sk-client/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipChangePopup.lua

492 lines
25 KiB
Lua

require("Base/BasePanel")
RoleEquipChangePopup = Inherit(BasePanel)
local this=RoleEquipChangePopup
local type--1 穿装备 2 卸装备 3 替换装备
local curHeroData
local curEquipData
-- local nextEquipData
local openThisPanel
local equipIdList
local equipDataList
local position
local curSuitProGo = {}--当前套装属性对象
-- local nextSuitProGo = {}--将要替换套装属性对象
local equipSuit = {}--当前英雄穿戴装备的套装信息 [suitId] = 件数
local equipSuiteConfig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local _MainProList = {}
-- local _NextProList = {}
--初始化组件(用于子类重写)
function RoleEquipChangePopup:InitComponent()
this.mask = Util.GetGameObject(self.transform, "mask")
this.btnBack = Util.GetGameObject(self.transform, "btnBack")
this.bg1 = Util.GetGameObject(self.transform, "Bg")
this.desc1 = Util.GetGameObject(self.transform, "Bg/desc/text"):GetComponent("Text")
this.curEquipName = Util.GetGameObject(self.transform, "Bg/equipInfo/name"):GetComponent("Text")
--this.curEquipFrameBG=Util.GetGameObject(self.transform, "Bg/equipInfo/Item/frameBG"):GetComponent("Image")
this.curEquipFrame = Util.GetGameObject(self.transform, "Bg/equipInfo/Item/frame"):GetComponent("Image")
this.curEquipIcon = Util.GetGameObject(self.transform, "Bg/equipInfo/Item/icon"):GetComponent("Image")
this.curEquipTypeText = Util.GetGameObject(self.transform, "Bg/equipInfo/equipTypeText"):GetComponent("Text")
-- this.curEquipLvText=Util.GetGameObject(self.transform, "Bg/equipInfo/proGrid/equipLvText")
-- this.curEquipLvText:SetActive(false)
-- this.curEquipOrOkText=Util.GetGameObject(self.transform, "Bg/equipInfo/proGrid/equipOrOkText"):GetComponent("Text")
-- this.curEquipPosText=Util.GetGameObject(self.transform, "Bg/equipInfo/proGrid/equipPosText"):GetComponent("Text")
this.mainProGrid = Util.GetGameObject(self.transform, "Bg/mainPro/bg")
this.mainProItem = Util.GetGameObject(self.transform, "Bg/mainPro/bg/proPre")
this.mainProItem:SetActive(false)
this.curotherProscroll = Util.GetGameObject(self.transform, "Bg/scroll")
this.otherProPre = Util.GetGameObject(self.transform, "proPre")
this.otherProGrid = Util.GetGameObject(self.transform, "Bg/scroll/grid")
this.curCastInfo = Util.GetGameObject(self.transform, "Bg/castInfoObject/castInfo"):GetComponent("Text")
this.castInfoObject = Util.GetGameObject(self.transform, "Bg/castInfoObject")
this.castInfoObject:SetActive(false)
this.curEquipBtnRefresh = Util.GetGameObject(self.transform, "Bg/btns/btnRefresh")
this.curEquipBtnDown = Util.GetGameObject(self.transform, "Bg/btns/btnDown")
this.curEquipBtnUp = Util.GetGameObject(self.transform, "Bg/btns/btnUp")
this.curEquipText = Util.GetGameObject(self.transform, "Bg/btns/curEquipText")
-- this.qualityText=Util.GetGameObject(self.transform, "Bg/equipInfo/qualityText"):GetComponent("Text")
this.powerNum1 = Util.GetGameObject(self.transform, "Bg/equipInfo/Text/powerNum"):GetComponent("Text")
-- this.powerUPorDown1=Util.GetGameObject(self.transform, "Bg/equipInfo/powerUPorDown")
this.bg1Star = Util.GetGameObject(self.transform, "Bg/equipInfo/Item/star")
this.btns = Util.GetGameObject(self.transform, "Bg/btns") --n1
-- this.bg2= Util.GetGameObject(self.transform, "GameObject/bg2")
-- this.desc2= Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/Text"):GetComponent("Text")
-- this.nextEquipName=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/name/text"):GetComponent("Text")
-- this.nextEquipFrame=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/frame"):GetComponent("Image")
-- this.nextEquipIcon=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/icon"):GetComponent("Image")
-- this.nextEquipTypeText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipTypeText"):GetComponent("Text")
-- this.nextEquipLvText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipLvText")
-- this.nextEquipLvText:SetActive(false)
-- this.nextEquipOrOkText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipOrOkText"):GetComponent("Text")
-- this.nextEquipPosText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipPosText"):GetComponent("Text")
-- this.nextProGrid = Util.GetGameObject(self.transform, "GameObject/bg2/mainPro/bg")
-- this.nextProItem = Util.GetGameObject(self.transform, "GameObject/bg2/mainPro/bg/curProName")
-- this.nextProItem:SetActive(false)
-- this.nexttherProscroll=Util.GetGameObject(self.transform, "GameObject/bg2/scroll")
-- this.nextotherProPre=Util.GetGameObject(self.transform, "GameObject/bg2/otherPro")
-- this.nextotherProGrid=Util.GetGameObject(self.transform, "GameObject/bg2/scroll/grid")
-- this.nextCastInfo=Util.GetGameObject(self.transform, "GameObject/bg2/castInfoObject/castInfo"):GetComponent("Text")
-- this.nextInfoObject=Util.GetGameObject(self.transform, "GameObject/bg2/castInfoObject")
-- this.nextInfoObject:SetActive(false)
-- this.nextEquipBtnRefresh=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnRefresh")
-- this.nextEtnChange=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnChange")
-- this.qualityText2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/qualityText"):GetComponent("Text")
-- this.GameObject=Util.GetGameObject(self.transform, "GameObject")
-- this.powerNum2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/powerNum"):GetComponent("Text")
-- this.powerUPorDown2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/powerUPorDown")
-- this.bg2Star=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/star")
end
--绑定事件(用于子类重写)
function RoleEquipChangePopup:BindEvent()
Util.AddClick(this.mask, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.btnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.curEquipBtnDown, function()
equipIdList={}
equipDataList={}
table.insert(equipIdList,tostring(curEquipData.id))
table.insert(equipDataList,curEquipData)
--> par3 1装备 2宝物
NetManager.EquipUnLoadOptRequest(curHeroData.dynamicId, equipIdList, 1, function ()
self:ClosePanel()
--> 客户端 1 穿单件装备 2 卸单件装备 3 替换单件装备 4 一键穿装备 5一键脱装备
openThisPanel.UpdateEquipPosHeroData(1, 2, equipDataList)
end)
end)
Util.AddClick(this.curEquipBtnUp, function()
self:ClosePanel()
UIManager.OpenPanel(UIName.EquipSelectPopup, curHeroData, position, openThisPanel)
-- equipIdList={}
-- equipDataList={}
-- table.insert(equipIdList,tostring(curEquipData.id))
-- table.insert(equipDataList,curEquipData)
-- NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
-- self:ClosePanel()
-- openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,0,position)
-- end)
end)
-- Util.AddClick(this.nextEtnChange, function()
-- equipIdList={}
-- equipDataList={}
-- table.insert(equipIdList,tostring(nextEquipData.id))
-- table.insert(equipDataList,nextEquipData)
-- NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
-- self:ClosePanel()
-- openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,curEquipData,position)
-- end)
-- end)
end
--添加事件监听(用于子类重写)
function RoleEquipChangePopup:AddListener()
end
--移除事件监听(用于子类重写)
function RoleEquipChangePopup:RemoveListener()
end
--界面打开时调用(用于子类重写)
function RoleEquipChangePopup:OnOpen(...)
local data={...}
openThisPanel=data[1]
--> 1 卸下 更换 2 显示
type = data[2]
-- type=data[2]--1 穿戴 2 卸下 3 替换
-- if type==1 or type==2 then
-- curHeroData=data[3]
-- curEquipData=data[4]
-- position=data[5]
-- elseif type==3 then
-- curHeroData=data[3]
-- curEquipData=data[4]
-- nextEquipData=data[5]
-- position=data[6]
-- end
curHeroData=data[3]
curEquipData=data[4]
position=data[5]
end
function RoleEquipChangePopup:OnShow()
if curHeroData then
equipSuit = {}
for i = 1, #curHeroData.equipIdList do
--套装加成
local curEquip = EquipManager.GetSingleEquipData(curHeroData.equipIdList[i])
if equipSuit[curEquip.equipConfig.SuiteID] then
equipSuit[curEquip.equipConfig.SuiteID] = equipSuit[curEquip.equipConfig.SuiteID] + 1
else
equipSuit[curEquip.equipConfig.SuiteID] = 1
end
end
end
this.curEquipText:SetActive(false)
this.curEquipBtnDown:SetActive(true)
this.curEquipBtnUp:SetActive(true)
this.ShowCurEquipData(1)
this.bg1:SetActive(true)
if type==1 then
this.btns:SetActive(true)
elseif type==2 then
this.btns:SetActive(false)
end
end
function this.ShowCurEquipData(index)
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, curEquipData.id)
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, curEquipData.id)
this.powerNum1.text = EquipManager.CalculateWarForce(curEquipData.id)
EquipManager.SetEquipStarShow(this.bg1Star,curEquipData.id)
this.desc1.text=GetLanguageStrById(itemConfigData.ItemDescribe)
-- this.powerUPorDown1:SetActive(false) --n1
-- if(nextEquipData~=nil and index==2) then
-- if(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
-- this.powerUPorDown1:SetActive(true)
-- this.powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
-- end
-- if(EquipManager.CalculateWarForce(nextEquipData.id)>EquipManager.CalculateWarForce(curEquipData.id)) then
-- this.powerUPorDown1:SetActive(true)
-- this.powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
-- end
-- end
-- this.qualityText.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality)) --n1
this.curEquipName.text = GetStringByEquipQua(equipConfigData.Quality, GetLanguageStrById(equipConfigData.Name))
--this.curEquipFrameBG.sprite = Util.LoadSprite(curEquipData.frameBg)
this.curEquipFrame.sprite = Util.LoadSprite(curEquipData.frame)
this.curEquipIcon.sprite = Util.LoadSprite(curEquipData.icon)
-- if curEquipData.skillId>0 then
-- this.castInfoObject.gameObject:SetActive(true)
-- --this.curCastInfo.text=HeroManager.passiveSkillConfig[equipConfigData.SkillId].Desc
-- this.curCastInfo.text=ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig, curEquipData.skillId).Desc
-- else
-- this.curCastInfo.text=""
-- this.castInfoObject.gameObject:SetActive(false)
-- end
this.curEquipTypeText.text = string.format(GetLanguageStrById(11555), GetEquipPosStrByEquipPosNum(equipConfigData.Position))
--if equipConfigData.IfClear==0 then
-- this.curEquipLvText:GetComponent("Text").text="不可重铸"
-- Util.AddOnceClick(this.curEquipBtnRefresh, function()
-- PopupTipPanel.ShowTip("当前装备不可重铸!")
-- end)
--elseif equipConfigData.IfClear==1 then
-- Util.AddOnceClick(this.curEquipBtnRefresh, function()
-- local isOpen = ActTimeCtrlManager.SingleFuncState(5)
-- if isOpen then
-- this:ClosePanel()
-- if ActTimeCtrlManager.SingleFuncState(104) then
-- local workMainPanel = UIManager.OpenPanel(UIName.WorkShopMainPanel,curHeroData)
-- workMainPanel:OnClickMianTabBtn(4, 1)
-- workMainPanel.UpdateEquipPosHeroData(1,curEquipData,0,position)
-- else
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(104))
-- end
-- else
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(5))
-- end
-- end)
-- this.curEquipLvText:GetComponent("Text").text="重铸等级:"..curEquipData.resetLv
--end
local strPos=""
if equipConfigData.ProfessionLimit==0 then
strPos= GetLanguageStrById(11094)
else
strPos= GetLanguageStrById(11824)
end
-- this.curEquipPosText.text=string.format(strPos,GetJobStrByJobNum(equipConfigData.ProfessionLimit)) --n1
--主属性
for _, item in ipairs(_MainProList) do
item:SetActive(false)
end
local mainAttribute=EquipManager.GetMainProList(equipConfigData)
for index, prop in ipairs(mainAttribute) do
local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop.propertyId)
if proConfigData then
if not _MainProList[index] then
_MainProList[index] = newObjToParent(this.mainProItem, this.mainProGrid)
end
_MainProList[index]:SetActive(true)
Util.GetGameObject(_MainProList[index], "curProIcon"):GetComponent("Image").sprite = Util.LoadSprite(proConfigData.Icon)
Util.GetGameObject(_MainProList[index], "curProName"):GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
local vText = Util.GetGameObject(_MainProList[index], "curProVale"):GetComponent("Text")
if prop.propertyValue > 0 then
vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
else
vText.text = GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
end
end
end
--套装属性
if equipConfigData.SuiteID and equipConfigData.SuiteID > 0 then
this.curotherProscroll:SetActive(true)
local curSuitConFig = equipSuiteConfig[equipConfigData.SuiteID]
if curSuitConFig then
for i = 1, math.max(#curSuitConFig.SuiteValue, #curSuitProGo) do
local go = curSuitProGo[i]
if not go then
go = newObject(this.otherProPre)
go.transform:SetParent(this.otherProGrid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
curSuitProGo[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #curSuitConFig.SuiteValue do
local go = curSuitProGo[i]
go.gameObject:SetActive(true)
--type=data[2]--1 穿戴 2 卸下 3 替换
Util.GetGameObject(go.transform, "curProIcon"):GetComponent("Image").sprite = Util.LoadSprite(propertyConfig[curSuitConFig.SuiteValue[i][2]].Icon)
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[curSuitConFig.SuiteValue[i][2]].Info) .." +"..GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3])
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#FFFFFF>(" .. curSuitConFig.SuiteValue[i][1] .. GetLanguageStrById(11095)
-- if type == 2 then
if equipSuit[curSuitConFig.Id] and equipSuit[curSuitConFig.Id] >= curSuitConFig.SuiteValue[i][1] then--激活的要变颜色
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#FFCC00>" .. GetLanguageStrById(propertyConfig[curSuitConFig.SuiteValue[i][2]].Info).." +"..GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3]) .. "</color>"
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#FFCC00>(" .. curSuitConFig.SuiteValue[i][1] .. GetLanguageStrById(11095)
end
-- end
end
end
else
this.curotherProscroll:SetActive(false)
end
--副属性
--Util.ClearChild(this.otherProGrid.transform)
--local equipCurAllPro={}
--if #curEquipData.secondAttribute>0 then --
-- this.curotherProscroll:SetActive(true)
-- for i = 1, #curEquipData.secondAttribute do
-- table.insert(equipCurAllPro,curEquipData.secondAttribute[i])
-- end
-- for i = 1, #equipCurAllPro do
-- local go = newObject(this.otherProPre)
-- go.transform:SetParent(this.otherProGrid.transform)
-- go.transform.localScale = Vector3.one
-- go.transform.localPosition = Vector3.zero
-- go:SetActive(true)
--
-- Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text =equipCurAllPro[i].PropertyConfig.Info
-- Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "+"..GetEquipPropertyFormatStr(equipCurAllPro[i].PropertyConfig.Style,equipCurAllPro[i].propertyValue)
--
-- end
--else
-- this.curotherProscroll:SetActive(false)
--end
end
-- function this.NextCurEquipData()
-- local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, nextEquipData.id)
-- local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, nextEquipData.id)
-- this.powerNum2.text=EquipManager.CalculateWarForce(nextEquipData.id)
-- EquipManager.SetEquipStarShow(this.bg2Star,nextEquipData.id)
-- this.powerUPorDown2:SetActive(false)
-- if(EquipManager.CalculateWarForce(nextEquipData.id)>EquipManager.CalculateWarForce(curEquipData.id)) then
-- this.powerUPorDown2:SetActive(true)
-- this.powerUPorDown2:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
-- end
-- if(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
-- this.powerUPorDown2:SetActive(true)
-- this.powerUPorDown2:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
-- end
-- this.qualityText2.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
-- this.nextEquipName.text=GetStringByEquipQua(equipConfigData.Quality,equipConfigData.Name)
-- this.desc2.text=itemConfigData.ItemDescribe
-- --if equipConfigData.IfClear==0 then
-- -- this.nextEquipLvText:GetComponent("Text").text="不可重铸"
-- -- Util.AddOnceClick(this.nextEquipBtnRefresh, function()
-- -- PopupTipPanel.ShowTip("当前装备不可重铸!")
-- -- end)
-- --elseif equipConfigData.IfClear==1 then
-- -- Util.AddOnceClick(this.nextEquipBtnRefresh, function()
-- -- local isOpen = ActTimeCtrlManager.SingleFuncState(5)
-- -- if isOpen then
-- -- this:ClosePanel()
--
-- -- if ActTimeCtrlManager.SingleFuncState(104) then
-- -- local workMainPanel = UIManager.OpenPanel(UIName.WorkShopMainPanel,curHeroData)
-- -- workMainPanel:OnClickMianTabBtn(4, 1)
-- -- workMainPanel.UpdateEquipPosHeroData(1,nextEquipData,0,position)
-- -- else
-- -- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(104))
-- -- end
-- -- else
-- -- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(5))
-- -- end
-- -- end)
-- -- this.nextEquipLvText:GetComponent("Text").text="重铸等级:"..nextEquipData.resetLv
-- --end
-- this.nextEquipFrame.sprite = Util.LoadSprite(nextEquipData.frame)
-- this.nextEquipIcon.sprite = Util.LoadSprite(nextEquipData.icon)
-- --if nextEquipData.skillId>0 then
-- -- this.nextInfoObject.gameObject:SetActive(true)
-- -- --this.nextCastInfo.text=HeroManager.passiveSkillConfig[equipConfigData.SkillId].Desc
-- -- this.nextCastInfo.text=ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig, nextEquipData.skillId).Desc
-- --else
-- -- this.nextCastInfo.text=""
-- -- this.nextInfoObject.gameObject:SetActive(false)
-- --end
-- this.nextEquipTypeText.text=string.format(GetLanguageStrById(11555),GetEquipPosStrByEquipPosNum(equipConfigData.Position))
-- local strPos=""
-- if equipConfigData.ProfessionLimit==0 then
-- strPos= GetLanguageStrById(11094)
-- else
-- strPos= GetLanguageStrById(11824)
-- end
-- this.nextEquipPosText.text=string.format(strPos,GetJobStrByJobNum(equipConfigData.ProfessionLimit))
-- --主属性
-- for _, item in ipairs(_NextProList) do
-- item:SetActive(false)
-- end
-- local mainAttribute=EquipManager.GetMainProList(equipConfigData)
-- for index, prop in ipairs(mainAttribute) do
-- local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop.propertyId)
-- if proConfigData then
-- if not _NextProList[index] then
-- _NextProList[index] = newObjToParent(this.nextProItem, this.nextProGrid)
-- end
-- _NextProList[index]:SetActive(true)
-- _NextProList[index]:GetComponent("Text").text = proConfigData.Info
-- local vText = Util.GetGameObject(_NextProList[index], "curProVale"):GetComponent("Text")
-- if prop.propertyValue > 0 then
-- vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
-- else
-- vText.text = GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
-- end
-- end
-- end
-- --套装属性
-- if equipConfigData.SuiteID and equipConfigData.SuiteID > 0 then
-- this.nexttherProscroll:SetActive(true)
-- local curSuitConFig = equipSuiteConfig[equipConfigData.SuiteID]
-- if curSuitConFig then
-- for i = 1, math.max(#curSuitConFig.SuiteValue, #nextSuitProGo) do
-- local go = nextSuitProGo[i]
-- if not go then
-- go = newObject(this.nextotherProPre)
-- go.transform:SetParent(this.nextotherProGrid.transform)
-- go.transform.localScale = Vector3.one
-- go.transform.localPosition = Vector3.zero
-- nextSuitProGo[i] = go
-- end
-- go.gameObject:SetActive(false)
-- end
-- for i = 1, #curSuitConFig.SuiteValue do
-- local go = nextSuitProGo[i]
-- go.gameObject:SetActive(true)
-- --type=data[2]--1 穿戴 2 卸下 3 替换
-- Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. propertyConfig[curSuitConFig.SuiteValue[i][2]].Info .."+ "..curSuitConFig.SuiteValue[i][3].. "</color>"
-- Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#B9AC97>(+" .. curSuitConFig.SuiteValue[i][1] .. GetLanguageStrById(11095)
-- end
-- end
-- else
-- this.nexttherProscroll:SetActive(false)
-- end
-- --副属性
-- --Util.ClearChild(this.nextotherProGrid.transform)
-- --local equipCurAllPro={}
-- --if #nextEquipData.secondAttribute>0 then --
-- -- this.nexttherProscroll:SetActive(true)
-- -- for i = 1, #nextEquipData.secondAttribute do
-- -- table.insert(equipCurAllPro,nextEquipData.secondAttribute[i])
-- -- end
-- -- for i = 1, #equipCurAllPro do
-- -- local go = newObject(this.nextotherProPre)
-- -- go.transform:SetParent(this.nextotherProGrid.transform)
-- -- go.transform.localScale = Vector3.one
-- -- go.transform.localPosition = Vector3.zero
-- -- go:SetActive(true)
-- --
-- -- Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = equipCurAllPro[i].PropertyConfig.Info
-- -- Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "+"..GetEquipPropertyFormatStr(equipCurAllPro[i].PropertyConfig.Style,equipCurAllPro[i].propertyValue)
-- --
-- -- end
-- --else
-- -- this.nexttherProscroll:SetActive(false)
-- --end
-- end
--界面关闭时调用(用于子类重写)
function RoleEquipChangePopup:OnClose()
end
--界面销毁时调用(用于子类重写)
function RoleEquipChangePopup:OnDestroy()
curSuitProGo = {}
_MainProList = {}
-- _NextProList = {}
end
return RoleEquipChangePopup