNum.text=#selectHeroOrItems.."/"..neednum
end
for i=1 ,#selectHeroOrItems do
selectSkillUnlockItems2[i]=selectHeroOrItems[i]
end
add:SetActive(false)
else
itemIcon.sprite=self.spLoader:LoadSprite("UI_hz_zhonghe05_70")
add:SetActive(true)
needNum.text="0".."/"..neednum
end
end
end
,neednum, selectSkillUnlockItems1 ,selectSkillUnlockItems2,self )
end)
singleSkillList[i]:SetActive(true)
end
else
SkillContent:SetActive(false)
end
ForceRebuildLayout(_go.transform)
_go:SetActive(true)
end
function SpecailTrainingInfoPopup:SetSingleData2(index,_go,_data)
end
function SpecailTrainingInfoPopup:CheckCanLvUp(curLevel,tdLevel)
end
function SpecailTrainingInfoPopup:OnClose()
selectSkillUnlockItems1={}
selectSkillUnlockItems2={}
self.OpenType=1
end
function SpecailTrainingInfoPopup:OnDestroy()
end
return SpecailTrainingInfoPopup