将 SquirrelFileConfig 移除版本控制
This commit is contained in:
commit
a4cea1bc55
BIN
Yosin_Engine.exe
BIN
Yosin_Engine.exe
Binary file not shown.
|
|
@ -141,79 +141,6 @@ class Yosin_BaseButton extends Yosin_CommonUi {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// 2图按钮
|
||||
class Yosin_TwoImgButton extends Yosin_CommonUi {
|
||||
|
||||
//按钮状态
|
||||
State = 0;
|
||||
Path = null;
|
||||
Idx = null;
|
||||
|
||||
Sprite = null;
|
||||
NormalSpriteFrame = null;
|
||||
SlectSpriteFrame = null;
|
||||
SpriteState = -1;
|
||||
|
||||
//按下时的模拟偏移
|
||||
DownSimulateOffset = true;
|
||||
|
||||
constructor(X, Y, W, H, Path, Idx) {
|
||||
this.Path = Path;
|
||||
this.Idx = Idx;
|
||||
base.constructor(X, Y, W, H);
|
||||
|
||||
Sprite = CL_SpriteObject();
|
||||
Addchild(Sprite);
|
||||
|
||||
NormalSpriteFrame = CL_SpriteFrameObject(this.Path, this.Idx);
|
||||
SlectSpriteFrame = CL_SpriteFrameObject(this.Path, this.Idx + 1);
|
||||
}
|
||||
|
||||
function ChangeFrame() {
|
||||
//状态更改 刷新精灵帧
|
||||
if (State != SpriteState) {
|
||||
//按下时模拟偏移的Flag 如果按下 调整Y坐标向下一个单位
|
||||
if (DownSimulateOffset) {
|
||||
if (State == 2) {
|
||||
Y += 1;
|
||||
SyncPos(X, Y);
|
||||
} else if (SpriteState == 2) {
|
||||
Y -= 1;
|
||||
SyncPos(X, Y);
|
||||
}
|
||||
}
|
||||
SpriteState = State;
|
||||
Sprite.SetFrame(State != 0 ? SlectSpriteFrame : NormalSpriteFrame );
|
||||
Sprite.SetPosition(0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
function Proc(Dt) {
|
||||
//不可用
|
||||
if (State == 3) {
|
||||
|
||||
} else {
|
||||
//按下
|
||||
if (isLBDown) {
|
||||
State = 2;
|
||||
}
|
||||
//悬停
|
||||
else if (isInRect) {
|
||||
State = 1;
|
||||
}
|
||||
//普通
|
||||
else {
|
||||
State = 0;
|
||||
}
|
||||
}
|
||||
ChangeFrame();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//三分法拉伸
|
||||
class Yosin_EmeStretch extends Yosin_CommonUi {
|
||||
|
||||
|
|
@ -230,7 +157,7 @@ class Yosin_EmeStretch extends Yosin_CommonUi {
|
|||
// 创建画布
|
||||
local Canvas = CL_CanvasObject();
|
||||
// 重设大小并清空
|
||||
Canvas.ResizeAndClear( W, H);
|
||||
Canvas.ResizeAndClear(W, H);
|
||||
// 开始绘制
|
||||
Canvas.BeginDraw();
|
||||
|
||||
|
|
@ -326,41 +253,41 @@ function Yosin_NineBoxStretch(X, Y, width, height, path, imgId) {
|
|||
|
||||
// 上边
|
||||
backgroundTop.SetScale(scaleW, 1);
|
||||
backgroundTop.SetPosition(TopLeftRight + 1, 0);
|
||||
backgroundTop.SetPosition(TopLeftRight, 0);
|
||||
Canvas.DrawSprite(backgroundTop);
|
||||
|
||||
// 右上角
|
||||
backgroundTopRight.SetPosition(width - backgroundTopRight.GetSize().w, 0);
|
||||
backgroundTopRight.SetPosition(width - backgroundTopRight.GetSize().w - 1, 0);
|
||||
Canvas.DrawSprite(backgroundTopRight);
|
||||
|
||||
// 左边
|
||||
backgroundLeft.SetScale(1, scaleH);
|
||||
backgroundLeft.SetPosition(0, TopLeftBottom + 1);
|
||||
backgroundLeft.SetPosition(0, TopLeftBottom);
|
||||
Canvas.DrawSprite(backgroundLeft);
|
||||
|
||||
// 中间
|
||||
backgroundCenter.SetScale(scaleW, scaleH);
|
||||
// Addchild(backgroundCenter);
|
||||
backgroundCenter.SetPosition(TopLeftRight + 1, backgroundLeft.Y);
|
||||
backgroundCenter.SetPosition(TopLeftRight, backgroundLeft.Y);
|
||||
Canvas.DrawSprite(backgroundCenter);
|
||||
|
||||
// 右边
|
||||
backgroundRight.SetScale(1, scaleH);
|
||||
backgroundRight.SetPosition(width - backgroundRight.GetSize().w, backgroundCenter.Y);
|
||||
backgroundRight.SetPosition(width - backgroundRight.GetSize().w - 1, backgroundCenter.Y);
|
||||
Canvas.DrawSprite(backgroundRight);
|
||||
|
||||
// 左下角
|
||||
backgroundBottomLeft.SetPosition(0, height - backgroundBottomLeft.GetSize().h);
|
||||
backgroundBottomLeft.SetPosition(0, height - backgroundBottomLeft.GetSize().h - 1);
|
||||
Canvas.DrawSprite(backgroundBottomLeft);
|
||||
|
||||
// 下边
|
||||
backgroundBottom.SetScale(scaleW, 1);
|
||||
backgroundBottom.SetPosition(TopLeftRight + 1, backgroundBottomLeft.Y);
|
||||
backgroundBottom.SetPosition(TopLeftRight, backgroundBottomLeft.Y);
|
||||
Canvas.DrawSprite(backgroundBottom);
|
||||
|
||||
// 右下角
|
||||
backgroundBottomRight.SetPosition(width - backgroundBottomRight.GetSize().w, backgroundBottomLeft.Y);
|
||||
Canvas.DrawSprite(backgroundBottomRight );
|
||||
backgroundBottomRight.SetPosition(width - backgroundBottomRight.GetSize().w - 1, backgroundBottomLeft.Y);
|
||||
Canvas.DrawSprite(backgroundBottomRight);
|
||||
|
||||
// 结束绘制
|
||||
Canvas.EndDraw();
|
||||
|
|
@ -370,6 +297,115 @@ function Yosin_NineBoxStretch(X, Y, width, height, path, imgId) {
|
|||
return Canvas;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// //九宫格拉伸
|
||||
// class Yosin_NineBoxStretch extends Yosin_CommonUi {
|
||||
|
||||
// constructor(X, Y, W, H, Path, Idx) {
|
||||
// base.constructor(X, Y, W, H);
|
||||
// DrawBackground(W, H, Path, Idx);
|
||||
// }
|
||||
|
||||
|
||||
// // 绘制
|
||||
// function DrawBackground(width, height, path, imgId) {
|
||||
|
||||
|
||||
// // 创建画布
|
||||
// local Canvas = CL_CanvasObject();
|
||||
// // 重设大小并清空
|
||||
// Canvas.ResizeAndClear(width, height);
|
||||
// // 开始绘制
|
||||
// Canvas.BeginDraw();
|
||||
|
||||
// // 左上角
|
||||
// // local backgroundTopLeft = CL_SpriteObject(path, imgId);
|
||||
// local backgroundTopLeft = CL_SpriteObject(path, imgId);
|
||||
// // 上边
|
||||
// local backgroundTop = CL_SpriteObject(path, imgId + 1);
|
||||
// // 右上角
|
||||
// local backgroundTopRight = CL_SpriteObject(path, imgId + 2);
|
||||
// // 左边
|
||||
// local backgroundLeft = CL_SpriteObject(path, imgId + 3);
|
||||
// // 中间
|
||||
// local backgroundCenter = CL_SpriteObject(path, imgId + 4);
|
||||
// // 右边
|
||||
// local backgroundRight = CL_SpriteObject(path, imgId + 5);
|
||||
// // 左下角
|
||||
// local backgroundBottomLeft = CL_SpriteObject(path, imgId + 6);
|
||||
// // 下边
|
||||
// local backgroundBottom = CL_SpriteObject(path, imgId + 7);
|
||||
// // 右下角
|
||||
// local backgroundBottomRight = CL_SpriteObject(path, imgId + 8);
|
||||
|
||||
|
||||
// // 左上角
|
||||
// Canvas.DrawSprite(backgroundTopLeft);
|
||||
|
||||
// local TopLeftSize = backgroundTopLeft.GetSize();
|
||||
// local TopLeftBottom = TopLeftSize.h;
|
||||
// local TopLeftRight = TopLeftSize.w;
|
||||
|
||||
// // 中间图片大小
|
||||
// local centerImgSize = backgroundCenter.GetSize();
|
||||
// local centerImgWidth = centerImgSize.w;
|
||||
// local centerImgHeight = centerImgSize.h;
|
||||
|
||||
// local centerWidth = width - backgroundTopLeft.GetSize().w - backgroundTopRight.GetSize().w;
|
||||
// local centerHeight = height - backgroundTopLeft.GetSize().h - backgroundBottomLeft.GetSize().h;
|
||||
|
||||
|
||||
// local scaleW = (centerWidth - 1).tofloat() / centerImgWidth.tofloat();
|
||||
// local scaleH = (centerHeight - 1).tofloat() / centerImgHeight.tofloat();
|
||||
|
||||
// // 上边
|
||||
// backgroundTop.SetScale(scaleW, 1);
|
||||
// backgroundTop.SetPosition(TopLeftRight + 1, 0);
|
||||
// Canvas.DrawSprite(backgroundTop);
|
||||
|
||||
// // 右上角
|
||||
// backgroundTopRight.SetPosition(width - backgroundTopRight.GetSize().w, 0);
|
||||
// Canvas.DrawSprite(backgroundTopRight);
|
||||
|
||||
// // 左边
|
||||
// backgroundLeft.SetScale(1, scaleH);
|
||||
// backgroundLeft.SetPosition(0, TopLeftBottom + 1);
|
||||
// Canvas.DrawSprite(backgroundLeft);
|
||||
|
||||
// // 中间
|
||||
// backgroundCenter.SetScale(scaleW, scaleH);
|
||||
// // Addchild(backgroundCenter);
|
||||
// backgroundCenter.SetPosition(TopLeftRight + 1, backgroundLeft.Y);
|
||||
// Canvas.DrawSprite(backgroundCenter);
|
||||
|
||||
// // 右边
|
||||
// backgroundRight.SetScale(1, scaleH);
|
||||
// backgroundRight.SetPosition(width - backgroundRight.GetSize().w, backgroundCenter.Y);
|
||||
// Canvas.DrawSprite(backgroundRight);
|
||||
|
||||
// // 左下角
|
||||
// backgroundBottomLeft.SetPosition(0, height - backgroundBottomLeft.GetSize().h);
|
||||
// Canvas.DrawSprite(backgroundBottomLeft);
|
||||
|
||||
// // 下边
|
||||
// backgroundBottom.SetScale(scaleW, 1);
|
||||
// backgroundBottom.SetPosition(TopLeftRight + 1, backgroundBottomLeft.Y);
|
||||
// Canvas.DrawSprite(backgroundBottom);
|
||||
|
||||
// // 右下角
|
||||
// backgroundBottomRight.SetPosition(width - backgroundBottomRight.GetSize().w, backgroundBottomLeft.Y);
|
||||
// Canvas.DrawSprite(backgroundBottomRight );
|
||||
|
||||
// // 结束绘制
|
||||
// Canvas.EndDraw();
|
||||
// // 添加画布
|
||||
// Addchild(Canvas);
|
||||
|
||||
// }
|
||||
|
||||
// }
|
||||
|
||||
//拼接按钮
|
||||
class Yosin_SplicingButton extends Yosin_CommonUi {
|
||||
//按钮状态
|
||||
|
|
|
|||
|
|
@ -155,6 +155,57 @@ class _AssetManager_ {
|
|||
if (Ret == "[/elemental property tag]") break;
|
||||
DataTable.elemental_property_tag.rawset(Ret, Data.Get());
|
||||
}
|
||||
} else if (Pack == "[rarity frame color idx]") {
|
||||
DataTable.rarityframe_color_idx <- [];
|
||||
while (true) {
|
||||
local Ret = Data.Get();
|
||||
if (Ret == "[/rarity frame color idx]") break;
|
||||
DataTable.rarityframe_color_idx.push(Ret);
|
||||
}
|
||||
} else if (Pack == "[rarity name tag]") {
|
||||
DataTable.rarity_name_tag <- [];
|
||||
while (true) {
|
||||
local Ret = Data.Get();
|
||||
if (Ret == "[/rarity name tag]") break;
|
||||
DataTable.rarity_name_tag.push(Ret);
|
||||
}
|
||||
} else if (Pack == "[rarity color]") {
|
||||
DataTable.rarity_color <- [];
|
||||
while (true) {
|
||||
local Ret = Data.Get();
|
||||
if (Ret == "[/rarity color]") break;
|
||||
local color = HexStringToInt(Ret);
|
||||
DataTable.rarity_color.push(color);
|
||||
}
|
||||
} else if (Pack == "[percentage text]") {
|
||||
DataTable.percentage_text <- [];
|
||||
while (true) {
|
||||
local Ret = Data.Get();
|
||||
if (Ret == "[/percentage text]") break;
|
||||
DataTable.percentage_text.push(Ret);
|
||||
}
|
||||
} else if (Pack == "[percentage range boundaries]") {
|
||||
DataTable.percentage_range_boundaries <- [];
|
||||
while (true) {
|
||||
local Ret = Data.Get();
|
||||
if (Ret == "[/percentage range boundaries]") break;
|
||||
DataTable.percentage_range_boundaries.push(Ret);
|
||||
}
|
||||
} else if (Pack == "[trade type text]") {
|
||||
DataTable.trade_type_text <- [];
|
||||
while (true) {
|
||||
local Ret = Data.Get();
|
||||
if (Ret == "[/trade type text]") break;
|
||||
DataTable.trade_type_text.push(Ret);
|
||||
}
|
||||
} else if (Pack == "[trade type color]") {
|
||||
DataTable.trade_type_color <- [];
|
||||
while (true) {
|
||||
local Ret = Data.Get();
|
||||
if (Ret == "[/trade type color]") break;
|
||||
local color = HexStringToInt(Ret);
|
||||
DataTable.trade_type_color.push(color);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
|
|
|||
|
|
@ -6,44 +6,53 @@
|
|||
*/
|
||||
//装备信息标签类(信息类)
|
||||
if (!GameItem.rawin("EquipmentInfoTag")) GameItem.EquipmentInfoTag <- null;
|
||||
//装备图标窗口
|
||||
class GameItem.EquipmentIcon extends CL_CanvasObject {
|
||||
|
||||
constructor(Equipment) {
|
||||
base.constructor();
|
||||
ResizeAndClear(32, 32);
|
||||
BeginDraw();
|
||||
//构造图标 及图标边框
|
||||
if (Equipment.Icon) {
|
||||
//图标
|
||||
local Icon = CL_SpriteFrameObject(Equipment.Icon.path, Equipment.Icon.index);
|
||||
DrawSpriteFrame(Icon, 0, 0);
|
||||
|
||||
//是否封装
|
||||
local IsPackage = Equipment.Property ? Equipment.Property.IsPackage : 1;
|
||||
if (IsPackage && (Equipment.Rarity == 2 || Equipment.Rarity == 3)) {
|
||||
local IconFrame = CL_SpriteObject("sprite/interface/lenheartwindowcommon.img", 634);
|
||||
IconFrame.SetMode(0);
|
||||
DrawSprite(IconFrame);
|
||||
}
|
||||
|
||||
//边框
|
||||
local IconFrame = CL_SpriteFrameObject("sprite/item/iconmark.img", 62 + GameItem.EquipmentInfoTag.rarityframe_color_idx[Equipment.Rarity]);
|
||||
DrawSpriteFrame(IconFrame, 0, 0);
|
||||
}
|
||||
EndDraw();
|
||||
}
|
||||
}
|
||||
|
||||
//装备信息窗口
|
||||
class GameItem.EquipmentInfo extends Yosin_Window {
|
||||
|
||||
//装备
|
||||
Equipment = null;
|
||||
//画布
|
||||
Canvas = null;
|
||||
//画布实际高度
|
||||
RealCanvasHeight = 0;
|
||||
//稀有度边框颜色对应Idx表
|
||||
//白装 蓝装 紫装 粉装 金装 红装 橙装
|
||||
RarityFrameColorIdx = [0, 1, 2, 4, 6, 3, 5];
|
||||
//稀有度对应名称
|
||||
RarityNameTag = ["普通", "高级", "稀有", "神器", "史诗", "勇者", "传说"];
|
||||
//稀有度对应颜色
|
||||
RarityColor = [0xffffffff, 0xff68d5ed, 0xffb36bff, 0xffff00f0, 0xffffb100, 0xffff6666, 0xffff5500];
|
||||
//品级对应的文字显示
|
||||
PercentageText = ["最下级", "下级", "中级", "上级", "最上级"];
|
||||
// 定义每个品级对应的数值范围边界
|
||||
PercentageRangeBoundaries = [20, 40, 60, 80];
|
||||
//交易类型对应的文字显示
|
||||
TradeTypeText = ["自由交易", "不可交易", "封装", "账号绑定"];
|
||||
//交易类型对应的文字颜色
|
||||
TradeTypeColor = [0xffffffff, 0xffbb3332, 0xff4ba157, 0xffff5500];
|
||||
//装备类型描述
|
||||
GroupNameTag = ["武器", "防具", "饰品", "光环"];
|
||||
|
||||
|
||||
constructor(Equipment) {
|
||||
this.Equipment = Equipment.weakref();
|
||||
base.constructor(clock() + "EquipmentInfo" + Equipment.Idx, 0, 0, 0, 0, 0);
|
||||
|
||||
//210
|
||||
Init();
|
||||
|
||||
local background = Yosin_NineBoxStretch(0, 0, 208, RealCanvasHeight + 10, "sprite/interface/lenheartwindowcommon.img", 213);
|
||||
local background = Yosin_NineBoxStretch(0, 0, 211, RealCanvasHeight + 10, "sprite/interface/lenheartwindowcommon.img", 213);
|
||||
background.SetZOrder(-1);
|
||||
AddUIChild(background);
|
||||
Addchild(background);
|
||||
}
|
||||
|
||||
function Init() {
|
||||
|
|
@ -55,26 +64,14 @@ class GameItem.EquipmentInfo extends Yosin_Window {
|
|||
|
||||
//构造图标 及图标边框
|
||||
if (Equipment.Icon) {
|
||||
local Icon = CL_SpriteFrameObject(Equipment.Icon.path, Equipment.Icon.index);
|
||||
Canvas.DrawSpriteFrame(Icon, 7, 7);
|
||||
|
||||
local IconFrame = CL_SpriteFrameObject("sprite/item/iconmark.img", 62 + RarityFrameColorIdx[Equipment.Rarity]);
|
||||
Canvas.DrawSpriteFrame(IconFrame, 7, 7);
|
||||
|
||||
//是否封装
|
||||
local IsPackage = Equipment.Property ? Equipment.Property.IsPackage : 1;
|
||||
if (IsPackage && (Equipment.Rarity == 2 || Equipment.Rarity == 3)) {
|
||||
local IconFrame = CL_SpriteObject("sprite/item/iconmark.img", 46);
|
||||
IconFrame.SetMode(0);
|
||||
IconFrame.SetPosition(8, 6);
|
||||
Canvas.DrawSprite(IconFrame);
|
||||
}
|
||||
local Icon = GameItem.EquipmentIcon(Equipment);
|
||||
Canvas.DrawActor(Icon, 7, 7);
|
||||
}
|
||||
|
||||
//绘制装备名称
|
||||
if (Equipment.Name.len() > 0) {
|
||||
local EquName = FontAssetManager.GenerateNormal(Equipment.Name, false, {
|
||||
color = RarityColor[Equipment.Rarity]
|
||||
color = GameItem.EquipmentInfoTag.rarity_color[Equipment.Rarity]
|
||||
});
|
||||
Canvas.DrawActor(EquName, 41, 7);
|
||||
}
|
||||
|
|
@ -100,8 +97,8 @@ class GameItem.EquipmentInfo extends Yosin_Window {
|
|||
Canvas.DrawActor(PercentageGradeText, 6, 41);
|
||||
Canvas.DrawActor(PercentageText, 130, 41);
|
||||
//绘制稀有度名称
|
||||
local RarityTagName = FontAssetManager.GenerateNormal(RarityNameTag[Equipment.Rarity], false, {
|
||||
color = RarityColor[Equipment.Rarity]
|
||||
local RarityTagName = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.rarity_name_tag[Equipment.Rarity], false, {
|
||||
color = GameItem.EquipmentInfoTag.rarity_color[Equipment.Rarity]
|
||||
});
|
||||
Canvas.DrawActor(RarityTagName, 210 - RarityTagName.GetSize().w - 6, 41);
|
||||
|
||||
|
|
@ -119,8 +116,8 @@ class GameItem.EquipmentInfo extends Yosin_Window {
|
|||
|
||||
//绘制交易类型 如果有主体属性读取 否则一律为封装
|
||||
local TradeType = Equipment.Property ? Equipment.Property.TradeType : 0;
|
||||
local TradeTypeText = FontAssetManager.GenerateNormal(TradeTypeText[TradeType], false, {
|
||||
color = TradeTypeColor[TradeType]
|
||||
local TradeTypeText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.trade_type_text[TradeType], false, {
|
||||
color = GameItem.EquipmentInfoTag.trade_type_color[TradeType]
|
||||
});
|
||||
Canvas.DrawActor(TradeTypeText, 210 - TradeTypeText.GetSize().w - 6, 73);
|
||||
|
||||
|
|
@ -321,30 +318,31 @@ class GameItem.EquipmentInfo extends Yosin_Window {
|
|||
|
||||
// 根据数值获取对应的品级文字
|
||||
function GetPercentageText(num) {
|
||||
if (num< PercentageRangeBoundaries[0]) {
|
||||
return PercentageText[0];
|
||||
if (num< GameItem.EquipmentInfoTag.percentage_range_boundaries[0]) {
|
||||
return GameItem.EquipmentInfoTag.percentage_text[0];
|
||||
}
|
||||
for (local i = 0; i< PercentageRangeBoundaries.len(); i++) {
|
||||
if (num <= PercentageRangeBoundaries[i]) {
|
||||
return PercentageText[i + 1];
|
||||
for (local i = 0; i< GameItem.EquipmentInfoTag.percentage_range_boundaries.len(); i++) {
|
||||
if (num <= GameItem.EquipmentInfoTag.percentage_range_boundaries[i]) {
|
||||
return GameItem.EquipmentInfoTag.percentage_text[i + 1];
|
||||
}
|
||||
}
|
||||
return PercentageText.top();
|
||||
return GameItem.EquipmentInfoTag.percentage_text.top();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!getroottable().rawin("chongzaiflag")) {
|
||||
getroottable()["chongzaiflag"] <- true;
|
||||
} else {
|
||||
//遍历窗口队列 如果可见则调用Show
|
||||
for (local i = 0; i< _SYS_WINDOW_LIST_.len(); i++) {
|
||||
local Window = _SYS_WINDOW_LIST_[i];
|
||||
Window.Visible = false;
|
||||
Window.RemoveSelf();
|
||||
}
|
||||
TestStage();
|
||||
}
|
||||
|
||||
// if (!getroottable().rawin("chongzaiflag")) {
|
||||
// getroottable()["chongzaiflag"] <- true;
|
||||
// } else {
|
||||
// //遍历窗口队列 如果可见则调用Show
|
||||
// for (local i = 0; i< _SYS_WINDOW_LIST_.len(); i++) {
|
||||
// local Window = _SYS_WINDOW_LIST_[i];
|
||||
// Window.Visible = false;
|
||||
// Window.RemoveSelf();
|
||||
// }
|
||||
// TestStage();
|
||||
// }
|
||||
|
||||
|
||||
|
||||
|
|
@ -552,11 +550,12 @@ class GameItem.Equipment extends GameItem.Item {
|
|||
|
||||
//获取装备信息窗口
|
||||
function GetEquipmentInfoWindow() {
|
||||
if (Property) {
|
||||
return GameItem.EquipmentInfo(this);
|
||||
}
|
||||
|
||||
} else {
|
||||
return GameItem.EquipmentInfo(this);
|
||||
}
|
||||
//获取装备图标精灵
|
||||
function GetEquipmentIconSprite() {
|
||||
return GameItem.EquipmentIcon(this);
|
||||
}
|
||||
|
||||
//穿戴装备回调
|
||||
|
|
|
|||
|
|
@ -70,7 +70,7 @@ class GameObject.NPC extends GameObject.BaseClass {
|
|||
//设置Ani描边
|
||||
Ani.SetOutline(true, sq_RGBA(155, 255, 0, 250));
|
||||
//设置鼠标
|
||||
Yosin_Cursor.ChangeActive(120, 4);
|
||||
IMouse.ChangeActive(120, 4);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -80,7 +80,7 @@ class GameObject.NPC extends GameObject.BaseClass {
|
|||
IsHover = false;
|
||||
Ani.SetOutline(false);
|
||||
//设置鼠标
|
||||
Yosin_Cursor.Change(0);
|
||||
IMouse.Change(0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -12,24 +12,39 @@ function TestStage() {
|
|||
|
||||
// local Window = Sq_CreateWindow(_Login_Window, "登录界面窗口", 0, 0, 1066, 600, 0);
|
||||
|
||||
// local BackGround = CL_SpriteObject("sprite/loding.img", 0);
|
||||
// T.Addchild(BackGround);
|
||||
|
||||
// local Equ = GameItem.Equipment(27675);
|
||||
// local Window = Equ.GetEquipmentInfoWindow();
|
||||
// Window.SetPosition(100, 80);
|
||||
// Window.ResetFocus();
|
||||
|
||||
// local Equ = GameItem.Equipment(101020048);
|
||||
// local Window = Equ.GetEquipmentInfoWindow();
|
||||
// Window.SetPosition(350, 80);
|
||||
// Window.ResetFocus();
|
||||
|
||||
// local Equ = GameItem.Equipment(24144);
|
||||
// local Window = Equ.GetEquipmentInfoWindow();
|
||||
// Window.SetPosition(580, 80);
|
||||
// Window.ResetFocus();
|
||||
|
||||
|
||||
local Equ = GameItem.Equipment(27675);
|
||||
local Window = Equ.GetEquipmentInfoWindow();
|
||||
Window.SetPosition(100, 80);
|
||||
Window.ResetFocus();
|
||||
local TownObj = Town(1);
|
||||
local Charc = GameObject.CreateCharacter(0, [101590007, 27675, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023]);
|
||||
TownObj.AddObject(Charc, true);
|
||||
ClientCharacter = Charc;
|
||||
|
||||
local Equ = GameItem.Equipment(101020048);
|
||||
local Window = Equ.GetEquipmentInfoWindow();
|
||||
Window.SetPosition(350, 80);
|
||||
Window.ResetFocus();
|
||||
local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 257, 555, 20);
|
||||
|
||||
local Equ = GameItem.Equipment(24144);
|
||||
local Window = Equ.GetEquipmentInfoWindow();
|
||||
Window.SetPosition(580, 80);
|
||||
Window.ResetFocus();
|
||||
|
||||
// local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 257, 555, 20);
|
||||
Window.equipmentPage.Item.ItemCollection.SetItemList([{
|
||||
ItemId = 27675
|
||||
}, {
|
||||
ItemId = 101020048
|
||||
}, {
|
||||
ItemId = 24144
|
||||
}]);
|
||||
|
||||
// local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 257, 555, 20);
|
||||
// //大背景
|
||||
|
|
@ -44,10 +59,6 @@ function TestStage() {
|
|||
// NPCobj.SetPosition(400, 400, 0);
|
||||
// T.Addchild(NPCobj);
|
||||
|
||||
// local TownObj = Town(1);
|
||||
// local Charc = GameObject.CreateCharacter(0, [101590007, 27675, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023]);
|
||||
// TownObj.AddObject(Charc, true);
|
||||
// ClientCharacter = Charc;
|
||||
|
||||
|
||||
// local Window = Sq_CreateWindow(_Select_Character_Window, "选择角色界面窗口", 0, 0, 1066, 600, 0);
|
||||
|
|
|
|||
|
|
@ -18,8 +18,12 @@ class _IMouse_ extends _Yosin_Cursor {
|
|||
//动态帧 Timer
|
||||
ActiveFrameTimer = 0;
|
||||
|
||||
//挂载的对象List
|
||||
AttachObjList = null;
|
||||
|
||||
constructor() {
|
||||
NormalC = [];
|
||||
AttachObjList = {};
|
||||
base.constructor();
|
||||
getroottable().IMouse <- this;
|
||||
|
||||
|
|
@ -61,6 +65,26 @@ class _IMouse_ extends _Yosin_Cursor {
|
|||
this.ActiveCurrentFrame = 0;
|
||||
}
|
||||
|
||||
//挂载一个对象位于鼠标下
|
||||
function AttachObjectBottom(KeyName, Obj) {
|
||||
AttachObjList.rawset(KeyName, {
|
||||
Object = Obj,
|
||||
ZOrder = Obj.GetZOrder
|
||||
});
|
||||
Obj.SetZOrder(-1);
|
||||
Addchild(Obj);
|
||||
}
|
||||
|
||||
//移除一个挂载的对象
|
||||
function RemoveObject(KeyName) {
|
||||
if (AttachObjList.rawin(KeyName)) {
|
||||
local Obj = AttachObjList[KeyName].Object;
|
||||
Obj.SetZOrder(AttachObjList[KeyName].ZOrder);
|
||||
Removechild(Obj);
|
||||
AttachObjList.rawdelete(KeyName);
|
||||
}
|
||||
}
|
||||
|
||||
function OnMouseProc(MousePos_X, MousePos_Y) {
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,53 @@
|
|||
/*
|
||||
文件名:5_Inventory.nut
|
||||
路径:User/UI/Window/5_Inventory.nut
|
||||
创建日期:2025-01-02 12:37
|
||||
文件用途: 背包窗口
|
||||
*/
|
||||
|
||||
class _Inventory extends Yosin_Window {
|
||||
|
||||
item = null;
|
||||
dressUpTitleBtn = null;
|
||||
petTitleBtn = null;
|
||||
stoneTitleBtn = null;
|
||||
|
||||
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
|
||||
base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
|
||||
|
||||
local title = Yosin_TopTitle(gWidth, gHeight, "装备栏(I)");
|
||||
AddUIChild(title);
|
||||
|
||||
local item2 = Yosin_EmeStretch(100, 100, 80, 25, "sprite/interface/lenheartwindowcommon.img", 160);
|
||||
Addchild(item2);
|
||||
|
||||
//注册控件
|
||||
RegisterWidget();
|
||||
}
|
||||
|
||||
function RegisterWidget() {
|
||||
|
||||
//, "装扮", "宠物", "护石"
|
||||
local titlesBtn = Yosin_RowMoreTitleBtn(10, 25, ["物品栏"]);
|
||||
AddUIChild(titlesBtn);
|
||||
|
||||
titlesBtn.LBDownOnClick = function(btns, index) {
|
||||
|
||||
};
|
||||
|
||||
|
||||
local item = Yosin_SplicingButton(10, 50, 80, 25, "sprite/interface/lenheartwindowcommon.img", 160, true, false);
|
||||
AddUIChild(item);
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
//逻辑入口
|
||||
function Proc(Dt) {
|
||||
SyncPos(X, Y);
|
||||
base.Proc(Dt);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -8,6 +8,8 @@
|
|||
//local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 262, 555, 20);
|
||||
class _Inventory extends Yosin_Window {
|
||||
|
||||
equipmentPage = null;
|
||||
|
||||
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
|
||||
base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
|
||||
|
||||
|
|
@ -29,7 +31,7 @@ class _Inventory extends Yosin_Window {
|
|||
};
|
||||
|
||||
//物品栏 装备页
|
||||
local equipmentPage = Inventory_EquipmentPage( 2, titlesBtn.bottom() + 4, 300, Height - titlesBtn.bottom() - 4);
|
||||
equipmentPage = Inventory_EquipmentPage(2, titlesBtn.bottom() + 4, 300, Height - titlesBtn.bottom() - 4);
|
||||
AddUIChild(equipmentPage);
|
||||
|
||||
|
||||
|
|
@ -42,4 +44,3 @@ class _Inventory extends Yosin_Window {
|
|||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -8,6 +8,8 @@
|
|||
// 背包装备页面
|
||||
class Inventory_EquipmentPage extends Yosin_CommonUi {
|
||||
|
||||
Item = null;
|
||||
|
||||
constructor(x, y, w, h) {
|
||||
base.constructor(x, y, w, h);
|
||||
|
||||
|
|
@ -17,8 +19,8 @@ class Inventory_EquipmentPage extends Yosin_CommonUi {
|
|||
AddUIChild(charactersEquipment);
|
||||
|
||||
// 物品栏
|
||||
local item = InventoryItem(0, charactersEquipment.bottom(), Width, Height - charactersEquipment.bottom());
|
||||
AddUIChild(item);
|
||||
Item = InventoryItem(0, charactersEquipment.bottom(), Width, Height - charactersEquipment.bottom());
|
||||
AddUIChild(Item);
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -70,28 +72,28 @@ class Inventory_CharactersEquipment extends Yosin_CommonUi {
|
|||
// 添加按钮
|
||||
function AddButton() {
|
||||
// 称号
|
||||
local designation = Yosin_TwoImgButton(2, Height - 30, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 50);
|
||||
local designation = Yosin_BaseButton(2, Height - 30, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 50);
|
||||
//点击事件回调
|
||||
// permutationBtn.OnClick = function(Button) {
|
||||
// }.bindenv(this);
|
||||
AddUIChild(designation);
|
||||
|
||||
// 增益强化
|
||||
local intensify = Yosin_TwoImgButton(designation.right() +2, designation.Y, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 128);
|
||||
local intensify = Yosin_BaseButton(designation.right() + 2, designation.Y, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 128);
|
||||
AddUIChild(intensify);
|
||||
// 皮肤仓库
|
||||
local skin = Yosin_TwoImgButton(intensify.right() + 2, designation.Y, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 134);
|
||||
local skin = Yosin_BaseButton(intensify.right() + 2, designation.Y, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 134);
|
||||
AddUIChild(skin);
|
||||
|
||||
// 穿戴中的装备
|
||||
local wear = Yosin_TwoImgButton(Width - 29, designation.Y, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 172);
|
||||
local wear = Yosin_BaseButton(Width - 29, designation.Y, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 172);
|
||||
AddUIChild(wear);
|
||||
// 装备特性
|
||||
local peculiarity = Yosin_TwoImgButton(wear.X - 21, designation.Y, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 203);
|
||||
local peculiarity = Yosin_BaseButton(wear.X - 21, designation.Y, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 203);
|
||||
AddUIChild(peculiarity);
|
||||
// 未央环境装备
|
||||
local weiyangBtn = Yosin_TwoImgButton(peculiarity.X - 21, designation.Y, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory_cn.img", 26);
|
||||
AddUIChild(weiyangBtn);
|
||||
// local permutationBtn = Yosin_BaseButton(peculiarity.X - 21, designation.Y, 18, 20 "sprite/interface/newstyle/windows/inventory/inventory.img", 128);
|
||||
// AddUIChild(permutationBtn);
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -148,6 +150,7 @@ class Inventory_CharactersEquipment extends Yosin_CommonUi {
|
|||
|
||||
// 物品栏
|
||||
class InventoryItem extends Yosin_CommonUi {
|
||||
ItemCollection = null;
|
||||
|
||||
constructor(gX, gY, gWidth, gHeight) {
|
||||
base.constructor(gX, gY, gWidth, gHeight);
|
||||
|
|
@ -165,8 +168,8 @@ class InventoryItem extends Yosin_CommonUi {
|
|||
Addchild(itemBg);
|
||||
|
||||
// 物品栏
|
||||
local itemCollection = itemCollection(itemBg.X + 7, itemBg.Y + 7, 239, 209, 7, 8);
|
||||
AddUIChild(itemCollection);
|
||||
ItemCollection = _ItemCollection(itemBg.X + 7, itemBg.Y + 7, 7);
|
||||
AddUIChild(ItemCollection);
|
||||
|
||||
|
||||
local itemBgBottom = itemBg.bottom();
|
||||
|
|
@ -174,7 +177,7 @@ class InventoryItem extends Yosin_CommonUi {
|
|||
local weight = FontAssetManager.GenerateNormal("重量", true, {
|
||||
color = sq_RGBA(160, 132, 75, 255)
|
||||
});
|
||||
weight.SetPosition(itemCollection.X + 5, itemBgBottom - weight.GetSize().h - 5);
|
||||
weight.SetPosition(ItemCollection.X + 5, itemBgBottom - weight.GetSize().h - 5);
|
||||
Addchild(weight);
|
||||
|
||||
// 重量进度条
|
||||
|
|
@ -203,7 +206,10 @@ class InventoryItem extends Yosin_CommonUi {
|
|||
local moneyItem = MoneyItem(5, itemBgBottom + 3, 3);
|
||||
AddUIChild(moneyItem);
|
||||
|
||||
}
|
||||
|
||||
function SetItemList(gItemList) {
|
||||
ItemCollection.SetItemList(gItemList);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -233,7 +239,7 @@ class MoneyItem extends Yosin_CommonUi {
|
|||
local winNum = FontAssetManager.GenerateNormal("23434个", true, {
|
||||
color = txtColor
|
||||
});
|
||||
winNum.SetPosition( 245 - winNum.GetSize().w, 2);
|
||||
winNum.SetPosition(245 - winNum.GetSize().w, 2);
|
||||
Addchild(winNum);
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -4,62 +4,159 @@
|
|||
创建日期:2025-01-06 13:50
|
||||
文件用途: 物品栏
|
||||
*/
|
||||
//物品槽
|
||||
class ItemSlot {
|
||||
X = null;
|
||||
Y = null;
|
||||
|
||||
//物品对象
|
||||
Item = null;
|
||||
//物品对象的图标
|
||||
ItemIcon = null;
|
||||
//物品对象的详细信息窗口
|
||||
ItemInfo = null;
|
||||
//详细信息窗口显示Flag
|
||||
ItemInfoShowFlag = false;
|
||||
|
||||
constructor() {
|
||||
|
||||
}
|
||||
|
||||
function SyncPos(x, y) {
|
||||
this.X = x;
|
||||
this.Y = y;
|
||||
}
|
||||
|
||||
function SetItem(Item) {
|
||||
this.Item = Item;
|
||||
this.ItemIcon = this.Item.GetEquipmentIconSprite();
|
||||
}
|
||||
|
||||
//生成详细信息
|
||||
function GenerateInfo() {
|
||||
this.ItemInfo = this.Item.GetEquipmentInfoWindow();
|
||||
}
|
||||
|
||||
//显示详细信息
|
||||
function ShowInfo(x, y) {
|
||||
if (!this.ItemInfo) GenerateInfo();
|
||||
this.ItemInfoShowFlag = true;
|
||||
//设置位置
|
||||
this.ItemInfo.SetPosition(x, y);
|
||||
this.ItemInfo.ResetFocus();
|
||||
}
|
||||
|
||||
//关闭显示详细信息
|
||||
function CloseInfo() {
|
||||
if (this.ItemInfo) {
|
||||
this.ItemInfoShowFlag = false;
|
||||
this.ItemInfo.CloseWindow();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 物品栏
|
||||
class itemCollection extends Yosin_CommonUi {
|
||||
|
||||
// 行
|
||||
column = null;
|
||||
// 列
|
||||
row = null;
|
||||
class _ItemCollection extends Yosin_CommonUi {
|
||||
|
||||
// 悬浮时显示的框
|
||||
rect = null;
|
||||
HoverEffect = null;
|
||||
//行数
|
||||
RowNum = null;
|
||||
//底层画布对象
|
||||
BottomCanvas = null;
|
||||
//顶层画布对象
|
||||
TopCanvas = null;
|
||||
//物品对象List
|
||||
ItemList = null;
|
||||
//当前显示详细信息的物品对象
|
||||
CurrentShowItem = null;
|
||||
//当前鼠标指向的位置
|
||||
ItemPos = null;
|
||||
//拖拽中的物品对象
|
||||
DragItem = null;
|
||||
//拖拽物品原来的位置
|
||||
DragItemPos = null;
|
||||
|
||||
columnNum = null;
|
||||
rowNum = null;
|
||||
|
||||
Canvas = null;
|
||||
constructor(x, y, rowNum) {
|
||||
this.RowNum = rowNum;
|
||||
//计算实际需要的高度
|
||||
local RealH = 30 * rowNum;
|
||||
base.constructor(x, y, 239, RealH);
|
||||
|
||||
constructor(x, y, w, h, columnNum, rowNum) {
|
||||
base.constructor(x, y, w, h);
|
||||
this.columnNum = columnNum;
|
||||
this.rowNum = rowNum;
|
||||
//构造相应数量的槽
|
||||
ItemList = array(8 * rowNum, null);
|
||||
|
||||
//整体底板
|
||||
InitOverallBasePlate();
|
||||
|
||||
|
||||
HoverEffect = CL_SpriteObject("sprite/interface/newstyle/windows/inventory/inventory.img", 131);
|
||||
HoverEffect.SetZOrder(1);
|
||||
HoverEffect.SetVisible(false);
|
||||
Addchild(HoverEffect);
|
||||
|
||||
}
|
||||
|
||||
//根据高度绘制整体底板
|
||||
function InitOverallBasePlate() {
|
||||
// 创建画布
|
||||
Canvas = CL_CanvasObject();
|
||||
BottomCanvas = CL_CanvasObject();
|
||||
// 重设大小并清空
|
||||
Canvas.ResizeAndClear(w, h);
|
||||
BottomCanvas.ResizeAndClear(239, this.RowNum * 30);
|
||||
// 开始绘制
|
||||
Canvas.BeginDraw();
|
||||
BottomCanvas.BeginDraw();
|
||||
foreach(pos, ItemObj in ItemList) {
|
||||
local XPos = (pos % 8) * 30;
|
||||
local YPos = (pos / 8) * 30;
|
||||
local bg = CL_SpriteFrameObject("sprite/interface/newstyle/windows/inventory/inventory.img", 49);
|
||||
BottomCanvas.DrawSpriteFrame(bg, XPos, YPos);
|
||||
}
|
||||
// 结束绘制
|
||||
BottomCanvas.EndDraw();
|
||||
// 添加画布
|
||||
Addchild(BottomCanvas);
|
||||
}
|
||||
|
||||
local itemX = 0;
|
||||
local itemY = 0;
|
||||
for (local i = 0; i< columnNum; i++) {
|
||||
local cells = [];
|
||||
for (local i = 0; i< rowNum; i++) {
|
||||
local bg = CL_SpriteFrameObject("sprite/interface/newstyle/windows/inventory/inventory.img", 49);
|
||||
Canvas.DrawSpriteFrame(bg, itemX, itemY);
|
||||
//设置道具列表
|
||||
function SetItemList(gItemList) {
|
||||
|
||||
itemX += 30;
|
||||
|
||||
}
|
||||
itemX = 0;
|
||||
itemY += 30;
|
||||
//创建道具
|
||||
foreach(Index, ItemObject in gItemList) {
|
||||
local ItemId = ItemObject.ItemId;
|
||||
//TODO
|
||||
local Item = GameItem.Equipment(ItemId);
|
||||
ItemList[Index] = ItemSlot();
|
||||
ItemList[Index].SetItem(Item);
|
||||
}
|
||||
|
||||
RefreshItemList();
|
||||
}
|
||||
|
||||
//刷新道具列表
|
||||
function RefreshItemList() {
|
||||
//如果不存在则构造画布
|
||||
if (!TopCanvas) {
|
||||
// 创建画布
|
||||
TopCanvas = CL_CanvasObject();
|
||||
// 添加画布
|
||||
Addchild(TopCanvas);
|
||||
}
|
||||
// 重设大小并清空
|
||||
TopCanvas.ResizeAndClear(239, this.RowNum * 30);
|
||||
// 开始绘制
|
||||
TopCanvas.BeginDraw();
|
||||
foreach(pos, ItemObj in ItemList) {
|
||||
if (ItemObj) {
|
||||
local XPos = (pos % 8) * 30;
|
||||
local YPos = (pos / 8) * 30;
|
||||
ItemObj.ItemIcon.SetPosition(XPos, YPos);
|
||||
TopCanvas.DrawSprite(ItemObj.ItemIcon, XPos, YPos);
|
||||
}
|
||||
}
|
||||
// 结束绘制
|
||||
Canvas.EndDraw();
|
||||
// 添加画布
|
||||
Addchild(Canvas);
|
||||
|
||||
|
||||
rect = CL_SpriteObject("sprite/interface/newstyle/windows/inventory/inventory.img", 131);
|
||||
rect.SetVisible(false);
|
||||
Addchild(rect);
|
||||
|
||||
TopCanvas.EndDraw();
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -70,30 +167,109 @@ class itemCollection extends Yosin_CommonUi {
|
|||
|
||||
if (isInRect) {
|
||||
local WorldPosition = this.GetWorldPosition();
|
||||
local xx = MousePos_X - WorldPosition.x -5;
|
||||
local yy = MousePos_Y - WorldPosition.y -5;
|
||||
local xx = MousePos_X - WorldPosition.x;
|
||||
local yy = MousePos_Y - WorldPosition.y;
|
||||
local column = (yy / 30).tointeger();
|
||||
local row = (xx / 30).tointeger();
|
||||
//指向的项目位置
|
||||
local Idx = column * 8 + row;
|
||||
ItemPos = Idx;
|
||||
//如果有道具
|
||||
if (ItemList[Idx]) {
|
||||
//设置透明度
|
||||
HoverEffect.SetOpacity(0.4);
|
||||
//如果没有物品信息窗口
|
||||
if (!ItemList[Idx].ItemInfo) {
|
||||
ItemList[Idx].GenerateInfo();
|
||||
}
|
||||
if (!ItemList[Idx].ItemInfoShowFlag) {
|
||||
//关闭上一个显示的对象
|
||||
if (CurrentShowItem) {
|
||||
CurrentShowItem.CloseInfo();
|
||||
}
|
||||
//如果当前没有拖拽物品时才打开详细信息窗口
|
||||
if (!DragItem) {
|
||||
//显示详细信息
|
||||
ItemList[Idx].ShowInfo(MousePos_X - 50, MousePos_Y - 150);
|
||||
//记录当前显示的对象
|
||||
CurrentShowItem = ItemList[Idx];
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//关闭上一个显示的对象
|
||||
if (CurrentShowItem) {
|
||||
CurrentShowItem.CloseInfo();
|
||||
}
|
||||
HoverEffect.SetOpacity(1);
|
||||
}
|
||||
//设置悬停槽
|
||||
HoverEffect.SetVisible(true);
|
||||
HoverEffect.SetPosition(row * 30, column * 30);
|
||||
} else {
|
||||
ItemPos = null;
|
||||
HoverEffect.SetVisible(false);
|
||||
//关闭所有详细信息显示
|
||||
foreach(ItemObj in ItemList) {
|
||||
if (ItemObj && ItemObj.ItemInfoShowFlag) {
|
||||
ItemObj.CloseInfo();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//override
|
||||
//鼠标左键按下回调
|
||||
function OnMouseLbDown(MousePos_X, MousePos_Y) {
|
||||
if (!Visible) return;
|
||||
base.OnMouseLbDown(MousePos_X, MousePos_Y);
|
||||
//关闭显示的对象
|
||||
if (CurrentShowItem) {
|
||||
CurrentShowItem.CloseInfo();
|
||||
}
|
||||
|
||||
local inRadius = column< columnNum && row< rowNum;
|
||||
local change = column != this.column || row != this.row;
|
||||
// 移动到另一个槽
|
||||
if (change && inRadius) {
|
||||
if (ItemPos != null && ItemList[ItemPos]) {
|
||||
DragItem = ItemList[ItemPos];
|
||||
DragItemPos = ItemPos;
|
||||
ItemList[ItemPos] = null;
|
||||
local IconBuffer = DragItem.Item.GetEquipmentIconSprite();
|
||||
IconBuffer.SetPosition(-15, -15);
|
||||
IMouse.AttachObjectBottom("ItemCollectDragItem", IconBuffer);
|
||||
RefreshItemList();
|
||||
}
|
||||
}
|
||||
|
||||
this.column = column;
|
||||
this.row = row;
|
||||
|
||||
rect.SetVisible(true);
|
||||
rect.SetPosition(row * 30, column * 30);
|
||||
//override
|
||||
//鼠标左键弹起回调
|
||||
function OnMouseLbUp(MousePos_X, MousePos_Y) {
|
||||
if (!Visible) return;
|
||||
base.OnMouseLbUp(MousePos_X, MousePos_Y);
|
||||
|
||||
if (DragItem) {
|
||||
//如果这个格子不是空的 要把他放回交换的位置
|
||||
if (ItemList[ItemPos] != null) {
|
||||
local Temp = ItemList[ItemPos];
|
||||
ItemList[DragItemPos] = Temp;
|
||||
DragItemPos = null;
|
||||
}
|
||||
|
||||
} else {
|
||||
this.column = null;
|
||||
this.row = null;
|
||||
rect.SetVisible(false);
|
||||
ItemList[ItemPos] = DragItem;
|
||||
DragItem = null;
|
||||
IMouse.RemoveObject("ItemCollectDragItem");
|
||||
RefreshItemList();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (!getroottable().rawin("chongzaiflag")) {
|
||||
getroottable()["chongzaiflag"] <- true;
|
||||
} else {
|
||||
//遍历窗口队列 如果可见则调用Show
|
||||
for (local i = 0; i< _SYS_WINDOW_LIST_.len(); i++) {
|
||||
local Window = _SYS_WINDOW_LIST_[i];
|
||||
Window.Visible = false;
|
||||
Window.RemoveSelf();
|
||||
}
|
||||
TestStage();
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
equipment/equipmentinfo.etc 装备信息界面的配置
|
||||
|
||||
角色chr文件新增了[default avatar] 的标签用于设置 角色默认装备
|
||||
Loading…
Reference in New Issue