1253 lines
		
	
	
		
			45 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			1253 lines
		
	
	
		
			45 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| /*
 | |
| 文件名:Medal.nut
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| 路径:Plugins/Medal/Medal.nut
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| 创建日期:2022-12-18	05:53
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| 文件用途:勋章系统文件
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| */
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| 
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| //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
 | |
| {
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|     obj = null; //Obj对象
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|     State = 0; //按钮状态
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|     ClickEnble = false; //点击效果
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|     ButtonDynamic = false; //动态按钮效果
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|     SwitchState = false; //复选框是否选中
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|     str = null;
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|     strx = null;
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|     stry = null;
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| 
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|     CustomClickEnble = false; //自定义点击效果
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|     CustomClickAnifile = null; //自定义点击效果Ani路径
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|     CustomButtonName = null; //自定义点击效果名称
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|     CustomClickFrame = null; //自定义点击效果Ani编号
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|     CustomClickx = null; //自定义点击效果X坐标
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|     CustomClicky = null; //自定义点击效果Y坐标
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| 
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| 
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|     RectEnble = false; //悬停效果
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|     RectButtonName = null; //悬停名称
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|     RectBaseAnifile = null; //悬停Ani路径
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|     RectFrame = null; //非动态按钮的悬停调用Ani编号
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|     Rectx = null; //悬停X坐标
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|     Recty = null; //悬停Y坐标
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| 
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| 
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|     ButtonName = null; //按钮名称
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|     x = null; //X坐标
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|     y = null; //Y坐标
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|     BaseAnifile = null; //调用Ani路径
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|     BaseAnifileFrame = null; //调用的Ani帧数
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|     width = null; //可点击宽度
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|     length = null; //可点击高度
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|     //构造函数
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|     constructor(gObj, gButtonName, gX, gY, gAnifile, gBaseAnifileFrame, gWidth, gLength, gstr, gstrx, gstry) {
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|         obj = gObj;
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|         ButtonName = gButtonName;
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|         x = gX;
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|         y = gY;
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|         BaseAnifile = gAnifile;
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|         BaseAnifileFrame = gBaseAnifileFrame;
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|         width = gWidth;
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|         length = gLength;
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|         str = gstr;
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|         strx = gstrx;
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|         stry = gstry;
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|     }
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|     //绘制按钮
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|     function Show() {
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|         if (ClickEnble) //是否开启点击效果
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|         {
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|             if (isLBDown() && State == 0) //按下左键并且按钮处于弹起状态
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|             {
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|                 State = 1; //按键进入按下状态
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|                 //++y;
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|             }
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|             if (!isLBDown() && State == 1) //按下左键并且按钮处于弹起状态
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|             {
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|                 State = 0; //按键进入弹起状态
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|                 //--y;
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|             }
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|         }
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| 
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|         if (CustomClickEnble) //是否开启自定义点击效果
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|         {
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|             if (isLBDown() && SwitchState == false) //按下左键并且按钮处于弹起状态
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|             {
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|                 if (!ButtonDynamic) T_DrawStayAni(obj, CustomClickAnifile, CustomClickx, CustomClicky, CustomClickFrame, CustomButtonName);
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|                 else T_DrawDynamicAni(obj, CustomClickAnifile, CustomClickx, CustomClicky, CustomButtonName);
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|                 L_sq_DrawCode(str, CustomClickx + strx, CustomClicky + stry, sq_RGBA(255, 255, 184, 250), 1, 1);
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|             }
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|         }
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| 
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|         if (RectEnble && SwitchState == false) //开启悬停效果时
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|         {
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|             if ((isInRect()) || (isInRect() && !CustomClickEnble)) //如果鼠标悬停的时候  并且没有点击的时候
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|             {
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|                 //IMouse.SetMouseTask(44);
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|                 if (!ButtonDynamic) T_DrawStayAni(obj, RectBaseAnifile, Rectx, Recty, RectFrame, RectButtonName);
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|                 else T_DrawDynamicAni(obj, RectBaseAnifile, Rectx, Recty, RectButtonName);
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|                 L_sq_DrawCode(str, CustomClickx + strx, CustomClicky + stry, sq_RGBA(255, 255, 184, 250), 1, 1);
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|             }
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|         }
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| 
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|         if (!isInRect() && !SwitchState) //如果鼠标没有悬停的时候
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|         {
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|             //IMouse.SetMouseTask(0);
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|             if (!ButtonDynamic) T_DrawStayAni(obj, BaseAnifile, x, y, BaseAnifileFrame, ButtonName);
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|             else T_DrawDynamicAni(obj, BaseAnifile, x, y, ButtonName);
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|             L_sq_DrawCode(str, CustomClickx + strx, CustomClicky + stry, sq_RGBA(221, 197, 147, 250), 1, 1);
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|         }
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| 
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|         if (SwitchState) {
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|             if (!ButtonDynamic) T_DrawStayAni(obj, CustomClickAnifile, CustomClickx, CustomClicky, CustomClickFrame, CustomButtonName);
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|             else T_DrawDynamicAni(obj, CustomClickAnifile, CustomClickx, CustomClicky, CustomButtonName);
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|             L_sq_DrawCode(str, CustomClickx + strx, CustomClicky + stry, sq_RGBA(255, 255, 184, 250), 1, 1);
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|         }
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| 
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| 
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|     }
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| 
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|     //设置自定义点击效果
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|     function SetCustomClickEnble(bool, gButtonName, gX, gY, gAnifile, gFrame) {
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|         CustomClickEnble = bool; //自定义点击效果
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|         CustomClickAnifile = gAnifile; //自定义点击效果Ani路径
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|         CustomButtonName = gButtonName; //自定义点击效果名称
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|         CustomClickFrame = gFrame; //自定义点击效果Ani编号
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|         CustomClickx = gX; //自定义点击效果X坐标
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|         CustomClicky = gY; //自定义点击效果Y坐标
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|     }
 | |
| 
 | |
|     //设置悬停效果
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|     function SetRectEnble(bool, gButtonName, gX, gY, gAnifile, gFrame) {
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|         RectEnble = bool; //悬停效果
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|         RectButtonName = gButtonName; //悬停名称
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|         RectBaseAnifile = gAnifile; //悬停Ani路径
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|         RectFrame = gFrame; //非动态按钮的悬停调用Ani编号
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|         Rectx = gX; //悬停X坐标
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|         Recty = gY; //悬停Y坐标
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|     }
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| 
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|     //设置动态按钮
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|     function SetClickEnble(bool) {
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|         ButtonDynamic = bool;
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|     }
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| 
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|     //设置点击效果
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|     function SetClickEnble(bool) {
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|         ClickEnble = bool;
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|     }
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| 
 | |
|     //悬停状态
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|     function isInRect() {
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|         if (sq_IsIntersectRect(IMouse.GetXPos(), IMouse.GetYPos(), 5, 5, x, y, width, length)) return true;
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|         else return false;
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|     }
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|     //左键按下状态
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|     function isLBDown() {
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|         if (isInRect() && IMouse.GetLButton() == 1) return true;
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|         else return false;
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|     }
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|     //左键弹起状态
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|     function isLBUp() {
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|         if (isInRect() && IMouse.GetLButton() == 0) return true;
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|         else return false;
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|     }
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|     //左键双击状态
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|     function IsLBDoubleClick() {
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|         if (isInRect() && IMouse.GetLButton() == 64) return true;
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|         else return false;
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|     }
 | |
|     //左键单击状态
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|     function isLBActive() {
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|         if (isInRect() && IMouse.isButtonUpEvent()) return true;
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|         else return false;
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|     }
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| }
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| 
 | |
| //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
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|     State = 0; //按钮状态
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|     ClickEnble = false; //点击效果
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|     ButtonDynamic = false; //动态按钮效果
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|     BaseFrame = null;
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| 
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|     CustomClickEnble = false; //自定义点击效果
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|     CustomClickAnifile = null; //自定义点击效果Ani路径
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|     CustomButtonName = null; //自定义点击效果名称
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|     CustomClickFrame = null; //自定义点击效果Ani编号
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|     CustomClickx = null; //自定义点击效果X坐标
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|     CustomClicky = null; //自定义点击效果Y坐标
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| 
 | |
| 
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|     RectEnble = false; //悬停效果
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|     RectButtonName = null; //悬停名称
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|     RectBaseAnifile = null; //悬停Ani路径
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|     RectFrame = null; //非动态按钮的悬停调用Ani编号
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|     Rectx = null; //悬停X坐标
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|     Recty = null; //悬停Y坐标
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| 
 | |
| 
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|     ButtonName = null; //按钮名称
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|     x = null; //X坐标
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|     y = null; //Y坐标
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|     BaseAnifile = null; //调用Ani路径
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|     width = null; //可点击宽度
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|     length = null; //可点击高度
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|     //构造函数
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|     constructor(gObj, gButtonName, gX, gY, gAnifile, gWidth, gLength, gBaseFrame) {
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|         obj = gObj;
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|         ButtonName = gButtonName;
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|         x = gX;
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|         y = gY;
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|         BaseAnifile = gAnifile;
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|         width = gWidth;
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|         length = gLength;
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|         BaseFrame = gBaseFrame;
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|     }
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|     //绘制按钮
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|     function Show() {
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|         if (ClickEnble) //是否开启点击效果
 | |
|         {
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|             if (isLBDown() && State == 0) //按下左键并且按钮处于弹起状态
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|             {
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|                 State = 1; //按键进入按下状态
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|                 ++y;
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|             }
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|             if (!isLBDown() && State == 1) //按下左键并且按钮处于弹起状态
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|             {
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|                 State = 0; //按键进入弹起状态
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|                 --y;
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|             }
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|         }
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| 
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|         if (CustomClickEnble) //是否开启自定义点击效果
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|         {
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|             if (isLBDown()) //按下左键并且按钮处于弹起状态
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|             {
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|                 if (!ButtonDynamic) T_DrawStayAni(obj, CustomClickAnifile, CustomClickx, CustomClicky, CustomClickFrame, CustomButtonName);
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|                 else T_DrawDynamicAni(obj, CustomClickAnifile, CustomClickx, CustomClicky, CustomButtonName);
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|             }
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|         }
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| 
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|         if (RectEnble) //开启悬停效果时
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|         {
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|             if ((isInRect() && !isLBDown()) || (isInRect() && !CustomClickEnble)) //如果鼠标悬停的时候  并且没有点击的时候
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|             {
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|                 //IMouse.SetMouseTask(44);
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|                 if (!ButtonDynamic) T_DrawStayAni(obj, RectBaseAnifile, Rectx, Recty, RectFrame, RectButtonName);
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|                 else T_DrawDynamicAni(obj, RectBaseAnifile, Rectx, Recty, RectButtonName);
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|             }
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|         }
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|         if (!isInRect()) //如果鼠标没有悬停的时候
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|         {
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|             //IMouse.SetMouseTask(0);
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|             if (!ButtonDynamic) T_DrawStayAni(obj, BaseAnifile, x, y, BaseFrame, ButtonName);
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|             else T_DrawDynamicAni(obj, BaseAnifile, x, y, ButtonName);
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|         }
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|     }
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| 
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|     //设置自定义点击效果
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|     function SetCustomClickEnble(bool, gButtonName, gX, gY, gAnifile, gFrame) {
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|         CustomClickEnble = bool; //自定义点击效果
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|         CustomClickAnifile = gAnifile; //自定义点击效果Ani路径
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|         CustomButtonName = gButtonName; //自定义点击效果名称
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|         CustomClickFrame = gFrame; //自定义点击效果Ani编号
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|         CustomClickx = gX; //自定义点击效果X坐标
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|         CustomClicky = gY; //自定义点击效果Y坐标
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|     }
 | |
| 
 | |
|     //设置悬停效果
 | |
|     function SetRectEnble(bool, gButtonName, gX, gY, gAnifile, gFrame) {
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|         RectEnble = bool; //悬停效果
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|         RectButtonName = gButtonName; //悬停名称
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|         RectBaseAnifile = gAnifile; //悬停Ani路径
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|         RectFrame = gFrame; //非动态按钮的悬停调用Ani编号
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|         Rectx = gX; //悬停X坐标
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|         Recty = gY; //悬停Y坐标
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|     }
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| 
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|     //设置动态按钮
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|     function SetClickEnble(bool) {
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|         ButtonDynamic = bool;
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|     }
 | |
| 
 | |
|     //设置点击效果
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|     function SetClickEnble(bool) {
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|         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() {
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|         if (isInRect() && IMouse.GetLButton() == 1) return true;
 | |
|         else return false;
 | |
|     }
 | |
|     //左键弹起状态
 | |
|     function isLBUp() {
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|         if (isInRect() && IMouse.GetLButton() == 0) return true;
 | |
|         else return false;
 | |
|     }
 | |
|     //左键双击状态
 | |
|     function IsLBDoubleClick() {
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|         if (isInRect() && IMouse.GetLButton() == 64) return true;
 | |
|         else return false;
 | |
|     }
 | |
|     //左键单击状态
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|     function isLBActive() {
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|         if (isInRect() && IMouse.isButtonUpEvent()) return true;
 | |
|         else return false;
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|     }
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| }
 | |
| 
 | |
| 
 | |
| class MedalItem extends BasicsDrawTool {
 | |
|     X = null;
 | |
|     Y = null;
 | |
|     ItemId = null;
 | |
|     Attribute = null;
 | |
|     MCount = 0;
 | |
|     Rarity = null;
 | |
|     TabName = ["名称: ",
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|         "强化等级: ",
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|         "力量 +",
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|         "体力 +",
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|         "智力 +",
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|         "精神 +",
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|         "独立攻击力 +",
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|         "物理攻击力 +",
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|         "魔法攻击力 +",
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|         "物理防御 +",
 | |
|         "魔法防御 +",
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|         "移动速度 +",
 | |
|         "攻击速度 +",
 | |
|         "释放速度 +",
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|         "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 +",
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|         "火属性强化 +",
 | |
|         "全属性强化 +"
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|     ]
 | |
| 
 | |
|     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);
 | |
|     }
 | |
| } |