PGRData/Script/matrix/xui/xuiequipresonanceselect/XUiEquipResonanceSelectAfter.lua

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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
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function XUiEquipResonanceSelectAfter:OnStart(equipId, pos, characterId, isAwakeDes, forceShowBindCharacter, callback)
self.CharacterId = characterId
self.EquipId = equipId
self.Pos = pos
self.IsAwakeDes = isAwakeDes
self.ForceShowBindCharacter = forceShowBindCharacter
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self.Callback = callback
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
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if self.Callback then
self.Callback()
end
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()
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if self.Callback then
self.Callback()
end
self:Close()
end
function XUiEquipResonanceSelectAfter:OnBtnChangeClick()
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XMVCA:GetAgency(ModuleId.XEquip):ResonanceConfirm(self.EquipId, self.Pos, true)
end
function XUiEquipResonanceSelectAfter:OnBtnRemainClick()
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XMVCA:GetAgency(ModuleId.XEquip):ResonanceConfirm(self.EquipId, self.Pos, false)
end