c1_lua/lua/app/ui/hero/skin_info_comp.lua
2025-05-27 00:08:22 +08:00

287 lines
13 KiB
Lua

local ArmorInfoComp = class("ArmorInfoComp", LuaComponent)
local BTN_ICON = {"common_btn_green_2", "common_btn_grey_2"}
local DEFAULT_FACTOR = GConst.BattleConst.DEFAULT_FACTOR
local ARMOR_PART_INDEX = {
[1] = GConst.EquipConst.PART_TYPE.HAT,
[2] = GConst.EquipConst.PART_TYPE.CLOTHES,
[3] = GConst.EquipConst.PART_TYPE.HANDGUARD,
[4] = GConst.EquipConst.PART_TYPE.BELT,
}
-- 升级
local EFFECT_UP_GRADE = {
"assets/prefabs/effects/ui/vfx_ui_equip_up_b01.prefab",
"assets/prefabs/effects/ui/vfx_ui_equip_up_b02.prefab",
"assets/prefabs/effects/ui/vfx_ui_equip_up_b03.prefab",
}
function ArmorInfoComp:init()
local uiMap = self:getUIMap()
self.txAttr = uiMap["armor_info.attr.tx_attr"]
self.txDesc = uiMap["armor_info.tx_desc"]
self.btnUp = uiMap["armor_info.upgrade.btn_up"]
self.txUp = uiMap["armor_info.upgrade.btn_up.tx_desc"]
self.txNum = uiMap["armor_info.upgrade.btn_up.tx_num"]
self.btnAttr = uiMap["armor_info.attr"]
self.imgCurBg = uiMap["armor_info.current.cur_armor.bg"]
self.rootCurEffect = uiMap["armor_info.current.cur_armor.root_effect"]
self.txCurName = uiMap["armor_info.current.cur_armor.name.tx_name"]
self.imgCurIcon = uiMap["armor_info.current.cur_armor.img_icon"]
self.txCurLevel = uiMap["armor_info.current.cur_armor.tx_num"]
self.imgNextBg = uiMap["armor_info.current.next_armor.bg"]
self.txNextName = uiMap["armor_info.current.next_armor.name.tx_name"]
self.imgNextIcon = uiMap["armor_info.current.next_armor.img_icon"]
self.txNextLevel = uiMap["armor_info.current.next_armor.tx_num"]
self.attr = {}
for i = 1, 2 do
self.attr[i] = uiMap["armor_info.attr_" .. i]
end
self.armor = {}
for i = 1, 4 do
self.armor[i] = uiMap["armor_info.other.armor_" .. i]
self.armor[i]:addClickListener(function()
self:onSelectIdx(i)
end)
end
self.txAttr:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_6))
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_16))
self.txUp:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_3))
DataManager.ShopData:checkPopGift(PayManager.PURCHARSE_ACT_TYPE.ARMOR_GIFT)
self.btnUp:addClickListener(function()
ModuleManager.EquipManager:reqUpgrade(self.heroEntity:getCfgId(), self.selectPart)
end)
self.btnAttr:addClickListener(function()
ModuleManager.TipsManager:showDescTips(DataManager.EquipData:getEquip(self.heroEntity:getCfgId(), self.selectPart):getAttrDesc(), self.btnAttr)
end)
self:bind(DataManager.BagData.ItemData, "dirty", function()
self:refresh()
end)
end
function ArmorInfoComp:setParentUI(ui)
self.uiRoot = ui
end
function ArmorInfoComp:setHeroData(heroEntity)
self.heroEntity = heroEntity
self.selectPart = self.selectPart or GConst.EquipConst.PART_TYPE.HAT
end
function ArmorInfoComp:refresh()
self:onSelectIdx(self:getIndexByPart(self.selectPart))
end
function ArmorInfoComp:onSelectIdx(index)
self.selectPart = ARMOR_PART_INDEX[index]
self:bind(DataManager.EquipData:getEquip(self.heroEntity:getCfgId(), self.selectPart), "isDirty", function()
self:refresh()
end)
self:refreshSelectArmor()
for index, value in ipairs(self.armor) do
self:refreshPart(index)
end
end
function ArmorInfoComp:refreshSelectArmor()
-- current
local armorEntity = DataManager.EquipData:getEquip(self.heroEntity:getCfgId(), self.selectPart)
self.txCurName:setText(armorEntity:getName())
self.imgCurBg:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, "frame_" .. armorEntity:getStage() + 1)
self.imgCurIcon:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, tostring(armorEntity:getIconId()), function()
self.imgCurIcon:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize()
end)
self.txCurLevel:setText("+".. armorEntity:getLevel())
-- next
local armorNextEntity = armorEntity:getNextLevelEntity()
self.txNextName:setText(armorNextEntity:getName())
self.imgNextBg:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, "frame_" .. armorNextEntity:getStage() + 1)
self.imgNextIcon:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, tostring(armorNextEntity:getIconId()), function()
self.imgNextIcon:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize()
end)
self.txNextLevel:setText("+".. armorNextEntity:getLevel())
-- 基础属性
local curAtk = armorEntity:getAttack()
local curNormalHurt = armorEntity:getNormalHurt()
local curSkillHurt = armorEntity:getSkillHurt()
local curHp = armorEntity:getHp()
local diffBaseAtk = (armorNextEntity:getBaseAttack() - armorEntity:getBaseAttack()) // DEFAULT_FACTOR
local diffBaseNormalHurt = (armorNextEntity:getNormalHurt() - armorEntity:getNormalHurt()) // DEFAULT_FACTOR
local diffBaseSkillHurt = (armorNextEntity:getSkillHurt() - armorEntity:getSkillHurt()) // DEFAULT_FACTOR
local diffBaseHp = (armorNextEntity:getBaseHp() - armorEntity:getBaseHp()) // DEFAULT_FACTOR
local showAttrType = {}
for index, obj in ipairs(self.attr) do
local map = obj:genAllChildren()
local imgIcon = map["img_icon"]
local txTitle = map["tx_title"]
local txNum = map["tx_num"]
obj:setVisible(true)
if not table.containValue(showAttrType, GConst.MATCH_ATTACK_NAME[self.heroEntity:getMatchType()]) and (curAtk > 0 or diffBaseAtk > 0) then
table.insert(showAttrType, GConst.MATCH_ATTACK_NAME[self.heroEntity:getMatchType()])
imgIcon:setSprite(GConst.ATLAS_PATH.COMMON, "common_dec_5")
txTitle:setText("<color=#FCB501>"..I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_3).."</color>")
local numStr = curAtk // DEFAULT_FACTOR
if diffBaseAtk > 0 then
numStr = numStr .. "<color=#A2FF29>+" .. diffBaseAtk .. "</color>"
end
txNum:setText(numStr)
elseif not table.containValue(showAttrType, GConst.MATCH_NORMAL_HURT_NAME[self.heroEntity:getMatchType()]) and (curNormalHurt > 0 or diffBaseNormalHurt > 0) then
table.insert(showAttrType, GConst.MATCH_NORMAL_HURT_NAME[self.heroEntity:getMatchType()])
imgIcon:setSprite(GConst.ATLAS_PATH.COMMON, "common_dec_20")
txTitle:setText("<color=#4CCFFA>"..I18N:getGlobalText(I18N.GlobalConst.ATTR_NORMAL_HURT).."</color>")
local numStr = curNormalHurt // DEFAULT_FACTOR
if diffBaseNormalHurt > 0 then
numStr = numStr .. "<color=#A2FF29>+" .. diffBaseNormalHurt .. "</color>"
end
txNum:setText(numStr)
elseif not table.containValue(showAttrType, GConst.MATCH_SKILL_HURT_NAME[self.heroEntity:getMatchType()]) and (curSkillHurt > 0 or diffBaseSkillHurt > 0) then
table.insert(showAttrType, GConst.MATCH_SKILL_HURT_NAME[self.heroEntity:getMatchType()])
imgIcon:setSprite(GConst.ATLAS_PATH.COMMON, "common_dec_21")
txTitle:setText("<color=#EC80FF>"..I18N:getGlobalText(I18N.GlobalConst.ATTR_SKILL_HURT).."</color>")
local numStr = curSkillHurt // DEFAULT_FACTOR
if diffBaseSkillHurt > 0 then
numStr = numStr .. "<color=#A2FF29>+" .. diffBaseSkillHurt .. "</color>"
end
txNum:setText(numStr)
elseif not table.containValue(showAttrType, GConst.MATCH_HP_NAME[self.heroEntity:getMatchType()]) and (curHp > 0 or diffBaseHp > 0) then
table.insert(showAttrType, GConst.MATCH_HP_NAME[self.heroEntity:getMatchType()])
imgIcon:setSprite(GConst.ATLAS_PATH.COMMON, "common_dec_4")
txTitle:setText("<color=#FB6895>"..I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_2).."</color>")
local numStr = curHp // DEFAULT_FACTOR
if diffBaseHp > 0 then
numStr = numStr .. "<color=#A2FF29>+" .. diffBaseHp .. "</color>"
end
txNum:setText(numStr)
else
obj:setVisible(false)
end
end
-- 消耗材料
local cost = armorEntity:getUpgradeMaterials()
for i = 1, 3 do
local uiMap = self:getUIMap()
local costNode = uiMap["armor_info.upgrade.cost.cost_" .. i]
if cost[i] then
costNode:setActive(true)
local icon = uiMap["armor_info.upgrade.cost.cost_" .. i .. ".img_icon"]
local num = uiMap["armor_info.upgrade.cost.cost_" .. i .. ".tx_num"]
local add = uiMap["armor_info.upgrade.cost.cost_" .. i .. ".img_icon.img_add"]
local costId = GFunc.getRewardId(cost[i])
local costNum = GFunc.getRewardNum(cost[i])
local haveNum = DataManager.BagData.ItemData:getItemNumById(costId)
if haveNum < costNum then
num:setText("<color=#FF5252>" .. haveNum .. "</color>/" .. costNum)
else
num:setText(haveNum .. "/" .. costNum)
end
local atlas, name = GFunc.getIconRes(costId)
icon:setSprite(atlas, name, function ()
icon:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize()
end)
add:setActive(costNum - haveNum > 0)
icon:addClickListener(function()
ModuleManager.EquipManager:showItemGetPop(armorEntity:getHeroId(), armorEntity:getPart(), costId, costNum - haveNum < 0 and 0 or costNum - haveNum)
end)
else
costNode:setActive(false)
end
end
self.txNum:setText(armorEntity:getUpgradeGoldNum())
self.btnUp:setTouchEnable(self.heroEntity:isActived())
local canLvUp = armorEntity:canLevelUp()
if self.heroEntity:isActived() and canLvUp then
self.btnUp:addRedPoint(120, 50, 0.6)
self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[1])
else
self.btnUp:removeRedPoint()
self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[2])
end
end
function ArmorInfoComp:refreshPart(index)
local part = ARMOR_PART_INDEX[index]
local armorObj = self.armor[index]
-- Logger.logHighlight("index:"..index)
-- Logger.logHighlight("part:"..part)
if not armorObj then
Logger.logHighlight("不存在部位:"..part)
return
end
local armorEntity = DataManager.EquipData:getEquip(self.heroEntity:getCfgId(), part)
local map = armorObj:genAllChildren()
local imgSelect = map["img_select"]
local imgBg = map["img_bg"]
local imgIcon = map["img_icon"]
local imgType = map["img_type"]
local txLevel = map["tx_num"]
local stage = armorEntity:getStage() + 1
imgSelect:setActive(part == self.selectPart)
imgSelect:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, "frame_select_" .. math.floor(stage / 2) + stage % 2)
imgBg:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, "frame_" .. stage)
imgIcon:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, tostring(armorEntity:getIconId()), function()
imgIcon:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize()
end)
imgType:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, stage <= 1 and "frame_dec_1" or "frame_dec_2")
txLevel:setText("+".. armorEntity:getLevel())
if armorEntity:canLevelUp() then
armorObj:addRedPoint(50, 50, 0.6)
else
armorObj:removeRedPoint()
end
end
-- 播放部位升级动效
function ArmorInfoComp:playPartUpgradeEffect(part)
local armorObj = self.armor[self:getIndexByPart(part)]
if not armorObj then
Logger.logHighlight("不存在部位:"..part)
return
end
local map = armorObj:genAllChildren()
local rootEffect = map["root_effect"]
rootEffect:removeAllChildren()
local stage = DataManager.EquipData:getEquip(self.heroEntity:getCfgId(), part):getStage() + 1
EffectManager:loadUIEffectAsync(EFFECT_UP_GRADE[math.floor(stage / 2) + stage % 2], self.uiRoot, rootEffect, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
obj:playComplete(function()
rootEffect:removeAllChildren()
end)
end)
end
function ArmorInfoComp:getIndexByPart(part)
for i, p in ipairs(ARMOR_PART_INDEX) do
if p == part then
return i
end
end
return nil
end
-- 播放升级动效
function ArmorInfoComp:playUpgradeEffect(part)
AudioManager:playEffect(AudioManager.EFFECT_ID.EQUIP_ARMOR_UP)
self:playPartUpgradeEffect(part)
self.rootCurEffect:removeAllChildren()
local stage = DataManager.EquipData:getEquip(self.heroEntity:getCfgId(), part):getStage() + 1
EffectManager:loadUIEffectAsync(EFFECT_UP_GRADE[math.floor(stage / 2) + stage % 2], self.uiRoot, self.rootCurEffect, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
obj:playComplete(function()
self.rootCurEffect:removeAllChildren()
end)
end)
end
return ArmorInfoComp