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- PsionicToolTips = PsionicToolTips or BaseClass(BaseView)
- local PsionicToolTips = PsionicToolTips
- local SetAnchoredPositionX = SetAnchoredPositionX
-
- function PsionicToolTips:__init()
- self.base_file = "common"
- self.layout_file = "PsionicToolTips"
- self.layer_name = "Top"
- self.destroy_imm = true
- self.use_background = true --全屏界面默认使用这个参数,非全屏界面自行设置
- self.change_scene_close = true
- self.click_bg_toClose = true
- self.is_set_zdepth = true
- self.blur_activity_bg = true
- self.use_show_anim = true
- self.use_hide_anim = true
- self:AddPreLoadList("common", {"PsionicToolTipsItem"})
- self.cur_star_list = {}
- self.model = PsionicModel:getInstance()
- self.goods_model = GoodsModel:getInstance()
- self.btn_list = {}
- self.attr_item_list = {}
-
- self.load_callback = function ()
- self:LoadSuccess()
- self:AddEvent()
- end
- self.open_callback = function ( )
- self:UpdateView()
- end
- self.destroy_callback = function ( )
- self:DestroySuccess()
- end
- end
-
- function PsionicToolTips:Open(psionic_data, flag, show_compare)
- self.psionic_data = psionic_data
- self.flag = flag
- self.show_compare = show_compare == nil and true or show_compare
- BaseView.Open(self)
- end
-
- function PsionicToolTips:LoadSuccess()
- local nodes = {
- "con",
- "con/bg:raw",
- "con/power:txt", -- 圣物装备战斗力
- "con/cp_arrow:img", "con/cp_power:tmp",
- "con/goods_name:tmp", -- 装备名
- "con/icon_con", -- 图标容器
- "con/equiped:obj", -- 穿戴中标识
- "con/attr_scroll", "con/attr_scroll/Viewport/attr_con", -- 属性容器
- "con/star_con", -- 星数节点
- "con/armor_item_bg:img",
- -- 操作按钮部分
- -- "con/bg/btn_con/unload_btn:obj", -- 卸下
- "con/bg/btn_con/wear_btn:obj", "con/bg/btn_con/wear_btn/wear_btn_red:obj", -- 穿戴
- "con/bg/btn_con/replace_btn:obj", "con/bg/btn_con/replace_btn/replace_btn_red:obj", -- 替换
- "con/bg/btn_con/strength_btn:obj", "con/bg/btn_con/strength_btn/strength_btn_red:obj", -- 升品 / 强化
- "con/bg/btn_con/getway_btn:obj", -- 获取途径
- "con/bg/btn_con/delete_btn:obj", -- 分解
- "con/bg/btn_con/refact_btn:obj", "con/bg/btn_con/refact_btn/refact_btn_red:obj",
- -- 对比节点
- "compare_conta:obj",
- }
- self:GetChildren(nodes)
-
- lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("ps_tool_tips_bg"), false)
-
- self.btn_list = {self.strength_btn, self.wear_btn, self.replace_btn, self.getway_btn, self.delete_btn}
- self.icon_item = PsionicArmorCircleItem.New(self.icon_con, false, self.layer_name)
- self.icon_item:SetEnableClick(false)
- self.icon_item:SetItemSize(78, 78)
- self.icon_item:ChangeCountVisible(false)
- self:AddToStageHandler()
- end
-
- function PsionicToolTips:AddEvent()
- local function onclick(target)
- if target == self.strength_btn_obj then -- 强化
- -- 这里处理为跳转到进阶页签,并自动选中当前装备
- local other_args = {slot = self.psionic_data.subtype}
- self.model:Fire(PsionicConst.OPEN_MAIN_VIEW, true, PsionicConst.TabId.PAdvance, other_args)
- self:Close()
- elseif target == self.wear_btn_obj or target == self.replace_btn_obj then --穿戴/替换装备
- local helpVo = GuideModel:getInstance():GetHelpVo(HelpType.TYPE_PSIONIC,4)
- if helpVo then
- GlobalEventSystem:Fire(EventName.FINISH_CURRENT_HELP_STEP,helpVo)
- end
- if self.psionic_data and self.psionic_data.goods_id then
- self.goods_model.has_first_updated_psionic_effect_red = true -- 手动穿戴装备的时候就不需要登录更新的那个了
- self.model:Fire(PsionicConst.REQUEST_CCMD_EVENT, 13903, self.psionic_data.goods_id)
- self:Close()
- end
- elseif target == self.getway_btn_obj then -- 获取途径
- local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.psionic_data.type_id)
- local str = basic.getway_url
- local getway = stringtotable(str)
- -- print("huangcong:EquipToolTips [start:94] getway:", getway)
- -- PrintTable(getway)
- -- print("huangcong:EquipToolTips [end]")
- for i, v in ipairs(getway) do
- local cfg = OpenFun.GetFunCfg(v[1], v[2])
- if cfg then
- OpenFun.Open(v[1], v[2])
- else
- print("=================== can't find config, fun id is ", v[1], v[2])
- end
- end
- elseif target == self.refact_btn_obj then -- 洗练
- -- 注意这里选中的装备是作为材料装备的,要放在后面
- self.model:Fire(PsionicConst.OPEN_MAIN_VIEW, true, PsionicConst.TabId.PWash, {target_uid = self.psionic_data.goods_id})
- self:Close()
- elseif target == self.delete_btn_obj then -- 分解
- -- 这里处理为打开装备分解界面,并自动选中当前装备
- self.model:Fire(PsionicConst.OPEN_RESOLVE_VIEW, true, self.psionic_data and self.psionic_data.goods_id)
- self:Close()
- end
- end
- -- AddClickEvent(self.unload_btn_obj, onclick)
- AddClickEvent(self.strength_btn_obj, onclick)
- AddClickEvent(self.wear_btn_obj, onclick)
- AddClickEvent(self.replace_btn_obj, onclick)
- AddClickEvent(self.getway_btn_obj, onclick)
- AddClickEvent(self.delete_btn_obj, onclick)
- AddClickEvent(self.refact_btn_obj, onclick)
-
-
- local function onGuideTrigger()
- self:AddToStageHandler()
- end
- self:BindEvent(GlobalEventSystem, EventName.TRIGGER_GUIDE_TYPE, onGuideTrigger)
- end
-
- function PsionicToolTips:UpdateView(psionic_data)
- self.psionic_data = psionic_data or self.psionic_data
- self:SetData()
- end
-
- function PsionicToolTips:SetData()
- if not self.psionic_data then return end
- self.con.gameObject:SetActive(true)
- -- 配置变动,星数改color
- self.psionic_star = self.psionic_data.star
- self.is_bag = self.goods_model:GetPsionicBagGoodsByID(self.psionic_data.goods_id) and true or false
- self.is_equiped = self.goods_model:GetPsionicEquipGoodsByID(self.psionic_data.goods_id) and true or false
- self.equiped_obj:SetActive(self.is_equiped)
- self.cur_wear_ps_equip = self.goods_model:GetPsionicEquipBySlot(self.psionic_data.subtype)
- -- 查看已穿戴的装备是不可以展示对比
- self.show_compare = self.cur_wear_ps_equip and self.show_compare and not self.is_equiped
- -- self.slot_flag_tmp.text = PsionicConst.EquipSlotName[slot]
- self:UpdateBasicInfo()
- self:UpdateMainInfo()
- self:UpdateBtns()
- end
-
- -- 加载基础数据
- function PsionicToolTips:UpdateBasicInfo( )
- self.icon_item:SetData(self.psionic_data.type_id, nil, nil, self.psionic_data.equip_lv)
- self.icon_item:SetSlotName(self.psionic_data.subtype)
- self.goods_name_tmp.text = self.goods_model:getGoodsName(self.psionic_data.type_id, true, true)
- lua_resM:setImageSprite(self, self.armor_item_bg_img, "psionicExtra_asset", "ps_armor_bg_" .. self.psionic_data.color)
- -- 更新星数
- local offset_x = (self.star_con.sizeDelta.x - self.psionic_star * 22) / 2
- for i = 1, self.psionic_star do
- self.cur_star_list[i] = self.cur_star_list[i] or UiFactory.createChild(self.star_con, UIType.Image2, "star" .. i)
- SetAnchoredPosition(self.cur_star_list[i].transform, (i-1) * 22 + offset_x, 0) -- 36 + 0
- lua_resM:setImageSprite(self, self.cur_star_list[i]:GetComponent("Image"), "common_asset", "ps_star_1", true)
- end
- end
-
- -- 加载主要信息
- function PsionicToolTips:UpdateMainInfo( )
- -- 加载槽位数据
- local slot_data = self.model:GetPsionicSlotData(self.psionic_data.subtype)
- -- 配置的基础属性
- local cfg_attr = self.psionic_data.basic_attrs
- -- 获取配置等级属性增量
- local add_attr_cfg = {}
- for k, v in ipairs(self.psionic_data.cfg_attrs) do
- add_attr_cfg[v[1]] = v[3]
- end
- -- 配置属性的战斗力
- local basic_attr = GetFighting(cfg_attr, self.is_equiped)
-
- -- 创建信息节点列表,动态加载属性内容
- local data_list = {}
- data_list[#data_list + 1] = {title = "基础信息"}
- -- 判断是否需要对比属性
- local compare_data = {}
- local compare_add = {}
- if self.cur_wear_ps_equip and self.show_compare then
- for k, v in pairs(self.cur_wear_ps_equip.basic_attrs) do
- compare_data[v[1]] = v
- end
- for k, v in pairs(self.cur_wear_ps_equip.cfg_attrs) do
- compare_add[v[1]] = v[3]
- end
- end
- local attr_len = TableSize(cfg_attr)
- local slot_lv = slot_data.lv
-
- for k, v in ipairs(cfg_attr) do
- -- 是否有可对比的属性
- local show_diff = compare_data and compare_data[v[1]] and
- ((v[2] + add_attr_cfg[v[1]] * slot_lv) - (compare_data[v[1]][2] + compare_add[v[1]] * slot_lv))
- or nil
- data_list[#data_list + 1] = {
- attr_basic = v,
- show_diff = show_diff,
- index = k,
- is_last = k == attr_len,
- add_attr = add_attr_cfg[v[1]],
- slot_lv = slot_lv,
- }
- end
-
- -- 加载洗练属性
- local wash_cfg = self.model:GetPsionicWashCfg(self.psionic_data.subtype, slot_data.grade)
- local stage_max_lv, max_stage = self.model:GetPsionicSlotStageMaxLevel(slot_data.grade)
- local wash_attr_list, wash_attr_id_list = {}, {}
- for k, v in pairs(slot_data.attrs) do
- wash_attr_list[#wash_attr_list+1] = {[1] = v.attr_id, [2] = v.attr_value}
- wash_attr_id_list[v.attr_id] = v.attr_value
- end
-
- local wash_power = GetFighting(wash_attr_list, self.is_equiped)
- local wash_attr_num = #wash_attr_list
- data_list[#data_list + 1] = {title = "洗练属性"}
- for k, v in pairs(wash_cfg.maxs) do
- -- 获取目标属性的属性值
- local attr_id = v[1]
- local cur_val = wash_attr_id_list[attr_id] or 0
- data_list[#data_list + 1] = {
- cur_val = cur_val,
- attr_wash = v,
- index = k,
- is_last = k >= wash_attr_num
- }
- end
-
- -- 加载觉醒属性
- local awake_power = 0
- local awake_cfg = self.model:GetPsionicAwakeCfg(slot_data.pos, slot_data.sec_lv) -- 觉醒等级相关配置
- local awake_attr = awake_cfg.attrs -- 当前觉醒等级属性列表
- awake_power = GetFighting(awake_attr, self.is_equiped)
- attr_len = TableSize(awake_attr)
- if attr_len > 0 then -- 要有属性才展示
- data_list[#data_list + 1] = {
- title = "觉醒属性",
- title_extra = {
- has_weared = self.cur_wear_ps_equip, -- 是否穿戴了
- awake_lv = slot_data.sec_lv,
- equip_color = self.psionic_data.color, -- 这里需要装备品级,不足橙色装备的需要做特殊处理
- }
- }
- for k, v in ipairs(awake_attr) do
- data_list[#data_list + 1] = {
- skill_data = v,
- index = k,
- is_last = k == attr_len,
- }
- end
- end
- local total_power = basic_attr + wash_power + awake_power
- self.power_txt.text = "f" .. total_power
- if not self.show_compare then
- local offset_x = (345 - self.power_txt.preferredWidth) * 0.5 + 14
- SetAnchoredPositionX(self.power, offset_x)
- end
-
- self:UpdateDetailItem(data_list)
- self:UpdateCompareData(cfg_attr, total_power)
- end
-
- -- 更新装备对比数据 compare_attrs:当前装备的基础属性 total_power:当前查看装备的总战力
- function PsionicToolTips:UpdateCompareData(compare_attrs, total_power)
- self.compare_conta_obj:SetActive(self.show_compare)
- if self.show_compare then -- 显示对比,则需要右移
- SetAnchoredPositionX(self.con, 535)
- if not self.ps_tooltip_compare then
- self.ps_tooltip_compare = PsionicToolTipsCompare.New(self.compare_conta, nil, self.layer_name)
- end
- -- 设置回调,对比战斗力差别,并调整节点位置
- local power_callback = function(compare_power)
- if self._use_delete_method then return end
- local off_power = total_power - compare_power
- local power_width = self.power_txt.preferredWidth * 0.8
- local cp_arrow_width, cp_power_width = 0, 0
- if off_power ~= 0 then -- 有战力差
- local higher = off_power > 0
- cp_arrow_width = 29
- self.cp_arrow_img.enabled = true
- self.cp_power_tmp.text = math.abs(off_power)
- cp_power_width = self.cp_power_tmp.preferredWidth
- lua_resM:setImageSprite(self, self.cp_arrow_img, "common_asset", higher and "tyui_Arrow_3" or "tyui_Arrow_4", true)
- SetTMPSharedMaterial(self.cp_power_tmp, higher
- and ShaderTools.TMPSharedMaterialType.HKYTW7OutlineGreenUp
- or ShaderTools.TMPSharedMaterialType.HKYTW7OutlineRedDown)
- end
- local total_len = power_width + cp_arrow_width + cp_power_width
- local offset_x = (345 - total_len) * 0.5
- SetAnchoredPositionX(self.power, offset_x + 14)
- -- SetAnchoredPositionX(self.cp_arrow, offset_x + power_width - 20)
- SetAnchoredPositionX(self.cp_arrow, offset_x + power_width + 15)
- -- SetAnchoredPositionX(self.cp_power, offset_x + power_width + cp_arrow_width - 22)
- SetAnchoredPositionX(self.cp_power, offset_x + power_width + cp_arrow_width + 16)
- end
- self.ps_tooltip_compare:SetData(self.cur_wear_ps_equip, power_callback)
- else
- SetAnchoredPositionX(self.con, 461)
- end
- end
-
- -- 根据组合的表生成属性节点
- function PsionicToolTips:UpdateDetailItem(data_list)
- local item
- local height = 0
- for k, v in ipairs(data_list) do
- item = self.attr_item_list[k]
- if not item then
- item = PsionicToolTipsItem.New(self.attr_con)
- self.attr_item_list[k] = item
- end
- item:SetAnchoredPosition(0, -height)
- height = height + item:SetData(v)
- end
- SetSizeDeltaY(self.attr_con, height)
- -- 设置背景图大小
- -- local bg_height = 200 + height
- -- bg_height = bg_height < 687 and bg_height or 687
- -- SetSizeDeltaY(self.bg,bg_height)
- -- SetSizeDeltaY(self.attr_scroll, bg_height - 190)
- end
-
- --按钮显示
- function PsionicToolTips:UpdateBtns()
- for i,v in ipairs(self.btn_list) do
- if v.gameObject.activeSelf then
- v.gameObject:SetActive(false)
- end
- end
- local btn_list = {}
- if self.flag == PsionicConst.ArmorItemFlag.Show
- or self.flag == PsionicConst.ArmorItemFlag.Advance
- or self.flag == PsionicConst.ArmorItemFlag.AdvanceRefact then -- 单纯展示和进阶中的装备节点不展示操作按钮
- return
- end
- -- print("Saber:PsionicToolTips [217] is_bag: ",is_bag)
- if self.is_bag then --背包中的装备
- if self.flag == PsionicConst.ArmorItemFlag.Bag then -- 背包中查看未穿戴的装备
- if self.cur_wear_ps_equip then -- 存在当前栏位装备的话就显示替换
- table.insert(btn_list, self.replace_btn)
- -- 可替换红点
- local replace_red = self.model:IsPsionicEquipPowerUpOrNot(self.psionic_data.goods_id)
- self.replace_btn_red_obj:SetActive(replace_red)
- else
- table.insert(btn_list, self.wear_btn)
- -- 可装备红点
- local equip_red = self.model:GetPsionicEquipSlotRed(self.psionic_data.subtype)
- self.wear_btn_red_obj:SetActive(equip_red)
- end
- -- table.insert(btn_list, self.getway_btn)
- table.insert(btn_list, self.delete_btn)
- end
- elseif self.is_equiped then --已经穿上的装备
- table.insert(btn_list, self.strength_btn)
- table.insert(btn_list, self.refact_btn)
- -- 进阶红点
- self.strength_btn_red_obj:SetActive(self.model:GetPsionicAdvanceRed(self.psionic_data.subtype))
- -- 洗练红点
- self.refact_btn_red_obj:SetActive(self.model:GetPsionicWashSlotRed(self.psionic_data.subtype))
- end
- for i, v in ipairs(btn_list) do
- v.gameObject:SetActive(true)
- end
- end
-
- function PsionicToolTips:DestroySuccess( )
- if self.icon_item then
- self.icon_item:DeleteMe()
- self.icon_item = nil
- end
-
- for i,v in ipairs(self.attr_item_list) do
- v:DeleteMe()
- v = nil
- end
- self.attr_item_list = {}
-
- if self.ps_tooltip_compare then
- self.ps_tooltip_compare:DeleteMe()
- self.ps_tooltip_compare = nil
- end
- end
-
- function PsionicToolTips:AddToStageHandler()
- local helpVo = GuideModel:getInstance():GetHelpVo(HelpType.TYPE_PSIONIC,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_PSIONIC) and step == 4 then
- button = self.wear_btn_obj
- 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, self.layer_name)
- end
- end
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