185 lines
8.8 KiB
Lua
185 lines
8.8 KiB
Lua
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local XUiGridResonanceSkill = require("XUi/XUiEquipResonanceSkill/XUiGridResonanceSkill")
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local XUiEquipResonanceSelectAfter = XLuaUiManager.Register(XLuaUi, "UiEquipResonanceSelectAfter")
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function XUiEquipResonanceSelectAfter:OnAwake()
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self:InitAutoScript()
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local sceneRootTrans = self.UiModelGo
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self.PanelWeapon = sceneRootTrans:FindTransform("PanelWeapon")
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self.EffectAwakeGo = sceneRootTrans:FindTransform("EffectAwakeGo").gameObject
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end
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function XUiEquipResonanceSelectAfter:OnStart(equipId, pos, characterId, isAwakeDes, forceShowBindCharacter)
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self.CharacterId = characterId
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self.EquipId = equipId
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self.Pos = pos
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self.IsAwakeDes = isAwakeDes
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self.ForceShowBindCharacter = forceShowBindCharacter
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self:InitClassifyPanel()
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end
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function XUiEquipResonanceSelectAfter:OnEnable()
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CS.XAudioManager.PlaySound(XSoundManager.UiBasicsMusic.UiEquip_ResonanceSelectAfter)
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self:UpdateResonanceSkillGrids()
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end
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function XUiEquipResonanceSelectAfter:OnDisable()
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self:RemoveWeaponTimer()
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end
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function XUiEquipResonanceSelectAfter:OnDestroy()
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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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self:RemoveWeaponTimer()
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end
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function XUiEquipResonanceSelectAfter:OnGetEvents()
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return { XEventId.EVENT_EQUIP_RESONANCE_ACK_NOTYFY }
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end
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function XUiEquipResonanceSelectAfter:OnNotify(evt, ...)
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local args = { ... }
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local equipId = args[1]
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if equipId ~= self.EquipId then return end
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if evt == XEventId.EVENT_EQUIP_RESONANCE_ACK_NOTYFY then
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self:Close()
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end
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end
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function XUiEquipResonanceSelectAfter:InitClassifyPanel()
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self.FxUiLihuiChuxian01.gameObject:SetActiveEx(false)
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if XDataCenter.EquipManager.IsClassifyEqual(self.EquipId, XEquipConfig.Classify.Weapon) then
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local modelConfig = XDataCenter.EquipManager.GetWeaponModelCfgByEquipId(self.EquipId, self.Name)
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self.EffectAwakeGo.gameObject:SetActiveEx(false)
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self:RemoveWeaponTimer()
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if modelConfig then
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XModelManager.LoadWeaponModel(modelConfig.ModelId, self.PanelWeapon, modelConfig.TransformConfig, self.Name, function(model)
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-- 延时显示模型
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local delay = XEquipConfig.WeaponResonanceShowDelay
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if delay ~= 0 then
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model:SetActiveEx(false)
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self.scheduleIdModel = XScheduleManager.ScheduleOnce(function()
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model:SetActiveEx(true)
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XModelManager.PlayWeaponShowing(model, modelConfig.ModelId, self.Name, self.GameObject, { usage = XEquipConfig.WeaponUsage.Show })
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XModelManager.AutoRotateWeapon(self.PanelWeapon, model, modelConfig.ModelId, self.GameObject)
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end, delay)
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else
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XModelManager.PlayWeaponShowing(model, modelConfig.ModelId, self.Name, self.GameObject, { usage = XEquipConfig.WeaponUsage.Show })
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XModelManager.AutoRotateWeapon(self.PanelWeapon, model, modelConfig.ModelId, self.GameObject)
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end
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-- 延时ui特效
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local resonanceCount = XDataCenter.EquipManager.GetResonanceCount(self.EquipId)
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local effectDelay = XDataCenter.EquipManager.GetWeaponResonanceEffectDelay(self.EquipId, resonanceCount)
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if effectDelay then
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self.scheduleIdEffect = XScheduleManager.ScheduleOnce(function()
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self.EffectAwakeGo:SetActiveEx(true)
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end, effectDelay)
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end
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end, { noShowing = true, gameObject = self.GameObject, noRotation = true })
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end
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self.PanelWeapon.gameObject:SetActiveEx(true)
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self.PanelAwareness.gameObject:SetActiveEx(false)
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elseif XDataCenter.EquipManager.IsClassifyEqual(self.EquipId, XEquipConfig.Classify.Awareness) then
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local equip = XDataCenter.EquipManager.GetEquip(self.EquipId)
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local resource = CS.XResourceManager.Load(XDataCenter.EquipManager.GetEquipLiHuiPath(equip.TemplateId, equip.Breakthrough))
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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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if XTool.UObjIsNil(self.FxUiLihuiChuxian01) then return end
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self.FxUiLihuiChuxian01.gameObject:SetActiveEx(true)
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end, 500)
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self.PanelAwareness.gameObject:SetActiveEx(true)
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self.PanelWeapon.gameObject:SetActiveEx(false)
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end
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end
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function XUiEquipResonanceSelectAfter:RemoveWeaponTimer()
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if self.scheduleIdModel then
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XScheduleManager.UnSchedule(self.scheduleIdModel)
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self.scheduleIdModel = nil
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end
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if self.scheduleIdEffect then
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XScheduleManager.UnSchedule(self.scheduleIdEffect)
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self.scheduleIdEffect = nil
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end
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end
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function XUiEquipResonanceSelectAfter:UpdateResonanceSkillGrids()
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local isAwakeDes = self.IsAwakeDes
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local characterId = self.CharacterId
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local forceShowBindCharacter = self.ForceShowBindCharacter
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self.ImgNewTag.gameObject:SetActiveEx(not isAwakeDes)
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self.TxtSlot.text = CS.XTextManager.GetText("EquipResonancePosText", self.Pos)
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self.ResonanceSkillGridOld = self.ResonanceSkillGridOld or XUiGridResonanceSkill.New(self.GridResonanceSkill, self.EquipId, self.Pos, characterId, nil, isAwakeDes, forceShowBindCharacter)
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self.ResonanceSkillGridNew = self.ResonanceSkillGridNew or XUiGridResonanceSkill.New(self.GridResonanceSkillA, self.EquipId, self.Pos, characterId, nil, isAwakeDes, forceShowBindCharacter)
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local unconfirmedSkillInfo = XDataCenter.EquipManager.GetUnconfirmedResonanceSkillInfo(self.EquipId, self.Pos)
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local bindCharacterId = XDataCenter.EquipManager.GetUnconfirmedResonanceBindCharacterId(self.EquipId, self.Pos)
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if not XDataCenter.EquipManager.CheckEquipPosUnconfirmedResonanced(self.EquipId, self.Pos) then
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self.ResonanceSkillGridNew:Refresh()
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self.BtnConfirm.gameObject:SetActiveEx(true)
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self.BtnChange.gameObject:SetActiveEx(false)
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self.PanelSlotOld.gameObject:SetActiveEx(false)
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self:PlayAnimation("RImgLihui")
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else
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self.ResonanceSkillGridOld:Refresh()
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self.ResonanceSkillGridNew:Refresh(unconfirmedSkillInfo, bindCharacterId)
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self.BtnConfirm.gameObject:SetActiveEx(false)
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self.BtnChange.gameObject:SetActiveEx(true)
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self.PanelSlotOld.gameObject:SetActiveEx(true)
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self:PlayAnimation("ContianerEnable")
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end
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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 XUiEquipResonanceSelectAfter:InitAutoScript()
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self:AutoInitUi()
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self:AutoAddListener()
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end
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function XUiEquipResonanceSelectAfter:AutoInitUi()
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self.PanelSlotNew = self.Transform:Find("SafeAreaContentPane/Contianer/Layout/PanelSlotNew")
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self.GridResonanceSkillA = self.Transform:Find("SafeAreaContentPane/Contianer/Layout/PanelSlotNew/GridResonanceSkill")
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self.RImgResonanceSkillA = self.Transform:Find("SafeAreaContentPane/Contianer/Layout/PanelSlotNew/GridResonanceSkill/RImgResonanceSkill"):GetComponent("RawImage")
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self.BtnChange = self.Transform:Find("SafeAreaContentPane/Contianer/Layout/PanelSlotNew/BtnChange"):GetComponent("Button")
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self.BtnConfirm = self.Transform:Find("SafeAreaContentPane/Contianer/Layout/PanelSlotNew/BtnConfirm"):GetComponent("Button")
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self.PanelSlotOld = self.Transform:Find("SafeAreaContentPane/Contianer/Layout/PanelSlotOld")
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self.GridResonanceSkill = self.Transform:Find("SafeAreaContentPane/Contianer/Layout/PanelSlotOld/GridResonanceSkill")
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self.RImgResonanceSkill = self.Transform:Find("SafeAreaContentPane/Contianer/Layout/PanelSlotOld/GridResonanceSkill/RImgResonanceSkill"):GetComponent("RawImage")
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self.TxtSlot = self.Transform:Find("SafeAreaContentPane/Contianer/Layout/PanelSlotOld/TxtSlot"):GetComponent("Text")
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self.BtnRemain = self.Transform:Find("SafeAreaContentPane/Contianer/Layout/PanelSlotOld/BtnRemain"):GetComponent("Button")
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self.PanelAwareness = self.Transform:Find("SafeAreaContentPane/Left/PanelAwareness")
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self.PanelCharacter = self.Transform:Find("SafeAreaContentPane/Left/PanelCharacter")
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end
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function XUiEquipResonanceSelectAfter:AutoAddListener()
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self:RegisterClickEvent(self.BtnChange, self.OnBtnChangeClick)
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self:RegisterClickEvent(self.BtnConfirm, self.OnBtnConfirmClick)
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self:RegisterClickEvent(self.BtnRemain, self.OnBtnRemainClick)
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end
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-- auto
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function XUiEquipResonanceSelectAfter:OnBtnConfirmClick()
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self:Close()
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end
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function XUiEquipResonanceSelectAfter:OnBtnChangeClick()
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XDataCenter.EquipManager.ResonanceConfirm(self.EquipId, self.Pos, true)
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end
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function XUiEquipResonanceSelectAfter:OnBtnRemainClick()
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XDataCenter.EquipManager.ResonanceConfirm(self.EquipId, self.Pos, false)
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end
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