PGRData/Script/matrix/xui/xuiequipoverrun/XUiEquipOverrunSelect.lua
2024-09-01 22:49:41 +02:00

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local XUiEquipOverrunSelect = XLuaUiManager.Register(XLuaUi, "UiEquipOverrunSelect")
local XUiEquipOverrunSelectGrid = require("XUi/XUiEquipOverrun/XUiEquipOverrunSelectGrid")
local CSInstantiate = CS.UnityEngine.Object.Instantiate
local CanNotBuyColor = CS.XGame.ClientConfig:GetString("ActivityShopItemTextCanNotBuyColor")
function XUiEquipOverrunSelect:OnAwake()
self.GridSuitSimple.gameObject:SetActiveEx(false)
self.PanelActive.gameObject:SetActiveEx(false)
self.PanelNotActive.gameObject:SetActiveEx(false)
self.ActiveGoList = {}
self.NotActiveGoList = {}
self:SetButtonCallBack()
self:InitDynamicTable()
end
function XUiEquipOverrunSelect:OnStart(equipId, selectCallBack, isPreview)
self.EquipId = equipId
self.SelectCallBack = selectCallBack
self.IsPreview = isPreview == true
self.Equip = XDataCenter.EquipManager.GetEquip(self.EquipId)
self.LastSelectSuitId = self.Equip:GetOverrunChoseSuit()
self.CurSelectSuitId = self.LastSelectSuitId
self:Refresh()
end
function XUiEquipOverrunSelect:OnEnable()
self:RefreshCost()
end
function XUiEquipOverrunSelect:SetButtonCallBack()
XUiHelper.RegisterClickEvent(self, self.BtnClose, self.Close)
XUiHelper.RegisterClickEvent(self, self.BtnTanchuangClose, self.Close)
XUiHelper.RegisterClickEvent(self, self.BtnActive, self.OnBtnActive)
XUiHelper.RegisterClickEvent(self, self.BtnChange, self.OnBtnChange)
XUiHelper.RegisterClickEvent(self, self.RImgSpendIcon, self.OnBtnRImgSpendIcon)
end
function XUiEquipOverrunSelect:OnBtnActive()
if not self.CanActive then
XUiManager.TipText("PokemonUpgradeItemNotEnough")
return
end
-- 二次确认
local activePos
for _, skillInfo in ipairs(self.SkillInfoList) do
if skillInfo.IsActiveByOverrun then
activePos = skillInfo.Pos
end
end
local suitName = XMVCA:GetAgency(ModuleId.XEquip):GetEquipSuitName(self.CurSelectSuitId)
local content = activePos and XUiHelper.GetText("EquipOverrunActiveEffectTips1", activePos, suitName) or XUiHelper.GetText("EquipOverrunActiveEffectTips2", suitName)
XUiManager.DialogTip(nil, content, XUiManager.DialogType.Normal, nil, function()
XMVCA:GetAgency(ModuleId.XEquip):EquipWeaponActiveOverrunSuitRequest(self.EquipId, self.CurSelectSuitId, function()
self:OnBtnChange()
end)
end)
end
function XUiEquipOverrunSelect:OnBtnChange()
if self.SelectSuitData.Id == self.LastSelectSuitId then
return
end
XMVCA:GetAgency(ModuleId.XEquip):EquipWeaponChoseOverrunSuitRequest(self.EquipId, self.CurSelectSuitId, function()
local tips = XUiHelper.GetText("DormTemplateSelectSuccess")
XMVCA:GetAgency(ModuleId.XEquip):TipEquipOperation(nil, tips)
self.SelectCallBack()
self:Close()
end)
end
function XUiEquipOverrunSelect:OnBtnRImgSpendIcon()
local overrunSuitCfg = XEquipConfig.GetWeaponOverrunSuitCfgByTemplateId(self.Equip.TemplateId)
XLuaUiManager.Open("UiTip", overrunSuitCfg.ActiveSuitItemId)
end
-- 刷新意识列表
function XUiEquipOverrunSelect:Refresh()
self.TxtTitle.gameObject:SetActiveEx(not self.IsPreview)
self.TxtPreviewTitle.gameObject:SetActiveEx(self.IsPreview)
self.SuitDataList = self:GetSuitDataList()
local suitData = self.SuitDataList[1]
self.CurSelectSuitId = suitData.Id
self.DynamicTable:SetDataSource(self.SuitDataList)
self.DynamicTable:ReloadDataASync(1)
self:RefreshSuitDetail(suitData)
end
-- 意识激活回调
function XUiEquipOverrunSelect:OnActiveSuit()
self.SuitDataList = self:GetSuitDataList()
self.DynamicTable:SetDataSource(self.SuitDataList)
self.DynamicTable:ReloadDataASync(1)
for _, suitData in ipairs(self.SuitDataList) do
if suitData.Id == self.CurSelectSuitId then
self:RefreshSuitDetail(suitData)
end
end
end
function XUiEquipOverrunSelect:GetSuitDataList()
local overrunSuitCfg = XEquipConfig.GetWeaponOverrunSuitCfgByTemplateId(self.Equip.TemplateId)
local bindType = overrunSuitCfg.ChipBindType
-- 类型配置为0的武器装备在角色身上时需额外判断只显示与当前角色匹配的意识套装
if bindType == XEquipConfig.UserType.All and self.Equip:IsWearing() then
bindType = XCharacterConfigs.GetCharacterType(self.Equip.CharacterId)
end
local suitIdList = XEquipConfig.GetSuitIdListByCharacterType(bindType, XEquipConfig.OVERRUN_BLIND_SUIT_MIN_QUALITY, true, true)
-- 意识套装品质、是否跟角色身上装备的意识一样
local suitDataDic = {}
for _, suitId in ipairs(suitIdList) do
local suitData = {}
suitData.Id = suitId
suitData.Quality = XEquipConfig.GetSuitQuality(suitId)
suitData.IsCharWear = false
suitData.CharWearCnt = 0 -- 角色装备该套装意识数量
suitData.IsActive = false
suitDataDic[suitId] = suitData
end
-- 意识套装是否穿戴
if self.Equip:IsWearing() then
local awarenessIds = XDataCenter.EquipManager.GetCharacterWearingAwarenessIds(self.Equip.CharacterId)
for _, awarenessId in ipairs(awarenessIds) do
local templateId = XDataCenter.EquipManager.GetEquipTemplateId(awarenessId)
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
local suitData = suitDataDic[equipCfg.SuitId]
if suitData then
suitData.IsCharWear = true
suitData.CharWearCnt = suitData.CharWearCnt + 1
end
end
end
-- 意识套装是否已激活
local activeSuits = self.Equip:GetOverrunActiveSuits()
for _, suitId in ipairs(activeSuits) do
local suitData = suitDataDic[suitId]
if suitData then
suitData.IsActive = true
end
end
-- 转换成list
local suitDataList = {}
for _, suitData in pairs(suitDataDic) do
table.insert(suitDataList, suitData)
end
-- 排序
table.sort(suitDataList, function(a, b)
-- 当前已绑定的意识套装
local priorityA = a.Id == self.LastSelectSuitId and 10000 or 0
local priorityB = b.Id == self.LastSelectSuitId and 10000 or 0
-- 武器穿戴角色身上装备的意识套装,武器未穿戴在角色身上时此项忽略
priorityA = priorityA + (a.IsCharWear and 1000 or 0)
priorityB = priorityB + (b.IsCharWear and 1000 or 0)
-- 已激活的意识套装
priorityA = priorityA + (a.IsActive and 100 or 0)
priorityB = priorityB + (b.IsActive and 100 or 0)
-- 按照品质排序
priorityA = priorityA + (a.Quality > b.Quality and 10 or 0)
priorityB = priorityB + (b.Quality > a.Quality and 10 or 0)
return priorityA > priorityB
end)
return suitDataList
end
function XUiEquipOverrunSelect:InitDynamicTable()
self.DynamicTable = XDynamicTableNormal.New(self.PanelSelectList.gameObject)
self.DynamicTable:SetDelegate(self)
self.DynamicTable:SetProxy(XUiEquipOverrunSelectGrid)
end
function XUiEquipOverrunSelect:OnDynamicTableEvent(event, index, grid)
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT then
grid:Init(self)
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
local suitData = self.SuitDataList[index]
local isLastSelect = suitData.Id == self.LastSelectSuitId
local isCurSelect = suitData.Id == self.CurSelectSuitId
grid:Refresh(suitData, isLastSelect)
grid:SetCurSelect(isCurSelect)
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_TOUCHED then
local suitData = self.SuitDataList[index]
self.CurSelectSuitId = suitData.Id
local grids = self.DynamicTable:GetGrids()
for _, grid in pairs(grids) do
grid:SetCurSelect(false)
end
grid:SetCurSelect(true)
self:RefreshSuitDetail(suitData)
end
end
-- 刷新意识套装详情
function XUiEquipOverrunSelect:RefreshSuitDetail(suitData)
self:PlayAnimation("QieHuan")
self.SelectSuitData = suitData
self.TxtName.text = XMVCA:GetAgency(ModuleId.XEquip):GetEquipSuitName(suitData.Id)
local iconPath = XMVCA:GetAgency(ModuleId.XEquip):GetEquipSuitIconPath(suitData.Id)
self.RImgIcon:SetRawImage(iconPath)
-- 刷新意识
for _, activeGo in ipairs(self.ActiveGoList) do
activeGo.gameObject:SetActiveEx(false)
end
for _, notActiveGo in ipairs(self.NotActiveGoList) do
notActiveGo.gameObject:SetActiveEx(false)
end
self.SkillInfoList = XMVCA:GetAgency(ModuleId.XEquip):GetSuitActiveSkillDesList(suitData.Id, suitData.CharWearCnt, true)
local activeIndex = 1
local notActiveIndex = 1
for i, info in ipairs(self.SkillInfoList) do
local showActive = suitData.Id == self.LastSelectSuitId and info.IsActive or (info.IsActive and not info.IsActiveByOverrun)
if showActive then
local activeGo = self.ActiveGoList[activeIndex]
if not activeGo then
activeGo = CSInstantiate(self.PanelActive, self.PanelActive.transform.parent)
table.insert(self.ActiveGoList, activeGo)
end
activeGo.gameObject:SetActiveEx(true)
activeGo.transform:SetAsLastSibling()
local uiObj = activeGo:GetComponent("UiObject")
uiObj:GetObject("TxtTitle").text = info.PosDes
uiObj:GetObject("TxtSkill").text = info.SkillDes
-- 超限激活状态
local imgState = XUiHelper.TryGetComponent(uiObj.transform, "PanelTitle/ImgState")
imgState.gameObject:SetActiveEx(info.IsActiveByOverrun)
if info.IsActiveByOverrun then
local txtState = XUiHelper.TryGetComponent(uiObj.transform, "PanelTitle/ImgState/TxtState", "Text")
txtState.gameObject:SetActiveEx(true)
txtState.text = XUiHelper.GetText("EquipOverrunActive")
end
activeIndex = activeIndex + 1
else
local notActiveGo = self.NotActiveGoList[notActiveIndex]
if not notActiveGo then
notActiveGo = CSInstantiate(self.PanelNotActive, self.PanelNotActive.transform.parent)
table.insert(self.NotActiveGoList, notActiveGo)
end
notActiveGo.gameObject:SetActiveEx(true)
notActiveGo.transform:SetAsLastSibling()
local uiObj = notActiveGo:GetComponent("UiObject")
uiObj:GetObject("TxtTitle").text = info.PosDes
uiObj:GetObject("TxtSkill").text = info.SkillDes
notActiveIndex = notActiveIndex + 1
uiObj:GetObject("PanelCanActive").gameObject:SetActiveEx(info.IsActiveByOverrun)
end
end
-- 意识
if self.Equip:IsWearing() then
local isActiveByOverrun = false
for _, info in ipairs(self.SkillInfoList) do
if info.IsActiveByOverrun then
isActiveByOverrun = true
self.TxtDetail.text = info.OverrunTips
end
end
if not isActiveByOverrun then
self.TxtDetail.text = XUiHelper.GetText("EquipOverrunNotActive")
end
else
self.TxtDetail.text = XUiHelper.GetText("EquipOverrunNotEquip")
end
-- 按钮
if self.IsPreview then
self.BtnCanActive.gameObject:SetActiveEx(true)
self.BtnCanActive:SetDisable(true)
self.BtnChange.gameObject:SetActiveEx(false)
self.BtnActive.gameObject:SetActiveEx(false)
else
self.BtnCanActive.gameObject:SetActiveEx(false)
self.BtnChange.gameObject:SetActiveEx(suitData.IsActive)
self.BtnActive.gameObject:SetActiveEx(not suitData.IsActive)
self.TxtSpend.gameObject:SetActiveEx(not suitData.IsActive)
if suitData.IsActive then
self.BtnChange:SetDisable(suitData.Id == self.LastSelectSuitId)
end
end
-- 消耗
self:RefreshCost()
end
-- 刷新消耗
function XUiEquipOverrunSelect:RefreshCost()
if self.SelectSuitData.IsActive then
return
end
local overrunSuitCfg = XEquipConfig.GetWeaponOverrunSuitCfgByTemplateId(self.Equip.TemplateId)
local icon = XItemConfigs.GetItemIconById(overrunSuitCfg.ActiveSuitItemId)
local ownCnt = XDataCenter.ItemManager.GetCount(overrunSuitCfg.ActiveSuitItemId)
self.RImgSpendIcon:SetRawImage(icon)
self.CanActive = ownCnt >= overrunSuitCfg.ActiveSuitItemCount
if self.CanActive then
self.TxtSpend.text = tostring(ownCnt) .. "/" .. tostring(overrunSuitCfg.ActiveSuitItemCount)
else
self.TxtSpend.text = string.format("<color=#%s>%s</color>/%s", CanNotBuyColor, ownCnt, overrunSuitCfg.ActiveSuitItemCount)
end
end