forked from endernon/PGRData
225 lines
8.9 KiB
Lua
225 lines
8.9 KiB
Lua
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local CsXTextManager = CS.XTextManager
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local MAX_AWARENESS_ATTR_COUNT = 2 --不包括共鸣属性,最大有2条
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local XUiGridResonanceSkillOther = require("XUi/XUiPlayerInfo/XUiGridResonanceSkillOther")
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local XUiEquipDetailChildOther = XLuaUiManager.Register(XLuaUi, "UiEquipDetailChildOther")
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XUiEquipDetailChildOther.BtnTabIndex = {
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SuitSkill = 1,
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ResonanceSkill = 2,
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}
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function XUiEquipDetailChildOther:OnAwake()
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local tabGroupList = {
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self.BtnSuitSkill,
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self.BtnResonanceSkill,
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}
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self.TabGroupRight:Init(tabGroupList, function(tabIndex) self:OnClickTabCallBack(tabIndex) end)
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end
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function XUiEquipDetailChildOther:OnStart(equip, character)
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self.Equip = equip
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self.EquipId = equip.Id
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self.Character = character
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self.TemplateId = equip.TemplateId
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self.GridResonanceSkills = {}
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self:InitTabBtns()
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self:InitClassifyPanel()
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self:InitEquipInfo()
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end
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function XUiEquipDetailChildOther:OnEnable()
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self:UpdateEquipAttr()
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self:UpdateEquipLevel()
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self:UpdateEquipBreakThrough()
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self:UpdateEquipSkillDes()
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self:UpdateResonanceSkills()
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self.BtnLock.gameObject:SetActiveEx(false)
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self.BtnUnlock.gameObject:SetActiveEx(false)
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self.BtnLaJi.gameObject:SetActiveEx(false)
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self.BtnUnLaJi.gameObject:SetActiveEx(false)
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end
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function XUiEquipDetailChildOther:OnClickTabCallBack(tabIndex)
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if tabIndex == XUiEquipDetailChildOther.BtnTabIndex.SuitSkill then
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self.PanelSuitSkill.gameObject:SetActive(true)
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self.PanelResonanceSkill.gameObject:SetActive(false)
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self:UpdateEquipSkillDes()
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self:PlayAnimation("SuitSkill")
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elseif tabIndex == XUiEquipDetailChildOther.BtnTabIndex.ResonanceSkill then
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if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.EquipResonance) then
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return
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end
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self.PanelSuitSkill.gameObject:SetActive(false)
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self.PanelResonanceSkill.gameObject:SetActive(true)
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self:UpdateResonanceSkills()
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self:PlayAnimation("ResonanceSkill")
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end
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end
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function XUiEquipDetailChildOther:InitTabBtns()
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if not XDataCenter.EquipManager.CanResonanceByTemplateId(self.TemplateId) then
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self.BtnResonanceSkill.gameObject:SetActive(false)
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self.BtnSuitSkill.gameObject:SetActive(false)
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return
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end
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self.TabGroupRight:SelectIndex(XUiEquipDetailChildOther.BtnTabIndex.SuitSkill)
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end
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function XUiEquipDetailChildOther:InitClassifyPanel()
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if XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Weapon) then
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self.TxtTitle.text = CsXTextManager.GetText("WeaponDetailTitle")
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self.PanelPainter.gameObject:SetActive(false)
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else
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local breakthroughTimes = not self.IsPreview and XDataCenter.EquipManager.GetBreakthroughTimes(self.EquipId) or 0
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self.TxtPainter.text = XDataCenter.EquipManager.GetEquipPainterName(self.TemplateId, breakthroughTimes)
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self.PanelPainter.gameObject:SetActive(true)
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self.TxtTitle.text = CsXTextManager.GetText("AwarenessDetailTitle")
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end
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end
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function XUiEquipDetailChildOther:UpdateEquipSkillDes()
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if XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Weapon) then
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local weaponSkillInfo = XDataCenter.EquipManager.GetOriginWeaponSkillInfo(self.TemplateId)
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local noWeaponSkill = not weaponSkillInfo.Name and not weaponSkillInfo.Description
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self.TxtSkillName.text = weaponSkillInfo.Name
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self.TxtSkillDes.text = weaponSkillInfo.Description
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self.PanelAwarenessSkillDes.gameObject:SetActive(false)
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self.PanelNoAwarenessSkill.gameObject:SetActive(false)
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self.PanelWeaponSkillDes.gameObject:SetActive(not noWeaponSkill)
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self.PanelNoWeaponSkill.gameObject:SetActive(noWeaponSkill)
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elseif XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Awareness) then
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local suitId = XDataCenter.EquipManager.GetSuitIdByTemplateId(self.TemplateId)
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local skillDesList = XDataCenter.EquipManager.GetSuitSkillDesList(suitId)
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local noSuitSkill = true
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for i = 1, XEquipConfig.MAX_SUIT_SKILL_COUNT do
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if skillDesList[i * 2] then
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self["TxtSkillDes" .. i].text = skillDesList[i * 2]
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self["TxtSkillDes" .. i].gameObject:SetActive(true)
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noSuitSkill = false
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else
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self["TxtSkillDes" .. i].gameObject:SetActive(false)
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end
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end
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self.PanelNoAwarenessSkill.gameObject:SetActive(noSuitSkill)
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self.PanelAwarenessSkillDes.gameObject:SetActive(not noSuitSkill)
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self.PanelWeaponSkillDes.gameObject:SetActive(false)
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self.PanelNoWeaponSkill.gameObject:SetActive(false)
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end
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end
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function XUiEquipDetailChildOther:UpdateEquipLevel()
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local level, levelLimit
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level = self.Equip.Level
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levelLimit = XDataCenter.EquipManager.GetBreakthroughLevelLimitByEquipData(self.Equip)
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self.PanelMaxLevel.gameObject:SetActive((level >= levelLimit) and not XDataCenter.EquipManager.CanBreakThroughByEquipData(self.Equip))
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if level and levelLimit then
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self.TxtLevel.text = CsXTextManager.GetText("EquipLevelText", level, levelLimit)
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end
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end
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function XUiEquipDetailChildOther:UpdateEquipBreakThrough()
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self:SetUiSprite(self.ImgBreakThrough, XEquipConfig.GetEquipBreakThroughIcon(self.Equip.Breakthrough))
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end
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function XUiEquipDetailChildOther:InitEquipInfo()
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local star = XDataCenter.EquipManager.GetEquipStar(self.TemplateId)
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for i = 1, XEquipConfig.MAX_STAR_COUNT do
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if i <= star then
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self["ImgStar" .. i].gameObject:SetActive(true)
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else
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self["ImgStar" .. i].gameObject:SetActive(false)
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end
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end
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self.TxtEquipName.text = XDataCenter.EquipManager.GetEquipName(self.TemplateId)
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local equipSite = XDataCenter.EquipManager.GetEquipSiteByTemplateId(self.TemplateId)
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if equipSite ~= XEquipConfig.EquipSite.Weapon then
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local breakthrough = 0
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breakthrough = self.Equip.Breakthrough
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self.RImgIcon:SetRawImage(XDataCenter.EquipManager.GetEquipIconBagPath(self.TemplateId, breakthrough))
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self.TxtPos.text = "0" .. equipSite
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self.PanelPos.gameObject:SetActive(true)
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self.RImgType.gameObject:SetActive(false)
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else
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self.RImgType:SetRawImage(XEquipConfig.GetWeaponTypeIconPath(self.TemplateId))
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self.RImgType.gameObject:SetActive(true)
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self.PanelPos.gameObject:SetActive(false)
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end
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local equipSpecialCharacterId = XDataCenter.EquipManager.GetEquipSpecialCharacterIdByTemplateId(self.TemplateId)
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if equipSpecialCharacterId then
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self.RImgHead:SetRawImage(XDataCenter.CharacterManager.GetCharSmallHeadIcon(equipSpecialCharacterId))
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self.PanelSpecialCharacter.gameObject:SetActive(true)
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else
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self.PanelSpecialCharacter.gameObject:SetActive(false)
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end
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end
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function XUiEquipDetailChildOther:UpdateEquipAttr()
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local attrMap
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attrMap = XDataCenter.EquipManager.GetEquipAttrMapByEquipData(self.Equip)
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local attrCount = 1
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for _, attrInfo in pairs(attrMap) do
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if attrCount > MAX_AWARENESS_ATTR_COUNT then break end
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self["TxtName" .. attrCount].text = attrInfo.Name
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self["TxtAttr" .. attrCount].text = attrInfo.Value
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self["PanelAttr" .. attrCount].gameObject:SetActive(true)
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attrCount = attrCount + 1
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end
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for i = attrCount, MAX_AWARENESS_ATTR_COUNT do
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self["PanelAttr" .. i].gameObject:SetActive(false)
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end
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end
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function XUiEquipDetailChildOther:UpdateResonanceSkills()
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local count = 1
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local resonanceSkillNum = XDataCenter.EquipManager.GetResonanceSkillNumByTemplateId(self.TemplateId)
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for pos = 1, resonanceSkillNum do
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self["PanelSkill" .. pos].gameObject:SetActive(true)
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self["PanelEmptySkill" .. pos].gameObject:SetActive(true)
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count = count + 1
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self:UpdateResonanceSkill(pos)
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end
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for pos = count, XEquipConfig.MAX_RESONANCE_SKILL_COUNT do
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self["PanelSkill" .. pos].gameObject:SetActive(false)
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end
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end
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function XUiEquipDetailChildOther:UpdateResonanceSkill(pos)
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local grid = self.GridResonanceSkills[pos]
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if self.Equip.ResonanceInfo and self.Equip.ResonanceInfo[pos] then
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if not grid then
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local item = CS.UnityEngine.Object.Instantiate(self.GridResonanceSkill)
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grid = XUiGridResonanceSkillOther.New(item, self.Equip, pos, false, self.Character, function()
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XLuaUiManager.Open("UiEquipResonanceSkillDetailInfo", nil, pos, nil, nil, nil, true, true, self.Character, self.Equip)
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end)
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grid.Transform:SetParent(self["PanelSkill" .. pos], false)
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self.GridResonanceSkills[pos] = grid
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end
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grid:Refresh()
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grid.GameObject:SetActive(true)
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self["PanelEmptySkill" .. pos].gameObject:SetActive(false)
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else
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if grid then
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grid.GameObject:SetActive(false)
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end
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end
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end
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