313 lines
11 KiB
Plaintext
313 lines
11 KiB
Plaintext
--> Services
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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--> Dependencies
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local UIWindow = require(ReplicatedStorage.Base.UIWindow)
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local UIEnums = require(ReplicatedStorage.Base.UIEnums)
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--> Components
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local WearingShow = require(script.WearingShow)
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local PackageShow = require(script.PackageShow)
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--> Dependencies
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local Utils = require(ReplicatedStorage.Tools.Utils)
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local Localization = require(ReplicatedStorage.Tools.Localization)
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--> Json
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local JsonRune = require(ReplicatedStorage.Json.Rune)
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local JsonItem = require(ReplicatedStorage.Json.ItemProp)
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local JsonEquipment = require(ReplicatedStorage.Json.Equipment)
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--> Events
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local RE_RuneInlay = ReplicatedStorage.Events.RE_RuneInlay
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--> Variables
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local LocalPlayer = game.Players.LocalPlayer
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--> Prefabs
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local FolderEquipmentPrefabs = ReplicatedStorage:WaitForChild("Prefabs"):WaitForChild("Equipments")
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local EquipmentFolder = Utils:WaitPlayerDataFolder(LocalPlayer):WaitForChild("Equipment")
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local DataFolder = Utils:WaitPlayerDataFolder(LocalPlayer):WaitForChild("Rune")
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local CommonFolder = LocalPlayer:WaitForChild("PlayerScripts"):WaitForChild("UI"):WaitForChild("Common")
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local EquipmentModelDetail = require(CommonFolder:WaitForChild("EquipmentModelDetail"))
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--> Signals
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local Signal = require(ReplicatedStorage.Tools.Signal)
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local selectRuneInlayEquipmentSignal = Signal.new(Signal.ENUM.SELECT_RUNE_INLAY_EQUIPMENT)
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--------------------------------------------------------------------------------
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local RuneWindow = {}
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RuneWindow.__index = RuneWindow
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setmetatable(RuneWindow, {__index = UIWindow})
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function RuneWindow:Init(UIManager: table, Data: table?)
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local self = UIWindow:Init(UIManager, Data)
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setmetatable(self, RuneWindow)
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self.Variables = {
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["_goRunePanel"] = 0,
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["__listRunePackage"] = 0,
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["__listRuneWearing"] = 0,
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["_tmpName"] = 0,
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["_tmpQuality"] = 0,
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["_imgIcon"] = 0,
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["_bgNowSelectFrame"] = 0,
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["_imgNowRune"] = 0,
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["_tmpNowRuneName"] = 0,
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["_tmpMaxRuneEmpty"] = 0,
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["_imgView"] = 0,
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["_btnClose"] = 0,
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["_btnBgClose"] = 0,
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["_btnInlay"] = 0,
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["_btnChangeEquipment"] = 0,
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}
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self.UIRootName = "ui_w_rune"
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self.UIParentName = UIEnums.UIParent.UIRoot
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self.ShowEquipmentId = nil
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self.NowSelectRuneId = nil
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self.NowMaxRuneNumber = 0
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return self
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end
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function RuneWindow:ShowDetailData(uniqueId: number, orgId: number)
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if uniqueId then
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if self.NowMaxRuneNumber == 0 then warn("当前最大符文数量为0") return end
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self.NowSelectRuneId = uniqueId
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local runeData = Utils:GetIdDataFromJson(JsonRune, orgId)
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self.Variables["_tmpNowRuneName"].Text = Localization:GetLanguageData(runeData.nameId)
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self.Variables["_imgNowRune"].Image = Localization:GetImageData(runeData.icon)
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self.Variables["_imgNowRune"].BackgroundColor3 = Localization:GetRuneQualityBgColor(runeData.quality)
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self.Variables["_imgNowRune"].Transparency = 0
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else
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self.NowSelectRuneId = nil
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self.Variables["_tmpNowRuneName"].Text = ""
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self.Variables["_imgNowRune"].Image = ""
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self.Variables["_imgNowRune"].BackgroundColor3 = Color3.fromRGB(0, 0, 0)
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self.Variables["_imgNowRune"].Transparency = 1
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end
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end
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function RuneWindow:RefreshEquipmentName()
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if self.ShowEquipmentId then
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local equipmentInstance = EquipmentFolder:FindFirstChild(self.ShowEquipmentId)
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local itemData = Utils:GetIdDataFromJson(JsonItem, equipmentInstance:GetAttribute("orgId"))
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self.Variables["_tmpName"].Text = Localization:GetLanguageData(itemData.nameId)
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self.Variables["_tmpQuality"].Text = Localization:GetColoredEquipmentQualityDesc(equipmentInstance:GetAttribute("quality"))
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else
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self.Variables["_tmpName"].Text = ""
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self.Variables["_tmpQuality"].Text = ""
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end
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end
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function RuneWindow:WearRefresh(data: table)
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local newSlot = data.instance:GetAttribute("wearing")
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self.Variables["__listRuneWearing"]:RemoveData("slot"..newSlot)
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self.Variables["__listRunePackage"]:RemoveData(tostring(data.id))
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-- 更新穿戴数据,要不再点击前端就不好使了
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data.wearing = newSlot
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self.Variables["__listRuneWearing"]:AddData("slot"..newSlot, data)
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-- 穿戴后,如果当前穿戴的符文是当前选中的符文,则刷新当前选中的符文为空
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if data.id == self.NowSelectRuneId then self:ShowDetailData() end
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end
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function RuneWindow:UnwearRefresh(data: table)
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local oldSlot = data.wearing
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self.Variables["__listRuneWearing"]:RemoveData("slot"..oldSlot)
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data.wearing = 0
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self.Variables["__listRunePackage"]:AddData(tostring(data.id), data)
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self.Data.Wearing["slot"..oldSlot] = {
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wearing = oldSlot,
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}
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self.Variables["__listRuneWearing"]:AddData("slot"..oldSlot, self.Data.Wearing["slot"..oldSlot])
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end
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function RuneWindow:InlayRune()
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if self.NowSelectRuneId and self.ShowEquipmentId then
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RE_RuneInlay:FireClient(self.NowSelectRuneId, self.ShowEquipmentId)
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end
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end
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function RuneWindow:AddInstanceData(configInstance: Instance, Data: table?)
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local data = self.Data
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if Data then data = Data end
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local attributes = configInstance:GetAttributes()
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-- 归类是否是穿戴的装备
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local parentName, secondName = "PackageRune", configInstance.Name
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if attributes.wearing == self.ShowEquipmentId then
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parentName = "WearingRune"
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secondName = "slot"..attributes.wearingSlot
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end
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data[parentName][secondName] = {}
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for attributeKey, attributeValue in attributes do
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data[parentName][secondName][attributeKey] = attributeValue
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end
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data[parentName][secondName].instance = configInstance
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return data[parentName][secondName], parentName
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end
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function RuneWindow:RemoveInstanceData(configInstance: Instance, Data: table?)
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for key, data in pairs(self.Data.WearingRune) do
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if data.instance == configInstance then
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return tostring(key), "WearingRune"
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end
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end
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for key, data in pairs(self.Data.PackageRune) do
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if data.instance == configInstance then
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return tostring(key), "PackageRune"
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end
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end
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return nil
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end
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function RuneWindow:ShowWearingSlot()
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-- 清除旧数据
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if self.Data then
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if self.Data.WearingRune then
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self.Data.WearingRune = nil
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end
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if self.Data.PackageRune then
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self.Data.PackageRune = nil
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end
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end
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self.Data = {
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WearingRune = {},
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PackageRune = {},
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}
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local equipmentInstance = EquipmentFolder:FindFirstChild(self.ShowEquipmentId)
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local maxRuneNumber = equipmentInstance:GetAttribute("maxRuneNumber")
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self.NowMaxRuneNumber = maxRuneNumber
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self:RefreshEquipmentName()
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-- 模型展示
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EquipmentModelDetail:ShowDetail(self.Variables["_imgView"], equipmentInstance:GetAttribute("orgId"), false)
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-- 如果当前最大槽位数为0,刷新至空显示
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if maxRuneNumber <= 0 then
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self:ShowDetailData()
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self.Variables["_bgNowSelectFrame"].Visible = false
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self.Variables["_tmpMaxRuneEmpty"].Text = Localization:GetLanguageData(1200)
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self.Variables["_tmpMaxRuneEmpty"].Visible = true
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else
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self.Variables["_bgNowSelectFrame"].Visible = true
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self.Variables["_tmpMaxRuneEmpty"].Visible = false
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end
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-- 补充空槽位
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for i = 1, self.NowMaxRuneNumber do
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local isExist = false
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for k, data in pairs(self.Data.WearingRune) do
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if data.wearingSlot == i then
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isExist = true
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break
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end
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end
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if not isExist then
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self.Data.WearingRune["slot" .. i] = {
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wearingSlot = i,
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}
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end
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end
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-- 添加符文数据
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for _, child in DataFolder:GetChildren() do
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self:AddInstanceData(child, self.Data)
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end
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self:SetData(self.Data)
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self.Variables["__listRunePackage"]:SetData(self.Data.PackageRune)
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self.Variables["__listRuneWearing"]:SetData(self.Data.WearingRune)
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end
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function RuneWindow:OnOpenWindow()
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UIWindow.OnOpenWindow(self)
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self.Variables["__listRunePackage"]:AddComponent(PackageShow)
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self.Variables["__listRuneWearing"]:AddComponent(WearingShow)
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local bgCloseCon = self.Variables["_btnBgClose"].Activated:Connect(function()
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self.UIManager:CloseWindow(script.Name)
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end)
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local closeCon = self.Variables["_btnClose"].Activated:Connect(function()
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self.UIManager:CloseWindow(script.Name)
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end)
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table.insert(self.Connections, bgCloseCon)
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table.insert(self.Connections, closeCon)
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-- 找到当前穿戴的装备
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for _, child in EquipmentFolder:GetChildren() do
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if child:GetAttribute("wearing") ~= 0 then
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self.ShowEquipmentId = child.Name
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break
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end
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end
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-- 如果当前没有穿戴的装备,并且没有装备,则报错提示, 并返回内容
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if not self.ShowEquipmentId and #EquipmentFolder:GetChildren() == 0 then
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warn("没有找到当前穿戴的装备")
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self.NowMaxRuneNumber = 0
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return
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end
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-- 如果当前没有穿戴的装备,则默认使用第一个装备
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if not self.ShowEquipmentId then
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self.ShowEquipmentId = EquipmentFolder:GetChildren()[1].Name
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end
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self:ShowWearingSlot()
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local addCon = DataFolder.ChildAdded:Connect(function(child)
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local data, parentName = self:AddInstanceData(child, self.Data)
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if parentName == "WearingRune" then
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self.Variables["__listRuneWearing"]:AddData("slot"..data.wearingSlot, data)
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else
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self.Variables["__listRunePackage"]:AddData(child.Name, data)
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end
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end)
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local removeCon = DataFolder.ChildRemoved:Connect(function(child)
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-- TODO: 这里清除逻辑不清晰,之后优化
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local key, parentName = self:RemoveInstanceData(child, self.Data)
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if parentName == "WearingRune" then
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local removeIndex = self.Variables["__listRuneWearing"]:RemoveData(key)
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else
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local removeIndex = self.Variables["__listRunePackage"]:RemoveData(key)
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end
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end)
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table.insert(self.Connections, addCon)
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table.insert(self.Connections, removeCon)
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self.Variables["__listRuneWearing"]:SetLayoutOrder("wearingSlot")
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local inlayCon = self.Variables["_btnInlay"].Activated:Connect(function()
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self:InlayRune()
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end)
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table.insert(self.Connections, inlayCon)
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local changeEquipmentCon = self.Variables["_btnChangeEquipment"].Activated:Connect(function()
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self.UIManager:OpenWindow("SelectEquipmentWindow", {
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ExpectIds = {tostring(self.ShowEquipmentId)},
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})
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end)
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table.insert(self.Connections, changeEquipmentCon)
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local selectRuneInlayEquipmentCon = selectRuneInlayEquipmentSignal:Connect(function(id)
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self.ShowEquipmentId = id
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self:RefreshEquipmentName()
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self:ShowWearingSlot()
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end)
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table.insert(self.Connections, selectRuneInlayEquipmentCon)
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end
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function RuneWindow:OnCloseWindow()
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UIWindow.OnCloseWindow(self)
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end
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return RuneWindow |