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