323 lines
14 KiB
Lua
323 lines
14 KiB
Lua
require("Base/BasePanel")
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RewardEquipSingleShowPopup2 = Inherit(BasePanel)
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local this = RewardEquipSingleShowPopup2
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local equipData
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local func
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local isRewardItemPop
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local curSuitProGo = {}--当前套装属性对象
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local _MainProList = {}
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local isShowfenjie = true
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local isDown = false
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--初始化组件(用于子类重写)
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function RewardEquipSingleShowPopup2:InitComponent()
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this.eqiopName = Util.GetGameObject(self.transform, "bg/Content/armorInfo/name"):GetComponent("Text")
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this.BtnBack = Util.GetGameObject(self.transform, "btnBack")
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--装备详情
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this.icon = Util.GetGameObject(self.transform, "bg/Content/armorInfo/Item/icon"):GetComponent("Image")
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this.frame = Util.GetGameObject(self.transform, "bg/Content/armorInfo/Item/frame"):GetComponent("Image")
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this.equipType = Util.GetGameObject(self.transform, "bg/Content/armorInfo/equipType"):GetComponent("Text")
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this.equipInfoText = Util.GetGameObject(self.transform, "bg/Content/equipInfo/equipInfoText"):GetComponent("Text")
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this.powerNum = Util.GetGameObject(self.transform, "bg/Content/armorInfo/powerNumText/powerNum"):GetComponent("Text")
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this.star = Util.GetGameObject(self.transform, "bg/Content/armorInfo/Item/star")
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--装备属性
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this.equipOtherProPre=Util.GetGameObject(self.transform, "bg/Content/proPre")
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this.equipProGrid=Util.GetGameObject(self.transform, "bg/Content/proRect/proGrid")
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this.mainPro=Util.GetGameObject(self.transform, "bg/Content/mainPro")
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this.mainProGrid = Util.GetGameObject(self.transform, "bg/Content/mainPro/bg")
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this.mainProItem = Util.GetGameObject(self.transform, "bg/Content/mainPro/bg/proPre")
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this.mainProItem:SetActive(false)
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-- this.mainProName=Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName"):GetComponent("Text")
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-- this.mainProVale=Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName/curProVale"):GetComponent("Text")
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--装备获取途径
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--this.getTuPre=Util.GetGameObject(self.transform, "Content/bg/getTuPre")
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-- this.getTuGrid=Util.GetGameObject(self.transform, "Content/bg/scroll/grid")
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this.getTuGrid=Util.GetGameObject(self.transform, "bg/Content/scroll")
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--装备被动技能
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this.skillObject=Util.GetGameObject(self.transform, "bg/Content/skillObject")
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this.skillInfo=Util.GetGameObject(self.transform, "bg/Content/skillObject/skillInfo"):GetComponent("Text")
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this.skillObject:SetActive(false)
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--分解按钮
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-- this.btnSure = Util.GetGameObject(self.transform, "Content/bg/btnGrid/btnSure")
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-- this.btnJump = Util.GetGameObject(self.transform, "Content/bg/btnGrid/btnJump")
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this.btnSure = Util.GetGameObject(self.transform, "bg/Content/btnGrid/btnSure")
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this.btnDown = Util.GetGameObject(self.transform, "bg/Content/btnGrid/btnDown")
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this.btnJump = Util.GetGameObject(self.transform, "bg/Content/btnGrid/btnJump")
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this.btnLock = Util.GetGameObject(self.transform, "bg/Content/btnLock")
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this.upLockImage = Util.GetGameObject(self.transform, "bg/Content/btnLock/upLock")
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this.downLockImage = Util.GetGameObject(self.transform, "bg/Content/btnLock/downLock")
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this.BackMask = Util.GetGameObject(self.transform, "BackMask")
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end
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--绑定事件(用于子类重写)
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function RewardEquipSingleShowPopup2:BindEvent()
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Util.AddClick(this.BackMask, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(this.btnJump, function()
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if equipData.itemConfig then
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JumpManager.GoJump(equipData.itemConfig.UseJump)
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end
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end)
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Util.AddClick(this.btnSure, function()
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--装备逻辑
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--LogError("fffffffffffff"..equipData.Position)
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local idList={}
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table.insert(idList,self.equipData.id)
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local heroId=""
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if self.curHeroData then
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heroId=self.curHeroData.dynamicId
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local list=GiftManager.GetHeroGifts(heroId)
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if #list >= 12 then
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PopupTipPanel.ShowTip("礼物数量已达上限!")
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return
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end
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else
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heroId="0"
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local list=GiftManager.GetPlayerGifts()
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if #list >= 12 then
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PopupTipPanel.ShowTip("礼物数量已达上限!")
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return
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end
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end
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NetManager.GiftEquipWearRequest(1,heroId,idList,function()
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self:ClosePanel()
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if heroId=="0" then
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GiftManager.SetPlayerGift(idList)
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--HeroManager.ChangeAllHeroGiftLV()
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else
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GiftManager.SetHeroGift(self.curHeroData.dynamicId,idList,1)
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end
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self.parent.RefreshWindowData()
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end)
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end)
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Util.AddClick(this.btnDown, function()
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--卸下逻辑
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local idList={}
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local heroId=""
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if self.curHeroData then
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heroId=self.curHeroData.dynamicId
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else
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heroId="0"
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end
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--LogError("2222222222222222222222"..heroId)
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--LogError("self.equipData.id==="..self.equipData.id)
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table.insert(idList,self.equipData.id)
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--table.insert(idList,5200020)
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NetManager.GiftEquipWearRequest(2,heroId,idList,function()
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self:ClosePanel()
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if heroId=="0" then
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GiftManager.RemovePlayerGift(idList)
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HeroManager.ChangeAllHeroGiftLV()
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else
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GiftManager.SetHeroGift(self.curHeroData.dynamicId,idList,2)
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end
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self.parent.RefreshWindowData()
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end)
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end)
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Util.AddClick(this.btnLock, function()
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self:OnLockClickEvent()
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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 RewardEquipSingleShowPopup2: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 RewardEquipSingleShowPopup2: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 RewardEquipSingleShowPopup2:OnOpen(parent,_equipData,curHeroData, _func,_isRewardItemPop,_isShowfenjie,_isDown)
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if not _equipData then
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return
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end
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self.curHeroData = curHeroData
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self.equipData = _equipData
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func = _func
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isRewardItemPop = _isRewardItemPop and _isRewardItemPop or false
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isShowfenjie = not not (_isShowfenjie or false)
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isDown = _isDown and _isDown or false
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self.parent = parent
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end
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function RewardEquipSingleShowPopup2:OnShow()
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--装备基础信息
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local equipConfigData = ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(self.equipData.id))
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local itemConfigData = ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(self.equipData.id))
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this.btnSure:SetActive(isShowfenjie)
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this.btnDown:SetActive(isDown)
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--local curEquipData = {}
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-- if func and itemConfigData.IfResolve==1 then
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-- curEquipData = EquipManager.GetSingleEquipData(equipData.id)
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-- -- if curEquipData and curEquipData.upHeroDid == "0" then
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-- -- this.btnSure:SetActive(true)
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-- -- end
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-- end
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-- if curEquipData then
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-- --this.upLockImage:SetActive(curEquipData.isLocked == 1)
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-- --this.downLockImage:SetActive(curEquipData.isLocked == 0)
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-- end
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-- this.equipQuaText.text = GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality)) --n1
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this.eqiopName.text = GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
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--if equipConfigData.IfClear == 0 then
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-- this.equipRebuildLv:GetComponent("Text").text = "不可重铸"
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--elseif equipConfigData.IfClear == 1 then
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-- this.equipRebuildLv:GetComponent("Text").text = "重铸等级:"..equipData.rebuildLevel
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--end
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this.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(equipConfigData.Quality))
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this.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfigData.ResourceID))
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this.equipInfoText.text = GetLanguageStrById(itemConfigData.ItemDescribe)
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this.powerNum.text = EquipManager.CalculateWarForce(self.equipData.id)
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EquipManager.SetEquipStarShow(this.star,equipConfigData.Id)
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this.btnJump:SetActive(itemConfigData.UseJump and itemConfigData.UseJump > 0 and BagManager.isBagPanel)
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local passiveCfg = {}
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if self.equipData.skillId and self.equipData.skillId > 0 then
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passiveCfg = ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig, self.equipData.skillId)
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end
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if passiveCfg and self.equipData.skillId and self.equipData.skillId > 0 then
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this.skillObject:SetActive(true)
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this.skillInfo.text = GetLanguageStrById(passiveCfg.Desc)
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else
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this.skillObject:SetActive(false)
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end
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this.equipType.text = GetLanguageStrById(11093)..GetEquipPosStrByEquipPosNum(equipConfigData.Position)
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-- this.equipPos.text=string.format("职业限定:%s",GetJobStrByJobNum(equipConfigData.ProfessionLimit)) --装备关闭职业限定
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--装备属性
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for _, item in ipairs(_MainProList) do
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item:SetActive(false)
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end
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if equipConfigData.Property then
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this.mainPro:SetActive(true)
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for index, prop in ipairs(equipConfigData.Property) do
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local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop[1])
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if proConfigData then
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if not _MainProList[index] then
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_MainProList[index] = newObjToParent(this.mainProItem, this.mainProGrid)
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end
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_MainProList[index]:SetActive(true)
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Util.GetGameObject(_MainProList[index], "curProName"):GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
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local vText = Util.GetGameObject(_MainProList[index], "curProVale"):GetComponent("Text")
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Util.GetGameObject(_MainProList[index], "curProIcon"):GetComponent("Image").sprite = Util.LoadSprite(proConfigData.Icon)
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-- if prop[2] > 0 then
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-- vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])
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-- else
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vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])
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-- end
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end
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end
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else
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this.mainPro:SetActive(false)
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end
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--套装属性
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if equipConfigData.SuiteID and equipConfigData.SuiteID > 0 then
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Util.GetGameObject(self.transform, "Content/proRect"):SetActive(true)
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local curSuitConFig = ConfigManager.GetConfigData(ConfigName.EquipSuiteConfig,equipConfigData.SuiteID)
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if curSuitConFig then
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for i = 1, math.max(#curSuitConFig.SuiteValue, #curSuitProGo) do
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local go = curSuitProGo[i]
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if not go then
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go = newObject(this.equipOtherProPre)
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go.transform:SetParent(this.equipProGrid.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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curSuitProGo[i] = go
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end
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go.gameObject:SetActive(false)
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end
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for i = 1, #curSuitConFig.SuiteValue do
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local go = curSuitProGo[i]
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go.gameObject:SetActive(true)
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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])
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Util.GetGameObject(go.transform, "proVale"):GetComponent("Text").text = "<color=#FFFFFF>(" .. curSuitConFig.SuiteValue[i][1] .. GetLanguageStrById(11095)
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Util.GetGameObject(go.transform, "curProIcon"):GetComponent("Image").sprite = Util.LoadSprite(propertyConfig[curSuitConFig.SuiteValue[i][2]].Icon)
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end
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end
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else
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Util.GetGameObject(self.transform, "Content/proRect"):SetActive(false)
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end
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--装备获得途径
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Util.ClearChild(this.getTuGrid.transform)
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local curitemData = itemConfig[tonumber(self.equipData.id)]
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if curitemData and curitemData.Jump then
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if curitemData.Jump and #curitemData.Jump > 0 then
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for i = 1, #curitemData.Jump do
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if isRewardItemPop then
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SubUIManager.Open(SubUIConfig.JumpView, this.getTuGrid.transform, curitemData.Jump[i],false)
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else
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SubUIManager.Open(SubUIConfig.JumpView, this.getTuGrid.transform, curitemData.Jump[i],true)
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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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--道具 和 装备分解 发送请求后 回调
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function this.SendBackResolveReCallBack(drop)
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local isShowReward=false
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if drop.itemlist~=nil and #drop.itemlist > 0 then
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for i = 1, #drop.itemlist do
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if drop.itemlist[i].itemNum > 0 then
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isShowReward=true
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break
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end
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end
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end
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if isShowReward then
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function ()
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BagManager.OnShowTipDropNumZero(drop)
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end)
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else
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BagManager.OnShowTipDropNumZero(drop)
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end
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if func then
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func()
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end
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this:ClosePanel()
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end
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function RewardEquipSingleShowPopup2:OnLockClickEvent()
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if equipData and equipData.isLocked == 0 then--未上锁
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NetManager.EquipLockRequest({equipData.id}, 1,function ()
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this.upLockImage:SetActive(true)
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this.downLockImage:SetActive(false)
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end)
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elseif equipData and equipData.isLocked == 1 then--已上锁
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NetManager.EquipLockRequest({equipData.id}, 2,function ()
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this.upLockImage:SetActive(false)
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this.downLockImage:SetActive(true)
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end)
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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 RewardEquipSingleShowPopup2:OnClose()
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--if func then
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-- func()
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--end
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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 RewardEquipSingleShowPopup2:OnDestroy()
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curSuitProGo = {}
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_MainProList = {}
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end
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return RewardEquipSingleShowPopup2 |