战力排行榜增加自己战力信息和返回按钮

This commit is contained in:
Lenheart 2025-07-16 15:21:53 +08:00
parent eaa260bce6
commit b336d61914
1 changed files with 123 additions and 26 deletions

View File

@ -28,14 +28,16 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
CombatInfoList = null; CombatInfoList = null;
//个人奖励集合 //个人奖励集合
PersonReward = null; PersonReward = null;
//个人排行人物
CharacShow = null;
//查看中的详细个人信息 //查看中的详细个人信息
LookingInfo = null; LookingInfo = null;
//我的战力
MyCombat = null;
//公会奖励集合 //公会奖励集合
GuildReward = null; GuildReward = null;
GuildFlagData = null; GuildFlagData = null;
GuildFlagImgMap = null;
//公会战力集合 //公会战力集合
GuildInfoList = null; GuildInfoList = null;
@ -82,28 +84,30 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
local Jso = Json.Decode(Chunk); local Jso = Json.Decode(Chunk);
GuildReward = Jso["config"]; GuildReward = Jso["config"];
GuildFlagData = {}; GuildFlagData = {};
GuildFlagImgMap = {};
foreach(object in Jso["config2"]) { foreach(object in Jso["config2"]) {
GuildFlagData.rawset(object.guildId, [object.img, object.imgid]); GuildFlagData.rawset(object.guildId, [object.img, object.imgid]);
} }
}.bindenv(this)); }.bindenv(this));
//查询个人战力排行榜包 //查询个人战力排行榜包
RegisterPack(20096004, function(Chunk) { RegisterPack(20096004, function(Chunk) {
local Jso = Json.Decode(Chunk); local Jso = Json.Decode(Chunk);
local ranking = Jso.ranking; local ranking = Jso.ranking;
CombatInfoList = []; CombatInfoList = [];
CharacShow = [];
foreach(Pos, Info in ranking) { foreach(Pos, Info in ranking) {
local CharacDraw = Rindro_Draw_Character(Info.job.tointeger(), Info.avaS, "rest.ani", null) //补全默认公会
CharacShow.append(CharacDraw);
if (!Info.rawin("guildname")) Info.guildname <- "无公会"; if (!Info.rawin("guildname")) Info.guildname <- "无公会";
//构造显示对象
local Buf = TH_CombatRankC_Item(this, Pos, Info, 0); local Buf = TH_CombatRankC_Item(this, Pos, Info, 0);
Buf.CharacShow = CharacDraw;
CombatInfoList.append(Buf); CombatInfoList.append(Buf);
} }
//构造我自己
if(!Jso.my.rawin("guildname")) Jso.my.guildname <- "无公会";
MyCombat = TH_CombatRankC_Item(this, 900, Jso.my, 0);
MyCombat.Idx = Jso.on - 1;
}.bindenv(this)); }.bindenv(this));
RegisterPack(20096006, function(Chunk) { RegisterPack(20096006, function(Chunk) {
@ -120,10 +124,18 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
CheckGuildCombatPower(); CheckGuildCombatPower();
UploadYourOwnCombatPower(); UploadYourOwnCombatPower();
} }
function RegisterWidget() { function RegisterWidget() {
//返回按钮
local ReturnButton = LenheartNewUI_BaseButton(506, 6, 11, 12, "interface/lenheartwindowcommon.img", 540);
ReturnButton.OnClick = function() {
LookingInfo = null;
}.bindenv(this);
Childrens.append(ReturnButton);
//关闭按钮 //关闭按钮
local CloseButton = LenheartNewUI_BaseButton(521, 2, 11, 12, "interface/lenheartwindowcommon.img", 276); local CloseButton = LenheartNewUI_BaseButton(521, 2, 11, 12, "interface/lenheartwindowcommon.img", 276);
CloseButton.OnClick = function() { CloseButton.OnClick = function() {
@ -139,7 +151,9 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
FuncTabbar1.OnClick = function() { FuncTabbar1.OnClick = function() {
TitleButtonList[1].State = 0; TitleButtonList[1].State = 0;
TitleButtonList[0].State = 1; TitleButtonList[0].State = 1;
TitleButtonList[2].State = 0;
Page = 0; Page = 0;
LookingInfo = null;
ScrollBar.Reset(); ScrollBar.Reset();
}.bindenv(this); }.bindenv(this);
TitleButtonList.append(FuncTabbar1); TitleButtonList.append(FuncTabbar1);
@ -150,11 +164,26 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
FuncTabbar2.OnClick = function() { FuncTabbar2.OnClick = function() {
TitleButtonList[0].State = 0; TitleButtonList[0].State = 0;
TitleButtonList[1].State = 1; TitleButtonList[1].State = 1;
TitleButtonList[2].State = 0;
Page = 1; Page = 1;
LookingInfo = null;
ScrollBar.Reset(); ScrollBar.Reset();
}.bindenv(this); }.bindenv(this);
TitleButtonList.append(FuncTabbar2); TitleButtonList.append(FuncTabbar2);
local FuncTabbar3 = LenheartNewUI_TabbarsText(476, 23, "我的战力");
FuncTabbar3.SetTextOffset(8, 4);
AddChild(FuncTabbar3);
FuncTabbar3.OnClick = function() {
TitleButtonList[0].State = 0;
TitleButtonList[1].State = 0;
TitleButtonList[2].State = 1;
Page = 0;
LookingInfo = MyCombat;
ScrollBar.Reset();
}.bindenv(this);
TitleButtonList.append(FuncTabbar3);
ScrollBar = Yosin_ScrollBar(530, 315, 198, 50); ScrollBar = Yosin_ScrollBar(530, 315, 198, 50);
ScrollBar.SetParent(this); ScrollBar.SetParent(this);
ScrollBar.SetStep(20 / 100.0); ScrollBar.SetStep(20 / 100.0);
@ -190,9 +219,11 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
releaseClip(); //裁切结束 releaseClip(); //裁切结束
//绘制前三名 //绘制前三名
if (CharacShow) { if (CombatInfoList) {
for (local i = 0; i< 3; i++) { for (local i = 0; i< 3; i++) {
local CharacObj = CharacShow[i]; //如果不足3个
if (i >= CombatInfoList.len()) break;
local OffsetX = 270; local OffsetX = 270;
local OffsetY = 268; local OffsetY = 268;
if (i == 1) { if (i == 1) {
@ -203,7 +234,7 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
OffsetX = 410; OffsetX = 410;
OffsetY = 268; OffsetY = 268;
} }
if (!LookingInfo || i != LookingInfo.Idx) CharacObj.Draw(X + OffsetX, Y + OffsetY); if(!LookingInfo || LookingInfo.Idx != i)CombatInfoList[i].ShowCharacter(X + OffsetX, Y + OffsetY);
} }
} }
@ -213,28 +244,32 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
Img["information_button_cn"].DrawPng(136, X + 5, Y + 295); Img["information_button_cn"].DrawPng(136, X + 5, Y + 295);
T_DrawDynamicAni(obj, "ui/selectcharacter/animation/selectcharactereffect.ani", X + 15, Y + 50, "桃花战斗力角色背景光环"); T_DrawDynamicAni(obj, "ui/selectcharacter/animation/selectcharactereffect.ani", X + 15, Y + 50, "桃花战斗力角色背景光环");
Img["main"].DrawPng(8, X + 30, Y + 160); Img["main"].DrawPng(8, X + 30, Y + 160);
LookingInfo.CharacShow.Draw(X + 80, Y + 248); // LookingInfo.CharacShow.Draw(X + 80, Y + 248);
LookingInfo.ShowCharacter(X + 80, Y + 248);
local YPosBuffer = Y - 5;
//排名
L_sq_DrawCode("排名: " + (LookingInfo.Idx + 1), X + 150, YPosBuffer + 60, sq_RGBA(230, 200, 155, 255), 0, 1);
//角色名 //角色名
L_sq_DrawCode("角色名: " + LookingInfo.Info.name, X + 150, Y + 60, sq_RGBA(230, 200, 155, 255), 0, 1); L_sq_DrawCode("角色名: " + LookingInfo.Info.name, X + 150, YPosBuffer + 78, sq_RGBA(230, 200, 155, 255), 0, 1);
//职业 //职业
L_sq_DrawCode("角色职业: " + LookingInfo.Info.jobname, X + 150, Y + 78, sq_RGBA(230, 200, 155, 255), 0, 1); L_sq_DrawCode("角色职业: " + LookingInfo.Info.jobname, X + 150, YPosBuffer+ 96, sq_RGBA(230, 200, 155, 255), 0, 1);
//等级 //等级
L_sq_DrawCode("角色等级: " + LookingInfo.Info.level, X + 150, Y + 96, sq_RGBA(230, 200, 155, 255), 0, 1); L_sq_DrawCode("角色等级: " + LookingInfo.Info.level, X + 150, YPosBuffer + 114, sq_RGBA(230, 200, 155, 255), 0, 1);
//公会名 //公会名
L_sq_DrawCode("所属公会: " + LookingInfo.Info.guildname, X + 150, Y + 114, sq_RGBA(230, 200, 155, 255), 0, 1); L_sq_DrawCode("所属公会: " + LookingInfo.Info.guildname, X + 150, YPosBuffer + 132, sq_RGBA(230, 200, 155, 255), 0, 1);
//是否在线 //是否在线
L_sq_DrawCode("当前状态: " + (LookingInfo.Info.isOnline ? "在线" : "离线"), X + 150, Y + 132, sq_RGBA(230, 200, 155, 255), 0, 1); L_sq_DrawCode("当前状态: " + (LookingInfo.Info.isOnline ? "在线" : "离线"), X + 150, YPosBuffer + 150, sq_RGBA(230, 200, 155, 255), 0, 1);
//战斗力 //战斗力
L_sq_DrawCode("战斗力: " + LookingInfo.Info.zdlS, X + 150, Y + 150, sq_RGBA(230, 200, 155, 255), 0, 1); L_sq_DrawCode("战斗力: " + LookingInfo.Info.zdlS, X + 150, YPosBuffer+ 168, sq_RGBA(230, 200, 155, 255), 0, 1);
L_sq_DrawCode("-- 基础战斗力: " + LookingInfo.Info.jczdlS, X + 150, Y + 168, sq_RGBA(179, 169, 135, 255), 0, 1); L_sq_DrawCode("-- 基础战斗力: " + LookingInfo.Info.jczdlS, X + 150, YPosBuffer + 186, sq_RGBA(179, 169, 135, 255), 0, 1);
L_sq_DrawCode(" 四维: " + LookingInfo.Info.swzldS, X + 150, Y + 186, sq_RGBA(179, 169, 135, 255), 0, 1); L_sq_DrawCode(" 四维: " + LookingInfo.Info.swzldS, X + 150, YPosBuffer + 204, sq_RGBA(179, 169, 135, 255), 0, 1);
L_sq_DrawCode(" 三攻: " + LookingInfo.Info.sgzldS, X + 150, Y + 204, sq_RGBA(179, 169, 135, 255), 0, 1); L_sq_DrawCode(" 三攻: " + LookingInfo.Info.sgzldS, X + 150, YPosBuffer + 222, sq_RGBA(179, 169, 135, 255), 0, 1);
L_sq_DrawCode(" 属强: " + LookingInfo.Info.sqzldS, X + 150, Y + 222, sq_RGBA(179, 169, 135, 255), 0, 1); L_sq_DrawCode(" 属强: " + LookingInfo.Info.sqzldS, X + 150, YPosBuffer + 240, sq_RGBA(179, 169, 135, 255), 0, 1);
L_sq_DrawCode(" 其他: " + LookingInfo.Info.qtzldS, X + 150, Y + 240, sq_RGBA(179, 169, 135, 255), 0, 1); L_sq_DrawCode(" 其他: " + LookingInfo.Info.qtzldS, X + 150, YPosBuffer + 258, sq_RGBA(179, 169, 135, 255), 0, 1);
L_sq_DrawCode("-- 魂石战斗力: " + LookingInfo.Info.fstS, X + 150, Y + 258, sq_RGBA(179, 169, 135, 255), 0, 1); L_sq_DrawCode("-- 魂石战斗力: " + LookingInfo.Info.fstS, X + 150, YPosBuffer + 276, sq_RGBA(179, 169, 135, 255), 0, 1);
} }
} }
@ -256,6 +291,35 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
} }
} }
releaseClip(); //裁切结束 releaseClip(); //裁切结束
if (GuildInfoList) {
for (local i = 0; i< 3; i++) {
if (GuildInfoList.len() <= i) break;
local OffsetX = 270;
local OffsetY = 268;
if (i == 1) {
OffsetX = 130;
OffsetY = 268;
}
if (i == 2) {
OffsetX = 410;
OffsetY = 268;
}
local Object = GuildInfoList[i];
local GuildId = Object.Info.guildId;
if (GuildFlagData.rawin(GuildId)) {
local Info = GuildFlagData[GuildId];
if (!GuildFlagImgMap.rawin(Info[0])) {
GuildFlagImgMap[Info[0]] <- Rindro_Image(Info[0]);
}
GuildFlagImgMap[Info[0]].DrawPng(0, X + OffsetX, Y + OffsetY);
} else {
Img["main"].DrawPng(3, X + OffsetX, Y + OffsetY);
}
}
}
} }
} }
@ -317,10 +381,12 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
//上传自身战斗力 //上传自身战斗力
//时装 帽子 头部 脸 上衣 下装 鞋子 胸部 腰部 皮肤 光环 //时装 帽子 头部 脸 上衣 下装 鞋子 胸部 腰部 皮肤 光环
// AvatarInfoIdx = [0x3038, 0x3010, 0x3014, 0x3018, 0x301c, 0x3020, 0x3024, 0x3028, 0x302c, 0x3034];
AvatarInfoIdx = [0x3038, 0x3010, 0x3014, 0x3018, 0x301c, 0x3020, 0x3024, 0x3028, 0x302c, 0x3030, 0x3034]; AvatarInfoIdx = [0x3038, 0x3010, 0x3014, 0x3018, 0x301c, 0x3020, 0x3024, 0x3028, 0x302c, 0x3030, 0x3034];
creInfoIdx = [0x3068, 0x306C, 0x3070, 0x3074]; creInfoIdx = [0x3068, 0x306C, 0x3070, 0x3074];
function UploadYourOwnCombatPower() { function UploadYourOwnCombatPower() {
if (sq_GetCurrentModuleType() != 1) return;
local obj = sq_GetMyMasterCharacter(); local obj = sq_GetMyMasterCharacter();
if (!obj) return; if (!obj) return;
local C_Object = L_sq_RA(0x1ab7cdc); local C_Object = L_sq_RA(0x1ab7cdc);
@ -334,6 +400,20 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
local ExIndex = L_sq_RA(AvatarEquiAddress + 0x13E0); local ExIndex = L_sq_RA(AvatarEquiAddress + 0x13E0);
Ab.append(NormalIndex); Ab.append(NormalIndex);
Ab.append(ExIndex); Ab.append(ExIndex);
//皮肤默认给默认皮肤 这里先注释
// if (offset == 0x3030) {
// if (sq_getJob(obj) == 0) Ab = [42200, 0];
// else if (sq_getJob(obj) == 1) Ab = [46200, 0];
// else if (sq_getJob(obj) == 2) Ab = [50200, 0];
// else if (sq_getJob(obj) == 3) Ab = [54200, 0];
// else if (sq_getJob(obj) == 4) Ab = [58200, 0];
// else if (sq_getJob(obj) == 5) Ab = [1680000, 0];
// else if (sq_getJob(obj) == 6) Ab = [1800000, 0];
// else if (sq_getJob(obj) == 7) Ab = [29205, 0];
// else if (sq_getJob(obj) == 8) Ab = [2150000, 0];
// else if (sq_getJob(obj) == 9) Ab = [42200, 0];
// else if (sq_getJob(obj) == 10) Ab = [2190081, 0];
// }
avataritemsbuf.append(Ab); avataritemsbuf.append(Ab);
} else { } else {
local Ab = []; local Ab = [];
@ -473,6 +553,7 @@ class TH_CombatRankC_Item {
this.Type = Type; this.Type = Type;
} }
function Show(X, Y) { function Show(X, Y) {
if (Idx< 3) { if (Idx< 3) {
@ -530,6 +611,22 @@ class TH_CombatRankC_Item {
} }
} }
function ShowCharacter(X, Y) {
//没有正在查看的对象的时候才绘制人物
// if (!Parent.LookingInfo) {
if(!CharacShow)StructureCharacAni();
CharacShow.Draw(X, Y);
// }
}
function StructureCharacAni() {
local AvaList = [];
foreach(Ava in Info.avaS) {
if (Ava != 0) AvaList.append(Ava);
}
CharacShow = Rindro_Draw_Character(Info.job.tointeger(), AvaList, "rest.ani", null);
}
function OnMouseLbDown(X, Y) { function OnMouseLbDown(X, Y) {
if (this.Type == 0) { if (this.Type == 0) {
if (Y <= (Parent.Y + 316 + 196) && Y >= (Parent.Y + 316)) { if (Y <= (Parent.Y + 316 + 196) && Y >= (Parent.Y + 316)) {
@ -537,4 +634,4 @@ class TH_CombatRankC_Item {
} }
} }
} }
} }