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BagView = BagView or BaseClass(BaseItem)
function BagView:__init(parent_wnd, prefab_asset, layer_name)
self.base_file = "bag"
self.layout_file = "bagView"
self.column_num = 4 --一行多少个图标
self.mainVo = RoleManager.Instance.mainRoleInfo
self.model = GoodsModel:getInstance()
self.equip_model = EquipModel:getInstance()
self.equip_item_list = {} --装备格子
self.bagModel = BagModel:getInstance()
self.is_delay_callback = true
self.need_sort = true
self.is_click_sort = false
self.hide_clear_role_model = false
self.visible = true
self.click_item_index = false
local len,list = NewMainRoleModel:getInstance():GetRoleReinMaxTurn()
self.max_equip_suit = len
self.full_screen = true
self.ani_right = 400
self.ani_left = -200
self.adjust_mid = {left = 160, right = 780}
--标题tabbar
self.titleTabbar_list = {}
self.titleTabbar_text = {}
self.titleTabbar = {[1] = "全部",[2] = "常用",[3] = "礼包"}
self.title_cur_index = 1
self.loop_mgr = LoopScrowViewMgr.New()
self.bag_item_list = {}
self.event_list = {}
self.suit_tab_list = {}
self.timeout_goods_id_list = {} --超时的道具检测id缓存列表,在此列表中的道具,不再刷新道具过期标志
self.equip_suit_id = self.model:GetBagEquipChooseIndex() or 1--装备套件ID
EquipModel:getInstance().cur_choose_suit = 1 or RoleManager:getInstance():GetMainRoleVo().turn--装备套件ID
self:Load()
end
--清除界面
function BagView:__delete()
self:Remove()
end
function BagView:Load_callback()
self:LoadSuccess()
self:InitEvent()
end
function BagView:Remove()
TimeManager.GetInstance():CancelTime("BagView_SetEquipData")
TimeManager.GetInstance():CancelTime("BagView_ClearTimeOutProps")
self.bagModel:Fire(BagModel.OPEN_DEPOT_VIEW,true)
self.bagModel:Fire(BagModel.CLOSE_SELL_VIEW)
self.bagModel.IsOnClickSwallow = false
lua_resM:clearRoleMode(self)
UnregisterFraming(self)
self:StopCountDown()
for i = 1,#self.bag_item_list do
self.bag_item_list[i]:DeleteMe()
end
self.bag_item_list = nil
for i,v in ipairs(self.equip_item_list) do
v:DeleteMe()
v = nil
end
self.equip_item_list = {}
for i,v in ipairs(self.suit_tab_list) do
v:DeleteMe()
v = nil
end
self.suit_tab_list = {}
for k,v in pairs(self.event_list) do
self.model:UnBind(v)
end
self.event_list = {}
if self.level_item then
self.level_item:DeleteMe()
self.level_item = nil
end
if self.change_name_id then
self.mainVo:UnBind(self.change_name_id)
self.change_name_id = nil
end
if self.change_level_id then
self.mainVo:UnBind(self.change_level_id)
self.change_level_id = nil
end
if self.change_jin_id then
self.mainVo:UnBind(self.change_jin_id)
self.change_jin_id = nil
end
if self.change_lockJin_id then
self.mainVo:UnBind(self.change_lockJin_id)
self.change_lockJin_id = nil
end
if self.change_tong_id then
self.mainVo:UnBind(self.change_tong_id)
self.change_tong_id = nil
end
if self.change_honor_id then
self.mainVo:UnBind(self.change_honor_id)
self.change_honor_id = nil
end
self.mainVo = nil
if self.dynamic_event_id then
GlobalEventSystem:UnBind(self.dynamic_event_id)
self.dynamic_event_id = nil
end
if self.loop_mgr then
self.loop_mgr:DeleteMe()
self.loop_mgr = nil
end
if self.maskID then
self:UnRegisterMask(self.maskID)
self.maskID = nil
end
if self.coinBar then
self.coinBar:DeleteMe()
self.coinBar = nil
end
if self.delay_load_id then
GlobalTimerQuest:CancelQuest(self.delay_load_id)
self.delay_load_id = false
end
if self.step_sort_bag_cd_id then
GlobalTimerQuest:CancelQuest(self.step_sort_bag_cd_id)
self.step_sort_bag_cd_id = nil
end
if self.evil_item then
self.evil_item:DeleteMe()
end
if self.tabScroll_scroll then
self.tabScroll_scroll.onValueChanged:RemoveAllListeners()
end
EquipModel:getInstance().cur_choose_suit = nil
-- 如果存在模糊背景图,则需要传到C#中销毁
-- if self.blur_bg_mask_screenshot then
-- MainCamera.Instance:ClearScreenShotCache(self.blur_bg_mask_screenshot)
-- end
end
function BagView:LoadSuccess()
if self.mainVo == nil then
print("报错了。。。主角数据为nil")
end
local nodes = {
"mid/RolePanel/roleCon:obj",
"mid/evilCon:obj",
"right/contain/sortBtn:obj:img",
"right/contain/currencyExchangeBtn:obj",
"mid/RolePanel/allContent/stone:obj",
"mid/RolePanel/allContent/star:obj",
"mid/RolePanel/allContent/strength:obj",
"mid/RolePanel/roleInfoBg/lblInfo:txt",
"left:obj",
"mid:obj",
"left/left_equip_conta:obj",
"right/contain/right_equip_conta:obj",
"mid/mid_equip_conta:obj",
"left/left_btn:obj",
"right/contain/right_btn:obj",
"left/star_tip_btn:obj",
"left/star_tip_btn/star_tip_red_dot:obj",
"left/star_tip_btn/star_tip_num:tmp",
"left/tab_bg:obj",
"left/tabScroll:scroll",
"left/tabScroll/Viewport/tab_con",
"mid/suit_pwoer:txt:obj",
"mid/power_bg:obj",
"mid/suit_power_bg:obj",
"left/down_btn:obj",
"mid/bg_mask:obj:rawex",
"right/contain:obj",
-- "left/star_tip_btn/star_tip_text:tmp",
--宝石星级套装
"left/suit_btn/suit_num:tmp",
"left/suit_btn:obj",
"left/suit_btn/suit_btn_red_dot:obj",
--橙品套装
"left/suitNumBtn:obj",
-- "left/suitNumBtn/suitNumBtnText:tmp",
"left/suitNumBtn/suitNumBtnNumText:tmp",
"left/suitNumBtn/suitNumBtnRedDot:obj",
-- 套装收集
"left/equipCollectBtn:obj",
"left/equipCollectBtn/equipCollectBtnNumText:tmp",
"left/equipCollectBtn/equipCollectBtnRedDot:obj:img",
}
self:GetChildren(nodes)
-- self.suitNumBtnText_tmp.text = "橙品套装 >>"
-- self.star_tip_text_tmp.text = "装备星级 >>"
self.bg_mask_rawex.alpha = 0.8
self.bg_mask_obj:SetActive(false)
self.bg_mask_rawex.transform.sizeDelta = Vector2(SrcScreenWidth, ScreenHeight)
self.scroll,self.scroll_content,self.con,self.level_con = GetChildTransforms(self.transform,
{
"right/contain/ScrollView","right/contain/ScrollView/Viewport/Content","right/contain/ScrollView/Viewport/Content/con","mid/RolePanel/roleInfoBg/con"
})
for i=1,#self.titleTabbar do
table.insert(self.titleTabbar_list,self:GetChild("right/contain/titleBarCon/tabbar"..i).gameObject)
table.insert(self.titleTabbar_text,self:GetChild("right/contain/titleBarCon/tabbar"..i.."/Background/Text"):GetComponent("TextMeshProUGUI"))
end
self.scroll_image = self:GetChild("right/contain/ScrollView/Viewport"):GetComponent("Image")
self.sortBtn_txt = self:GetChild("right/contain/sortBtn/Text"):GetComponent("TextMeshProUGUI")
self.currency_exchange_red = self:GetChild("right/contain/currencyExchangeBtn/red").gameObject
self.maskID = self:RegisterMask(self.scroll_image)
self:SetRoleLevelName()
self:SetTextColor(self.title_cur_index)
self:UpdateBagItems(true)
self:ClearTimeOutProps()
-- local b = GetModuleIsOpen(152,7, true)
-- self.suit_btn_obj:SetActive(b)
self:UpdateEquipCollectBtn()
self:UpdateEquipCollectBtnRed()
local function call_back()
self:SetUIDepth(self.left_equip_conta.gameObject)
self:SetUIDepth(self.right_equip_conta.gameObject)
self:UpdateSuitTab()
end
local res_data = {
father_node = self,
transform = self.roleCon,
fashion_type = FuncOpenModel.TypeId.Clothes,
size = Vector2(720,720),
position = Vector3.zero,
scale = 270,
ui_model_type = UIModelCommon.ModelType.BackModel,
dynamic_bone = true,
use_green_screen = true,
green_screen_camera_type = 3, -- camera_type:1 主摄像机 2 UI摄像机 3 UIModel摄像机
callBack = call_back,
}
FuncOpenModel:getInstance():SetModelRes(res_data)
RegisterFraming(self,{
-- self.UpdateBagItems,
self.OnInitializeItem,
self.UpdateItemState,
},true,0.05)
self:SetCustomVisible(self.visible)
if self.tabScroll_scroll then
self.tabScroll_scroll.onValueChanged:RemoveAllListeners()
self.tabScroll_scroll.onValueChanged:AddListener(function()
self:WrapContent()
end)
end
self.bagModel:RequestCurrencyExchangeRed() --打开背包的时候,在检测一次免费兑换次数,刷新红点
--幻光技能特效隐藏测试
GlobalEventSystem:Fire(EventName.HIDE_LIGHT_EFFCT_ICON)
self:UpdateSuitPower()
end
function BagView:InitEvent()
local function onBtnClickHandler(target)
if target == self.sortBtn_obj then
self.need_sort = true
self.is_click_sort = true
if BagModel:getInstance():TrySortBag(GoodsModel.GOODS_POS_TYPE.bag) then
self.model:DelayFire(GoodsModel.CHANGE_BAGLIST)
end
self:UpdateSortCD()
elseif target == self.currencyExchangeBtn_obj then
BagModel:getInstance():Fire(BagModel.OPEN_CURRENCY_EXCHANGE_VIEW)
elseif target == self.stone_obj then
self.bagModel:Fire(BagModel.OPEN_ALL_ADDITION_VIEW, 3)
elseif target == self.star_obj then
self.bagModel:Fire(BagModel.OPEN_ALL_ADDITION_VIEW, 2)
elseif target == self.strength_obj then
self.bagModel:Fire(BagModel.OPEN_ALL_ADDITION_VIEW, 1)
elseif target == self.left_btn_obj then
if self.equip_suit_id - 1 >= 0 then
self:UpdateSuitState(self.equip_suit_id - 1)
else
Message.show("最左边了哦!")
end
elseif target == self.right_btn_obj then
if self.equip_suit_id + 1 <= self.max_equip_suit then
self:UpdateSuitState(self.equip_suit_id + 1)
else
Message.show("最右边了哦!")
end
elseif target == self.star_tip_btn_obj then
OpenFun.Open(152,999)
elseif target == self.left_btn_obj then
if self.equip_suit_id - 1 >= 0 then
self:UpdateSuitState(self.equip_suit_id - 1)
else
Message.show("最左边了哦!")
end
elseif target == self.right_btn_obj then
if self.equip_suit_id + 1 <= self.max_equip_suit then
self:UpdateSuitState(self.equip_suit_id + 1)
else
Message.show("最右边了哦!")
end
elseif target == self.down_btn_obj then
self.tab_con.localPosition = Vector2(0, -2 + (#self.suit_tab_list- 1) * BagSuitTab.Height)
elseif target == self.suit_btn_obj then
self.equip_model:Fire(EquipModel.OPEN_GEMSTONE_SUIT_VIEW,self.equip_suit_id)
elseif target == self.suitNumBtn_obj then
BagModel:getInstance():Fire(BagModel.OPEN_EQUIP_ORANGE_SUIT_VIEW,self.equip_suit_id)
elseif target == self.equipCollectBtn_obj then
OpenFun.Open(145,1)
else
for i,v in ipairs(self.titleTabbar) do
local obj = self.titleTabbar_list[i]
if target == obj then
self.title_cur_index = i
self.click_item_index = false
self:SetTextColor(self.title_cur_index)
self:UpdateBagItems(true)
self.loop_mgr:RestToBeginning()
break
end
end
end
end
AddClickEvent(self.sortBtn_obj,onBtnClickHandler)
AddClickEvent(self.currencyExchangeBtn_obj,onBtnClickHandler)
AddClickEvent(self.stone_obj, onBtnClickHandler)
AddClickEvent(self.star_obj, onBtnClickHandler)
AddClickEvent(self.strength_obj, onBtnClickHandler)
AddClickEvent(self.left_btn_obj, onBtnClickHandler)
AddClickEvent(self.right_btn_obj, onBtnClickHandler)
AddClickEvent(self.star_tip_btn_obj, onBtnClickHandler)
AddClickEvent(self.down_btn_obj, onBtnClickHandler)
AddClickEvent(self.suit_btn_obj, onBtnClickHandler)
AddClickEvent(self.suitNumBtn_obj, onBtnClickHandler)
AddClickEvent(self.equipCollectBtn_obj, onBtnClickHandler)
for i=1,#self.titleTabbar do
AddClickEvent(self.titleTabbar_list[i],onBtnClickHandler)
end
local function onChangeBagListHandler()
if self._use_delete_method then return end
self:DelayShow()
end
self.event_list[1] = self.model:Bind(GoodsModel.CHANGE_BAGLIST,onChangeBagListHandler)
local function onChangeBagListHandler2()
self:DelayShow()
end
self.event_list[2] = self.model:BindOne("slot_info_pos_2",onChangeBagListHandler2)
-- local update_equip = function ()
-- if not self.is_loaded then return end
-- local active_list = EquipModel:getInstance():GetCurSuitInfo()
-- local len,list = NewMainRoleModel:getInstance():GetRoleReinMaxTurn()
-- self.max_equip_suit = len
-- local active_list = EquipModel:getInstance():GetCurSuitInfo()
-- local config = Config.Equipmentseriesopen
-- for i=1,self.equip_suit_tab_max do
-- local item = self.suit_tab_list[i]
-- if item then
-- item:SetData(active_list[i],i,config[i], i == self.equip_suit_tab_max)
-- end
-- end
-- end
-- self.event_list[3] = self.model:Bind(GoodsModel.CHANGE_EQUIPLIST, update_equip)
local click_fun = function (index,pos_type)
if pos_type == GoodsModel.GOODS_POS_TYPE.bag then
self.click_item_index = index
self:UpdateItemState(index)
end
end
self.event_list[4] = self.model:Bind(GoodsModel.CLICK_BAG_ITEM, click_fun)
local function onChangeInfoHandler()
self:SetRoleLevelName()
self:UpdateEquipCollectBtn()
end
self.change_name_id = self.mainVo:BindOne("name",onChangeInfoHandler)
self.change_level_id = RoleManager:getInstance().mainRoleInfo:Bind(EventName.CHANGE_LEVEL,onChangeInfoHandler)
local function onChangeMoneyHandler()
if self._use_delete_method then return end
self:DoSetEquipData()
end
self.change_jin_id = self.mainVo:BindOne("jin",onChangeMoneyHandler)
self.change_lockJin_id = self.mainVo:BindOne("jinLock",onChangeMoneyHandler)
self.change_tong_id = self.mainVo:BindOne("tong",onChangeMoneyHandler)
self.change_honor_id = self.mainVo:BindOne("honor",onChangeMoneyHandler)
--更新星级套装红点
local function equipStarRedFunc( ... )
self:SetEquipStarTipRed()
self:UpdateSuitTabRed()
self:DoSetEquipData()
end
self:BindEvent(EquipModel:getInstance(), EquipModel.INFO_UPDATE, equipStarRedFunc)
equipStarRedFunc()
--装备升品操作
local function onUpdateComposeEvent()
self:DoSetEquipData()
end
self:BindEvent(ComposeModel:getInstance(), ComposeModel.UPDATE_COMPOSE_VIEW_RED, onUpdateComposeEvent)
--装备战力变化
local function onUpdateEquipPower()
self:UpdateSuitPower()
end
self:BindEvent(EquipModel:getInstance(), EquipModel.UPDATE_EQUIP_POWER, onUpdateEquipPower)
--更新星级套装红点
local function updateSuitInde( ... )
if not self.is_loaded then return end
local suit_id = self.model:GetBagEquipChooseIndex()
self:UpdateSuitState(suit_id)
end
self:BindEvent(GoodsModel:getInstance(),GoodsModel.UPDATE_BAG_EQUIP_SUIT_CHOOSE, updateSuitInde)
local function UpdateEquipSeriesOrangeNum( ... )
if not self.is_loaded then return end
self.suitNumBtnNumText_tmp.text = string.format("%s/10",GoodsModel:getInstance():GetEquipCurSuitOrangeNum(self.equip_suit_id))
self:UpdateEquipSuitRedDot()
end
self:BindEvent(GlobalEventSystem,EventName.UPDATE_BAG_RED,UpdateEquipSeriesOrangeNum)
--更新宝石等级
local function update_gamestone()
if not self.is_loaded then return end
-- self:UpdateEquipGemStone()
self:UpdateEquipSuitRedDot()
end
self:BindEvent(EquipModel.getInstance(), EquipModel.UPDATE_VIEW_RED, update_gamestone)
--刷新交易券兑换
local function update_currency_exchange_red()
self:UpdateSuitTabRed()
self:SetCurrencyExchangeRed()
end
self:BindEvent(BagModel.Instance,BagModel.ANS_UPDATE_CURRENCY_EXCHANGE_RED,update_currency_exchange_red)
self:BindEvent(GlobalEventSystem,EventName.UPDATE_BAG_RED,update_currency_exchange_red)
update_currency_exchange_red()
local function sort_bag_after_swallow()
self.need_sort = true
if BagModel:getInstance():TrySortBag(GoodsModel.GOODS_POS_TYPE.bag) then
self.model:DelayFire(GoodsModel.CHANGE_BAGLIST)
end
self:UpdateSortCD()
end
self:BindEvent(BagModel.Instance,BagModel.SORT_BAG_AFTER_SWALLOW,sort_bag_after_swallow)
local function update_bag_timeout_goods(goods_id)
if self.timeout_goods_id_list[goods_id] then
return
end
self.timeout_goods_id_list[goods_id] = true
self:UpdateGoodsLimitTime()
end
self:BindEvent(GlobalEventSystem, EventName.UPDATE_BAG_TIMEOUT_GOODS, update_bag_timeout_goods)
local function update_equip_max_series(suit_id)
self:UpdateSuitState(suit_id)
self:UpdateDownObj()
end
self:BindEvent(EquipModel.getInstance(), EquipModel.UPDATE_EQUIP_MAX_SERIES, update_equip_max_series)
--更新装备穿戴特效
local function onPlayWearEquipmentEffect(pos)
self:AddEffect(pos)
end
self:BindEvent(GoodsModel:getInstance(),GoodsModel.PLAY_WEAR_EQUIPMENT_EFFECT, onPlayWearEquipmentEffect)
----------装备考核-start---------
local function on_task_icon_open( task_id )--任务
if Config.Moduleid[145].task_id == task_id then
self:UpdateEquipCollectBtn()
end
end
self:BindEvent(GlobalEventSystem, TaskEvent.ANS_FINISHED_TASK_LIST, on_task_icon_open)
local function on_init_open_day( ... )
self:UpdateEquipCollectBtn()
end
self:BindEvent(GlobalEventSystem, EventName.OPEN_DAY_INIT, on_init_open_day)
local function on_update_equip_collect_btn_red( ... )
self:UpdateEquipCollectNum()
self:UpdateEquipCollectBtnRed()
end
self:BindEvent(EquipCollectModel:getInstance(), EquipCollectConst.ANS_UPDATE_EQUIP_COLLECT_RED_DOT, on_update_equip_collect_btn_red)
----------装备考核-end-----------
local function on_update( ... )
self:UpdateEquipCollectBtn()
end
self:BindEvent(self.model, EquipCollectConst.ANS_EQUIP_COLLECT_INFO, on_update)
end
function BagView:SetCurrencyExchangeRed( )
-- local bool = BagModel:getInstance():GetCurrencyExchangeRed()
-- self.currency_exchange_red:SetActive(bool)
end
function BagView:DelayShow( )
self:StopCountDown()
local function show( )
self:StopCountDown()
self:UpdateBagItems()
end
self.timer_countdown = TimerQuest.AddPeriodQuest(GlobalTimerQuest,show,0.4)
end
function BagView:StopCountDown()
if self.timer_countdown then
TimerQuest.CancelQuest(GlobalTimerQuest, self.timer_countdown)
self.timer_countdown = nil
end
end
function BagView:SetTextColor( )
for i,v in ipairs(self.titleTabbar_text) do
if self.title_cur_index == i then
v.text = "<color=#ffffff>"..self.titleTabbar[i].."</color>"
SetTMPSharedMaterial(v, ShaderTools.TMPSharedMaterialType.HKYTW7OutlineBlueTab)
else
v.text = "<color=#9eb3cf>"..self.titleTabbar[i].."</color>"
SetTMPSharedMaterial(v, ShaderTools.TMPSharedMaterialType.HKYTW7FFDefault)
end
end
end
function BagView:UpdateBagItems(to_top)
local item = nil
local info = self.model.slot_info_pos_2
local slot_num = info.slot_num or 0 --开放格子
local all_slot = info.all_slot or 0 --总共格子
self.curr_list = {}
local bag_goods_list = self.model.bag_goods_list or {}
if self.need_sort then
self.need_sort = false
self.model:SortBagListByBagView(bag_goods_list)
self.model.bag_goods_list = bag_goods_list
if self.is_click_sort then
ItemUseModel:getInstance():InitBagGoodsDicOnSort(self.model.bag_goods_list)
end
self.is_click_sort = false
end
local m_index = 1
for k,v in pairs(bag_goods_list) do
if self.title_cur_index == 2 then --常用(消耗 3 和 碎片 4)
if self.model:GetGoodsTab(v.type, v.subtype) == 3 or self.model:GetGoodsTab(v.type, v.subtype) == 4 then
self.curr_list[m_index] = v
self.curr_list[m_index].index = m_index
m_index = m_index + 1
end
elseif self.title_cur_index == 3 then --礼包
if self.model:GetGoodsTab(v.type, v.subtype) == 5 then
self.curr_list[m_index] = v
self.curr_list[m_index].index = m_index
m_index = m_index + 1
end
else --全部
self.curr_list[k] = v
self.curr_list[k].index = k
end
end
for k = #self.curr_list + 1,slot_num do
self.curr_list[k] = {type_id = 0, goods_num = 0,index = k}
end
for k = slot_num + 1,all_slot do
self.curr_list[k] = {lock_index = k - slot_num,index = k}
end
for k = 1,30 do
local item = self.bag_item_list[k]
if item == nil then
item = BagItem.New(self.con,nil,self.maskID)
self.bag_item_list[k] = item
item:SetPosType(GoodsModel.GOODS_POS_TYPE.bag)
end
end
if to_top then
self.loop_mgr:Init(self.scroll,self.scroll_content,self.column_num,89.5,89.5,function(item,index,realIndex )
self:OnInitializeItem(item,index,realIndex)
end, 0, 0, {x=10,y=-6})
self.loop_mgr:InitChildren(self.bag_item_list, #self.curr_list)
self.loop_mgr:RestToBeginning()
self.loop_mgr:SetContentSizeData()
else
self.loop_mgr:InitChildren(self.bag_item_list, #self.curr_list)
self.loop_mgr:ForceUpdateCurrentItems()
self.loop_mgr:SetContentSizeData()
end
end
function BagView:OnInitializeItem(item,index,realIndex)
if item and realIndex > 0 and realIndex <= #self.curr_list then
local data = self.curr_list[realIndex]
if data ~= nil then
local spe_color
if data.type == 12 then --时装在背包中特殊显示特效
spe_color = data.color
elseif data.type_id and data.type_id >= 36040001 and data.type_id <= 36040004 then
spe_color = 3
end
local isHide = nil
if data.color and data.color <= 3 then
isHide = true
else
isHide = false
end
item:SetData(data, self.maskID, isHide, spe_color, "BagView")
self:UpdateItemState()
else
item:SetVoid()
end
end
end
function BagView:UpdateItemState()
if not self.click_item_index then return end
for k,item in pairs(self.bag_item_list) do
item:SetSelect(item.index == self.click_item_index)
end
end
--设置装备数据
function BagView:SetEquipData()
local wear_suit_list = GoodsModel:getInstance().wear_equip_suit_list
local list = GoodsModel:getInstance().wear_equip_suit_list[self.equip_suit_id] or {}
local index_key_list = {}
local empty_key_list = {}
for k,v in pairs(Config.ConfigEquipShow) do
empty_key_list[v.index] = {}
empty_key_list[v.index].equip_suit_type = v.cell
end
for _,vo in pairs(list) do
local index = Config.ConfigEquipShow[vo.equip_suit_type] and Config.ConfigEquipShow[vo.equip_suit_type].index or 0
index_key_list[index] = vo
end
-- print("huangcong:BagView [start:414] index_key_list:", index_key_list)
-- PrintTable(index_key_list)
-- print("huangcong:BagView [end]")
if self.delay_load_id then
GlobalTimerQuest:CancelQuest(self.delay_load_id)
self.delay_load_id = false
end
local frame_count = 0
local pos_t =
{
[1] = {x = 955, y = -25, p = 1},
[2] = {x = 1043, y = -25, p = 1},
[3] = {x = 955, y = -116, p = 1},
[4] = {x = 1043, y = -116, p = 1},
[5] = {x = 955, y = -205, p = 1},
[6] = {x = 1043, y = -205, p = 1},
[7] = {x = 955, y = -295, p = 1},
[8] = {x = 1043, y = -295, p = 1},
[9] = {x = 955, y = -385, p = 1},
[10] = {x = 1043, y = -385, p = 1},
--[11] = {x = 1128, y = -295, p = 1},
[11] = {x = 1128, y = -385, p = 1},
}
local function frame_func( )
frame_count = frame_count + 1
if frame_count == 12 then --结束
-- item:SetRingShow()
if self.delay_load_id then
GlobalTimerQuest:CancelQuest(self.delay_load_id)
self.delay_load_id = false
end
return
end
local item = self.equip_item_list[frame_count]
if not item and pos_t[frame_count] then
if pos_t[frame_count].p == 3 then
item = EquipItem.New(self.mid_equip_conta, nil, self.layer_name, true)
elseif pos_t[frame_count].p == 2 then
item = EquipItem.New(self.right_equip_conta, nil, self.layer_name, true)
else
item = EquipItem.New(self.left_equip_conta, nil, self.layer_name, true)
end
self.equip_item_list[frame_count] = item
item:SetEquipStyle(frame_count)
local x = pos_t[frame_count].x
local y = pos_t[frame_count].y
item:SetPosition(x, y)
end
local vo = index_key_list[frame_count]
--item:SetBgAlpha((vo and frame_count == 11) and 0 or 1)
if vo then
item:SetData(vo)
item:SetPosType(vo.equip_suit_type, false, self.equip_suit_id, true)
else
item:ClearData()
item:SetPosType(empty_key_list[frame_count].equip_suit_type, true, self.equip_suit_id , true)
end
--更新守护模型
if frame_count == 11 then
self:UpdateEvilMomodel(index_key_list[frame_count])
end
if frame_count == 12 then
--羁绊信物显示
item:SetRingShow()
end
end
frame_func()
if not self.delay_load_id then
self.delay_load_id = GlobalTimerQuest:AddPeriodQuest(frame_func, 0.01)
end
end
function BagView:SetRoleLevelName()
if self.mainVo then
local lv = WordManager:GetRoleLevel(self.mainVo.level,self.mainVo.turn,true,false)
self.lblInfo_txt.text = self.mainVo.name.." "
local name_len = self.lblInfo_txt.preferredWidth
if WordManager:RoleLevelIsTop(self.mainVo.level,self.mainVo.turn) then
self.lblInfo_txt.text = self.mainVo.name.." "..lv
else
self.lblInfo_txt.text = self.mainVo.name.." "..lv
end
local text_len = self.lblInfo_txt.preferredWidth
local pos = name_len - text_len/2 + 3
end
end
function BagView:UpdateSortCD( )
if not self.is_loaded then return end
local last_sort_bag_time = BagModel:getInstance():GetLastSortBagTime(GoodsModel.GOODS_POS_TYPE.bag)
if not last_sort_bag_time then
self.sortBtn_img.color = ColorUtilValue.WHITE
self.sortBtn_txt.text = "整理"
return
end
local function step_sort_bag_cd( ... )
local left_cd = 5 - (Time.time - last_sort_bag_time)
if left_cd > 0 then
self.sortBtn_txt.text = math.ceil(left_cd)
self.sortBtn_img.color = Color(148/255,148/255,148/255)
else
self.sortBtn_img.color = ColorUtilValue.WHITE
self.sortBtn_txt.text = "整理"
if self.step_sort_bag_cd_id then
GlobalTimerQuest:CancelQuest(self.step_sort_bag_cd_id)
self.step_sort_bag_cd_id = nil
end
end
end
step_sort_bag_cd()
if not self.step_sort_bag_cd_id then
self.step_sort_bag_cd_id = GlobalTimerQuest:AddPeriodQuest(step_sort_bag_cd, 1, -1)
end
end
--隐藏装备区域
function BagView:SetCustomVisible(b)
self.visible = b
if not self.is_loaded then return end
-- self.right_btn_obj:SetActive(b)
self.mid_obj:SetActive(b)
self.left_obj:SetActive(b)
self.right_equip_conta_obj:SetActive(b)
end
--显示背景模糊蒙版
function BagView:SetBgMaskVisible(b)
self.show_bgmask = b
if not self.is_loaded then return end
if self.show_bgmask then
self.left_obj:SetActive(false)
self.bg_mask_obj:SetActive(true)
self.roleCon_obj:SetActive(false)
self.evilCon_obj:SetActive(false)
self.suit_pwoer_obj:SetActive(false)
self.power_bg_obj:SetActive(false)
self.suit_power_bg_obj:SetActive(false)
-- local function create_bg_makk_blur()
-- if self.blur_bg_mask_screenshot == false or not self.show_bgmask then -- 等待模糊背景返回/获取当前不需要显示该模糊背景
-- self.bg_mask_rawex.alpha = 0
-- elseif self.blur_bg_mask_screenshot then
-- self.bg_mask_rawex.alpha = 1
-- self.bg_mask_rawex.texture = self.blur_bg_mask_screenshot
-- end
-- self.bg_mask_rawex.transform.sizeDelta = Vector2(SrcScreenWidth, ScreenHeight)
-- end
-- if MainCamera.Instance:GetRenderSupport() then
-- self:SetCustomVisible(true)
-- self:SetContainVisible(false)
-- -- 创建回调用来接收RenderTexture
-- local function blur_screenshot_callback(renderTexture)
-- MainCamera.Instance:ClearScreenShotCache(self.blur_bg_mask_screenshot)
-- self.blur_bg_mask_screenshot = renderTexture
-- if self._use_delete_method then return end
-- self:SetCustomVisible(false)
-- self:SetContainVisible(true)
-- self.bg_mask_obj:SetActive(true)
-- create_bg_makk_blur()
-- end
-- MainCamera.Instance:GetCameraBlurScreenShot(blur_screenshot_callback, self.blur_camera_type)
-- else
-- create_bg_makk_blur()
-- end
else
self.roleCon_obj:SetActive(true)
self.evilCon_obj:SetActive(true)
self.left_obj:SetActive(true)
self.bg_mask_obj:SetActive(false)
self.suit_pwoer_obj:SetActive(true)
self.power_bg_obj:SetActive(true)
self.suit_power_bg_obj:SetActive(true)
end
end
--隐藏右侧道具区域
function BagView:SetContainVisible(b)
if not self.is_loaded then return end
self.contain_obj:SetActive(b)
end
--更新装备套件标签
function BagView:UpdateSuitTab( )
for k,v in pairs(self.suit_tab_list) do
v:SetVisible(false)
end
local len,list = NewMainRoleModel:getInstance():GetRoleReinMaxTurn()
self.max_equip_suit = len
self:UpdateDrectionObj()
local active_list = self.equip_model:GetCurSuitInfo()
-- print("huangcong:BagView [start:532] :", active_list)
-- PrintTable(active_list)
-- print("huangcong:BagView [end]")
local function call_back( equip_suit_id )
self:UpdateSuitState(equip_suit_id)
self:UpdateDownObj()
self:UpdateEquipCollectNum()
end
local offer_x = 0
local offer_y = 0
local x = 0
local y = 0
for i=1,len do
local item = self.suit_tab_list[i]
if item == nil then
item = BagSuitTab.New(self.tab_con,nil,self.layer_name)
self.suit_tab_list[i] = item
item:SetPosition(2,- 2 + ( - BagSuitTab.Height + 4) * (i - 1))
item:SetCallBack(call_back)
end
item:SetData(active_list[i],i,list[i],len)
item:SetVisible(true)
end
local Width = EquipModel.TabLenth[len > 5 and 5 or len]
SetSizeDeltaY(self.tab_con,BagSuitTab.Height*len)
self.tabScroll_scroll.enabled = len > 5
self.tab_bg_obj:SetActive(len > 0)
call_back(self.equip_suit_id)
self:UpdateSuitTabRed()
--新手引导处理
self:AddToStageHandler()
end
--更新标签红点(怎么办 好多啊 我也很绝望啊 啊?)
function BagView:UpdateSuitTabRed( )
for k,v in pairs(self.suit_tab_list) do
v:SetRedDot(false)
end
--------现在背包中,升品,升星,精炼,不需要显示红点------
-- --升星
-- local red_info = EquipModel:getInstance():GetEvolutionSuitTabRedInfo()
-- if red_info then
-- for k,v in ipairs(self.suit_tab_list) do
-- if red_info[k] then
-- v:SetRedDot(true)
-- end
-- end
-- end
-- --精炼
-- local strength_red_info = EquipModel:getInstance().can_strength_info
-- if strength_red_info then
-- for k,v in ipairs(self.suit_tab_list) do
-- local suit_id = k
-- if strength_red_info[suit_id] then
-- for kk,vv in pairs(strength_red_info[suit_id]) do
-- if vv then
-- v:SetRedDot(true)
-- break
-- end
-- end
-- end
-- end
-- end
-- --升品
-- local upquality_red_info = EquipModel:getInstance().can_up_quality_info
-- if upquality_red_info then
-- for k,v in ipairs(self.suit_tab_list) do
-- local suit_id = k
-- if upquality_red_info[suit_id] then
-- for kk,vv in pairs(upquality_red_info[suit_id]) do
-- if vv.can_up == true then
-- v:SetRedDot(true)
-- break
-- end
-- end
-- end
-- end
-- end
end
function BagView:UpdateSuitState( equip_suit_id )
self.equip_suit_id = equip_suit_id
self.suitNumBtnNumText_tmp.text = string.format("%s/10",GoodsModel:getInstance():GetEquipCurSuitOrangeNum(self.equip_suit_id))
self.model:SetBagEquipChooseIndex(self.equip_suit_id)
EquipModel:getInstance().cur_choose_suit = self.equip_suit_id
for k,v in pairs(self.suit_tab_list) do
v:SetChoose(equip_suit_id)
end
self:DoSetEquipData()
self:UpdateDrectionObj()
self:UpdateEquipGemStone()
end
--装备延迟加载
function BagView:DoSetEquipData( )
local function callback( )
self:SetEquipData()
end
TimeManager.GetInstance():StartTime("BagView_SetEquipData", 0.1, callback)
end
function BagView:SetEquipStarTipRed( )
if self.is_loaded then
local star_tip_red = EquipModel:getInstance():GetCurHaveStarRedDot()
self.star_tip_red_dot_obj:SetActive(star_tip_red)
self.star_tip_num_tmp.text = EquipModel:getInstance().equip_sum_stars
end
end
--过期道具检测
function BagView:ClearTimeOutProps( )
if self.bagModel.show_drop_timeout_props_tips then
local function callback()
local bag_goods_list = self.model.bag_goods_list or {}
local t = self.bagModel:GetTimeOutGoodsList(bag_goods_list)
if #t > 0 then
local function ok_callback(bool)
self.bagModel.show_drop_timeout_props_tips = not bool
GoodsModel:getInstance():Fire(GoodsModel.REQUEST_CCMD_EVENT,15051, 1 , t)
end
local function cancel_callback(bool)
self.bagModel.show_drop_timeout_props_tips = not bool
end
local d =
{
show_content = "发现背包中有<color=#ff2e65>过期物品</color>堆积,是否丢弃?",
ok_callback = ok_callback,
alert_title = "背包清理",
type = Alert.Type.Four,
defalut_toggle = false,
close_callback = cancel_callback,
cancel_callback = cancel_callback,
}
Alert.showbytable(d)
end
for i,v in ipairs(t) do
self.timeout_goods_id_list[v.goods_id] = true
end
end
TimeManager.GetInstance():StartTime("BagView_ClearTimeOutProps", 0.5, callback)
end
end
function BagView:UpdateGoodsLimitTime()
for i,v in ipairs(self.bag_item_list) do
local goods_id = v:UpdateLimitState()
if goods_id then
self.timeout_goods_id_list[goods_id] = true
end
end
end
function BagView:UpdateEvilMomodel(vo)
if not self.evil_item then
self.evil_item = BagEvilItem.New(self.evilCon,nil,self.layer_name)
end
self.evil_item:SetData(vo and vo.type_id or false)
end
function BagView:UpdateDrectionObj()
self.left_btn_obj:SetActive(self.equip_suit_id ~= 1)
self.right_btn_obj:SetActive(self.equip_suit_id ~= self.max_equip_suit - 1)
end
function BagView:UpdateSuitPower()
self.suit_pwoer_txt.text = EquipModel:getInstance().equip_sum_power
end
function BagView:WrapContent()
self:UpdateDownObj()
end
function BagView:UpdateDownObj()
if #self.suit_tab_list > 5 then
local _, y = GetAnchoredPosition(self.tab_con)
self.down_btn_obj:SetActive(y < 50)
else
self.down_btn_obj:SetActive(false)
end
end
function BagView:AddToStageHandler()
local helpVo = GuideModel:getInstance():GetHelpVo(HelpType.TYPE_EQUIP_SUIT_ACTIVE,3)
if not helpVo then return end
local help_type = helpVo.help_type
local step = helpVo.step
local suit = tonumber(helpVo.param)
if help_type == HelpType.TYPE_EQUIP_SUIT_ACTIVE and step == 3 and suit and suit > 5 then
self.tab_con.localPosition = Vector2(0, -2 + (tonumber(helpVo.param)- 1) * BagSuitTab.Height)
end
end
function BagView:AddEffect(pos)
for k,v in pairs(self.equip_item_list) do
if v:GetPosType() == pos then
v:WillShowEffect(true)
end
end
end
function BagView:UpdateEquipGemStone()
local cur_lv = self.equip_model:GetGemstoneLvBySeries(self.equip_suit_id) or 0
self.suit_num_tmp.text = cur_lv
local bool = self.equip_model.gems_suit_red_list and self.equip_model.gems_suit_red_list[self.equip_suit_id] == true or false
self.suit_btn_red_dot_obj:SetActive(bool)
end
function BagView:UpdateEquipSuitRedDot( )
local bool = EquipModel:getInstance():GetSuitAttrRedBool() or false
self.suitNumBtnRedDot_obj:SetActive(bool)
end
----------装备收集-start---------
function BagView:UpdateEquipCollectBtn( )
if GetModuleIsOpen(145) then
self.equipCollectBtn_obj:SetActive(true)
self:UpdateEquipCollectNum()
else
self.equipCollectBtn_obj:SetActive(false)
end
end
function BagView:UpdateEquipCollectNum( )
local has_get_count, total_count = EquipCollectModel:getInstance():GetCollectCountByID(self.equip_suit_id)
self.equipCollectBtnNumText_tmp.text = string.format('%s/%s', has_get_count, total_count)
end
function BagView:UpdateEquipCollectBtnRed( )
local red_dot_data = EquipCollectModel:getInstance():GetAllEquipExamRedDot()
local bool = false
if red_dot_data[EquipCollectConst.TAB_ID.COLLECT] then
bool = true
end
self.equipCollectBtnRedDot_obj:SetActive(bool)
end
----------装备收集-end-----------