HorseEquipInfoTips = HorseEquipInfoTips or BaseClass(EquipToolTips)
HorseEquipInfoTips.ONLY_SHOW = 0 --只展示信息
-- HorseEquipInfoTips.COMPOSE_OFF = 1 --显示熔炼按钮,点击后 熔炼坐骑装备物品
-- HorseEquipInfoTips.OFF_AND_REPLACE = 2 --显示穿戴和脱下按钮
HorseEquipInfoTips.OFF = 1 --穿戴状态 只显示脱下 升级
HorseEquipInfoTips.WEAR = 2 --背包状态 只显示穿戴 熔炼
HorseEquipInfoTips.ALL = 3 --所有的坐骑装备按钮都显示
HorseEquipInfoTips.NONE = 4 --所有按钮都不显示
HorseEquipInfoTips.FORGE = 5 --打造状态 只显示打造按钮
HorseEquipInfoTips.FORGE_GET_NEW = 6 --打造获得新装备 与旧装备的对比
HorseEquipInfoTips.UNKNOWN = 7 --打造 提前显示的打造成功的装备 显示?号
HorseEquipInfoTips.MATERIAL = 8 --打造的材料替换和取出
function HorseEquipInfoTips:__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.horseModel = HorseModel:getInstance()
self.goods_vo = nil
self.cell = nil --坐骑装备特殊 需要自己通过配置找到装备可以穿戴的位置
self.load_callback = function ()
self:LoadSuccess()
end
self.open_callback = function ()
self:SetData()
end
self.close_callback = function ()
end
self.destroy_callback = function ()
self:Remove()
end
end
--[[
type_id 物品id
type 打开类型 判断是需要脱下装备还是需要穿戴
basic_attr 基本属性
attr_list 传奇属性列表
parm 坐骑装备的打造界面 需要的额外参数 判断是哪个材料的位置
--]]
function HorseEquipInfoTips:Open(type_id, x, y, goods_vo, type, basic_attr, attr_list, parm)
if not Config.Mountequipattr[type_id] then
print("not horse config attr",type)
self:Close()
return
end
self.type_id = type_id
self.pos_x = x
self.pos_y = y
self.goods_vo = goods_vo
self.open_type = type
self.basic_attr = basic_attr
self.attr_list = attr_list
self.parm = parm
if not self.cell then
self.cell = self.horseModel:GetEquipWearPos(self.type_id)
end
BaseView.Open(self)
end
function HorseEquipInfoTips:LoadSuccess()
self.gameObject:SetActive(false)
self.layout,self.bg,self.career_conta,self.descCon,self.expired_label,
self.icon_con,self.depot_conta,self.star_conta,self.ScrollView,
self.ScrollViewContent,self.ScrollViewViewport,
self.line1,self.line2,
self.line3,self.line4,
self.line5,self.line6,
self.line7,self.line8,
self.line9,self.line10,
self.btn_conta,self.down_arrow,self.sell_conta,
self.compare_conta,self.addNumCon,
self.stone_conta,
self.normal
= GetChildTransforms(self.transform,
{
"layout","layout/normal/bg","layout/normal/career_conta","layout/normal/descCon","layout/normal/expired_label",
"layout/normal/icon_con","layout/normal/depot_conta","layout/normal/star_conta","layout/normal/ScrollView",
"layout/normal/ScrollView/Viewport/Content","layout/normal/ScrollView/Viewport",
"layout/normal/ScrollView/Viewport/Content/line1","layout/normal/ScrollView/Viewport/Content/line2",
"layout/normal/ScrollView/Viewport/Content/line3","layout/normal/ScrollView/Viewport/Content/line4",
"layout/normal/ScrollView/Viewport/Content/line5","layout/normal/ScrollView/Viewport/Content/line6",
"layout/normal/ScrollView/Viewport/Content/line7","layout/normal/ScrollView/Viewport/Content/line8",
"layout/normal/ScrollView/Viewport/Content/line9","layout/normal/ScrollView/Viewport/Content/line10",
"layout/normal/btn_conta","layout/normal/down_arrow","layout/normal/sell_conta",
"layout/compare_conta","layout/normal/btn_conta/buyCon/addNumCon",
"layout/normal/ScrollView/Viewport/Content/stone_conta",
"layout/normal",
})
self.descLabel,self.getWayLabel,self.nameText,
self.step_num,self.composite_score,self.equip_score,
self.career,self.level,self.equip_pos,
self.fight,self.depot_score,self.depot_text,
self.base_name,self.baseName,
self.basePro,self.strengthAdd,
self.add_name,self.addName,
self.addPro,self.wash_name,
self.washName,self.washPro,
self.spirit_name,self.spiritName,
self.spiritPro,self.stone_name,
self.suit_name,self.suitNameList,
self.suitNum,self.suitName,
self.suitPro,self.wake_base_name,
self.wake_baseName,self.wake_basePro,
self.wake_baseAdd,self.wake_stren_name,
self.wake_strenName,self.wake_strenPro,
self.wake_strenAdd,self.wake_suit_name,
self.wake_suitNum,self.wake_suitName,
self.wake_suitPro,self.wake_suitAdd,
self.magic_skill_name,self.magic_skillName,
self.magic_skillLevel,self.price_label,
self.limitText
= GetChildTexts(self.transform,
{
"layout/normal/descCon/descLabel","layout/normal/descCon/getWayLabel","layout/normal/nameText",
"layout/normal/step_num","layout/normal/composite_score","layout/normal/equip_score",
"layout/normal/career_conta/career","layout/normal/level","layout/normal/career_conta/equip_pos",
"layout/normal/fight","layout/normal/depot_conta/depot_score","layout/normal/depot_conta/Text (5)",
"layout/normal/ScrollView/Viewport/Content/line1/Text","layout/normal/ScrollView/Viewport/Content/baseName",
"layout/normal/ScrollView/Viewport/Content/basePro","layout/normal/ScrollView/Viewport/Content/strengthAdd",
"layout/normal/ScrollView/Viewport/Content/line2/Text","layout/normal/ScrollView/Viewport/Content/addName",
"layout/normal/ScrollView/Viewport/Content/addPro","layout/normal/ScrollView/Viewport/Content/line5/Text",
"layout/normal/ScrollView/Viewport/Content/washName","layout/normal/ScrollView/Viewport/Content/washPro",
"layout/normal/ScrollView/Viewport/Content/line6/Text","layout/normal/ScrollView/Viewport/Content/spiritName",
"layout/normal/ScrollView/Viewport/Content/spiritPro","layout/normal/ScrollView/Viewport/Content/line3/Text",
"layout/normal/ScrollView/Viewport/Content/line4/Text","layout/normal/ScrollView/Viewport/Content/suitNameList",
"layout/normal/ScrollView/Viewport/Content/suitNum","layout/normal/ScrollView/Viewport/Content/suitName",
"layout/normal/ScrollView/Viewport/Content/suitPro","layout/normal/ScrollView/Viewport/Content/line7/Text",
"layout/normal/ScrollView/Viewport/Content/wakeBaseName","layout/normal/ScrollView/Viewport/Content/wakeBasePro",
"layout/normal/ScrollView/Viewport/Content/wakeBaseAdd","layout/normal/ScrollView/Viewport/Content/line8/Text",
"layout/normal/ScrollView/Viewport/Content/wakeStrenName","layout/normal/ScrollView/Viewport/Content/wakeStrenPro",
"layout/normal/ScrollView/Viewport/Content/wakeStrenAdd","layout/normal/ScrollView/Viewport/Content/line9/Text",
"layout/normal/ScrollView/Viewport/Content/wakeSuitNum","layout/normal/ScrollView/Viewport/Content/wakeSuitName",
"layout/normal/ScrollView/Viewport/Content/wakeSuitPro","layout/normal/ScrollView/Viewport/Content/wakeSuitAdd",
"layout/normal/ScrollView/Viewport/Content/line10/Text","layout/normal/ScrollView/Viewport/Content/magicSkillName",
"layout/normal/ScrollView/Viewport/Content/magicSkillLevel","layout/normal/sell_conta/price_label",
"layout/normal/btn_conta/buyCon/limitText"
})
self.forgeBtn,
self.upgradeBtn,self.upgradeBtn_dot,
self.smeltBtn,self.smeltBtn_dot,
self.strengthBtn,self.strengthBtn_dot,
self.washBtn,self.wearBtn,
self.insertBtn,self.insertBtn_dot,
self.offBtn,self.decomposeBtn,
self.composeBtn,self.sellBtn,
self.storeBtn,self.takeBtn,
self.exchangeBtn,self.destoryBtn,
self.donateBtn,self.renewBtn,
self.shelvesUpBtn,self.shelvesDownBtn,
self.eatBtn,self.buyCon,
self.buyBtn,self.oneKeyBuyBtn
= GetChildGameObjects(self.transform,
{
"layout/normal/btn_conta/forgeBtn",
"layout/normal/btn_conta/upgradeBtn","layout/normal/btn_conta/upgradeBtn/dot",
"layout/normal/btn_conta/smeltBtn","layout/normal/btn_conta/smeltBtn/dot",
"layout/normal/btn_conta/strengthBtn","layout/normal/btn_conta/strengthBtn/dot",
"layout/normal/btn_conta/washBtn","layout/normal/btn_conta/wearBtn",
"layout/normal/btn_conta/insertBtn","layout/normal/btn_conta/insertBtn/dot",
"layout/normal/btn_conta/offBtn","layout/normal/btn_conta/decomposeBtn",
"layout/normal/btn_conta/composeBtn","layout/normal/btn_conta/sellBtn",
"layout/normal/btn_conta/storeBtn","layout/normal/btn_conta/takeBtn",
"layout/normal/btn_conta/exchangeBtn","layout/normal/btn_conta/destoryBtn",
"layout/normal/btn_conta/donateBtn","layout/normal/btn_conta/renewBtn",
"layout/normal/btn_conta/shelvesUpBtn","layout/normal/btn_conta/shelvesDownBtn",
"layout/normal/btn_conta/eatBtn","layout/normal/btn_conta/buyCon",
"layout/normal/btn_conta/buyCon/buyBtn","layout/normal/btn_conta/oneKeyBuyBtn"
})
self.step_bg,self.sell_icon,self.wear_icon = GetChildImages(self.transform,
{
"layout/normal/setp_bg","layout/normal/sell_conta/icon","layout/normal/wear_icon",
})
self.career_conta_pos = self.career_conta.transform.localPosition
self.depot_conta_pos = self.depot_conta.transform.localPosition
self.btn_list = {self.forgeBtn,
self.upgradeBtn, self.smeltBtn,
self.strengthBtn, self.washBtn, self.wearBtn, self.insertBtn, self.offBtn,
self.decomposeBtn, self.sellBtn, self.storeBtn, self.takeBtn,
self.exchangeBtn, self.destoryBtn, self.donateBtn, self.renewBtn,
self.shelvesUpBtn, self.shelvesDownBtn, self.composeBtn, self.eatBtn, self.buyCon,
self.oneKeyBuyBtn}
self.icon_item = HorseBagIconItem.New(self.icon_con, false, self.layer_name)
self.icon_item:ChangeCountVisible(false)
-- self.addNumComponent = AddNumberComponent.New(self.addNumCon)
-- self.addNumComponent:SetVisibleCalcBtn(false)
self:InitEvent()
self.stageBg,
self.step_num_obj,
self.text1_obj,
self.text2_obj
= GetChildGameObjects(self.transform,
{
"layout/normal/stageBg",
"layout/normal/step_num",
"layout/normal/Text1",
"layout/normal/Text2",
})
self.careerName,
self.addStrengthProp
= GetChildTexts(self.transform,
{
"layout/normal/career_conta/careerName",
"layout/normal/ScrollView/Viewport/Content/addStrengthProp",
})
self.replace_btn_text = self:GetChildTexts({"layout/normal/btn_conta/strengthBtn/Text"})
self.replace_btn_text.text = "替换"
self.careerName.text = "品质:"
self.stageBg:SetActive(false)
self.step_num_obj:SetActive(false)
-- self.text1_obj:SetActive(false)
-- lua_resM:setImageSprite(self, self.offBtn.transform:GetComponent("Image"), "alphaCommon_asset", "tyui_btn_1")
-- lua_resM:setImageSprite(self, self.smeltBtn.transform:GetComponent("Image"), "alphaCommon_asset", "tyui_btn_2")
-- EquipToolTips.LoadSuccess(self)
-- if self.open_type == HorseEquipInfoTips.OFF then --穿戴在身上的就显示升级战力 加 基础属性战力 在背包、熔炼背包、打造背包的就显示基础属性战力
-- if not self.cell then
-- self.cell = self.horseModel:GetEquipWearPos(self.goods_vo.type_id)
-- end
-- self.horseModel:Fire(HorsePetEvent.REQUEST_HORSE_UPGRADE, self.cell)
-- else
-- self:SetCombat(nil, 2)
-- end
-- self.level.gameObject:SetActive(false)
self.text1_obj.transform:GetComponent("Text").text = "部位:"
self.text2_obj.transform:GetComponent("Text").text = "评分:"
-- self.equip_score.gameObject:SetActive(false)
-- self.text2_obj:SetActive(false)
end
function HorseEquipInfoTips:InitEvent()
local function onClickHandler(target)
if target == self.wearBtn then
self.horseModel:Fire(HorsePetEvent.WEAR_HORSE_EQUIP, self.goods_vo.goods_id)
elseif target == self.upgradeBtn then
self.horseModel:Fire(HorsePetEvent.SHOW_UPGRADE_VIEW, true, self.goods_vo)
elseif target == self.smeltBtn then
self:SmeltEquipFunc()
elseif target == self.offBtn then
self.horseModel:Fire(HorsePetEvent.OFF_HORSE_EQUIP, self.goods_vo.goods_id)
elseif target == self.forgeBtn then
local cfg = self.horseModel:GetHorseEquipNewMakeCfg(self.goods_vo.type_id)
if cfg then
self.horseModel:Fire(HorsePetEvent.SHOW_HORSE_FORGE, self.goods_vo, true)
-- self.horseModel:ClearForgeMaterialeVoDic(2, true)
self.horseModel.new_is_forge = false
else
Message.show("此装备无法继续打造")
end
elseif target == self.takeBtn then -- 坐骑打造界面 点击材料 取出
if self.parm then
if self.parm == HorseModel.MATERIAL_ITEM.MATERIAL_1_CANCLE then
self.horseModel:ClearForgeMaterialeVoDic(1, nil, 1)
elseif self.parm == HorseModel.MATERIAL_ITEM.MATERIAL_2_CANCLE then
self.horseModel:ClearForgeMaterialeVoDic(1, nil, 2)
elseif self.parm == HorseModel.EXTRA_ITEM.EXTRA_1_CANCLE then
self.horseModel:ClearForgeMaterialeVoDic(2)
end
end
elseif target == self.strengthBtn then -- 坐骑打造界面 点击材料 替换
if self.parm then
if self.parm == HorseModel.MATERIAL_ITEM.MATERIAL_1_CANCLE then
self.horseModel:Fire(HorsePetEvent.SELECT_MATERIAL_VIEW, 1, true, 1)
elseif self.parm == HorseModel.MATERIAL_ITEM.MATERIAL_2_CANCLE then
self.horseModel:Fire(HorsePetEvent.SELECT_MATERIAL_VIEW, 1, true, 2)
elseif self.parm == HorseModel.EXTRA_ITEM.EXTRA_1_CANCLE then
self.horseModel:Fire(HorsePetEvent.SELECT_MATERIAL_VIEW, 2, true)
end
end
end
self:Close()
end
AddClickEvent(self.wearBtn, onClickHandler, 2)
AddClickEvent(self.upgradeBtn, onClickHandler, 2)
AddClickEvent(self.smeltBtn, onClickHandler, 2)
AddClickEvent(self.offBtn, onClickHandler, 2)
AddClickEvent(self.forgeBtn, onClickHandler, 2)
AddClickEvent(self.takeBtn, onClickHandler, 2)
AddClickEvent(self.strengthBtn, onClickHandler, 2)
--更新装备的战力
local function onUpdateCombat(vo)
-- if vo.goods_id == self.goods_vo.goods_id then
-- self:SetCombat(vo, 1)
self.level_vo = vo
self.composite_score.text = self:GetFightList(self.dynamic, self.equip_basic)
local basic = nil
if self.type_id then
basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.type_id)
end
local base_pro = ErlangParser:GetInstance():Parse(basic.base_attrlist)
self:SetProperty(base_pro, 0, basic.equip_type)
self:SetAddProperty(self.dynamic)
self:RefreshPosAndSize(self.dynamic)
if self.open_type == HorseEquipInfoTips.OFF or self.horseModel:CheckIsWearEquipByVo(self.goods_vo) then
if self.cell then
self.upgradeBtn_dot:SetActive(self.horseModel:CheckEquipUpgradeRed(self.cell))
end
end
-- end
end
self.update_equip_combat_id = self.horseModel:Bind(HorsePetEvent.SHOW_HORSE_UPGRADE, onUpdateCombat)
end
function HorseEquipInfoTips:Remove()
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
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
if self.update_equip_combat_id then
self.horseModel:UnBind(self.update_equip_combat_id)
self.update_equip_combat_id = nil
end
end
function HorseEquipInfoTips:SetData()
if self.type_id == nil --[[or self.goods_vo == nil--]] then return end
if self.open_type == HorseEquipInfoTips.UNKNOWN then
local basic = nil
if self.type_id then
basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.type_id)
self.equip_basic = basic
end
if basic then
local cfg = Config.Mountequipattr[self.type_id]
if cfg then
self.composite_score.text = cfg.base_rating
-- self.equip_score.text = cfg.base_rating
self.equip_score.text = ""..cfg.base_rating..""
-- self.level.text = ""..cfg.base_rating..""
local base_pro = ErlangParser:GetInstance():Parse(basic.base_attrlist)
self:SetProperty(base_pro, 0, basic.equip_type)
self:SetAddProperty()
self:RefreshPosAndSize(self.dynamic)
end
end
if self.icon_item then
local goods_vo = self.goods_vo
if goods_vo == nil then
local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.type_id)
goods_vo = {type_id = self.type_id, color = basic.color, goods_num = 1, bind = basic.bind}
end
self.icon_item:SetData(goods_vo)
if self.open_type == HorseEquipInfoTips.UNKNOWN and self.horseModel.forge_view then
self.icon_item:SetLockIconActive(true)
end
end
else
if self.goods_vo.goods_id then
local function callback(dynamic)
self.dynamic = dynamic
-- self.equip_score.text = dynamic.rating
-- self.level.text = ""..dynamic.rating..""
self.equip_score.text = ""..dynamic.rating..""
if dynamic.equip_extra_attr then
local basic = nil
if self.type_id then
basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.type_id)
self.equip_basic = basic
end
if basic then
if self.open_type == HorseEquipInfoTips.OFF or self.horseModel:CheckIsWearEquipByVo(self.goods_vo) then --穿戴在身上的就显示升级战力 加 基础属性战力 在背包、熔炼背包、打造背包的就显示基础属性战力
if not self.cell then
self.cell = self.horseModel:GetEquipWearPos(self.goods_vo.type_id)
end
self.horseModel:Fire(HorsePetEvent.REQUEST_HORSE_UPGRADE, self.cell)
else
-- self:SetCombat(nil, 2)
self.composite_score.text = self:GetFightList(self.dynamic, basic)
local base_pro = ErlangParser:GetInstance():Parse(basic.base_attrlist)
self:SetProperty(base_pro, 0, basic.equip_type)
self:SetAddProperty(dynamic)
self:RefreshPosAndSize(self.dynamic)
end
-- local base_pro = ErlangParser:GetInstance():Parse(basic.base_attrlist)
-- self:SetProperty(base_pro, 0, basic.equip_type)
end
-- self:SetAddProperty(dynamic)
-- self.dynamic = dynamic
-- self:RefreshPosAndSize(self.dynamic)
-- self:SetUnknownView(self.ScrollViewContent, self.addPro.transform, self.add_property_len, self.addStrengthProp)
-- if self.open_type == HorseEquipInfoTips.UNKNOWN then
-- local text_root
-- local text_txt
-- text_root = UiFactory.createChild(self.career_conta, UIType.Label, "expire_label")
-- text_txt = text_root:GetComponent("Text")
-- text_root.transform.pivot = Vector2(0,1)
-- text_root.transform.anchorMin = Vector2(0, 1)
-- text_root.transform.anchorMax = Vector2(0, 1)
-- text_txt.alignment = UnityEngine.TextAnchor.UpperLeft
-- self:SetUnknownView(self.career_conta, self.career.transform, 1, text_txt)
-- text_root = UiFactory.createChild(self.normal, UIType.Label, "expire_label")
-- text_txt = text_root:GetComponent("Text")
-- text_root.transform.pivot = Vector2(0,1)
-- text_root.transform.anchorMin = Vector2(0, 1)
-- text_root.transform.anchorMax = Vector2(0, 1)
-- text_txt.alignment = UnityEngine.TextAnchor.UpperLeft
-- self:SetUnknownView(self.normal, self.composite_score.transform, 1, text_txt, 13)
-- end
end
if self.icon_item then
self.icon_item:SetData(self.goods_vo)
if self.open_type == HorseEquipInfoTips.UNKNOWN then
self.icon_item:SetLockIconActive(true)
end
end
end
GoodsModel:getInstance():GetDynamic(self.goods_vo.goods_id, callback)
end
end
if not self.cell then
self.cell = self.horseModel:GetEquipWearPos(self.type_id)
end
local view_type = 2
if self.open_type == HorseEquipInfoTips.FORGE and self.horseModel.new_is_forge then
if self.horseModel:IsNewGoodsVo(self.goods_vo.goods_id) then
lua_resM:setImageSprite(self, self.wear_icon, "uiComponent_asset", "tsui_dzh")
end
if self.horseModel:GetForgeOldGoodsVo() and self.horseModel:IsNewGoodsVo(self.goods_vo.goods_id) and self.horseModel.has_show_after_forge_tips == false then
self.show_compare_tips = true
self.have_equip_data = self.horseModel:GetForgeOldGoodsVo()
view_type = 1
end
elseif self.open_type == HorseEquipInfoTips.WEAR then
self.show_compare_tips, self.have_equip_data = self.horseModel:ShowCompareTips(self.goods_vo.goods_id, self.cell)
view_type = 2
end
if self.show_compare_tips then
self.compare_conta.gameObject:SetActive(true)
self.compareTips = self.compareTips or HorseEquipCompareTips.New(self.compare_conta, nil, self.layer_name)
self.compareTips:SetData(self.have_equip_data, view_type)
else
self.compare_conta.gameObject:SetActive(false)
end
local cfg = self.horseModel:GetHorseEquipAttrCfg(self.type_id)
if cfg then
local quality_cfg = Config.ConfigQualityName.HorseEquipQualityName[cfg.quality]
if quality_cfg then
self.career.text = quality_cfg.name
end
local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.type_id)
local name = nil
if not self.goods_vo or (self.goods_vo and not self.goods_vo.goods_name) then
name = basic.goods_name
else
name = self.goods_vo and self.goods_vo.goods_name or ""
end
self.nameText.text = ""..name..""
end
local equip_info = self.horseModel:GetHorseEquipCfg()
if cfg and equip_info then
for k,v in pairs(equip_info) do
if v and v.equip_type and cfg.pos and v.equip_type == cfg.pos then
local str = Trim(v.pos_name)
-- local str_arr = Split(self.goods_vo.goods_name, "·")
-- self.level.text = str_arr[#str_arr]
self.level.text = str
end
end
end
self:SetBtns()
end
function HorseEquipInfoTips:SetCombat(vo, view_type)
if view_type then
if view_type == 1 then --穿戴在身上的
if vo then
if not self.cell then
self.cell = self.horseModel:GetEquipWearPos(self.goods_vo.type_id)
end
local cfg = self.horseModel:GetHorseEquipLvCfg(self.cell, vo.lv)
if cfg then
local grade = self.horseModel:GetHorseEquipAttrCfg(self.goods_vo.type_id).base_rating
self.composite_score.text = cfg.combat + grade
end
end
elseif view_type == 2 then --在背包、熔炼背包、打造背包
self.composite_score.text = self.horseModel:GetHorseEquipAttrCfg(self.goods_vo.type_id).base_rating
end
end
end
function HorseEquipInfoTips:GetFightList(dynamic, basic)
local list = {}
if basic then
--基础属性
local base_pro = ErlangParser:GetInstance():Parse(basic.base_attrlist)
if self.open_type == HorseEquipInfoTips.OFF or self.horseModel:CheckIsWearEquipByVo(self.goods_vo) then --穿戴
--升级
if not self.cell then
self.cell = self.horseModel:GetEquipWearPos(self.goods_vo.type_id)
end
local cfg = self.horseModel:GetHorseEquipLvCfg(self.cell, self.level_vo.lv)
local equip_pro = ErlangParser:GetInstance():Parse(cfg.attr)
for k,v in pairs(base_pro) do
local next_attr = {}
local next_prop = WordManager:GetPropertyValue(tonumber(v[1]),tonumber(v[2]))
for i,j in pairs(equip_pro) do
if tonumber(j[1]) == tonumber(v[1]) then
next_prop = tonumber(next_prop) + tonumber(j[2])
next_attr.attr_id = tonumber(v[1])
next_attr.attr_val = next_prop
local addition_list = self.horseModel.skill_to_attr_addition
if self.cell and addition_list and addition_list[self.cell] then
next_attr.attr_val = next_attr.attr_val + next_attr.attr_val*tonumber(addition_list[self.cell])
end
end
end
table.insert(list, next_attr)
end
else
for i,v in ipairs(base_pro) do
table.insert(list,{attr_id = v[1],attr_val = v[2]})
end
end
end
--极品属性
for i,v in ipairs(dynamic.equip_extra_attr) do
table.insert(list,{attr_id = v.attr_id,attr_val = v.attr_val})
end
local AllProList = {}
local tempList = {}
local mainVo = RoleManager.Instance.mainRoleInfo
for i,v in ipairs(list) do
local cfg = Config.ConfigAttributeAddition[v.attr_id]
if cfg then
local val = v.attr_val * mainVo[cfg.baseAttrVo] / 10000
table.insert(tempList,{attr_id = cfg.baseAttr,attr_val = val})
else
table.insert(AllProList,v)
end
end
for i,v in ipairs(tempList) do
table.insert(AllProList,v)
end
local endList = {}
for i,v in ipairs(AllProList) do
table.insert(endList,{[1] = v.attr_id,[2] = v.attr_val})
end
return GetFighting(endList)
end
--设置基础属性
function HorseEquipInfoTips:SetProperty(base_pro, stren, pos)
local name_str = ""
local pro_str = ""
local stren_str = ""
local prop
local equip_pro
local next_equip_pro
if (self.open_type == HorseEquipInfoTips.OFF or self.horseModel:CheckIsWearEquipByVo(self.goods_vo)) and self.level_vo then
if not self.cell then
self.cell = self.horseModel:GetEquipWearPos(self.goods_vo.type_id)
end
local cfg = self.horseModel:GetHorseEquipLvCfg(self.cell, self.level_vo.lv)
equip_pro = ErlangParser:GetInstance():Parse(cfg.attr)
-- next_equip_pro = ErlangParser:GetInstance():Parse(self.horseModel:GetHorseEquipLvCfg(self.goods_vo.cell, (self.level_vo.lv+1)).attr)
local addition_list = self.horseModel.skill_to_attr_addition
if self.cell and addition_list[self.cell] then
self.base_name.text = "基础属性 [技能加成+"..(tonumber(addition_list[self.cell])*100).."%]"
end
end
for i,v in ipairs(base_pro) do
name_str = name_str .. WordManager:GetProperties(tonumber(v[1]))
prop = WordManager:GetPropertyValue(tonumber(v[1]),tonumber(v[2]))
if equip_pro and #equip_pro > 0 then
for x,y in pairs(equip_pro) do
if y[1] == v[1] then
prop = tonumber(prop) + tonumber(y[2])
stren_str = stren_str.."(强化+"..y[2]..")"
end
end
end
pro_str = pro_str.."+" .. prop--WordManager:GetPropertyValue(tonumber(v[1]),tonumber(v[2]))
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..""
-- if self.open_type == HorseEquipInfoTips.UNKNOWN then
-- self.strengthAdd.gameObject:SetActive(true)
-- else
-- self.strengthAdd.gameObject:SetActive(false)
-- end
local off_y = 0
local line_y = 39
off_y = self.basePro.preferredHeight + 15
SetSizeDelta(self.baseName.transform, self.baseName.transform.sizeDelta.x, off_y)
SetSizeDelta(self.basePro.transform, self.basePro.transform.sizeDelta.x, off_y)
SetSizeDelta(self.strengthAdd.transform, self.strengthAdd.transform.sizeDelta.x, off_y)
-- self:SetUnknownView(self.ScrollViewContent, self.basePro.transform, 2, self.strengthAdd)
end
--设置附加属性
function HorseEquipInfoTips:SetAddProperty(dynamic)
if self.open_type == HorseEquipInfoTips.UNKNOWN then
local cfg = self.horseModel:GetHorseEquipAttrCfg(self.type_id)
local equip_extra_attr = nil
if cfg then
equip_extra_attr = cfg.recommend_attr
equip_extra_attr = ErlangParser:GetInstance():Parse(equip_extra_attr)
end
if equip_extra_attr and #equip_extra_attr > 0 then
local name_str = ""
local pro_str = ""
local recommand = ""
local extra_attr = {}
for k,v in pairs(equip_extra_attr) do
local attr = {}
attr.color = tonumber(v[2][1])
attr.attr_id = tonumber(v[2][2])
if #v[2] == 5 then
attr.type_id = 1
attr.plus_interval = tonumber(v[2][4])
attr.plus_unit = tonumber(v[2][5])
else
attr.type_id = 2
attr.attr_val = tonumber(v[2][3])
end
table.insert(extra_attr, attr)
end
if extra_attr then
local function sort_func(vo1,vo2)
if vo1.color ~= vo2.color then
return vo1.color < vo2.color
end
return vo1.attr_id < vo2.attr_id
end
table.sort(extra_attr,sort_func)
for i,v in ipairs(extra_attr) do
if v.type_id == 1 then
name_str = name_str .. ""..recommand.."每"..v.plus_interval.."级"..WordManager:GetProperties(tonumber(v.attr_id))..""
pro_str = pro_str .."+"..WordManager:GetPropertyValue(tonumber(v.attr_id), tonumber(v.plus_unit)) .. ""
else
name_str = name_str .. "" ..recommand..WordManager:GetProperties(tonumber(v.attr_id))..""
pro_str = pro_str .. "+"..WordManager:GetPropertyValue(tonumber(v.attr_id), v.attr_val)..""
end
if i < #extra_attr then
name_str = name_str .. "\n"
pro_str = pro_str .. "\n"
end
end
end
self.addName.text = name_str
self.addPro.text = pro_str
self.line2.gameObject:SetActive(true)
self.addName.gameObject:SetActive(true)
self.addPro.gameObject:SetActive(true)
SetSizeDelta(self.addName.transform, 130, self.addName.preferredHeight + 15)
SetSizeDelta(self.addPro.transform, self.addPro.preferredWidth--[[self.addPro.transform.sizeDelta.x--]], self.addPro.preferredHeight + 15)
SetSizeDelta(self.addStrengthProp.transform, self.addStrengthProp.transform.sizeDelta.x, self.addPro.preferredHeight + 15)
else
self.line2.gameObject:SetActive(false)
self.addName.gameObject:SetActive(false)
self.addPro.gameObject:SetActive(false)
SetSizeDelta(self.addName.transform, 130, self.addName.preferredHeight + 15)
SetSizeDelta(self.addPro.transform, self.addPro.preferredWidth--[[self.addPro.transform.sizeDelta.x--]], self.addPro.preferredHeight + 15)
SetSizeDelta(self.addStrengthProp.transform, self.addStrengthProp.transform.sizeDelta.x, self.addPro.preferredHeight + 15)
end
else
if dynamic and dynamic.equip_extra_attr then
local equip_extra_attr = nil
equip_extra_attr = self.horseModel:SortEquipAttr(dynamic.equip_extra_attr)
local name_str = ""
local pro_str = ""
local recommand = ""
-- self.add_property_len = #equip_extra_attr
if equip_extra_attr then
for i,v in ipairs(equip_extra_attr) do
if v.type_id == 1 then
name_str = name_str .. ""..recommand.."每"..v.plus_interval.."级"..WordManager:GetProperties(tonumber(v.attr_id))..""
pro_str = pro_str .."+"..WordManager:GetPropertyValue(tonumber(v.attr_id), tonumber(v.plus_unit)) .. ""
else
name_str = name_str .. "" ..recommand..WordManager:GetProperties(tonumber(v.attr_id))..""
pro_str = pro_str .. "+"..WordManager:GetPropertyValue(tonumber(v.attr_id), v.attr_val)..""
end
if i < #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
self.line2.gameObject:SetActive(true)
self.addName.gameObject:SetActive(true)
self.addPro.gameObject:SetActive(true)
SetSizeDelta(self.addName.transform, 130, self.addName.preferredHeight + 15)
SetSizeDelta(self.addPro.transform, self.addPro.preferredWidth--[[self.addPro.transform.sizeDelta.x--]], self.addPro.preferredHeight + 15)
SetSizeDelta(self.addStrengthProp.transform, self.addStrengthProp.transform.sizeDelta.x, self.addPro.preferredHeight + 15)
end
else
self.line2.gameObject:SetActive(false)
self.addName.gameObject:SetActive(false)
self.addPro.gameObject:SetActive(false)
SetSizeDelta(self.addName.transform, 130, self.addName.preferredHeight + 15)
SetSizeDelta(self.addPro.transform, self.addPro.preferredWidth--[[self.addPro.transform.sizeDelta.x--]], self.addPro.preferredHeight + 15)
SetSizeDelta(self.addStrengthProp.transform, self.addStrengthProp.transform.sizeDelta.x, self.addPro.preferredHeight + 15)
end
end
-- local cfg = self.horseModel:GetHorseEquipAttrCfg(self.goods_vo.type_id)
-- local equip_extra_attr = nil
-- if cfg then
-- equip_extra_attr = cfg.recommend_attr
-- equip_extra_attr = ErlangParser:GetInstance():Parse(equip_extra_attr)
-- end
-- if equip_extra_attr and #equip_extra_attr > 0 then
-- -- if dynamic and dynamic.equip_extra_attr then
-- -- local equip_extra_attr = nil
-- -- equip_extra_attr = self.horseModel:SortEquipAttr(dynamic.equip_extra_attr)
-- local name_str = ""
-- local pro_str = ""
-- local recommand = ""
-- -- self.add_property_len = #equip_extra_attr
-- -- if equip_extra_attr then
-- -- for i,v in ipairs(equip_extra_attr) do
-- -- if v.type_id == 1 then
-- -- name_str = name_str .. ""..recommand.."每"..v.plus_interval.."级"..WordManager:GetProperties(tonumber(v.attr_id))..""
-- -- pro_str = pro_str .."+"..WordManager:GetPropertyValue(tonumber(v.attr_id), tonumber(v.plus_unit)) .. ""
-- -- else
-- -- name_str = name_str .. "" ..recommand..WordManager:GetProperties(tonumber(v.attr_id))..""
-- -- pro_str = pro_str .. "+"..WordManager:GetPropertyValue(tonumber(v.attr_id), v.attr_val)..""
-- -- end
-- -- if i < #equip_extra_attr then
-- -- name_str = name_str .. "\n"
-- -- pro_str = pro_str .. "\n"
-- -- end
-- -- end
-- -- end
-- -- if self.open_type == HorseEquipInfoTips.UNKNOWN then
-- -- name_str = name_str.."\n?????????"
-- -- end
-- local extra_attr = {}
-- for k,v in pairs(equip_extra_attr) do
-- local attr = {}
-- attr.color = tonumber(v[2][1])
-- attr.attr_id = tonumber(v[2][2])
-- if #v[2] == 5 then
-- attr.type_id = 1
-- attr.plus_interval = tonumber(v[2][4])
-- attr.plus_unit = tonumber(v[2][5])
-- else
-- attr.type_id = 2
-- attr.attr_val = tonumber(v[2][3])
-- end
-- table.insert(extra_attr, attr)
-- end
-- if extra_attr then
-- local function sort_func(vo1,vo2)
-- if vo1.color ~= vo2.color then
-- return vo1.color < vo2.color
-- end
-- return vo1.attr_id < vo2.attr_id
-- end
-- table.sort(extra_attr,sort_func)
-- for i,v in ipairs(extra_attr) do
-- if v.type_id == 1 then
-- name_str = name_str .. ""..recommand.."每"..v.plus_interval.."级"..WordManager:GetProperties(tonumber(v.attr_id))..""
-- pro_str = pro_str .."+"..WordManager:GetPropertyValue(tonumber(v.attr_id), tonumber(v.plus_unit)) .. ""
-- else
-- name_str = name_str .. "" ..recommand..WordManager:GetProperties(tonumber(v.attr_id))..""
-- pro_str = pro_str .. "+"..WordManager:GetPropertyValue(tonumber(v.attr_id), v.attr_val)..""
-- end
-- if i < #extra_attr then
-- name_str = name_str .. "\n"
-- pro_str = pro_str .. "\n"
-- end
-- end
-- end
-- self.addName.text = name_str
-- self.addPro.text = pro_str
-- self.line2.gameObject:SetActive(true)
-- self.addName.gameObject:SetActive(true)
-- self.addPro.gameObject:SetActive(true)
-- SetSizeDelta(self.addName.transform, 130, self.addName.preferredHeight + 15)
-- SetSizeDelta(self.addPro.transform, self.addPro.preferredWidth--[[self.addPro.transform.sizeDelta.x--]], self.addPro.preferredHeight + 15)
-- SetSizeDelta(self.addStrengthProp.transform, self.addStrengthProp.transform.sizeDelta.x, self.addPro.preferredHeight + 15)
-- else
-- self.line2.gameObject:SetActive(false)
-- self.addName.gameObject:SetActive(false)
-- self.addPro.gameObject:SetActive(false)
-- SetSizeDelta(self.addName.transform, 130, self.addName.preferredHeight + 15)
-- SetSizeDelta(self.addPro.transform, self.addPro.preferredWidth--[[self.addPro.transform.sizeDelta.x--]], self.addPro.preferredHeight + 15)
-- SetSizeDelta(self.addStrengthProp.transform, self.addStrengthProp.transform.sizeDelta.x, self.addPro.preferredHeight + 15)
-- end
-- -- end
end
-- create_trans 创建物体的节点
-- last_trans 前面的文本位置 后面的文本以前面的位置为齐
-- mask_num 箭头的多少个 和 问号的多少个
-- next_txt 下一个需要设置位置或者大小的物体 这个为text
-- add_trans_y 当需要对last_trans的y轴做增加数值时 可以加
-- function HorseEquipInfoTips:SetUnknownView(create_trans, last_trans, mask_num, next_txt, add_trans_y)
-- if self.open_type == HorseEquipInfoTips.UNKNOWN then
-- if not last_trans or not create_trans then return end
-- local last_trans_pos_x = last_trans.anchoredPosition.x
-- local last_trans_pos_y = last_trans.anchoredPosition.y
-- local last_trans_size_x = last_trans.sizeDelta.x
-- if add_trans_y then
-- last_trans_pos_y = last_trans_pos_y + add_trans_y
-- end
-- local count = mask_num
-- if count >= 1 then
-- local image_root
-- local image_icon
-- for i = 1, count do
-- image_root = UiFactory.createChild(create_trans, UIType.ImageExtend)
-- image_icon = image_root:GetComponent("ImageExtend")
-- image_root.transform.pivot = Vector2(0,1)
-- image_root.transform.anchorMin = Vector2(0, 1)
-- image_root.transform.anchorMax = Vector2(0, 1)
-- SetSizeDelta(image_root.transform, 33, 21)
-- SetAnchoredPosition(image_root.transform, last_trans_pos_x + last_trans_size_x, last_trans_pos_y - ((i - 1) * 21))
-- lua_resM:setImageSprite(self, image_icon, "common_asset", "tyui_jt")
-- end
-- end
-- if next_txt then
-- SetAnchoredPosition(next_txt.transform, last_trans_pos_x + last_trans_size_x + 33, last_trans_pos_y)
-- local mask_txt = "???"
-- if mask_num then
-- while mask_num > 0 do
-- mask_txt = mask_txt.."\n"..mask_txt
-- mask_num = mask_num - 1
-- end
-- end
-- next_txt.text = ""..mask_txt..""
-- end
-- end
-- end
--按钮显示
function HorseEquipInfoTips:SetBtns()
for i,v in ipairs(self.btn_list) do
v:SetActive(false)
end
if self.open_type == HorseEquipInfoTips.OFF then
self.offBtn:SetActive(true)
self.upgradeBtn:SetActive(true)
elseif self.open_type == HorseEquipInfoTips.WEAR then
self.wearBtn:SetActive(true)
self.smeltBtn:SetActive(true)
elseif self.open_type == HorseEquipInfoTips.FORGE then
self.forgeBtn:SetActive(true)
elseif self.open_type == HorseEquipInfoTips.ONLY_SHOW then
elseif self.open_type == HorseEquipInfoTips.UNKNOWN then
elseif self.open_type == HorseEquipInfoTips.MATERIAL then
self.takeBtn:SetActive(true)
self.strengthBtn:SetActive(true)
end
self.line3.gameObject:SetActive(false)
self.line4.gameObject:SetActive(false)
self.line5.gameObject:SetActive(false)
self.line6.gameObject:SetActive(false)
self.line7.gameObject:SetActive(false)
self.line8.gameObject:SetActive(false)
self.line9.gameObject:SetActive(false)
self.line10.gameObject:SetActive(false)
self.washName.gameObject:SetActive(false)
self.washPro.gameObject:SetActive(false)
self.spiritName.gameObject:SetActive(false)
self.spiritPro.gameObject:SetActive(false)
self.stone_conta.gameObject:SetActive(false)
self.suitNum.gameObject:SetActive(false)
self.suitName.gameObject:SetActive(false)
self.suitPro.gameObject:SetActive(false)
self.suitNameList.gameObject:SetActive(false)
self.wake_baseName.gameObject:SetActive(false)
self.wake_basePro.gameObject:SetActive(false)
self.wake_baseAdd.gameObject:SetActive(false)
self.wake_strenName.gameObject:SetActive(false)
self.wake_strenPro.gameObject:SetActive(false)
self.wake_strenAdd.gameObject:SetActive(false)
self.wake_suitNum.gameObject:SetActive(false)
self.wake_suitName.gameObject:SetActive(false)
self.wake_suitPro.gameObject:SetActive(false)
self.wake_suitAdd.gameObject:SetActive(false)
self.magic_skillName.gameObject:SetActive(false)
self.magic_skillLevel.gameObject:SetActive(false)
self.expired_label.gameObject:SetActive(false)
self.descCon.gameObject:SetActive(false)
end
function HorseEquipInfoTips:SmeltEquipFunc()
-- if self.goods_vo then
-- local vo = {goods_id = self.goods_vo.goods_id, num = 1}
-- local goods_list = {}
-- table.insert(goods_list, vo)
-- self.horseModel:Fire(HorsePetEvent.HORSE_EQUIP_SMELT, goods_list)
-- end
local list = {}
table.insert(list, self.goods_vo)
self.horseModel:Fire(HorsePetEvent.OPEN_HORSE_SPLIT_TIPS, list)
end
-- function HorseEquipInfoTips:AdjustLayoutPos()
-- if self.pos_x and self.pos_y then
-- local layout_width = self.bg.sizeDelta.x + self.btn_conta.sizeDelta.x
-- local layout_height = self.bg.sizeDelta.y
-- local x,y = ScreenToViewportPoint(self.pos_x,self.pos_y)
-- local iphone_x_offset = math.max(ClientConfig.iphone_x_offset_left,ClientConfig.iphone_x_offset_right)
-- if x + layout_width + 50 + iphone_x_offset * 2 > SrcScreenWidth then
-- x = SrcScreenWidth - layout_width - 90 - iphone_x_offset * 2
-- end
-- if y < layout_height + 50 then
-- y = layout_height + 50
-- end
-- self.layout.anchoredPosition = Vector2(x,y - ScreenHeight)
-- end
-- end
--计算父物体大小
function HorseEquipInfoTips:CalculateSize(dynamic)
local off_y = 0
local line_y = 39
off_y = self.basePro.preferredHeight + 15
off_y = off_y + line_y
local show_add = false
-- if dynamic and dynamic.equip_extra_attr and #dynamic.equip_extra_attr > 0 then
-- show_add = true
-- end
if self.open_type == HorseEquipInfoTips.UNKNOWN then
local cfg = self.horseModel:GetHorseEquipAttrCfg(self.type_id)
local equip_extra_attr = nil
if cfg then
equip_extra_attr = cfg.recommend_attr
equip_extra_attr = ErlangParser:GetInstance():Parse(equip_extra_attr)
end
if equip_extra_attr and #equip_extra_attr > 0 then
show_add = true
end
else
if dynamic and dynamic.equip_extra_attr and #dynamic.equip_extra_attr > 0 then
show_add = true
end
end
if show_add then
off_y = off_y + line_y
off_y = off_y + self.addPro.preferredHeight + 10
-- if self.open_type == HorseEquipInfoTips.UNKNOWN then
-- off_y = off_y + 27
-- end
end
SetSizeDelta(self.ScrollViewContent.transform, self.ScrollViewContent.sizeDelta.x, off_y)
end
--更新各个控件的位置
function HorseEquipInfoTips:RefreshPosAndSize(dynamic)
self.gameObject:SetActive(true)
self:CalculateSize(dynamic)
local off_y = 0
local line_y = 39
off_y = self.basePro.preferredHeight + 15
SetSizeDelta(self.baseName.transform, self.baseName.transform.sizeDelta.x, off_y)
SetSizeDelta(self.basePro.transform, self.basePro.transform.sizeDelta.x, off_y)
SetSizeDelta(self.strengthAdd.transform, self.strengthAdd.transform.sizeDelta.x, off_y)
off_y = off_y + line_y
local show_add = false
-- if dynamic and dynamic.equip_extra_attr and #dynamic.equip_extra_attr > 0 then
-- show_add = true
-- end
if self.open_type == HorseEquipInfoTips.UNKNOWN then
local cfg = self.horseModel:GetHorseEquipAttrCfg(self.type_id)
local equip_extra_attr = nil
if cfg then
equip_extra_attr = cfg.recommend_attr
equip_extra_attr = ErlangParser:GetInstance():Parse(equip_extra_attr)
end
if equip_extra_attr and #equip_extra_attr > 0 then
show_add = true
end
else
if dynamic and dynamic.equip_extra_attr and #dynamic.equip_extra_attr > 0 then
show_add = true
end
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 + line_y
--显示推荐属性
-- if self.type and self.type == EquipShowTips.EQUIP_RECOMMAND_TARGET then
-- SetSizeDelta(self.addName.transform, 130, self.addName.preferredHeight + 15)
-- SetSizeDelta(self.addPro.transform, self.addPro.transform.sizeDelta.x, self.addPro.preferredHeight + 15)
-- SetLocalPosition(self.addName.transform,self.addName.transform.localPosition.x, -off_y)
-- SetLocalPosition(self.addPro.transform, 160, -off_y)
-- else
SetSizeDelta(self.addName.transform, self.addName.transform.sizeDelta.x, self.addName.preferredHeight + 15)
SetSizeDelta(self.addPro.transform, self.addPro.preferredWidth--[[self.addPro.transform.sizeDelta.x--]], self.addPro.preferredHeight + 15)
SetLocalPosition(self.addName.transform, self.addName.transform.localPosition.x, -off_y)
SetLocalPosition(self.addPro.transform, self.addPro.transform.localPosition.x, -off_y)
-- end
off_y = off_y + self.addPro.preferredHeight + 10
-- if self.open_type == HorseEquipInfoTips.UNKNOWN then
-- off_y = off_y + 27
-- end
else
self.line2.gameObject:SetActive(false)
self.addName.gameObject:SetActive(false)
self.addPro.gameObject:SetActive(false)
end
SetSizeDelta(self.ScrollViewContent.transform, self.ScrollViewContent.sizeDelta.x, off_y)
SetSizeDelta(self.ScrollView.transform, self.ScrollView.sizeDelta.x, off_y)
SetSizeDelta(self.ScrollViewViewport.transform, self.ScrollViewViewport.sizeDelta.x, off_y)
SetSizeDelta(self.bg.transform, self.bg.sizeDelta.x, off_y - self.ScrollView.localPosition.y + 15 + (self.depot_conta.gameObject.activeSelf and 30 or 0))
self.btn_conta.anchoredPosition = Vector2(self.btn_conta.anchoredPosition.x, -(self.bg.sizeDelta.y - 100 - 15))
self.gameObject:SetActive(true)
end