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- --seal尚未开始 请重做
-
- SealToolTips = SealToolTips or BaseClass(BaseView)
-
- function SealToolTips:__init()
- self.base_file = "common"
- self.layout_file = "EquipToolTips"
- self.layer_name = "Top"
-
- self.use_background = true
- self.click_bg_toClose = true
- self.close_mode = CloseMode.CloseDestroy
- self.destroy_imm = true
- self.goods_vo = nil
-
- self.pos_x = 0
- self.pos_y = 0
- self.is_show_btn = false
- self.show_compare_tips = false --是否需要显示对比tips
- self.have_equip_data = nil --对比tips中,已穿戴的装备数据
-
- self.model = GoodsModel:getInstance()
- --self:AddPreLoadList("common",{"SealCompareTips", "SealToolDecomItem"})
-
- self.seal_item_list = {}
-
- self.load_callback = function ()
- self:LoadSuccess()
- end
- self.open_callback = function ()
- self.gameObject:SetActive(false)
- if self.need_refresh then
- self:InitView()
- end
- end
- self.close_callback = function ()
-
- end
- self.destroy_callback = function ()
- if self.icon_item then
- self.icon_item:DeleteMe()
- self.icon_item = nil
- end
-
- if self.compareTips then
- self.compareTips:DeleteMe()
- self.compareTips = nil
- end
-
-
- for i,v in ipairs(self.seal_item_list) do
- v:DeleteMe()
- v = nil
- end
- self.seal_item_list = {}
-
- self:DeleteArrowTip()
- if self.addNumComponent then
- if self.change_count_id then
- self.addNumComponent:UnBind(self.change_count_id)
- self.change_count_id = nil
- end
- self.addNumComponent:DeleteMe()
- self.addNumComponent = nil
- end
- end
- end
-
- function SealToolTips:InitEvent()
- local function onClickBtnHandler(target)
- if self.goods_vo and self.is_show_btn then
- if target == self.strengthBtn then
- SealModel:getInstance():Fire(SealModel.OPEN_SEAL_STREN_VIEW, self.goods_vo.subtype)
- elseif target == self.wearBtn then
- SealModel:getInstance():Fire(SealModel.REQUSET_PROTOCALS, 15501, self.goods_vo.goods_id)
- elseif target == self.washBtn then
- --[[if self.dynamic then
- if #self.dynamic.equip_extra_attr > 0 then
- EquipModel:getInstance():Fire(EquipModel.OPEN_EQUIP_WASH_VIEW, self.dynamic)
- else
- local function ok_callback()
- GlobalEventSystem:Fire(EventName.OPEN_SEll_VIEW, self.goods_vo)
- end
- local str = Trim(self.goods_vo.goods_name) .. "装备已经没有附加属性,\n您可以出售它来换取金币"
- Alert.show(str, Alert.Type.Two, ok_callback, nil,"出售", "取消")
- end
- end--]]
- elseif target == self.insertBtn then
- --GlobalEventSystem:Fire(EventName.OPEN_EQUIP_VIEW, self.goods_vo.cell)
- elseif target == self.offBtn then
- SealModel:getInstance():Fire(SealModel.REQUSET_PROTOCALS, 15502, self.goods_vo.goods_id)
- elseif target == self.decomposeBtn then
- local list = {}
- list[self.goods_vo.goods_id] = self.goods_vo.goods_num
- GoodsModel:getInstance():Fire(GoodsModel.REQUEST_CCMD_EVENT, 15019, list)
- --BagModel:getInstance():Fire(BagModel.OPEN_EQUIP_DECOMPOSE_VIEW, self.goods_vo)
- elseif target == self.sellBtn then
- if ItemUseModel:getInstance():IsEquipSpecialType(self.goods_vo.type_id) then
- local function ok_callback()
- GoodsModel:getInstance():Fire(GoodsModel.REQUEST_CCMD_EVENT,15021,1,self.goods_vo.goods_id,1,self.goods_vo.type_id)
- end
- local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.goods_vo.type_id)
- local str = "您正在出售<color='%s'>%s</color>\n可获得%s%s"
- local price = GoodsModel:getInstance():GetSellPriceByTypeId(self.goods_vo.type_id)
- str = string.format(str, ColorUtil:GetColor(basic.color), basic.goods_name,
- WordManager:GetCommonMoneyStr(basic.sell_price_type), price)
- Alert.show(str, Alert.Type.Two, ok_callback, nil,"确定", "取消")
- else
- GlobalEventSystem:Fire(EventName.OPEN_SEll_VIEW, self.goods_vo)
- end
- elseif target == self.storeBtn then
- --GoodsModel:getInstance():Fire(GoodsModel.REQUEST_CCMD_EVENT,15003,self.goods_vo.goods_id,GoodsModel.GOODS_POS_TYPE.bag,GoodsModel.GOODS_POS_TYPE.warehouse)
- elseif target == self.takeBtn then
- --[[if self.goods_vo.pos == GoodsModel.GOODS_POS_TYPE.hunt_store then
- TreasureHuntModel:getInstance():Fire(TreasureHuntModel.REQUEST_PROTO, 41605, self.goods_vo.goods_id)
- else
- GoodsModel:getInstance():Fire(GoodsModel.REQUEST_CCMD_EVENT,15003,self.goods_vo.goods_id,GoodsModel.GOODS_POS_TYPE.warehouse,GoodsModel.GOODS_POS_TYPE.bag)
- end--]]
- elseif target == self.exchangeBtn then
- --GuildModel:getInstance():Fire(GuildModel.REQUEST_CCMD_EVENT,40103,self.goods_vo.goods_id,self.goods_vo.type_id,1)
- elseif target == self.destoryBtn then
- --[[UserMsgAdapter.WriteBegin(40104)
- UserMsgAdapter.WriteFMT("h", 1)
- UserMsgAdapter.WriteFMT("l", self.goods_vo.goods_id)
- UserMsgAdapter.SendToGame()--]]
- -- GuildModel:getInstance():Fire(GuildModel.REQUEST_CCMD_EVENT,40104,self.goods_vo.goods_id)
- elseif target == self.donateBtn then
- --GuildModel:getInstance():Fire(GuildModel.REQUEST_CCMD_EVENT,40102,self.goods_vo.goods_id,1)
- elseif target == self.renewBtn then
- GlobalEventSystem:Fire(EventName.OPEN_EXPIRED_VIEW, true, self.goods_vo.goods_id)
- elseif target == self.shelvesUpBtn then
- elseif target == self.shelvesDownBtn then
- --MarketModel:getInstance():Fire(MarketModel.REQUEST_CCMD_EVENT, 15108, self.goods_vo.sell_type, self.goods_vo.id, self.goods_vo.type_id, self.goods_vo.goods_num)
- elseif target == self.buyBtn then
- --[[if self.buyNum then
- MarketModel:getInstance():Fire(MarketModel.REQUEST_CCMD_EVENT, 15111, self.goods_vo.sell_type, self.goods_vo.id, self.goods_vo.player_id, self.goods_vo.type_id, self.buyNum, self.goods_vo.unit_price)
- end--]]
- end
- end
- self:Close()
- end
- AddClickEvent(self.strengthBtn, onClickBtnHandler)
- AddClickEvent(self.wearBtn, onClickBtnHandler)
- AddClickEvent(self.offBtn, onClickBtnHandler)
- AddClickEvent(self.sellBtn, onClickBtnHandler)
- AddClickEvent(self.washBtn, onClickBtnHandler)
- AddClickEvent(self.insertBtn, onClickBtnHandler)
- AddClickEvent(self.decomposeBtn, onClickBtnHandler)
- AddClickEvent(self.storeBtn, onClickBtnHandler)
- AddClickEvent(self.takeBtn, onClickBtnHandler)
- AddClickEvent(self.exchangeBtn, onClickBtnHandler)
- AddClickEvent(self.destoryBtn, onClickBtnHandler)
- AddClickEvent(self.donateBtn, onClickBtnHandler)
- AddClickEvent(self.renewBtn, onClickBtnHandler)
- AddClickEvent(self.shelvesUpBtn, onClickBtnHandler)
- AddClickEvent(self.shelvesDownBtn, onClickBtnHandler)
- AddClickEvent(self.buyBtn, onClickBtnHandler)
-
- local onChangeCountHandler = function (count)
- self:ChangeBuyNum(count)
- end
- self.change_count_id = self.addNumComponent:Bind(ComponentEvent.AddNumberComponent.CHANGE_COUNT,onChangeCountHandler)
- end
-
- function SealToolTips:SetData()
- if self.goods_vo == nil then return end
-
- if self.is_loaded then
- self.show_compare_tips, self.have_equip_data = SealModel:getInstance():ShowCompareTips(self.goods_vo.goods_id, self.goods_vo.subtype)
- print("是否需要显示对比装备tips====:", self.show_compare_tips)
- if self.show_compare_tips then
- self.compare_conta.gameObject:SetActive(true)
- self.compareTips = self.compareTips or SealCompareTips.New(self.compare_conta)
-
- self.compareTips:SetData(self.have_equip_data)
- else
- self.compare_conta.gameObject:SetActive(false)
- end
- local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.goods_vo.type_id)
-
- local color_str = ColorUtil.WHITE
- if self.goods_vo.level > RoleManager.Instance.mainRoleInfo.level then
- color_str = ColorUtil.RED
- end
- self.level.text = "<color="..color_str..">" .. self.goods_vo.level .. "</color>"
- -- local index = Config.ConfigEquipShow[self.goods_vo.subtype].index
- self.equip_pos.text = Trim(Config.Holysealpos[self.goods_vo.subtype].name)
- self.fight.text = self.goods_vo.combat_power or 0
-
- color_str = (self.goods_vo.career_id == 0 or RoleManager.Instance.mainRoleInfo.career == self.goods_vo.career_id) and ColorUtil.WHITE or ColorUtil.RED
- local career_name = WordManager:GetRoleCareerName(basic.career_id,basic.turn)
- self.career.text = "<color="..color_str..">" .. career_name .. "</color>"
-
- self.depot_conta.gameObject:SetActive(false)
-
- if self.goods_vo.goods_id then
- local callback = function (dynamic)
- if self.goods_vo.goods_id and dynamic and self.goods_vo.goods_id == dynamic.goods_id then
- self.dynamic = dynamic
- self.dynamic.stren = dynamic.stren or 0
- local stren = ""
- if dynamic.stren and dynamic.stren > 0 then
- stren = "+" ..dynamic.stren
- end
- self.nameText.text = "<color="..WordManager.GetGoodsColor(self.dynamic.color)..">" .. self.goods_vo.goods_name .. stren .. "</color>"
- local step = Config.Holysealgoods[self.goods_vo.type_id] and Config.Holysealgoods[self.goods_vo.type_id].stage or 0
- self.step_num.text = "<color="..WordManager.GetGoodsColor(self.dynamic.color)..">" .. step .. "阶</color>"
-
- self.icon_item:SetData(self.goods_vo)
- self.composite_score.text = self.dynamic.overall_rating
- self.equip_score.text = self.dynamic.rating
-
- if basic then
- local base_pro = ErlangParser:GetInstance():Parse(basic.base_attrlist)
- self:SetProperty(base_pro, dynamic.stren, basic.subtype)
- self.fight.text = dynamic.combat_power or 0
- end
- self:SetAddProperty(self.dynamic)
- self:SetSpecialProperty(self.goods_vo)
- self:SetSuitProperty(self.dynamic)
-
- self:Refresh()
- --self:ShowReDot()
- end
- end
- GoodsModel:getInstance():GetDynamic(self.goods_vo.goods_id, callback)
- elseif self.goods_vo.equip_extra_attr then
- local stren = ""
- self.nameText.text = "<color="..WordManager.GetGoodsColor(self.goods_vo.color)..">" .. self.goods_vo.goods_name .. stren .. "</color>"
- local step = Config.Holysealgoods[self.goods_vo.type_id] and Config.Holysealgoods[self.goods_vo.type_id].stage or 0
- self.step_num.text = "<color="..WordManager.GetGoodsColor(self.dynamic.color)..">" .. step .. "阶</color>"
-
- self.icon_item:SetData(self.goods_vo)
- self.composite_score.text = self.goods_vo.overall_rating
- self.equip_score.text = self.goods_vo.rating
-
- if basic then
- local base_pro = ErlangParser:GetInstance():Parse(basic.base_attrlist)
- self:SetProperty(base_pro, 0, basic.subtype)
- -- self.fight.text = dynamic.combat_power or 0
- end
- self:SetAddProperty(self.goods_vo)
- self:SetSpecialProperty(self.goods_vo)
-
- --self.limitText.text = string.format("最大购买数量:%d", self.goods_vo.goods_num)
- --self.addNumComponent:InitData(1, self.goods_vo.goods_num, 1, 1)
- --self:ChangeBuyNum(1)
- end
-
- --self:SetSellState(self.goods_vo.sell, self.goods_vo.sell_price_type, self.goods_vo.type_id)
- self:Refresh()
- else
- self.need_refresh = true
- end
- end
-
- --设置基础属性
- function SealToolTips:SetProperty(base_pro, stren, pos)
- stren = stren or 0
- local stren_config = SealModel:getInstance():GetStrengthConfig(pos, stren)
- local name_str = ""
- local pro_str = ""
- local stren_str = ""
- local pro_list = {}
- if stren_config and Trim(stren_config.attr_list) ~= "[]" then
- pro_list = ErlangParser:GetInstance():Parse(stren_config.attr_list)
- end
- for i,v in ipairs(base_pro) do
- name_str = name_str .. WordManager:GetProperties(tonumber(v[1]))
- pro_str = pro_str.."+" .. WordManager:GetPropertyValue(tonumber(v[1]),tonumber(v[2]))
- for i2, v2 in ipairs(pro_list) do
- if tonumber(v2[1]) == tonumber(v[1]) then
- stren_str = stren_str .. "<color="..ColorUtil.GREEN..">(强化+" .. v2[2] .. ")</color>"
- end
- end
-
- if i < #base_pro then
- name_str = name_str.."\n"
- pro_str = pro_str.."\n"
- stren_str = stren_str.."\n"
- end
- end
- self.baseName.text = name_str
- self.basePro.text = pro_str
- self.strengthAdd.text = stren_str
- end
-
- --设置附加属性
- function SealToolTips:SetAddProperty(dynamic)
- if dynamic and dynamic.equip_extra_attr then
- local name_str = ""
- local pro_str = ""
- local recommand = ""
- if self.type and self.type == EquipShowTips.EQUIP_RECOMMAND_TARGET then
- recommand = "[推荐]"
- end
-
- if #dynamic.equip_extra_attr == 0 then
- self.addName.text = "无"
- self.addPro.text = ""
- else
- for i,v in ipairs(dynamic.equip_extra_attr) do
- if v.type_id == 1 then
- name_str = name_str .. "<color="..WordManager.GetGoodsColor(v.color)..">"..recommand.."每"..v.plus_interval.."级"..WordManager:GetProperties(tonumber(v.attr_id)).."</color>"
- pro_str = pro_str .."<color="..WordManager.GetGoodsColor(v.color)..">+"..WordManager:GetPropertyValue(tonumber(v.attr_id), tonumber(v.plus_unit)) .. "</color>"
- else
- name_str = name_str .. "<color=" .. WordManager.GetGoodsColor(v.color) .. ">" ..recommand..WordManager:GetProperties(tonumber(v.attr_id)).."</color>"
- pro_str = pro_str .. "<color="..WordManager.GetGoodsColor(v.color)..">+"..WordManager:GetPropertyValue(tonumber(v.attr_id), v.attr_val).."</color>"
- end
- if i < #dynamic.equip_extra_attr then
- name_str = name_str .. "\n"
- pro_str = pro_str .. "\n"
- end
- end
- self.addName.text = name_str
- self.addPro.text = pro_str
- end
- end
- end
-
- --设置特殊属性
- function SealToolTips:SetSpecialProperty(goodsVo)
- self.wash_name.text = "特殊属性"
- if goodsVo then
- if Config.Holysealgoods[goodsVo.type_id] then
- local name_str = ""
- local pro_str = ""
- local attr = ErlangParser:GetInstance():Parse(Config.Holysealgoods[goodsVo.type_id].special_attr)
- for i,v in ipairs(attr) do
- name_str = name_str .. WordManager:GetProperties(tonumber(v[1]))
- pro_str = pro_str .. "+" .. WordManager:GetPropertyValue(tonumber(v[1]), tonumber(v[2]))
- if i < #attr then
- name_str = name_str .. "\n"
- pro_str = pro_str .. "\n"
- end
- end
- self.washName.text = name_str
- self.washPro.text = pro_str
- end
- end
- end
-
- --设置分解
- function SealToolTips:SetDecompose(goodsVo)
- self.stone_name.text = "分解获得"
- local cfg = Config.Goodsdecompose[goodsVo.type_id]
- if cfg then
- local list = ErlangParser:GetInstance():Parse(cfg.regular_mat)
- for i, v in ipairs(list) do
- local item = self.seal_item_list[i]
- if item == nil then
- item = SealToolDecomItem.New(self.stone_conta)
- self.seal_item_list[i] = item
- end
- item:SetData(v)
- end
- return 25 * #list
- end
- return 25
- end
-
- --设置套装属性
- function SealToolTips:SetSuitProperty(dynamic, subtype, isOther)
- local suit_id = Config.Holysealgoods[dynamic.type_id] and Config.Holysealgoods[dynamic.type_id].suit_id
- local suit_num
- if self.show_compare_tips then
- suit_num = 0
- elseif isOther then
- suit_num = dynamic.suit_count
- else
- suit_num = SealModel:getInstance():GetSuitNum(suit_id) or 0
- end
- local config = Config.Holysealsuit[suit_id]
- if config then
- self.suit_name.text = Trim(config.name).."("..suit_num.."/"..config.max_count..")"
- local attr = ErlangParser:GetInstance():Parse(config.attr_list)
- if attr and #attr > 0 then
- local num_str = ""
- local name_str = ""
- local pro_str = ""
- for i, v in ipairs(attr) do
- local color
- if suit_num >= tonumber(v[1]) then
- color = ColorUtil.GREEN
- else
- color = ColorUtil.GRAY
- end
-
- num_str = num_str.."<color="..color..">【"..v[1].."件】</color>"
- for i2, v2 in ipairs(v[3]) do
- name_str = name_str .."<color="..color..">"..WordManager:GetProperties(tonumber(v2[1])).."</color>"
- pro_str = pro_str .."<color="..color..">+"..WordManager:GetPropertyValue(tonumber(v2[1]), tonumber(v2[2])).."</color>"
- if i < #attr or i2 < #v[3] then
- num_str = num_str.."\n"
- name_str = name_str.."\n"
- pro_str = pro_str.."\n"
- end
- end
- end
- self.suitNum.text = num_str
- self.suitName.text = name_str
- self.suitPro.text = pro_str
- end
- end
- end
-
- --刷新相关控件的位置
- function SealToolTips:Refresh()
- if self.goods_vo and self.goods_vo.goods_id then
- local is_bag = self.model.seal_goods_dic[self.goods_vo.goods_id] and true or false
- self:RefreshPosAndSize(self.dynamic)
- self:SetRootPos()
- self:SetBtns(is_bag)
- elseif self.goods_vo and self.goods_vo.equip_extra_attr then
- self:RefreshPosAndSize(self.goods_vo)
- self:SetRootPos()
- self:SetBtns(false)
- end
- end
-
- --更新各个控件的位置
- function SealToolTips:RefreshPosAndSize(dynamic)
- local off_y = 0
- off_y = self.basePro.preferredHeight + 15
- self.baseName.transform.sizeDelta = Vector2(self.baseName.transform.sizeDelta.x, off_y)
- self.basePro.transform.sizeDelta = Vector2(self.basePro.transform.sizeDelta.x, off_y)
- self.strengthAdd.transform.sizeDelta = Vector2(self.strengthAdd.transform.sizeDelta.x, off_y)
- off_y = off_y + 30
-
- local show_add = false
- if dynamic then
- show_add = true
- end
- if show_add then
- self.line2.gameObject:SetActive(true)
- self.addName.gameObject:SetActive(true)
- self.addPro.gameObject:SetActive(true)
-
- self.line2.localPosition = Vector3(0, -off_y, 0)
- off_y = off_y + 30
- self.addName.transform.localPosition = Vector2(self.addName.transform.localPosition.x, -off_y)
- self.addPro.transform.localPosition = Vector2(self.addPro.transform.localPosition.x, -off_y)
- self.addName.transform.sizeDelta = Vector2(self.addName.transform.sizeDelta.x, self.addName.preferredHeight + 15)
- self.addPro.transform.sizeDelta = Vector2(self.addPro.transform.sizeDelta.x, self.addPro.preferredHeight + 15)
- off_y = off_y + self.addPro.preferredHeight + 15
- else
- self.line2.gameObject:SetActive(false)
- self.addName.gameObject:SetActive(false)
- self.addPro.gameObject:SetActive(false)
- end
-
- local show_wash = false
- if dynamic and Config.Holysealgoods[dynamic.type_id] then
- show_wash = true
- end
- if show_wash then
- self.line5.gameObject:SetActive(true)
- self.washName.gameObject:SetActive(true)
- self.washPro.gameObject:SetActive(true)
-
- self.line5.localPosition = Vector3(0, -off_y, 0)
- off_y = off_y + 30
- self.washName.transform.localPosition = Vector3(self.washName.transform.localPosition.x, -off_y, 0)
- self.washName.transform.sizeDelta = Vector2(self.washName.transform.sizeDelta.x, self.washName.preferredHeight + 15)
- self.washPro.transform.localPosition = Vector3(self.washPro.transform.localPosition.x, -off_y, 0)
- self.washPro.transform.sizeDelta = Vector2(self.washPro.transform.sizeDelta.x, self.washPro.preferredHeight + 15)
- off_y = off_y + self.washPro.preferredHeight + 15
- else
- self.line5.gameObject:SetActive(false)
- self.washName.gameObject:SetActive(false)
- self.washPro.gameObject:SetActive(false)
- end
-
- local show_spirit = false
- --[[if dynamic and dynamic.cspirit_stage and dynamic.cspirit_lv and dynamic.cspirit_stage > 0 and dynamic.cspirit_lv > 0 then
- show_spirit = true
- end--]]
- if show_spirit then
- self.line6.gameObject:SetActive(true)
- self.spiritName.gameObject:SetActive(true)
- self.spiritPro.gameObject:SetActive(true)
-
- self.line6.localPosition = Vector3(0, -off_y, 0)
- off_y = off_y + 30
- self.spiritName.transform.localPosition = Vector3(self.spiritName.transform.localPosition.x, -off_y, 0)
- self.spiritName.transform.sizeDelta = Vector2(self.spiritName.transform.sizeDelta.x, self.spiritName.preferredHeight + 15)
- self.spiritPro.transform.localPosition = Vector3(self.spiritPro.transform.localPosition.x, -off_y, 0)
- self.spiritPro.transform.sizeDelta = Vector2(self.spiritPro.transform.sizeDelta.x, self.spiritPro.preferredHeight + 15)
- off_y = off_y + self.spiritPro.preferredHeight + 10
- else
- self.line6.gameObject:SetActive(false)
- self.spiritName.gameObject:SetActive(false)
- self.spiritPro.gameObject:SetActive(false)
- end
-
- local show_stone = false
- if dynamic and Config.Goodsdecompose[dynamic.type_id] then
- show_stone = true
- end
- if show_stone then
- self.line3.localPosition = Vector3(0, -off_y, 0)
- off_y = off_y + 30
- self.line3.gameObject:SetActive(true)
- self.stone_conta.gameObject:SetActive(true)
- local height = self:SetDecompose(dynamic)
- self.stone_conta.sizeDelta = Vector2(self.stone_conta.sizeDelta.x, height)
- self.stone_conta.localPosition = Vector3(self.stone_conta.localPosition.x, -off_y, 0)
- off_y = off_y + height + 15
- else
- self.line3.gameObject:SetActive(false)
- self.stone_conta.gameObject:SetActive(false)
- end
-
- local show_suit = false
- if dynamic then
- local suit_id = Config.Holysealgoods[dynamic.type_id] and Config.Holysealgoods[dynamic.type_id].suit_id
- if suit_id and Config.Holysealsuit[suit_id] then
- show_suit = true
- end
- end
- if show_suit then
- self.line4.gameObject:SetActive(true)
- self.suitNum.gameObject:SetActive(true)
- self.suitName.gameObject:SetActive(true)
- self.suitPro.gameObject:SetActive(true)
-
- self.line4.localPosition = Vector3(0, -off_y, 0)
- off_y = off_y + 30
- self.suitNum.transform.localPosition = Vector3(self.suitNum.transform.localPosition.x, -off_y, 0)
- self.suitNum.transform.sizeDelta = Vector2(self.suitNum.transform.sizeDelta.x, self.suitNum.preferredHeight + 15)
- self.suitName.transform.localPosition = Vector3(self.suitName.transform.localPosition.x, -off_y, 0)
- self.suitName.transform.sizeDelta = Vector2(self.suitName.transform.sizeDelta.x, self.suitName.preferredHeight + 15)
- self.suitPro.transform.localPosition = Vector3(self.suitPro.transform.localPosition.x, -off_y, 0)
- self.suitPro.transform.sizeDelta = Vector2(self.suitPro.transform.sizeDelta.x, self.suitPro.preferredHeight + 15)
- off_y = off_y + self.suitPro.preferredHeight + 15
- else
- self.line4.gameObject:SetActive(false)
- self.suitNum.gameObject:SetActive(false)
- self.suitName.gameObject:SetActive(false)
- self.suitPro.gameObject:SetActive(false)
- end
-
- self.line7.gameObject:SetActive(false)
- self.wake_baseName.gameObject:SetActive(false)
- self.wake_basePro.gameObject:SetActive(false)
-
- self.line8.gameObject:SetActive(false)
- self.wake_strenName.gameObject:SetActive(false)
- self.wake_strenPro.gameObject:SetActive(false)
-
- self.line9.gameObject:SetActive(false)
- self.wake_suitNum.gameObject:SetActive(false)
- self.wake_suitName.gameObject:SetActive(false)
- self.wake_suitPro.gameObject:SetActive(false)
-
- self.line10.gameObject:SetActive(false)
- self.magic_skillName.gameObject:SetActive(false)
- self.magic_skillLevel.gameObject:SetActive(false)
-
- -- if off_y > 451 then
- -- self.down_arrow.localPosition = Vector3(150, -621.6, 0)
- -- self.sell_conta.localPosition = Vector3(22, -643.5, 0)
- -- self.ScrollView.sizeDelta = Vector2(287, 451)
- self.ScrollViewContent.sizeDelta = Vector2(self.ScrollViewContent.sizeDelta.x, off_y)
- -- self.ScrollViewViewport.sizeDelta = Vector2(276, 451)
- -- self.transform.sizeDelta = Vector2(328, 685)
- -- self.bg.sizeDelta = Vector2(328, 711)
- -- else
- -- self.down_arrow.localPosition = Vector3(150, -off_y + self.ScrollView.localPosition.y + 20, 0)
- -- self.sell_conta.localPosition = Vector3(22, -off_y + self.ScrollView.localPosition.y, 0)
- -- self.ScrollView.sizeDelta = Vector2(287, off_y)
- -- self.ScrollViewContent.sizeDelta = Vector2(276, off_y)
- -- self.ScrollViewViewport.sizeDelta = Vector2(276, off_y)
- -- self.transform.sizeDelta = Vector2(328, off_y - self.ScrollView.localPosition.y + 60)
- -- self.bg.sizeDelta = Vector2(328, off_y - self.ScrollView.localPosition.y + 60)
- -- end
-
- if self.ScrollViewContent.sizeDelta.y > 451 then
- self.down_arrow.gameObject:SetActive(true)
- else
- self.down_arrow.gameObject:SetActive(false)
- end
-
- --[[--小天使小恶魔,位置改变
- self.expired_label.gameObject:SetActive(false)
- self.descCon.gameObject:SetActive(false)
- self.ScrollViewViewport.transform.sizeDelta = Vector2(326, 447)
- if self.goods_vo.type==10 and self.goods_vo.subtype==11 then
- local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.goods_vo.type_id)
- self.bg.sizeDelta = Vector2(335, 507)
- self.career_conta.transform.anchoredPosition = Vector3(-61, 394, 0)
- self.ScrollView.transform.anchoredPosition = Vector3(-3.5, -165, 0)
- self.ScrollViewViewport.transform.sizeDelta = Vector2(326, 136)
- self.ui_line1.transform.anchoredPosition = Vector3(113, -115, 0)
- self.ui_line2.transform.anchoredPosition = Vector3(110, -253, 0)
- self.descCon.transform.anchoredPosition = Vector3(-3.5, -351, 0)
- self.descCon.gameObject:SetActive(true)
- self.descLabel.text = Trim(basic.intro)
- self.getWayLabel.text = Trim(basic.getway)
-
- if self.goods_vo.expire_time then
- if self.goods_vo.expire_time == 0 then
- self.expired_label.gameObject:SetActive(false)
- else
- self.expired_label.gameObject:SetActive(true)
- local text = ""
- if TimeUtil:getServerTime() > self.goods_vo.expire_time then
- text = "<color=#de4141>已过期</color>"
- else
- local time = self.goods_vo.expire_time - TimeUtil:getServerTime()
- text = string.format("<color=#ff8a3c>【%s】后过期</color>",TimeUtil:timeConvert6(time))
- end
- self.expired_label:GetComponent("Text").text = text
- self.expired_label.transform.sizeDelta = Vector2(280, 30)
- self.expired_label.transform.anchoredPosition = Vector3(114, -96, 0)
- end
- end
- end--]]
- end
-
- --按钮显示
- function SealToolTips:SetBtns(is_bag)
- for i,v in ipairs(self.btn_list) do
- v:SetActive(false)
- end
- local btn_list = {}
-
- if is_bag then --背包中的装备
- btn_list = {self.wearBtn}
-
- if Config.Goodsdecompose[self.goods_vo.type_id] then
- table.insert(btn_list, self.decomposeBtn)
- end
- else --已经穿上的装备
- btn_list = {self.strengthBtn, self.offBtn}
- end
-
- local buy_pos_y = 0
- if self.show_btn_list then
- btn_list = self:ShowCustomBtns()
- if TableContains(self.show_btn_list, "buyCon") then
- buy_pos_y = 100
- end
- end
-
- for i,v in ipairs(btn_list) do
- v:SetActive(true)
- local y = (i - 1) * 50
- v.transform.localPosition = Vector3(0, -y, 0)
- end
-
- self.btn_conta.sizeDelta = Vector2(self.btn_conta.sizeDelta.x, #btn_list * 53)
- local pos_y = self.layout.sizeDelta.y - self.btn_conta.sizeDelta.y + 20
- --prefab做了自适应处理,固定在底部就行了
- if self.goods_vo.type==10 and self.goods_vo.subtype==11 then
- self.btn_conta.transform.anchoredPosition = Vector3(self.btn_conta.transform.anchoredPosition.x, -401, 0)
- else
- self.btn_conta.anchoredPosition = Vector2(self.btn_conta.anchoredPosition.x, -600)
- end
- end
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