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PsionicToolTips = PsionicToolTips or BaseClass(BaseView)
local PsionicToolTips = PsionicToolTips
local SetAnchoredPositionX = SetAnchoredPositionX
function PsionicToolTips:__init()
self.base_file = "common"
self.layout_file = "PsionicToolTips"
self.layer_name = "Top"
self.destroy_imm = true
self.use_background = true --全屏界面默认使用这个参数,非全屏界面自行设置
self.change_scene_close = true
self.click_bg_toClose = true
self.is_set_zdepth = true
self.blur_activity_bg = true
self.use_show_anim = true
self.use_hide_anim = true
self:AddPreLoadList("common", {"PsionicToolTipsItem"})
self.cur_star_list = {}
self.model = PsionicModel:getInstance()
self.goods_model = GoodsModel:getInstance()
self.btn_list = {}
self.attr_item_list = {}
self.load_callback = function ()
self:LoadSuccess()
self:AddEvent()
end
self.open_callback = function ( )
self:UpdateView()
end
self.destroy_callback = function ( )
self:DestroySuccess()
end
end
function PsionicToolTips:Open(psionic_data, flag, show_compare)
self.psionic_data = psionic_data
self.flag = flag
self.show_compare = show_compare == nil and true or show_compare
BaseView.Open(self)
end
function PsionicToolTips:LoadSuccess()
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", "con/bg/btn_con/wear_btn/wear_btn_red:obj", -- 穿戴
"con/bg/btn_con/replace_btn:obj", "con/bg/btn_con/replace_btn/replace_btn_red:obj", -- 替换
"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", -- 分解
"con/bg/btn_con/refact_btn:obj", "con/bg/btn_con/refact_btn/refact_btn_red:obj",
-- 对比节点
"compare_conta:obj",
}
self:GetChildren(nodes)
lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("ps_tool_tips_bg"), false)
self.btn_list = {self.strength_btn, self.wear_btn, self.replace_btn, self.getway_btn, self.delete_btn}
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:AddToStageHandler()
end
function PsionicToolTips:AddEvent()
local function onclick(target)
if target == self.strength_btn_obj then -- 强化
-- 这里处理为跳转到进阶页签,并自动选中当前装备
local other_args = {slot = self.psionic_data.subtype}
self.model:Fire(PsionicConst.OPEN_MAIN_VIEW, true, PsionicConst.TabId.PAdvance, other_args)
self:Close()
elseif target == self.wear_btn_obj or target == self.replace_btn_obj then --穿戴/替换装备
local helpVo = GuideModel:getInstance():GetHelpVo(HelpType.TYPE_PSIONIC,4)
if helpVo then
GlobalEventSystem:Fire(EventName.FINISH_CURRENT_HELP_STEP,helpVo)
end
if self.psionic_data and self.psionic_data.goods_id then
self.goods_model.has_first_updated_psionic_effect_red = true -- 手动穿戴装备的时候就不需要登录更新的那个了
self.model:Fire(PsionicConst.REQUEST_CCMD_EVENT, 13903, self.psionic_data.goods_id)
self:Close()
end
elseif target == self.getway_btn_obj then -- 获取途径
local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.psionic_data.type_id)
local str = basic.getway_url
local getway = stringtotable(str)
-- print("huangcong:EquipToolTips [start:94] getway:", getway)
-- PrintTable(getway)
-- print("huangcong:EquipToolTips [end]")
for i, v in ipairs(getway) do
local cfg = OpenFun.GetFunCfg(v[1], v[2])
if cfg then
OpenFun.Open(v[1], v[2])
else
print("=================== can't find config, fun id is ", v[1], v[2])
end
end
elseif target == self.refact_btn_obj then -- 洗练
-- 注意这里选中的装备是作为材料装备的,要放在后面
self.model:Fire(PsionicConst.OPEN_MAIN_VIEW, true, PsionicConst.TabId.PWash, {target_uid = self.psionic_data.goods_id})
self:Close()
elseif target == self.delete_btn_obj then -- 分解
-- 这里处理为打开装备分解界面,并自动选中当前装备
self.model:Fire(PsionicConst.OPEN_RESOLVE_VIEW, true, self.psionic_data and self.psionic_data.goods_id)
self:Close()
end
end
-- AddClickEvent(self.unload_btn_obj, onclick)
AddClickEvent(self.strength_btn_obj, onclick)
AddClickEvent(self.wear_btn_obj, onclick)
AddClickEvent(self.replace_btn_obj, onclick)
AddClickEvent(self.getway_btn_obj, onclick)
AddClickEvent(self.delete_btn_obj, onclick)
AddClickEvent(self.refact_btn_obj, onclick)
local function onGuideTrigger()
self:AddToStageHandler()
end
self:BindEvent(GlobalEventSystem, EventName.TRIGGER_GUIDE_TYPE, onGuideTrigger)
end
function PsionicToolTips:UpdateView(psionic_data)
self.psionic_data = psionic_data or self.psionic_data
self:SetData()
end
function PsionicToolTips:SetData()
if not self.psionic_data then return end
self.con.gameObject:SetActive(true)
-- 配置变动,星数改color
self.psionic_star = self.psionic_data.star
self.is_bag = self.goods_model:GetPsionicBagGoodsByID(self.psionic_data.goods_id) and true or false
self.is_equiped = self.goods_model:GetPsionicEquipGoodsByID(self.psionic_data.goods_id) and true or false
self.equiped_obj:SetActive(self.is_equiped)
self.cur_wear_ps_equip = self.goods_model:GetPsionicEquipBySlot(self.psionic_data.subtype)
-- 查看已穿戴的装备是不可以展示对比
self.show_compare = self.cur_wear_ps_equip and self.show_compare and not self.is_equiped
-- self.slot_flag_tmp.text = PsionicConst.EquipSlotName[slot]
self:UpdateBasicInfo()
self:UpdateMainInfo()
self:UpdateBtns()
end
-- 加载基础数据
function PsionicToolTips: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) -- 36 + 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 PsionicToolTips: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
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.cur_wear_ps_equip and self.show_compare then
for k, v in pairs(self.cur_wear_ps_equip.basic_attrs) do
compare_data[v[1]] = v
end
for k, v in pairs(self.cur_wear_ps_equip.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.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.cur_wear_ps_equip, -- 是否穿戴了
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
if not self.show_compare then
local offset_x = (345 - self.power_txt.preferredWidth) * 0.5 + 14
SetAnchoredPositionX(self.power, offset_x)
end
self:UpdateDetailItem(data_list)
self:UpdateCompareData(cfg_attr, total_power)
end
-- 更新装备对比数据 compare_attrs:当前装备的基础属性 total_power:当前查看装备的总战力
function PsionicToolTips:UpdateCompareData(compare_attrs, total_power)
self.compare_conta_obj:SetActive(self.show_compare)
if self.show_compare then -- 显示对比,则需要右移
SetAnchoredPositionX(self.con, 535)
if not self.ps_tooltip_compare then
self.ps_tooltip_compare = PsionicToolTipsCompare.New(self.compare_conta, nil, self.layer_name)
end
-- 设置回调,对比战斗力差别,并调整节点位置
local power_callback = function(compare_power)
if self._use_delete_method then return end
local off_power = total_power - compare_power
local power_width = self.power_txt.preferredWidth * 0.8
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 - 20)
SetAnchoredPositionX(self.cp_arrow, offset_x + power_width + 15)
-- SetAnchoredPositionX(self.cp_power, offset_x + power_width + cp_arrow_width - 22)
SetAnchoredPositionX(self.cp_power, offset_x + power_width + cp_arrow_width + 16)
end
self.ps_tooltip_compare:SetData(self.cur_wear_ps_equip, power_callback)
else
SetAnchoredPositionX(self.con, 461)
end
end
-- 根据组合的表生成属性节点
function PsionicToolTips: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)
-- 设置背景图大小
-- local bg_height = 200 + height
-- bg_height = bg_height < 687 and bg_height or 687
-- SetSizeDeltaY(self.bg,bg_height)
-- SetSizeDeltaY(self.attr_scroll, bg_height - 190)
end
--按钮显示
function PsionicToolTips:UpdateBtns()
for i,v in ipairs(self.btn_list) do
if v.gameObject.activeSelf then
v.gameObject:SetActive(false)
end
end
local btn_list = {}
if self.flag == PsionicConst.ArmorItemFlag.Show
or self.flag == PsionicConst.ArmorItemFlag.Advance
or self.flag == PsionicConst.ArmorItemFlag.AdvanceRefact then -- 单纯展示和进阶中的装备节点不展示操作按钮
return
end
-- print("Saber:PsionicToolTips [217] is_bag: ",is_bag)
if self.is_bag then --背包中的装备
if self.flag == PsionicConst.ArmorItemFlag.Bag then -- 背包中查看未穿戴的装备
if self.cur_wear_ps_equip then -- 存在当前栏位装备的话就显示替换
table.insert(btn_list, self.replace_btn)
-- 可替换红点
local replace_red = self.model:IsPsionicEquipPowerUpOrNot(self.psionic_data.goods_id)
self.replace_btn_red_obj:SetActive(replace_red)
else
table.insert(btn_list, self.wear_btn)
-- 可装备红点
local equip_red = self.model:GetPsionicEquipSlotRed(self.psionic_data.subtype)
self.wear_btn_red_obj:SetActive(equip_red)
end
-- table.insert(btn_list, self.getway_btn)
table.insert(btn_list, self.delete_btn)
end
elseif self.is_equiped then --已经穿上的装备
table.insert(btn_list, self.strength_btn)
table.insert(btn_list, self.refact_btn)
-- 进阶红点
self.strength_btn_red_obj:SetActive(self.model:GetPsionicAdvanceRed(self.psionic_data.subtype))
-- 洗练红点
self.refact_btn_red_obj:SetActive(self.model:GetPsionicWashSlotRed(self.psionic_data.subtype))
end
for i, v in ipairs(btn_list) do
v.gameObject:SetActive(true)
end
end
function PsionicToolTips:DestroySuccess( )
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 = {}
if self.ps_tooltip_compare then
self.ps_tooltip_compare:DeleteMe()
self.ps_tooltip_compare = nil
end
end
function PsionicToolTips:AddToStageHandler()
local helpVo = GuideModel:getInstance():GetHelpVo(HelpType.TYPE_PSIONIC,4)
if not helpVo then return end
local help_type = helpVo.help_type
local step = helpVo.step
local button = false
if (help_type == HelpType.TYPE_PSIONIC) and step == 4 then
button = self.wear_btn_obj
end
if button then
local function call_back()
end
GlobalEventSystem:Fire(EventName.OPEN_GUIDE_PROMPT_VIEW, button.transform, self.transform, call_back, helpVo, self.layout_file, self.layer_name)
end
end