c1_lua/lua/app/ui/hero/hero_detail_ui.lua
2025-10-30 20:12:43 +08:00

482 lines
18 KiB
Lua

local HeroDetailUI = class("HeroDetailUI", BaseUI)
local COMP_HERO = "app/ui/hero/hero_info_comp"
local COMP_STAR = "app/ui/hero/star_info_comp"
local COMP_EQUIP = "app/ui/hero/equip_info_comp"
local SIZE_DELTA_Y_HERO = 942
local SIZE_DELTA_Y_LOOK_HERO = 802
local DEFAULT_FACTOR = GConst.BattleConst.DEFAULT_FACTOR
local BTN_LIGHT = {
"act_common_btn_16_1",
"act_common_btn_17_1",
"act_common_btn_25_1",
}
local BTN_NORMAL = {
"act_common_btn_16_2",
"act_common_btn_17_2",
"act_common_btn_25_2",
}
function HeroDetailUI:getPrefabPath()
return "assets/prefabs/ui/hero/hero_detail_ui.prefab"
end
function HeroDetailUI:onPressBackspace()
self:closeUI()
end
function HeroDetailUI:ctor(parmas)
self.page = parmas.panelType or GConst.HeroConst.PANEL_TYPE.HERO
self.formationType = parmas.formationType
self.onlyLook = parmas.onlyLook
if parmas.heroEntity then
self.heroEntity = parmas.heroEntity
else
local heroId = parmas.heroId
self.heroEntity = DataManager.HeroData:getHeroById(heroId)
end
self.curLevel = self.heroEntity:getLv()
self:initList()
end
function HeroDetailUI:onLoadRootComplete()
local uiMap = self.root:genAllChildren()
uiMap["hero_detail_ui.bottom.close_btn"]:addClickListener(function()
self:closeUI()
end)
self.bg = uiMap["hero_detail_ui.bg"]
self.heroInfo = uiMap["hero_detail_ui.middle.hero_info"]
self.starInfo = uiMap["hero_detail_ui.middle.star_info"]
self.equipInfo = uiMap["hero_detail_ui.middle.equip_info"]
self.top = uiMap["hero_detail_ui.top"]
self.titleTx = uiMap["hero_detail_ui.top.name_tx"]
self.leftBtn = uiMap["hero_detail_ui.top.left_btn"]
self.rightBtn = uiMap["hero_detail_ui.top.right_btn"]
self.heroNode = uiMap["hero_detail_ui.hero_node"]
self.heroElement = uiMap["hero_detail_ui.top.hero_element"]
self.spineObjAvatar = uiMap["hero_detail_ui.top.hero_node.ui_spine_obj_avatar"]
self.powerTx = uiMap["hero_detail_ui.top.power_img.power_tx"]
self.qltBg = uiMap["hero_detail_ui.top.qlt_bg"]
self.qltBgTx = uiMap["hero_detail_ui.top.qlt_bg.qlt_tx"]
self.starComp = uiMap["hero_detail_ui.top.star_cell"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.STAR_CELL)
self.lvTx = uiMap["hero_detail_ui.top.attr_node.bg_4.lv_tx"]
self.bg5 = uiMap["hero_detail_ui.top.attr_node.bg_5"]
self.bg6 = uiMap["hero_detail_ui.top.attr_node.bg_6"]
self.hpNameTx = uiMap["hero_detail_ui.top.attr_node.bg_6.hp_name_tx"]
self.atkNameTx = uiMap["hero_detail_ui.top.attr_node.bg_5.atk_name_tx"]
self.hpTx = uiMap["hero_detail_ui.top.attr_node.bg_6.hp_tx"]
self.atkTx = uiMap["hero_detail_ui.top.attr_node.bg_5.atk_tx"]
self.bg4Vfx01 = uiMap["hero_detail_ui.top.attr_node.bg_4.vfx_c1_ui_up_b01"]
self.bg5Vfx01 = uiMap["hero_detail_ui.top.attr_node.bg_5.vfx_c1_ui_up_b01"]
self.bg6Vfx01 = uiMap["hero_detail_ui.top.attr_node.bg_6.vfx_c1_ui_up_b01"]
self.bg5:addClickListener(function()
UIManager:showUI("app/ui/hero/hero_attr_ui", {heroEntity = self.heroEntity})
end)
self.bg6:addClickListener(function()
UIManager:showUI("app/ui/hero/hero_attr_ui", {heroEntity = self.heroEntity})
end)
self.hpNameTx:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_2))
self.atkNameTx:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_3))
self.btnTxs = {I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_4), I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_16), I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_1)}
self.pageBtns = {}
self.pageBtnTxs = {}
self.pageRedImgs = {}
for i = 1, 3 do
self.pageBtns[i] = uiMap["hero_detail_ui.bottom.btns.page_btn_" .. i]
self.pageBtnTxs[i] = uiMap["hero_detail_ui.bottom.btns.page_btn_" .. i .. ".text"]
self.pageRedImgs[i] = uiMap["hero_detail_ui.bottom.btns.page_btn_" .. i .. ".red_img"]
self.pageBtnTxs[i]:setText(self.btnTxs[i])
self.pageBtns[i] :addClickListener(function()
if not self:getIsOpen(i) or self.page == i then
return
end
self.page = i
self:onRefresh()
end)
end
self.skillNode = uiMap["hero_detail_ui.top.bg_1"]
self.attrNode = uiMap["hero_detail_ui.top.attr_node"]
self.skillBg = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_bg"]
self.imgSkill = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_bg.skill_icon"]
self.skillNameTx = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_bg.skill_name_tx"]
self.skill = {}
self.skillIcon = {}
self.skillDescTxs = {}
self.skillVfxs = {}
self.skillNeedStarNodes = {}
self.skillNeedStarDescTx1s = {}
self.skillNeedStarStarImgs = {}
self.skillNeedStarDescTx2s = {}
for i = 1, 4 do
self.skill[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i]
self.skillIcon[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".icon"]
self.skillDescTxs[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".desc_tx"]
self.skillNeedStarNodes[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".need_star_node"]
self.skillNeedStarDescTx1s[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".need_star_node.desc_tx_1"]
self.skillNeedStarStarImgs[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".need_star_node.star_img"]
self.skillNeedStarDescTx2s[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".need_star_node.desc_tx_2"]
self.skillVfxs[i] = uiMap["hero_detail_ui.top.bg_1.skill_node.skill_up_" .. i .. ".vfx_c1_ui_up_b05"]
self.skillVfxs[i]:setActive(false)
end
self.skillBg:addClickListener(function()
local cfg = ConfigManager:getConfig("skill")[self.heroEntity:getBaseSkill()]
ModuleManager.HeroManager:showHeroSkillInfoUI2(self.heroEntity, cfg.buff_id)
end)
self.lvUpVfxs = {}
for i = 1, 5 do
self.lvUpVfxs[i] = uiMap["hero_detail_ui.top.vfx_c1_ui_uplight_b0" .. i]
self.lvUpVfxs[i]:setActive(false)
end
self.leftBtn:addClickListener(function()
if not self:isShowLeftArrow() then
return
end
self.heroEntity = DataManager.HeroData:getHeroById(self.heroList[self.idxLast].cfgId)
self.curLevel = self.heroEntity:getLv()
self:onRefresh()
end)
self.rightBtn:addClickListener(function()
if not self:isShowRightArrow() then
return
end
self.heroEntity = DataManager.HeroData:getHeroById(self.heroList[self.idxNext].cfgId)
self.curLevel = self.heroEntity:getLv()
self:onRefresh()
end)
self:bind(DataManager.BagData.ItemData, "dirty", function()
self:refreshPageBtn()
end)
self:bind(DataManager.HeroData, "isDirty", function()
self:onRefresh(true)
end)
self:addEventListener(EventManager.CUSTOM_EVENT.HERO_UPGRADE_SUCCESS, function(id)
self:refreshPageBtn()
end)
self:addEventListener(EventManager.CUSTOM_EVENT.EQUIP_UPSECTION_SUCCESS, function(part)
if part == GConst.EquipConst.PART_TYPE.STAR then
self.compStar:playEffect(true, true)
else
self.compEquip:playUpgradeEffect(part)
end
self:refreshPageBtn()
end)
self:addEventListener(EventManager.CUSTOM_EVENT.EQUIP_UPGRADE_SUCCESS, function(part)
if part == GConst.EquipConst.PART_TYPE.STAR then
self.compStar:playEffect(true, false)
else
self.compEquip:playUpgradeEffect(part)
end
self:refreshPageBtn()
end)
self:addEventListener(EventManager.CUSTOM_EVENT.GO_DUNGEON_UI, function()
self:closeUI()
end)
local middle = uiMap["hero_detail_ui.middle"]
local rect = self.root:getRectSize()
local bgHeight = rect.height * 0.64
local bgHeight1 = rect.height * 0.66
middle:setSizeDeltaY(bgHeight1)
self.top:setAnchoredPositionY(bgHeight)
self.bg:setAnchoredPositionY(bgHeight)
end
function HeroDetailUI:initList()
self.heroList = DataManager.HeroData:getAllHeroesSort(self.formationType)
end
function HeroDetailUI:getIsOpen(page)
if page == GConst.HeroConst.PANEL_TYPE.HERO then
return true
elseif page == GConst.HeroConst.PANEL_TYPE.STAR then
return DataManager.HeroData:isStarOpen()
elseif page == GConst.HeroConst.PANEL_TYPE.EQUIP then
return DataManager.EquipData:isOpen()
end
return false
end
function HeroDetailUI:onRefresh(checkUp)
self.checkLvUpState = checkUp
self:updateTop()
self:updateHero()
self:updateSide()
self:refreshPageInfo()
self:refreshSkillInfo(checkUp)
self:checkLvUp(checkUp)
self.checkLvUpState = nil
end
function HeroDetailUI:changePage(page)
self.page = page
self:onRefresh()
end
function HeroDetailUI:updateSide()
for index, data in ipairs(self.heroList) do
if data.cfgId == self.heroEntity:getCfgId() then
self.idxLast = index - 1
self.idxNext = index + 1
end
end
end
function HeroDetailUI:updateTop()
local lv = self.heroEntity:getLv()
local hpStr
local atkStr
if not self.heroEntity:isActived() then
hpStr = self.heroEntity:getCfgHp(self.heroEntity:getBeginLv()) // DEFAULT_FACTOR
atkStr = self.heroEntity:getCfgAtk(self.heroEntity:getBeginLv()) // DEFAULT_FACTOR
else
local curHp = self.heroEntity:getHp() // DEFAULT_FACTOR
local curAtk = self.heroEntity:getAtk() // DEFAULT_FACTOR
local addHp = (self.heroEntity:getCfgHp(lv + 1) - self.heroEntity:getCfgHp()) // DEFAULT_FACTOR
local addAtk = (self.heroEntity:getCfgAtk(lv + 1) - self.heroEntity:getCfgAtk()) // DEFAULT_FACTOR
if addHp <= 0 then
hpStr = curHp
else
hpStr = curHp .. "<color=#48E557>+" .. addHp .. "</color>"
end
if addAtk <= 0 then
atkStr = curAtk
else
atkStr = curAtk .. "<color=#48E557>+" .. addAtk .. "</color>"
end
end
self.hpTx:setText(hpStr)
self.atkTx:setText(atkStr)
self.lvTx:setText(I18N:getGlobalText(I18N.GlobalConst.RUNES_DESC_26, self.heroEntity:getLv()))
end
function HeroDetailUI:updateHero()
local matchType = self.heroEntity:getMatchType()
self.heroElement:setSprite(GConst.ATLAS_PATH.ICON_HERO, ModuleManager.HeroManager:getMatchTypeIcon(matchType))
self.spineObjAvatar:getSkeletonGraphic().enabled = false
self.spineObjAvatar:loadAssetAsync(self.heroEntity:getModelId(), function()
self.spineObjAvatar:getSkeletonGraphic().enabled = true
self.spineObjAvatar:playAnim("idle", true, true, true)
end, true)
local qlt = self.heroEntity:getQlt()
self.starComp:refresh(self.heroEntity:getStar())
self.qltBg:setSprite(GFunc.getHeroQltImg(qlt))
self.qltBgTx:setText(GFunc.getHeroQltStr(qlt))
end
function HeroDetailUI:refreshSkillInfo(checkUp)
local skillId = self.heroEntity:getBaseSkill()
self.skillNameTx:setText(ModuleManager.HeroManager:getSkillName(skillId))
-- self.txSkill:setText(ModuleManager.HeroManager:getSkillDesc(skillId))
self.skillBg:setSprite(GConst.ATLAS_PATH.HERO, ModuleManager.HeroManager:getSkillBg(skillId))
self.imgSkill:setSprite(GConst.ATLAS_PATH.ICON_SKILL, ModuleManager.HeroManager:getSkillIcon(skillId))
local skillList = self.heroEntity:getRogueSkillList()
local unlockIdx = self.heroEntity:getUnlockSkillIdx(checkUp)
local lv = self.heroEntity:getLv()
local star = self.heroEntity:getStar()
for i = 1, 4 do
self.skillVfxs[i]:setActive(false)
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)
skillBg:setTouchEnable(true)
if unlockIdx and unlockIdx == i then
self.skillVfxs[i]:setActive(true)
end
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_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueBg(skillId, true) .. "_1")
skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId) .. "_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))
skillIcon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
end
end
end
local needPop, isUnlock, skillIdx = self.heroEntity:checkSkillUnlock()
if needPop then
self.root: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 HeroDetailUI:refreshPageInfo()
self.titleTx:setText(self.heroEntity:getName())
if self.page == GConst.HeroConst.PANEL_TYPE.HERO then
self:showHeroInfo()
elseif self.page == GConst.HeroConst.PANEL_TYPE.STAR then
self:showStarInfo()
elseif self.page == GConst.HeroConst.PANEL_TYPE.EQUIP then
self:showEquipInfo()
end
self:refreshPageBtn()
end
-- 刷新标签红点
function HeroDetailUI:refreshPageBtn()
if self.onlyLook then -- 仅查看的不显示升级和激活按钮
self.leftBtn:setActive(false)
self.rightBtn:setActive(false)
for i = 1, 3 do
self.pageBtns[i]:setActive(false)
end
else
self.leftBtn:setActive(self:isShowLeftArrow())
self.rightBtn:setActive(self:isShowRightArrow())
for i = 1, 3 do
self.pageBtns[i]:setActive(true)
if self.page == i then
self.pageBtns[i]:setSprite(GConst.ATLAS_PATH.UI_ACT_COMMON, BTN_LIGHT[i])
else
self.pageBtns[i]:setSprite(GConst.ATLAS_PATH.UI_ACT_COMMON, BTN_NORMAL[i])
end
self.pageRedImgs[i]:setActive(self.heroEntity:showRedPoint(i))
end
end
end
function HeroDetailUI:showHeroInfo()
self.heroInfo:setActive(true)
self.starInfo:setActive(false)
self.equipInfo:setActive(false)
self.skillNode:setActive(true)
self.attrNode:setAnchoredPositionY(-709)
local power = self.heroEntity:getPower()
self.powerTx:setText(GFunc.num2Str2(power, 2))
if not self.compHero then
self.heroInfo:initPrefabHelper()
self.heroInfo:genAllChildren()
self.compHero = self.heroInfo:addLuaComponent(COMP_HERO)
self.compHero:setParentUI(self)
end
self.compHero:setHeroData(self.heroEntity, self.onlyLook, self.formationType)
self.compHero:refresh(self.checkLvUpState)
end
function HeroDetailUI:showStarInfo()
self.heroInfo:setActive(false)
self.starInfo:setActive(true)
self.equipInfo:setActive(false)
self.skillNode:setActive(true)
self.attrNode:setAnchoredPositionY(-709)
if not self.compStar then
self.starInfo:initPrefabHelper()
self.starInfo:genAllChildren()
self.compStar = self.starInfo:addLuaComponent(COMP_STAR)
self.compStar:setParentUI(self)
end
self.compStar:setHeroData(self.heroEntity, self.onlyLook, self.formationType)
self.compStar:refresh(self.checkLvUpState)
end
function HeroDetailUI:showEquipInfo()
self.heroInfo:setActive(false)
self.starInfo:setActive(false)
self.equipInfo:setActive(true)
self.skillNode:setActive(false)
self.attrNode:setAnchoredPositionY(-527)
if not self.compEquip then
self.equipInfo:initPrefabHelper()
self.equipInfo:genAllChildren()
self.compEquip = self.equipInfo:addLuaComponent(COMP_EQUIP)
self.compEquip:setParentUI(self)
end
self.compEquip:setHeroData(self.heroEntity, self.onlyLook, self.formationType)
self.compEquip:refresh(self.checkLvUpState)
end
-- 是否显示左箭头
function HeroDetailUI:isShowLeftArrow()
return self.idxLast and self.idxLast > 0
end
-- 是否显示右箭头
function HeroDetailUI:isShowRightArrow()
return self.idxNext and self.idxNext <= #self.heroList
end
function HeroDetailUI:checkLvUp(checkLevel)
if self.page ~= GConst.HeroConst.PANEL_TYPE.HERO then
return false
end
local isLvChange = checkLevel and self.curLevel ~= self.heroEntity:getLv()
for i = 1, 5 do
self.lvUpVfxs[i]:setActive(false)
end
self.bg4Vfx01:setActive(false)
self.bg5Vfx01:setActive(false)
self.bg6Vfx01:setActive(false)
if isLvChange then
local match = self.heroEntity:getMatchType()
self.lvUpVfxs[match]:setActive(true)
self.bg4Vfx01:setActive(true)
self.bg5Vfx01:setActive(true)
self.bg6Vfx01:setActive(true)
end
end
return HeroDetailUI