c1_lua/lua/app/ui/hero/armor_info_comp.lua
2023-07-24 14:34:52 +08:00

208 lines
9.4 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,
}
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.btn_attr"]
self.imgCurBg = uiMap["armor_info.current.cur_armor.bg"]
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))
local gift = DataManager.ShopData:getPopUpGiftByType(PayManager.PURCHARSE_ACT_TYPE.ARMOR_GIFT)
if gift and #gift > 0 then
ModuleManager.ShopManager:triggerGiftPopUI(PayManager.PURCHARSE_TYPE.ACT_GIFT, gift[1])
end
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)
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: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 diffAtk = (armorNextEntity:getAttack() - armorEntity:getAttack()) // DEFAULT_FACTOR
local diffNormalHurt = (armorNextEntity:getNormalHurt() - armorEntity:getNormalHurt()) // DEFAULT_FACTOR
local diffSkillHurt = (armorNextEntity:getSkillHurt() - armorEntity:getSkillHurt()) // DEFAULT_FACTOR
local diffHp = (armorNextEntity:getHp() - armorEntity:getHp()) // 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.EquipConst.ATTR_TYPE.ATK) and diffAtk > 0 then
table.insert(showAttrType, GConst.EquipConst.ATTR_TYPE.ATK)
imgIcon:setSprite(GConst.ATLAS_PATH.COMMON, "common_dec_5")
txTitle:setText("<color=#FCB501>"..I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_3).."</color>")
txNum:setText(armorEntity:getAttack() // DEFAULT_FACTOR .. "<color=#A2FF29>+" .. diffAtk .. "</color>")
elseif not table.containValue(showAttrType, GConst.EquipConst.ATTR_TYPE.NORMAL_HURT) and diffNormalHurt > 0 then
table.insert(showAttrType, GConst.EquipConst.ATTR_TYPE.NORMAL_HURT)
imgIcon:setSprite(GConst.ATLAS_PATH.COMMON, "common_dec_20")
txTitle:setText("<color=#4CCFFA>"..I18N:getGlobalText(I18N.GlobalConst.ATTR_NORMAL_HURT).."</color>")
txNum:setText(armorEntity:getNormalHurt() // DEFAULT_FACTOR .. "<color=#A2FF29>+" .. diffNormalHurt .. "</color>")
elseif not table.containValue(showAttrType, GConst.EquipConst.ATTR_TYPE.SKILL_HURT) and diffSkillHurt > 0 then
table.insert(showAttrType, GConst.EquipConst.ATTR_TYPE.SKILL_HURT)
imgIcon:setSprite(GConst.ATLAS_PATH.COMMON, "common_dec_21")
txTitle:setText("<color=#EC80FF>"..I18N:getGlobalText(I18N.GlobalConst.ATTR_SKILL_HURT).."</color>")
txNum:setText(armorEntity:getSkillHurt() // DEFAULT_FACTOR .. "<color=#A2FF29>+" .. diffSkillHurt .. "</color>")
elseif not table.containValue(showAttrType, GConst.EquipConst.ATTR_TYPE.HP) and diffHp > 0 then
table.insert(showAttrType, GConst.EquipConst.ATTR_TYPE.HP)
imgIcon:setSprite(GConst.ATLAS_PATH.COMMON, "common_dec_4")
txTitle:setText("<color=#FB6895>"..I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_2).."</color>")
txNum:setText(armorEntity:getHp() // DEFAULT_FACTOR .. "<color=#A2FF29>+" .. diffHp .. "</color>")
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 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)
else
costNode:setActive(false)
end
end
self.txNum:setText(armorEntity:getUpgradeGoldNum())
local canLvUp = armorEntity:canLevelUp()
if 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())
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
return ArmorInfoComp