sk-client/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup.lua

287 lines
13 KiB
Lua
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2024-07-03 18:38:10 +08:00
require("Base/BasePanel")
RewardEquipSingleShowPopup = Inherit(BasePanel)
local this = RewardEquipSingleShowPopup
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local equipData
local func
local isRewardItemPop
local curSuitProGo = {}--当前套装属性对象
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local _MainProList = {}
local isShowfenjie = true
--初始化组件(用于子类重写)
function RewardEquipSingleShowPopup:InitComponent()
this.eqiopName = Util.GetGameObject(self.transform, "bg/Content/armorInfo/name"):GetComponent("Text")
this.BtnBack = Util.GetGameObject(self.transform, "btnBack")
--装备详情
this.icon = Util.GetGameObject(self.transform, "bg/Content/armorInfo/Item/icon"):GetComponent("Image")
this.frame = Util.GetGameObject(self.transform, "bg/Content/armorInfo/Item/frame"):GetComponent("Image")
this.equipType = Util.GetGameObject(self.transform, "bg/Content/armorInfo/equipType"):GetComponent("Text")
this.equipInfoText = Util.GetGameObject(self.transform, "bg/Content/equipInfo/equipInfoText"):GetComponent("Text")
this.powerNum = Util.GetGameObject(self.transform, "bg/Content/armorInfo/powerNumText/powerNum"):GetComponent("Text")
this.star = Util.GetGameObject(self.transform, "bg/Content/armorInfo/Item/star")
--装备属性
this.equipOtherProPre=Util.GetGameObject(self.transform, "bg/Content/proPre")
this.equipProGrid=Util.GetGameObject(self.transform, "bg/Content/proRect/proGrid")
this.mainPro=Util.GetGameObject(self.transform, "bg/Content/mainPro")
this.mainProGrid = Util.GetGameObject(self.transform, "bg/Content/mainPro/bg")
this.mainProItem = Util.GetGameObject(self.transform, "bg/Content/mainPro/bg/proPre")
this.mainProItem:SetActive(false)
-- this.mainProName=Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName"):GetComponent("Text")
-- this.mainProVale=Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName/curProVale"):GetComponent("Text")
--装备获取途径
--this.getTuPre=Util.GetGameObject(self.transform, "Content/bg/getTuPre")
-- this.getTuGrid=Util.GetGameObject(self.transform, "Content/bg/scroll/grid")
this.getTuGrid=Util.GetGameObject(self.transform, "bg/Content/scroll")
--装备被动技能
this.skillObject=Util.GetGameObject(self.transform, "bg/Content/skillObject")
this.skillInfo=Util.GetGameObject(self.transform, "bg/Content/skillObject/skillInfo"):GetComponent("Text")
this.skillObject:SetActive(false)
--分解按钮
-- this.btnSure = Util.GetGameObject(self.transform, "Content/bg/btnGrid/btnSure")
-- this.btnJump = Util.GetGameObject(self.transform, "Content/bg/btnGrid/btnJump")
this.btnSure = Util.GetGameObject(self.transform, "bg/Content/btnGrid/btnSure")
this.btnJump = Util.GetGameObject(self.transform, "bg/Content/btnGrid/btnJump")
this.btnLock = Util.GetGameObject(self.transform, "bg/Content/btnLock")
this.upLockImage = Util.GetGameObject(self.transform, "bg/Content/btnLock/upLock")
this.downLockImage = Util.GetGameObject(self.transform, "bg/Content/btnLock/downLock")
this.BackMask = Util.GetGameObject(self.transform, "BackMask")
end
--绑定事件(用于子类重写)
function RewardEquipSingleShowPopup:BindEvent()
Util.AddClick(this.BackMask, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.btnJump, function()
if equipData.itemConfig then
JumpManager.GoJump(equipData.itemConfig.UseJump)
end
end)
Util.AddClick(this.btnSure, function()
--数量大于1 ,弹选择框
if BagManager.GetItemCountById(equipData.id) > 1 then
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.EquipSingleSell, equipData, func)
this:ClosePanel()
elseif BagManager.GetItemCountById(equipData.id) == 1 then
--只有一个分解品质大于4 弹框
if equipData.itemConfig.Quantity >= 4 then
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 2, equipData.itemConfig.ItemBaseType, equipData, function ()
if func then
func()
end
end)
else
local curResolveAllItemList={}
local equip = {}
equip.itemId = equipData.id
equip.itemNum = 1
table.insert(curResolveAllItemList,equip)
local type = 1
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
else
PopupTipPanel.ShowTipByLanguageId(12265)
end
end)
Util.AddClick(this.btnLock, function()
self:OnLockClickEvent()
end)
end
--添加事件监听(用于子类重写)
function RewardEquipSingleShowPopup:AddListener()
end
--移除事件监听(用于子类重写)
function RewardEquipSingleShowPopup:RemoveListener()
end
--界面打开时调用(用于子类重写)
function RewardEquipSingleShowPopup:OnOpen(_equipData, _func,_isRewardItemPop,_isShowfenjie)
if not _equipData then
return
end
equipData = _equipData
func = _func
isRewardItemPop = _isRewardItemPop and _isRewardItemPop or false
isShowfenjie = not not (_isShowfenjie or false)
end
function RewardEquipSingleShowPopup:OnShow()
--装备基础信息
local equipConfigData = ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(equipData.id))
local itemConfigData = ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(equipData.id))
this.btnSure:SetActive(isShowfenjie)
--local curEquipData = {}
-- if func and itemConfigData.IfResolve==1 then
-- curEquipData = EquipManager.GetSingleEquipData(equipData.id)
-- -- if curEquipData and curEquipData.upHeroDid == "0" then
-- -- this.btnSure:SetActive(true)
-- -- end
-- end
-- if curEquipData then
-- --this.upLockImage:SetActive(curEquipData.isLocked == 1)
-- --this.downLockImage:SetActive(curEquipData.isLocked == 0)
-- end
-- this.equipQuaText.text = GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality)) --n1
this.eqiopName.text = GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
--if equipConfigData.IfClear == 0 then
-- this.equipRebuildLv:GetComponent("Text").text = "不可重铸"
--elseif equipConfigData.IfClear == 1 then
-- this.equipRebuildLv:GetComponent("Text").text = "重铸等级:"..equipData.rebuildLevel
--end
this.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(equipConfigData.Quality))
this.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfigData.ResourceID))
this.equipInfoText.text = GetLanguageStrById(itemConfigData.ItemDescribe)
this.powerNum.text = EquipManager.CalculateWarForce(equipData.id)
EquipManager.SetEquipStarShow(this.star,equipConfigData.Id)
this.btnJump:SetActive(itemConfigData.UseJump and itemConfigData.UseJump > 0 and BagManager.isBagPanel)
local passiveCfg = {}
if equipData.skillId and equipData.skillId > 0 then
passiveCfg = ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig, equipData.skillId)
end
if passiveCfg and equipData.skillId and equipData.skillId > 0 then
this.skillObject:SetActive(true)
this.skillInfo.text = GetLanguageStrById(passiveCfg.Desc)
else
this.skillObject:SetActive(false)
end
this.equipType.text = GetLanguageStrById(11093)..GetEquipPosStrByEquipPosNum(equipConfigData.Position)
-- this.equipPos.text=string.format("职业限定:%s",GetJobStrByJobNum(equipConfigData.ProfessionLimit)) --装备关闭职业限定
--装备属性
for _, item in ipairs(_MainProList) do
item:SetActive(false)
end
if equipConfigData.Property then
this.mainPro:SetActive(true)
for index, prop in ipairs(equipConfigData.Property) do
local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop[1])
if proConfigData then
if not _MainProList[index] then
_MainProList[index] = newObjToParent(this.mainProItem, this.mainProGrid)
end
_MainProList[index]:SetActive(true)
Util.GetGameObject(_MainProList[index], "curProName"):GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
local vText = Util.GetGameObject(_MainProList[index], "curProVale"):GetComponent("Text")
Util.GetGameObject(_MainProList[index], "curProIcon"):GetComponent("Image").sprite = Util.LoadSprite(proConfigData.Icon)
-- if prop[2] > 0 then
-- vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])
-- else
vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])
-- end
end
end
else
this.mainPro:SetActive(false)
end
--套装属性
if equipConfigData.SuiteID and equipConfigData.SuiteID > 0 then
Util.GetGameObject(self.transform, "Content/proRect"):SetActive(true)
local curSuitConFig = ConfigManager.GetConfigData(ConfigName.EquipSuiteConfig,equipConfigData.SuiteID)
if curSuitConFig then
for i = 1, math.max(#curSuitConFig.SuiteValue, #curSuitProGo) do
local go = curSuitProGo[i]
if not go then
go = newObject(this.equipOtherProPre)
go.transform:SetParent(this.equipProGrid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
curSuitProGo[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #curSuitConFig.SuiteValue do
local go = curSuitProGo[i]
go.gameObject:SetActive(true)
Util.GetGameObject(go.transform, "proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[curSuitConFig.SuiteValue[i][2]].Info) .." +"..GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3])
Util.GetGameObject(go.transform, "proVale"):GetComponent("Text").text = "<color=#FFFFFF>(" .. curSuitConFig.SuiteValue[i][1] .. GetLanguageStrById(11095)
Util.GetGameObject(go.transform, "curProIcon"):GetComponent("Image").sprite = Util.LoadSprite(propertyConfig[curSuitConFig.SuiteValue[i][2]].Icon)
end
end
else
Util.GetGameObject(self.transform, "Content/proRect"):SetActive(false)
end
--装备获得途径
Util.ClearChild(this.getTuGrid.transform)
local curitemData = itemConfig[tonumber(equipData.id)]
if curitemData and curitemData.Jump then
if curitemData.Jump and #curitemData.Jump > 0 then
for i = 1, #curitemData.Jump do
if isRewardItemPop then
SubUIManager.Open(SubUIConfig.JumpView, this.getTuGrid.transform, curitemData.Jump[i],false)
else
SubUIManager.Open(SubUIConfig.JumpView, this.getTuGrid.transform, curitemData.Jump[i],true)
end
end
end
end
end
--道具 和 装备分解 发送请求后 回调
function this.SendBackResolveReCallBack(drop)
local isShowReward=false
if drop.itemlist~=nil and #drop.itemlist > 0 then
for i = 1, #drop.itemlist do
if drop.itemlist[i].itemNum > 0 then
isShowReward=true
break
end
end
end
if isShowReward then
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function ()
BagManager.OnShowTipDropNumZero(drop)
end)
else
BagManager.OnShowTipDropNumZero(drop)
end
if func then
func()
end
this:ClosePanel()
end
function RewardEquipSingleShowPopup:OnLockClickEvent()
if equipData and equipData.isLocked == 0 then--未上锁
NetManager.EquipLockRequest({equipData.id}, 1,function ()
this.upLockImage:SetActive(true)
this.downLockImage:SetActive(false)
end)
elseif equipData and equipData.isLocked == 1 then--已上锁
NetManager.EquipLockRequest({equipData.id}, 2,function ()
this.upLockImage:SetActive(false)
this.downLockImage:SetActive(true)
end)
end
end
--界面关闭时调用(用于子类重写)
function RewardEquipSingleShowPopup:OnClose()
--if func then
-- func()
--end
end
--界面销毁时调用(用于子类重写)
function RewardEquipSingleShowPopup:OnDestroy()
curSuitProGo = {}
_MainProList = {}
end
return RewardEquipSingleShowPopup