282 lines
11 KiB
Lua
282 lines
11 KiB
Lua
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local CSTextManager = CS.XTextManager
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local XUiEquipDetail = XLuaUiManager.Register(XLuaUi, "UiEquipDetail")
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function XUiEquipDetail:OnAwake()
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self:InitAutoScript()
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XUiEquipDetail.BtnTabIndex = XEquipConfig.EquipDetailBtnTabIndex
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self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin)
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end
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--参数isPreview为true时是装备详情预览,传templateId进来
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--characterId只有需要判断武器共鸣特效时才传
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function XUiEquipDetail:OnStart(equipId, isPreview, characterId, forceShowBindCharacter, childUiIndex, openUiType)
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self.IsPreview = isPreview
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self.EquipId = equipId
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self.CharacterId = characterId
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self.ForceShowBindCharacter = forceShowBindCharacter
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self.TemplateId = isPreview and self.EquipId or XDataCenter.EquipManager.GetEquipTemplateId(equipId)
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self.OpenUiType = openUiType
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local sceneRoot = self.UiSceneInfo.Transform
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local root = self.UiModelGo.transform
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self.PanelWeapon = root:FindTransform("PanelWeapon")
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self.PanelWeaponPlane = sceneRoot:FindTransform("Plane")
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self.PanelWeaponPlane.gameObject:SetActiveEx(false)
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self:InitTabBtnState()
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self:UpdateStrengthenBtn()
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local btnIndex = self.TabIndex or childUiIndex or XUiEquipDetail.BtnTabIndex.Detail
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self.TabGroup = {
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self.BtnDetail,
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self.BtnStrengthen,
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self.BtnResonance,
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}
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self.PanelTabGroup:Init(self.TabGroup, function(tabIndex) self:OnClickTabCallBack(tabIndex) end, btnIndex)
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self.PanelTabGroup:SelectIndex(btnIndex)
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self.BtnStrengthenMax.CallBack = function()
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XUiManager.TipMsg(CSTextManager.GetText("EquipStrengthenMaxLevel"))
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end
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if not XDataCenter.VoteManager.IsInit() then
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XDataCenter.VoteManager.GetVoteGroupListRequest(function()
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self:SetPanelRole()
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self:ShowPanelRole(true)
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end)
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else
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self:SetPanelRole()
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self:ShowPanelRole(true)
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end
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--self.PanelAsset.gameObject:SetActiveEx(not isPreview)
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self:RegisterHelpBtn()
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end
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function XUiEquipDetail:OnEnable()
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self:InitClassifyPanel()
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end
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function XUiEquipDetail:OnDestroy()
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self.PanelWeaponPlane.gameObject:SetActiveEx(true)
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if self.Resource then
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CS.XResourceManager.Unload(self.Resource)
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self.Resource = nil
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end
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end
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function XUiEquipDetail:OnReleaseInst()
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return self.TabIndex
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end
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function XUiEquipDetail:OnResume(value)
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self.TabIndex = value
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end
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function XUiEquipDetail:OnGetEvents()
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return {
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XEventId.EVENT_EQUIP_STRENGTHEN_NOTYFY,
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XEventId.EVENT_EQUIP_BREAKTHROUGH_NOTYFY,
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XEventId.EVENT_EQUIP_CAN_BREAKTHROUGH_TIP_CLOSE,
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XEventId.EVENT_EQUIP_RECYCLE_NOTIFY,
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}
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end
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function XUiEquipDetail:OnNotify(evt, ...)
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local args = { ... }
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if self.IsPreview then return end
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if evt == XEventId.EVENT_EQUIP_STRENGTHEN_NOTYFY then
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local equipId = args[1]
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if equipId ~= self.EquipId then return end
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if XDataCenter.EquipManager.IsReachBreakthroughLevel(equipId) and XDataCenter.EquipManager.IsMaxBreakthrough(equipId) then
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self.PanelTabGroup:SelectIndex(XUiEquipDetail.BtnTabIndex.Detail)
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self:UpdateStrengthenBtn()
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return
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end
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elseif evt == XEventId.EVENT_EQUIP_BREAKTHROUGH_NOTYFY then
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local equipId = args[1]
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if equipId ~= self.EquipId then return end
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self:UpdateStrengthenBtn()
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self:InitClassifyPanel()
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elseif evt == XEventId.EVENT_EQUIP_CAN_BREAKTHROUGH_TIP_CLOSE then
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local equipId = args[1]
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if equipId ~= self.EquipId then return end
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if not equipId then return end
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self:UpdateStrengthenBtn()
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self:OpenOneChildUi("UiEquipBreakThrough", self.EquipId, self)
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elseif evt == XEventId.EVENT_EQUIP_RECYCLE_NOTIFY then
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self:Close()
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end
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end
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function XUiEquipDetail:InitClassifyPanel()
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self.FxUiLihuiChuxian01.gameObject:SetActiveEx(false)
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if XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Weapon) then
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local breakthroughTimes = not self.IsPreview and XDataCenter.EquipManager.GetBreakthroughTimes(self.EquipId) or 0
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local resonanceCount = not self.IsPreview and XDataCenter.EquipManager.GetResonanceCount(self.EquipId) or 0
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local modelConfig = XDataCenter.EquipManager.GetWeaponModelCfg(self.TemplateId, self.Name, breakthroughTimes, resonanceCount)
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if modelConfig then
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XModelManager.LoadWeaponModel(modelConfig.ModelId, self.PanelWeapon, modelConfig.TransformConfig, self.Name, nil
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, { gameObject = self.GameObject, usage = XEquipConfig.WeaponUsage.Show })
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end
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self.PanelWeapon.gameObject:SetActiveEx(true)
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self.ImgLihuiMask.gameObject:SetActiveEx(false)
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elseif XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Awareness) then
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local breakthroughTimes = not self.IsPreview and XDataCenter.EquipManager.GetBreakthroughTimes(self.EquipId) or 0
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local resource = CS.XResourceManager.Load(XDataCenter.EquipManager.GetEquipLiHuiPath(self.TemplateId, breakthroughTimes))
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local texture = resource.Asset
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self.MeshLihui.sharedMaterial:SetTexture("_MainTex", texture)
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if self.Resource then
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CS.XResourceManager.Unload(self.Resource)
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end
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self.Resource = resource
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XScheduleManager.ScheduleOnce(function()
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self.FxUiLihuiChuxian01.gameObject:SetActiveEx(true)
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end, 500)
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self.PanelWeapon.gameObject:SetActiveEx(false)
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end
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end
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function XUiEquipDetail:InitTabBtnState()
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if self.IsPreview then
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self.PanelTabGroup.gameObject:SetActiveEx(false)
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return
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end
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self.BtnStrengthen.gameObject:SetActiveEx(not XFunctionManager.CheckFunctionFitter(XFunctionManager.FunctionName.EquipStrengthen))
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self.BtnResonance.gameObject:SetActiveEx(not XFunctionManager.CheckFunctionFitter(XFunctionManager.FunctionName.EquipResonance) and XDataCenter.EquipManager.CanResonanceByTemplateId(self.TemplateId))
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self.BtnStrengthen:SetDisable(not XFunctionManager.JudgeCanOpen(XFunctionManager.FunctionName.EquipStrengthen))
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self.BtnResonance:SetDisable(not XFunctionManager.JudgeCanOpen(XFunctionManager.FunctionName.EquipResonance))
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end
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function XUiEquipDetail:UpdateStrengthenBtn()
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if self.IsPreview then
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return
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end
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local equipId = self.EquipId
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if XDataCenter.EquipManager.CanBreakThrough(equipId) then
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self.BtnStrengthen:SetNameByGroup(0, CSTextManager.GetText("EquipBreakthroughBtnTxt1"))
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self.BtnStrengthen:SetNameByGroup(1, CSTextManager.GetText("EquipBreakthroughBtnTxt2"))
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else
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self.BtnStrengthen:SetNameByGroup(0, CSTextManager.GetText("EquipStrengthenBtnTxt1"))
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self.BtnStrengthen:SetNameByGroup(1, CSTextManager.GetText("EquipStrengthenBtnTxt2"))
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end
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local isMaxLevel = XDataCenter.EquipManager.IsMaxBreakthrough(equipId) and XDataCenter.EquipManager.IsReachBreakthroughLevel(equipId)
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self.BtnStrengthen.gameObject:SetActiveEx(not isMaxLevel)
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self.BtnStrengthenMax.gameObject:SetActiveEx(isMaxLevel)
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end
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-- auto
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-- Automatic generation of code, forbid to edit
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function XUiEquipDetail:InitAutoScript()
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self:AutoAddListener()
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end
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function XUiEquipDetail:AutoAddListener()
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self:RegisterClickEvent(self.BtnBack, self.OnBtnBackClick)
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self:RegisterClickEvent(self.BtnMainUi, self.OnBtnMainClick)
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end
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-- auto
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function XUiEquipDetail:OnBtnBackClick()
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if XLuaUiManager.IsUiShow("UiEquipResonanceSelect") or XLuaUiManager.IsUiShow("UiEquipResonanceAwake") then
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self:OpenOneChildUi("UiEquipResonanceSkill", self.EquipId, self)
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else
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self:Close()
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end
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end
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function XUiEquipDetail:OnBtnMainClick()
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XLuaUiManager.RunMain()
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end
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function XUiEquipDetail:OnClickTabCallBack(tabIndex)
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if tabIndex == XUiEquipDetail.BtnTabIndex.Detail then
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self:OpenOneChildUi("UiEquipDetailChild", self.EquipId, self.IsPreview, self.OpenUiType)
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self.ImgLihuiMask.gameObject:SetActiveEx(false)
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self:ShowPanelRole(true)
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elseif tabIndex == XUiEquipDetail.BtnTabIndex.Strengthen then
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if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.EquipStrengthen) then
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return
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end
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if XDataCenter.EquipManager.CanBreakThrough(self.EquipId) then
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self:OpenOneChildUi("UiEquipBreakThrough", self.EquipId, self)
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else
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self:OpenOneChildUi("UiEquipStrengthen", self.EquipId, self)
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end
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self:ShowPanelRole(false)
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self.ImgLihuiMask.gameObject:SetActiveEx(true)
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elseif tabIndex == XUiEquipDetail.BtnTabIndex.Resonance then
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if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.EquipResonance) then
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return
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end
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self:OpenOneChildUi("UiEquipResonanceSkill", self.EquipId, self)
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self.ImgLihuiMask.gameObject:SetActiveEx(false)
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self:ShowPanelRole(false)
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end
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self.TabIndex = tabIndex
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end
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function XUiEquipDetail:RegisterHelpBtn()
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local isClassifyEqual = XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Weapon)
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local keyStr = isClassifyEqual and "EquipWeapon" or "EquipAwareness"
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self:BindHelpBtn(self.BtnHelp, keyStr)
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end
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function XUiEquipDetail:SetPanelRole()
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if XArrangeConfigs.GetType(self.TemplateId) == XArrangeConfigs.Types.Weapon then
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local weaponUsers = XDataCenter.EquipManager.GetWeaponUserTemplateIds(self.TemplateId)
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for _, v in pairs(weaponUsers) do
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local go = CS.UnityEngine.Object.Instantiate(self.PanelText, self.PaneContent)
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local tmpObj = {}
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tmpObj.Transform = go.transform
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tmpObj.GameObject = go.gameObject
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XTool.InitUiObject(tmpObj)
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tmpObj.Text.text = v.Name .. "-" .. v.TradeName
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self:CheckShowRoleTag(v.Id, tmpObj)
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tmpObj.GameObject:SetActiveEx(true)
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end
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self.IsPanelRoleCanShow = weaponUsers and #weaponUsers > 0
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end
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end
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function XUiEquipDetail:ShowPanelRole(IsShow)
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if XArrangeConfigs.GetType(self.TemplateId) == XArrangeConfigs.Types.Weapon and self.IsPreview then
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self.PanelRole.gameObject:SetActiveEx(IsShow and self.IsPanelRoleCanShow)
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else
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self.PanelRole.gameObject:SetActiveEx(false)
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end
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end
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function XUiEquipDetail:CheckShowRoleTag(Id, obj)
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local IsShow = false
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local tabMap = XCharacterConfigs.GetRecommendTabMap(Id, XCharacterConfigs.RecommendType.Equip)
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for _, v in pairs(tabMap or {}) do
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if v.GroupId then
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local voteIds = XDataCenter.VoteManager.GetVoteIdListByGroupId(v.GroupId)
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for _, v2 in pairs(voteIds or {}) do
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local template = XCharacterConfigs.GetCharDetailEquipTemplate(v2)
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if template.EquipRecomend == self.TemplateId then
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IsShow = 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 IsShow then
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break
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end
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end
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obj.Image.gameObject:SetActiveEx(IsShow)
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end
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