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- -- <*
- -- @Author: Saber
- -- @Description: 圣物装备对比tips
- -- *>
- PsionicToolTipsCompare = PsionicToolTipsCompare or BaseClass(BaseItem)
- local PsionicToolTipsCompare = PsionicToolTipsCompare
-
- function PsionicToolTipsCompare:__init(parent_wnd,prefab_asset,layer_name)
- self.base_file = "common"
- self.layout_file = "PsionicToolTips"
- self.parent_wnd = parent_wnd
- self.layer_name = layer_name
- self.cur_star_list = {}
- self.attr_item_list = {}
- self.model = PsionicModel:getInstance()
- self.goods_model = GoodsModel:getInstance()
- self:Load()
- end
-
- function PsionicToolTipsCompare:Load_callback()
- 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", -- 穿戴
- "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", -- 销毁
- "con/bg/btn_con/refact_btn:obj", "con/bg/btn_con/refact_btn/refact_btn_red:obj",
- }
- self:GetChildren(nodes)
-
- lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("ps_tool_tips_bg"), false)
- 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.transform.name = "PsionicToolTipsCompare"
-
- self:AddEvents()
- if self.need_refreshData then
- self:UpdateView()
- end
- end
-
- function PsionicToolTipsCompare:AddEvents( )
-
- end
-
- function PsionicToolTipsCompare:SetData( psionic_data, power_callback )
- self.psionic_data = psionic_data
- self.power_callback = power_callback -- 参与对比装备的战斗力
- if self.is_loaded then
- self.need_refreshData = false
- self:UpdateView()
- else
- self.need_refreshData = true
- end
- end
-
- function PsionicToolTipsCompare:UpdateView( )
- self.con.gameObject:SetActive(true)
- SetAnchoredPositionX(self.con, 196.5)
- self.psionic_star = self.psionic_data.star
- self.is_equiped = self.goods_model:GetPsionicEquipGoodsByID(self.psionic_data.goods_id) and true or false
- self.equiped_obj:SetActive(self.is_equiped)
- -- self.slot_flag_tmp.text = PsionicConst.EquipSlotName[self.psionic_data.subtype]
- self:UpdateBasicInfo()
- self:UpdateMainInfo()
- end
-
- -- 加载基础数据
- function PsionicToolTipsCompare: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)
- 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 PsionicToolTipsCompare: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
- for k2, v2 in ipairs(cfg_attr) do
- if v[1] == v2[1] then
- add_attr_cfg[v[1]] = v[3]
- end
- end
- 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"}
-
- local attr_len = TableSize(cfg_attr)
- local slot_lv = slot_data.lv
- for k, v in ipairs(cfg_attr) do
- data_list[#data_list + 1] = {
- attr_basic = v,
- 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.psionic_data,
- 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
- -- 对比战斗力差别,并调整节点位置
- local offset_x = (345 - self.power_txt.preferredWidth) * 0.5 + 14
- SetAnchoredPositionX(self.power, offset_x)
- if self.power_callback then
- self.power_callback(total_power)
- end
- -- -- 对比战斗力差别,并调整节点位置
- -- local off_power = total_power - self.compare_power
- -- local power_width = self.power_txt.preferredWidth
- -- 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 - 18)
- -- SetAnchoredPositionX(self.cp_power, offset_x + power_width + cp_arrow_width - 20)
- -- self.compare_power
- self:UpdateDetailItem(data_list)
- end
-
- -- 根据组合的表生成属性节点
- function PsionicToolTipsCompare: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)
- end
-
- function PsionicToolTipsCompare:__delete( )
- 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 = {}
- end
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