Branch_DNA
parent
919bb964b0
commit
e654bc929a
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require("Base/BasePanel")
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SelectGiftListPopup = Inherit(BasePanel)
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local this = SelectGiftListPopup
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local curSelectSoulPrint = {}
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local curSelectAllSoulPrintIds = {}
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local curUpList={}
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local targetSoulPrintSData = {}
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local curIndex = 0
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local openThisPanel
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local equipSign = ConfigManager.GetConfig(ConfigName.EquipConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local curSelectGO
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local isShowGou = false
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local curSelectId=0
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local itemType=0
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--初始化组件(用于子类重写)
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function SelectGiftListPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.BtnBack = Util.GetGameObject(self.transform, "btnBack")
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this.BtnSure = Util.GetGameObject(self.transform, "btnSure")
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this.btnSelect = Util.GetGameObject(self.transform, "btnSelect")
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Util.GetGameObject(self.transform, "toggleGrid"):SetActive(false)
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this.btnSelectImage = Util.GetGameObject(self.transform, "btnSelect/SelectImage")
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this.cardPre = Util.GetGameObject(self.gameObject, "equipPre")
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this.Scrollbar= Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,Util.GetGameObject(self.gameObject, "scroll").transform,
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this.cardPre, this.Scrollbar, Vector2.New(927.5, 1010), 1, 5, Vector2.New(19.32,15))
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this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(6.78, 27)
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this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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end
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--绑定事件(用于子类重写)
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function SelectGiftListPopup:BindEvent()
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Util.AddClick(this.BtnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.BtnSure, function()
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self:ClosePanel()
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openThisPanel.ShowTitleEquipData(nil,curSelectId,curIndex)
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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 SelectGiftListPopup:AddListener()
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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 SelectGiftListPopup:RemoveListener()
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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 SelectGiftListPopup:OnOpen(_openThisPanel,_curUpList,_curIndex,_targetSoulPrintSData,_itemType)
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openThisPanel = _openThisPanel
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itemType=_itemType
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LogError("_curindex==========".._curIndex)
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curSelectId = _curUpList[_curIndex]
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curUpList = _curUpList
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curIndex = _curIndex
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targetSoulPrintSData = _targetSoulPrintSData
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isShowGou = false
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curSelectGO = nil
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function SelectGiftListPopup:OnShow()
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this.OnShowData()
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end
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--检测list里面含有的id数量
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function this.CheckListHaveNum(_list,_id)
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local num=0
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for i=1,#_list do
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if _list[i]==_id then
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num=num+1
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end
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end
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return num
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end
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function this.OnShowData()
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local bagData = BagManager.GetBagItemDataByItemType(itemType)
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local list = {}
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for i=1,#bagData do
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--如果当前的物品已经全部上到英雄身上的就不显示
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LogError("curSelectId=="..curSelectId.." bagData[i].id=="..bagData[i].id)
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if curSelectId~=bagData[i].id and this.CheckListHaveNum(curUpList,bagData[i].id)>=bagData[i].num then
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else
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if targetSoulPrintSData.Star>0 then
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if bagData[i].id == targetSoulPrintSData.Formula[1][1] then
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table.insert(list,bagData[i])
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end
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else
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if bagData[i].quality == targetSoulPrintSData.Formula[1][1] then
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table.insert(list,bagData[i])
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end
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end
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end
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end
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table.sort(list, function(a,b) return a.id < b.id end)
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this.ScrollView:SetData(list, function (index, go)
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this.SingleItemDataShow(go,list[index])
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end)
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this.ShowSUreBtnState()
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end
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function this.SingleItemDataShow(_go,curBagSoulPrintData)
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local curequipSign = equipSign[curBagSoulPrintData.id]
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(curequipSign.Quality))
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local icon=Util.GetGameObject(_go.transform,"icon"):GetComponent("Image")
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icon.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[curBagSoulPrintData.id].ResourceID))
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icon.gameObject:SetActive(true)
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Util.GetGameObject(_go.transform,"circleFrameBg"):SetActive(false)
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Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text = SubString2(string.gsub(GetLanguageStrById(curequipSign.Name),Language[11520],"",1), 10)
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local numTxt=Util.GetGameObject(_go.transform,"num"):GetComponent("Text")
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numTxt.text=curBagSoulPrintData.num
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Util.GetGameObject(_go.transform, "Hero"):SetActive(false)
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local curheroData = {}
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local choosed =Util.GetGameObject(_go.transform, "choosed")
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local starPar =Util.GetGameObject(_go.transform, "star")
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SetHeroStars(this.spLoader,starPar,curequipSign.Star,1,nil,-15)
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choosed:SetActive(curSelectId == curBagSoulPrintData.id and not isShowGou)
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--local redPoint = Util.GetGameObject(_go.transform,"redPoint")
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if curSelectId == curBagSoulPrintData.id and not isShowGou then
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curSelectGO = _go
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isShowGou = true
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end
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Util.AddLongPressClick(Util.GetGameObject(_go.transform,"frame"), function()
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UIManager.OpenPanel(UIName.SoulPrintPopUp,0,nil,curBagSoulPrintData.id,nil,nil)
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end, 0.5)
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Util.AddOnceClick(Util.GetGameObject(_go.transform,"frame"), function()
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this.SoulPrintClickShow(curequipSign,choosed,_go)
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end)
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end
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function this.SoulPrintClickShow(curequipSign,choosed,_go)
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if curSelectGO then
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Util.GetGameObject(curSelectGO.transform, "choosed"):SetActive(false)
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end
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curSelectId = curequipSign.Id
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choosed:SetActive(true)
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curSelectGO = _go
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this.ShowSUreBtnState()
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end
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function this.ShowSUreBtnState()
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if curSelectId and curSelectId~=0 then
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Util.SetGray(this.BtnSure,false)
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this.BtnSure:GetComponent("Button").enabled = true
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else
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Util.SetGray(this.BtnSure,true)
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this.BtnSure:GetComponent("Button").enabled = false
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end
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end
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--界面关闭时调用(用于子类重写)
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function SelectGiftListPopup:OnClose()
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end
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--界面销毁时调用(用于子类重写)
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function SelectGiftListPopup:OnDestroy()
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this.spLoader:Destroy()
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end
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return SelectGiftListPopup
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 2292f5ff48ea8dc4fad9d897874fec7c
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,379 @@
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----- 魂印合成 -----
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local this = {}
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local soulPrintDatas = {}--所有可合成数据
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local materidaIsCan = false--合成是材料是否满足
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local equipSign = ConfigManager.GetConfig(ConfigName.EquipConfig)
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local curSelectSoulPrint = {}--当前选择的合成魂印
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local curSelectGO--当前选择的合成列表中对象
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local needSoulPrint = {}--三个魂印消耗材料对象
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local materialState = {}--材料数据
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local openThisPanel
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local needGold = {}
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local allGo = {}
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local selectUpList={}
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local itemType=0
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local funcList={}
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function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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allGo = {}
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for i = 1, 3 do
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selectUpList[i]=0
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needSoulPrint[i] = Util.GetGameObject(gameObject, "CompoundPanel_Gift/titleGo/needEquip"..i)
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end
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this.compoundSoulPrint = Util.GetGameObject(gameObject, "CompoundPanel_Gift/titleGo/compoundEquip")
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this.compoundSoulPrintBtn = Util.GetGameObject(gameObject, "CompoundPanel_Gift/titleGo/compoundEquip/frame")
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for i = 1, 2 do
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needGold[i] = Util.GetGameObject(gameObject, "CompoundPanel_Gift/compoundBtn/GameObject/needGoldText ("..i..")")
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end
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--this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/compoundBtn/needGoldText"):GetComponent("Text")
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this.compoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Gift/compoundBtn")
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this.autoSelectBtn = Util.GetGameObject(gameObject, "CompoundPanel_Gift/autoCompoundBtn")
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this.equipPre = Util.GetGameObject(gameObject, "CompoundPanel_Gift/equipPre")
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this.ScrollBar=Util.GetGameObject(gameObject, "CompoundPanel_Gift/Scrollbar"):GetComponent("Scrollbar")
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local v2 = Util.GetGameObject(gameObject, "CompoundPanel_Gift/scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "CompoundPanel_Gift/scroll").transform,
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this.equipPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(40,30))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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end
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function this:BindEvent()
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Util.AddClick(this.compoundBtn, function()
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this.Compound()
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end)
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--
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Util.AddClick(this.autoSelectBtn, function()
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this.AutoSelectSoulPrint()
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end)
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for i = 1, 3 do
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Util.AddClick(needSoulPrint[i], function()
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--materialState[index] = {state = true,equipSignConFig = equipSign}
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UIManager.OpenPanel(UIName.SelectGiftListPopup,openThisPanel,selectUpList,i,curSelectSoulPrint,itemType)
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end)
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Util.AddLongPressClick(needSoulPrint[i], function()
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if selectUpList[i]~=0 then
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,{id=selectUpList[i],num=0},0,false,nil,nil,4)
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end
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end, 0.5)
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end
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Util.AddClick(this.compoundSoulPrintBtn, function()
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--UIManager.OpenPanel(UIName.SoulPrintPopUp,0,nil,curSelectSoulPrint.Id,nil,nil)
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,{id=curSelectSoulPrint.Id,num=0},0,false,nil,nil,4)
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end)
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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local sortingOrder = 0
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function this:OnSortingOrderChange(_sortingOrder)
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sortingOrder = _sortingOrder
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for i, v in pairs(allGo) do
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Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
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end
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end
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function this:OnShow(_openThisPanel)
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curSelectSoulPrint = {}
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this.OnShowData()
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this.StartCompoundSoulPrint(curSelectSoulPrint, true)
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openThisPanel = this
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itemType=ItemBaseType.HeroGift
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end
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function this.OnShowData()
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soulPrintDatas = {}
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--local allDatas = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.EquipConfig,"Position",5,"Quality",7)
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for i,v in ConfigPairs(equipSign) do
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if v.Position==8 and v.Formula and #v.Formula>0 and tonumber(v.Formula[1][1])~=nil then
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table.insert(soulPrintDatas,v)
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end
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end
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table.sort(soulPrintDatas,function(a,b)
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if a.Quality==b.Quality then
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return a.Id < b.Id
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else
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return a.Quality < b.Quality
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end
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end)
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curSelectSoulPrint = soulPrintDatas[1]
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this.ScrollView:SetData(soulPrintDatas, function (index, go)
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this.SingleItemDataShow(go, soulPrintDatas[index])
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end)
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end
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function this.ShowGoldNum(equipSign)
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for i = 1, #needGold do
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needGold[i]:SetActive(false)
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end
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if equipSign.Resource then
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for i = 1, #equipSign.Resource do
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if needGold[i] then
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needGold[i]:SetActive(true)
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Util.GetGameObject(needGold[i],"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,equipSign.Resource[i][1]).ResourceID))
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if equipSign.Resource[1][2] > BagManager.GetItemCountById(equipSign.Resource[1][1]) then
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materidaIsCan = false
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needGold[i]:GetComponent("Text").text = PrintWanNum2(equipSign.Resource[i][2])--string.format("<color=#FF0011>%s</color>", equipSign.Resource[i][2])
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else
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materidaIsCan = true
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needGold[i]:GetComponent("Text").text =PrintWanNum2(equipSign.Resource[i][2])--string.format("<color=#FCF5D3FF>%s</color>", equipSign.Resource[i][2])
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end
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end
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end
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end
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end
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function this.ShowTitleEquipData(_go,_id,index)
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if not _go and index then
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_go = needSoulPrint[index]
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end
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local ishaveData = false
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if _id and _id~=0 then
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ishaveData = true
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end
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Util.GetGameObject(_go.transform,"frame"):SetActive(ishaveData)
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Util.GetGameObject(_go.transform,"icon"):SetActive(ishaveData)
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Util.GetGameObject(_go.transform,"circleFrameBg"):SetActive(false)
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Util.GetGameObject(_go.transform,"name"):SetActive(false)
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local starpar=Util.GetGameObject(_go.transform,"star")
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if equipSign and _id and _id~=0 then
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(equipSign[_id].Quality))
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Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[_id].ResourceID))
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Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text = GetLanguageStrById(equipSign.Name)
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starpar:SetActive(true)
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SetHeroStars(this.spLoader,starpar,equipSign[_id].Star,1,nil,-15)
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-- if index then
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-- materialState[index] = {state = true,equipSignConFig = equipSign}
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-- end
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if index then
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selectUpList[index]=_id
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end
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else
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if index then
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Util.GetGameObject(_go.transform,"addImage"):SetActive(not ishaveData)
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Util.GetGameObject(_go.transform,"frame"):SetActive(false)
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Util.GetGameObject(_go.transform,"icon"):SetActive(false)
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starpar:SetActive(false)
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end
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end
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end
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function this.SingleItemDataShow(_go,_curequipSign)
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if not allGo[_go] then
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allGo[_go] = _go
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Util.AddParticleSortLayer(_go, sortingOrder)
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end
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local curequipSign = _curequipSign
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(curequipSign.Quality))
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local icon=Util.GetGameObject(_go.transform,"icon")
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icon:SetActive(true)
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icon:GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID))
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Util.GetGameObject(_go.transform,"circleFrameBg/Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID))
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Util.GetGameObject(_go.transform,"circleFrameBg/circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circle)
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Util.GetGameObject(_go.transform,"circleFrameBg"):SetActive(false) --:GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circleBg2)
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Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text= SubString2(string.gsub(GetLanguageStrById(curequipSign.Name),Language[11520],""),6);--curequipSign.Name
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Util.GetGameObject(_go.transform, "UI_effect_WuCai_Kuang"):SetActive(curequipSign.Quality == 7)
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local starPar=Util.GetGameObject(_go.transform,"star")
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local choosed =Util.GetGameObject(_go.transform, "choosed")
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choosed:SetActive(curSelectSoulPrint.Id == curequipSign.Id)
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SetHeroStars(this.spLoader,starPar,curequipSign.Star,1,nil,-15)
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local redPoint = Util.GetGameObject(_go.transform,"redPoint")
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redPoint:SetActive(false)
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--Util.GetGameObject(_go.transform,"redPoint"):SetActive(false)
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if curSelectSoulPrint.Id == curequipSign.Id then
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curSelectGO = _go
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end
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local checkFunc=function()
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local isMatEnough=false
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if curequipSign.Formula and #curequipSign.Formula>0 and type(curequipSign.Formula[1][1])~="userdata" then
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local key=curequipSign.Formula[1][1]
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local value=curequipSign.Formula[1][2]
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--LogError("itemtype================="..itemType)
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local datas = BagManager.GetBagItemDataByItemType(ItemBaseType.HeroGift)
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local curBagSoulPrintDatas = {}
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local maxNum=0
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for i = 1, #datas do
|
||||
if curequipSign.Star>0 then
|
||||
if datas[i].id == key then
|
||||
for j=1,datas[i].num do
|
||||
if maxNum==value then
|
||||
break
|
||||
end
|
||||
maxNum=maxNum+1
|
||||
end
|
||||
end
|
||||
else
|
||||
--LogError("key=================="..key)
|
||||
--LogError("datas[i].id=============="..datas[i].id)
|
||||
if equipSign[datas[i].id].Quality == key then
|
||||
for j=1,datas[i].num do
|
||||
if maxNum==value then
|
||||
break
|
||||
end
|
||||
maxNum=maxNum+1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if maxNum>=value then
|
||||
isMatEnough=true
|
||||
end
|
||||
local resource=curequipSign.Resource
|
||||
local isGoldEough=true
|
||||
if resource and #resource>0 and type(resource[1][1])~="userdata" then
|
||||
for i=1,#resource do
|
||||
if BagManager.GetItemCountById(resource[i][1]) <resource[i][2] then
|
||||
isGoldEough=false
|
||||
end
|
||||
end
|
||||
end
|
||||
if isMatEnough and isGoldEough then
|
||||
--LogError("curequipSign.name=================================="..curequipSign.Name)
|
||||
redPoint:SetActive(true)
|
||||
else
|
||||
redPoint:SetActive(false)
|
||||
end
|
||||
end
|
||||
end
|
||||
checkFunc()
|
||||
funcList[_go]=checkFunc
|
||||
Util.AddOnceClick(Util.GetGameObject(_go.transform,"frame"), function()
|
||||
if curSelectSoulPrint.Id == curequipSign.Id then
|
||||
return
|
||||
else
|
||||
curSelectSoulPrint = curequipSign
|
||||
choosed:SetActive(true)
|
||||
if curSelectGO then
|
||||
Util.GetGameObject(curSelectGO.transform, "choosed"):SetActive(false)
|
||||
curSelectGO = _go
|
||||
end
|
||||
this.StartCompoundSoulPrint(curequipSign,true)
|
||||
end
|
||||
end)
|
||||
end
|
||||
function this.StartCompoundSoulPrint(curequipSign, isClearSelect)
|
||||
this.ShowTitleEquipData(this.compoundSoulPrint, curequipSign.Id)
|
||||
for i = 1, 3 do
|
||||
selectUpList[i]=0
|
||||
end
|
||||
this.ShowGoldNum(curequipSign)
|
||||
if isClearSelect then
|
||||
materialState = {}
|
||||
local needNum=curequipSign.Formula[1][2]
|
||||
for i = 1, 3 do
|
||||
if i>needNum then
|
||||
needSoulPrint[i]:SetActive(false)
|
||||
else
|
||||
needSoulPrint[i]:SetActive(true)
|
||||
this.ShowTitleEquipData(needSoulPrint[i],0,i)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function this.Compound()
|
||||
--LogError(" `````````````````` "..curIndex.." "..curSelectEquip.Star.." "..compoundNum)
|
||||
|
||||
local list={}
|
||||
for i=1, #selectUpList do
|
||||
if selectUpList[i]~=0 then
|
||||
table.insert(list,selectUpList[i])
|
||||
end
|
||||
end
|
||||
if #list<curSelectSoulPrint.Formula[1][2] then
|
||||
PopupTipPanel.ShowTip(Language[10395])
|
||||
return
|
||||
end
|
||||
if not materidaIsCan then
|
||||
UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.Gold })
|
||||
return
|
||||
end
|
||||
if curSelectSoulPrint.Star>0 then
|
||||
NetManager.GiftEquipUpStarRequest(curSelectSoulPrint.Id,function (msg)
|
||||
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
|
||||
--删除魂印
|
||||
--this.OnShowData()
|
||||
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
|
||||
this.StartCompoundSoulPrint(curSelectSoulPrint, true)
|
||||
for k, v in pairs(funcList) do
|
||||
v()
|
||||
end
|
||||
CheckRedPointStatus(RedPointType.HeroGiftCompound)
|
||||
end)
|
||||
end)
|
||||
else
|
||||
NetManager.ComplexSoulPrintRequest(curSelectSoulPrint.Id,list,function(msg)
|
||||
-- SoundManager.PlaySound(SoundConfig.UI_Duanzao)
|
||||
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
|
||||
--删除魂印
|
||||
--this.OnShowData()
|
||||
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
|
||||
this.StartCompoundSoulPrint(curSelectSoulPrint, true)
|
||||
for k, v in pairs(funcList) do
|
||||
v()
|
||||
end
|
||||
CheckRedPointStatus(RedPointType.HeroGiftCompound)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function this.AutoSelectSoulPrint()
|
||||
this.StartCompoundSoulPrint(curSelectSoulPrint, true)
|
||||
--local isShowUpHero = SoulPrintManager.GetIsShowUpHeroSoulPrintPlayerPrefs()
|
||||
local datas = BagManager.GetBagItemDataByItemType(itemType)
|
||||
local curBagSoulPrintDatas = {}
|
||||
local maxNum=0
|
||||
for i = 1, #datas do
|
||||
if curSelectSoulPrint.Star>0 then
|
||||
if datas[i].id == curSelectSoulPrint.Formula[1][1] then
|
||||
for j=1,datas[i].num do
|
||||
if maxNum==curSelectSoulPrint.Formula[1][2] then
|
||||
break
|
||||
end
|
||||
table.insert(curBagSoulPrintDatas,datas[i])
|
||||
maxNum=maxNum+1
|
||||
end
|
||||
end
|
||||
else
|
||||
if equipSign[datas[i].id].Quality == curSelectSoulPrint.Formula[1][1] then
|
||||
for j=1,datas[i].num do
|
||||
if maxNum==curSelectSoulPrint.Formula[1][2] then
|
||||
break
|
||||
end
|
||||
table.insert(curBagSoulPrintDatas,datas[i])
|
||||
maxNum=maxNum+1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
table.sort(curBagSoulPrintDatas, function(a,b) return equipSign[a.id].Quality < equipSign[b.id].Quality end)
|
||||
for i = 1, 3 do
|
||||
if curBagSoulPrintDatas[i] then
|
||||
this.ShowTitleEquipData(needSoulPrint[i],curBagSoulPrintDatas[i].id,i)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function this:OnClose()
|
||||
end
|
||||
|
||||
function this:OnDestroy()
|
||||
this.spLoader:Destroy()
|
||||
allGo = {}
|
||||
funcList={}
|
||||
end
|
||||
|
||||
return this
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3f053e73028f5d147ae8f4b59093cd38
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: cd9e8fc9f96b33d40b3b47ea46e62311
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,493 @@
|
|||
--新的命格管理
|
||||
GiftManager = {}
|
||||
local this = GiftManager
|
||||
local giftConfig=ConfigManager.GetConfig(ConfigName.GiftConfig)
|
||||
local equipConfig=ConfigManager.GetConfig(ConfigName.EquipConfig)
|
||||
function this.Initialize()
|
||||
this.allHeroGifts={}
|
||||
this.playerGifts={}
|
||||
end
|
||||
|
||||
--初始化命石
|
||||
function this.InitGemsInfo(msg)
|
||||
|
||||
|
||||
end
|
||||
|
||||
--初始化英雄礼物
|
||||
function this.InitHeroGift(id,list)
|
||||
this.allHeroGifts[id]=list
|
||||
end
|
||||
--初始化主角礼物
|
||||
function this.InitPlayerGift(list)
|
||||
this.playerGifts=list
|
||||
end
|
||||
|
||||
--获取收取等级和最大数量
|
||||
function this.GetCollectLvAndNum()
|
||||
local lv=0
|
||||
local maxNum=0
|
||||
local collect=0
|
||||
local curNum=0
|
||||
for i=1,#this.playerGifts do
|
||||
local id=this.playerGifts[i]
|
||||
if equipConfig[id] then
|
||||
collect=collect+equipConfig[id].Gift
|
||||
end
|
||||
end
|
||||
if CheckFunctionOpen(FUNCTION_OPEN_TYPE.Train) then
|
||||
collect=collect+HeroManager.ReturnGiftCount()
|
||||
end
|
||||
for k, v in ConfigPairs(giftConfig) do
|
||||
if collect>=v.Gift then
|
||||
lv=v.Id
|
||||
curNum=v.Box
|
||||
else
|
||||
maxNum=v.Box
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if maxNum==0 then
|
||||
maxNum=curNum
|
||||
end
|
||||
return lv,curNum,maxNum
|
||||
end
|
||||
|
||||
|
||||
--设置英雄礼物 type 1:穿 2:脱
|
||||
function this.SetHeroGift(id,list,type)
|
||||
if this.allHeroGifts[id]==nil then
|
||||
this.allHeroGifts[id]={}
|
||||
end
|
||||
for i=1,#list do
|
||||
if type==1 then
|
||||
table.insert(this.allHeroGifts[id],list[i])
|
||||
elseif type==2 then
|
||||
table.removebyvalue(this.allHeroGifts[id],list[i])
|
||||
end
|
||||
end
|
||||
HeroManager.ChangeHeroGift(id,this.allHeroGifts[id])
|
||||
end
|
||||
--设置主角礼物
|
||||
function this.SetPlayerGift(list)
|
||||
for i=1,#list do
|
||||
table.insert(this.playerGifts,list[i])
|
||||
end
|
||||
end
|
||||
--移除主角礼物
|
||||
function this.RemovePlayerGift(list)
|
||||
for i=1,#list do
|
||||
table.removebyvalue(this.playerGifts,list[i])
|
||||
end
|
||||
end
|
||||
function this.GetHeroGifts(_id)
|
||||
if this.allHeroGifts[_id] then
|
||||
return this.allHeroGifts[_id]
|
||||
end
|
||||
return {}
|
||||
end
|
||||
function this.GetPlayerGifts()
|
||||
return this.playerGifts
|
||||
end
|
||||
|
||||
function this.changeGiftsByType(_type,_list)
|
||||
|
||||
end
|
||||
--获取英雄礼物增加的属性
|
||||
function this.GetHeroGiftAddPro(_id)
|
||||
local data={}
|
||||
if not this.allHeroGifts[_id] then
|
||||
LogError("英雄gift======================nil")
|
||||
return data
|
||||
end
|
||||
local addPro=0
|
||||
if this.playerGifts and #this.playerGifts>0 then
|
||||
for i=1,#this.playerGifts do
|
||||
local id=this.playerGifts[i]
|
||||
if equipConfig[id] and equipConfig[id].HeroGitUp and equipConfig[id].HeroGitUp>0 then
|
||||
addPro=addPro + equipConfig[id].HeroGitUp
|
||||
end
|
||||
end
|
||||
end
|
||||
--HeroGitUp
|
||||
local list=this.allHeroGifts[_id]
|
||||
for i=1,#list do
|
||||
local id=list[i]
|
||||
local pro = equipConfig[id].Property
|
||||
if pro and #pro>0 then
|
||||
for k = 1, #pro do
|
||||
local key=pro[k][1]
|
||||
local value=pro[k][2]
|
||||
if tonumber(key)~=0 and tonumber(key)~=nil then
|
||||
if not data[key] then
|
||||
data[key] = 0
|
||||
end
|
||||
data[key] = data[key] + value
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--英雄礼物不会加成主角属性
|
||||
-- local pro2 = equipConfig[id].PlayerProperty
|
||||
-- if pro2 and #pro2>0 then
|
||||
-- for k = 1, #pro2 do
|
||||
-- if not data[pro2[k][1]] then
|
||||
-- data[pro2[k][1]] = 0
|
||||
-- end
|
||||
-- data[pro2[k][1]] = data[pro2[k][1]] + pro2[k][2]
|
||||
-- end
|
||||
-- end
|
||||
end
|
||||
local trainAdd=0
|
||||
if CheckFunctionOpen(FUNCTION_OPEN_TYPE.Train) then
|
||||
trainAdd=HeroManager.ReturnGiftAtt()
|
||||
-- for k, v in ipairs(data) do
|
||||
-- data[k]=data[k]*(1+t)
|
||||
-- end
|
||||
end
|
||||
if addPro>0 then
|
||||
for k, v in pairs(data) do
|
||||
data[k]=math.floor(v*(1+addPro/10000+trainAdd)+0.5)
|
||||
end
|
||||
end
|
||||
return data
|
||||
end
|
||||
|
||||
--获取英雄礼物增加的白板属性属性(表里配置的属性)
|
||||
function this.GetHeroGiftAddOriginalPro(_id)
|
||||
local data={}
|
||||
if not this.allHeroGifts[_id] then
|
||||
LogError("英雄gift======================nil")
|
||||
return data
|
||||
end
|
||||
local addPro=0
|
||||
if this.playerGifts and #this.playerGifts>0 then
|
||||
for i=1,#this.playerGifts do
|
||||
local id=this.playerGifts[i]
|
||||
if equipConfig[id] and equipConfig[id].HeroGitUp and equipConfig[id].HeroGitUp>0 then
|
||||
addPro=addPro + equipConfig[id].HeroGitUp
|
||||
end
|
||||
end
|
||||
end
|
||||
--HeroGitUp
|
||||
local list=this.allHeroGifts[_id]
|
||||
|
||||
for i=1,#list do
|
||||
local id=list[i]
|
||||
local pro = equipConfig[id].Property
|
||||
if pro and #pro>0 then
|
||||
for k = 1, #pro do
|
||||
local key=pro[k][1]
|
||||
local value=pro[k][2]
|
||||
if tonumber(key)~=0 and tonumber(key)~=nil then
|
||||
if not data[key] then
|
||||
data[key] = 0
|
||||
end
|
||||
data[key] = data[key] + value
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--英雄礼物不会加成主角属性
|
||||
-- local pro2 = equipConfig[id].PlayerProperty
|
||||
-- if pro2 and #pro2>0 then
|
||||
-- for k = 1, #pro2 do
|
||||
-- if not data[pro2[k][1]] then
|
||||
-- data[pro2[k][1]] = 0
|
||||
-- end
|
||||
-- data[pro2[k][1]] = data[pro2[k][1]] + pro2[k][2]
|
||||
-- end
|
||||
-- end
|
||||
end
|
||||
|
||||
return data
|
||||
end
|
||||
|
||||
--检测英雄礼物合成红点
|
||||
function this.CheckHeroGiftComRed()
|
||||
local giftList=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.EquipConfig,"Position",8)
|
||||
if giftList then
|
||||
for i=1,#giftList do
|
||||
local curequipSign=giftList[i]
|
||||
if curequipSign.Formula and #curequipSign.Formula>0 and type(curequipSign.Formula[1][1])~="userdata" then
|
||||
local key=curequipSign.Formula[1][1]
|
||||
local value=curequipSign.Formula[1][2]
|
||||
local isMatEnough=false
|
||||
local datas = BagManager.GetBagItemDataByItemType(ItemBaseType.HeroGift)
|
||||
local curBagSoulPrintDatas = {}
|
||||
local maxNum=0
|
||||
for i = 1, #datas do
|
||||
if curequipSign.Star>0 then
|
||||
if datas[i].id == key then
|
||||
for j=1,datas[i].num do
|
||||
if maxNum==value then
|
||||
break
|
||||
end
|
||||
maxNum=maxNum+1
|
||||
end
|
||||
end
|
||||
else
|
||||
|
||||
if equipConfig[datas[i].id].Quality == key then
|
||||
for j=1,datas[i].num do
|
||||
if maxNum==value then
|
||||
break
|
||||
end
|
||||
maxNum=maxNum+1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if maxNum>=value then
|
||||
isMatEnough=true
|
||||
end
|
||||
local resource=curequipSign.Resource
|
||||
local isGoldEough=true
|
||||
if resource and #resource>0 and type(resource[1][1])~="userdata" then
|
||||
for i=1,#resource do
|
||||
if BagManager.GetItemCountById(resource[i][1]) <resource[i][2] then
|
||||
isGoldEough=false
|
||||
end
|
||||
end
|
||||
end
|
||||
if isMatEnough and isGoldEough then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
|
||||
end
|
||||
|
||||
--检测主角礼物合成红点
|
||||
function this.CheckPlayerGiftComRed()
|
||||
local giftList=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.EquipConfig,"Position",7)
|
||||
if giftList then
|
||||
for i=1,#giftList do
|
||||
local curequipSign=giftList[i]
|
||||
if curequipSign.Formula and #curequipSign.Formula>0 and type(curequipSign.Formula[1][1])~="userdata" then
|
||||
local key=curequipSign.Formula[1][1]
|
||||
local value=curequipSign.Formula[1][2]
|
||||
local isMatEnough=false
|
||||
local datas = BagManager.GetBagItemDataByItemType(ItemBaseType.PlayerGift)
|
||||
local curBagSoulPrintDatas = {}
|
||||
local maxNum=0
|
||||
for i = 1, #datas do
|
||||
if curequipSign.Star>0 then
|
||||
if datas[i].id == key then
|
||||
for j=1,datas[i].num do
|
||||
if maxNum==value then
|
||||
break
|
||||
end
|
||||
maxNum=maxNum+1
|
||||
end
|
||||
end
|
||||
else
|
||||
|
||||
if equipConfig[datas[i].id].Quality == key then
|
||||
for j=1,datas[i].num do
|
||||
if maxNum==value then
|
||||
break
|
||||
end
|
||||
maxNum=maxNum+1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if maxNum>=value then
|
||||
isMatEnough=true
|
||||
end
|
||||
local resource=curequipSign.Resource
|
||||
local isGoldEough=true
|
||||
if resource and #resource>0 and type(resource[1][1])~="userdata" then
|
||||
for i=1,#resource do
|
||||
if BagManager.GetItemCountById(resource[i][1]) <resource[i][2] then
|
||||
isGoldEough=false
|
||||
end
|
||||
end
|
||||
end
|
||||
if isMatEnough and isGoldEough then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
|
||||
end
|
||||
--检测英雄红点
|
||||
function this.CheckRoleRedPointById(_id)
|
||||
local isOpen=CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift)
|
||||
if isOpen==false then
|
||||
return false
|
||||
end
|
||||
local lv,cur,max=this.GetCollectLvAndNum()
|
||||
if this.allHeroGifts[_id] then
|
||||
local list=this.allHeroGifts[_id]
|
||||
if #list>=cur then
|
||||
return false
|
||||
end
|
||||
local suitIds={}
|
||||
for i=1,#list do
|
||||
table.insert(suitIds,equipConfig[list[i]].SuiteID)
|
||||
end
|
||||
local allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.HeroGift)
|
||||
for i=1,#allEquip do
|
||||
if CheckListIsContainValue1(list,allEquip[i].id)==false and CheckListIsContainValue1(suitIds,equipConfig[allEquip[i].id].SuiteID)==false then
|
||||
return true
|
||||
end
|
||||
end
|
||||
else
|
||||
return false
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--检测主角红点
|
||||
function this.CheckPlayerRedPoint()
|
||||
local isOpen=CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift)
|
||||
if isOpen==false then
|
||||
return false
|
||||
end
|
||||
local suitIds={}
|
||||
for i=1,#this.playerGifts do
|
||||
table.insert(suitIds,equipConfig[this.playerGifts[i]].SuiteID)
|
||||
end
|
||||
local allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.PlayerGift)
|
||||
for i=1,#allEquip do
|
||||
if CheckListIsContainValue1(this.playerGifts,allEquip[i].id)==false and CheckListIsContainValue1(suitIds,equipConfig[allEquip[i].id].SuiteID)==false then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--获取英雄潜能等级
|
||||
function this.GetHeroPotencyLvById(did)
|
||||
local lv=0
|
||||
if this.playerGifts and #this.playerGifts>0 then
|
||||
for i=1,#this.playerGifts do
|
||||
local id=this.playerGifts[i]
|
||||
if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew>0 and type(equipConfig[id].PotentialNew[1])~="userdata" then
|
||||
lv=lv+equipConfig[id].PotentialNew[2]
|
||||
end
|
||||
end
|
||||
end
|
||||
if this.allHeroGifts and this.allHeroGifts[did] then
|
||||
local list=this.allHeroGifts[did]
|
||||
for i=1,#list do
|
||||
local id=list[i]
|
||||
if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew>0 and type(equipConfig[id].PotentialNew[1])~="userdata" then
|
||||
lv=lv+equipConfig[id].PotentialNew[2]
|
||||
end
|
||||
end
|
||||
end
|
||||
--LogError("礼物增加 潜能 lv====================================="..lv)
|
||||
return lv
|
||||
end
|
||||
--获取主角礼物添加的潜能等级
|
||||
function this.GetPlayerGiftAddPotencyLv()
|
||||
local lv=0
|
||||
if this.playerGifts and #this.playerGifts>0 then
|
||||
for i=1,#this.playerGifts do
|
||||
local id=this.playerGifts[i]
|
||||
if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew>0 and type(equipConfig[id].PotentialNew[1])~="userdata" then
|
||||
lv=lv+equipConfig[id].PotentialNew[2]
|
||||
end
|
||||
end
|
||||
end
|
||||
return lv
|
||||
end
|
||||
|
||||
--获取英雄礼物添加的潜能等级
|
||||
function this.GetHeroGiftAddPotencyLv(did)
|
||||
local lv=0
|
||||
if this.allHeroGifts and this.allHeroGifts[did] then
|
||||
local list=this.allHeroGifts[did]
|
||||
for i=1,#list do
|
||||
local id=list[i]
|
||||
if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew>0 and type(equipConfig[id].PotentialNew[1])~="userdata" then
|
||||
lv=lv+equipConfig[id].PotentialNew[2]
|
||||
end
|
||||
end
|
||||
end
|
||||
return lv
|
||||
end
|
||||
|
||||
|
||||
--获取主角礼物增加的属性
|
||||
function this.GetPlayerGiftAddPro()
|
||||
local data={}
|
||||
for i=1,#this.playerGifts do
|
||||
local id=this.playerGifts[i]
|
||||
local pro = equipConfig[id].PlayerProperty
|
||||
if pro and #pro>0 then
|
||||
for k = 1, #pro do
|
||||
local key=pro[k][1]
|
||||
local value= pro[k][2]
|
||||
if tonumber(key) ~=nil and tonumber(key)~=0 then
|
||||
if key~=0 and key~=nil then
|
||||
if not data[key] then
|
||||
data[key] = 0
|
||||
end
|
||||
data[key] = data[key] + value
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local pro2 = equipConfig[id].Property
|
||||
if pro2 and #pro2>0 and pro2[1][1]~=0 and pro2[1][1]~=nil then
|
||||
for k = 1, #pro2 do
|
||||
local key=pro2[k][1]
|
||||
local value=pro2[k][2]
|
||||
if tonumber(key) ~=nil and tonumber(key)~=0 then
|
||||
if not data[key] then
|
||||
data[key] = 0
|
||||
end
|
||||
if value and value~=0 then
|
||||
LogError("pro2[k][1]==="..key.." value=="..value)
|
||||
data[key] = data[key] + value
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
return data
|
||||
end
|
||||
|
||||
function this.CheckGemRed()
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
function this.CheckSuperGemRed()
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
function this.GetPlayerGiftAdd()
|
||||
local addPro=0
|
||||
if this.playerGifts and #this.playerGifts>0 then
|
||||
for i=1,#this.playerGifts do
|
||||
local id=this.playerGifts[i]
|
||||
if equipConfig[id] and equipConfig[id].HeroGitUp and equipConfig[id].HeroGitUp>0 then
|
||||
addPro=addPro + equipConfig[id].HeroGitUp
|
||||
end
|
||||
end
|
||||
end
|
||||
return addPro/100
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
return this
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3a256485d70a58e4cb3d1ab62c98abe1
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,484 @@
|
|||
require("Base/BasePanel")
|
||||
local spcialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
|
||||
local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
|
||||
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
RoleGiftPanel = Inherit(BasePanel)
|
||||
local isGonming = 0
|
||||
local tableName={ "礼物","碎片"}
|
||||
local isUpZhen = false
|
||||
local this = RoleGiftPanel
|
||||
local indexBtnNum=0
|
||||
local tabs={}
|
||||
local redTabs={}
|
||||
local curHeroData=nil
|
||||
local teamHero
|
||||
local v1
|
||||
local allUpIds={}
|
||||
local upSuitId={}
|
||||
local allEquip={}
|
||||
local index=0
|
||||
local lv,curNum,maxNum
|
||||
local heroListData
|
||||
local isDown=false
|
||||
--初始化组件(用于子类重写)RoleEquipChangePopup
|
||||
function RoleGiftPanel:InitComponent()
|
||||
this.spLoader = SpriteLoader.New()
|
||||
this.bg2 = Util.GetGameObject(self.transform, "bg2")
|
||||
screenAdapte(this.bg2)
|
||||
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, {showType = UpViewOpenType.ShowLeft})
|
||||
this.btnBack = Util.GetGameObject(self.transform, "btnBack/btnBack")
|
||||
|
||||
for i = 1, 2 do
|
||||
tabs[i] = Util.GetGameObject(self.transform, "Tabs/Btn" .. i)
|
||||
local nameTxt=Util.GetGameObject(tabs[i], "Text"):GetComponent("Text")
|
||||
nameTxt.fontSize = GetCurLanguage() == 0 and 48 or 40
|
||||
nameTxt.text=tableName[i]
|
||||
redTabs[i] = Util.GetGameObject(tabs[i], "red")
|
||||
if i==2 then
|
||||
tabs[i]:SetActive(false)
|
||||
end
|
||||
--effectList[i] = Util.GetGameObject(self.transform, "bg/equipInfo/equip" .. i .. "/effect")
|
||||
end
|
||||
this.titleTxt=Util.GetGameObject(self.gameObject, "title"):GetComponent("Text")
|
||||
this.titleTxt.text="英雄礼物"
|
||||
this.selectBtn = Util.GetGameObject(self.gameObject, "selectBtn")
|
||||
this.btnPrant = Util.GetGameObject(self.gameObject, "Tabs")
|
||||
this.equipPreList2 = {}
|
||||
this.equipPreList = {}
|
||||
this.equipPre = Util.GetGameObject(self.gameObject, "equipPre")
|
||||
this.upItemPre = Util.GetGameObject(self.gameObject, "upItemPre")
|
||||
this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
|
||||
this.selsectSkillImage = Util.GetGameObject(self.gameObject, "selsectSkillImage")
|
||||
|
||||
this.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject")
|
||||
this.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject")
|
||||
this.allEquipUp = Util.GetGameObject(self.transform, "allEquipUp")
|
||||
this.allEquipDown = Util.GetGameObject(self.transform, "allEquipDown")
|
||||
this.allEquipUpRedPoint = Util.GetGameObject(self.transform, "allEquipUp/redPoint")
|
||||
this.allEquipUpRedPoint:SetActive(false)
|
||||
this.ScrollBar = Util.GetGameObject(self.gameObject, "listObj/bg/Scrollbar"):GetComponent("Scrollbar")
|
||||
local v2 = Util.GetGameObject(self.gameObject, "listObj/bg/scroll"):GetComponent("RectTransform").rect
|
||||
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "listObj/bg/scroll").transform,
|
||||
this.equipPre, this.ScrollBar,Vector2.New(v2.width, v2.height),1 , 4, Vector2.New(40, 25))
|
||||
this.ScrollView.moveTween.MomentumAmount = 1
|
||||
this.ScrollView.moveTween.Strength = 1
|
||||
|
||||
|
||||
v1 = Util.GetGameObject(self.gameObject, "upScroll"):GetComponent("RectTransform").rect
|
||||
this.UpScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "upScroll").transform,this.upItemPre, nil,Vector2.New(v1.width,v1.height),1 ,4, Vector2.New(50,65))
|
||||
this.UpScrollView.moveTween.MomentumAmount = 1
|
||||
this.UpScrollView.moveTween.Strength = 1
|
||||
Util.GetGameObject(self.transform, "powerBtn"):GetComponent("Image").sprite = this.spLoader:LoadSprite("UI_hz_shenjiang_15_zh")
|
||||
this.force = Util.GetGameObject(self.transform, "powerBtn/value"):GetComponent("Text")
|
||||
this.itemNumText = Util.GetGameObject(self.transform, "itemNumText"):GetComponent("Text")
|
||||
this.upLvEffect = Util.GetGameObject(self.transform, "powerBtn/effect")
|
||||
|
||||
this.emptyObj = Util.GetGameObject(self.transform, "listObj/bg/emptyObj")
|
||||
this.emptyObj.gameObject:SetActive(false)
|
||||
this.mask = Util.GetGameObject(self.gameObject, "mask")
|
||||
this.mask:SetActive(false)
|
||||
this.collectImg=Util.GetGameObject(self.gameObject, "collectImg"):GetComponent("Image")
|
||||
this.lvTxt=Util.GetGameObject(self.gameObject, "lvTxt"):GetComponent("Text")
|
||||
--this.collectImg.sprite=this.spLoader:LoadSprite("gh_tt_8")
|
||||
|
||||
this.btn_help=Util.GetGameObject(self.gameObject, "btn_help")
|
||||
this.listObj = Util.GetGameObject(self.transform, "listObj")
|
||||
this.listCloseBtn = Util.GetGameObject(self.transform, "listObj/bg/btn_close")
|
||||
Util.GetGameObject(self.transform, "listObj/bg/title (1)"):GetComponent("Text").text="神将礼物"
|
||||
this.proTitle = Util.GetGameObject(self.transform, "proTitle/name/text"):GetComponent("Text")
|
||||
this.proTitle.text="当前礼物加成"
|
||||
this.proGrid = Util.GetGameObject(self.transform, "pro")
|
||||
this.proPre=Util.GetGameObject(self.transform, "pro/name")
|
||||
--this.tipInfo = Util.GetGameObject(self.transform, "tipInfo"):GetComponent("Text")
|
||||
|
||||
this.proEmptyObj = Util.GetGameObject(self.transform, "proEmptyObj")
|
||||
Util.GetGameObject(self.transform, "proEmptyObj/TextImage/Text"):GetComponent("Text").text="暂无加成属性"
|
||||
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
function RoleGiftPanel:BindEvent()
|
||||
|
||||
Util.AddClick(this.listCloseBtn,function()
|
||||
this.listObj:SetActive(false)
|
||||
end)
|
||||
Util.AddClick(this.btn_help,function()
|
||||
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Gift,0,0)
|
||||
end)
|
||||
|
||||
Util.AddClick(this.collectImg.gameObject,function()
|
||||
-- local data = {}
|
||||
-- local singData = {}
|
||||
-- singData.title = "当前礼物总加成"
|
||||
-- singData.pro = IncarnationManager.GetproDesLst(GiftManager.GetHeroGiftAddPro(curHeroData.dynamicId),"00FF00")
|
||||
-- singData.tip ="" --"总加成包括化身之力提供的属性"
|
||||
-- table.insert(data,singData)
|
||||
-- UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
|
||||
end)
|
||||
Util.AddClick(this.btnBack,function()
|
||||
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
|
||||
self:ClosePanel()
|
||||
end)
|
||||
Util.AddClick(this.leftBtn,function()
|
||||
index = (index - 1 > 0 and index - 1 or #heroListData)
|
||||
curHeroData = heroListData[index]
|
||||
this.RefreshWindowData()
|
||||
end)
|
||||
|
||||
Util.AddClick(this.rightBtn,function()
|
||||
index = (index + 1 <= #heroListData and index + 1 or 1)
|
||||
curHeroData = heroListData[index]
|
||||
this.RefreshWindowData()
|
||||
end)
|
||||
Util.AddOnceClick(this.allEquipUp,function()
|
||||
local canNum=curNum-#allUpIds
|
||||
if canNum>0 then
|
||||
local list={}
|
||||
table.sort(allEquip,function(a,b)
|
||||
return equipConfig[a.id].ExhibitionScore>equipConfig[b.id].ExhibitionScore
|
||||
end)
|
||||
for i=1,#allEquip do
|
||||
if i<=canNum then
|
||||
if CheckListIsContainValue1(allUpIds,allEquip[i].id)==false and CheckListIsContainValue1(upSuitId,equipConfig[allEquip[i].id].SuiteID)==false then
|
||||
table.insert(list,allEquip[i].id)
|
||||
table.insert(upSuitId,equipConfig[allEquip[i].id].SuiteID)
|
||||
end
|
||||
end
|
||||
end
|
||||
NetManager.GiftEquipWearRequest(1,curHeroData.dynamicId,list,function()
|
||||
GiftManager.SetHeroGift(curHeroData.dynamicId,list,1)
|
||||
this.RefreshWindowData()
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
Util.AddOnceClick(this.allEquipDown,function()
|
||||
isDown=true
|
||||
NetManager.GiftEquipWearRequest(2,curHeroData.dynamicId,allUpIds,function()
|
||||
isDown=false
|
||||
GiftManager.SetHeroGift(curHeroData.dynamicId,allUpIds,2)
|
||||
this.RefreshWindowData()
|
||||
end)
|
||||
end)
|
||||
|
||||
for i = 1, 2 do
|
||||
Util.AddClick(tabs[i],function()
|
||||
-- isPlayAnim = true
|
||||
if i == indexBtnNum then
|
||||
return
|
||||
end
|
||||
indexBtnNum = i
|
||||
this:OnClickTabBtn(indexBtnNum)
|
||||
end)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
function RoleGiftPanel:AddListener()
|
||||
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.RefreshWindowData)
|
||||
end
|
||||
|
||||
--移除事件监听(用于子类重写)
|
||||
function RoleGiftPanel:RemoveListener()
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.RefreshWindowData)
|
||||
end
|
||||
|
||||
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function RoleGiftPanel:OnOpen(...)
|
||||
local data = {...}
|
||||
curHeroData=data[1]
|
||||
if data[2] then
|
||||
heroListData = data[2]
|
||||
else
|
||||
heroListData = HeroManager.GetAllHeroDatas()
|
||||
end
|
||||
this.listObj:SetActive(false)
|
||||
end
|
||||
function RoleGiftPanel:OnShow()
|
||||
for i = 1, #heroListData do
|
||||
if curHeroData == heroListData[i] then
|
||||
index = i
|
||||
end
|
||||
end
|
||||
teamHero = FormationManager.GetAllMainFormationHeroId()
|
||||
this.RefreshWindowData()
|
||||
end
|
||||
|
||||
function this:OnSortingOrderChange()
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
function this.RefreshWindowData()
|
||||
local WarPower = 0
|
||||
if isDown then
|
||||
return
|
||||
end
|
||||
isUpZhen=teamHero[curHeroData.dynamicId]
|
||||
if isUpZhen then
|
||||
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
|
||||
else
|
||||
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
|
||||
end
|
||||
this.force.text = WarPower
|
||||
--显示上面赠送的
|
||||
local list=GiftManager.GetHeroGifts(curHeroData.dynamicId)
|
||||
lv,curNum,maxNum=GiftManager.GetCollectLvAndNum()
|
||||
--if #list>=50 then
|
||||
--curNum=#list+6
|
||||
--maxNum=#list+6
|
||||
--else
|
||||
curNum=12
|
||||
maxNum=12
|
||||
--end
|
||||
this.lvTxt.text="收集度"..lv.."级"
|
||||
LogError("lv========="..lv.." curnum=="..curNum.." maxNum=="..maxNum)
|
||||
--maxNum=0
|
||||
local giftDatas={}
|
||||
allUpIds={}
|
||||
upSuitId={}
|
||||
for i=1,maxNum do
|
||||
local data={}
|
||||
data.type=1
|
||||
data.qua=0
|
||||
data.id=0
|
||||
data.isRed=false
|
||||
if i<=#list then
|
||||
data.type=2
|
||||
data.id=list[i]
|
||||
data.qua=itemConfig[list[i]].Quantity
|
||||
table.insert(allUpIds,data.id)
|
||||
table.insert(upSuitId,equipConfig[data.id].SuiteID)
|
||||
else
|
||||
data.isRed=GiftManager.CheckRoleRedPointById(curHeroData.dynamicId)
|
||||
end
|
||||
table.insert(giftDatas,data)
|
||||
end
|
||||
table.sort(giftDatas,function(a,b)
|
||||
if a.type==b.type then
|
||||
if a.qua and a.qua==b.qua then
|
||||
return a.id<b.id
|
||||
else
|
||||
return a.qua>b.qua
|
||||
end
|
||||
else
|
||||
return a.type>b.type
|
||||
end
|
||||
|
||||
end)
|
||||
|
||||
this.UpScrollView:SetData(giftDatas,
|
||||
function(index, go)
|
||||
this.SingleUpItemShow(go, giftDatas[index],index)
|
||||
end
|
||||
)
|
||||
|
||||
local proList=IncarnationManager.GetproDesLst(GiftManager.GetHeroGiftAddPro(curHeroData.dynamicId),"00FF00")
|
||||
table.insert(proList,string.format("英雄潜能等级+%s",GiftManager.GetHeroGiftAddPotencyLv(curHeroData.dynamicId)))
|
||||
local originalList=GiftManager.GetHeroGiftAddOriginalPro(curHeroData.dynamicId)
|
||||
if proList and #proList>0 then
|
||||
this.proGrid:SetActive(true)
|
||||
this.proEmptyObj:SetActive(false)
|
||||
local len=this.proGrid.transform.childCount
|
||||
local create=#proList-len
|
||||
if create>0 then
|
||||
for i=1,create do
|
||||
newObjToParent(this.proPre,this.proGrid)
|
||||
end
|
||||
end
|
||||
len=this.proGrid.transform.childCount
|
||||
for i=1,len do
|
||||
if i<=#proList-1 then
|
||||
this.proGrid.transform:GetChild(i-1).gameObject:SetActive(true)
|
||||
LogError("originalList[i]======================"..originalList[i])
|
||||
this.proGrid.transform:GetChild(i-1):GetComponent("Text").text=proList[i]--..
|
||||
--string.format(" 命格加成+%s (%s%%)",math.floor(originalList[i]*GiftManager.GetPlayerGiftAdd()/100), GiftManager.GetPlayerGiftAdd())
|
||||
--..string.format(" 特训加成+%s (%s%%)",math.floor(originalList[i]*HeroManager.ReturnGiftAtt()),HeroManager.ReturnGiftAtt())
|
||||
elseif i==#proList then
|
||||
this.proGrid.transform:GetChild(i-1).gameObject:SetActive(true)
|
||||
this.proGrid.transform:GetChild(i-1):GetComponent("Text").text=proList[i]
|
||||
else
|
||||
this.proGrid.transform:GetChild(i-1).gameObject:SetActive(false)
|
||||
end
|
||||
end
|
||||
else
|
||||
this.proGrid:SetActive(false)
|
||||
this.proEmptyObj:SetActive(true)
|
||||
end
|
||||
--this.tipInfo.text=string.format("神将潜能等级+%s",GiftManager.GetHeroGiftAddPotencyLv(curHeroData.dynamicId))
|
||||
--显示下面可赠送的
|
||||
this:OnClickTabBtn(1)
|
||||
end
|
||||
|
||||
|
||||
--显示上面几个
|
||||
function this.SingleUpItemShow(_go,data,_index)
|
||||
_go:SetActive(true)
|
||||
_go.transform:SetAsFirstSibling()
|
||||
local frame=_go:GetComponent("Image")
|
||||
local icon=Util.GetGameObject(_go,"icon"):GetComponent("Image")
|
||||
local name=Util.GetGameObject(_go,"name"):GetComponent("Text")
|
||||
local lockObj=Util.GetGameObject(_go,"lock")
|
||||
local lockText=Util.GetGameObject(_go,"Text"):GetComponent("Text")
|
||||
local add=Util.GetGameObject(_go,"add")
|
||||
local red=Util.GetGameObject(_go,"red")
|
||||
local starGrid=Util.GetGameObject(_go,"starGrid")
|
||||
if data.id and data.id~=0 then
|
||||
red:SetActive(false)
|
||||
frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[data.id].Quantity))
|
||||
icon.gameObject:SetActive(true)
|
||||
name.gameObject:SetActive(true)
|
||||
lockObj:SetActive(false)
|
||||
starGrid:SetActive(true)
|
||||
lockText.gameObject:SetActive(false)
|
||||
add:SetActive(false)
|
||||
name.text=itemConfig[data.id].Name
|
||||
icon.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.id].ResourceID))
|
||||
SetHeroStars(this.spLoader,starGrid,equipConfig[data.id].Star,1,nil,-15)
|
||||
Util.AddOnceClick(icon.gameObject,function()
|
||||
if curHeroData==nil then
|
||||
return
|
||||
end
|
||||
BagManager.isBagPanel=false
|
||||
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,data,2,false,nil,curHeroData,4)
|
||||
end
|
||||
)
|
||||
else
|
||||
frame.sprite=this.spLoader:LoadSprite("UI_hz_beibao_duigoudi")
|
||||
icon.gameObject:SetActive(false)
|
||||
name.gameObject:SetActive(false)
|
||||
starGrid:SetActive(false)
|
||||
if _index>curNum then
|
||||
lockObj:SetActive(true)
|
||||
add:SetActive(false)
|
||||
red:SetActive(false)
|
||||
lockText.gameObject:SetActive(true)
|
||||
lockText.text="收集度"..lv+1 .."级解锁"
|
||||
else
|
||||
lockObj:SetActive(false)
|
||||
lockText.gameObject:SetActive(false)
|
||||
add:SetActive(true)
|
||||
red:SetActive(data.isRed)
|
||||
end
|
||||
|
||||
end
|
||||
Util.AddOnceClick(add,function()
|
||||
this.listObj:SetActive(true)
|
||||
end)
|
||||
end
|
||||
|
||||
--点击装备按钮
|
||||
function this:OnClickTabBtn(_index)
|
||||
indexBtnNum = _index
|
||||
this:SetSelectBtn()
|
||||
allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.HeroGift)
|
||||
-- this:SortEquipDatas(allEquip)
|
||||
local count = 0
|
||||
for i=1,#allEquip do
|
||||
count = count + 1
|
||||
if CheckListIsContainValue1(allUpIds,allEquip[i].id) or CheckListIsContainValue1(upSuitId,equipConfig[allEquip[i].id].SuiteID) then
|
||||
allEquip[i].isUp=1
|
||||
else
|
||||
allEquip[i].isUp=2
|
||||
end
|
||||
end
|
||||
table.sort(allEquip,function(a,b)
|
||||
if a.isUp==b.isUp then
|
||||
if a.quality==b.quality then
|
||||
return a.id<b.id
|
||||
else
|
||||
return a.quality>b.quality
|
||||
end
|
||||
else
|
||||
return a.isUp > b.isUp
|
||||
end
|
||||
|
||||
end)
|
||||
--"装备数量:"
|
||||
this.itemNumText.text = "礼物种类:" .. count
|
||||
this:SetItemData(allEquip)
|
||||
|
||||
--this.CheckRedTab()
|
||||
end
|
||||
|
||||
|
||||
function this:SetItemData(_itemDatas)
|
||||
if LengthOfTable(_itemDatas) == 0 then
|
||||
this.emptyObj.gameObject:SetActive(true)
|
||||
else
|
||||
this.emptyObj.gameObject:SetActive(false)
|
||||
end
|
||||
for k,v in pairs(this.equipPreList) do
|
||||
v.gameObject:SetActive(false)
|
||||
end
|
||||
this.ScrollView:SetData(
|
||||
_itemDatas,
|
||||
function(index, go)
|
||||
this.SingleItemDataShow(go, _itemDatas[index])
|
||||
end
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
function this.SingleItemDataShow(_go, _itemData)
|
||||
if not itemConfig[_itemData.id] then
|
||||
return
|
||||
end
|
||||
if not this.equipPreList[_go] then
|
||||
this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform)
|
||||
end
|
||||
local redPoint = Util.GetGameObject(_go.transform, "redPoint")
|
||||
local tip=Util.GetGameObject(_go.transform, "tip")
|
||||
tip:SetActive(_itemData.isUp==1)
|
||||
local isHave=CheckListIsContainValue1(allUpIds,_itemData.id) or CheckListIsContainValue1(upSuitId,equipConfig[_itemData.id].SuiteID)
|
||||
redPoint:SetActive(isHave==false and curNum>#allUpIds)
|
||||
this.equipPreList[_go].gameObject:SetActive(true)
|
||||
this.equipPreList[_go].transform:SetAsFirstSibling()
|
||||
this.equipPreList[_go]:ResetNameColor(Color.New(178/255,85/255,55/255,1))
|
||||
--if itemConfig[_itemData.id].ItemType == ItemType.Equip then
|
||||
this.equipPreList[_go]:OnOpen(false,{_itemData.id,_itemData.num}, 1.1, true, false, false, this.sortingOrder+1,_itemData.idDyn)
|
||||
-- 0.查看属性 1.穿戴 2.卸下 3.交换
|
||||
--宝物界面
|
||||
Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function()
|
||||
BagManager.isBagPanel=true
|
||||
if isHave then
|
||||
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,6,false,nil,curHeroData,4)
|
||||
else
|
||||
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4)
|
||||
end
|
||||
end
|
||||
)
|
||||
--end
|
||||
|
||||
end
|
||||
|
||||
function this:SetSelectBtn()
|
||||
this.selectBtn:SetActive(true)
|
||||
this.selectBtn.transform:SetParent(tabs[indexBtnNum].transform)
|
||||
this.selectBtn:GetComponent("RectTransform").anchoredPosition3D = Vector3(-12.28, 1.08, 0)
|
||||
this.selectBtn.transform:SetSiblingIndex(1)
|
||||
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and tableName[indexBtnNum] or "<size=40>"..tableName[indexBtnNum].."</size>"--typeTab[indexBtnNum]
|
||||
end
|
||||
|
||||
--选择图片设置父级
|
||||
function this.SelectImageSetParent(_objPoint)
|
||||
this.selsectSkillImage:SetActive(false)
|
||||
this.selsectSkillImage.transform:SetParent(_objPoint.transform)
|
||||
this.selsectSkillImage.transform.localScale = Vector3.one
|
||||
this.selsectSkillImage.transform.localPosition = Vector3.zero
|
||||
end
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function RoleGiftPanel:OnClose()
|
||||
BagManager.isBagPanel=false
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function RoleGiftPanel:OnDestroy()
|
||||
|
||||
end
|
||||
return RoleGiftPanel
|
||||
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7ebc5dfb3564ac5429ce0f17e6075998
|
||||
timeCreated: 1552897446
|
||||
licenseType: Pro
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -162,6 +162,9 @@ function RoleInfoPanel:InitComponent()
|
|||
this.roleAbilityLayout = Util.GetGameObject(this.layout, "roleAbilityLayout")
|
||||
this.roleChipLayout = Util.GetGameObject(this.layout, "roleChipLayout")
|
||||
|
||||
--礼物
|
||||
this.giftBtn=Util.GetGameObject(self.transform,"roleInfoLayout/giftBtn")
|
||||
|
||||
--属性
|
||||
this.info = Util.GetGameObject(self.transform, "rolePanel/info")
|
||||
this.starGrid = Util.GetGameObject(this.info, "starGrid")
|
||||
|
|
@ -428,6 +431,10 @@ function RoleInfoPanel:BindEvent()
|
|||
Util.AddClick(this.btnAbility, function()
|
||||
this.OnClick(btnType.Ability)
|
||||
end)
|
||||
--礼物
|
||||
Util.AddClick(this.giftBtn, function()
|
||||
UIManager.OpenPanel(UIName.RoleGiftPanel,curHeroData,heroDatas)
|
||||
end)
|
||||
--芯片
|
||||
Util.AddClick(this.btnChip, function()
|
||||
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.MEDAL) then
|
||||
|
|
|
|||
Loading…
Reference in New Issue