215 lines
7.4 KiB
Lua
215 lines
7.4 KiB
Lua
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local CSInstantiate = CS.UnityEngine.Object.Instantiate
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local XUiEquipPreviewV2P6 = XLuaUiManager.Register(XLuaUi, "UiEquipPreviewV2P6")
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function XUiEquipPreviewV2P6:OnAwake()
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-- UI初始化
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self.PanelRole.gameObject:SetActiveEx(false)
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-- 场景初始化
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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.ImgEffectOverrun = root:FindTransform("ImgEffectOverrun")
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self.RoleUiObjList = { self.GridRole }
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self:SetButtonCallBack()
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self:InitPanelAsset()
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end
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function XUiEquipPreviewV2P6:OnStart(templateId)
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self.TemplateId = templateId
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self.IsWeapon = XDataCenter.EquipManager.IsWeaponByTemplateId(self.TemplateId)
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self.IsAwareness = XDataCenter.EquipManager.IsAwarenessByTemplateId(self.TemplateId)
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end
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function XUiEquipPreviewV2P6:OnEnable()
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self:UpdateView()
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end
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function XUiEquipPreviewV2P6:OnDestroy()
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self.PanelWeaponPlane.gameObject:SetActiveEx(true)
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self:ReleaseModel()
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self:ReleaseLihuiTimer()
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end
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function XUiEquipPreviewV2P6:SetButtonCallBack()
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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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function XUiEquipPreviewV2P6:OnBtnBackClick()
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self:Close()
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end
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function XUiEquipPreviewV2P6:OnBtnMainClick()
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XLuaUiManager.RunMain()
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end
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-- 初始化武器模型/意识立绘
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function XUiEquipPreviewV2P6:InitModel()
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self.PanelWeapon.gameObject:SetActiveEx(false)
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self.PanelWeaponPlane.gameObject:SetActiveEx(false)
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self.FxUiLihuiChuxian01.gameObject:SetActiveEx(false)
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if self.IsWeapon then
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self.PanelWeapon.gameObject:SetActiveEx(true)
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local breakthroughTimes = 0
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local resonanceCount = 0
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local modelTransformName = "UiEquipDetail"
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local modelConfig = XDataCenter.EquipManager.GetWeaponModelCfg(self.TemplateId, modelTransformName, breakthroughTimes, resonanceCount)
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if modelConfig then
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XModelManager.LoadWeaponModel(
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modelConfig.ModelId,
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self.PanelWeapon,
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modelConfig.TransformConfig,
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modelTransformName,
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nil,
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{gameObject = self.GameObject, usage = XEnumConst.EQUIP.WEAPON_USAGE.SHOW, IsDragRotation = true, AntiClockwise = true},
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self.PanelDrag
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)
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end
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elseif self.IsAwareness then
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self:ReleaseModel()
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local breakthroughTimes = 0
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self.Resource = CS.XResourceManager.Load(XDataCenter.EquipManager.GetEquipLiHuiPath(self.TemplateId, breakthroughTimes))
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local texture = self.Resource.Asset
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self.MeshLihui.sharedMaterial:SetTexture("_MainTex", texture)
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self:ReleaseLihuiTimer()
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self.LihuiTimer = XScheduleManager.ScheduleOnce(function()
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self.FxUiLihuiChuxian01.gameObject:SetActiveEx(true)
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self.LihuiTimer = nil
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end,500)
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end
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end
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-- 释放模型
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function XUiEquipPreviewV2P6:ReleaseModel()
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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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-- 释放定时器
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function XUiEquipPreviewV2P6:ReleaseLihuiTimer()
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if self.LihuiTimer then
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XScheduleManager.UnSchedule(self.LihuiTimer)
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self.LihuiTimer = nil
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end
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end
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function XUiEquipPreviewV2P6:InitPanelAsset()
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self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset,
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XDataCenter.ItemManager.ItemId.FreeGem,
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XDataCenter.ItemManager.ItemId.ActionPoint,
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XDataCenter.ItemManager.ItemId.Coin
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)
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end
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function XUiEquipPreviewV2P6:UpdateView()
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self:InitModel()
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self:UpdateEquipInfo()
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self:UpdateEquipAttr()
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if self.IsWeapon then
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self:UpdateEquipSkillDesc()
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self:UpdateRoleList()
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end
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if self.IsAwareness then
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self:UpdateSuitSkillDesc()
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end
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end
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-- 刷新武器信息
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function XUiEquipPreviewV2P6:UpdateEquipInfo()
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local star = XDataCenter.EquipManager.GetEquipStar(self.TemplateId)
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for i = 1, XEnumConst.EQUIP.MAX_STAR_COUNT do
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self["ImgStar" .. i].gameObject:SetActiveEx(i <= star)
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end
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self.TxtEquipName.text = XDataCenter.EquipManager.GetEquipName(self.TemplateId)
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self.TxtWeaponType.gameObject:SetActiveEx(self.IsWeapon)
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if self.IsWeapon then
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local equipType = XMVCA:GetAgency(ModuleId.XEquip):GetEquipType(self.TemplateId)
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local weaponGroupCfg = XArchiveConfigs.GetWeaponGroupByType(equipType)
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self.TxtWeaponType.text = weaponGroupCfg and weaponGroupCfg.GroupName or ""
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end
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end
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-- 刷新装备属性
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function XUiEquipPreviewV2P6:UpdateEquipAttr()
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local attrMap = XDataCenter.EquipManager.GetTemplateEquipAttrMap(self.TemplateId)
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for i = 1, XEnumConst.EQUIP.MAX_ATTR_COUNT do
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local attrInfo = attrMap[i]
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local isShow = attrInfo ~= nil
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self["PanelAttr" .. i].gameObject:SetActiveEx(isShow)
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if isShow then
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self["TxtName" .. i].text = attrInfo.Name
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self["TxtAttr" .. i].text = attrInfo.Value
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end
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end
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end
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-- 刷新技能详情
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function XUiEquipPreviewV2P6:UpdateEquipSkillDesc()
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local weaponSkillInfo = XDataCenter.EquipManager.GetOriginWeaponSkillInfo(self.TemplateId)
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self.TxtSkillName.text = weaponSkillInfo.Name
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self.TxtSkillDes.text = weaponSkillInfo.Description
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local noWeaponSkill = not weaponSkillInfo.Name and not weaponSkillInfo.Description
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self.PanelAwarenessSkillDes.gameObject:SetActiveEx(false)
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self.PanelNoAwarenessSkill.gameObject:SetActiveEx(false)
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self.PanelWeaponSkillDes.gameObject:SetActiveEx(not noWeaponSkill)
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self.PanelNoWeaponSkill.gameObject:SetActiveEx(noWeaponSkill)
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end
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-- 刷新适用角色列表
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function XUiEquipPreviewV2P6:UpdateRoleList()
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self.PanelRole.gameObject:SetActiveEx(true)
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for _, uiObj in ipairs(self.RoleUiObjList) do
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uiObj.gameObject:SetActiveEx(false)
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end
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local roleList = self._Control:GetEquipMatchRole(self.TemplateId)
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for i, role in pairs(roleList) do
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local uiObj = self.RoleUiObjList[i]
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if not uiObj then
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local go = CSInstantiate(self.GridRole, self.RoleContent)
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uiObj = go:GetComponent("UiObject")
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table.insert(self.RoleUiObjList, uiObj)
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end
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uiObj.gameObject:SetActiveEx(true)
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uiObj:GetObject("TxtRoleName").text = role.Name
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uiObj:GetObject("ImgTag").gameObject:SetActiveEx(role.IsRecommend)
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end
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end
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-- 刷新意识套装技能详情
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function XUiEquipPreviewV2P6:UpdateSuitSkillDesc()
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local suitId = XDataCenter.EquipManager.GetSuitIdByTemplateId(self.TemplateId)
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local skillDesList = XDataCenter.EquipManager.GetSuitSkillDesList(suitId)
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local noSuitSkill = true
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for i = 1, XEnumConst.EQUIP.SUIT_MAX_SKILL_COUNT do
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if skillDesList[i * 2] then
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self["TxtSkillDes" .. i].text = skillDesList[i * 2]
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self["TxtPos" .. i].text = XUiHelper.GetText("EquipSuitSkillPrefix" .. i * 2)
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self["TxtSkillDes" .. i].gameObject:SetActiveEx(true)
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noSuitSkill = false
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else
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self["TxtSkillDes" .. i].gameObject:SetActiveEx(false)
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end
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end
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self.PanelWeaponSkillDes.gameObject:SetActiveEx(false)
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self.PanelNoWeaponSkill.gameObject:SetActiveEx(false)
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self.PanelAwarenessSkillDes.gameObject:SetActiveEx(not noSuitSkill)
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self.PanelNoAwarenessSkill.gameObject:SetActiveEx(noSuitSkill)
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end
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return XUiEquipPreviewV2P6
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