199 lines
No EOL
8 KiB
Lua
199 lines
No EOL
8 KiB
Lua
local XUiPanelEnhanceSkillInfo = XClass(nil, "XUiPanelEnhanceSkillInfo")
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local CSTextManagerGetText = CS.XTextManager.GetText
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local CONDITION_COLOR = {
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[true] = CS.UnityEngine.Color.black,
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[false] = CS.UnityEngine.Color.red,
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}
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local MAX_ENHANCESKILL_COUNT = 3
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local MAX_ENHANCESKILLSP_COUNT = 5
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function XUiPanelEnhanceSkillInfo:Ctor(ui, root, anime, IsSelf, priorCallBack, nextCallBack,skillType)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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self.Root = root
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self.Anime = anime
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self.IsSelf = IsSelf
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self.PriorCallBack = priorCallBack
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self.NextCallBack = nextCallBack
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self.SkillType = skillType or XCharacterConfigs.SkillUnLockType.Enhance
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XTool.InitUiObject(self)
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self:SetButtonCallBack()
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self.GridItem.gameObject:SetActiveEx(false)
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end
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function XUiPanelEnhanceSkillInfo:SetButtonCallBack()
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self.BtnEntry.CallBack = function()
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self:OnBtnEntryClick()
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end
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self.BtnNext.CallBack = function()
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if self.NextCallBack then
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self.NextCallBack()
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end
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end
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self.BtnPrior.CallBack = function()
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if self.PriorCallBack then
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self.PriorCallBack()
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end
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end
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self.BtnUpgrade.CallBack = function()
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self:OnBtnUpgradeClick()
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end
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self.BtnUnlock.CallBack = function()
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self:OnBtnUnlockClick()
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end
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end
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function XUiPanelEnhanceSkillInfo:ShowPanel(skillGroupPos, character)
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self.SkillGroupPos = skillGroupPos
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self.SkillGroup = character:GetEnhanceSkillGroupByPos(skillGroupPos)
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self.CharEntity = character
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self:UpdataPanel()
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self.GameObject:SetActiveEx(true)
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self.Anime.SkillInfoQiehuan:PlayTimelineAnimation()
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end
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function XUiPanelEnhanceSkillInfo:UpdataPanel()
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if self.SkillGroup then
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self.EntryList = self.SkillGroup:GetSkillEntryConfigList()
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self.ImgSkillPointIcon:SetRawImage(self.SkillGroup:GetIcon())
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self.TxtSkillType.text = self.SkillGroup:GetSkillTypeName()
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self.TxtSkillName.text = self.SkillGroup:GetName()
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self.TxtSkillLevel.text = self.SkillGroup:GetLevel()
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self.TxtSkillDesc.text = string.gsub(self.SkillGroup:GetDesc(), "\\n", "\n")
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self:ShowInfo(self.SkillGroup)
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if self.IsSelf then
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local hintStr = self.SkillGroup:GetIsUnLock() and "EnhanceSkillLevelUpHint" or "EnhanceSkillUnLockHint"
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self.TxtNeed.text = CSTextManagerGetText(hintStr)
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self:ShowCostItem(self.SkillGroup)
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self:ShowCondtion(self.SkillGroup)
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end
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self.PanelButton.gameObject:SetActiveEx(self.IsSelf)
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self.PanelUnlockMaterial.gameObject:SetActiveEx(self.IsSelf and not self.SkillGroup:GetIsMaxLevel())
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self.PanelSkillLevel.gameObject:SetActiveEx(self.SkillGroup:GetIsUnLock())
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end
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end
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function XUiPanelEnhanceSkillInfo:ShowCostItem(skillGroup)
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local baseItem = skillGroup:GetBaseCostItem()
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local materialItemList = skillGroup:GetMaterialCostItemList()
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if baseItem then
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local curCount = XDataCenter.ItemManager.GetCount(baseItem.Id)
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self.TextCoinDes.text = XDataCenter.ItemManager.GetItemName(baseItem.Id)
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self.TxtCoinCount.text = baseItem.Count
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self.TxtCoinCount.color = CONDITION_COLOR[curCount >= baseItem.Count]
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end
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self.PanelConsume.gameObject:SetActiveEx(baseItem)
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self.GridCostItems = self.GridCostItems or {}
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for index, item in ipairs(materialItemList or {}) do
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local grid = self.GridCostItems[index]
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if not grid then
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local ui = CS.UnityEngine.Object.Instantiate(self.GridItem)
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grid = XUiGridCommon.New(self.Root, ui)
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grid.Transform:SetParent(self.PanelItem, false)
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self.GridCostItems[index] = grid
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end
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grid.GameObject:SetActiveEx(true)
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local curCount = XDataCenter.ItemManager.GetCount(item.Id)
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grid:Refresh({CostCount = item.Count, Count = curCount, Id = item.Id})
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end
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for i = #materialItemList + 1, #self.GridCostItems do
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self.GridCostItems[i].GameObject:SetActiveEx(false)
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end
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end
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function XUiPanelEnhanceSkillInfo:ShowCondtion(skillGroup)
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local IsPassCondition,conditionDes = XDataCenter.CharacterManager.GetEnhanceSkillIsPassCondition(skillGroup, self.CharEntity:GetId())
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self.TxtPass.text = conditionDes
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self.TxtNotPass.text = conditionDes
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if self.PanelPass then
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self.PanelPass.gameObject:SetActiveEx(IsPassCondition and not string.IsNilOrEmpty(conditionDes))
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end
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if self.PanelNotPass then
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self.PanelNotPass.gameObject:SetActiveEx(not IsPassCondition and not string.IsNilOrEmpty(conditionDes))
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end
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if self.GridCondition then
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self.GridCondition.gameObject:SetActiveEx(not string.IsNilOrEmpty(conditionDes))
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end
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self.TxtPass.gameObject:SetActiveEx(IsPassCondition and not string.IsNilOrEmpty(conditionDes))
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self.TxtNotPass.gameObject:SetActiveEx(not IsPassCondition and not string.IsNilOrEmpty(conditionDes))
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local IsCanUnlockOrLevelUp = XDataCenter.CharacterManager.CheckEnhanceSkillIsCanUnlockOrLevelUp(skillGroup)
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local isEnable = not IsCanUnlockOrLevelUp or not IsPassCondition
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self.BtnUpgrade:SetDisable(isEnable, not isEnable)
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self.BtnUnlock:SetDisable(isEnable, not isEnable)
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self.BtnUpgrade.gameObject:SetActiveEx(skillGroup:GetIsUnLock() and not skillGroup:GetIsMaxLevel())
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self.BtnUnlock.gameObject:SetActiveEx(not skillGroup:GetIsUnLock() and not skillGroup:GetIsMaxLevel())
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self.PanelMaxLevel.gameObject:SetActiveEx(skillGroup:GetIsMaxLevel())
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end
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function XUiPanelEnhanceSkillInfo:ShowInfo(skillGroup)
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self.BtnEntry.gameObject:SetActiveEx(not XTool.IsTableEmpty(self.EntryList))
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if self.SkillType == XCharacterConfigs.SkillUnLockType.Enhance then
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self.BtnNext.gameObject:SetActiveEx(self.SkillGroupPos < MAX_ENHANCESKILL_COUNT)
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else
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self.BtnNext.gameObject:SetActiveEx(self.SkillGroupPos < MAX_ENHANCESKILLSP_COUNT)
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end
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self.BtnPrior.gameObject:SetActiveEx(self.SkillGroupPos > 1)
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end
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function XUiPanelEnhanceSkillInfo:HidePanel()
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self.GameObject:SetActiveEx(false)
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end
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function XUiPanelEnhanceSkillInfo:OnBtnUpgradeClick()
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local baseItem = self.SkillGroup:GetBaseCostItem()
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if not XDataCenter.ItemManager.DoNotEnoughBuyAsset(XDataCenter.ItemManager.ItemId.Coin,
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baseItem.Count,
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1,
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function()
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self:OnBtnUpgradeClick()
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end,
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"CharacterUngradeSkillCoinNotEnough") then
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return
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end
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XDataCenter.CharacterManager.UpgradeEnhanceSkillRequest(self.SkillGroup:GetSkillGroupId(), 1, self.CharEntity:GetId(),function ()
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self:UpdataPanel()
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local text = ""
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if self.SkillType == XCharacterConfigs.SkillUnLockType.Enhance then
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text = CS.XTextManager.GetText("EnhanceSkillLevelUpFinishHint")
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elseif self.SkillType == XCharacterConfigs.SkillUnLockType.Sp then
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text = CS.XTextManager.GetText("SpSkillLevelUpFinishHint")
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end
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XEventManager.DispatchEvent(XEventId.EVENT_CHARACTER_INCREASE_TIP, text)
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end)
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end
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function XUiPanelEnhanceSkillInfo:OnBtnUnlockClick()
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local baseItem = self.SkillGroup:GetBaseCostItem()
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if not XDataCenter.ItemManager.DoNotEnoughBuyAsset(XDataCenter.ItemManager.ItemId.Coin,
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baseItem.Count,
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1,
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function()
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self:OnBtnUnlockClick()
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end,
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"CharacterUngradeSkillCoinNotEnough") then
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return
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end
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XDataCenter.CharacterManager.UnlockEnhanceSkillRequest(self.SkillGroup:GetSkillGroupId(), self.CharEntity:GetId(),function ()
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self:UpdataPanel()
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XLuaUiManager.Open("UiEnhanceSkillActivation", self.SkillType, self.SkillGroup, self.CharEntity:GetId())
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end)
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end
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function XUiPanelEnhanceSkillInfo:OnBtnEntryClick()
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if XTool.IsTableEmpty(self.EntryList) then return end
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if not XLuaUiManager.IsUiShow("UiCharSkillOtherParsing") then
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XLuaUiManager.Open("UiCharSkillOtherParsing", self.EntryList)
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end
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end
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return XUiPanelEnhanceSkillInfo |