208 lines
9.6 KiB
Lua
208 lines
9.6 KiB
Lua
local WeaponInfoComp = class("WeaponInfoComp", LuaComponent)
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local BTN_ICON = {"common_btn_green_2", "common_btn_grey_2"}
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local DEFAULT_FACTOR = GConst.BattleConst.DEFAULT_FACTOR
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-- 升段
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local EFFECT_UP_SECTION = "assets/prefabs/effects/ui/vfs_ui_wuqi_up_b01.prefab"
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-- 升级
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local EFFECT_UP_GRADE = "assets/prefabs/effects/ui/vfs_ui_wuqi_up_b02.prefab"
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-- 常驻
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local EFFECT_FIX = {
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"assets/prefabs/effects/ui/vfs_ui_wuqi_changzhu_b01.prefab",
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"assets/prefabs/effects/ui/vfs_ui_wuqi_changzhu_b02.prefab",
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"assets/prefabs/effects/ui/vfs_ui_wuqi_changzhu_b03.prefab",
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}
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function WeaponInfoComp:init()
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local uiMap = self:getUIMap()
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self.txName = uiMap["weapon_info.name.tx_name"]
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self.imgWeapon = uiMap["weapon_info.img_weapon"]
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self.rootEffect = uiMap["weapon_info.root_effect"]
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self.txLevel = uiMap["weapon_info.level.tx_level"]
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self.txDesc1 = uiMap["weapon_info.tx_desc_1"]
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self.txDesc2 = uiMap["weapon_info.tx_desc_2"]
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self.attrContent = uiMap["weapon_info.ScrollView.Viewport.Content"]
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self.txAttr = uiMap["weapon_info.ScrollView.Viewport.Content.tx_attr"]
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self.btnUp = uiMap["weapon_info.upgrade.btn_up"]
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self.txUp = uiMap["weapon_info.upgrade.btn_up.tx_desc"]
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self.txNum = uiMap["weapon_info.upgrade.btn_up.tx_num"]
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self.attr = {}
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for i = 1, 2 do
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self.attr[i] = uiMap["weapon_info.attr_" .. i]
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end
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self.canvasWeapon = self.imgWeapon:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS)
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self.txDesc1:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_4))
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self.txDesc2:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_5))
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self.txUp:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_3))
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DataManager.ShopData:checkPopGift(PayManager.PURCHARSE_ACT_TYPE.WEAPON_GIFT)
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self.btnUp:addClickListener(function()
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ModuleManager.EquipManager:reqUpgrade(self.heroEntity:getCfgId(), GConst.EquipConst.PART_TYPE.WEAPON)
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end)
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end
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function WeaponInfoComp:setUI(ui)
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self.uiRoot = ui
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end
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function WeaponInfoComp:setHeroData(heroEntity)
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self.heroEntity = heroEntity
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self.weaponEntity = DataManager.EquipData:getEquip(self.heroEntity:getCfgId(), GConst.EquipConst.PART_TYPE.WEAPON)
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self:bind(self.weaponEntity, "isDirty", function()
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self:refresh()
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end)
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self:bind(DataManager.BagData.ItemData, "dirty", function()
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self:refresh()
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end)
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self:playEffect()
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end
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function WeaponInfoComp:refresh()
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local nextWeaponEntity = self.weaponEntity:getNextLevelEntity()
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self.txName:setText(self.weaponEntity:getName())
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self.imgWeapon:setTexture("assets/arts/textures/background/weapon/".. self.weaponEntity:getIconId() .. ".png")
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self.txLevel:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_3) .. self.weaponEntity:getLevel().."/"..self.weaponEntity:getMaxLevel())
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self.txAttr:setText(self.weaponEntity:getAttrDesc())
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local height = self.txAttr:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).preferredHeight
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self.attrContent:setSizeDeltaY(height + 5)
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self.attrContent:setAnchoredPosition(0, 0)
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-- 基础属性
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local curAtk = self.weaponEntity:getAttack()
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local curNormalHurt = self.weaponEntity:getNormalHurt()
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local curSkillHurt = self.weaponEntity:getSkillHurt()
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local curHp = self.weaponEntity:getHp()
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local diffBaseAtk = (nextWeaponEntity:getBaseAttack() - self.weaponEntity:getBaseAttack()) // DEFAULT_FACTOR
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local diffBaseNormalHurt = (nextWeaponEntity:getNormalHurt() - self.weaponEntity:getNormalHurt()) // DEFAULT_FACTOR
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local diffBaseSkillHurt = (nextWeaponEntity:getSkillHurt() - self.weaponEntity:getSkillHurt()) // DEFAULT_FACTOR
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local diffBaseHp = (nextWeaponEntity:getBaseHp() - self.weaponEntity:getBaseHp()) // DEFAULT_FACTOR
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local showAttrType = {}
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for index, obj in ipairs(self.attr) do
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local map = obj:genAllChildren()
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local imgIcon = map["img_icon"]
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local txTitle = map["tx_title"]
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local txNum = map["tx_num"]
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obj:setVisible(true)
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if not table.containValue(showAttrType, GConst.EquipConst.ATTR_TYPE.ATK) and (curAtk > 0 or diffBaseAtk > 0) then
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table.insert(showAttrType, GConst.EquipConst.ATTR_TYPE.ATK)
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imgIcon:setSprite(GConst.ATLAS_PATH.COMMON, "common_dec_5")
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txTitle:setText("<color=#FCB501>"..I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_3).."</color>")
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local numStr = curAtk // DEFAULT_FACTOR
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if diffBaseAtk > 0 then
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numStr = numStr .. "<color=#A2FF29>+" .. diffBaseAtk .. "</color>"
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end
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txNum:setText(numStr)
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elseif not table.containValue(showAttrType, GConst.EquipConst.ATTR_TYPE.NORMAL_HURT) and (curNormalHurt > 0 or diffBaseNormalHurt > 0) then
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table.insert(showAttrType, GConst.EquipConst.ATTR_TYPE.NORMAL_HURT)
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imgIcon:setSprite(GConst.ATLAS_PATH.COMMON, "common_dec_20")
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txTitle:setText("<color=#4CCFFA>"..I18N:getGlobalText(I18N.GlobalConst.ATTR_NORMAL_HURT).."</color>")
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local numStr = curNormalHurt // DEFAULT_FACTOR
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if diffBaseNormalHurt > 0 then
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numStr = numStr .. "<color=#A2FF29>+" .. diffBaseNormalHurt .. "</color>"
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end
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txNum:setText(numStr)
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elseif not table.containValue(showAttrType, GConst.EquipConst.ATTR_TYPE.SKILL_HURT) and (curSkillHurt > 0 or diffBaseSkillHurt > 0) then
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table.insert(showAttrType, GConst.EquipConst.ATTR_TYPE.SKILL_HURT)
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imgIcon:setSprite(GConst.ATLAS_PATH.COMMON, "common_dec_21")
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txTitle:setText("<color=#EC80FF>"..I18N:getGlobalText(I18N.GlobalConst.ATTR_SKILL_HURT).."</color>")
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local numStr = curSkillHurt // DEFAULT_FACTOR
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if diffBaseSkillHurt > 0 then
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numStr = numStr .. "<color=#A2FF29>+" .. diffBaseSkillHurt .. "</color>"
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end
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txNum:setText(numStr)
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elseif not table.containValue(showAttrType, GConst.EquipConst.ATTR_TYPE.HP) and (curHp > 0 or diffBaseHp > 0) then
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table.insert(showAttrType, GConst.EquipConst.ATTR_TYPE.HP)
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imgIcon:setSprite(GConst.ATLAS_PATH.COMMON, "common_dec_4")
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txTitle:setText("<color=#FB6895>"..I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_2).."</color>")
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local numStr = curHp // DEFAULT_FACTOR
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if diffBaseHp > 0 then
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numStr = numStr .. "<color=#A2FF29>+" .. diffBaseHp .. "</color>"
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end
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txNum:setText(numStr)
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else
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obj:setVisible(false)
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end
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end
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-- 消耗材料
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local cost = self.weaponEntity:getUpgradeMaterials()
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for i = 1, 3 do
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local uiMap = self:getUIMap()
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local costNode = uiMap["weapon_info.upgrade.cost.cost_" .. i]
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if cost[i] then
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costNode:setActive(true)
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local icon = uiMap["weapon_info.upgrade.cost.cost_" .. i .. ".img_icon"]
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local num = uiMap["weapon_info.upgrade.cost.cost_" .. i .. ".tx_num"]
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local add = uiMap["weapon_info.upgrade.cost.cost_" .. i .. ".img_icon.img_add"]
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local costId = GFunc.getRewardId(cost[i])
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local costNum = GFunc.getRewardNum(cost[i])
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local haveNum = DataManager.BagData.ItemData:getItemNumById(costId)
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if haveNum < costNum then
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num:setText("<color=#FF5252>" .. haveNum .. "</color>/" .. costNum)
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else
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num:setText(haveNum .. "/" .. costNum)
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end
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local atlas, name = GFunc.getIconRes(costId)
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icon:setSprite(atlas, name, function ()
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icon:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize()
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end)
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add:setActive(costNum - haveNum > 0)
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icon:addClickListener(function()
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UIManager:showUI("app/ui/dungeon/item_get_ui", {id = costId, value = costNum - haveNum < 0 and 0 or costNum - haveNum})
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end)
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else
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costNode:setActive(false)
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end
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end
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if self.weaponEntity:isEnoughGold() then
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self.txNum:setText(self.weaponEntity:getUpgradeGoldNum())
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else
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self.txNum:setText("<color=#FF5252>" .. self.weaponEntity:getUpgradeGoldNum() .. "</color>")
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end
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self.btnUp:setTouchEnable(self.heroEntity:isActived())
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local canLvUp = self.weaponEntity:canLevelUp()
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if self.heroEntity:isActived() and canLvUp then
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self.btnUp:addRedPoint(120, 50, 0.6)
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self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[1])
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else
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self.btnUp:removeRedPoint()
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self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[2])
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end
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end
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-- 播放动效
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function WeaponInfoComp:playEffect(isUpgrade, isUpSection)
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self.rootEffect:removeAllChildren()
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-- 升级
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if isUpgrade then
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EffectManager:loadUIEffectAsync(EFFECT_UP_GRADE, self.uiRoot, self.rootEffect, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
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obj:play()
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end)
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end
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-- 升段
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if isUpSection then
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EffectManager:loadUIEffectAsync(EFFECT_UP_SECTION, self.uiRoot, self.rootEffect, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
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obj:play()
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end)
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end
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-- 常驻特效
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local effectIdx = math.ceil(self.weaponEntity:getStage() / 2)
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if EFFECT_FIX[effectIdx] then
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EffectManager:loadUIEffectAsync(EFFECT_FIX[effectIdx], self.uiRoot, self.rootEffect, GConst.UI_EFFECT_ORDER.LEVEL1, function(obj)
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if self.canvasWeapon and self.uiRoot then
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self.canvasWeapon.overrideSorting = true
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self.canvasWeapon.sortingOrder = self.uiRoot:getUIOrder() + GConst.UI_EFFECT_ORDER.LEVEL1
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end
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obj:setIsLoop(true)
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obj:play()
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end)
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end
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end
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return WeaponInfoComp |