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665 行
25 KiB

--seal尚未开始 请重做
SealToolTips = SealToolTips or BaseClass(BaseView)
function SealToolTips:__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.goods_vo = nil
self.pos_x = 0
self.pos_y = 0
self.is_show_btn = false
self.show_compare_tips = false --是否需要显示对比tips
self.have_equip_data = nil --对比tips中,已穿戴的装备数据
self.model = GoodsModel:getInstance()
--self:AddPreLoadList("common",{"SealCompareTips", "SealToolDecomItem"})
self.seal_item_list = {}
self.load_callback = function ()
self:LoadSuccess()
end
self.open_callback = function ()
self.gameObject:SetActive(false)
if self.need_refresh then
self:InitView()
end
end
self.close_callback = function ()
end
self.destroy_callback = function ()
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
for i,v in ipairs(self.seal_item_list) do
v:DeleteMe()
v = nil
end
self.seal_item_list = {}
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
end
end
function SealToolTips:InitEvent()
local function onClickBtnHandler(target)
if self.goods_vo and self.is_show_btn then
if target == self.strengthBtn then
SealModel:getInstance():Fire(SealModel.OPEN_SEAL_STREN_VIEW, self.goods_vo.subtype)
elseif target == self.wearBtn then
SealModel:getInstance():Fire(SealModel.REQUSET_PROTOCALS, 15501, self.goods_vo.goods_id)
elseif target == self.washBtn then
--[[if self.dynamic then
if #self.dynamic.equip_extra_attr > 0 then
EquipModel:getInstance():Fire(EquipModel.OPEN_EQUIP_WASH_VIEW, self.dynamic)
else
local function ok_callback()
GlobalEventSystem:Fire(EventName.OPEN_SEll_VIEW, self.goods_vo)
end
local str = Trim(self.goods_vo.goods_name) .. "装备已经没有附加属性,\n您可以出售它来换取金币"
Alert.show(str, Alert.Type.Two, ok_callback, nil,"出售", "取消")
end
end--]]
elseif target == self.insertBtn then
--GlobalEventSystem:Fire(EventName.OPEN_EQUIP_VIEW, self.goods_vo.cell)
elseif target == self.offBtn then
SealModel:getInstance():Fire(SealModel.REQUSET_PROTOCALS, 15502, self.goods_vo.goods_id)
elseif target == self.decomposeBtn then
local list = {}
list[self.goods_vo.goods_id] = self.goods_vo.goods_num
GoodsModel:getInstance():Fire(GoodsModel.REQUEST_CCMD_EVENT, 15019, list)
--BagModel:getInstance():Fire(BagModel.OPEN_EQUIP_DECOMPOSE_VIEW, self.goods_vo)
elseif target == self.sellBtn then
if ItemUseModel:getInstance():IsEquipSpecialType(self.goods_vo.type_id) then
local function ok_callback()
GoodsModel:getInstance():Fire(GoodsModel.REQUEST_CCMD_EVENT,15021,1,self.goods_vo.goods_id,1,self.goods_vo.type_id)
end
local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.goods_vo.type_id)
local str = "您正在出售<color='%s'>%s</color>\n可获得%s%s"
local price = GoodsModel:getInstance():GetSellPriceByTypeId(self.goods_vo.type_id)
str = string.format(str, ColorUtil:GetColor(basic.color), basic.goods_name,
WordManager:GetCommonMoneyStr(basic.sell_price_type), price)
Alert.show(str, Alert.Type.Two, ok_callback, nil,"确定", "取消")
else
GlobalEventSystem:Fire(EventName.OPEN_SEll_VIEW, self.goods_vo)
end
elseif target == self.storeBtn then
--GoodsModel:getInstance():Fire(GoodsModel.REQUEST_CCMD_EVENT,15003,self.goods_vo.goods_id,GoodsModel.GOODS_POS_TYPE.bag,GoodsModel.GOODS_POS_TYPE.warehouse)
elseif target == self.takeBtn then
--[[if self.goods_vo.pos == GoodsModel.GOODS_POS_TYPE.hunt_store then
TreasureHuntModel:getInstance():Fire(TreasureHuntModel.REQUEST_PROTO, 41605, self.goods_vo.goods_id)
else
GoodsModel:getInstance():Fire(GoodsModel.REQUEST_CCMD_EVENT,15003,self.goods_vo.goods_id,GoodsModel.GOODS_POS_TYPE.warehouse,GoodsModel.GOODS_POS_TYPE.bag)
end--]]
elseif target == self.exchangeBtn then
--GuildModel:getInstance():Fire(GuildModel.REQUEST_CCMD_EVENT,40103,self.goods_vo.goods_id,self.goods_vo.type_id,1)
elseif target == self.destoryBtn then
--[[UserMsgAdapter.WriteBegin(40104)
UserMsgAdapter.WriteFMT("h", 1)
UserMsgAdapter.WriteFMT("l", self.goods_vo.goods_id)
UserMsgAdapter.SendToGame()--]]
-- GuildModel:getInstance():Fire(GuildModel.REQUEST_CCMD_EVENT,40104,self.goods_vo.goods_id)
elseif target == self.donateBtn then
--GuildModel:getInstance():Fire(GuildModel.REQUEST_CCMD_EVENT,40102,self.goods_vo.goods_id,1)
elseif target == self.renewBtn then
GlobalEventSystem:Fire(EventName.OPEN_EXPIRED_VIEW, true, self.goods_vo.goods_id)
elseif target == self.shelvesUpBtn then
elseif target == self.shelvesDownBtn then
--MarketModel:getInstance():Fire(MarketModel.REQUEST_CCMD_EVENT, 15108, self.goods_vo.sell_type, self.goods_vo.id, self.goods_vo.type_id, self.goods_vo.goods_num)
elseif target == self.buyBtn then
--[[if self.buyNum then
MarketModel:getInstance():Fire(MarketModel.REQUEST_CCMD_EVENT, 15111, self.goods_vo.sell_type, self.goods_vo.id, self.goods_vo.player_id, self.goods_vo.type_id, self.buyNum, self.goods_vo.unit_price)
end--]]
end
end
self:Close()
end
AddClickEvent(self.strengthBtn, onClickBtnHandler)
AddClickEvent(self.wearBtn, onClickBtnHandler)
AddClickEvent(self.offBtn, onClickBtnHandler)
AddClickEvent(self.sellBtn, onClickBtnHandler)
AddClickEvent(self.washBtn, onClickBtnHandler)
AddClickEvent(self.insertBtn, onClickBtnHandler)
AddClickEvent(self.decomposeBtn, onClickBtnHandler)
AddClickEvent(self.storeBtn, onClickBtnHandler)
AddClickEvent(self.takeBtn, onClickBtnHandler)
AddClickEvent(self.exchangeBtn, onClickBtnHandler)
AddClickEvent(self.destoryBtn, onClickBtnHandler)
AddClickEvent(self.donateBtn, onClickBtnHandler)
AddClickEvent(self.renewBtn, onClickBtnHandler)
AddClickEvent(self.shelvesUpBtn, onClickBtnHandler)
AddClickEvent(self.shelvesDownBtn, onClickBtnHandler)
AddClickEvent(self.buyBtn, onClickBtnHandler)
local onChangeCountHandler = function (count)
self:ChangeBuyNum(count)
end
self.change_count_id = self.addNumComponent:Bind(ComponentEvent.AddNumberComponent.CHANGE_COUNT,onChangeCountHandler)
end
function SealToolTips:SetData()
if self.goods_vo == nil then return end
if self.is_loaded then
self.show_compare_tips, self.have_equip_data = SealModel:getInstance():ShowCompareTips(self.goods_vo.goods_id, self.goods_vo.subtype)
print("是否需要显示对比装备tips====:", self.show_compare_tips)
if self.show_compare_tips then
self.compare_conta.gameObject:SetActive(true)
self.compareTips = self.compareTips or SealCompareTips.New(self.compare_conta)
self.compareTips:SetData(self.have_equip_data)
else
self.compare_conta.gameObject:SetActive(false)
end
local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.goods_vo.type_id)
local color_str = ColorUtil.WHITE
if self.goods_vo.level > RoleManager.Instance.mainRoleInfo.level then
color_str = ColorUtil.RED
end
self.level.text = "<color="..color_str..">" .. self.goods_vo.level .. "</color>"
-- local index = Config.ConfigEquipShow[self.goods_vo.subtype].index
self.equip_pos.text = Trim(Config.Holysealpos[self.goods_vo.subtype].name)
self.fight.text = self.goods_vo.combat_power or 0
color_str = (self.goods_vo.career_id == 0 or RoleManager.Instance.mainRoleInfo.career == self.goods_vo.career_id) and ColorUtil.WHITE or ColorUtil.RED
local career_name = WordManager:GetRoleCareerName(basic.career_id,basic.turn)
self.career.text = "<color="..color_str..">" .. career_name .. "</color>"
self.depot_conta.gameObject:SetActive(false)
if self.goods_vo.goods_id then
local callback = function (dynamic)
if self.goods_vo.goods_id and dynamic and self.goods_vo.goods_id == dynamic.goods_id then
self.dynamic = dynamic
self.dynamic.stren = dynamic.stren or 0
local stren = ""
if dynamic.stren and dynamic.stren > 0 then
stren = "+" ..dynamic.stren
end
self.nameText.text = "<color="..WordManager.GetGoodsColor(self.dynamic.color)..">" .. self.goods_vo.goods_name .. stren .. "</color>"
local step = Config.Holysealgoods[self.goods_vo.type_id] and Config.Holysealgoods[self.goods_vo.type_id].stage or 0
self.step_num.text = "<color="..WordManager.GetGoodsColor(self.dynamic.color)..">" .. step .. "阶</color>"
self.icon_item:SetData(self.goods_vo)
self.composite_score.text = self.dynamic.overall_rating
self.equip_score.text = self.dynamic.rating
if basic then
local base_pro = ErlangParser:GetInstance():Parse(basic.base_attrlist)
self:SetProperty(base_pro, dynamic.stren, basic.subtype)
self.fight.text = dynamic.combat_power or 0
end
self:SetAddProperty(self.dynamic)
self:SetSpecialProperty(self.goods_vo)
self:SetSuitProperty(self.dynamic)
self:Refresh()
--self:ShowReDot()
end
end
GoodsModel:getInstance():GetDynamic(self.goods_vo.goods_id, callback)
elseif self.goods_vo.equip_extra_attr then
local stren = ""
self.nameText.text = "<color="..WordManager.GetGoodsColor(self.goods_vo.color)..">" .. self.goods_vo.goods_name .. stren .. "</color>"
local step = Config.Holysealgoods[self.goods_vo.type_id] and Config.Holysealgoods[self.goods_vo.type_id].stage or 0
self.step_num.text = "<color="..WordManager.GetGoodsColor(self.dynamic.color)..">" .. step .. "阶</color>"
self.icon_item:SetData(self.goods_vo)
self.composite_score.text = self.goods_vo.overall_rating
self.equip_score.text = self.goods_vo.rating
if basic then
local base_pro = ErlangParser:GetInstance():Parse(basic.base_attrlist)
self:SetProperty(base_pro, 0, basic.subtype)
-- self.fight.text = dynamic.combat_power or 0
end
self:SetAddProperty(self.goods_vo)
self:SetSpecialProperty(self.goods_vo)
--self.limitText.text = string.format("最大购买数量:%d", self.goods_vo.goods_num)
--self.addNumComponent:InitData(1, self.goods_vo.goods_num, 1, 1)
--self:ChangeBuyNum(1)
end
--self:SetSellState(self.goods_vo.sell, self.goods_vo.sell_price_type, self.goods_vo.type_id)
self:Refresh()
else
self.need_refresh = true
end
end
--设置基础属性
function SealToolTips:SetProperty(base_pro, stren, pos)
stren = stren or 0
local stren_config = SealModel:getInstance():GetStrengthConfig(pos, stren)
local name_str = ""
local pro_str = ""
local stren_str = ""
local pro_list = {}
if stren_config and Trim(stren_config.attr_list) ~= "[]" then
pro_list = ErlangParser:GetInstance():Parse(stren_config.attr_list)
end
for i,v in ipairs(base_pro) do
name_str = name_str .. WordManager:GetProperties(tonumber(v[1]))
pro_str = pro_str.."+" .. WordManager:GetPropertyValue(tonumber(v[1]),tonumber(v[2]))
for i2, v2 in ipairs(pro_list) do
if tonumber(v2[1]) == tonumber(v[1]) then
stren_str = stren_str .. "<color="..ColorUtil.GREEN..">(强化+" .. v2[2] .. ")</color>"
end
end
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
end
--设置附加属性
function SealToolTips:SetAddProperty(dynamic)
if dynamic and dynamic.equip_extra_attr then
local name_str = ""
local pro_str = ""
local recommand = ""
if self.type and self.type == EquipShowTips.EQUIP_RECOMMAND_TARGET then
recommand = "[推荐]"
end
if #dynamic.equip_extra_attr == 0 then
self.addName.text = ""
self.addPro.text = ""
else
for i,v in ipairs(dynamic.equip_extra_attr) do
if v.type_id == 1 then
name_str = name_str .. "<color="..WordManager.GetGoodsColor(v.color)..">"..recommand..""..v.plus_interval..""..WordManager:GetProperties(tonumber(v.attr_id)).."</color>"
pro_str = pro_str .."<color="..WordManager.GetGoodsColor(v.color)..">+"..WordManager:GetPropertyValue(tonumber(v.attr_id), tonumber(v.plus_unit)) .. "</color>"
else
name_str = name_str .. "<color=" .. WordManager.GetGoodsColor(v.color) .. ">" ..recommand..WordManager:GetProperties(tonumber(v.attr_id)).."</color>"
pro_str = pro_str .. "<color="..WordManager.GetGoodsColor(v.color)..">+"..WordManager:GetPropertyValue(tonumber(v.attr_id), v.attr_val).."</color>"
end
if i < #dynamic.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
end
end
end
--设置特殊属性
function SealToolTips:SetSpecialProperty(goodsVo)
self.wash_name.text = "特殊属性"
if goodsVo then
if Config.Holysealgoods[goodsVo.type_id] then
local name_str = ""
local pro_str = ""
local attr = ErlangParser:GetInstance():Parse(Config.Holysealgoods[goodsVo.type_id].special_attr)
for i,v in ipairs(attr) do
name_str = name_str .. WordManager:GetProperties(tonumber(v[1]))
pro_str = pro_str .. "+" .. WordManager:GetPropertyValue(tonumber(v[1]), tonumber(v[2]))
if i < #attr then
name_str = name_str .. "\n"
pro_str = pro_str .. "\n"
end
end
self.washName.text = name_str
self.washPro.text = pro_str
end
end
end
--设置分解
function SealToolTips:SetDecompose(goodsVo)
self.stone_name.text = "分解获得"
local cfg = Config.Goodsdecompose[goodsVo.type_id]
if cfg then
local list = ErlangParser:GetInstance():Parse(cfg.regular_mat)
for i, v in ipairs(list) do
local item = self.seal_item_list[i]
if item == nil then
item = SealToolDecomItem.New(self.stone_conta)
self.seal_item_list[i] = item
end
item:SetData(v)
end
return 25 * #list
end
return 25
end
--设置套装属性
function SealToolTips:SetSuitProperty(dynamic, subtype, isOther)
local suit_id = Config.Holysealgoods[dynamic.type_id] and Config.Holysealgoods[dynamic.type_id].suit_id
local suit_num
if self.show_compare_tips then
suit_num = 0
elseif isOther then
suit_num = dynamic.suit_count
else
suit_num = SealModel:getInstance():GetSuitNum(suit_id) or 0
end
local config = Config.Holysealsuit[suit_id]
if config then
self.suit_name.text = Trim(config.name)..""..suit_num.."/"..config.max_count..""
local attr = ErlangParser:GetInstance():Parse(config.attr_list)
if attr and #attr > 0 then
local num_str = ""
local name_str = ""
local pro_str = ""
for i, v in ipairs(attr) do
local color
if suit_num >= tonumber(v[1]) then
color = ColorUtil.GREEN
else
color = ColorUtil.GRAY
end
num_str = num_str.."<color="..color..">【"..v[1].."件】</color>"
for i2, v2 in ipairs(v[3]) do
name_str = name_str .."<color="..color..">"..WordManager:GetProperties(tonumber(v2[1])).."</color>"
pro_str = pro_str .."<color="..color..">+"..WordManager:GetPropertyValue(tonumber(v2[1]), tonumber(v2[2])).."</color>"
if i < #attr or i2 < #v[3] then
num_str = num_str.."\n"
name_str = name_str.."\n"
pro_str = pro_str.."\n"
end
end
end
self.suitNum.text = num_str
self.suitName.text = name_str
self.suitPro.text = pro_str
end
end
end
--刷新相关控件的位置
function SealToolTips:Refresh()
if self.goods_vo and self.goods_vo.goods_id then
local is_bag = self.model.seal_goods_dic[self.goods_vo.goods_id] and true or false
self:RefreshPosAndSize(self.dynamic)
self:SetRootPos()
self:SetBtns(is_bag)
elseif self.goods_vo and self.goods_vo.equip_extra_attr then
self:RefreshPosAndSize(self.goods_vo)
self:SetRootPos()
self:SetBtns(false)
end
end
--更新各个控件的位置
function SealToolTips:RefreshPosAndSize(dynamic)
local off_y = 0
off_y = self.basePro.preferredHeight + 15
self.baseName.transform.sizeDelta = Vector2(self.baseName.transform.sizeDelta.x, off_y)
self.basePro.transform.sizeDelta = Vector2(self.basePro.transform.sizeDelta.x, off_y)
self.strengthAdd.transform.sizeDelta = Vector2(self.strengthAdd.transform.sizeDelta.x, off_y)
off_y = off_y + 30
local show_add = false
if dynamic then
show_add = true
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 + 30
self.addName.transform.localPosition = Vector2(self.addName.transform.localPosition.x, -off_y)
self.addPro.transform.localPosition = Vector2(self.addPro.transform.localPosition.x, -off_y)
self.addName.transform.sizeDelta = Vector2(self.addName.transform.sizeDelta.x, self.addName.preferredHeight + 15)
self.addPro.transform.sizeDelta = Vector2(self.addPro.transform.sizeDelta.x, self.addPro.preferredHeight + 15)
off_y = off_y + self.addPro.preferredHeight + 15
else
self.line2.gameObject:SetActive(false)
self.addName.gameObject:SetActive(false)
self.addPro.gameObject:SetActive(false)
end
local show_wash = false
if dynamic and Config.Holysealgoods[dynamic.type_id] then
show_wash = true
end
if show_wash then
self.line5.gameObject:SetActive(true)
self.washName.gameObject:SetActive(true)
self.washPro.gameObject:SetActive(true)
self.line5.localPosition = Vector3(0, -off_y, 0)
off_y = off_y + 30
self.washName.transform.localPosition = Vector3(self.washName.transform.localPosition.x, -off_y, 0)
self.washName.transform.sizeDelta = Vector2(self.washName.transform.sizeDelta.x, self.washName.preferredHeight + 15)
self.washPro.transform.localPosition = Vector3(self.washPro.transform.localPosition.x, -off_y, 0)
self.washPro.transform.sizeDelta = Vector2(self.washPro.transform.sizeDelta.x, self.washPro.preferredHeight + 15)
off_y = off_y + self.washPro.preferredHeight + 15
else
self.line5.gameObject:SetActive(false)
self.washName.gameObject:SetActive(false)
self.washPro.gameObject:SetActive(false)
end
local show_spirit = false
--[[if dynamic and dynamic.cspirit_stage and dynamic.cspirit_lv and dynamic.cspirit_stage > 0 and dynamic.cspirit_lv > 0 then
show_spirit = true
end--]]
if show_spirit then
self.line6.gameObject:SetActive(true)
self.spiritName.gameObject:SetActive(true)
self.spiritPro.gameObject:SetActive(true)
self.line6.localPosition = Vector3(0, -off_y, 0)
off_y = off_y + 30
self.spiritName.transform.localPosition = Vector3(self.spiritName.transform.localPosition.x, -off_y, 0)
self.spiritName.transform.sizeDelta = Vector2(self.spiritName.transform.sizeDelta.x, self.spiritName.preferredHeight + 15)
self.spiritPro.transform.localPosition = Vector3(self.spiritPro.transform.localPosition.x, -off_y, 0)
self.spiritPro.transform.sizeDelta = Vector2(self.spiritPro.transform.sizeDelta.x, self.spiritPro.preferredHeight + 15)
off_y = off_y + self.spiritPro.preferredHeight + 10
else
self.line6.gameObject:SetActive(false)
self.spiritName.gameObject:SetActive(false)
self.spiritPro.gameObject:SetActive(false)
end
local show_stone = false
if dynamic and Config.Goodsdecompose[dynamic.type_id] then
show_stone = true
end
if show_stone then
self.line3.localPosition = Vector3(0, -off_y, 0)
off_y = off_y + 30
self.line3.gameObject:SetActive(true)
self.stone_conta.gameObject:SetActive(true)
local height = self:SetDecompose(dynamic)
self.stone_conta.sizeDelta = Vector2(self.stone_conta.sizeDelta.x, height)
self.stone_conta.localPosition = Vector3(self.stone_conta.localPosition.x, -off_y, 0)
off_y = off_y + height + 15
else
self.line3.gameObject:SetActive(false)
self.stone_conta.gameObject:SetActive(false)
end
local show_suit = false
if dynamic then
local suit_id = Config.Holysealgoods[dynamic.type_id] and Config.Holysealgoods[dynamic.type_id].suit_id
if suit_id and Config.Holysealsuit[suit_id] then
show_suit = true
end
end
if show_suit then
self.line4.gameObject:SetActive(true)
self.suitNum.gameObject:SetActive(true)
self.suitName.gameObject:SetActive(true)
self.suitPro.gameObject:SetActive(true)
self.line4.localPosition = Vector3(0, -off_y, 0)
off_y = off_y + 30
self.suitNum.transform.localPosition = Vector3(self.suitNum.transform.localPosition.x, -off_y, 0)
self.suitNum.transform.sizeDelta = Vector2(self.suitNum.transform.sizeDelta.x, self.suitNum.preferredHeight + 15)
self.suitName.transform.localPosition = Vector3(self.suitName.transform.localPosition.x, -off_y, 0)
self.suitName.transform.sizeDelta = Vector2(self.suitName.transform.sizeDelta.x, self.suitName.preferredHeight + 15)
self.suitPro.transform.localPosition = Vector3(self.suitPro.transform.localPosition.x, -off_y, 0)
self.suitPro.transform.sizeDelta = Vector2(self.suitPro.transform.sizeDelta.x, self.suitPro.preferredHeight + 15)
off_y = off_y + self.suitPro.preferredHeight + 15
else
self.line4.gameObject:SetActive(false)
self.suitNum.gameObject:SetActive(false)
self.suitName.gameObject:SetActive(false)
self.suitPro.gameObject:SetActive(false)
end
self.line7.gameObject:SetActive(false)
self.wake_baseName.gameObject:SetActive(false)
self.wake_basePro.gameObject:SetActive(false)
self.line8.gameObject:SetActive(false)
self.wake_strenName.gameObject:SetActive(false)
self.wake_strenPro.gameObject:SetActive(false)
self.line9.gameObject:SetActive(false)
self.wake_suitNum.gameObject:SetActive(false)
self.wake_suitName.gameObject:SetActive(false)
self.wake_suitPro.gameObject:SetActive(false)
self.line10.gameObject:SetActive(false)
self.magic_skillName.gameObject:SetActive(false)
self.magic_skillLevel.gameObject:SetActive(false)
-- if off_y > 451 then
-- self.down_arrow.localPosition = Vector3(150, -621.6, 0)
-- self.sell_conta.localPosition = Vector3(22, -643.5, 0)
-- self.ScrollView.sizeDelta = Vector2(287, 451)
self.ScrollViewContent.sizeDelta = Vector2(self.ScrollViewContent.sizeDelta.x, off_y)
-- self.ScrollViewViewport.sizeDelta = Vector2(276, 451)
-- self.transform.sizeDelta = Vector2(328, 685)
-- self.bg.sizeDelta = Vector2(328, 711)
-- else
-- self.down_arrow.localPosition = Vector3(150, -off_y + self.ScrollView.localPosition.y + 20, 0)
-- self.sell_conta.localPosition = Vector3(22, -off_y + self.ScrollView.localPosition.y, 0)
-- self.ScrollView.sizeDelta = Vector2(287, off_y)
-- self.ScrollViewContent.sizeDelta = Vector2(276, off_y)
-- self.ScrollViewViewport.sizeDelta = Vector2(276, off_y)
-- self.transform.sizeDelta = Vector2(328, off_y - self.ScrollView.localPosition.y + 60)
-- self.bg.sizeDelta = Vector2(328, off_y - self.ScrollView.localPosition.y + 60)
-- end
if self.ScrollViewContent.sizeDelta.y > 451 then
self.down_arrow.gameObject:SetActive(true)
else
self.down_arrow.gameObject:SetActive(false)
end
--[[--小天使小恶魔,位置改变
self.expired_label.gameObject:SetActive(false)
self.descCon.gameObject:SetActive(false)
self.ScrollViewViewport.transform.sizeDelta = Vector2(326, 447)
if self.goods_vo.type==10 and self.goods_vo.subtype==11 then
local basic = GoodsModel:getInstance():GetGoodsBasicByTypeId(self.goods_vo.type_id)
self.bg.sizeDelta = Vector2(335, 507)
self.career_conta.transform.anchoredPosition = Vector3(-61, 394, 0)
self.ScrollView.transform.anchoredPosition = Vector3(-3.5, -165, 0)
self.ScrollViewViewport.transform.sizeDelta = Vector2(326, 136)
self.ui_line1.transform.anchoredPosition = Vector3(113, -115, 0)
self.ui_line2.transform.anchoredPosition = Vector3(110, -253, 0)
self.descCon.transform.anchoredPosition = Vector3(-3.5, -351, 0)
self.descCon.gameObject:SetActive(true)
self.descLabel.text = Trim(basic.intro)
self.getWayLabel.text = Trim(basic.getway)
if self.goods_vo.expire_time then
if self.goods_vo.expire_time == 0 then
self.expired_label.gameObject:SetActive(false)
else
self.expired_label.gameObject:SetActive(true)
local text = ""
if TimeUtil:getServerTime() > self.goods_vo.expire_time then
text = "<color=#de4141>已过期</color>"
else
local time = self.goods_vo.expire_time - TimeUtil:getServerTime()
text = string.format("<color=#ff8a3c>【%s】后过期</color>",TimeUtil:timeConvert6(time))
end
self.expired_label:GetComponent("Text").text = text
self.expired_label.transform.sizeDelta = Vector2(280, 30)
self.expired_label.transform.anchoredPosition = Vector3(114, -96, 0)
end
end
end--]]
end
--按钮显示
function SealToolTips:SetBtns(is_bag)
for i,v in ipairs(self.btn_list) do
v:SetActive(false)
end
local btn_list = {}
if is_bag then --背包中的装备
btn_list = {self.wearBtn}
if Config.Goodsdecompose[self.goods_vo.type_id] then
table.insert(btn_list, self.decomposeBtn)
end
else --已经穿上的装备
btn_list = {self.strengthBtn, self.offBtn}
end
local buy_pos_y = 0
if self.show_btn_list then
btn_list = self:ShowCustomBtns()
if TableContains(self.show_btn_list, "buyCon") then
buy_pos_y = 100
end
end
for i,v in ipairs(btn_list) do
v:SetActive(true)
local y = (i - 1) * 50
v.transform.localPosition = Vector3(0, -y, 0)
end
self.btn_conta.sizeDelta = Vector2(self.btn_conta.sizeDelta.x, #btn_list * 53)
local pos_y = self.layout.sizeDelta.y - self.btn_conta.sizeDelta.y + 20
--prefab做了自适应处理,固定在底部就行了
if self.goods_vo.type==10 and self.goods_vo.subtype==11 then
self.btn_conta.transform.anchoredPosition = Vector3(self.btn_conta.transform.anchoredPosition.x, -401, 0)
else
self.btn_conta.anchoredPosition = Vector2(self.btn_conta.anchoredPosition.x, -600)
end
end