|
|
- EquipItem = EquipItem or BaseClass(BaseItem)
- function EquipItem:__init(parent_wnd, prefab_asset, layer_name, is_bag)
- self.base_file = "bag"
- self.layout_file = "EquipItem"
- self.is_delay_callback = true
- self.is_bag = is_bag or false --is_bag 是否用于背包界面中
- self.model = EquipModel:getInstance()
- self.mainVo = RoleManager.Instance.mainRoleInfo
- self.only_show_strength_tag = false --是否仅显示可精炼标识
- self.pos_type = false
- self.pos_type_visible = false
- self.default_conta_show = false
- self.series = false
- self.bg_alpha = 1
- self.showing_effect = false
- self.will_show_effect = false
- self.init_guide_event = false
- --self.use_local_view = true
- self:Load()
- end
-
- function EquipItem:Load_callback()
- self.equip_conta,self.canStren,self.effect_con = GetChildTransforms(self.transform,
- {
- "equip_conta","canStren", "effect_con"
- })
- self.strengthText,self.stren = GetChildTexts (self.transform,
- {
- "strengthText","stren"
- })
- self.default_conta,self.red_dot,self.selectBg,self.canStrenObj, self.can_buy_obj = GetChildGameObjects (self.transform,
- {
- "default_conta","red_dot","selectBg","canStren", "can_buy"
- })
- self.pos_type_img, self.default_conta_img = GetChildImages (self.transform,
- {
- "pos_type", "default_conta"
- })
-
- local nodes = {
- "can_buy:img"
- }
- self:GetChildren(nodes)
-
- self.stren.text = ""
- self.icon_item = AwardItem.New(self.equip_conta)
- -- self.icon_item = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem, self.equip_conta)
- self.icon_item:SetItemSize(78,78)
- -- self.icon_item:SetAnchoredPosition(0,0)
- if self.style_cache then
- self:SetEquipStyle(self.style_cache)
- self.style_cache = nil
- end
-
- if self.need_refreshData then
- self:SetData(self.data)
- self:SetPosType(self.pos_type, self.pos_type_visible, self.series, self.default_conta_show)
- self:SetBgAlpha(self.bg_alpha)
- self:WillShowEffect(self.will_show_effect)
- end
-
- if self.need_set_ring_show then
- self:SetRingShow()
- end
-
- self.icon_item:SetEnableClick(false)
- self.icon_item.ClickCallFun = function (target,target2,x,y) --覆盖AwardItem 的点击方法
- self:ClickHandler(target2,x,y)
- end
- self:AddToStageHandler()
- self:InitEvent()
- end
-
- function EquipItem:InitEvent()
- local function click_fun(target,x,y)
- if self.pos_type == EquipModel.EquipType.Weapon then
- local helpVo = GuideModel:getInstance():GetHelpVo(HelpType.TYPE_EQUIP_SUIT_ACTIVE,4)
- if helpVo then
- GlobalEventSystem:Fire(EventName.FINISH_CURRENT_HELP_STEP,helpVo)
- end
- end
- self:ClickHandler(target,x,y)
- end
- AddClickEvent(self.gameObject, click_fun)
-
- local select_fun = function (goods_vo)
- if self.data and goods_vo then
- if self.is_bag == false then
- if self.data.goods_id == goods_vo.goods_id then
- self:SetSelect(true)
- else
- self:SetSelect(false)
- end
- end
- end
- end
- self.event_id = self.model:Bind(EquipModel.EQUIP_ITEM_BE_CLICK, select_fun)
-
- local change_dynamic = function (goods_id)
- if self.data then
- if self.data.goods_id == goods_id then
- self:SetData(self.data, self.only_show_strength_tag)
- end
- end
- end
- self.dynamic_event_id = GlobalEventSystem:Bind(GoodsModel.CHANGE_GOODS_DYNAMIC,change_dynamic)
- --发生改变时,判断是否进行提示
- local update_red_func = function ()
- self:SetRedPoint()
- end
- self.change_tong_id = self.mainVo:BindOne("tong", update_red_func)
-
- local function RedDotRefresh( )
- if self.is_open_ring then
- self.icon_item:SetRedDot(MateModel:GetInstance():GetShipRedDot(false))
- end
- end
- self:BindEvent(MateModel:GetInstance(), MateConst.RedDotRefresh, RedDotRefresh)
- end
-
- function EquipItem:ClickHandler(target,x,y)
- if self.data then
- if self.is_bag == false then
- self.model:Fire(EquipModel.EQUIP_ITEM_BE_CLICK, self.data)
- else
- UIToolTipMgr:getInstance():AppendEquipTips(self.data.type_id, x, y, self.data)
- end
- else
- if self.is_open_ring then
- UIToolTipMgr:getInstance():AppendEquipTips(self.ring_equip_id, x, y)
- -- UIToolTipMgr:getInstance():AppendMarriageTips(self.ring_info, x, y)
- else
- local ui_tf = panelMgr:GetParent("UI").transform
- local pos = ui_tf:InverseTransformPoint(self.transform.position)
- local w = ScreenWidth
- local h = ScreenHeight
- pos.x = w / 2 + pos.x
- pos.y = h / 2 + pos.y
-
- local key = self.pos_type .. "@" .. self.series .. "@" .. self.pos_type
- local cfg = Config.Equipmentempty[key]
- if cfg then
- BagModel:getInstance():Fire(BagModel.EQUIP_ITEM_GET_WAY_TIPS, cfg,pos.x,pos.y)
- else
- print(">>>>> unfinfd config Equipmentempty ", self.pos_type, self.series )
- end
- end
- end
- end
-
- function EquipItem:SetData(data, only_show_strength_tag)
- self.data = data
- self.only_show_strength_tag = only_show_strength_tag
- if self.is_loaded then
- self.need_refreshData = false
- --设置装备
- local callback = function (dynamic)
- if self.data and self.data.goods_id == dynamic.goods_id then
- if self.gameObject == nil then return end
- if self.data.type_id ~= dynamic.type_id then
- self.data.type_id = dynamic.type_id
- GoodsModel:getInstance():SetBaseInfo(self.data)
- end
- self.dynamic = dynamic
- self:SetDynamic(self.dynamic)
- self:ShowCanStrength(self.data.type_id)
- if self.icon_item then
- self.icon_item:SetVisible(true)
- local stren_data = EquipModel:getInstance():GetBagEquipAwaraItemInfo(self.data)
- stren_data.equip_key = "EquipView"
- stren_data.is_find = true
- local hide_color_effect = false
- if self.pos_type == EquipModel.EquipType.Guard or self.pos_type == EquipModel.EquipType.Fetter then
- hide_color_effect = true
- end
- self.icon_item:SetData(self.data.type_id, self.data.goods_num, self.dynamic.color,stren_data,nil,nil,nil,nil,nil,hide_color_effect)
- --是否过期装备
- if self.data.expire_time and self.data.expire_time~=0 and self.data.expire_time - TimeUtil:getServerTime() <= 0 then
- self.icon_item:SetExpiredVisible(true)
- else
- self.icon_item:SetExpiredVisible(false)
- end
- end
- self:SetRedPoint()
- end
- end
- self.can_buy_obj:SetActive(false)
- if self.data then
- GoodsModel:getInstance():GetDynamic(self.data.goods_id, callback)
- end
- else
- self.need_refreshData = true
- end
- end
-
- --设置一生一世的信息
- function EquipItem:SetRingShow()
- if self.is_loaded then
- self.need_set_ring_show = false
- local goods_id = false
- local conf = false
- local data = false
- if GetModuleIsOpen(149) then
- data = MateModel:GetInstance():GetShipBasic()
- if not data or not data.stage then return end
- conf = MateModel:GetInstance():GetShipConf(data.stage, data.star)
- goods_id = conf and conf.goods_id
- end
- if goods_id and goods_id > 0 then
- --保存数据做tip显示用
- EquipModel:getInstance().mate_show_tool_tip_data = {stage = data.stage, star = data.star}
- self.ring_equip_id = goods_id
- self.icon_item:SetDataWithMapId(goods_id)
- self.icon_item:SetVisible(true)
- self.is_open_ring = true
- local function delay( )
- if self._use_delete_method then return end
- self.icon_item:SetRedDot(MateModel:GetInstance():GetShipRedDot(false))
- end
- setTimeout(delay,0.1)
- else
- self.icon_item:SetVisible(false)
- self.is_open_ring = false
- end
- else
- self.need_set_ring_show = true
- end
- end
-
- function EquipItem:SetRedPoint()
- if not self.dynamic or not self.data then
- local bool = GoodsModel:getInstance():GetQuickBuyEquipRedDot(self.series,self.pos_type)
- if self.red_dot then
- lua_resM:setImageSprite(self,self.can_buy_img,"bag_asset","bag_ui_29", false)
- self.can_buy_obj:SetActive(bool)
- end
- return
- end
-
- local bool = false
- local equip_cfg = EquipModel:getInstance():GetEquipmentCfg(self.dynamic.type_id)
- -- print("huangcong:EquipItem [start:165] :", equip_cfg)
- -- PrintTable(equip_cfg)
- -- print("huangcong:EquipItem [end]")
- --------现在背包中,升品,升星,精炼,不需要显示红点------
- if equip_cfg then
- --升品
- bool = EquipModel:getInstance():GetEquipCanUpQualityByPos(equip_cfg.series,equip_cfg.equip_type)
- if not bool and ComposeModel:getInstance():GetGuardOrOrnamentCanEvolution(equip_cfg)
- and (equip_cfg.equip_type <= EquipModel.EquipType.Guard and equip_cfg.equip_type >= EquipModel.EquipType.Necklace) then--可购买升品
- lua_resM:setImageSprite(self,self.can_buy_img,"bag_asset","bag_ui_31", false)
- self.can_buy_obj:SetActive(true)
- end
-
-
- -- if not bool then
- -- --升星
- -- bool = EquipModel:getInstance():EquipIsCanEvolution(equip_cfg.series,equip_cfg.equip_type,self.data)
- -- end
- -- if not bool then
- -- --精炼
- -- bool = EquipModel:getInstance():GetEquipCanStrengthByPos(equip_cfg.series,equip_cfg.equip_type)
- -- end
-
- end
- -- if self.red_dot then
- -- self.red_dot:SetActive(bool)
- -- end
- end
-
-
- --是否显示可精炼和镶嵌
- function EquipItem:ShowCanStrength(type_id)
- -- local bool = false
- -- local equip_cfg = EquipModel:getInstance():GetEquipmentCfg(type_id)
- -- -- print("huangcong:EquipItem [start:176] :", type_id)
- -- -- PrintTable(equip_cfg)
- -- -- print("huangcong:EquipItem [end]")
- -- if equip_cfg then
- -- bool = EquipModel:getInstance():GetEquipCanStrengthByPos(equip_cfg.series,equip_cfg.equip_type)
- -- end
- -- print("huangcong:EquipItem [start:180] :", bool)
- -- self.red_dot:SetActive(bool)
- -- self:showEffect(bool)
- end
-
- function EquipItem:SetDynamic(dynamic)
- if self.gameObject == nil then return end
- if dynamic.stren and dynamic.stren > 0 then
- self.stren.text = "+" .. dynamic.stren
- else
- self.stren.text = ""
- end
- end
-
- function EquipItem:SetEquipStyle(style)
- self.equip_style = style
- if self.is_loaded and style ~= nil then
- local str = WordManager:GetEquipStyleStr(style)
- self.stren.text = ""
- else
- self.style_cache = style
- end
- end
-
- function EquipItem:ClearData()
- self.data = nil
- if self.icon_item then
- self.icon_item:SetVisible(false, false)
- end
- if self.stren then
- self.stren.text = ""
- end
- if self.red_dot then
- self.red_dot:SetActive(false)
- end
- end
-
- function EquipItem:SetSelect(bool)
- self.selectBg:SetActive(bool)
- end
-
- function EquipItem:showEffect(bool)
- if bool then
- self.canStrenObj:SetActive(true)
- if self.is_bag then
- self:AddUIEffect("ui_effect_jineng_jiantou1", self.canStren, self.layer_name, nil, nil, true)
- else
- self:AddUIEffect("ui_effect_jineng_jiantou1", self.canStren, self.layer_name, nil, nil, true)
- end
- else
- self.canStrenObj:SetActive(false)
- self:ClearUIEffect(self.canStren)
- end
- end
-
- function EquipItem:__delete()
- if self.event_id then
- self.model:UnBind(self.event_id)
- self.event_id = nil
- end
- if self.dynamic_event_id then
- GlobalEventSystem:UnBind(self.dynamic_event_id)
- self.dynamic_event_id = nil
- end
- self:ClearUIEffect(self.canStren)
-
- if self.change_tong_id then
- self.mainVo:UnBind(self.change_tong_id)
- self.change_tong_id = nil
- end
- if self.icon_item then
- self.icon_item:DeleteMe()
- -- self.icon_item:ReleaseObj()
- self.icon_item = nil
- end
-
- self:ClearUIEffect(self.effect_con)
- end
-
- function EquipItem:SetPosType(pos, b, series, default_conta_show)
- self.pos_type = pos
- self.pos_type_visible = b
- self.series = series
- self.default_conta_show = default_conta_show
- if self.is_loaded then
- self.need_refreshData = false
- self.default_conta:SetActive(self.default_conta_show or (self.pos_type and ((self.pos_type == 11 and self.data == nil) or self.pos_type ~= 11)))
- if self.pos_type then
- lua_resM:setImageSprite(self,self.pos_type_img,"common_asset","com_equip_pos_".. self.pos_type, true)
- lua_resM:setImageSprite(self,self.default_conta_img,"common_asset","tyui_pz_8", true)
- end
- self.pos_type_img.gameObject:SetActive(self.pos_type_visible)
- self:SetRedPoint()
-
- if not self.init_guide_event and self.pos_type == EquipModel.EquipType.Weapon then
- self.init_guide_event = true
- local function onGuideTrigger()
- self:AddToStageHandler()
- end
- self:BindEvent(GlobalEventSystem, EventName.TRIGGER_GUIDE_TYPE, onGuideTrigger)
- end
-
- else
- self.need_refreshData = true
- end
- end
-
- function EquipItem:SetBgAlpha(alpha)
- self.bg_alpha = alpha
- if self.is_loaded then
- self.need_refreshData = false
- self.icon_item:SetAlpha(self.bg_alpha)
- else
- self.need_refreshData = true
- end
- end
-
- function EquipItem:GetPosType()
- return self.pos_type
- end
-
- function EquipItem:WillShowEffect(show)
- self.will_show_effect = show
- if self.is_loaded then
- if self.will_show_effect then
- self.will_show_effect = false
- self:AddEffect()
- end
- else
- self.need_refreshData = true
- end
- end
-
- function EquipItem:AddEffect()
- if not self.showing_effect then
- local function call_back( )
- self.showing_effect = false
- end
-
- self:ClearUIEffect(self.effect_con)
- self:AddUIEffect("ui_hunliqiudianliang", self.effect_con, "Activity", nil, 4, false, 0.6, nil, call_back)
- self.showing_effect = true
- end
- end
-
- function EquipItem:AddToStageHandler()
- local helpVo = GuideModel:getInstance():GetHelpVo(HelpType.TYPE_EQUIP_SUIT_ACTIVE,4)
- if not helpVo then return end
- local help_type = helpVo.help_type
- local step = helpVo.step
- local button = false
- if (help_type == HelpType.TYPE_EQUIP_SUIT_ACTIVE) and step == 4 then
- button = self.effect_con.gameObject
- end
- if button then
- local function call_back()
-
- end
- GlobalEventSystem:Fire(EventName.OPEN_GUIDE_PROMPT_VIEW, button.transform, self.transform, call_back, helpVo, self.layout_file)
- end
- end
|