sk-client/Assets/ManagedResources/~Lua/Modules/CompoundHero/AssemblePanel.lua

780 lines
36 KiB
Lua

----- 神将合成 -----
require("Base/BasePanel")
AssemblePanel = Inherit(BasePanel)
local this = AssemblePanel
local this = {}
local sortingOrder = 0
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local curIndex = 0
local curNeedHero = {}
local curSelectHero = {}
local curSelectHeroConfig = {}
local curSelectGO
local curSelectBg
local materidaIsCan = false
local tabs = {}
local needHeros = {}
local selectBtnRes = {
[1] = "x1_AN_shuxing_xuanzhong",
[2] = "x1_AN_shuxing_xuanzhong",
[3] = "x1_AN_shuxing_xuanzhong",
[4] = "x1_AN_shuxing_xuanzhong",
[5] = "x1_AN_shuxing_xuanzhong",
[6] = "x1_AN_shuxing_xuanzhong",
}
function AssemblePanel:InitComponent()
this.compoundBtn = Util.GetGameObject(self.gameObject, "titleGo/compoundBtn")
needHeros = {}
for i = 1, 4 do
needHeros[i] = Util.GetGameObject(self.gameObject, "titleGo/needHero" .. i)
end
for i = 1, 6 do
tabs[i] = Util.GetGameObject(self.gameObject, "BgImage/Tabs/grid/Btn" .. i)
end
this.selectBtn = Util.GetGameObject(self.gameObject, "BgImage/Tabs/selectBtn")
this.heroPre = Util.GetGameObject(self.gameObject, "heroPre")
local scroll = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "scroll").transform,
this.heroPre, false, Vector2.New(scroll.width,scroll.height), 1, 5, Vector2.New(5,5))---v2.x*2, -v2.y*2
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
--up compound Hero info
this.compoundHero = Util.GetGameObject(self.gameObject, "titleGo/compoundHero/card/card")
this.compoundHerolv = Util.GetGameObject(this.compoundHero,"lv/Text"):GetComponent("Text")
this.compoundHeroproBg = Util.GetGameObject(this.compoundHero,"pro"):GetComponent("Image")
this.compoundHeropro = Util.GetGameObject(this.compoundHero,"pro/Image"):GetComponent("Image")
this.compoundHerostarGrid = Util.GetGameObject(this.compoundHero,"star")
this.compoundHeroname = Util.GetGameObject(this.compoundHero,"name"):GetComponent("Text")
this.compoundHerolive = Util.GetGameObject(this.compoundHero, "icon"):GetComponent("Image")
this.compoundHeroframe = Util.GetGameObject(self.gameObject, "titleGo/compoundHero/frame")
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.HeadFrameView = SubUIManager.Open(SubUIConfig.PlayerHeadFrameView, self.transform)
this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowRight})
--获取帮助按钮
this.HelpBtn = Util.GetGameObject(self.gameObject,"helpBtn")
this.helpPosition = this.HelpBtn:GetComponent("RectTransform").localPosition
end
function AssemblePanel:BindEvent()
Util.AddClick(this.compoundBtn, function()
this.Compound(curIndex)
end)
Util.AddClick(this.btnBack, function()
self:ClosePanel()
end)
Util.AddOnceClick(this.HelpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Assemble,this.helpPosition.x,this.helpPosition.y-100)
end)
end
function AssemblePanel:AddListener()
end
function AssemblePanel:RemoveListener()
end
local sortingOrder = 0
function AssemblePanel:OnSortingOrderChange(_sortingOrder)
sortingOrder = _sortingOrder
--this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
end
local data
function AssemblePanel:OnOpen(heroData)
if heroData then
data = heroData
end
end
function AssemblePanel:OnShow()
curIndex = 0
sortingOrder = 0
for i = 0,#tabs - 1 do
local index = i
Util.GetGameObject(tabs[i + 1], "Image"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum2(index))
Util.AddOnceClick(tabs[i + 1], function()
this.HeroCompoundBtnClick(tabs[i + 1],index)
end)
end
this.HeroCompoundBtnClick(tabs[1],curIndex)
this.HeadFrameView:OnShow()
this.upView:OnOpen({showType = UpViewOpenType.ShowRight, panelType = PanelType.HeroReplace})
if data then
local heroDatas = this.GetHeroDatas(curIndex)
for index, value in ipairs(heroDatas) do
if value.config.Id == data.Id then
this.SelectHeroShow(value)
curSelectHeroConfig = value
end
end
end
end
--英雄类型按钮点击事件
function this.HeroCompoundBtnClick(_btn,_curIndex)
curIndex = _curIndex
this.selectBtn:GetComponent("Image").sprite = Util.LoadSprite(selectBtnRes[_curIndex + 1])
this.SetBtnSelect(_btn)
curSelectHeroConfig = nil
this.ShowCurrPosHeroCompound()
end
--显示当前阵营的英雄
function this.ShowCurrPosHeroCompound()
local heroDatas = this.GetHeroDatas(curIndex)
this.SelectHeroShow(nil)
this.ScrollView:SetData(heroDatas, function (index, go)
this.SingleHeroDataShow(go, heroDatas[index])
end)
this.ScrollView:ForeachItemGO(function(index, go)
Timer.New(function()
go.gameObject:SetActive(true)
PlayUIAnim(go.gameObject)
end, 0.001 * (index - 1)):Start()
end)
end
--显示当前阵营的英雄
function this.ShowCurrPosHeroCompound2()
local heroDatas = this.GetHeroDatas(curIndex)
this.ScrollView:SetData(heroDatas, function (index, go)
this.SingleHeroDataShow(go, heroDatas[index])
end)
this.SelectHeroShow(curSelectHeroConfig)
end
function this.GetHeroDatas(curIndex)
local heroDatas = this.GetAllHeroCompoundData(curIndex)
table.sort(heroDatas, function(a, b)
local left,right = 0,0
if LengthOfTable(a.haveHeroList2) == a.needNum then
left = 1
end
if LengthOfTable(b.haveHeroList2) == b.needNum then
right = 1
end
if left == right then
if a.star == b.star then
return a.config.PropertyName < b.config.PropertyName
else
return a.star > b.star
end
else
return left > right
end
end)
return heroDatas
end
--设置按钮选中
function this.SetBtnSelect(_parObj)
this.selectBtn.transform:SetParent(_parObj.transform)
this.selectBtn.transform.localScale = Vector3.one
this.selectBtn.transform.localPosition = Vector3.zero
end
function this.ShowTitleData(curHeroCompoundData)
if curHeroCompoundData then
local _star = curHeroCompoundData.star
local heroData = curHeroCompoundData.haveHeroList[1][1]
local heroConfig = heroData and heroData.heroConfig or curHeroCompoundData.config
this.compoundHero:SetActive(true)
this.compoundHeroframe:SetActive(true)
this.compoundHeroframe:GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(nil,_star))
this.compoundHeroproBg.sprite = Util.LoadSprite(GetQuantityProBgImageByquality(nil,_star))
SetHeroStars(this.compoundHerostarGrid, _star)
this.compoundHerolive.sprite = Util.LoadSprite(GetResourcePath(heroConfig.Icon))
this.compoundHeropro.sprite = Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
this.compoundHeroname.text = GetLanguageStrById(heroConfig.ReadingName)
if heroData then--第一位是否有英雄
this.compoundHerolv.text = heroData.lv
else
this.compoundHerolv.text = 1
end
else
this.compoundHero:SetActive(false)
this.compoundHeroframe:SetActive(false)
end
end
local upStarConsumeMaterial = {}
local upStarMaterialIsAll = {}
local curSelectUpStarData
local curSelectUpStarGo
local upStarRankUpConfig
--更新英雄进阶数据
function this.UpdateHeroUpStarData(_curUpStarData)
--进阶吞英雄条件
if _curUpStarData then
upStarConsumeMaterial = {}
upStarMaterialIsAll = {}
for i = 1, #_curUpStarData.upStarMaterialsData do
local upStarMaterialsData = _curUpStarData.upStarMaterialsData[i]
local curUpStarData = _curUpStarData.upStarData[i]
local go = needHeros[i + 1]
go:SetActive(true)
upStarConsumeMaterial[i] = {}
upStarMaterialIsAll[i] = false
local proImage = Util.GetGameObject(go.transform, "iconbg/proImage")
local icon = Util.GetGameObject(go.transform,"icon")
local frame = Util.GetGameObject(go.transform,"frame")
local addBtn = Util.GetGameObject(go.transform,"add")
local num = Util.GetGameObject(go.transform,"lv/num")
local starGrid = Util.GetGameObject(go.transform, "iconbg/starGrid")
local proBg = Util.GetGameObject(go.transform, "proBg")
Util.GetGameObject(go.transform, "nameText"):GetComponent("Text").text = this.GetNeedHeroName(upStarMaterialsData)
proImage:SetActive(false)
if upStarMaterialsData.Issame == 1 or upStarMaterialsData.IsId > 0 then
icon:SetActive(true)
proImage:SetActive(true)
if upStarMaterialsData.Issame == 1 then
icon:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(_curUpStarData.config.Icon))
frame:GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(_curUpStarData.config.Quality, upStarMaterialsData.StarLimit))
proImage:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(_curUpStarData.config.PropertyName))
proBg:GetComponent("Image").sprite = Util.LoadSprite(GetQuantityProBgImageByquality(_curUpStarData.config.Quantity, upStarMaterialsData.StarLimit))
elseif upStarMaterialsData.IsId > 0 then
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, upStarMaterialsData.IsId)
icon:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroConfig.Icon))
frame:GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroConfig.Quality, upStarMaterialsData.StarLimit))
proImage:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
proBg:GetComponent("Image").sprite = Util.LoadSprite(GetQuantityProBgImageByquality(heroConfig.Quantity, upStarMaterialsData.StarLimit))
end
else
if upStarMaterialsData.IsSameClan == 1 then
proImage:SetActive(true)
proImage:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(_curUpStarData.config.PropertyName))
end
icon:GetComponent("Image").sprite = Util.LoadSprite(GetNoTargetHero(upStarMaterialsData.StarLimit))
frame:GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(nil,upStarMaterialsData.StarLimit))
proBg:GetComponent("Image").sprite = Util.LoadSprite(GetQuantityProBgImageByquality(nil, upStarMaterialsData.StarLimit))
end
num:GetComponent("Text").text = string.format("<color=#FF0000FF>%s/%s</color>",0,curUpStarData[4])
Util.SetGray(icon, true)
SetHeroStars(starGrid, upStarMaterialsData.StarLimit)
Util.AddOnceClick(addBtn, function()
if not curSelectHero then return end
curSelectUpStarData = curUpStarData
curSelectUpStarGo = go
local curShowHeroListData = this.SetShowHeroListData(upStarConsumeMaterial,_curUpStarData.haveHeroList3[i + 1])
--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
UIManager.OpenPanel(UIName.RoleUpStarListPanel, curShowHeroListData, upStarMaterialsData, curUpStarData, this, upStarConsumeMaterial[i], curSelectHero.heroConfig or curSelectHero)
--UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,nil,nil,this,nil,curSelectHero)
end)
end
if #_curUpStarData.upStarMaterialsData + 1 < 4 then
for i = #_curUpStarData.upStarMaterialsData + 2, 4 do
local go = needHeros[i]
go:SetActive(false)
end
end
if curSelectHero then
--自动选择进阶妖灵师材料
this.AutoSelectUpStarHeroList(_curUpStarData)
end
else
for i = 1, #needHeros do
needHeros[i]:SetActive(false)
end
end
end
--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
function this.SetShowHeroListData(upStarConsumeMaterial, curHeroList, isFirstPos)
local curEndShowHeroListData = {}
for i = 1, #curHeroList do
if curHeroList[i].dynamicId ~= curSelectHero.dynamicId then
if not PowerCenterManager.FindHeroIsLinkHeroForDynamicId(curHeroList[i].dynamicId) then
curHeroList[i].isSelect = 2
table.insert(curEndShowHeroListData,curHeroList[i])
end
elseif isFirstPos then
if not PowerCenterManager.FindHeroIsLinkHeroForDynamicId(curHeroList[i].dynamicId) then
curHeroList[i].isSelect = 1
table.insert(curEndShowHeroListData,curHeroList[i])
end
end
end
if isFirstPos then
return curEndShowHeroListData
else
for j = 1, #upStarConsumeMaterial do
if upStarConsumeMaterial[j] and #upStarConsumeMaterial[j] > 0 then
for k = 1, #upStarConsumeMaterial[j] do
if j == curSelectUpStarData[2] then--curSelectUpStarData 当前坑位选择的英雄信息
for _, v in pairs(curEndShowHeroListData) do
if v.dynamicId == upStarConsumeMaterial[j][k] then
v.isSelect = 1
end
end
else
for i, v in pairs(curEndShowHeroListData) do
if v.dynamicId == upStarConsumeMaterial[j][k] then
curEndShowHeroListData[i] = nil
end
end
end
end
end
end
end
local curList = {}
for _, v in pairs(curEndShowHeroListData) do
table.insert(curList,v)
end
return curList
end
--升星选择祭品后刷新界面
function this.AutoSelectUpStarHeroList(curUpStarData)
local curData = curUpStarData.upStarMaterialsData
if curData and #curData > 0 then
for i = 1, #curData do
local upStarHeroListData = curUpStarData.haveHeroList3[i + 1]
local curSelectHeroList = {}
if curData[i].Issame == 1 or curData[i].IsId > 0 or curData[i].IsSameClan == 1 then
if #upStarHeroListData >= curUpStarData.upStarData[i][4] then
for j = 1, #upStarHeroListData do
if #curSelectHeroList < curUpStarData.upStarData[i][4] then
if upStarHeroListData[j].lockState == 0 and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId and (upStarHeroListData[j].isFormation == nil or upStarHeroListData[j].isFormation == "") then
local state = true
for m = 1, #upStarConsumeMaterial do
for n = 1, #upStarConsumeMaterial[m] do
if upStarConsumeMaterial[m][n] == upStarHeroListData[j].dynamicId then
state = false
end
end
end
if state then
table.insert(curSelectHeroList, upStarHeroListData[j])
end
end
end
end
this.UpdateUpStarPosHeroData(curSelectHeroList, curUpStarData.upStarData[i], needHeros[i + 1])
end
end
end
end
end
--刷新当前升星坑位英雄的信息
function this.UpdateUpStarPosHeroData(curSelectHeroList,_upStarData,go)
local upStarData = _upStarData or curSelectUpStarData
if upStarData == nil then
return
end
local curGo = go or curSelectUpStarGo
if LengthOfTable(curSelectHeroList) < upStarData[4] then
upStarMaterialIsAll[upStarData[2]] = 2
Util.GetGameObject(curGo.transform,"num"):GetComponent("Text").text = string.format("<color=#FF0000FF>%s/%s</color>", LengthOfTable(curSelectHeroList),upStarData[4])
Util.SetGray(Util.GetGameObject(curGo.transform,"icon"),true)
else
upStarMaterialIsAll[upStarData[2]] = 1
-- Util.GetGameObject(curGo.transform,"add/add"):SetActive(false)
-- Util.GetGameObject(curSelectUpStarGo.transform,"mask"):SetActive(false)
Util.GetGameObject(curGo.transform, "lv/num"):GetComponent("Text").text = string.format("<color=#00FF06>%s/%s</color>", LengthOfTable(curSelectHeroList),upStarData[4])
Util.SetGray(Util.GetGameObject(curGo.transform, "icon"), false)
end
local curUpStarConsumeMaterial = {}
for i, v in pairs(curSelectHeroList) do
table.insert(curUpStarConsumeMaterial, v.dynamicId)
end
upStarConsumeMaterial[upStarData[2]] = curUpStarConsumeMaterial
end
--刷新当前升星坑位英雄的信息
function this.UpdateUpStarPosHeroData2(curSelectHeroList,id)
if LengthOfTable(curSelectHeroList) < 1 then
curSelectHero = nil
Util.GetGameObject(curSelectUpStarGo.transform,"num"):GetComponent("Text").text = string.format("<color=#FF0000FF>%s/%s</color>", LengthOfTable(curSelectHeroList),1)
else
for key, value in pairs(curSelectHeroList) do
curSelectHero = value
--自动选择进阶妖灵师材料
this.compoundHerolv.text = curSelectHero.lv
end
Util.GetGameObject(curSelectUpStarGo.transform,"lv/num"):GetComponent("Text").text = string.format("<color=#00FF06>%s/%s</color>", LengthOfTable(curSelectHeroList),id)
Util.SetGray(Util.GetGameObject(curSelectUpStarGo.transform,"icon"),false)
end
end
-----本体
--更新英雄进阶数据
function this.UpdateFirstHeroUpStarData(curHeroCompoundData)
local go = needHeros[1]
local proImage = Util.GetGameObject(go.transform, "iconbg/proImage")
local icon = Util.GetGameObject(go.transform,"icon")
local frame = Util.GetGameObject(go.transform,"frame")
local addBtn = Util.GetGameObject(go.transform,"add")
local num = Util.GetGameObject(go.transform,"lv/num")
local starGrid = Util.GetGameObject(go.transform, "iconbg/starGrid")
if curSelectHero or curHeroCompoundData then
local heroConfig = curSelectHero and curSelectHero.heroConfig or curHeroCompoundData.config
Util.GetGameObject(go.transform, "nameText"):GetComponent("Text").text = GetLanguageStrById(heroConfig.ReadingName)
go:SetActive(true)
proImage:SetActive(true)
frame:GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroConfig.Quality, heroConfig.Star))
proImage:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
SetHeroStars(starGrid, heroConfig.Star)
if curSelectHero and curSelectHero.heroConfig then
num:GetComponent("Text").text = string.format("<color=#00FF06>%s/%s</color>",1,1)
icon:GetComponent("Image").sprite = Util.LoadSprite(curSelectHero.icon)
Util.SetGray(icon, false)
else
icon:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroConfig.Icon))
num:GetComponent("Text").text = string.format("<color=#FF0000FF>%s/%s</color>",0,1)
Util.SetGray(icon, true)
end
Util.AddOnceClick(addBtn, function()
if not curSelectHero then return end
curSelectUpStarData = nil
curSelectUpStarGo = go
local curShowHeroListData = this.SetShowHeroListData(upStarConsumeMaterial, curHeroCompoundData.haveHeroList3[1], true)
--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
-- UIManager.OpenPanel(UIName.RoleUpStarListPanel, curShowHeroListData, upStarMaterialsData, curUpStarData, this, upStarConsumeMaterial, curSelectHero.heroConfig or curSelectHero)
UIManager.OpenPanel(UIName.RoleUpStarListPanel, curShowHeroListData, nil, curHeroCompoundData, this, {curSelectHero.dynamicId}, curSelectHero, nil, nil, true)
end)
else
needHeros[1]:SetActive(false)
end
end
--数据显示
function this.SingleHeroDataShow(_go, _heroData)
local go = _go
local heroData = _heroData
Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.config.Quality,heroData.star))
Util.GetGameObject(go.transform, "proBg"):GetComponent("Image").sprite = Util.LoadSprite(GetQuantityProBgImageByquality(heroData.config.Quality,heroData.star))
Util.GetGameObject(go.transform, "lv"):SetActive(false)-- :GetComponent("Text").text = heroData.lv
Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.config.Icon))
Util.GetGameObject(go.transform, "posIcon"):SetActive(false)--:GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.config.PropertyName))
local formationMask = Util.GetGameObject(go.transform, "formationMask")
formationMask:SetActive(false)
local starGrid = Util.GetGameObject(go.transform, "star")
SetHeroStars(starGrid, heroData.star)
local progress = Util.GetGameObject(go.transform, "progressBg/Slider"):GetComponent("Slider")
local progressText = Util.GetGameObject(go.transform, "progressBg/progressText"):GetComponent("Text")
local name = Util.GetGameObject(go.transform, "name"):GetComponent("Text")
progress.value = LengthOfTable(heroData.haveHeroList2)/heroData.needNum
progressText.text = LengthOfTable(heroData.haveHeroList2).."/"..heroData.needNum
local cardBtn = Util.GetGameObject(go.transform, "icon")
local choosed = Util.GetGameObject(go.transform, "choosed")
local choosedBg = Util.GetGameObject(go.transform, "choosedBg")
name.text = GetLanguageStrById(heroData.config.ReadingName)
choosed:SetActive(false)
choosedBg:SetActive(false)
if curSelectHeroConfig and curSelectHeroConfig.config and curSelectHeroConfig.config.Id == _heroData.config.Id then
choosed:SetActive(true)
choosedBg:SetActive(true)
curSelectGO = choosed
curSelectBg = choosedBg
end
Util.AddOnceClick(cardBtn, function()
if curSelectHeroConfig and curSelectHeroConfig.config then
if curSelectHeroConfig.config.Id == _heroData.config.Id then
choosed:SetActive(false)
choosedBg:SetActive(false)
curSelectHeroConfig = nil
curSelectGO = nil
curSelectBg = nil
this.SelectHeroShow(nil)
else
curSelectHeroConfig = heroData
if curSelectGO then
curSelectGO:SetActive(false)
curSelectBg:SetActive(false)
end
choosed:SetActive(true)
choosedBg:SetActive(true)
curSelectGO = choosed
curSelectBg = choosedBg
this.SelectHeroShow(curSelectHeroConfig)
end
else
curSelectHeroConfig = heroData
choosed:SetActive(true)
choosedBg:SetActive(true)
curSelectGO = choosed
curSelectBg = choosedBg
this.SelectHeroShow(curSelectHeroConfig)
end
end)
end
--更换本体
function this.ChangeCurHero(heroData)
for index, value in pairs(heroData) do
curSelectHeroConfig.haveHeroList[1][1] = value
end
this.SelectHeroShow(curSelectHeroConfig)
end
function this.Compound()
if not curSelectHero or (curSelectHero and not curSelectHero.heroConfig) then
PopupTipPanel.ShowTipByLanguageId(11852)
return
end
for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
if v.Star == curSelectHero.heroConfig.Star and v.LimitStar == curSelectHero.heroConfig.Star and v.OpenStar == curSelectHero.heroConfig.Star + 1 then
upStarRankUpConfig = v
end
end
local isUpStarMaterialsHero = true
for i = 1, #upStarMaterialIsAll do
if upStarMaterialIsAll[i] == 2 or upStarMaterialIsAll[i] == false then
isUpStarMaterialsHero = false
end
end
if isUpStarMaterialsHero then
NetManager.HeroUpStarEvent(curSelectHero.dynamicId,upStarConsumeMaterial ,function (msg)
UIManager.OpenPanel(UIName.RoleUpStarSuccessPanel,curSelectHero, upStarRankUpConfig.Id, upStarRankUpConfig.OpenLevel,function ()
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
if #dropItemTabs > 0 then
--BagManager.SetDropIsSHowEquipPrint(false)
UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function ()
this.DeleteUpStarMaterials()
end)
else
this.DeleteUpStarMaterials()
end
end)
end)
-- 进阶音效
PlaySoundWithoutClick(SoundConfig.Sound_Recruit3)
else
PopupTipPanel.ShowTipByLanguageId(11852)
end
end
--扣除升星 消耗的材料 更新英雄数据
function this.DeleteUpStarMaterials()
HeroManager.UpdateSingleHeroDatas(curSelectHero.dynamicId,curSelectHero.lv,curSelectHero.star+1,curSelectHero.breakId,upStarRankUpConfig.Id,true)
HeroManager.UpdateSingleHeroSkillData(curSelectHero.dynamicId)
--本地数据删除材料英雄
for i = 1, #upStarConsumeMaterial do
for j = 1, #upStarConsumeMaterial[i] do
end
HeroManager.DeleteHeroDatas(upStarConsumeMaterial[i])
end
--刷新界面
this.ShowCurrPosHeroCompound2()
end
function AssemblePanel:OnClose()
curNeedHero = {}
curSelectHero = {}
curSelectHeroConfig = {}
curSelectGO = nil
curSelectBg = nil
end
function AssemblePanel:OnDestroy()
--SubUIManager.Close(this.BtView)
SubUIManager.Close(this.upView)
SubUIManager.Close(this.HeadFrameView)
end
local heroRankupGroup = ConfigManager.GetConfig(ConfigName.HeroRankupGroup)
local upSortHeroList,downSoryHeroList
local allCompoundHeroConFigData = {}
--获取英雄可合成数据(所有可以英雄四星升五星 五星升六星)
function this.GetAllHeroCompoundData(index)
upSortHeroList,downSoryHeroList = HeroManager.ByCompoundHeroGetAllHeros()
allCompoundHeroConFigData = {}
for _, configInfo in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroConfig)) do
if (configInfo.AfkUse == 1 or configInfo.AfkUse == 3) and
(configInfo.Star == 4 or configInfo.Star == 5) and
(index == 0 or configInfo.PropertyName == index) then
local curHeroCompoundData = {}
curHeroCompoundData.star = configInfo.Star + 1
curHeroCompoundData.config = configInfo
curHeroCompoundData.haveHeroList = {}--可以选择的英雄数量 [1][2][3] 无重数据
curHeroCompoundData.haveHeroList2 = {}--可以选择的英雄数量 记数量去重用 did = didData
curHeroCompoundData.haveHeroList3 = {}--可以选择的英雄数量 [1][2][3] 重数据
curHeroCompoundData.needNum = 1--需要英雄数量 第一位先加上
curHeroCompoundData.haveHeroList[1] = {}
curHeroCompoundData.haveHeroList3[1] = {}
curHeroCompoundData.upStarData = {}
curHeroCompoundData.upStarMaterialsData = {}
--其后几位加数量
if configInfo.RankupConsumeMaterial then
for i = 1, #configInfo.RankupConsumeMaterial do
if configInfo.RankupConsumeMaterial[i][1] == curHeroCompoundData.star then
curHeroCompoundData.needNum = curHeroCompoundData.needNum + configInfo.RankupConsumeMaterial[i][4]
curHeroCompoundData.haveHeroList[configInfo.RankupConsumeMaterial[i][2] + 1] = {}
curHeroCompoundData.haveHeroList3[configInfo.RankupConsumeMaterial[i][2] + 1] = {}
curHeroCompoundData.upStarData[i] = configInfo.RankupConsumeMaterial[i]
table.insert(curHeroCompoundData.upStarData,configInfo.RankupConsumeMaterial[i])
table.insert(curHeroCompoundData.upStarMaterialsData,heroRankupGroup[configInfo.RankupConsumeMaterial[i][3]])
end
end
end
for key, bagHeroValue in pairs(downSoryHeroList) do
--第一位
-- if LengthOfTable(curHeroCompoundData.haveHeroList2) >= curHeroCompoundData.needNum then return end
if bagHeroValue.heroConfig.Id == configInfo.Id and ((bagHeroValue.heroConfig.Star == 4 and bagHeroValue.star == 4) or (bagHeroValue.heroConfig.Star == 5 and bagHeroValue.star == 5)) then
if #curHeroCompoundData.haveHeroList[1] < 1 then
table.insert(curHeroCompoundData.haveHeroList[1],bagHeroValue)
curHeroCompoundData.haveHeroList2[bagHeroValue.dynamicId] = bagHeroValue
end
table.insert(curHeroCompoundData.haveHeroList3[1],bagHeroValue)
end
end
this.GetAllHeroCompoundData2(configInfo,curHeroCompoundData)
if curSelectHeroConfig and curSelectHeroConfig.config and curSelectHeroConfig.config.Id == curHeroCompoundData.config.Id then
curSelectHeroConfig = curHeroCompoundData
end
table.insert(allCompoundHeroConFigData,curHeroCompoundData)
end
end
table.sort(allCompoundHeroConFigData, function(a,b)
local lengthA = LengthOfTable(a.haveHeroList2)
local lengthB = LengthOfTable(b.haveHeroList2)
if ((a.needNum == lengthA) and (b.needNum == lengthB)) or ((a.needNum ~= lengthA) and (b.needNum ~= lengthB)) then
if a.config.Star == b.config.Star then
return a.config.Id < b.config.Id
else
return a.config.Star < b.config.Star
end
else
return a.needNum == lengthA and not b.needNum ~= lengthB
end
end)
return allCompoundHeroConFigData
end
function this.GetAllHeroCompoundData2(configInfo,curHeroCompoundData,isGet)
if isGet then
for i = 2, #curHeroCompoundData.haveHeroList do
curHeroCompoundData.haveHeroList[i] = {}
curHeroCompoundData.haveHeroList3[i] = {}
end
curHeroCompoundData.haveHeroList2[curHeroCompoundData.haveHeroList[1][1].dynamicId] = curHeroCompoundData.haveHeroList[1][1]
end
for key, bagHeroValue in pairs(upSortHeroList) do
--其后几位
if configInfo.RankupConsumeMaterial then
for i = 1, #configInfo.RankupConsumeMaterial do
if configInfo.RankupConsumeMaterial[i][1] == curHeroCompoundData.star then
local curNeedHeroData = nil
local heroRankUpGroup = heroRankupGroup[configInfo.RankupConsumeMaterial[i][3]]
if heroRankUpGroup.Issame == 1 then --需要同名卡
if bagHeroValue.id == configInfo.Id then
if bagHeroValue.star == heroRankUpGroup.StarLimit then
if heroRankUpGroup.IsSameClan == 1 then
if bagHeroValue.property == configInfo.PropertyName then
if heroRankUpGroup.IsId > 0 then
if bagHeroValue.id == heroRankUpGroup.IsId then
curNeedHeroData = bagHeroValue
end
else
curNeedHeroData = bagHeroValue
end
end
else
if heroRankUpGroup.IsId > 0 then
if bagHeroValue.id == heroRankUpGroup.IsId then
curNeedHeroData = bagHeroValue
end
else
curNeedHeroData = bagHeroValue
end
end
end
end
else
if bagHeroValue.star == heroRankUpGroup.StarLimit then
if heroRankUpGroup.IsSameClan == 1 then
if bagHeroValue.property == configInfo.PropertyName then
if heroRankUpGroup.IsId > 0 then
if bagHeroValue.id == heroRankUpGroup.IsId then
curNeedHeroData = bagHeroValue
end
else
curNeedHeroData = bagHeroValue
end
end
else
if heroRankUpGroup.IsId > 0 then
if bagHeroValue.id == heroRankUpGroup.IsId then
curNeedHeroData = bagHeroValue
end
else
curNeedHeroData = bagHeroValue
end
end
end
end
if #curHeroCompoundData.haveHeroList[configInfo.RankupConsumeMaterial[i][2] + 1] < configInfo.RankupConsumeMaterial[i][4] then
if curNeedHeroData and not curHeroCompoundData.haveHeroList2[curNeedHeroData.dynamicId] then
table.insert(curHeroCompoundData.haveHeroList[configInfo.RankupConsumeMaterial[i][2] + 1],curNeedHeroData)
curHeroCompoundData.haveHeroList2[curNeedHeroData.dynamicId] = curNeedHeroData
end
end
if curNeedHeroData then
table.insert(curHeroCompoundData.haveHeroList3[configInfo.RankupConsumeMaterial[i][2] + 1],curNeedHeroData)
end
end
end
end
end
if isGet then
return curHeroCompoundData
end
end
--点击获取数据
function this.SelectHeroShow(curHeroCompoundData)
if curHeroCompoundData then
curSelectHero = curHeroCompoundData.haveHeroList[1][1] or curHeroCompoundData.config
this.ShowTitleData(curHeroCompoundData)
this.UpdateFirstHeroUpStarData(curHeroCompoundData)
this.UpdateHeroUpStarData(curHeroCompoundData)
else
curSelectHero = nil
this.ShowTitleData(nil)
this.UpdateFirstHeroUpStarData(nil)
this.UpdateHeroUpStarData(nil)
end
end
function this.GetNeedHeroName(heroRankUpGroup)
if curSelectHero then
local curConFig = curSelectHero.heroConfig and curSelectHero.heroConfig or curSelectHero
if heroRankUpGroup.Issame == 1 then --需要同名卡
return GetLanguageStrById(curConFig.ReadingName)
end
if heroRankUpGroup.IsId > 0 then --需要指定id
return GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.HeroConfig,heroRankUpGroup.IsId).ReadingName)
end
if heroRankUpGroup.IsSameClan == 1 then --需要是否同系
return string.format(GetLanguageStrById(12292),tostring( heroRankUpGroup.StarLimit))
end
else
return ""
end
end
return AssemblePanel