517 lines
20 KiB
Lua
517 lines
20 KiB
Lua
require("Base/BasePanel")
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RoleGiftPanel = Inherit(BasePanel)
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local spcialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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RoleGiftPanel = Inherit(BasePanel)
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local isGonming = 0
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local tableName = { "礼物", "碎片" }
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local isUpZhen = false
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local this = RoleGiftPanel
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local indexBtnNum = 0
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local tabs = {}
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local redTabs = {}
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local curHeroData = nil
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local teamHero
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local v1
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local allUpIds = {}
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local upSuitId = {}
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local allEquip = {}
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local index = 0
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local lv, curNum, maxNum
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local heroListData
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local isDown = false
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--初始化组件(用于子类重写)RoleEquipChangePopup
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function RoleGiftPanel:InitComponent()
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--this.spLoader = SpriteLoader.New()
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this.bg2 = Util.GetGameObject(self.transform, "bg2")
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screenAdapte(this.bg2)
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--this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, {showType = UpViewOpenType.ShowLeft})
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this.btnBack = Util.GetGameObject(self.transform, "btnBack/btnBack")
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for i = 1, 2 do
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tabs[i] = Util.GetGameObject(self.transform, "Tabs/Btn" .. i)
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local nameTxt = Util.GetGameObject(tabs[i], "Text"):GetComponent("Text")
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nameTxt.fontSize = GetCurLanguage() == 0 and 48 or 40
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nameTxt.text = tableName[i]
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redTabs[i] = Util.GetGameObject(tabs[i], "red")
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if i == 2 then
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tabs[i]:SetActive(false)
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end
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--effectList[i] = Util.GetGameObject(self.transform, "bg/equipInfo/equip" .. i .. "/effect")
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end
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this.titleTxt = Util.GetGameObject(self.gameObject, "title"):GetComponent("Text")
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this.titleTxt.text = "英雄礼物"
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this.selectBtn = Util.GetGameObject(self.gameObject, "selectBtn")
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this.btnPrant = Util.GetGameObject(self.gameObject, "Tabs")
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this.equipPreList2 = {}
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this.equipPreList = {}
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this.equipPre = Util.GetGameObject(self.gameObject, "equipPre")
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this.upItemPre = Util.GetGameObject(self.gameObject, "upItemPre")
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this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
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this.selsectSkillImage = Util.GetGameObject(self.gameObject, "selsectSkillImage")
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this.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject")
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this.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject")
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this.allEquipUp = Util.GetGameObject(self.transform, "allEquipUp")
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this.allEquipDown = Util.GetGameObject(self.transform, "allEquipDown")
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this.allEquipUpRedPoint = Util.GetGameObject(self.transform, "allEquipUp/redPoint")
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this.allEquipUpRedPoint:SetActive(false)
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this.ScrollBar = Util.GetGameObject(self.gameObject, "listObj/bg/Scrollbar"):GetComponent("Scrollbar")
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local v2 = Util.GetGameObject(self.gameObject, "listObj/bg/scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,
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Util.GetGameObject(self.transform, "listObj/bg/scroll").transform,
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this.equipPre, this.ScrollBar, Vector2.New(v2.width, v2.height), 1, 4, Vector2.New(40, 25))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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v1 = Util.GetGameObject(self.gameObject, "upScroll"):GetComponent("RectTransform").rect
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this.UpScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,
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Util.GetGameObject(self.transform, "upScroll").transform, this.upItemPre, nil, Vector2.New(v1.width, v1.height),
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1, 4, Vector2.New(50, 65))
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this.UpScrollView.moveTween.MomentumAmount = 1
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this.UpScrollView.moveTween.Strength = 1
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Util.GetGameObject(self.transform, "powerBtn"):GetComponent("Image").sprite = Util.LoadSprite(
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"UI_hz_shenjiang_15_zh")
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this.force = Util.GetGameObject(self.transform, "powerBtn/value"):GetComponent("Text")
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this.itemNumText = Util.GetGameObject(self.transform, "itemNumText"):GetComponent("Text")
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this.upLvEffect = Util.GetGameObject(self.transform, "powerBtn/effect")
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this.emptyObj = Util.GetGameObject(self.transform, "listObj/bg/emptyObj")
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this.emptyObj.gameObject:SetActive(false)
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this.mask = Util.GetGameObject(self.gameObject, "mask")
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this.mask:SetActive(false)
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this.collectImg = Util.GetGameObject(self.gameObject, "collectImg"):GetComponent("Image")
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this.lvTxt = Util.GetGameObject(self.gameObject, "lvTxt"):GetComponent("Text")
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--this.collectImg.sprite=Util.LoadSprite("gh_tt_8")
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this.btn_help = Util.GetGameObject(self.gameObject, "btn_help")
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this.listObj = Util.GetGameObject(self.transform, "listObj")
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this.listCloseBtn = Util.GetGameObject(self.transform, "listObj/bg/btn_close")
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Util.GetGameObject(self.transform, "listObj/bg/title (1)"):GetComponent("Text").text = "神将礼物"
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this.proTitle = Util.GetGameObject(self.transform, "proTitle/name/text"):GetComponent("Text")
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this.proTitle.text = "当前礼物加成"
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this.proGrid = Util.GetGameObject(self.transform, "pro")
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this.proPre = Util.GetGameObject(self.transform, "pro/name")
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--this.tipInfo = Util.GetGameObject(self.transform, "tipInfo"):GetComponent("Text")
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this.proEmptyObj = Util.GetGameObject(self.transform, "proEmptyObj")
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Util.GetGameObject(self.transform, "proEmptyObj/Text"):GetComponent("Text").text = "暂无加成属性"
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end
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--绑定事件(用于子类重写)
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function RoleGiftPanel:BindEvent()
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Util.AddClick(this.listCloseBtn, function()
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this.listObj:SetActive(false)
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end)
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Util.AddClick(this.btn_help, function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Gift, -150, 0)
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end)
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Util.AddClick(this.collectImg.gameObject, function()
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-- local data = {}
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-- local singData = {}
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-- singData.title = "当前礼物总加成"
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-- singData.pro = IncarnationManager.GetproDesLst(GiftManager.GetHeroGiftAddPro(curHeroData.dynamicId),"00FF00")
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-- singData.tip ="" --"总加成包括化身之力提供的属性"
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-- table.insert(data,singData)
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-- UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
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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.leftBtn, function()
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index = (index - 1 > 0 and index - 1 or #heroListData)
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curHeroData = heroListData[index]
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this.RefreshWindowData()
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end)
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Util.AddClick(this.rightBtn, function()
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index = (index + 1 <= #heroListData and index + 1 or 1)
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curHeroData = heroListData[index]
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this.RefreshWindowData()
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end)
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Util.AddOnceClick(this.allEquipUp, function()
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local canNum = curNum - #allUpIds
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if canNum > 0 then
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local list = {}
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table.sort(allEquip, function(a, b)
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return equipConfig[a.id].Quality > equipConfig[b.id].Quality
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end)
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for i = 1, #allEquip do
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if i <= canNum then
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if CheckListIsContainValue1(allUpIds, allEquip[i].id) == false and CheckListIsContainValue1(upSuitId, equipConfig[allEquip[i].id].SuiteID) == false then
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table.insert(list, allEquip[i].id)
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table.insert(upSuitId, equipConfig[allEquip[i].id].SuiteID)
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end
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end
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end
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NetManager.GiftEquipWearRequest(1, curHeroData.dynamicId, list, function()
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GiftManager.SetHeroGift(curHeroData.dynamicId, list, 1)
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this.RefreshWindowData()
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end)
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end
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end)
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Util.AddOnceClick(this.allEquipDown, function()
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isDown = true
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NetManager.GiftEquipWearRequest(2, curHeroData.dynamicId, allUpIds, function()
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isDown = false
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GiftManager.SetHeroGift(curHeroData.dynamicId, allUpIds, 2)
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this.RefreshWindowData()
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end)
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end)
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for i = 1, 2 do
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Util.AddClick(tabs[i], function()
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-- isPlayAnim = true
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if i == indexBtnNum then
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return
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end
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indexBtnNum = i
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this:OnClickTabBtn(indexBtnNum)
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end)
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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 RoleGiftPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.RefreshWindowData)
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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 RoleGiftPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.RefreshWindowData)
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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 RoleGiftPanel:OnOpen(...)
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local data = { ... }
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curHeroData = data[1]
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if data[2] then
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heroListData = data[2]
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else
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heroListData = HeroManager.GetAllHeroDatas()
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end
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this.listObj:SetActive(false)
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end
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function RoleGiftPanel:OnShow()
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for i = 1, #heroListData do
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if curHeroData == heroListData[i] then
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index = i
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end
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end
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teamHero = FormationManager.GetAllFormationHeroId()
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this.RefreshWindowData()
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end
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function this:OnSortingOrderChange()
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end
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function this.RefreshWindowData()
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local WarPower = 0
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if isDown then
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return
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end
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isUpZhen = teamHero[curHeroData.dynamicId]
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--[[
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if isUpZhen then
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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else
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
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end
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this.force.text = WarPower
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]]
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this.force.text = ""
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--显示上面赠送的
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local list = GiftManager.GetHeroGifts(curHeroData.dynamicId)
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lv, curNum, maxNum = GiftManager.GetCollectLvAndNum()
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--if #list>=50 then
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--curNum=#list+6
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--maxNum=#list+6
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--else
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curNum = 12
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maxNum = 12
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--end
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this.lvTxt.text = "收集度" .. lv .. "级"
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--LogError("lv========="..lv.." curnum=="..curNum.." maxNum=="..maxNum)
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--maxNum=0
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local giftDatas = {}
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allUpIds = {}
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upSuitId = {}
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for i = 1, maxNum do
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local data = {}
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data.type = 1
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data.qua = 0
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data.id = 0
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data.isRed = false
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if i <= #list then
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data.type = 2
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data.id = list[i]
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data.qua = itemConfig[list[i]].Quantity
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table.insert(allUpIds, data.id)
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table.insert(upSuitId, equipConfig[data.id].SuiteID)
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else
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data.isRed = GiftManager.CheckRoleRedPointById(curHeroData.dynamicId)
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end
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table.insert(giftDatas, data)
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end
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table.sort(giftDatas, function(a, b)
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if a.type == b.type then
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if a.qua and a.qua == b.qua then
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return a.id < b.id
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else
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return a.qua > b.qua
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end
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else
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return a.type > b.type
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end
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end)
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--LogError("当前礼物数量:"..#list)
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this.UpScrollView:SetData(giftDatas,
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function(index, go)
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this.SingleUpItemShow(go, giftDatas[index], index)
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end
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)
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local proList = GiftManager.GetHeroGiftAddPro(curHeroData.dynamicId)
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table.insert(proList, string.format("英雄潜能等级+%s", GiftManager.GetHeroGiftAddPotencyLv(curHeroData.dynamicId)))
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local originalList = GiftManager.GetHeroGiftAddOriginalPro(curHeroData.dynamicId)
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if proList and #proList > 0 then
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this.proGrid:SetActive(true)
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this.proEmptyObj:SetActive(false)
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local len = this.proGrid.transform.childCount
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local create = #proList - len
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if create > 0 then
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for i = 1, create do
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newObjToParent(this.proPre, this.proGrid)
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end
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end
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len = this.proGrid.transform.childCount
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for i = 1, len do
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if i <= #proList then
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--this.proGrid.transform:GetChild(i-1).gameObject:SetActive(true)
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--LogError("originalList[i]======================"..originalList[i])
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--this.proGrid.transform:GetChild(i-1):GetComponent("Text").text=proList[i]
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this.SingleProShowData({ proId = i, proVal = proList[i] },
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this.proGrid.transform:GetChild(i - 1).gameObject)
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else
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this.proGrid.transform:GetChild(i - 1).gameObject:SetActive(false)
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end
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end
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else
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this.proGrid:SetActive(false)
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this.proEmptyObj:SetActive(true)
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end
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--this.tipInfo.text=string.format("神将潜能等级+%s",GiftManager.GetHeroGiftAddPotencyLv(curHeroData.dynamicId))
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--显示下面可赠送的
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this:OnClickTabBtn(1)
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end
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function this.SingleProShowData(data, go)
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go:SetActive(true)
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for i = 1, 2 do
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local curGo = go.transform:GetChild(i - 1).gameObject
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if #data > 1 then
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curGo:SetActive(true)
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Util.GetGameObject(curGo, "proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig
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[data[i].proId].Info) .. ":"
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local proVale = Util.GetGameObject(curGo, "proVale"):GetComponent("Text")
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if propertyConfig[data[i].proId].Style == 1 then --绝对值
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proVale.text = GetPropertyFormatStr(propertyConfig[data[i].proId].Style, data[i].proVal)
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elseif propertyConfig[data[i].proId].Style == 2 then --百分百
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-- 暴击默认 10% 前端加显示
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-- LogError("str:"..data[i].proId.." ".. GetLanguageStrById(propertyConfig[data[i].proId].Info))
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if data[i].proId == 55 then
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proVale.text = GetPropertyFormatStr(propertyConfig[data[i].proId].Style, data[i].proVal * 100 + 1000)
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else
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proVale.text = GetPropertyFormatStr(propertyConfig[data[i].proId].Style, data[i].proVal * 100)
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end
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end
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Util.GetGameObject(curGo, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(propertyConfig
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[data[i].proId].Icon)
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else
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curGo:SetActive(false)
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end
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end
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end
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--显示上面几个
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function this.SingleUpItemShow(_go, data, _index)
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_go:SetActive(true)
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_go.transform:SetAsFirstSibling()
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--local frame=_go:GetComponent("Image")
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local frame = Util.GetGameObject(_go, "Image"):GetComponent("Image")
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local icon = Util.GetGameObject(_go, "icon"):GetComponent("Image")
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local name = Util.GetGameObject(_go, "name"):GetComponent("Text")
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local lockObj = Util.GetGameObject(_go, "lock")
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local lockText = Util.GetGameObject(_go, "Text"):GetComponent("Text")
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local add = Util.GetGameObject(_go, "add")
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local red = Util.GetGameObject(_go, "red")
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local starGrid = Util.GetGameObject(_go, "starGrid")
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if data.id and data.id ~= 0 then
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red:SetActive(false)
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frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[data.id].Quantity))
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icon.gameObject:SetActive(true)
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name.gameObject:SetActive(true)
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lockObj:SetActive(false)
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starGrid:SetActive(true)
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lockText.gameObject:SetActive(false)
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add:SetActive(false)
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name.text = GetLanguageStrById(itemConfig[data.id].Name)
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icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[data.id].ResourceID))
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SetHeroStars(starGrid, equipConfig[data.id].Star, 1, nil, -15)
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Util.AddOnceClick(icon.gameObject, function()
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if curHeroData == nil then
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return
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end
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BagManager.isBagPanel = false
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--UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,data,2,false,nil,curHeroData,4)
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this, data,curHeroData, nil, false, false, true)
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end
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)
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else
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frame.sprite = Util.LoadSprite("X1_tongyong_daojukuang_07")
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--frame.gameObject:SetActive(false)
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icon.gameObject:SetActive(false)
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name.gameObject:SetActive(false)
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starGrid:SetActive(false)
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if _index > curNum then
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lockObj:SetActive(true)
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add:SetActive(false)
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red:SetActive(false)
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lockText.gameObject:SetActive(true)
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lockText.text = "收集度" .. lv + 1 .. "级解锁"
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else
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lockObj:SetActive(false)
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lockText.gameObject:SetActive(false)
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add:SetActive(true)
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red:SetActive(data.isRed)
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end
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end
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Util.AddOnceClick(add, function()
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this.listObj:SetActive(true)
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end)
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end
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--点击装备按钮
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function this:OnClickTabBtn(_index)
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indexBtnNum = _index
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this:SetSelectBtn()
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allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.HeroGift)
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-- this:SortEquipDatas(allEquip)
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local count = 0
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for i = 1, #allEquip do
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count = count + 1
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if CheckListIsContainValue1(allUpIds, allEquip[i].id) or CheckListIsContainValue1(upSuitId, equipConfig[allEquip[i].id].SuiteID) then
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allEquip[i].isUp = 1
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--LogError("rrrrrrrrrrrrrrrr:"..tostring(allEquip[i].id).."/"..tostring(equipConfig[allEquip[i].id].SuiteID))
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else
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allEquip[i].isUp = 2
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--LogError("bbbbbbbbbbbbbbbb:"..tostring(allEquip[i].id).."/"..tostring(equipConfig[allEquip[i].id].SuiteID))
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||
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
|
||
--LogError("xxxxxxxxxxxxxxxxxxxx"..#allEquip)
|
||
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, false, 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,curHeroData, nil, false, false, true)
|
||
else
|
||
--UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4)
|
||
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this, _itemData,curHeroData, nil, false, true, false)
|
||
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
|