Sqr/Plugins/Medal/Medal.nut

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/*
文件名:Medal.nut
路径:Plugins/Medal/Medal.nut
创建日期:2022-12-18 05:53
文件用途:勋章系统文件
*/
//TabTextButtonPro按钮类
class TabTextButtonPro extends BasicsDrawTool // obj -- 按钮名称 -- X坐标 -- Y坐标 -- Ani调用路径 -- 宽度 -- 高度
{
obj = null; //Obj对象
State = 0; //按钮状态
ClickEnble = false; //点击效果
ButtonDynamic = false; //动态按钮效果
SwitchState = false; //复选框是否选中
str = null;
strx = null;
stry = null;
CustomClickEnble = false; //自定义点击效果
CustomClickAnifile = null; //自定义点击效果Ani路径
CustomButtonName = null; //自定义点击效果名称
CustomClickFrame = null; //自定义点击效果Ani编号
CustomClickx = null; //自定义点击效果X坐标
CustomClicky = null; //自定义点击效果Y坐标
RectEnble = false; //悬停效果
RectButtonName = null; //悬停名称
RectBaseAnifile = null; //悬停Ani路径
RectFrame = null; //非动态按钮的悬停调用Ani编号
Rectx = null; //悬停X坐标
Recty = null; //悬停Y坐标
ButtonName = null; //按钮名称
x = null; //X坐标
y = null; //Y坐标
BaseAnifile = null; //调用Ani路径
BaseAnifileFrame = null; //调用的Ani帧数
width = null; //可点击宽度
length = null; //可点击高度
//构造函数
constructor(gObj, gButtonName, gX, gY, gAnifile, gBaseAnifileFrame, gWidth, gLength, gstr, gstrx, gstry) {
obj = gObj;
ButtonName = gButtonName;
x = gX;
y = gY;
BaseAnifile = gAnifile;
BaseAnifileFrame = gBaseAnifileFrame;
width = gWidth;
length = gLength;
str = gstr;
strx = gstrx;
stry = gstry;
}
//绘制按钮
function Show() {
if (ClickEnble) //是否开启点击效果
{
if (isLBDown() && State == 0) //按下左键并且按钮处于弹起状态
{
State = 1; //按键进入按下状态
//++y;
}
if (!isLBDown() && State == 1) //按下左键并且按钮处于弹起状态
{
State = 0; //按键进入弹起状态
//--y;
}
}
if (CustomClickEnble) //是否开启自定义点击效果
{
if (isLBDown() && SwitchState == false) //按下左键并且按钮处于弹起状态
{
if (!ButtonDynamic) T_DrawStayAni(obj, CustomClickAnifile, CustomClickx, CustomClicky, CustomClickFrame, CustomButtonName);
else T_DrawDynamicAni(obj, CustomClickAnifile, CustomClickx, CustomClicky, CustomButtonName);
L_sq_DrawCode(str, CustomClickx + strx, CustomClicky + stry, sq_RGBA(255, 255, 184, 250), 1, 1);
}
}
if (RectEnble && SwitchState == false) //开启悬停效果时
{
if ((isInRect()) || (isInRect() && !CustomClickEnble)) //如果鼠标悬停的时候 并且没有点击的时候
{
//IMouse.SetMouseTask(44);
if (!ButtonDynamic) T_DrawStayAni(obj, RectBaseAnifile, Rectx, Recty, RectFrame, RectButtonName);
else T_DrawDynamicAni(obj, RectBaseAnifile, Rectx, Recty, RectButtonName);
L_sq_DrawCode(str, CustomClickx + strx, CustomClicky + stry, sq_RGBA(255, 255, 184, 250), 1, 1);
}
}
if (!isInRect() && !SwitchState) //如果鼠标没有悬停的时候
{
//IMouse.SetMouseTask(0);
if (!ButtonDynamic) T_DrawStayAni(obj, BaseAnifile, x, y, BaseAnifileFrame, ButtonName);
else T_DrawDynamicAni(obj, BaseAnifile, x, y, ButtonName);
L_sq_DrawCode(str, CustomClickx + strx, CustomClicky + stry, sq_RGBA(221, 197, 147, 250), 1, 1);
}
if (SwitchState) {
if (!ButtonDynamic) T_DrawStayAni(obj, CustomClickAnifile, CustomClickx, CustomClicky, CustomClickFrame, CustomButtonName);
else T_DrawDynamicAni(obj, CustomClickAnifile, CustomClickx, CustomClicky, CustomButtonName);
L_sq_DrawCode(str, CustomClickx + strx, CustomClicky + stry, sq_RGBA(255, 255, 184, 250), 1, 1);
}
}
//设置自定义点击效果
function SetCustomClickEnble(bool, gButtonName, gX, gY, gAnifile, gFrame) {
CustomClickEnble = bool; //自定义点击效果
CustomClickAnifile = gAnifile; //自定义点击效果Ani路径
CustomButtonName = gButtonName; //自定义点击效果名称
CustomClickFrame = gFrame; //自定义点击效果Ani编号
CustomClickx = gX; //自定义点击效果X坐标
CustomClicky = gY; //自定义点击效果Y坐标
}
//设置悬停效果
function SetRectEnble(bool, gButtonName, gX, gY, gAnifile, gFrame) {
RectEnble = bool; //悬停效果
RectButtonName = gButtonName; //悬停名称
RectBaseAnifile = gAnifile; //悬停Ani路径
RectFrame = gFrame; //非动态按钮的悬停调用Ani编号
Rectx = gX; //悬停X坐标
Recty = gY; //悬停Y坐标
}
//设置动态按钮
function SetClickEnble(bool) {
ButtonDynamic = bool;
}
//设置点击效果
function SetClickEnble(bool) {
ClickEnble = bool;
}
//悬停状态
function isInRect() {
if (sq_IsIntersectRect(IMouse.GetXPos(), IMouse.GetYPos(), 5, 5, x, y, width, length)) return true;
else return false;
}
//左键按下状态
function isLBDown() {
if (isInRect() && IMouse.GetLButton() == 1) return true;
else return false;
}
//左键弹起状态
function isLBUp() {
if (isInRect() && IMouse.GetLButton() == 0) return true;
else return false;
}
//左键双击状态
function IsLBDoubleClick() {
if (isInRect() && IMouse.GetLButton() == 64) return true;
else return false;
}
//左键单击状态
function isLBActive() {
if (isInRect() && IMouse.isButtonUpEvent()) return true;
else return false;
}
}
//HudPro按钮类
class MedalButtonPro extends BasicsDrawTool // obj -- 按钮名称 -- X坐标 -- Y坐标 -- Ani调用路径 -- 宽度 -- 高度
{
obj = null; //Obj对象
State = 0; //按钮状态
ClickEnble = false; //点击效果
ButtonDynamic = false; //动态按钮效果
BaseFrame = null;
CustomClickEnble = false; //自定义点击效果
CustomClickAnifile = null; //自定义点击效果Ani路径
CustomButtonName = null; //自定义点击效果名称
CustomClickFrame = null; //自定义点击效果Ani编号
CustomClickx = null; //自定义点击效果X坐标
CustomClicky = null; //自定义点击效果Y坐标
RectEnble = false; //悬停效果
RectButtonName = null; //悬停名称
RectBaseAnifile = null; //悬停Ani路径
RectFrame = null; //非动态按钮的悬停调用Ani编号
Rectx = null; //悬停X坐标
Recty = null; //悬停Y坐标
ButtonName = null; //按钮名称
x = null; //X坐标
y = null; //Y坐标
BaseAnifile = null; //调用Ani路径
width = null; //可点击宽度
length = null; //可点击高度
//构造函数
constructor(gObj, gButtonName, gX, gY, gAnifile, gWidth, gLength, gBaseFrame) {
obj = gObj;
ButtonName = gButtonName;
x = gX;
y = gY;
BaseAnifile = gAnifile;
width = gWidth;
length = gLength;
BaseFrame = gBaseFrame;
}
//绘制按钮
function Show() {
if (ClickEnble) //是否开启点击效果
{
if (isLBDown() && State == 0) //按下左键并且按钮处于弹起状态
{
State = 1; //按键进入按下状态
++y;
}
if (!isLBDown() && State == 1) //按下左键并且按钮处于弹起状态
{
State = 0; //按键进入弹起状态
--y;
}
}
if (CustomClickEnble) //是否开启自定义点击效果
{
if (isLBDown()) //按下左键并且按钮处于弹起状态
{
if (!ButtonDynamic) T_DrawStayAni(obj, CustomClickAnifile, CustomClickx, CustomClicky, CustomClickFrame, CustomButtonName);
else T_DrawDynamicAni(obj, CustomClickAnifile, CustomClickx, CustomClicky, CustomButtonName);
}
}
if (RectEnble) //开启悬停效果时
{
if ((isInRect() && !isLBDown()) || (isInRect() && !CustomClickEnble)) //如果鼠标悬停的时候 并且没有点击的时候
{
//IMouse.SetMouseTask(44);
if (!ButtonDynamic) T_DrawStayAni(obj, RectBaseAnifile, Rectx, Recty, RectFrame, RectButtonName);
else T_DrawDynamicAni(obj, RectBaseAnifile, Rectx, Recty, RectButtonName);
}
}
if (!isInRect()) //如果鼠标没有悬停的时候
{
//IMouse.SetMouseTask(0);
if (!ButtonDynamic) T_DrawStayAni(obj, BaseAnifile, x, y, BaseFrame, ButtonName);
else T_DrawDynamicAni(obj, BaseAnifile, x, y, ButtonName);
}
}
//设置自定义点击效果
function SetCustomClickEnble(bool, gButtonName, gX, gY, gAnifile, gFrame) {
CustomClickEnble = bool; //自定义点击效果
CustomClickAnifile = gAnifile; //自定义点击效果Ani路径
CustomButtonName = gButtonName; //自定义点击效果名称
CustomClickFrame = gFrame; //自定义点击效果Ani编号
CustomClickx = gX; //自定义点击效果X坐标
CustomClicky = gY; //自定义点击效果Y坐标
}
//设置悬停效果
function SetRectEnble(bool, gButtonName, gX, gY, gAnifile, gFrame) {
RectEnble = bool; //悬停效果
RectButtonName = gButtonName; //悬停名称
RectBaseAnifile = gAnifile; //悬停Ani路径
RectFrame = gFrame; //非动态按钮的悬停调用Ani编号
Rectx = gX; //悬停X坐标
Recty = gY; //悬停Y坐标
}
//设置动态按钮
function SetClickEnble(bool) {
ButtonDynamic = bool;
}
//设置点击效果
function SetClickEnble(bool) {
ClickEnble = bool;
}
//悬停状态
function isInRect() {
if (sq_IsIntersectRect(IMouse.GetXPos(), IMouse.GetYPos(), 5, 5, x, y, width, length)) return true;
else return false;
}
//左键按下状态
function isLBDown() {
if (isInRect() && IMouse.GetLButton() == 1) return true;
else return false;
}
//左键弹起状态
function isLBUp() {
if (isInRect() && IMouse.GetLButton() == 0) return true;
else return false;
}
//左键双击状态
function IsLBDoubleClick() {
if (isInRect() && IMouse.GetLButton() == 64) return true;
else return false;
}
//左键单击状态
function isLBActive() {
if (isInRect() && IMouse.isButtonUpEvent()) return true;
else return false;
}
}
class MedalItem extends BasicsDrawTool {
X = null;
Y = null;
ItemId = null;
Attribute = null;
MCount = 0;
Rarity = null;
TabName = ["名称: ",
"强化等级: ",
"力量 +",
"体力 +",
"智力 +",
"精神 +",
"独立攻击力 +",
"物理攻击力 +",
"魔法攻击力 +",
"物理防御 +",
"魔法防御 +",
"移动速度 +",
"攻击速度 +",
"释放速度 +",
"物理暴击 +",
"魔法暴击 +",
"命中率 +",
"光属性强化 +",
"暗属性强化 +",
"水属性强化 +",
"火属性强化 +",
"全属性强化 +"
]
constructor(Id, attribute, rarity) {
ItemId = Id;
Attribute = attribute;
Rarity = rarity;
}
//绘制悬停
function DrawHover(obj) {
local dx;
local dy;
local line = Attribute.len() - 3; //减去名字 强化之类的偏移
//悬停界面总高度计算
{
local X1 = 0; //防御力线偏移
local X2 = 0; //四维和三攻线偏移
local X3 = 0; //三速线偏移
local X4 = 0; //属强线偏移
local X5 = 0; //全属强线偏移
MCount = 0;
for (local y = 0; y < Attribute.len(); y++) {
local gType = Attribute[y][0];
//防御力
if (gType == 9 || gType == 10) X1 = 1;
//四维和三攻
if (gType >= 2 && gType <= 8) X2 = 1;
//三速
if (gType >= 11 && gType <= 16) X3 = 1;
//属强
if (gType >= 17 && gType <= 20) X4 = 1;
//全属强
if (gType == 21) X5 = 1;
//守护珠数量
if (gType >= 22 && gType <= 25) MCount++;
}
line = line + X1 + X2 + X3 + X4 + X5 + 1 - MCount; //总共需要的长度
}
//界面是否靠近边界偏移计算
{
if ((800 - X) >= 216) dx = X;
else dx = X - (216 - (800 - X));
local needY = 19 + (line * 14) + 19;
if ((600 - Y) >= needY) dy = Y;
else dy = Y - (needY - (600 - Y));
dx -= 25;
dy -= 25;
}
//主界面绘制
{
//绘制顶
T_DrawStayAni(obj, "common/medal/main.ani", dx, dy, 25, "MedalItemInfoMainTop");
//绘制线
T_DrawStayAni(obj, "common/medal/main.ani", dx, dy + 19, 26, "MedalItemInfoMainXian");
//绘制中
for (local i = 0; i < line; i++) {
T_DrawStayAni(obj, "common/medal/main.ani", dx, dy + 19 + 14 + (i * 14), 27, "MedalItemInfoMainZhong");
}
//绘制底
T_DrawStayAni(obj, "common/medal/main.ani", dx, dy + 19 + 14 + (line * 14), 28, "MedalItemInfoMainDi");
if (MCount > 0) L_sq_DrawCode("[ 已镶嵌守护珠: " + MCount + " ]", dx + 6, dy + 19 + 16 + (line * 14), sq_RGBA(255, 177, 0, 250), 1, 1);
}
//获取颜色
local Colorobj = getroottable()["MedalObj"].ColorArr[Rarity];
local RGBADATA = sq_RGBA(Colorobj[0], Colorobj[1], Colorobj[2], Colorobj[3]);
//绘制名字
L_sq_DrawCode(Attribute[0][1], dx + 6, dy + 6, RGBADATA, 1, 1);
//绘制强化等级
if (Attribute[1][1] != 0) L_sq_DrawCode("强化等级: " + Attribute[1][1], dx + 140, dy + 6, sq_RGBA(255, 177, 0, 250), 1, 1);
//线的数量
local XianCount = 0;
local FYS = false; //防御属性是否绘制判断
local SWS = false; //四维属性是否绘制判断
local SGS = false; //三攻属性是否绘制判断
local SSS = false; //三速属性是否绘制判断
local SQS = false; //属强属性是否绘制判断
local cx = dx + 6; //起始点偏移(要从名字下面的线开始绘制)
local cy = dy + 20; //起始点偏移(要从名字下面的线开始绘制)
local o = 2; //属性剔除前2无用属性
local RGBA; //根据不同的属性绘制不同颜色字体
//防御属性
for (; o < Attribute.len(); o++) {
local gType = Attribute[o][0];
//如果不属于防御属性就终止
if (gType != 9 && gType != 10) break;
RGBA = sq_RGBA(119, 110, 95, 250);
local gTabName = TabName[gType];
local gValue = Attribute[o][1];
L_sq_DrawCode(gTabName + gValue.tostring(), cx, cy + ((o - 1) * 15), RGBA, 1, 1);
FYS = true;
if (o == (Attribute.len() - 1 - MCount)) return;
}
//绘制线
if (FYS) {
T_DrawStayAni(obj, "common/medal/main.ani", dx, cy + ((o - 1) * 15) + (XianCount * 14), 29, "MedalItemInfoMainXianT");
XianCount++;
}
//四维属性
for (; o < Attribute.len(); o++) {
local gType = Attribute[o][0];
//如果不属于四维属性就终止
if (gType < 2 || gType > 5) break;
RGBA = sq_RGBA(141, 140, 109, 250);
local gTabName = TabName[gType];
local gValue = Attribute[o][1];
L_sq_DrawCode(gTabName + gValue.tostring(), cx, cy + (XianCount * 14) + ((o - 1) * 15), RGBA, 1, 1);
SWS = true;
if (o == (Attribute.len() - 1 - MCount)) return;
}
//三攻属性
for (; o < Attribute.len(); o++) {
local gType = Attribute[o][0];
//如果不属于三攻属性就终止
if (gType < 6 || gType > 8) break;
RGBA = sq_RGBA(255, 255, 216, 200);
local gTabName = TabName[gType];
local gValue = Attribute[o][1];
L_sq_DrawCode(gTabName + gValue.tostring(), cx, cy + (XianCount * 14) + ((o - 1) * 15), RGBA, 1, 1);
SGS = true;
if (o == (Attribute.len() - 1 - MCount)) return;
}
if ((SGS || SWS) && (o < Attribute.len())) {
//绘制线
T_DrawStayAni(obj, "common/medal/main.ani", dx, cy + (XianCount * 14) + ((o - 1) * 15), 29, "MedalItemInfoMainXianT");
XianCount++;
}
//三速属性
for (; o < Attribute.len(); o++) {
local gType = Attribute[o][0];
//如果不属于三速属性就终止
if (gType < 11 || gType > 16) break;
RGBA = sq_RGBA(166, 215, 136, 250);
local gTabName = TabName[gType];
local gValue = Attribute[o][1].tofloat() / 10.0;
L_sq_DrawCode(gTabName + gValue.tostring() + "%", cx, cy + (XianCount * 14) + ((o - 1) * 15), RGBA, 1, 1);
SSS = true;
if (o == (Attribute.len() - 1 - MCount)) return;
}
if (SSS) {
//绘制线
T_DrawStayAni(obj, "common/medal/main.ani", dx, cy + (XianCount * 14) + ((o - 1) * 15), 29, "MedalItemInfoMainXianT");
XianCount++;
}
//属强属性
for (; o < Attribute.len(); o++) {
local gType = Attribute[o][0];
//如果不属于属强属性就终止
if (gType < 17 || gType > 20) break;
RGBA = sq_RGBA(240, 230, 135, 250);
local gTabName = TabName[gType];
local gValue = Attribute[o][1];
L_sq_DrawCode(gTabName + gValue.tostring(), cx, cy + (XianCount * 14) + ((o - 1) * 15), RGBA, 1, 1);
SQS = true;
if (o == (Attribute.len() - 1 - MCount)) return;
}
if (SQS) XianCount++;
//全属强属性
for (; o < Attribute.len(); o++) {
local gType = Attribute[o][0];
//如果不属于全属强属性就终止
if (gType != 21) break;
RGBA = sq_RGBA(255, 177, 0, 250);
local gTabName = TabName[gType];
local gValue = Attribute[o][1];
L_sq_DrawCode(gTabName + gValue.tostring(), cx, cy + (XianCount * 14) + ((o - 1) * 15), RGBA, 1, 1);
if (o == (Attribute.len() - 1 - MCount)) return;
}
}
function Run(x, y) {
X = x;
Y = y;
L_Sq_DrawItem(x, y, ItemId, 1, 0, 0, 0);
}
}
class MedalSlot extends BasicsDrawTool {
Type = null;
X = null;
Y = null;
Item = null;
ItemM = null;
Select = false;
SlotName = null;
Tobj = null;
constructor(type) {
Type = type;
local RootTab = getroottable();
Tobj = RootTab["MedalObj"];
}
function IsHover() {
if (sq_IsIntersectRect(IMouse.GetXPos(), IMouse.GetYPos(), 1, 1, X, Y, 28, 28)) {
//因为拖拽的时候会有两个重叠 所以要判断不是当前拿着的物品
if (Tobj.MoveModel != SlotName) Tobj.HoverModel = SlotName;
return true;
} else return false;
}
//左键按下状态
function isLBDown(obj) {
if (IsHover() && IMouse.GetLButton() == 1) {
obj.getVar(SlotName + "L").setBool(1, true);
return true;
} else return false;
}
//左键弹起状态
function isLBUp(obj) {
if (IMouse.GetLButton() == 0) {
obj.getVar(SlotName + "L").setBool(1, false);
return true;
} else return false;
}
//右键按下状态
function isRBDown(obj) {
if (IsHover() && IMouse.GetRButton() == 2) {
obj.getVar(SlotName + "R").setBool(1, true);
return true;
} else return false;
}
//右键单击状态
function isRBActive(obj) {
if (IsHover() && IMouse.isButtonUpEvent() && obj.getVar(SlotName + "R").getBool(1) == true) {
obj.getVar(SlotName + "R").setBool(1, false);
return true;
} else return false;
}
function DrawHover(obj) {
//绘制悬停槽蓝光
T_DrawStayAni(obj, "common/medal/main.ani", X, Y, Type, "MedalSlotHover" + Type);
}
//第一图层
function Show(obj, x, y, slot) {
SlotName = slot;
if (Tobj.MoveModel != SlotName) {
X = x;
Y = y;
} else {
X = IMouse.GetXPos() - 14;
Y = IMouse.GetYPos() - 14;
}
//如果有勋章对象则执行
if (Item && Tobj.MoveModel != SlotName) Item.Run(X, Y);
//如果有守护珠对象则执行
if (ItemM && Tobj.MoveModel != SlotName) ItemM.Run(X, Y);
if (Type == 23) {
if (Item) {
T_DrawStayAni(obj, "common/medal/main.ani", Tobj.X + 69 + (((slot - 88) % 2) * 78), Tobj.Y + 96 + (((slot - 88) / 2) * 90), 21, "MedalSystemMainSlot3");
} else {
T_DrawStayAni(obj, "common/medal/main.ani", Tobj.X + 69 + (((slot - 88) % 2) * 78), Tobj.Y + 96 + (((slot - 88) / 2) * 90), 20, "MedalSystemMainSlot2");
}
}
//如果悬停
if (IsHover()) {
//绘制背景蓝光 移动时绘制蓝光要在图标底下
if (Tobj.MoveModel != SlotName) DrawHover(obj);
isRBDown(obj);
//如果右键穿戴
if (Item && isRBActive(obj)) {
local UseMedalPack = Json_STL("UseMedalPack");
UseMedalPack.Put("op", 20009003);
UseMedalPack.Put("sel_type", Tobj.State);
UseMedalPack.Put("old_slot", slot);
if (Tobj.State == 24) {
if (slot != 88) UseMedalPack.Put("new_slot", 88);
if (slot == 88) UseMedalPack.Put("new_slot", 999999);
} else UseMedalPack.Put("new_slot", 888888);
UseMedalPack.Put("page", Tobj.NowPage);
UseMedalPack.Put("type", Tobj.State);
local str = UseMedalPack.GetString();
L_sq_SendPackType(130);
L_sq_SendPackWChar(str);
L_sq_SendPack();
UseMedalPack.Delete();
}
}
//如果左键按下 写入可移动状态
if (Item && isLBDown(obj) && Tobj.MoveModel == null && slot < 88) {
Tobj.MoveModel = SlotName;
}
//如果左键弹起 写入静止状态
if (isLBUp(obj) && Tobj.MoveModel != null) {
local MoveMedalPack = Json_STL("MoveMedalPack");
MoveMedalPack.Put("op", 20009003);
MoveMedalPack.Put("sel_type", Tobj.State);
MoveMedalPack.Put("old_slot", Tobj.MoveModel.tointeger());
MoveMedalPack.Put("new_slot", Tobj.HoverModel.tointeger());
MoveMedalPack.Put("page", Tobj.NowPage);
local str = MoveMedalPack.GetString();
L_sq_SendPackType(130);
L_sq_SendPackWChar(str);
L_sq_SendPack();
MoveMedalPack.Delete();
Tobj.MoveModel = null;
}
}
//第二图层
function ItemShow(obj) {
if (IsHover() && Tobj.MoveModel == null) {
if (Item) Item.DrawHover(obj);
}
}
//第三图层 拖动物品时的最高图层绘制
function ItemMoveShow(obj) {
if (Item && Tobj.MoveModel == SlotName) Item.Run(X, Y);
}
}
class MedalSystem extends BasicsDrawTool {
//界面坐标
X = null;
Y = null;
State = 24;
CheckGetMyMedalInfo = false;
MedalButton = null;
MedalButtonSwitch = true;
BeadButton = null;
BeadButtonSwitch = false;
//最大页数 Json获取
MaxPage = 5;
//当前页数 Json获取
NowPage = 1;
//颜色
ColorArr = null;
WearSlotM = null;
WearSlotB = null;
SlotArr = null;
MoveModel = null;
HoverModel = null;
//副本附加状态
DgnAddBuff = false;
constructor(obj) {
//注册配置类信息回调
Pack_Control.rawset(20009998, SetBaseInfoCallBack);
//请求配置信息
GetBaseInfo();
//注册获取背包信息回调
Pack_Control.rawset(20009002, GetMyMedalInfoCallBack);
//注册穿戴勋章回调
Pack_Control.rawset(20009012, GetMyWearMedalCallBack);
//初始请求背包信息
F_GetMyMedalInfo(24, 1);
}
//请求配置信息
function GetBaseInfo() {
local GetBaseInfoPack = Json_STL("GetBaseInfoPack");
GetBaseInfoPack.Put("op", 20009997);
local str = GetBaseInfoPack.GetString();
L_sq_SendPackType(130);
L_sq_SendPackWChar(str);
L_sq_SendPack();
GetBaseInfoPack.Delete();
}
//配置类信息回调
function SetBaseInfoCallBack(Chunk) {
print(Chunk);
local Buffer = Json_STL("GetMyMedalInfoBuffer");
Buffer.Parse(Chunk, 0, false);
local RootTab = getroottable();
if (RootTab.rawin("MedalObj")) {
local Tobj = RootTab["MedalObj"];
Tobj.MaxPage = Buffer.Get("slotpage");
Tobj.ColorArr = [];
for (local i = 0; i < 8; i++) {
local arrbuffer = []
arrbuffer.append(Buffer.Get("color" + i + "->0"));
arrbuffer.append(Buffer.Get("color" + i + "->1"));
arrbuffer.append(Buffer.Get("color" + i + "->2"));
arrbuffer.append(250);
Tobj.ColorArr.append(arrbuffer);
}
}
}
//穿戴信息回调
function GetMyWearMedalCallBack(Chunk) {
//收到打开包
local Buffer = Json_STL("GetMyMedalInfoBuffer");
Buffer.Parse(Chunk, 0, false);
local RootTab = getroottable();
if (RootTab.rawin("MedalObj")) {
local Tobj = RootTab["MedalObj"];
//清空勋章对象
Tobj.WearSlotM.Item = null;
//清空守护珠对象组
for (local w = 0; w < 4; w++) {
Tobj.WearSlotB[w].Item = null;
}
local dataarr = [];
local dataarrsize = Buffer.Get("data->" + 0 + "->dataarrsize");
if (dataarrsize) {
for (local z = 0; z < dataarrsize; z++) {
local arrbuufer = [];
local a = Buffer.Get("data->" + 0 + "->stk_ab->" + z + "->0");
local b = Buffer.Get("data->" + 0 + "->stk_ab->" + z + "->1");
//这里是守护珠
if (a >= 22 && a <= 25) {
//如果有守护珠 实例化守护珠对象组
//if(Tobj.WearSlotB.Item == null)Tobj.WearSlotB.Item = [];
local str = b;
b = Json_STL("GetMyMedalInfoBufferB");
b.Parse(str, 0, false);
local bSlotPos = b.Get("slot");
local bdataarrsize = b.Get("dataarrsize");
local bdataarr = [];
for (local j = 0; j < bdataarrsize; j++) {
local barrbuufer = [];
local c = b.Get("stk_ab->" + j + "->0");
local d = b.Get("stk_ab->" + j + "->1");
barrbuufer.append(c);
barrbuufer.append(d);
bdataarr.append(barrbuufer);
}
local brarity = b.Get("rarity");
Tobj.WearSlotB[bSlotPos].Item = MedalItem(b.Get("stk_id"), bdataarr, brarity);
}
arrbuufer.append(a);
arrbuufer.append(b);
dataarr.append(arrbuufer);
}
local rarity = Buffer.Get("data->" + 0 + "->rarity");
Tobj.WearSlotM.Item = MedalItem(Buffer.Get("data->" + 0 + "->stk_id"), dataarr, rarity);
}
}
}
//获取背包信息回调
function GetMyMedalInfoCallBack(Chunk) {
//收到打开包
local Buffer = Json_STL("GetMyMedalInfoBuffer");
Buffer.Parse(Chunk, 0, false);
local RootTab = getroottable();
if (RootTab.rawin("MedalObj")) {
local Tobj = RootTab["MedalObj"];
{ //同步页面(勋章或守护珠)
local SelType = Buffer.Get("sel_type");
Tobj.State = SelType;
if (SelType == 24) {
Tobj.MedalButtonSwitch = true;
Tobj.BeadButtonSwitch = false;
} else if (SelType == 23) {
Tobj.MedalButtonSwitch = false;
Tobj.BeadButtonSwitch = true;
}
}
//Tobj.SlotArr = [];
local Count = Buffer.Get("count");
for (local z = 0; z < 24; z++) {
Tobj.SlotArr[z].Item = null;
}
for (local i = 0; i < Count; i++) {
local SlotPos = Buffer.Get("data->" + i + "->slot");
local dataarrsize = Buffer.Get("data->" + i + "->dataarrsize");
local dataarr = [];
for (local z = 0; z < dataarrsize; z++) {
local arrbuufer = [];
local a = Buffer.Get("data->" + i + "->stk_ab->" + z + "->0");
local b = Buffer.Get("data->" + i + "->stk_ab->" + z + "->1");
arrbuufer.append(a);
arrbuufer.append(b);
dataarr.append(arrbuufer);
}
local rarity = Buffer.Get("data->" + i + "->rarity");
Tobj.SlotArr[SlotPos].Item = MedalItem(Buffer.Get("data->" + i + "->stk_id"), dataarr, rarity);
}
}
}
//判断打开背包
function CheckOpenInv() {
if (sq_GetPopupWindowMainCotrol(74) && CheckGetMyMedalInfo == false) {
GetMyMedalInfo(State, NowPage);
CheckGetMyMedalInfo = true;
} else if (!sq_GetPopupWindowMainCotrol(74)) {
CheckGetMyMedalInfo = false;
}
}
//获取背包信息
function GetMyMedalInfo(Type, Page) {
local GetMyMedalInfoPack = Json_STL("GetMyMedalInfoPack");
GetMyMedalInfoPack.Put("op", 20009001);
GetMyMedalInfoPack.Put("sel_type", Type);
GetMyMedalInfoPack.Put("page", Page);
GetMyMedalInfoPack.Put("wear", false);
local str = GetMyMedalInfoPack.GetString();
L_sq_SendPackType(130);
L_sq_SendPackWChar(str);
L_sq_SendPack();
GetMyMedalInfoPack.Delete();
}
//首次获取背包信息
function F_GetMyMedalInfo(Type, Page) {
local GetMyMedalInfoPack = Json_STL("GetMyMedalInfoPack");
GetMyMedalInfoPack.Put("op", 20009001);
GetMyMedalInfoPack.Put("sel_type", Type);
GetMyMedalInfoPack.Put("page", Page);
GetMyMedalInfoPack.Put("wear", true);
local str = GetMyMedalInfoPack.GetString();
L_sq_SendPackType(130);
L_sq_SendPackWChar(str);
L_sq_SendPack();
GetMyMedalInfoPack.Delete();
}
//绘制主界面
function DrawMain(obj) {
{ //底图层绘制
//窗口
T_DrawStayAni(obj, "common/medal/main.ani", X + 2, Y + 18, 0, "MedalSystemMain");
//勋章槽贴图
T_DrawStayAni(obj, "common/medal/main.ani", X + 105, Y + 138, 18, "MedalSystemMainSlot1");
//守护珠槽贴图 TODO 安装守护珠以后槽会缩小 贴图21
for (local u = 0; u < 4; u++) {
T_DrawStayAni(obj, "common/medal/main.ani", X + 68 + 7 + ((u % 2) * 78), Y + 95 + 7 + ((u / 2) * 90), 22, "MedalSystemMainSlot21");
}
}
{ //勋章和守护珠切换按钮
MedalButton = TabTextButtonPro(obj, "小勋章Tab", X + 5, Y + 253, "common/medal/main.ani", 4, 38, 21, "勋章", 8, 5);
MedalButton.SwitchState = MedalButtonSwitch;
MedalButton.SetRectEnble(true, "a勋章Tab", X + 5, Y + 253, "common/medal/main.ani", 5);
MedalButton.SetCustomClickEnble(true, "a勋章Tab", X + 5, Y + 253, "common/medal/main.ani", 6);
//勋章
MedalButton.Show();
if (MedalButton.isLBActive()) {
//MedalButton.SwitchState = true;
MedalButtonSwitch = true;
//BeadButton.SwitchState = false;
BeadButtonSwitch = false;
State = 24;
//清空槽对象
SlotArr = [];
SlotArr = null;
//还原页码
NowPage = 1;
GetMyMedalInfo(State, NowPage);
}
BeadButton = TabTextButtonPro(obj, "小珠子Tab", X + 5 + 39, Y + 253, "common/medal/main.ani", 7, 38, 21, "守护珠", 8, 5);
BeadButton.SwitchState = BeadButtonSwitch;
BeadButton.SetRectEnble(true, "a勋章Tab", X + 5 + 39, Y + 253, "common/medal/main.ani", 8);
BeadButton.SetCustomClickEnble(true, "a勋章Tab", X + 5 + 39, Y + 253, "common/medal/main.ani", 9);
//守护珠
BeadButton.Show();
if (BeadButton.isLBActive()) {
MedalButton.SwitchState = false;
MedalButtonSwitch = false;
BeadButton.SwitchState = true;
BeadButtonSwitch = true;
State = 23;
//清空槽对象
SlotArr = [];
SlotArr = null;
//还原页码
NowPage = 1;
GetMyMedalInfo(State, NowPage);
}
}
{ //翻页
local LeftButton = MedalButtonPro(obj, "MedalLeftButton", X + 150 + 39, Y + 260, "common/medal/main.ani", 13, 9, 14);
LeftButton.SetRectEnble(true, "MedalLeftButtonr", X + 150 + 39, Y + 260, "common/medal/main.ani", 16);
LeftButton.SetCustomClickEnble(true, "MedalLeftButtonc", X + 150 + 39, Y + 260, "common/medal/main.ani", 15);
LeftButton.Show();
if (LeftButton.isLBActive()) {
//页码减少
if (NowPage > 1) NowPage--;
//清空槽对象
SlotArr = [];
SlotArr = null;
GetMyMedalInfo(State, NowPage);
}
local RightButton = MedalButtonPro(obj, "MedalRightButton", X + 200 + 39, Y + 260, "common/medal/main.ani", 13, 9, 10);
RightButton.SetRectEnble(true, "MedalRightButtonr", X + 200 + 39, Y + 260, "common/medal/main.ani", 11);
RightButton.SetCustomClickEnble(true, "MedalRightButtonc", X + 200 + 39, Y + 260, "common/medal/main.ani", 12);
RightButton.Show();
if (RightButton.isLBActive()) {
//页码增加
if (NowPage < MaxPage) NowPage++;
//清空槽对象
SlotArr = [];
SlotArr = null;
GetMyMedalInfo(State, NowPage);
}
L_sq_DrawCode(NowPage + "/" + MaxPage, X + 175 + 39, Y + 258, sq_RGBA(230, 200, 155, 250), 1, 1);
}
{ //佩戴槽
{ //勋章
if (WearSlotM == null) WearSlotM = MedalSlot(24);
}
{ //守护珠
if (WearSlotB == null) {
WearSlotB = [];
WearSlotB.resize(4);
for (local i = 0; i < 4; i++) {
WearSlotB[i] = MedalSlot(23);
}
}
}
}
{ //背包槽
if (SlotArr == null) {
SlotArr = [];
SlotArr.resize(24);
for (local i = 0; i < 24; i++) {
SlotArr[i] = MedalSlot(24);
}
}
}
//绘制
{
//第一图层
WearSlotM.Show(obj, X + 114, Y + 147, 88);
for (local i = 0; i < 4; i++) {
WearSlotB[i].Show(obj, X + 76 + ((i % 2) * 78), Y + 103 + ((i / 2) * 90), i + 88);
}
for (local k = 0; k < 24; k++) {
SlotArr[k].Show(obj, X + 9 + ((k % 8) * 30), Y + 275 + ((k / 8) * 30), k);
}
for (local p = 0; p < 24; p++) {
SlotArr[p].Show(obj, X + 9 + ((p % 8) * 30), Y + 275 + ((p / 8) * 30), p);
}
//第二图层
WearSlotM.ItemShow(obj);
for (local u = 0; u < 4; u++) {
WearSlotB[u].ItemShow(obj);
}
for (local z = 0; z < 24; z++) {
SlotArr[z].ItemShow(obj);
}
WearSlotM.ItemMoveShow(obj);
for (local g = 0; g < 4; g++) {
WearSlotB[g].ItemMoveShow(obj);
}
for (local z = 0; z < 24; z++) {
SlotArr[z].ItemMoveShow(obj);
}
}
// print("Fist: " + MoveModel);
// print("Next: " + HoverModel);
}
//实例化槽对象
function NewSlotObject() {
//勋章佩戴槽
if (WearSlotM == null) WearSlotM = MedalSlot(24);
//守护珠佩戴槽
if (WearSlotB == null) {
WearSlotB = [];
WearSlotB.resize(4);
for (local i = 0; i < 4; i++) {
WearSlotB[i] = MedalSlot(23);
}
}
//背包槽
if (SlotArr == null) {
SlotArr = [];
SlotArr.resize(24);
for (local i = 0; i < 24; i++) {
SlotArr[i] = MedalSlot(24);
}
}
}
//界面开启后的回调
function Run(obj, x, y) {
X = x;
Y = y;
//绘制界面
DrawMain(obj);
}
//常驻回调
function Proc() {
//检测打开背包
CheckOpenInv();
//实例化槽对象
NewSlotObject();
}
//设置表
function CalculationAttribute(TabBuffer, Str, Rate) {
if (TabBuffer.rawin(Str)) TabBuffer.rawset(Str, TabBuffer[Str] + Rate);
else TabBuffer.rawset(Str, Rate)
}
//读取属性
function ReadCalAttribute(M_Tab, S_Tab) {
for (local i = 0; i < S_Tab.Item.Attribute.len(); i++) {
local Type = S_Tab.Item.Attribute[i][0];
if (Type == 2) CalculationAttribute(M_Tab, "力量", S_Tab.Item.Attribute[i][1]);
else if (Type == 3) CalculationAttribute(M_Tab, "体力", S_Tab.Item.Attribute[i][1]);
else if (Type == 4) CalculationAttribute(M_Tab, "智力", S_Tab.Item.Attribute[i][1]);
else if (Type == 5) CalculationAttribute(M_Tab, "精神", S_Tab.Item.Attribute[i][1]);
else if (Type == 6) CalculationAttribute(M_Tab, "独立攻击力", S_Tab.Item.Attribute[i][1]);
else if (Type == 7) CalculationAttribute(M_Tab, "物理攻击力", S_Tab.Item.Attribute[i][1]);
else if (Type == 8) CalculationAttribute(M_Tab, "魔法攻击力", S_Tab.Item.Attribute[i][1]);
else if (Type == 9) CalculationAttribute(M_Tab, "物理防御", S_Tab.Item.Attribute[i][1]);
else if (Type == 10) CalculationAttribute(M_Tab, "魔法防御", S_Tab.Item.Attribute[i][1]);
else if (Type == 11) CalculationAttribute(M_Tab, "移动速度", S_Tab.Item.Attribute[i][1]);
else if (Type == 12) CalculationAttribute(M_Tab, "攻击速度", S_Tab.Item.Attribute[i][1]);
else if (Type == 13) CalculationAttribute(M_Tab, "释放速度", S_Tab.Item.Attribute[i][1]);
else if (Type == 14) CalculationAttribute(M_Tab, "物理暴击", S_Tab.Item.Attribute[i][1]);
else if (Type == 15) CalculationAttribute(M_Tab, "魔法暴击", S_Tab.Item.Attribute[i][1]);
else if (Type == 16) CalculationAttribute(M_Tab, "命中率", S_Tab.Item.Attribute[i][1]);
else if (Type == 17) CalculationAttribute(M_Tab, "光属性强化", S_Tab.Item.Attribute[i][1]);
else if (Type == 18) CalculationAttribute(M_Tab, "暗属性强化", S_Tab.Item.Attribute[i][1]);
else if (Type == 19) CalculationAttribute(M_Tab, "冰属性强化", S_Tab.Item.Attribute[i][1]);
else if (Type == 20) CalculationAttribute(M_Tab, "火属性强化", S_Tab.Item.Attribute[i][1]);
else if (Type == 21) CalculationAttribute(M_Tab, "全属性强化", S_Tab.Item.Attribute[i][1]);
}
}
//副本系统
function DgnSystem(obj) {
// local str = Json_STL.Encode(AddAttributeArr);
// Sout("查询当前身穿的属性:\n %L", str);
if (sq_GetCurrentModuleType() == 3) {
//如果没带勋章就直接走
if (WearSlotM.Item == null) return;
local AddAttributeArr = {};
ReadCalAttribute(AddAttributeArr, WearSlotM);
for (local i = 0; i < 4; i++) {
if (WearSlotB[i].Item != null) ReadCalAttribute(AddAttributeArr, WearSlotB[i]);
}
if (!CNSquirrelAppendage.sq_IsAppendAppendage(obj, "appendage/m/m.nut")) {
DgnAddBuff = true;
local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, -1, false, "appendage/m/m.nut", true);
CNSquirrelAppendage.sq_Append(appendage, obj, obj);
local change_appendage = appendage.sq_getChangeStatus("Yosin_MedalDgnBuff");
if (!change_appendage) {
change_appendage = appendage.sq_AddChangeStatusAppendageID(obj, obj, 0,
CHANGE_STATUS_TYPE_COOLTIME_DECLINE,
false, 0, 114514);
}
if (change_appendage) {
change_appendage.clearParameter();
//print(WearSlotM.Item.TabName[0]);
foreach(Key, Value in AddAttributeArr) {
if (Key == "力量") change_appendage.addParameter(0, false, Value.tofloat());
else if (Key == "体力") change_appendage.addParameter(3, false, Value.tofloat());
else if (Key == "精神") change_appendage.addParameter(2, false, Value.tofloat());
else if (Key == "智力") change_appendage.addParameter(1, false, Value.tofloat());
else if (Key == "独立攻击力") change_appendage.addParameter(53, false, Value.tofloat());
else if (Key == "物理攻击力") change_appendage.addParameter(4, false, Value.tofloat());
else if (Key == "魔法攻击力") change_appendage.addParameter(31, false, Value.tofloat());
else if (Key == "物理防御") change_appendage.addParameter(5, false, Value.tofloat());
else if (Key == "魔法防御") change_appendage.addParameter(32, false, Value.tofloat());
else if (Key == "移动速度") change_appendage.addParameter(11, false, Value.tofloat());
else if (Key == "攻击速度") change_appendage.addParameter(10, false, Value.tofloat());
else if (Key == "释放速度") change_appendage.addParameter(12, false, Value.tofloat());
else if (Key == "物理暴击") change_appendage.addParameter(15, false, Value.tofloat() / 10.0);
else if (Key == "魔法暴击") change_appendage.addParameter(16, false, Value.tofloat() / 10.0);
else if (Key == "命中率") change_appendage.addParameter(33, false, 0 - (Value.tofloat() / 10.0));
else if (Key == "光属性强化") change_appendage.addParameter(45, false, Value.tofloat());
else if (Key == "暗属性强化") change_appendage.addParameter(44, false, Value.tofloat());
else if (Key == "冰属性强化") change_appendage.addParameter(43, false, Value.tofloat());
else if (Key == "火属性强化") change_appendage.addParameter(42, false, Value.tofloat());
else if (Key == "全属性强化") change_appendage.addParameter(46, false, Value.tofloat());
}
}
//Sout("已附加属性");
}
} else {
DgnAddBuff = false;
}
}
}
function Medal(obj) {
local RootTab = getroottable();
if (!RootTab.rawin("MedalObj")) {
local Cobj = MedalSystem(obj);
RootTab.rawset("MedalObj", Cobj);
} else {
RootTab["MedalObj"].Proc();
RootTab["MedalObj"].DgnSystem(obj);
}
}
function Sq_L_Medal(x, y) {
local RootTab = getroottable();
if (RootTab.rawin("MedalObj")) {
local obj = sq_GetMyMasterCharacter();
RootTab["MedalObj"].Run(obj, x - 900, y);
}
}