c1_lua/lua/app/ui/hero/cell/attr_cell.lua
2023-09-13 18:23:57 +08:00

270 lines
13 KiB
Lua

local AttrCell = class("AttrCell", BaseCell)
function AttrCell:init()
local uiMap = self:getUIMap()
self.imgIcon = uiMap["attr_cell.img_icon"]
self.txDesc = uiMap["attr_cell.tx_desc"]
self.txValue = uiMap["attr_cell.tx_value"]
end
function AttrCell:refresh(heroEntity, nodeType, attrType)
self.heroEntity = heroEntity
self.nodeType = nodeType
self.attrName = attrType[self.heroEntity:getMatchType()]
if attrType == GConst.MATCH_HP_NAME or attrType == GConst.MATCH_HP_FIX_NAME then
self:showHp()
elseif attrType == GConst.MATCH_ATTACK_NAME then
self:showAtk()
elseif attrType == GConst.MATCH_NORMAL_HURT_NAME then
self:showNormalHurt()
elseif attrType == GConst.MATCH_SKILL_HURT_NAME then
self:showSkillHurt()
elseif attrType == GConst.MATCH_CRIT_NAME then
self:showCrit()
elseif attrType == GConst.MATCH_CRIT_TIME_NAME then
self:showCritAtk()
elseif attrType == GConst.MATCH_NORMAL_HURTP_NAME then
self:showNormalHurtp()
elseif attrType == GConst.MATCH_SKILL_HURTP_NAME then
self:showSkillHurtp()
elseif attrType == GConst.MATCH_CURED_NAME then
self:showCured()
end
end
-- 显示生命
function AttrCell:showHp()
self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_2")
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_HP))
local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
if self.heroEntity:isActived() then
value = self.heroEntity:getTotalAttrValue(self.attrName)
else
value = self.heroEntity:getCfgHp(self.heroEntity:getBeginLv())
end
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
if self.heroEntity:isActived() then
value = self.heroEntity:getCfgHp(self.heroEntity:getLv())
else
value = self.heroEntity:getCfgHp(self.heroEntity:getBeginLv())
end
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.WEAPON):getHp()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HAT):getHp()
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.CLOTHES):getHp()
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.BELT):getHp()
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HANDGUARD):getHp()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getHp(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + self.heroEntity:getRunes():getAttrValue(self.attrName)
end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
end
-- 显示攻击力
function AttrCell:showAtk()
self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_1")
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_ATK))
local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
if self.heroEntity:isActived() then
value = self.heroEntity:getTotalAttrValue(self.attrName)
else
value = self.heroEntity:getCfgAtk(self.heroEntity:getBeginLv())
end
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
if self.heroEntity:isActived() then
value = self.heroEntity:getCfgAtk(self.heroEntity:getLv())
else
value = self.heroEntity:getCfgAtk(self.heroEntity:getBeginLv())
end
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.WEAPON):getAttack()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HAT):getAttack()
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.CLOTHES):getAttack()
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.BELT):getAttack()
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HANDGUARD):getAttack()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getAttack(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + self.heroEntity:getRunes():getAttrValue(self.attrName)
end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
end
-- 显示普攻增伤
function AttrCell:showNormalHurt()
self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_3")
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_NORMAL_HURT))
local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HAT):getNormalHurt()
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.CLOTHES):getNormalHurt()
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.BELT):getNormalHurt()
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HANDGUARD):getNormalHurt()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getNormalHurt(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + self.heroEntity:getRunes():getAttrValue(self.attrName)
end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
end
-- 显示技能增伤
function AttrCell:showSkillHurt()
self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_4")
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_SKILL_HURT))
local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HAT):getSkillHurt()
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.CLOTHES):getSkillHurt()
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.BELT):getSkillHurt()
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HANDGUARD):getSkillHurt()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getSkillHurt(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + self.heroEntity:getRunes():getAttrValue(self.attrName)
end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
end
-- 显示暴击率
function AttrCell:showCrit()
self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_5")
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_CRIT))
local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.WEAPON):getCritPercent()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getCritPercent(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + self.heroEntity:getRunes():getAttrValue(self.attrName)
end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
end
-- 显示暴击伤害百分比
function AttrCell:showCritAtk()
self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_6")
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_CRIT_TIME))
local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.WEAPON):getCritHurtPercent()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getCritHurtPercent(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + self.heroEntity:getRunes():getAttrValue(self.attrName)
end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
end
-- 显示普攻增伤百分比
function AttrCell:showNormalHurtp()
self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_3")
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_NORMAL_HURTP))
local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getTotalAttrValue(self.attrName)
-- 特殊处理:显示总属性时,普攻百分比和技能百分比把所有伤害百分比加上
value = value + self.heroEntity:getTotalAttrValue(GConst.MATCH_ALL_HURTP_NAME[self.heroEntity:getMatchType()])
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
-- 套装属性,防具只用计算一次
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HAT):getNormalHurtPercent()
-- value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.CLOTHES):getNormalHurtPercent()
-- value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.BELT):getNormalHurtPercent()
-- value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HANDGUARD):getNormalHurtPercent()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getNormalHurtPercent(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + self.heroEntity:getRunes():getAttrValue(self.attrName)
end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
end
-- 显示技能增伤百分比
function AttrCell:showSkillHurtp()
self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_4")
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_SKILL_HURTP))
local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getTotalAttrValue(self.attrName)
-- 特殊处理:显示总属性时,普攻百分比和技能百分比把所有伤害百分比加上
value = value + self.heroEntity:getTotalAttrValue(GConst.MATCH_ALL_HURTP_NAME[self.heroEntity:getMatchType()])
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
-- 套装属性,防具只用计算一次
value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HAT):getSkillHurtPercent()
-- value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.CLOTHES):getSkillHurtPercent()
-- value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.BELT):getSkillHurtPercent()
-- value = value + self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.HANDGUARD):getSkillHurtPercent()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getSkillHurtPercent(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + self.heroEntity:getRunes():getAttrValue(self.attrName)
end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
end
-- 显示治疗效果提升百分比
function AttrCell:showCured()
self.imgIcon:setSprite(GConst.ATLAS_PATH.HERO, "hero_attribute_7")
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.ATTR_CURED))
local value = 0
if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
value = self.heroEntity:getTotalAttrValue(self.attrName)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
value = self.heroEntity:getEquips(GConst.EquipConst.PART_TYPE.WEAPON):getHealPercent()
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_SKIN then
value = value + DataManager.SkinData:getHealPercent(self.heroEntity)
elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_RUNES then
value = value + self.heroEntity:getRunes():getAttrValue(self.attrName)
end
self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
end
return AttrCell