PGRData/Script/matrix/xui/xuiequipdetail/XUiEquipDetailChild.lua

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local CsXTextManager = CS.XTextManager
local MAX_AWARENESS_ATTR_COUNT = 2 --不包括共鸣属性最大有2条
local XUiGridResonanceSkill = require("XUi/XUiEquipResonanceSkill/XUiGridResonanceSkill")
local XUiEquipDetailChild = XLuaUiManager.Register(XLuaUi, "UiEquipDetailChild")
XUiEquipDetailChild.BtnTabIndex = {
SuitSkill = 1,
ResonanceSkill = 2,
}
function XUiEquipDetailChild:OnAwake()
self:AutoAddListener()
local tabGroupList = {
self.BtnSuitSkill,
self.BtnResonanceSkill,
}
self.TabGroupRight:Init(tabGroupList, function(tabIndex) self:OnClickTabCallBack(tabIndex) end)
end
function XUiEquipDetailChild:OnStart(equipId, isPreview, openUiType)
self.IsPreview = isPreview
self.EquipId = equipId
self.TemplateId = isPreview and self.EquipId or XDataCenter.EquipManager.GetEquipTemplateId(equipId)
self.GridResonanceSkills = {}
self.OpenUiType = openUiType
self:InitTabBtns()
self:InitClassifyPanel()
self:InitEquipInfo()
end
function XUiEquipDetailChild:OnEnable()
self:UpdateEquipAttr()
self:UpdateEquipLevel()
self:UpdateEquipBreakThrough()
self:UpdateEquipLock()
self:UpdateEquipRecycle()
self:UpdateEquipSkillDes()
self:UpdateResonanceSkills()
end
function XUiEquipDetailChild:RefreshData(equipId,isPreview)
self.EquipId = equipId
self.TemplateId = isPreview and self.EquipId or XDataCenter.EquipManager.GetEquipTemplateId(equipId)
self:InitClassifyPanel()
self:InitEquipInfo()
self:OnEnable()
end
function XUiEquipDetailChild:OnGetEvents()
return {
XEventId.EVENT_EQUIP_STRENGTHEN_NOTYFY
, XEventId.EVENT_EQUIP_LOCK_STATUS_CHANGE_NOTYFY
, XEventId.EVENT_EQUIP_RECYCLE_STATUS_CHANGE_NOTYFY
}
end
function XUiEquipDetailChild:OnNotify(evt, ...)
local args = { ... }
local equipId = args[1]
if self.IsPreview or equipId ~= self.EquipId then return end
if evt == XEventId.EVENT_EQUIP_STRENGTHEN_NOTYFY then
self:UpdateEquipLevel()
self:UpdateEquipAttr()
elseif evt == XEventId.EVENT_EQUIP_LOCK_STATUS_CHANGE_NOTYFY then
self:UpdateEquipLock()
self:UpdateEquipRecycle()
elseif evt == XEventId.EVENT_EQUIP_RECYCLE_STATUS_CHANGE_NOTYFY then
self:UpdateEquipRecycle()
elseif evt == XEventId.EVENT_EQUIP_BREAKTHROUGH_NOTYFY then
self:UpdateEquipBreakThrough()
end
end
function XUiEquipDetailChild:OnClickTabCallBack(tabIndex)
if tabIndex == XUiEquipDetailChild.BtnTabIndex.SuitSkill then
self.PanelSuitSkill.gameObject:SetActive(true)
self.PanelResonanceSkill.gameObject:SetActive(false)
self:UpdateEquipSkillDes()
self:PlayAnimation("SuitSkill")
elseif tabIndex == XUiEquipDetailChild.BtnTabIndex.ResonanceSkill then
if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.EquipResonance) then
return
end
self.PanelSuitSkill.gameObject:SetActive(false)
self.PanelResonanceSkill.gameObject:SetActive(true)
self:UpdateResonanceSkills()
self:PlayAnimation("ResonanceSkill")
end
end
function XUiEquipDetailChild:InitTabBtns()
if not XDataCenter.EquipManager.CanResonanceByTemplateId(self.TemplateId) or (self.OpenUiType and self.OpenUiType == XUiConfigs.OpenUiType.NieRCharacterUI) then
self.BtnResonanceSkill.gameObject:SetActive(false)
self.BtnSuitSkill.gameObject:SetActive(false)
return
end
self.BtnResonanceSkill:SetDisable(not XFunctionManager.JudgeCanOpen(XFunctionManager.FunctionName.EquipResonance))
self.TabGroupRight:SelectIndex(XUiEquipDetailChild.BtnTabIndex.SuitSkill)
end
function XUiEquipDetailChild:InitClassifyPanel()
if XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Weapon) then
self.TxtTitle.text = CsXTextManager.GetText("WeaponDetailTitle")
self.PanelPainter.gameObject:SetActive(false)
else
local breakthroughTimes = not self.IsPreview and XDataCenter.EquipManager.GetBreakthroughTimes(self.EquipId) or 0
self.TxtPainter.text = XDataCenter.EquipManager.GetEquipPainterName(self.TemplateId, breakthroughTimes)
self.PanelPainter.gameObject:SetActive(true)
self.TxtTitle.text = CsXTextManager.GetText("AwarenessDetailTitle")
end
end
function XUiEquipDetailChild:UpdateEquipSkillDes()
if XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Weapon) then
local weaponSkillInfo = XDataCenter.EquipManager.GetOriginWeaponSkillInfo(self.TemplateId)
local noWeaponSkill = not weaponSkillInfo.Name and not weaponSkillInfo.Description
self.TxtSkillName.text = weaponSkillInfo.Name
self.TxtSkillDes.text = weaponSkillInfo.Description
self.PanelAwarenessSkillDes.gameObject:SetActive(false)
self.PanelNoAwarenessSkill.gameObject:SetActive(false)
self.PanelWeaponSkillDes.gameObject:SetActive(not noWeaponSkill)
self.PanelNoWeaponSkill.gameObject:SetActive(noWeaponSkill)
elseif XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Awareness) then
local suitId = XDataCenter.EquipManager.GetSuitIdByTemplateId(self.TemplateId)
local skillDesList = XDataCenter.EquipManager.GetSuitSkillDesList(suitId)
local noSuitSkill = true
for i = 1, XEquipConfig.MAX_SUIT_SKILL_COUNT do
if skillDesList[i * 2] then
self["TxtSkillDes" .. i].text = skillDesList[i * 2]
self["TxtSkillDes" .. i].gameObject:SetActive(true)
noSuitSkill = false
else
self["TxtSkillDes" .. i].gameObject:SetActive(false)
end
end
self.PanelNoAwarenessSkill.gameObject:SetActive(noSuitSkill)
self.PanelAwarenessSkillDes.gameObject:SetActive(not noSuitSkill)
CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self.PanelAwarenessSkillDes:FindTransform("PaneContent"))
self.PanelWeaponSkillDes.gameObject:SetActive(false)
self.PanelNoWeaponSkill.gameObject:SetActive(false)
end
end
function XUiEquipDetailChild:UpdateEquipLock()
if self.IsPreview then
self.BtnUnlock.gameObject:SetActive(false)
self.BtnLock.gameObject:SetActive(false)
return
end
local isLock = XDataCenter.EquipManager.IsLock(self.EquipId)
self.BtnUnlock.gameObject:SetActive(not isLock)
self.BtnLock.gameObject:SetActive(isLock)
end
function XUiEquipDetailChild:UpdateEquipRecycle()
if self.IsPreview then
self.BtnLaJi.gameObject:SetActive(false)
self.BtnUnLaJi.gameObject:SetActive(false)
return
end
local isCanRecycle = XDataCenter.EquipManager.IsEquipCanRecycle(self.EquipId)
local isRecycle = XDataCenter.EquipManager.IsRecycle(self.EquipId)
self.BtnLaJi.gameObject:SetActiveEx(isCanRecycle and isRecycle)
self.BtnUnLaJi.gameObject:SetActiveEx(isCanRecycle and not isRecycle)
end
function XUiEquipDetailChild:UpdateEquipLevel()
local level, levelLimit
local equipId = self.EquipId
if self.OpenUiType and self.OpenUiType == XUiConfigs.OpenUiType.NieRCharacterUI then
local character = XDataCenter.NieRManager.GetSelNieRCharacter()
level = character:GetNieRWeaponLevel()
local equipSite = XDataCenter.EquipManager.GetEquipSiteByTemplateId(self.TemplateId)
local breakTimes = character:GetNieRWeaponBreakThrough()
if equipSite and equipSite ~= XEquipConfig.EquipSite.Weapon then
level = character:GetNieRWaferLevel(equipId)
breakTimes = character:GetNieRWaferBreakThroughById(equipId)
end
levelLimit = XDataCenter.EquipManager.GetBreakthroughLevelLimitByTemplateId(self.TemplateId, breakTimes)
self.PanelMaxLevel.gameObject:SetActive(XDataCenter.EquipManager.IsMaxLevelByTemplateId(self.TemplateId, breakTimes, level) and not XDataCenter.EquipManager.CanBreakThroughByTemplateId(equipId, breakTimes, level))
elseif self.IsPreview then
level = 1
levelLimit = XDataCenter.EquipManager.GetBreakthroughLevelLimitByTemplateId(self.TemplateId)
self.PanelMaxLevel.gameObject:SetActive(false)
else
local equip = XDataCenter.EquipManager.GetEquip(equipId)
level = equip.Level
levelLimit = XDataCenter.EquipManager.GetBreakthroughLevelLimit(equipId)
self.PanelMaxLevel.gameObject:SetActive(XDataCenter.EquipManager.IsMaxLevel(equipId) and not XDataCenter.EquipManager.CanBreakThrough(equipId))
end
if level and levelLimit then
self.TxtLevel.text = CsXTextManager.GetText("EquipLevelText", level, levelLimit)
end
end
function XUiEquipDetailChild:UpdateEquipBreakThrough()
if self.OpenUiType and self.OpenUiType == XUiConfigs.OpenUiType.NieRCharacterUI then
local character = XDataCenter.NieRManager.GetSelNieRCharacter()
local equipSite = XDataCenter.EquipManager.GetEquipSiteByTemplateId(self.TemplateId)
local breakTimes = character:GetNieRWeaponBreakThrough()
if equipSite and equipSite ~= XEquipConfig.EquipSite.Weapon then
breakTimes = character:GetNieRWaferBreakThroughById(self.EquipId)
end
self:SetUiSprite(self.ImgBreakThrough, XEquipConfig.GetEquipBreakThroughIcon(breakTimes))
return
elseif self.IsPreview then
self:SetUiSprite(self.ImgBreakThrough, XEquipConfig.GetEquipBreakThroughIcon(0))
return
end
self:SetUiSprite(self.ImgBreakThrough, XDataCenter.EquipManager.GetEquipBreakThroughIcon(self.EquipId))
end
function XUiEquipDetailChild:InitEquipInfo()
local star = XDataCenter.EquipManager.GetEquipStar(self.TemplateId)
for i = 1, XEquipConfig.MAX_STAR_COUNT do
if i <= star then
self["ImgStar" .. i].gameObject:SetActive(true)
else
self["ImgStar" .. i].gameObject:SetActive(false)
end
end
self.TxtEquipName.text = XDataCenter.EquipManager.GetEquipName(self.TemplateId)
local equipSite = XDataCenter.EquipManager.GetEquipSiteByTemplateId(self.TemplateId)
if equipSite ~= XEquipConfig.EquipSite.Weapon then
local breakthrough = 0
if not self.IsPreview then
local equip = XDataCenter.EquipManager.GetEquip(self.EquipId)
breakthrough = equip.Breakthrough
end
self.RImgIcon:SetRawImage(XDataCenter.EquipManager.GetEquipIconBagPath(self.TemplateId, breakthrough))
self.TxtPos.text = "0" .. equipSite
self.PanelPos.gameObject:SetActive(true)
self.RImgType.gameObject:SetActive(false)
else
self.RImgType:SetRawImage(XEquipConfig.GetWeaponTypeIconPath(self.TemplateId))
self.RImgType.gameObject:SetActive(true)
self.PanelPos.gameObject:SetActive(false)
end
local equipSpecialCharacterId = XDataCenter.EquipManager.GetEquipSpecialCharacterIdByTemplateId(self.TemplateId)
if equipSpecialCharacterId then
self.RImgHead:SetRawImage(XDataCenter.CharacterManager.GetCharSmallHeadIcon(equipSpecialCharacterId))
self.PanelSpecialCharacter.gameObject:SetActive(true)
else
self.PanelSpecialCharacter.gameObject:SetActive(false)
end
end
function XUiEquipDetailChild:UpdateEquipAttr()
local attrMap
if self.OpenUiType and self.OpenUiType == XUiConfigs.OpenUiType.NieRCharacterUI then
local equipLevel = XDataCenter.NieRManager.GetSelNieRCharacter():GetNieRWeaponLevel()
local equipSite = XDataCenter.EquipManager.GetEquipSiteByTemplateId(self.TemplateId)
if equipSite and equipSite ~= XEquipConfig.EquipSite.Weapon then
equipLevel = XDataCenter.NieRManager.GetSelNieRCharacter():GetNieRWaferLevel(self.EquipId)
end
attrMap = XDataCenter.EquipManager.GetTemplateEquipAttrMap(self.EquipId, equipLevel)
elseif self.IsPreview then
attrMap = XDataCenter.EquipManager.GetTemplateEquipAttrMap(self.EquipId)
else
attrMap = XDataCenter.EquipManager.GetEquipAttrMap(self.EquipId)
end
local attrCount = 1
for _, attrInfo in pairs(attrMap) do
if attrCount > MAX_AWARENESS_ATTR_COUNT then break end
self["TxtName" .. attrCount].text = attrInfo.Name
self["TxtAttr" .. attrCount].text = attrInfo.Value
self["PanelAttr" .. attrCount].gameObject:SetActive(true)
attrCount = attrCount + 1
end
for i = attrCount, MAX_AWARENESS_ATTR_COUNT do
self["PanelAttr" .. i].gameObject:SetActive(false)
end
end
function XUiEquipDetailChild:UpdateResonanceSkills()
local count = 1
local resonanceSkillNum = XDataCenter.EquipManager.GetResonanceSkillNumByTemplateId(self.TemplateId)
for pos = 1, resonanceSkillNum do
self["PanelSkill" .. pos].gameObject:SetActive(true)
self["PanelEmptySkill" .. pos].gameObject:SetActive(true)
count = count + 1
self:UpdateResonanceSkill(pos)
end
for pos = count, XEquipConfig.MAX_RESONANCE_SKILL_COUNT do
self["PanelSkill" .. pos].gameObject:SetActive(false)
end
end
function XUiEquipDetailChild:UpdateResonanceSkill(pos)
if self.IsPreview then return end
local grid = self.GridResonanceSkills[pos]
if XDataCenter.EquipManager.CheckEquipPosResonanced(self.EquipId, pos) then
if not grid then
local item = CS.UnityEngine.Object.Instantiate(self.GridResonanceSkill)
grid = XUiGridResonanceSkill.New(item, self.EquipId, pos)
grid.Transform:SetParent(self["PanelSkill" .. pos], false)
self.GridResonanceSkills[pos] = grid
end
grid:SetEquipIdAndPos(self.EquipId, pos)
grid:Refresh()
grid.GameObject:SetActive(true)
self["PanelEmptySkill" .. pos].gameObject:SetActive(false)
else
if grid then
grid.GameObject:SetActive(false)
end
end
end
function XUiEquipDetailChild:AutoAddListener()
self:RegisterClickEvent(self.BtnLock, self.OnBtnLockClick)
self:RegisterClickEvent(self.BtnUnlock, self.OnBtnUnlockClick)
self:RegisterClickEvent(self.BtnLaJi, self.OnBtnLaJiClick)
self:RegisterClickEvent(self.BtnUnLaJi, self.OnBtnBtnUnLaJiClick)
end
function XUiEquipDetailChild:OnBtnLockClick()
XDataCenter.EquipManager.SetLock(self.EquipId, false)
end
function XUiEquipDetailChild:OnBtnUnlockClick()
XDataCenter.EquipManager.SetLock(self.EquipId, true)
end
function XUiEquipDetailChild:OnBtnLaJiClick()
XDataCenter.EquipManager.EquipUpdateRecycleRequest(self.EquipId, false)
end
function XUiEquipDetailChild:OnBtnBtnUnLaJiClick()
XDataCenter.EquipManager.EquipUpdateRecycleRequest(self.EquipId, true)
end