Rindro-Sqr/Project/FatalismStone/FatalismStone.nut

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/*
文件名:FatalismStone.nut
路径:Project/FatalismStone/FatalismStone.nut
创建日期:2025-06-18 11:00
文件用途:FatalismStone
*/
//魂石list
FatalismStoneLst <- null;
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FatalismStoneConfig <- null;
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//魂石Img主体
FatalismStone_StoneImg <- {};
FatalismStone_StoneImg["icon_Frame"] <- Rindro_Image("interface2/rindro_reward.img");
FatalismStone_StoneImg["fatalism_stone_progressbar"] <- Rindro_Image("hud/fatalism_stone_progressbar.img");
class FatalismStoneC extends LenheartNewUI_Windows {
//调试模式
// DeBugMode = true;
//不是窗口
// NoWindow = true;
//是否可见
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// Visible = false;
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//Img
Img = null;
//总格子数
GridCount = 77;
//总穿戴数
WearCount = 6;
//功能标题
FunctionTitle = null;
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//功能页面
FunctionPage = 0;
//Ani任务队列
AniQueue = null;
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//背包数据
BackPackData = null;
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//背包页面
BackpackPage = 0;
//背包页面Tabbars
BackpackPageTabbars = null;
//页面魂石集合
PageFatalismStoneLst = null;
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//穿戴魂石集合
WearFatalismStoneLst = null;
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//穿戴页面坐标数组
WearPagePos = [131, 140, 32, 180, 234, 180, 32, 272, 234, 272, 131, 413];
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//洗练对象
WashStone = null;
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//查询魂石背包数据
function QueryFatalismStoneBackpack() {
SendPackEx({
op = 21000001,
})
}
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
Childrens = [];
FunctionTitle = [];
BackpackPageTabbars = [];
//注册控件
RegisterWidget();
LenheartNewUI_Windows.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
InitImg();
//初始化魂石列表
InitFatalismStoneLst();
//背包数据回包
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RegisterHexPack(21000002, function(Pack) {
local Data = [];
local BackPackSize = Pack.GetInt();
local BackPackDataBuffer = Pack.GetStream(BackPackSize);
Data.append(BackPackDataBuffer);
local WearSize = Pack.GetInt();
local WearDataBuffer = Pack.GetStream(WearSize);
Data.append(WearDataBuffer);
BackPackData = FatalismStone_BackPack();
BackPackData.Deserialize(Data);
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InitPageFatalismStone();
}.bindenv(this));
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//请求魂石数据
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QueryFatalismStoneBackpack();
}
function RegisterWidget() {
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//关闭按钮
local CloseButton = LenheartNewUI_BaseButton(738, 2, 11, 12, "interface/lenheartwindowcommon.img", 276);
CloseButton.OnClick = function() {
this.Visible = false;
}.bindenv(this);
Childrens.append(CloseButton);
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local FuncTabbar1 = LenheartNewUI_TabbarsText(302, 27, "洗练");
FuncTabbar1.State = 1;
AddChild(FuncTabbar1);
FuncTabbar1.OnClick = function() {
}.bindenv(this);
FunctionTitle.append(FuncTabbar1);
local FuncTabbar2 = LenheartNewUI_TabbarsText(364, 27, "合成");
AddChild(FuncTabbar2);
FuncTabbar2.OnClick = function() {
}.bindenv(this);
FunctionTitle.append(FuncTabbar2);
local FuncTabbar3 = LenheartNewUI_TabbarsText(426, 27, "分解");
AddChild(FuncTabbar3);
FuncTabbar3.OnClick = function() {
}.bindenv(this);
FunctionTitle.append(FuncTabbar3);
local FuncTabbar4 = LenheartNewUI_TabbarsText(488, 27, "注魂");
AddChild(FuncTabbar4);
FuncTabbar4.OnClick = function() {
}.bindenv(this);
FunctionTitle.append(FuncTabbar4);
local Tabbars3 = LenheartNewUI_TabbarsText(302, 235, "天魂石");
Tabbars3.SetTextOffset(13, 4);
Tabbars3.State = 1;
AddChild(Tabbars3);
Tabbars3.OnClickEx = function(Button) {
foreach(button in BackpackPageTabbars) {
button.State = 0;
}
Button.State = 1;
BackpackPage = 0;
InitPageFatalismStone();
}.bindenv(this);
BackpackPageTabbars.append(Tabbars3);
local Tabbars4 = LenheartNewUI_TabbarsText(364, 235, "人魂石");
Tabbars4.SetTextOffset(13, 4);
AddChild(Tabbars4);
Tabbars4.OnClickEx = function(Button) {
foreach(button in BackpackPageTabbars) {
button.State = 0;
}
Button.State = 1;
BackpackPage = 1;
InitPageFatalismStone();
}.bindenv(this);
BackpackPageTabbars.append(Tabbars4);
local Tabbars5 = LenheartNewUI_TabbarsText(426, 235, "地魂石");
Tabbars5.SetTextOffset(13, 4);
AddChild(Tabbars5);
Tabbars5.OnClickEx = function(Button) {
foreach(button in BackpackPageTabbars) {
button.State = 0;
}
Button.State = 1;
BackpackPage = 2;
InitPageFatalismStone();
}.bindenv(this);
BackpackPageTabbars.append(Tabbars5);
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local WashButton = LenheartNewUI_ButtonText(483, 182, 24, "洗练");
WashButton.OnClickSound = "ICON_QUICK_SET";
WashButton.SetTextOffset(9, 1);
WashButton.OnClick = function() {
if (FunctionPage == 0 && WashStone) {
SendPackEx({
op = 21000005,
uuid = WashStone.Uuid,
rarity = WashStone.Info["rarity"],
});
AniQueue.AddQuest("洗练特效动画", function(Name, Time) {
local AniPath = "fatalismstone/animation/eff1.ani";
local Ani = DrawAniEx(X + 440, Y + 32, AniPath, "魂石洗练特效");
if (sq_GetAnimationFrameIndex(Ani) == 15) {
sq_Rewind(Ani);
AniQueue.RemoveQuest(Name);
}
}.bindenv(this));
R_Utils.PlaySound("BUTTON_06");
}
}.bindenv(this);
WashButton.SetCallBackFunc(function(Btn) {
if (FunctionPage != 0) Btn.Visible = false;
else Btn.Visible = true;
}.bindenv(this))
AddChild(WashButton);
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}
//初始化背包
function InitPageFatalismStone() {
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if (!BackPackData) return;
//设置需要渲染的当前背包页面
PageFatalismStoneLst = BackPackData.GetList(BackpackPage);
WearFatalismStoneLst = BackPackData.GetList(3);
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}
//绘制主界面
function DrawMain(obj) {
Img["main"].DrawPng(0, X, Y);
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L_sq_DrawCode("宿命魂石", X + 362, Y + 3, sq_RGBA(221, 197, 147, 250), 1, 1);
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//绘制自身人物
local charAni = sq_GetCNRDObjectToSQRCharacter(obj).sq_GetRestAni();
sq_AnimationProc(charAni);
sq_drawCurrentFrame(charAni, X + 153, Y + 370, false);
//绘制右侧背景
L_sq_DrawWindow(X + 300, Y + 44, 420, 160, "interface/lenheartwindowcommon.img", 97, 11, 12, 11, 13); //上背景框
L_sq_DrawWindow(X + 300, Y + 253, 420, 220, "interface/lenheartwindowcommon.img", 97, 11, 12, 11, 13); //下背景框
Img["main"].DrawPng(1, X + 309, Y + 259);
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//洗练页面
if (FunctionPage == 0) {
//绘制洗练槽
Img["main"].DrawPng(2, X + 500, Y + 90);
if (WashStone) {
local NowCultivationDegree = "当前魂石洗练度: " + WashStone.Info.cultivationDegree.tostring();
local NeedStkStr = FatalismStoneConfig["wash_cost"][WashStone.Info["rarity"]] + "个";
L_sq_DrawCode("当前魂石洗练度: ", X + 471, Y + 140, sq_RGBA(174, 174, 174, 250), 1, 1);
L_sq_DrawCode("洗练所需魂屑: ", X + 473, Y + 160, sq_RGBA(174, 174, 174, 250), 1, 1);
L_sq_DrawCode(WashStone.Info.cultivationDegree.tostring() + "%", X + 560, Y + 140, sq_RGBA(104, 237, 161, 250), 1, 1);
L_sq_DrawCode(NeedStkStr, X + 552, Y + 160, sq_RGBA(104, 237, 161, 250), 1, 1);
WashStone.Show(obj, X + 505, Y + 95);
}
}
}
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function Show(obj) {
DrawMain(obj);
LenheartNewUI_Windows.Show(obj);
//绘制魂石
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//背包中的魂石
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if (PageFatalismStoneLst) {
foreach(Pos, Stone in PageFatalismStoneLst) {
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local XPos = 310 + (Pos % 11 * 39);
local YPos = 260 + (Pos / 11 * 35);
if (Stone) Stone.Show(obj, X + XPos, Y + YPos);
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}
}
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//穿戴的魂石
if (WearFatalismStoneLst) {
foreach(Pos, Stone in WearFatalismStoneLst) {
local XPos = WearPagePos[Pos * 2];
local YPos = WearPagePos[Pos * 2 + 1];
XPos += 5;
YPos += 5;
if (Stone) Stone.Show(obj, X + XPos, Y + YPos);
}
}
AniQueue.Run();
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}
function TopShow(obj) {
LenheartNewUI_Windows.TopShow(obj);
//还没有初始化数据的时候直接返回
if (!PageFatalismStoneLst) return;
local MousePos_X = IMouse.GetXPos();
local MousePos_Y = IMouse.GetYPos();
//魂石的悬停绘制
foreach(Pos, Stone in PageFatalismStoneLst) {
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local XPos = 310 + (Pos % 11 * 39);
local YPos = 260 + (Pos / 11 * 35);
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + XPos, Y + YPos, 31, 31)) {
//绘制悬停框
L_sq_SetDrawImgModel(2, 0);
Rindro_Image_GlobalMap["lenheartui"].DrawPng(353, X + XPos + 1, Y + YPos + 1);
L_sq_ReleaseDrawImgModel();
if (Stone && !DragObj) Stone.HoverShow(X + XPos + 31, Y + YPos);
}
}
//魂石穿戴的悬停绘制
if (WearFatalismStoneLst) {
foreach(Pos, Stone in WearFatalismStoneLst) {
local XPos = WearPagePos[Pos * 2];
local YPos = WearPagePos[Pos * 2 + 1];
XPos += 5;
YPos += 5;
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + XPos, Y + YPos, 31, 31)) {
//绘制悬停框
L_sq_SetDrawImgModel(2, 0);
Rindro_Image_GlobalMap["lenheartui"].DrawPng(353, X + XPos + 1, Y + YPos + 1);
L_sq_ReleaseDrawImgModel();
if (Stone && !DragObj) Stone.HoverShow(X + XPos + 31, Y + YPos);
}
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}
}
//绘制拖拽的魂石
if (DragObj) {
DragObj.Show(obj, IMouse.GetXPos() - 15, IMouse.GetYPos() - 15);
}
}
//当前拖拽的物品对象
DragObj = null;
DragOldPos = null;
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DragType = null;
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//鼠标左键按下回调
function OnMouseLbDown(MousePos_X, MousePos_Y) {
LenheartNewUI_BaseWindow.OnMouseLbDown(MousePos_X, MousePos_Y);
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if (!PageFatalismStoneLst) return;
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foreach(Pos, Stone in PageFatalismStoneLst) {
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local XPos = 310 + (Pos % 11 * 39);
local YPos = 260 + (Pos / 11 * 35);
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + XPos, Y + YPos, 34, 34)) {
if (Stone && Stone.isSuccess) {
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DragObj = Stone;
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PageFatalismStoneLst[Pos] = null;
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DragOldPos = Pos;
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DragType = 1; //背包中的拖拽
}
}
}
if (WearFatalismStoneLst) {
foreach(Pos, Stone in WearFatalismStoneLst) {
local XPos = WearPagePos[Pos * 2];
local YPos = WearPagePos[Pos * 2 + 1];
XPos += 5;
YPos += 5;
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + XPos, Y + YPos, 34, 34)) {
if (Stone) {
DragObj = Stone;
WearFatalismStoneLst[Pos] = null;
DragOldPos = Pos + (GridCount * 3);
DragType = 0; //身上的拖拽
}
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}
}
}
}
//鼠标左键抬起回调
function OnMouseLbUp(MousePos_X, MousePos_Y) {
LenheartNewUI_BaseWindow.OnMouseLbUp(MousePos_X, MousePos_Y);
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if (PageFatalismStoneLst) {
foreach(Pos, Stone in PageFatalismStoneLst) {
local XPos = 310 + (Pos % 11 * 39);
local YPos = 260 + (Pos / 11 * 35);
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if (DragObj) {
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if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + XPos, Y + YPos, 34, 34)) {
StoneMoveLogic(Pos, Stone);
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}
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}
}
}
if (WearFatalismStoneLst) {
foreach(Pos, Stone in WearFatalismStoneLst) {
local XPos = WearPagePos[Pos * 2];
local YPos = WearPagePos[Pos * 2 + 1];
XPos += 5;
YPos += 5;
if (DragObj) {
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + XPos, Y + YPos, 34, 34)) {
StoneMoveLogic((GridCount * 3) + Pos, Stone);
}
}
}
}
//洗练的区域
if (FunctionPage == 0 && sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + 500, Y + 90, 42, 42)) {
if (DragObj) {
WashStone = DragObj;
}
}
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if (DragObj) {
//播放移动声音
R_Utils.PlaySound(DragObj.Info["move wav"]);
//放回原位
if (DragType == 1) PageFatalismStoneLst[DragOldPos] = DragObj;
else if (DragType == 0) WearFatalismStoneLst[DragOldPos - (GridCount * 3)] = DragObj;
DragObj = null;
}
}
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function StoneMoveLogic(Pos, Stone) {
local OldEType = DragObj.Stone_Type; //老装备类型
local NewEType; //新装备类型
//如果新位置有魂石 获取到新的穿戴类型
if (Stone) NewEType = Stone.Stone_Type;
else {
//这是往身上拖
if (Pos >= GridCount * 3) {
local RealPos = Pos - (GridCount * 3);
if (RealPos == 0) NewEType = 0;
if (RealPos >= 1 && RealPos <= 4) NewEType = 1;
if (RealPos == 5) NewEType = 2;
}
//这是往背包拖
else {
NewEType = BackpackPage;
}
}
//如果两个类型相同则进行交换 相同位置也不发包
if (OldEType == NewEType && DragOldPos != Pos) {
//老装备的页面位置
SendPackEx({
op = 21000003,
oldtype = DragType == 1 ? BackpackPage : 3,
oldpos = DragType == 1 ? DragOldPos : DragOldPos - (GridCount * 3),
newtype = Pos >= (GridCount * 3) ? 3 : BackpackPage,
newpos = Pos >= (GridCount * 3) ? Pos - (GridCount * 3) : Pos
})
QueryFatalismStoneBackpack();
}
}
//计算全身属性
function StatisticalAttribute() {
local AttributeTable = {};
local WearStoneList = BackPackData.GetList(3);
for (local i = 0; i< WearStoneList.len(); i++) {
local StoneObj = WearStoneList[i];
if (StoneObj) {
local Att = StoneObj.GetAttribute();
if (Att) {
foreach(key, value in Att) {
local RealValue = value;
if (typeof RealValue == "array") RealValue = RealValue[0];
if (!AttributeTable.rawin(key)) AttributeTable.rawset(key, value);
else AttributeTable.rawset(key, AttributeTable.rawget(key) + value);
}
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}
}
}
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//记录最新属性数据
if ("LenheartAttributesTable" in getroottable()) {
local T = getroottable()["LenheartAttributesTable"];
T.rawset("LenheartCollectFatalismStoneAb", AttributeTable);
} else {
local T = {};
T.rawset("LenheartCollectFatalismStoneAb", AttributeTable);
getroottable().rawset("LenheartAttributesTable", T);
}
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}
//逻辑入口
function Proc(obj) {
LenheartNewUI_Windows.SyncPos(X, Y);
}
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//初始化PVF魂石列表
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function InitFatalismStoneLst() {
FatalismStoneLst = {};
Rindro_Script.GetFileData("fatalismstone/fatalismstone.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Id = Data.Get();
local Path = Data.Get();
FatalismStoneLst.rawset(Id, Path);
}
});
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FatalismStoneConfig = Rindro_Script.GetFileData("fatalismstone/fatalismstone.etc", function(DataTable, Data) {
while (!Data.Eof()) {
local Str = Data.Get();
if (Str == "[wash item]") {
DataTable.wash_item <- Data.Get();
} else if (Str == "[wash cost]") {
DataTable.wash_cost <- [Data.Get(), Data.Get(), Data.Get(), Data.Get(), Data.Get(), Data.Get(), Data.Get()];
}
}
});
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}
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function InitImg() {
Img = {};
Img["main"] <- Rindro_Image("hud/fatalism_stone.img");
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AniQueue = QuestQueue();
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}
function OpenCallBack() {
Visible = true;
QueryFatalismStoneBackpack();
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WashStone = null;
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}
}
L_Windows_List <- [];
getroottable().rawdelete("LenheartPluginsInitFlag");
getroottable().rawdelete("EventList_Obj")
getroottable().rawdelete("FatalismStone_Obj");
function Lenheart_FatalismStone_Fun(obj) {
local RootTab = getroottable();
if (!RootTab.rawin("FatalismStone_Obj")) {
RootTab.rawset("FatalismStone_Obj", true);
local Win = LenheartNewUI_CreateWindow(FatalismStoneC, "宿命魂石窗口", ((getroottable().Rindro_Scr_Width - 753) / 2).tointeger(), 35, 753, 518, 20);
EventList_Obj.AddEvent("宿命魂石", 280, Win, "interface2/hud/information_button/information_button_cn.img");
}
}
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getroottable()["LenheartFuncTab"].rawset("FatalismStoneFuncN", Lenheart_FatalismStone_Fun);