PGRData/Script/matrix/xui/xuiequip/XUiEquipResonanceSelectV2P6.lua

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Lua
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2024-09-01 20:49:41 +00:00
local XUiGridResonanceSkill = require("XUi/XUiEquipResonanceSkill/XUiGridResonanceSkill")
local CSInstantiate = CS.UnityEngine.Object.Instantiate
local DISABLE = CS.UiButtonState.Disable
local XUiEquipResonanceSelectV2P6 = XLuaUiManager.Register(XLuaUi, "UiEquipResonanceSelectV2P6")
function XUiEquipResonanceSelectV2P6:OnAwake()
self:InitStateGrid()
self:SetButtonCallBack()
end
function XUiEquipResonanceSelectV2P6:OnStart(parent, characterId, forceShowBindCharacter)
self.Parent = parent
self.CharacterId = characterId
self.ForceShowBindCharacter = forceShowBindCharacter
end
function XUiEquipResonanceSelectV2P6:OnDisable()
self:ClearOpenUiTimer()
end
-- 在设置装备和位置的时候进行界面刷新
function XUiEquipResonanceSelectV2P6:SetPos(equipId, pos)
self.EquipId = equipId
self.TemplateId = XDataCenter.EquipManager.GetEquipTemplateId(equipId)
self.IsWeapon = XDataCenter.EquipManager.IsWeaponByTemplateId(self.TemplateId)
self.Pos = pos
self.SelectCharacterId = nil
self.SelectEquipId = nil
self.SelectItemId = nil
self.SelectSkillInfo = nil
self:InitBindCharacter()
self:UpdateView()
local textKey = self.IsWeapon and "EquipResonanceItemSelect" or "EquipResonanceItemSelect2"
self.ItemSelect:GetObject("TxtStateName").text = XUiHelper.GetText(textKey)
-- 共鸣结果未确认
if XDataCenter.EquipManager.CheckEquipPosUnconfirmedResonanced(self.EquipId, pos) then
XLuaUiManager.Open("UiEquipResonanceSelectAfter", self.EquipId, self.Pos, self.CharacterId, nil, self.ForceShowBindCharacter, function()
self.Parent:OnResonanceSuccess(self.Pos, true)
end)
end
end
function XUiEquipResonanceSelectV2P6:OnGetEvents()
return {
XEventId.EVENT_EQUIP_RESONANCE_NOTYFY,
}
end
function XUiEquipResonanceSelectV2P6:OnNotify(evt, ...)
local args = { ... }
local equipId = args[1]
if equipId ~= self.EquipId then return end
local slots = args[2]
local isContainPos = table.contains(slots or {}, self.Pos)
if not isContainPos then return end
if evt == XEventId.EVENT_EQUIP_RESONANCE_NOTYFY then
--如果是武器自选只需要弹提示
if self.IsWeapon then
if self.IsNewSkill then
XLuaUiManager.Open("UiEquipResonanceSelectAfter", self.EquipId, self.Pos, self.CharacterId, nil, self.ForceShowBindCharacter, function()
self.Parent:OnResonanceSuccess(self.Pos, true)
end)
else
XMVCA:GetAgency(ModuleId.XEquip):TipEquipOperation(nil, XUiHelper.GetText("DormTemplateSelectSuccess"))
self.Parent:OnResonanceSuccess(self.Pos)
end
else
XLuaUiManager.Open("UiEquipResonanceSelectAfter", self.EquipId, self.Pos, self.CharacterId, nil, self.ForceShowBindCharacter, function()
self.Parent:OnResonanceSuccess(self.Pos, true)
end)
end
end
end
function XUiEquipResonanceSelectV2P6:InitStateGrid()
self.CharacterSelect:GetObject("TxtStateName").text = XUiHelper.GetText("EquipResonanceCharSelect")
self.CharacterDisable:GetObject("TxtStateName").text = XUiHelper.GetText("EquipResonanceCharDisable")
self.CharacterBlindEffect = self.CharacterBlind.transform:Find("Effect")
self.CharacterBlindEffect.gameObject:SetActiveEx(false)
self.ItemBlind:GetObject("TxtStateName").text = XUiHelper.GetText("EquipResonanceItemBlind")
self.ItemDisable:GetObject("TxtStateName").text = XUiHelper.GetText("EquipResonanceItemDisable")
self.ItemBlindEffect = self.ItemBlind.transform:Find("Effect")
self.ItemBlindEffect.gameObject:SetActiveEx(false)
self.SkillSelect:GetObject("TxtStateName").text = XUiHelper.GetText("EquipResonanceSkillSelect")
self.SkillDisable:GetObject("TxtStateName").text = XUiHelper.GetText("EquipResonanceSkillDisable")
self.SkillBlindEffect = self.SkillBlind.transform:Find("Effect")
end
function XUiEquipResonanceSelectV2P6:SetButtonCallBack()
self:RegisterClickEvent(self.CharacterBlind, self.OnCharacterSelectClick)
self:RegisterClickEvent(self.CharacterSelect, self.OnCharacterSelectClick)
self:RegisterClickEvent(self.ItemBlind, self.OnItemSelectClick)
self:RegisterClickEvent(self.ItemSelect, self.OnItemSelectClick)
self:RegisterClickEvent(self.SkillBlind, self.OnSkillSelectClick)
self:RegisterClickEvent(self.SkillSelect, self.OnSkillSelectClick)
self:RegisterClickEvent(self.BtnResonance, self.OnBtnResonanceClick)
end
function XUiEquipResonanceSelectV2P6:OnCharacterSelectClick()
XLuaUiManager.Open("UiEquipResonanceSelectCharacterV2P6", self.EquipId, function(selectCharacterId)
-- 更换成员,清除当前选中技能
if selectCharacterId ~= self.SelectCharacterId then
self.SelectSkillInfo = nil
end
self.SelectCharacterId = selectCharacterId
self:UpdateView(true)
self.CharacterBlindEffect.gameObject:SetActive(false)
self.CharacterBlindEffect.gameObject:SetActive(true)
end)
end
function XUiEquipResonanceSelectV2P6:OnItemSelectClick()
XLuaUiManager.Open("UiEquipResonanceSelectEquipV2P6", self.EquipId, function(selectEquipId, selectItemId)
self.SelectEquipId = selectEquipId
self.SelectItemId = selectItemId
-- 切换材料消耗,可能会变成随机技能,清除当前选中技能
if not self:IsNeedSelectSkill() then
self.SelectSkillInfo = nil
end
self:UpdateView(true)
self.ItemBlindEffect.gameObject:SetActive(false)
self.ItemBlindEffect.gameObject:SetActive(true)
end)
end
function XUiEquipResonanceSelectV2P6:OnSkillSelectClick()
if self.OnlyOneSkill then
return
end
XLuaUiManager.Open("UiEquipResonanceSkillPreview", {
pos = self.Pos,
rootUi = self,
selectSkillInfo = self.SelectSkillInfo,
isNeedSelectSkill = self:IsNeedSelectSkill(),
ClickCb = function (skillInfo)
self.SelectSkillInfo = skillInfo
self:UpdateView(true)
self.SkillBlindEffect.gameObject:SetActive(false)
self.SkillBlindEffect.gameObject:SetActive(true)
end
})
end
function XUiEquipResonanceSelectV2P6:OnBtnResonanceClick()
if self.BtnResonance.ButtonState == DISABLE then
return
end
local useEquipId
local useItemId
local selectSkillId
local equipResonanceType
local state, msg = self:GetBtnResonanceState()
if not state then
XUiManager.TipMsg(msg)
return
end
if self.SelectSkillInfo then
selectSkillId = self.SelectSkillInfo:GetSkillIdToServer()
equipResonanceType = self.SelectSkillInfo.EquipResonanceType
end
local noConsumption = self:CheckIsNoConsumption()
if not noConsumption then
useEquipId = self.SelectEquipId
useItemId = self.SelectItemId
end
--是否获得新技能
if self:SelectCharacterIsBindCharacter() then
self.IsNewSkill = not XDataCenter.EquipManager.CheckEquipPosResonanced(self.EquipId, self.Pos)
else
self.IsNewSkill = true
end
-- 请求共鸣
XMVCA:GetAgency(ModuleId.XEquip):RequestEquipResonance(self.EquipId, {self.Pos}, self.SelectCharacterId, useEquipId, useItemId, {selectSkillId}, equipResonanceType)
end
-- 初始化绑定角色
function XUiEquipResonanceSelectV2P6:InitBindCharacter()
--专属装备自动选择共鸣绑定角色
local specialCharacterId = XDataCenter.EquipManager.GetEquipSpecialCharacterId(self.EquipId)
if specialCharacterId and specialCharacterId > 0 then
self.SelectCharacterId = specialCharacterId
end
--五星以上才可以选择共鸣绑定角色
self.CanBlindCharacter = XDataCenter.EquipManager.CanResonanceBindCharacter(self.EquipId)
if self.CanBlindCharacter then
self.SelectCharacterId = XDataCenter.EquipManager.GetEquipWearingCharacterId(self.EquipId)
end
end
function XUiEquipResonanceSelectV2P6:UpdateView(checkOpenUi)
self:UpdateCurResonanceSkill()
self:UpdateBlindCharacter()
self:UpdateBlindItem()
self:UpdateBlindSkill()
self:UpdateBtnResonance()
self:ClearOpenUiTimer()
if checkOpenUi then
self.CheckOpenUiTimer = XScheduleManager.ScheduleOnce(function()
self.CheckOpenUiTimer = nil
self:CheckOpenSelectUi()
end, 300)
end
end
-- 刷新当前的技能
function XUiEquipResonanceSelectV2P6:UpdateCurResonanceSkill()
local isEquip = XDataCenter.EquipManager.CheckEquipPosResonanced(self.EquipId, self.Pos) ~= nil
self.GridResonanceSkill.gameObject:SetActiveEx(isEquip)
if not isEquip then
return
end
if not self.ResonanceSkillGrid then
self.ResonanceSkillGrid = XUiGridResonanceSkill.New(self.GridResonanceSkill, self.EquipId, self.Pos, self.CharacterId, nil, nil, self.ForceShowBindCharacter)
end
self.ResonanceSkillGrid:SetEquipIdAndPos(self.EquipId, self.Pos)
self.ResonanceSkillGrid:Refresh()
end
-- 刷新绑定角色栏
function XUiEquipResonanceSelectV2P6:UpdateBlindCharacter()
if self.CanBlindCharacter then
local isBlind = self.SelectCharacterId and self.SelectCharacterId > 0
self.CharacterBlind.gameObject:SetActiveEx(isBlind)
self.CharacterSelect.gameObject:SetActiveEx(not isBlind)
self.CharacterDisable.gameObject:SetActiveEx(false)
if isBlind then
local icon = XDataCenter.CharacterManager.GetCharSmallHeadIcon(self.SelectCharacterId)
self.CharacterBlind:GetObject("ImgHead"):SetRawImage(icon)
self.CharacterBlind:GetObject("TxtName").text = XCharacterConfigs.GetCharacterLogName(self.SelectCharacterId)
local lastCharId = XDataCenter.EquipManager.GetResonanceBindCharacterId(self.EquipId, self.Pos)
local isChange = lastCharId ~= 0 and lastCharId ~= self.SelectCharacterId
local stateNameKey = isChange and "EquipResonanceCharChange" or "EquipResonanceCharBlind"
self.CharacterBlind:GetObject("TxtStateName").text = XUiHelper.GetText(stateNameKey)
end
else
self.CharacterBlind.gameObject:SetActiveEx(false)
self.CharacterSelect.gameObject:SetActiveEx(false)
self.CharacterDisable.gameObject:SetActiveEx(false)
end
end
-- 刷新绑定道具栏
function XUiEquipResonanceSelectV2P6:UpdateBlindItem()
-- 不需要消耗
local noConsumption = self:CheckIsNoConsumption()
if noConsumption then
self.ItemBlind.gameObject:SetActiveEx(false)
self.ItemSelect.gameObject:SetActiveEx(false)
self.ItemDisable.gameObject:SetActiveEx(true)
self.ItemDisable:GetObject("TxtStateName").text = XUiHelper.GetText("EquipResonanceItemNoConsume")
return
end
-- 角色未绑定
local isBlindChar = self.SelectCharacterId and self.SelectCharacterId > 0
if self.CanBlindCharacter and not isBlindChar then
self.ItemBlind.gameObject:SetActiveEx(false)
self.ItemSelect.gameObject:SetActiveEx(false)
self.ItemDisable.gameObject:SetActiveEx(true)
self.ItemDisable:GetObject("TxtStateName").text = XUiHelper.GetText("EquipResonanceItemDisable")
return
end
local isBlindItem = self.SelectEquipId or self.SelectItemId
self.ItemBlind.gameObject:SetActiveEx(isBlindItem)
self.ItemSelect.gameObject:SetActiveEx(not isBlindItem)
self.ItemDisable.gameObject:SetActiveEx(false)
if isBlindItem then
local templateId = nil
if self.SelectEquipId then
local equip = XDataCenter.EquipManager.GetEquip(self.SelectEquipId)
templateId = equip.TemplateId
end
if self.SelectItemId then
templateId = self.SelectItemId
end
local goodInfo = XGoodsCommonManager.GetGoodsShowParamsByTemplateId(templateId)
self.ItemBlind:GetObject("ImgHead"):SetRawImage(goodInfo.Icon)
self.ItemBlind:GetObject("TxtName").text = goodInfo.Name
end
end
-- 刷新绑定的技能
function XUiEquipResonanceSelectV2P6:UpdateBlindSkill()
local selectSkillInfo = self.SelectSkillInfo
-- 道具未绑定
local noConsumption = self:CheckIsNoConsumption()
local isBlindItem = self.SelectEquipId or self.SelectItemId
if not noConsumption and not isBlindItem then
self.SkillBlind.gameObject:SetActiveEx(false)
self.SkillSelect.gameObject:SetActiveEx(false)
self.SkillDisable.gameObject:SetActiveEx(true)
return
end
-- 只有一个技能,直接选中,五星武器
self.OnlyOneSkill = false
if not selectSkillInfo then
local skillInfoList = self._Control:GetResonancePreviewSkillInfoList(self.EquipId, self.SelectCharacterId, self.Pos)
if #skillInfoList == 1 then
selectSkillInfo = skillInfoList[1]
self.OnlyOneSkill = true
end
end
local isBlindSkill = selectSkillInfo ~= nil
local isNeedSelectSkill = self:IsNeedSelectSkill()
local showBlind = isBlindSkill or not isNeedSelectSkill
self.SkillBlind.gameObject:SetActiveEx(showBlind)
self.SkillSelect.gameObject:SetActiveEx(not showBlind)
self.SkillDisable.gameObject:SetActiveEx(false)
if isBlindSkill then
self.SkillBlind:GetObject("ImgHead"):SetRawImage(selectSkillInfo.Icon)
self.SkillBlind:GetObject("TxtName").text = selectSkillInfo.Name
self.SkillBlind:GetObject("TxtStateName").gameObject:SetActiveEx(true)
local lastSkillInfo = XDataCenter.EquipManager.GetResonanceSkillInfo(self.EquipId, self.Pos)
local isChange = lastSkillInfo.Name and lastSkillInfo.Name ~= selectSkillInfo.Name
local stateNameKey = isChange and "EquipResonanceSkillChange" or "EquipResonanceSkillBlind"
self.SkillBlind:GetObject("TxtStateName").text = XUiHelper.GetText(stateNameKey)
elseif not isNeedSelectSkill then
local iconPath = CS.XGame.ClientConfig:GetString("EquipResonanceRandomSkillIcon")
self.SkillBlind:GetObject("ImgHead"):SetRawImage(iconPath)
self.SkillBlind:GetObject("TxtName").text = XUiHelper.GetText("EquipResonanceRandomSkill")
self.SkillBlind:GetObject("TxtStateName").gameObject:SetActiveEx(false)
end
end
-- 刷新共鸣按钮
function XUiEquipResonanceSelectV2P6:UpdateBtnResonance()
local state, msg = self:GetBtnResonanceState()
self.BtnResonance:SetDisable(not state)
end
function XUiEquipResonanceSelectV2P6:IsNeedSelectSkill()
if self.IsWeapon then
if XDataCenter.EquipManager.CanResonanceBindCharacter(self.EquipId) then
local isFiveStar = XDataCenter.EquipManager.IsFiveStar(self.EquipId)
return not isFiveStar
else
return false
end
else
if self.SelectItemId then
return XDataCenter.EquipManager.GetResonanceConsumeSelectSkillItemId(self.EquipId) == self.SelectItemId
else
return false
end
end
end
-- 不需要消耗材料即可共鸣
function XUiEquipResonanceSelectV2P6:CheckIsNoConsumption()
if self.IsWeapon then
local isFiveStar = XDataCenter.EquipManager.IsFiveStar(self.EquipId)
if not isFiveStar then
return self:SelectCharacterIsBindCharacter()
else
return false
end
else
return false
end
end
-- 检查设置的角色是否为已绑定角色
function XUiEquipResonanceSelectV2P6:SelectCharacterIsBindCharacter()
local bindCharacterId = XDataCenter.EquipManager.GetResonanceBindCharacterId(self.EquipId, self.Pos)
return self.SelectCharacterId == bindCharacterId
end
function XUiEquipResonanceSelectV2P6:GetBtnResonanceState()
if self:IsNeedSelectSkill() and not self.SelectSkillInfo then
return false, XUiHelper.GetText("EquipResonanceSelectTips")
else
if self:CheckIsNoConsumption() then
return true
else
if not self.SelectEquipId and not self.SelectItemId then
return false, XUiHelper.GetText("EquipResonanceSelectEquipTips")
else
return true
end
end
end
end
-- 检测是否打开选择UI
function XUiEquipResonanceSelectV2P6:CheckOpenSelectUi()
if XLuaUiManager.IsUiShow("UiEquipResonanceSelectCharacterV2P6") or XLuaUiManager.IsUiShow("UiEquipResonanceSelectEquipV2P6")
or XLuaUiManager.IsUiShow("UiEquipResonanceSkillPreview") then
return
end
local equip = XMVCA:GetAgency(ModuleId.XEquip):GetEquip(self.EquipId)
if self.CanBlindCharacter and not self.SelectCharacterId then
self:OnCharacterSelectClick()
return
end
if not self.SelectEquipId and not self.SelectItemId and not self:CheckIsNoConsumption() then
self:OnItemSelectClick()
return
end
if not self.SelectSkillInfo and self:IsNeedSelectSkill() then
self:OnSkillSelectClick()
return
end
end
function XUiEquipResonanceSelectV2P6:ClearOpenUiTimer()
if self.CheckOpenUiTimer then
XScheduleManager.UnSchedule(self.CheckOpenUiTimer)
self.CheckOpenUiTimer = nil
end
end
return XUiEquipResonanceSelectV2P6