c1_lua/lua/app/ui/hero/hero_info_comp.lua
2025-10-09 17:28:13 +08:00

252 lines
9.8 KiB
Lua

local HeroInfoComp = class("HeroInfoComp", LuaComponent)
local DEFAULT_FACTOR = GConst.BattleConst.DEFAULT_FACTOR
local BTN_ICON = {"common_btn_blue_1", "common_btn_yellow_1", "common_btn_grey_1"}
local SIZE_DELTA_Y_HERO = 942
local SIZE_DELTA_Y_LOOK = 802
local LV_CELL = "app/ui/hero/cell/lv_cell"
function HeroInfoComp:init()
local uiMap = self:getUIMap()
self.skillBg = uiMap["hero_info.skill_node.skill_bg"]
self.imgSkill = uiMap["hero_info.skill_node.skill_bg.skill_icon"]
self.skillNameTx = uiMap["hero_info.skill_node.skill_bg.skill_name_tx"]
self.btnUp = uiMap["hero_info.up.up_btn"]
self.txUpdesc = uiMap["hero_info.up.up_btn.text"]
self.btnUp5 = uiMap["hero_info.up.up_5_btn"]
self.txUpdesc5 = uiMap["hero_info.up.up_5_btn.text"]
self.txElement = uiMap["hero_info.element_bg.element_desc"]
self.txSkill = uiMap["hero_info.skill_desc"]
self.spineObj = uiMap["hero_info.ui_spine_obj"]
self.upgrade = uiMap["hero_info.up"]
self.bgElement = uiMap["hero_info.element_bg"]
self.gotoBtn = uiMap["hero_info.up.goto_btn"]
self.vfx04 = uiMap["hero_info.bg_7.scrollrect.viewport.content.vfx_c1_ui_up_b04"]
self.vfx04:setActive(false)
self.skill = {}
self.skillIcon = {}
self.skillDescTxs = {}
self.skillNeedStarNodes = {}
self.skillNeedStarDescTx1s = {}
self.skillNeedStarStarImgs = {}
self.skillNeedStarDescTx2s = {}
for i = 1, 4 do
self.skill[i] = uiMap["hero_info.skill_node.skill_up_" .. i]
self.skillIcon[i] = uiMap["hero_info.skill_node.skill_up_" .. i .. ".icon"]
self.skillDescTxs[i] = uiMap["hero_info.skill_node.skill_up_" .. i .. ".desc_tx"]
self.skillNeedStarNodes[i] = uiMap["hero_info.skill_node.skill_up_" .. i .. ".need_star_node"]
self.skillNeedStarDescTx1s[i] = uiMap["hero_info.skill_node.skill_up_" .. i .. ".need_star_node.desc_tx_1"]
self.skillNeedStarStarImgs[i] = uiMap["hero_info.skill_node.skill_up_" .. i .. ".need_star_node.star_img"]
self.skillNeedStarDescTx2s[i] = uiMap["hero_info.skill_node.skill_up_" .. i .. ".need_star_node.desc_tx_2"]
end
self.costCell = uiMap["hero_info.up.reward_cell_1"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
self.spineObj:setVisible(false)
self.txUpdesc:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_15, 1))
self.txUpdesc5:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_15, 5))
self.btnUp:addClickListener(function()
ModuleManager.HeroManager:upgradeHero(self.heroEntity:getCfgId(), self.heroEntity)
end)
self.btnUp5:addClickListener(function()
local canLvUpLv, canLvUp = self.heroEntity:getLvUpLv()
if not canLvUp then
return
end
ModuleManager.HeroManager:upgradeHero(self.heroEntity:getCfgId(), self.heroEntity, canLvUpLv)
end)
self.gotoBtn:addClickListener(function()
self.parentUI:changePage(GConst.HeroConst.PANEL_TYPE.STAR)
end)
self.skillBg:addClickListener(function()
local cfg = ConfigManager:getConfig("skill")[self.heroEntity:getBaseSkill()]
if cfg.buff_id and #cfg.buff_id > 0 then
ModuleManager.TipsManager:showSkillTips(self.skillBg, cfg.buff_id)
end
end)
self:bind(DataManager.BagData.ItemData, "dirty", function()
self:refresh()
end)
self.scrollrect = uiMap["hero_info.bg_7.scrollrect"]
self.scrollRectComp = uiMap["hero_info.bg_7.scrollrect"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
self.scrollRectComp:addInitCallback(function()
return LV_CELL
end)
self.scrollRectComp:addRefreshCallback(function(index, cell)
cell:refresh(self.heroEntity, index, self.lvUp)
end)
self.scrollRectComp:clearCells()
local bg7 = uiMap["hero_info.bg_7"]
local rect = self.baseObject:getRectSize()
bg7:setSizeDeltaY(rect.height - 766 - 286 + 432)
end
function HeroInfoComp:setParentUI(parentUI)
self.parentUI = parentUI
end
function HeroInfoComp:setHeroData(heroEntity, onlyLook)
self.curLevel = heroEntity:getLv()
self.heroEntity = heroEntity
self.onlyLook = onlyLook
self:bind(self.heroEntity, "isDirty", function()
self:refresh(true)
end)
end
function HeroInfoComp:refresh(lvUp)
self.lvUp = lvUp
self:refreshLvInfo()
self:refreshSkillInfo()
self:refreshUpInfo()
end
function HeroInfoComp:refreshSkillInfo()
local skillId = self.heroEntity:getBaseSkill()
self.skillNameTx:setText(ModuleManager.HeroManager:getSkillName(skillId))
self.txSkill:setText(ModuleManager.HeroManager:getSkillDesc(skillId))
self.imgSkill:setSprite(GConst.ATLAS_PATH.ICON_SKILL, ModuleManager.HeroManager:getSkillIcon(skillId))
local skillList = self.heroEntity:getRogueSkillList()
local lv = self.heroEntity:getLv()
local star = self.heroEntity:getStar()
for i = 1, 4 do
local skillInfo = skillList[i]
if skillInfo then
local skillUnlcokStar = skillInfo[1]
local skillId = skillInfo[2]
local skillBg = self.skill[i]
local skillIcon = self.skillIcon[i]
local nextLvUpStar = self.heroEntity:getNextRougeLvUp(i)
skillBg:addClickListener(function()
local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
-- ModuleManager.TipsManager:showSkillTips(skillIcon, cfg.buff_id, skillId)
ModuleManager.HeroManager:showHeroSkillInfoUI(self.heroEntity, i, cfg.buff_id)
end)
skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
skillBg:setTouchEnable(true)
if skillUnlcokStar > star then
self.skillNeedStarNodes[i]:setActive(true)
local nextStar = (skillUnlcokStar - 1)%5 + 1
self.skillNeedStarDescTx1s[i]:setText(nextStar)
local meshProComp = self.skillNeedStarDescTx1s[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
local contentWidth = meshProComp.preferredWidth
self.skillNeedStarDescTx1s[i]:setSizeDeltaX(contentWidth)
local starType = math.ceil(skillUnlcokStar / 5)
self.skillNeedStarStarImgs[i]:setSprite(GFunc.getStarImg(starType))
self.skillNeedStarDescTx2s[i]:setText(I18N:getGlobalText(I18N.GlobalConst.STR_UNLOCK))
local meshProComp = self.skillNeedStarDescTx2s[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
local contentWidth = meshProComp.preferredWidth
self.skillNeedStarDescTx2s[i]:setSizeDeltaX(contentWidth)
self.skillNeedStarNodes[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_HORIZONTAL_OR_VERTICAL_LAYOUT):RefreshLayout()
skillBg:setSprite(GConst.ATLAS_PATH.ICON_ITEM, "frame_1")
else
if nextLvUpStar then
self.skillNeedStarNodes[i]:setActive(true)
local nextStar = (nextLvUpStar - 1)%5 + 1
self.skillNeedStarDescTx1s[i]:setText(nextStar)
local meshProComp = self.skillNeedStarDescTx1s[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
local contentWidth = meshProComp.preferredWidth
self.skillNeedStarDescTx1s[i]:setSizeDeltaX(contentWidth)
local starType = math.ceil(nextLvUpStar / 5)
self.skillNeedStarStarImgs[i]:setSprite(GFunc.getStarImg(starType))
self.skillNeedStarDescTx2s[i]:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_17))
local meshProComp = self.skillNeedStarDescTx2s[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO)
local contentWidth = meshProComp.preferredWidth
self.skillNeedStarDescTx2s[i]:setSizeDeltaX(contentWidth)
self.skillNeedStarNodes[i]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_HORIZONTAL_OR_VERTICAL_LAYOUT):RefreshLayout()
else
self.skillNeedStarNodes[i]:setActive(false)
end
skillBg:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueBg(skillId, true))
end
end
end
-- local needPop, isUnlock, skillIdx = self.heroEntity:checkSkillUnlock()
-- if needPop then
-- self.baseObject:performWithDelayGlobal(function()
-- local skillInfo = skillList[skillIdx]
-- if skillInfo then
-- local skillId = skillInfo[2]
-- local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
-- ModuleManager.HeroManager:showHeroSkillInfoUI(self.heroEntity, skillIdx, cfg.buff_id, isUnlock, needPop)
-- end
-- end, 0.5)
-- end
end
function HeroInfoComp:refreshLvInfo()
local list = self.heroEntity:getLvAttrPointList()
self.scrollRectComp:refillCells(#list)
if self.lvUp then
local lv = self.heroEntity:getLv()
for i, v in ipairs(list) do
if lv == v then
self.scrollRectComp:moveToIndex(i - 1)
self.vfx04:setAnchoredPositionY(-33 - (i - 1) * 58)
self.vfx04:setActive(true)
break
end
end
else
self.vfx04:setActive(false)
end
end
function HeroInfoComp:refreshUpInfo()
local canLvUp = self.heroEntity:canLvUp()
if not self.heroEntity:isActived() then
self.btnUp:setActive(false)
self.btnUp5:setActive(false)
self.gotoBtn:setActive(false)
self.costCell:setActive(false)
self.upgrade:setVisible(false)
else
self.upgrade:setVisible(not self.onlyLook)
if self.heroEntity:isMaxLv() then
self.btnUp:setActive(false)
self.btnUp5:setActive(false)
self.gotoBtn:setActive(false)
self.costCell:setActive(false)
else
self.btnUp:setActive(true)
self.btnUp5:setActive(true)
self.gotoBtn:setActive(false)
local cost = {id = self.heroEntity:getLvUpCostId(), num = self.heroEntity:getLvUpMaterialNum() or 0, type = 1}
local hadNum = DataManager.BagData.ItemData:getItemNumById(cost.id)
self.costCell:setActive(true)
self.costCell:refreshByConfig(cost)
if hadNum >= cost.num then
self.costCell:setNumTx(hadNum .. "/" .. cost.num)
else
self.costCell:setNumTx("<color=#D82F2D>" .. hadNum .. "</color>" .. "/" .. cost.num)
end
if canLvUp then
self.btnUp:setTouchEnable(true)
self.btnUp5:setTouchEnable(true)
self.btnUp:addRedPoint(70, 30, 1)
self.btnUp5:addRedPoint(70, 30, 1)
self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[1])
self.btnUp5:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[2])
else
self.btnUp:setTouchEnable(false)
self.btnUp5:setTouchEnable(false)
self.btnUp:removeRedPoint()
self.btnUp5:removeRedPoint()
self.btnUp:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[3])
self.btnUp5:setSprite(GConst.ATLAS_PATH.COMMON, BTN_ICON[3])
end
end
end
end
return HeroInfoComp