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