local XUiPanelEquipScroll = require("XUi/XUiEquipAwarenessReplace/XUiPanelEquipScroll") local XUiPanelSuitDetailScroll = require("XUi/XUiEquipAwarenessReplace/XUiPanelSuitDetailScroll") local XUiPanelSuitSimpleScroll = require("XUi/XUiEquipAwarenessReplace/XUiPanelSuitSimpleScroll") local XUiGridEquip = require("XUi/XUiEquipAwarenessReplace/XUiGridEquip") local XUiGridDoubleResonanceSkill = require("XUi/XUiEquipResonanceSkill/XUiGridDoubleResonanceSkill") local type = type local tableInsert = table.insert local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate local CSXTextManagerGetText = CS.XTextManager.GetText local CSXScheduleManagerUnSchedule = XScheduleManager.UnSchedule local CSXScheduleManagerScheduleOnce = XScheduleManager.ScheduleOnce local MAX_MERGE_ATTR_COUNT = 4 local MAX_RESONANCE_SKILL_COUNT = 6 local ViewPattern = { Pos = 1, Suit = 2, Resonance = 3, Quick = 4, } local GridPattern = { Simple = 1, Detail = 2, } local ShowPropertyIndex = { Attr = 1, SuitSkill = 2, ResonanceSkill = 3, } local ResonanceType = { CurCharacter = 1, --当前角色共鸣 Others = 2, --其他角色共鸣 None = 3, --无共鸣 } local XUiEquipAwarenessReplace = XLuaUiManager.Register(XLuaUi, "UiEquipAwarenessReplace") function XUiEquipAwarenessReplace:OnAwake() self:AutoAddListener() self:InitComponentStatus() end function XUiEquipAwarenessReplace:OnStart(characterId, equipSite, notShowStrengthenBtn) equipSite = equipSite or XEquipConfig.EquipSite.Awareness.One self.InitSelectPos = equipSite self.CharacterId = characterId self.IsAscendOrder = false --初始降序 self.LastViewPattern = ViewPattern.Pos self.GridPattern = GridPattern.Simple self.SelectedSuitStar = 6 self.NotShowStrengthenBtn = notShowStrengthenBtn or false self.SelectShowProperty = ShowPropertyIndex.Attr self.SelectedResonanceType = ResonanceType.CurCharacter self.TempSpriteList = {} self.GridDoubleResonanceSkills = {} self.PanelTabBtns:Init({ self.BtnPos, self.BtnSuit, self.BtnGongming, }, function(tabIndex) self:OnSelectViewPattern(tabIndex) end) self.PanelTogPos:Init({ self.Tog1, self.Tog2, self.Tog3, self.Tog4, self.Tog5, self.Tog6, }, function(tabIndex) self:OnSelectEquipSite(tabIndex) end) self.PanelTogPosStar:Init({ self.TogStar1, self.TogStar2, self.TogStar3, self.TogStar4, self.TogStar5, self.TogStar6, }, function(tabIndex) self:OnSelectSuitStar(tabIndex) end) local characterTradeName = XCharacterConfigs.GetCharacterTradeName(characterId) local btnNameStr = CSXTextManagerGetText("EquipAwarenessReplaceBtnName", characterTradeName) self.TogType01:SetNameByGroup(0, btnNameStr) self.PanelTogPosGmtype:Init({ self.TogType01, self.TogType02, self.TogType03, }, function(tabIndex) self:OnSelectResonanceType(tabIndex) end) self.EquipBtnGroup:Init({ self.BtnEquipProperty, self.BtnEquipSkill, self.BtnEquipResonance, }, function(tabIndex) self:OnSelectShowProperty(tabIndex) end) self:InitScrollPanel() self:InitCurEquipGrids() end function XUiEquipAwarenessReplace:OnEnable() self:UpdateCurEquipGrids() self:UpdateViewData() if self.LastViewPattern ~= ViewPattern.Quick then self.PanelTabBtns:SelectIndex(self.LastViewPattern) else self:UpdateSuitDrdOptionList() self:OnSelectSortType(self.DrdSort.value, true) end self.EquipBtnGroup:SelectIndex(self.SelectShowProperty) self:HideActiveEffect() end function XUiEquipAwarenessReplace:OnDestroy() for _, info in pairs(self.TempSpriteList) do CS.UnityEngine.Object.Destroy(info.Sprite) CS.XResourceManager.Unload(info.Resource) end end --注册监听事件 function XUiEquipAwarenessReplace:OnGetEvents() return { XEventId.EVENT_EQUIP_PUTON_NOTYFY , XEventId.EVENT_EQUIPLIST_TAKEOFF_NOTYFY , XEventId.EVENT_EQUIP_LOCK_STATUS_CHANGE_NOTYFY , XEventId.EVENT_EQUIP_RECYCLE_STATUS_CHANGE_NOTYFY , XEventId.EVENT_EQUIP_RECYCLE_NOTIFY } end --处理事件监听 function XUiEquipAwarenessReplace:OnNotify(evt, ...) local args = { ... } if evt == XEventId.EVENT_EQUIP_PUTON_NOTYFY then local equipId = args[1] self:UpdateViewData() if self.LastViewPattern == ViewPattern.Quick then local suitId = XDataCenter.EquipManager.GetSuitId(equipId) self:UpdateSuitDrdOptionList() self:UpdateDrdSuitValue(suitId) end self:OnSelectSortType(self.DrdSort.value) local equipSite = XDataCenter.EquipManager.GetEquipSite(equipId) self:UpdateCurEquipGrid(equipSite) self.EquipBtnGroup:SelectIndex(self.SelectShowProperty) self:PlayActiveEffect(equipId) elseif evt == XEventId.EVENT_EQUIPLIST_TAKEOFF_NOTYFY then local equipIds = args[1] self:UpdateViewData() for _, equipId in pairs(equipIds) do if self.LastViewPattern == ViewPattern.Quick then local suitId = XDataCenter.EquipManager.GetSuitId(equipId) self:UpdateSuitDrdOptionList() self:UpdateDrdSuitValue(suitId) end local equipSite = XDataCenter.EquipManager.GetEquipSite(equipId) self:UpdateCurEquipGrid(equipSite) end self:OnSelectSortType(self.DrdSort.value) self.EquipBtnGroup:SelectIndex(self.SelectShowProperty) elseif evt == XEventId.EVENT_EQUIP_LOCK_STATUS_CHANGE_NOTYFY or evt == XEventId.EVENT_EQUIP_RECYCLE_STATUS_CHANGE_NOTYFY then local equipId = args[1] local equipSite = XDataCenter.EquipManager.GetEquipSite(equipId) self:UpdateCurEquipGrid(equipSite) self:OnSelectSortType(self.DrdSort.value, true) elseif evt == XEventId.EVENT_EQUIP_RECYCLE_NOTIFY then self:UpdateViewData() self:OnSelectSortType(self.DrdSort.value, true) end end function XUiEquipAwarenessReplace:InitComponentStatus() self.GridSuitSimple.gameObject:SetActive(false) self.GridDoubleResonanceSkill.gameObject:SetActive(false) self.Verticallayout = self.PanelAdapter:GetComponent("VerticalLayoutGroup") self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin) self.DrdSort.onValueChanged:AddListener(function() self:OnDrdSortValueChanged() end) self.DrdSuit.onValueChanged:AddListener(function() self:OnDrdSuitValueChanged() end) end function XUiEquipAwarenessReplace:UpdateViewData() local characterId = self.CharacterId local characterType = XCharacterConfigs.GetCharacterType(characterId) self.SiteToEquipIdsDic = XDataCenter.EquipManager.ConstructAwarenessSiteToEquipIdsDic(characterType) self.StarToSiteToSuitIdsDic = XDataCenter.EquipManager.ConstructAwarenessStarToSiteToSuitIdsDic(characterType) self.SuitIdToEquipIdsDic = XDataCenter.EquipManager.ConstructAwarenessSuitIdToEquipIdsDic(characterType) self.ResonanceTypeToEquipIdsDic = XDataCenter.EquipManager.ConstructAwarenessResonanceTypeToEquipIdsDic(characterId) end function XUiEquipAwarenessReplace:UpdateSuitDrdOptionList() self.DrdSuit:ClearOptions() local optionDataList = CS.UnityEngine.UI.Dropdown.OptionDataList() for _, suitId in pairs(self.StarToSiteToSuitIdsDic[self.SelectedSuitStar][self.SelectedEquipSite]) do local optionData = CS.UnityEngine.UI.Dropdown.OptionData() optionData.text = XDataCenter.EquipManager.GetSuitName(suitId) local resource = CS.XResourceManager.Load(XDataCenter.EquipManager.GetSuitIconBagPath(suitId)) local texture = resource.Asset local sprite = CS.UnityEngine.Sprite.Create(texture, CS.UnityEngine.Rect(0, 0, texture.width, texture.height), CS.UnityEngine.Vector2.zero) optionData.image = sprite optionDataList.options:Add(optionData) local info = { Sprite = sprite, Resource = resource, } tableInsert(self.TempSpriteList, info) end self.DrdSuit:AddOptions(optionDataList.options) end function XUiEquipAwarenessReplace:InitScrollPanel() local equipTouchCb = function(equipId) self:OnSelectEquip(equipId) end local suitTouchCb = function(suitId) self:OnSelectViewPattern(ViewPattern.Quick) self:UpdateSuitDrdOptionList() self:UpdateDrdSuitValue(suitId) end local gridReloadCb = function() self:SetSortBtnEnabled(true) end self.EquipScroll = XUiPanelEquipScroll.New(self, self.PanelEquipScroll, equipTouchCb, gridReloadCb) self.SuitSimpleScroll = XUiPanelSuitSimpleScroll.New(self, self.PanelSuitSimpleScroll, suitTouchCb, gridReloadCb) self.SuitDetailScroll = XUiPanelSuitDetailScroll.New(self, self.PanelSuitDetailScroll, suitTouchCb, gridReloadCb) end function XUiEquipAwarenessReplace:InitCurEquipGrids() local clickCb = function(equipId) local equipSite = XDataCenter.EquipManager.GetEquipSite(equipId) self.PanelTogPos:SelectIndex(equipSite) self:OnSelectEquip(equipId, true) end self.CurEquipGirds = {} for _, equipSite in pairs(XEquipConfig.EquipSite.Awareness) do local item = CSUnityEngineObjectInstantiate(self.GridCurAwareness) self.CurEquipGirds[equipSite] = XUiGridEquip.New(item, clickCb) self.CurEquipGirds[equipSite]:InitRootUi(self) self.CurEquipGirds[equipSite].Transform:SetParent(self["PanelPos" .. equipSite], false) end end function XUiEquipAwarenessReplace:UpdateCurEquipGrids() for _, equipSite in pairs(XEquipConfig.EquipSite.Awareness) do self:UpdateCurEquipGrid(equipSite) end end function XUiEquipAwarenessReplace:UpdateCurEquipGrid(equipSite) local wearingEquipId = XDataCenter.EquipManager.GetWearingEquipIdBySite(self.CharacterId, equipSite) if not wearingEquipId then self.CurEquipGirds[equipSite].GameObject:SetActive(false) self["PanelNoEquip" .. equipSite].gameObject:SetActive(true) else self.CurEquipGirds[equipSite]:Refresh(wearingEquipId) self.CurEquipGirds[equipSite].GameObject:SetActive(true) self["PanelNoEquip" .. equipSite].gameObject:SetActive(false) end end function XUiEquipAwarenessReplace:UpdateCurEquipAttr() local attrMap = XDataCenter.EquipManager.GetWearingAwarenessMergeAttrMap(self.CharacterId) local attrCount = 0 for _, attr in pairs(attrMap) do attrCount = attrCount + 1 if attrCount > MAX_MERGE_ATTR_COUNT then break end self["TxtName" .. attrCount].text = attr.Name self["TxtAttr" .. attrCount].text = attr.Value self["PanelAttr" .. attrCount].gameObject:SetActive(true) end for i = attrCount + 1, MAX_MERGE_ATTR_COUNT do self["PanelAttr" .. i].gameObject:SetActive(false) end end function XUiEquipAwarenessReplace:UpdateCurEquipSkill() local skillCount = 0 local activeSkillDesInfoList = XDataCenter.EquipManager.GetCharacterWearingSuitMergeActiveSkillDesInfoList(self.CharacterId) for i = 1, XEquipConfig.MAX_SUIT_SKILL_COUNT do if not activeSkillDesInfoList[i] then self["TxtSkillDes" .. i].gameObject:SetActive(false) else self["TxtPos" .. i].text = activeSkillDesInfoList[i].PosDes self["TxtSkillDes" .. i].text = activeSkillDesInfoList[i].SkillDes self["TxtSkillDes" .. i].gameObject:SetActive(true) skillCount = skillCount + 1 end end if skillCount == 0 then self.PanelNoSkill.gameObject:SetActive(true) else self.PanelNoSkill.gameObject:SetActive(false) end CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self["TxtSkillDes1"].transform.parent) end function XUiEquipAwarenessReplace:UpdateCurEquipResonanceSkill() for index = 1, MAX_RESONANCE_SKILL_COUNT do local grid = self.GridDoubleResonanceSkills[index] if not grid then local go = CSUnityEngineObjectInstantiate(self.GridDoubleResonanceSkill, self.PanelResonanceSkill) local clickCb = function(grid) if self.LastSelectResonanceGrid then self.LastSelectResonanceGrid:SetSelect(false) end self.LastSelectResonanceGrid = grid grid:SetSelect(true) end grid = XUiGridDoubleResonanceSkill.New(go, clickCb) self.GridDoubleResonanceSkills[index] = grid grid.GameObject:SetActive(true) end grid:Refresh(self.CharacterId, index) end end function XUiEquipAwarenessReplace:OnSelectSortType(sortType, doNotResetSelect) for key, list in pairs(self.SiteToEquipIdsDic) do XDataCenter.EquipManager.SortEquipIdListByPriorType(list, sortType) if self.IsAscendOrder then XTool.ReverseList(list) end end for _, lists in pairs(self.SuitIdToEquipIdsDic) do for key, list in pairs(lists) do XDataCenter.EquipManager.SortEquipIdListByPriorType(list, sortType) if self.IsAscendOrder then XTool.ReverseList(list) end end end for key, list in pairs(self.ResonanceTypeToEquipIdsDic) do XDataCenter.EquipManager.SortEquipIdListByPriorType(list, sortType) if self.IsAscendOrder then XTool.ReverseList(list) end end self.ImgAscend.gameObject:SetActive(self.IsAscendOrder) self.ImgDescend.gameObject:SetActive(not self.IsAscendOrder) self:UpdateScroll(doNotResetSelect) end --防手快一直点 function XUiEquipAwarenessReplace:SetSortBtnEnabled(enabled) self.BtnOrder.enabled = enabled self.BtnToDetail.enabled = enabled self.BtnToSimple.enabled = enabled end function XUiEquipAwarenessReplace:OnSelectViewPattern(viewPattern) self.LastViewPattern = viewPattern if viewPattern == ViewPattern.Pos then self.PanelEquipScroll.gameObject:SetActive(true) self:PlayAnimation("LeftEnableOne") self.PanelSuitSimpleScroll.gameObject:SetActive(false) self.PanelSuitDetailScroll.gameObject:SetActive(false) self.PanelSuitDropDown.gameObject:SetActive(false) self.PanelTabBtns.gameObject:SetActive(true) self.PanelTogPosStar.gameObject:SetActive(false) self.PanelTogPosGmtype.gameObject:SetActive(false) self.DrdSort.gameObject:SetActive(true) self.BtnOrder.gameObject:SetActive(true) self.BtnToSimple.gameObject:SetActive(false) self.BtnToDetail.gameObject:SetActive(false) self.PanelTogPos.CanDisSelect = false self.PanelTogPos.gameObject:SetActive(true) if type(self.SelectedEquipSite) == "number" then self.PanelTogPos:SelectIndex(self.SelectedEquipSite) else self.PanelTogPos:SelectIndex(self.InitSelectPos) self.InitSelectPos = XEquipConfig.EquipSite.Awareness.One --初始位置修改只打开时生效一次 end elseif viewPattern == ViewPattern.Suit then self.PanelEquipScroll.gameObject:SetActive(false) self.PanelSuitDropDown.gameObject:SetActive(false) self.PanelTabBtns.gameObject:SetActive(true) self.PanelTogPos.gameObject:SetActive(false) self.DrdSort.gameObject:SetActive(false) self.BtnOrder.gameObject:SetActive(false) self.PanelTogPosStar.gameObject:SetActive(true) self.PanelTogPosGmtype.gameObject:SetActive(false) self.PanelTogPos.CanDisSelect = true if type(self.SelectedEquipSite) == "number" then self.PanelTogPos:SelectIndex(self.SelectedEquipSite) --重置位置选择 end self:OnSelectGridPattern(self.GridPattern) elseif viewPattern == ViewPattern.Resonance then self.PanelEquipScroll.gameObject:SetActive(true) self:PlayAnimation("LeftEnableOne") self.PanelSuitSimpleScroll.gameObject:SetActive(false) self.PanelSuitDetailScroll.gameObject:SetActive(false) self.PanelSuitDropDown.gameObject:SetActive(false) self.PanelTabBtns.gameObject:SetActive(true) self.PanelTogPosStar.gameObject:SetActive(false) self.DrdSort.gameObject:SetActive(true) self.BtnOrder.gameObject:SetActive(true) self.BtnToSimple.gameObject:SetActive(false) self.BtnToDetail.gameObject:SetActive(false) self.PanelTogPos.CanDisSelect = false self.PanelTogPos.gameObject:SetActive(false) self.PanelTogPosGmtype.gameObject:SetActive(true) self.PanelTogPosGmtype:SelectIndex(self.SelectedResonanceType) elseif viewPattern == ViewPattern.Quick then self.PanelEquipScroll.gameObject:SetActive(true) self:PlayAnimation("LeftEnableOne") self.PanelSuitSimpleScroll.gameObject:SetActive(false) self.PanelSuitDetailScroll.gameObject:SetActive(false) self.PanelSuitDropDown.gameObject:SetActive(true) self.PanelTabBtns.gameObject:SetActive(false) self.PanelTogPosStar.gameObject:SetActive(false) self.DrdSort.gameObject:SetActive(true) self.BtnOrder.gameObject:SetActive(true) self.BtnToSimple.gameObject:SetActive(false) self.BtnToDetail.gameObject:SetActive(false) self.PanelTogPos.CanDisSelect = true self.PanelTogPos.gameObject:SetActive(true) end end function XUiEquipAwarenessReplace:OnSelectEquipSite(equipSite) equipSite = self.PanelTogPos.CanDisSelect and equipSite == self.SelectedEquipSite and "Total" or equipSite self.SelectedEquipSite = equipSite if self.LastSelectPos then local go = self["ImgSelect" .. self.LastSelectPos] if go then go.gameObject:SetActive(false) end end self.LastSelectPos = equipSite if self.LastSelectPos then local go = self["ImgSelect" .. self.LastSelectPos] if go then go.gameObject:SetActive(true) end end if self.LastSelectCurGrid then self.LastSelectCurGrid:SetSelected(false) end self.LastSelectCurGrid = self.CurEquipGirds[equipSite] if self.LastSelectCurGrid then self.LastSelectCurGrid:SetSelected(true) end if self.LastViewPattern == ViewPattern.Quick then self:UpdateSuitDrdOptionList() self:UpdateDrdSuitValue(self.QuickLastSelectSuitId) end self:OnSelectSortType(self.DrdSort.value) self:PlayAnimation("EquipScrollQieHuan") self:UpdateDrdSuitValue() -- 海外修改 end function XUiEquipAwarenessReplace:OnSelectGridPattern(gridPattern) self.GridPattern = gridPattern if gridPattern == GridPattern.Simple then self.PanelSuitSimpleScroll.gameObject:SetActive(true) self:PlayAnimation("SuitSimpleScrollQieHuan") self.PanelSuitDetailScroll.gameObject:SetActive(false) self.BtnToSimple.gameObject:SetActive(false) self.BtnToDetail.gameObject:SetActive(true) elseif gridPattern == GridPattern.Detail then self.PanelSuitSimpleScroll.gameObject:SetActive(false) self.PanelSuitDetailScroll.gameObject:SetActive(true) self:PlayAnimation("SuitDetailScrollQieHuan") self.BtnToSimple.gameObject:SetActive(true) self.BtnToDetail.gameObject:SetActive(false) end self:PlayAnimation("LeftEnableTwo") self.PanelTogPosStar:SelectIndex(self.SelectedSuitStar) end function XUiEquipAwarenessReplace:OnSelectSuitStar(star) self.SelectedSuitStar = star self:OnSelectSortType(self.DrdSort.value) self:PlayAnimation("EquipScrollQieHuan") end function XUiEquipAwarenessReplace:OnSelectResonanceType(index) self.SelectedResonanceType = index self:OnSelectSortType(self.DrdSort.value) self:PlayAnimation("EquipScrollQieHuan") end function XUiEquipAwarenessReplace:OnSelectShowProperty(selectShowProperty) self.SelectShowProperty = selectShowProperty if selectShowProperty == ShowPropertyIndex.Attr then self:UpdateCurEquipAttr() self.PanelAttrParent.gameObject:SetActive(true) self.PanelSuitSkill.gameObject:SetActive(false) self.PanelResonanceSkill.gameObject:SetActive(false) elseif selectShowProperty == ShowPropertyIndex.SuitSkill then self:UpdateCurEquipSkill() self.PanelAttrParent.gameObject:SetActive(false) self.PanelSuitSkill.gameObject:SetActive(true) self.PanelResonanceSkill.gameObject:SetActive(false) elseif selectShowProperty == ShowPropertyIndex.ResonanceSkill then self:UpdateCurEquipResonanceSkill() self.PanelAttrParent.gameObject:SetActive(false) self.PanelSuitSkill.gameObject:SetActive(false) self.PanelResonanceSkill.gameObject:SetActive(true) end if XLuaUiManager.IsUiShow("UiEquipAwarenessPopup") then XLuaUiManager.Close("UiEquipAwarenessPopup") end end function XUiEquipAwarenessReplace:OnSelectDrdSuit(suitId) if not suitId then return end self.SelectedSuitId = suitId self.PanelTogPosStar:SelectIndex(XDataCenter.EquipManager.GetSuitStar(suitId)) end function XUiEquipAwarenessReplace:UpdateDrdSuitValue(suitId) local findSuitInDrd = false for k, v in pairs(self.StarToSiteToSuitIdsDic[self.SelectedSuitStar][self.SelectedEquipSite]) do if v == suitId then self.DrdSuit.value = k - 1 findSuitInDrd = true break end end -- 如果当前位置没有对应套装ID,那么也调用调度函数刷到下个套装显示 if not findSuitInDrd then if self.DrdSuit.value == 0 then self:OnDrdSuitValueChanged() else self.DrdSuit.value = 0 end else self:OnDrdSuitValueChanged() end end function XUiEquipAwarenessReplace:UpdateScroll(doNotResetSelect) if not self.LastViewPattern then return end local scroll, idList if self.LastViewPattern == ViewPattern.Suit then if not self.GridPattern then return end idList = self.StarToSiteToSuitIdsDic[self.SelectedSuitStar] and self.StarToSiteToSuitIdsDic[self.SelectedSuitStar][self.SelectedEquipSite] or {} if self.GridPattern == GridPattern.Simple then scroll = self.SuitSimpleScroll self.PanelNoSuitSimple.gameObject:SetActive(not next(idList)) elseif self.GridPattern == GridPattern.Detail then scroll = self.SuitDetailScroll self.PanelNoSuitDetail.gameObject:SetActive(not next(idList)) end elseif self.LastViewPattern == ViewPattern.Pos then scroll = self.EquipScroll idList = self.SiteToEquipIdsDic[self.SelectedEquipSite] or {} self.PanelNoEquip.gameObject:SetActive(not next(idList)) elseif self.LastViewPattern == ViewPattern.Resonance then scroll = self.EquipScroll idList = self.ResonanceTypeToEquipIdsDic[self.SelectedResonanceType] or {} self.PanelNoEquip.gameObject:SetActive(not next(idList)) elseif self.LastViewPattern == ViewPattern.Quick then scroll = self.EquipScroll idList = self.SuitIdToEquipIdsDic[self.SelectedSuitId] and self.SuitIdToEquipIdsDic[self.SelectedSuitId][self.SelectedEquipSite] or {} self.PanelNoEquip.gameObject:SetActive(not next(idList)) end if scroll then self:SetSortBtnEnabled(false) if XLuaUiManager.IsUiShow("UiEquipAwarenessPopup") then XLuaUiManager.Close("UiEquipAwarenessPopup") end --NEVER DELETE ME! CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self.PanelAdapter) if self.TimerId then CSXScheduleManagerUnSchedule(self.TimerId) self.TimerId = nil end self.TimerId = CSXScheduleManagerScheduleOnce(function() if XTool.UObjIsNil(scroll.GameObject) then return end scroll:UpdateEquipGridList(idList, doNotResetSelect, self.SelectedEquipSite) end, 0) end end function XUiEquipAwarenessReplace:OnSelectEquip(equipId, needFixPopUpPos) self.SelectEquipId = equipId self.NeedFixPopUpPos = needFixPopUpPos self:OpenChildUi() end function XUiEquipAwarenessReplace:PlayActiveEffect(equipId) local suitId = XDataCenter.EquipManager.GetSuitId(equipId) local count, siteCheckDic = XDataCenter.EquipManager.GetActiveSuitEquipsCount(self.CharacterId, suitId) if count == 2 or count == 4 or count == 6 then for _, site in pairs(XEquipConfig.EquipSite.Awareness) do if siteCheckDic[site] then self["PanelEffect" .. site].gameObject:SetActive(false) self["PanelEffect" .. site].gameObject:SetActive(true) end end end end function XUiEquipAwarenessReplace:HideActiveEffect() for _, site in pairs(XEquipConfig.EquipSite.Awareness) do self["PanelEffect" .. site].gameObject:SetActive(false) end end function XUiEquipAwarenessReplace:AutoAddListener() self:RegisterClickEvent(self.BtnBack, self.OnBtnBackClick) self:RegisterClickEvent(self.BtnMainUi, self.OnBtnMainClick) self:RegisterClickEvent(self.BtnOrder, self.OnBtnOrderClick) self:RegisterClickEvent(self.BtnToDetail, self.OnBtnToDetailClick) self:RegisterClickEvent(self.BtnToSimple, self.OnBtnToSimpleClick) self:RegisterClickEvent(self.BtnClosePopup, self.OnBtnClosePopupClick) self:RegisterClickEvent(self.BtnPos1, self.OnBtnPos1Click) self:RegisterClickEvent(self.BtnPos2, self.OnBtnPos2Click) self:RegisterClickEvent(self.BtnPos3, self.OnBtnPos3Click) self:RegisterClickEvent(self.BtnPos4, self.OnBtnPos4Click) self:RegisterClickEvent(self.BtnPos5, self.OnBtnPos5Click) self:RegisterClickEvent(self.BtnPos6, self.OnBtnPos6Click) self:RegisterClickEvent(self.BtnAutoTakeOff, self.OnBtnAutoTakeOffClick) self:RegisterClickEvent(self.BtnAwarenessSuitPrefab, self.OnBtnAwarenessSuitPrefabClick) self:RegisterClickEvent(self.PanelEquipScroll, self.OnPanelEquipScrollClick) end function XUiEquipAwarenessReplace:OpenChildUi() if XLuaUiManager.IsUiShow("UiEquipAwarenessPopup") then XLuaUiManager.Close("UiEquipAwarenessPopup") end XLuaUiManager.Open("UiEquipAwarenessPopup", self, self.NotShowStrengthenBtn) end function XUiEquipAwarenessReplace:OnPanelEquipScrollClick() if XLuaUiManager.IsUiShow("UiEquipAwarenessPopup") then XLuaUiManager.Close("UiEquipAwarenessPopup") end end function XUiEquipAwarenessReplace:OnBtnClosePopupClick() self.EquipScroll:ResetSelectGrid() if XLuaUiManager.IsUiShow("UiEquipAwarenessPopup") then XLuaUiManager.Close("UiEquipAwarenessPopup") end end function XUiEquipAwarenessReplace:OnBtnPos1Click() self.PanelTogPos:SelectIndex(XEquipConfig.EquipSite.Awareness.One) end function XUiEquipAwarenessReplace:OnBtnPos2Click() self.PanelTogPos:SelectIndex(XEquipConfig.EquipSite.Awareness.Two) end function XUiEquipAwarenessReplace:OnBtnPos3Click() self.PanelTogPos:SelectIndex(XEquipConfig.EquipSite.Awareness.Three) end function XUiEquipAwarenessReplace:OnBtnPos4Click() self.PanelTogPos:SelectIndex(XEquipConfig.EquipSite.Awareness.Four) end function XUiEquipAwarenessReplace:OnBtnPos5Click() self.PanelTogPos:SelectIndex(XEquipConfig.EquipSite.Awareness.Five) end function XUiEquipAwarenessReplace:OnBtnPos6Click() self.PanelTogPos:SelectIndex(XEquipConfig.EquipSite.Awareness.Six) end function XUiEquipAwarenessReplace:OnBtnBackClick() if XLuaUiManager.IsUiShow("UiEquipAwarenessPopup") then XLuaUiManager.Close("UiEquipAwarenessPopup") end if self.LastViewPattern == ViewPattern.Quick then self.PanelTabBtns:SelectIndex(ViewPattern.Suit) else self:Close() end end function XUiEquipAwarenessReplace:OnBtnMainClick() XLuaUiManager.RunMain() end function XUiEquipAwarenessReplace:OnDrdSortValueChanged() self:OnSelectSortType(self.DrdSort.value) end function XUiEquipAwarenessReplace:OnDrdSuitValueChanged() local suitId = self.StarToSiteToSuitIdsDic[self.SelectedSuitStar][self.SelectedEquipSite][self.DrdSuit.value + 1] self.QuickLastSelectSuitId = suitId self:OnSelectDrdSuit(suitId) end function XUiEquipAwarenessReplace:OnBtnOrderClick() self.IsAscendOrder = not self.IsAscendOrder self.ImgAscend.gameObject:SetActive(self.IsAscendOrder) self.ImgDescend.gameObject:SetActive(not self.IsAscendOrder) for key, list in pairs(self.SiteToEquipIdsDic) do XTool.ReverseList(list) end for _, lists in pairs(self.SuitIdToEquipIdsDic) do for key, list in pairs(lists) do XTool.ReverseList(list) end end for key, list in pairs(self.ResonanceTypeToEquipIdsDic) do XTool.ReverseList(list) end self:UpdateScroll() end function XUiEquipAwarenessReplace:OnBtnToDetailClick() self:OnSelectGridPattern(GridPattern.Detail) end function XUiEquipAwarenessReplace:OnBtnToSimpleClick() self:OnSelectGridPattern(GridPattern.Simple) end function XUiEquipAwarenessReplace:OnBtnAutoTakeOffClick() local wearingEquipIds = XDataCenter.EquipManager.GetCharacterWearingAwarenessIds(self.CharacterId) if not wearingEquipIds or not next(wearingEquipIds) then XUiManager.TipText("EquipAutoTakeOffNotWearingEquip") return end XDataCenter.EquipManager.TakeOff(wearingEquipIds) end function XUiEquipAwarenessReplace:OnBtnAwarenessSuitPrefabClick() XLuaUiManager.Open("UiEquipAwarenessSuitPrefab", self.CharacterId) end