PGRData/Script/matrix/xui/xuiequipoverrun/XUiEquipOverrun.lua

106 lines
3.4 KiB
Lua
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2024-09-01 20:49:41 +00:00
local XUiEquipOverrun = XLuaUiManager.Register(XLuaUi, "UiEquipOverrun")
local XUiEquipOverrunDetail = require("XUi/XUiEquipOverrun/XUiEquipOverrunDetail")
local CSInstantiate = CS.UnityEngine.Object.Instantiate
function XUiEquipOverrun:OnAwake()
self.CostGridList = {}
self.GridCostItem.gameObject:SetActiveEx(false)
self:SetButtonCallBack()
end
function XUiEquipOverrun:OnStart(equipId, parent)
self.EquipId = equipId
self.Parent = parent
self.Equip = XDataCenter.EquipManager.GetEquip(equipId)
self.OverrunCfgs = XEquipConfig.GetWeaponOverrunCfgsByTemplateId(self.Equip.TemplateId)
self.UiEquipOverrunDetail = XUiEquipOverrunDetail.New(self, self.panelEquipOverrun)
self.UiEquipOverrunDetail:SetEquipId(equipId)
end
function XUiEquipOverrun:OnEnable()
self.UiEquipOverrunDetail:Refresh()
self:RefreshLvUp()
end
function XUiEquipOverrun:OnDestroy()
if self.LevelRefreshTimer then
XScheduleManager.UnSchedule(self.LevelRefreshTimer)
self.LevelRefreshTimer = nil
end
end
function XUiEquipOverrun:SetButtonCallBack()
XUiHelper.RegisterClickEvent(self, self.BtnOverrun, self.OnClickBtnOverrun)
end
function XUiEquipOverrun:OnClickBtnOverrun()
if self.LevelRefreshTimer then
return
end
if not self.CanLevelUp then
XUiManager.TipText("PokemonUpgradeItemNotEnough")
return
end
XMVCA:GetAgency(ModuleId.XEquip):EquipWeaponOverrunLevelUpRequest(self.EquipId, function()
self:OnLevelUp()
end)
end
function XUiEquipOverrun:OnLevelUp()
-- 播放升级特效
self.Parent:PlayOverrunLevelUpEffect()
self.UiEquipOverrunDetail:Refresh()
self:RefreshLvUp()
self.Parent:UpdateBtnOverrunRed()
-- 刷新界面
local level = self.Equip:GetOverrunLevel()
local deregulateUICfg = XEquipConfig.GetWeaponDeregulateUICfg(level)
local waitTime = deregulateUICfg.SceneStartEffectTime or 0
self.LevelRefreshTimer = XScheduleManager.ScheduleOnce(function()
self.LevelRefreshTimer = nil
self.Parent:UpdateOverrunSceneEffect()
-- 弹窗
local equipId = self.EquipId
XLuaUiManager.Open("UiEquipOverrunLevel", equipId, level)
end , waitTime)
end
-- 刷新升级所需道具
function XUiEquipOverrun:RefreshLvUp()
local curLv = self.Equip:GetOverrunLevel()
local isMaxLv = curLv >= #self.OverrunCfgs
local nextCfg = self.OverrunCfgs[curLv + 1]
self.CanLevelUp = true
self.PanelConst.gameObject:SetActiveEx(not isMaxLv)
if not isMaxLv then
for _, grid in ipairs(self.CostGridList) do
grid.GameObject:SetActiveEx(false)
end
for i, itemId in ipairs(nextCfg.ConsumeItemIds) do
local data = {}
data.TemplateId = itemId
data.CostCount = nextCfg.ConsumeItemCounts[i]
data.Count = XDataCenter.ItemManager.GetCount(itemId)
if data.Count < data.CostCount then
self.CanLevelUp = false
end
local grid = self.CostGridList[i]
if not grid then
local go = CSInstantiate(self.GridCostItem, self.GridCostItem.transform.parent)
grid = XUiGridCommon.New(self, go)
table.insert(self.CostGridList, grid)
end
grid.GameObject:SetActiveEx(true)
grid:Refresh(data)
end
end
end
return XUiEquipOverrun