-- <* -- @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