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- PsionicBreakSuccessItem = PsionicBreakSuccessItem or BaseClass(BaseItem)
- local PsionicBreakSuccessItem = PsionicBreakSuccessItem
-
- function PsionicBreakSuccessItem:__init(parent_wnd,prefab_asset,layer_name)
- self.base_file = "psionic"
- self.layout_file = "PsionicBreakSuccessItem"
- self.parent_wnd = parent_wnd
- self.layer_name = layer_name
-
- self.model = PsionicModel:getInstance()
- self.goods_model = GoodsModel:getInstance()
- self.cur_star_list = {}
- self.attr_item_list = {}
- self:Load()
- end
-
- function PsionicBreakSuccessItem:Load_callback()
- local nodes = {
- "bg:img", "armor_item_bg:img",
- "star_con", "icon_con",
- "cp_arrow:img",
- "attr_scroll",
- "attr_scroll/Viewport/attr_con",
- "cp_power:tmp",
- "power:txt",
- "goods_name:tmp",
- }
- self:GetChildren(nodes)
-
- self.icon_item = PsionicArmorCircleItem.New(self.icon_con, false, self.layer_name)
- self.icon_item:SetAnchoredPosition(0, 0)
- self.icon_item:SetEnableClick(false)
- self.icon_item:SetItemSize(78, 78)
- self.icon_item:ChangeCountVisible(false)
-
- lua_resM:setImageSprite(self, self.bg_img, "psionicExtra_asset", "ps_break_success_itembg")
- self:AddEvents()
- if self.need_refreshData then
- self:UpdateView()
- end
- end
-
- function PsionicBreakSuccessItem:AddEvents( )
-
- end
-
- function PsionicBreakSuccessItem:SetData( goods_vo, compare_vo )
- self.goods_vo = goods_vo
- self.compare_vo = compare_vo -- 传入了对比属性之后才会有对比表现
- if self.is_loaded then
- self.need_refreshData = false
- self:UpdateView()
- else
- self.need_refreshData = true
- end
- end
-
- function PsionicBreakSuccessItem:UpdateView( )
- -- 基础表现相关 --
- -- 是否是穿戴中的圣物装备
- self.is_equiped = self.goods_model:GetPsionicEquipGoodsByID(self.goods_vo.goods_id) and true or false
- self.show_compare = self.compare_vo and true or false
- lua_resM:setImageSprite(self, self.armor_item_bg_img, "psionicExtra_asset", "ps_break_sc_subbg_" .. self.goods_vo.color)
- self.icon_item:SetData(self.goods_vo.type_id, nil, nil, self.goods_vo.equip_lv)
- self.icon_item:SetSlotName(self.goods_vo.subtype)
- self.goods_name_tmp.text = self.goods_model:getGoodsName(self.goods_vo.type_id, true, true)
- -- 更新星数
- local offset_x = (self.star_con.sizeDelta.x - self.goods_vo.star * 22) / 2
- for i = 1, self.goods_vo.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"), "psionic_asset", "ps_star_1", true)
- end
- -- 装备数据相关 --
- -- 加载槽位数据
- local slot_data = self.model:GetPsionicSlotData(self.goods_vo.subtype)
- -- 配置的基础属性
- local cfg_attr = self.goods_vo.basic_attrs
- -- 获取配置等级属性增量
- local add_attr_cfg = {}
- for k, v in ipairs(self.goods_vo.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.show_compare then
- for k, v in pairs(self.compare_vo.basic_attrs) do
- compare_data[v[1]] = v
- end
- for k, v in pairs(self.compare_vo.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.goods_vo.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.compare_vo, -- 是否穿戴了
- -- awake_lv = slot_data.sec_lv,
- -- equip_color = self.goods_vo.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
-
- -- 创建对比节点
- 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)
-
- -- 存在对比数据时,计算战斗力提升相关
- local power_width = self.power_txt.preferredWidth * 0.8
- local cp_arrow_width, cp_power_width = 0, 0
- if self.show_compare then
- -- 配置属性的战斗力
- local compare_basic_attr = GetFighting(self.compare_vo.basic_attrs, self.is_equiped)
- local off_power = basic_attr - compare_basic_attr
- local higher = off_power > 0
- self.cp_arrow_img.enabled = true
- self.cp_power_tmp.text = math.abs(off_power)
- cp_arrow_width = 29
- 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 = (280 - total_len) * 0.5
- SetAnchoredPositionX(self.power, offset_x + 14)
- SetAnchoredPositionX(self.cp_arrow, offset_x + power_width + 15)
- SetAnchoredPositionX(self.cp_power, offset_x + power_width + cp_arrow_width + 16)
- end
-
- function PsionicBreakSuccessItem:__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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