138 lines
No EOL
5.5 KiB
Lua
138 lines
No EOL
5.5 KiB
Lua
local CONDITION_COLOR = {
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[true] = CS.UnityEngine.Color.black,
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[false] = CS.UnityEngine.Color.gray,
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}
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local XUiGridCostItem = require("XUi/XUiEquipBreakThrough/XUiGridCostItem")
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local XUiGridEquipReplaceAttr = require("XUi/XUiEquipReplaceNew/XUiGridEquipReplaceAttr")
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local XUiEquipBreakThrough = XLuaUiManager.Register(XLuaUi, "UiEquipBreakThrough")
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function XUiEquipBreakThrough:OnAwake()
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self:InitAutoScript()
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self.GridEquipReplaceAttr.gameObject:SetActive(false)
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self.GridCostItem.gameObject:SetActive(false)
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self.TxtPass.gameObject:SetActive(false)
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self.TxtNotPass.gameObject:SetActive(false)
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end
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function XUiEquipBreakThrough:OnStart(equipId, rootUi)
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self.EquipId = equipId
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self.RootUi = rootUi
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end
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function XUiEquipBreakThrough:OnEnable(equipId)
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self.EquipId = equipId or self.EquipId
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self:InitEquipPreInfo()
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self:InitBreakthroughCondition()
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self:InitBreakthroughConsume()
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self:UpdateEquipBreakThrough()
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end
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function XUiEquipBreakThrough:OnGetEvents()
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return { XEventId.EVENT_EQUIP_BREAKTHROUGH_NOTYFY }
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end
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function XUiEquipBreakThrough: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_BREAKTHROUGH_NOTYFY then
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CS.XAudioManager.PlaySound(XSoundManager.UiBasicsMusic.UiEquip_BreakThroughPopUp)
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XLuaUiManager.Open("UiEquipBreakThroughPopUp", self.NextLevel, self.CurAttrMap, self.PreAttrMap, function()
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self.RootUi:OpenOneChildUi("UiEquipStrengthen", self.EquipId, self.RootUi)
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end)
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end
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end
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function XUiEquipBreakThrough:InitEquipPreInfo()
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local equip = XDataCenter.EquipManager.GetEquip(self.EquipId)
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self.NextLevel = XDataCenter.EquipManager.GetBreakthroughLevelLimitNext(self.EquipId)
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self.CurAttrMap = XDataCenter.EquipManager.GetBreakthroughPromotedAttrMap(self.EquipId)
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self.PreAttrMap = XDataCenter.EquipManager.GetBreakthroughPromotedAttrMap(self.EquipId, 1)
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self.TxtCurLevel.text = XDataCenter.EquipManager.GetBreakthroughLevelLimit(self.EquipId)
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self.TxtNextLevel.text = self.NextLevel
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self.TxtCurDes.text = CS.XTextManager.GetText("EquipBreakThroughDes" .. equip.Breakthrough)
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self.TxtNextDes.text = CS.XTextManager.GetText("EquipBreakThroughDes" .. (equip.Breakthrough + 1))
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self.AttrGridList = self.AttrGridList or {}
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for _, attrGridList in pairs(self.AttrGridList) do
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attrGridList.GameObject:SetActiveEx(false)
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end
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for attrOrder, attrInfo in pairs(self.CurAttrMap) do
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local attrIndex = attrInfo.AttrIndex
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local grid = self.AttrGridList[attrIndex]
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if not grid then
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local ui = CS.UnityEngine.Object.Instantiate(self.GridEquipReplaceAttr)
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grid = XUiGridEquipReplaceAttr.New(ui, CS.XTextManager.GetText("EquipBreakThroughPopUpAttrPrefix", attrInfo.Name))
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grid.Transform:SetParent(self.PanelAttrParent, false)
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grid.GameObject:SetActiveEx(true)
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self.AttrGridList[attrIndex] = grid
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end
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self.AttrGridList[attrIndex].GameObject:SetActiveEx(true)
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self.AttrGridList[attrIndex]:UpdateData(attrInfo.Value, self.PreAttrMap[attrOrder].Value)
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end
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end
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function XUiEquipBreakThrough:InitBreakthroughCondition()
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local conditionId = XDataCenter.EquipManager.GetBreakthroughCondition(self.EquipId)
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if not conditionId or conditionId == 0 then
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return
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end
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local conditionCfg = XConditionManager.GetConditionTemplate(conditionId)
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if XConditionManager.CheckCondition(conditionId) then
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self.TxtPass.text = conditionCfg.Desc
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self.TxtPass.gameObject:SetActive(true)
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else
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self.TxtNotPass.text = conditionCfg.Desc
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self.TxtNotPass.gameObject:SetActive(true)
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end
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end
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function XUiEquipBreakThrough:InitBreakthroughConsume()
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local costMoney = XDataCenter.EquipManager.GetBreakthroughUseMoney(self.EquipId)
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self.TxtCost.text = costMoney
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self.TxtCost.color = CONDITION_COLOR[XDataCenter.ItemManager.GetCoinsNum() >= costMoney]
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self.GridCostItems = self.GridCostItems or {}
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for _, gridCostItems in ipairs(self.GridCostItems) do
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gridCostItems.GameObject:SetActiveEx(true)
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end
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local consumeItems = XDataCenter.EquipManager.GetBreakthroughConsumeItems(self.EquipId)
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for index, item in ipairs(consumeItems) 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.GridCostItem)
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grid = XUiGridCostItem.New(self, ui)
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grid.Transform:SetParent(self.PanelCostItem, false)
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grid.GameObject:SetActiveEx(true)
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self.GridCostItems[index] = grid
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end
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grid:Refresh(item.Id, item.Count)
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end
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for i = #consumeItems + 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 XUiEquipBreakThrough:UpdateEquipBreakThrough()
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local preBreakthrough = 1
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self:SetUiSprite(self.ImgBreakthrough, XDataCenter.EquipManager.GetEquipBreakThroughBigIcon(self.EquipId))
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self:SetUiSprite(self.ImgBreakthrough2, XDataCenter.EquipManager.GetEquipBreakThroughBigIcon(self.EquipId, preBreakthrough))
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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 XUiEquipBreakThrough:InitAutoScript()
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self:AutoAddListener()
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end
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function XUiEquipBreakThrough:AutoAddListener()
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self:RegisterClickEvent(self.BtnBreak, self.OnBtnBreakClick)
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end
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-- auto
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function XUiEquipBreakThrough:OnBtnBreakClick()
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XDataCenter.EquipManager.Breakthrough(self.EquipId)
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end |