战力排行榜增加自己战力信息和返回按钮
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eaa260bce6
commit
b336d61914
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@ -28,14 +28,16 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
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CombatInfoList = null;
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//个人奖励集合
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PersonReward = null;
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//个人排行人物
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CharacShow = null;
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//查看中的详细个人信息
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LookingInfo = null;
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//我的战力
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MyCombat = null;
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//公会奖励集合
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GuildReward = null;
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GuildFlagData = null;
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GuildFlagImgMap = null;
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//公会战力集合
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GuildInfoList = null;
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@ -82,28 +84,30 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
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local Jso = Json.Decode(Chunk);
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GuildReward = Jso["config"];
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GuildFlagData = {};
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GuildFlagImgMap = {};
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foreach(object in Jso["config2"]) {
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GuildFlagData.rawset(object.guildId, [object.img, object.imgid]);
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}
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}.bindenv(this));
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//查询个人战力排行榜包
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RegisterPack(20096004, function(Chunk) {
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local Jso = Json.Decode(Chunk);
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local ranking = Jso.ranking;
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CombatInfoList = [];
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CharacShow = [];
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foreach(Pos, Info in ranking) {
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local CharacDraw = Rindro_Draw_Character(Info.job.tointeger(), Info.avaS, "rest.ani", null)
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CharacShow.append(CharacDraw);
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//补全默认公会
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if (!Info.rawin("guildname")) Info.guildname <- "无公会";
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//构造显示对象
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local Buf = TH_CombatRankC_Item(this, Pos, Info, 0);
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Buf.CharacShow = CharacDraw;
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CombatInfoList.append(Buf);
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}
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//构造我自己
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if(!Jso.my.rawin("guildname")) Jso.my.guildname <- "无公会";
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MyCombat = TH_CombatRankC_Item(this, 900, Jso.my, 0);
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MyCombat.Idx = Jso.on - 1;
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}.bindenv(this));
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RegisterPack(20096006, function(Chunk) {
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@ -120,10 +124,18 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
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CheckGuildCombatPower();
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UploadYourOwnCombatPower();
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}
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function RegisterWidget() {
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//返回按钮
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local ReturnButton = LenheartNewUI_BaseButton(506, 6, 11, 12, "interface/lenheartwindowcommon.img", 540);
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ReturnButton.OnClick = function() {
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LookingInfo = null;
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}.bindenv(this);
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Childrens.append(ReturnButton);
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//关闭按钮
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local CloseButton = LenheartNewUI_BaseButton(521, 2, 11, 12, "interface/lenheartwindowcommon.img", 276);
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CloseButton.OnClick = function() {
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@ -139,7 +151,9 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
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FuncTabbar1.OnClick = function() {
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TitleButtonList[1].State = 0;
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TitleButtonList[0].State = 1;
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TitleButtonList[2].State = 0;
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Page = 0;
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LookingInfo = null;
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ScrollBar.Reset();
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}.bindenv(this);
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TitleButtonList.append(FuncTabbar1);
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@ -150,11 +164,26 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
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FuncTabbar2.OnClick = function() {
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TitleButtonList[0].State = 0;
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TitleButtonList[1].State = 1;
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TitleButtonList[2].State = 0;
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Page = 1;
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LookingInfo = null;
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ScrollBar.Reset();
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}.bindenv(this);
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TitleButtonList.append(FuncTabbar2);
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local FuncTabbar3 = LenheartNewUI_TabbarsText(476, 23, "我的战力");
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FuncTabbar3.SetTextOffset(8, 4);
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AddChild(FuncTabbar3);
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FuncTabbar3.OnClick = function() {
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TitleButtonList[0].State = 0;
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TitleButtonList[1].State = 0;
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TitleButtonList[2].State = 1;
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Page = 0;
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LookingInfo = MyCombat;
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ScrollBar.Reset();
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}.bindenv(this);
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TitleButtonList.append(FuncTabbar3);
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ScrollBar = Yosin_ScrollBar(530, 315, 198, 50);
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ScrollBar.SetParent(this);
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ScrollBar.SetStep(20 / 100.0);
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@ -190,9 +219,11 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
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releaseClip(); //裁切结束
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//绘制前三名
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if (CharacShow) {
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if (CombatInfoList) {
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for (local i = 0; i< 3; i++) {
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local CharacObj = CharacShow[i];
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//如果不足3个
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if (i >= CombatInfoList.len()) break;
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local OffsetX = 270;
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local OffsetY = 268;
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if (i == 1) {
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@ -203,7 +234,7 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
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OffsetX = 410;
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OffsetY = 268;
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}
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if (!LookingInfo || i != LookingInfo.Idx) CharacObj.Draw(X + OffsetX, Y + OffsetY);
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if(!LookingInfo || LookingInfo.Idx != i)CombatInfoList[i].ShowCharacter(X + OffsetX, Y + OffsetY);
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}
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}
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@ -213,28 +244,32 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
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Img["information_button_cn"].DrawPng(136, X + 5, Y + 295);
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T_DrawDynamicAni(obj, "ui/selectcharacter/animation/selectcharactereffect.ani", X + 15, Y + 50, "桃花战斗力角色背景光环");
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Img["main"].DrawPng(8, X + 30, Y + 160);
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LookingInfo.CharacShow.Draw(X + 80, Y + 248);
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// LookingInfo.CharacShow.Draw(X + 80, Y + 248);
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LookingInfo.ShowCharacter(X + 80, Y + 248);
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local YPosBuffer = Y - 5;
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//排名
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L_sq_DrawCode("排名: " + (LookingInfo.Idx + 1), X + 150, YPosBuffer + 60, sq_RGBA(230, 200, 155, 255), 0, 1);
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//角色名
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L_sq_DrawCode("角色名: " + LookingInfo.Info.name, X + 150, Y + 60, sq_RGBA(230, 200, 155, 255), 0, 1);
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L_sq_DrawCode("角色名: " + LookingInfo.Info.name, X + 150, YPosBuffer + 78, sq_RGBA(230, 200, 155, 255), 0, 1);
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//职业
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L_sq_DrawCode("角色职业: " + LookingInfo.Info.jobname, X + 150, Y + 78, sq_RGBA(230, 200, 155, 255), 0, 1);
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L_sq_DrawCode("角色职业: " + LookingInfo.Info.jobname, X + 150, YPosBuffer+ 96, sq_RGBA(230, 200, 155, 255), 0, 1);
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//等级
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L_sq_DrawCode("角色等级: " + LookingInfo.Info.level, X + 150, Y + 96, sq_RGBA(230, 200, 155, 255), 0, 1);
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L_sq_DrawCode("角色等级: " + LookingInfo.Info.level, X + 150, YPosBuffer + 114, sq_RGBA(230, 200, 155, 255), 0, 1);
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//公会名
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L_sq_DrawCode("所属公会: " + LookingInfo.Info.guildname, X + 150, Y + 114, sq_RGBA(230, 200, 155, 255), 0, 1);
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L_sq_DrawCode("所属公会: " + LookingInfo.Info.guildname, X + 150, YPosBuffer + 132, sq_RGBA(230, 200, 155, 255), 0, 1);
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//是否在线
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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);
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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);
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//战斗力
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L_sq_DrawCode("战斗力: " + LookingInfo.Info.zdlS, X + 150, Y + 150, sq_RGBA(230, 200, 155, 255), 0, 1);
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L_sq_DrawCode("-- 基础战斗力: " + LookingInfo.Info.jczdlS, X + 150, Y + 168, sq_RGBA(179, 169, 135, 255), 0, 1);
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L_sq_DrawCode(" 四维: " + LookingInfo.Info.swzldS, X + 150, Y + 186, sq_RGBA(179, 169, 135, 255), 0, 1);
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L_sq_DrawCode(" 三攻: " + LookingInfo.Info.sgzldS, X + 150, Y + 204, sq_RGBA(179, 169, 135, 255), 0, 1);
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L_sq_DrawCode(" 属强: " + LookingInfo.Info.sqzldS, X + 150, Y + 222, sq_RGBA(179, 169, 135, 255), 0, 1);
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L_sq_DrawCode(" 其他: " + LookingInfo.Info.qtzldS, X + 150, Y + 240, sq_RGBA(179, 169, 135, 255), 0, 1);
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L_sq_DrawCode("战斗力: " + LookingInfo.Info.zdlS, X + 150, YPosBuffer+ 168, sq_RGBA(230, 200, 155, 255), 0, 1);
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L_sq_DrawCode("-- 基础战斗力: " + LookingInfo.Info.jczdlS, X + 150, YPosBuffer + 186, sq_RGBA(179, 169, 135, 255), 0, 1);
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L_sq_DrawCode(" 四维: " + LookingInfo.Info.swzldS, X + 150, YPosBuffer + 204, sq_RGBA(179, 169, 135, 255), 0, 1);
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L_sq_DrawCode(" 三攻: " + LookingInfo.Info.sgzldS, X + 150, YPosBuffer + 222, sq_RGBA(179, 169, 135, 255), 0, 1);
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L_sq_DrawCode(" 属强: " + LookingInfo.Info.sqzldS, X + 150, YPosBuffer + 240, sq_RGBA(179, 169, 135, 255), 0, 1);
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L_sq_DrawCode(" 其他: " + LookingInfo.Info.qtzldS, X + 150, YPosBuffer + 258, sq_RGBA(179, 169, 135, 255), 0, 1);
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L_sq_DrawCode("-- 魂石战斗力: " + LookingInfo.Info.fstS, X + 150, Y + 258, sq_RGBA(179, 169, 135, 255), 0, 1);
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L_sq_DrawCode("-- 魂石战斗力: " + LookingInfo.Info.fstS, X + 150, YPosBuffer + 276, sq_RGBA(179, 169, 135, 255), 0, 1);
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}
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}
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@ -256,6 +291,35 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
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}
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}
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releaseClip(); //裁切结束
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if (GuildInfoList) {
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for (local i = 0; i< 3; i++) {
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if (GuildInfoList.len() <= i) break;
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local OffsetX = 270;
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local OffsetY = 268;
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if (i == 1) {
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OffsetX = 130;
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OffsetY = 268;
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}
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if (i == 2) {
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OffsetX = 410;
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OffsetY = 268;
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}
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local Object = GuildInfoList[i];
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local GuildId = Object.Info.guildId;
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if (GuildFlagData.rawin(GuildId)) {
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local Info = GuildFlagData[GuildId];
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if (!GuildFlagImgMap.rawin(Info[0])) {
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GuildFlagImgMap[Info[0]] <- Rindro_Image(Info[0]);
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}
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GuildFlagImgMap[Info[0]].DrawPng(0, X + OffsetX, Y + OffsetY);
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} else {
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Img["main"].DrawPng(3, X + OffsetX, Y + OffsetY);
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}
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}
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}
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}
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}
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@ -317,10 +381,12 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
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//上传自身战斗力
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//时装 帽子 头部 脸 上衣 下装 鞋子 胸部 腰部 皮肤 光环
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// AvatarInfoIdx = [0x3038, 0x3010, 0x3014, 0x3018, 0x301c, 0x3020, 0x3024, 0x3028, 0x302c, 0x3034];
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AvatarInfoIdx = [0x3038, 0x3010, 0x3014, 0x3018, 0x301c, 0x3020, 0x3024, 0x3028, 0x302c, 0x3030, 0x3034];
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creInfoIdx = [0x3068, 0x306C, 0x3070, 0x3074];
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function UploadYourOwnCombatPower() {
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if (sq_GetCurrentModuleType() != 1) return;
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local obj = sq_GetMyMasterCharacter();
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if (!obj) return;
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local C_Object = L_sq_RA(0x1ab7cdc);
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@ -334,6 +400,20 @@ class TH_CombatRankC extends LenheartNewUI_Windows {
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local ExIndex = L_sq_RA(AvatarEquiAddress + 0x13E0);
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Ab.append(NormalIndex);
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Ab.append(ExIndex);
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//皮肤默认给默认皮肤 这里先注释
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// if (offset == 0x3030) {
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// if (sq_getJob(obj) == 0) Ab = [42200, 0];
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// else if (sq_getJob(obj) == 1) Ab = [46200, 0];
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// else if (sq_getJob(obj) == 2) Ab = [50200, 0];
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// else if (sq_getJob(obj) == 3) Ab = [54200, 0];
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// else if (sq_getJob(obj) == 4) Ab = [58200, 0];
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// else if (sq_getJob(obj) == 5) Ab = [1680000, 0];
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// else if (sq_getJob(obj) == 6) Ab = [1800000, 0];
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// else if (sq_getJob(obj) == 7) Ab = [29205, 0];
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// else if (sq_getJob(obj) == 8) Ab = [2150000, 0];
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// else if (sq_getJob(obj) == 9) Ab = [42200, 0];
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// else if (sq_getJob(obj) == 10) Ab = [2190081, 0];
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// }
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avataritemsbuf.append(Ab);
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} else {
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local Ab = [];
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@ -473,6 +553,7 @@ class TH_CombatRankC_Item {
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this.Type = Type;
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}
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function Show(X, Y) {
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if (Idx< 3) {
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@ -530,6 +611,22 @@ class TH_CombatRankC_Item {
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}
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}
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function ShowCharacter(X, Y) {
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//没有正在查看的对象的时候才绘制人物
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// if (!Parent.LookingInfo) {
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if(!CharacShow)StructureCharacAni();
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CharacShow.Draw(X, Y);
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// }
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}
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function StructureCharacAni() {
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local AvaList = [];
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foreach(Ava in Info.avaS) {
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if (Ava != 0) AvaList.append(Ava);
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}
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CharacShow = Rindro_Draw_Character(Info.job.tointeger(), AvaList, "rest.ani", null);
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}
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function OnMouseLbDown(X, Y) {
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if (this.Type == 0) {
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if (Y <= (Parent.Y + 316 + 196) && Y >= (Parent.Y + 316)) {
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@ -537,4 +634,4 @@ class TH_CombatRankC_Item {
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}
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}
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}
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}
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}
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