Compare commits

...

4 Commits

Author SHA1 Message Date
Lenheart 75ffaba040 新增消耗品类型 制作相应窗口 图标 背包收包逻辑新增消耗品和材料 2025-01-19 09:48:40 +08:00
WONIU 334fce6c86 Merge remote-tracking branch 'origin/dong' into yi
# Conflicts:
#	sqr/User/UI/Window/5_Inventory/5_Inventory.nut
2025-01-12 16:44:18 +08:00
WONIU 7f203204e9 装扮页 2025-01-12 16:37:48 +08:00
WONIU c7dabbe069 背包 装备和装扮页切换 2025-01-12 16:35:50 +08:00
15 changed files with 809 additions and 122 deletions

Binary file not shown.

View File

@ -692,7 +692,7 @@ class Yosin_RowMoreTitleBtn extends Yosin_CommonUi {
titleBtn.index = i;
titleBtn.LBDownOnClick = function(btn) {
btn.Parent.LBDownOnClick(this, btn.index);
btn.Parent.LBDownOnClick(btn.Parent, btn.index);
for (local i = 0; i< btn.Parent.btns.len(); i++) {
btn.Parent.btns[i].SetSelect(false);

View File

@ -16,6 +16,8 @@ class _AssetManager_ {
TownList = null;
//装备列表
EquipmentList = null;
//消耗品列表
StackableList = null;
//NPC列表
NpcList = null;
@ -211,6 +213,20 @@ class _AssetManager_ {
});
}
function InitStackableList() {
StackableList = ScriptData.GetFileData("stackable/stackable.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
//注册装备列表 路径写入 数据未读取
DataTable.rawset(Key, {
Path = Data.Get(),
Data = null
});
}
if (_DEBUG_) print("加载消耗品List完成, 共" + DataTable.len() + "个");
});
}
function InitNpcList() {
NpcList = ScriptData.GetFileData("npc/npc.lst", function(DataTable, Data) {
while (!Data.Eof()) {
@ -248,6 +264,8 @@ class _AssetManager_ {
InitCharacter();
//初始化装备列表
InitEquipmentList();
//初始化消耗品列表
InitStackableList();
//初始化NPC列表
InitNpcList();
@ -283,8 +301,8 @@ class _AssetManager_ {
DataTable.usable_job.append(Ret.slice(1, -1).tolower());
}
}
//读取三攻
else if (Pack == "[equipment physical attack]" || Pack == "[equipment magical attack]" || Pack == "[separate attack]") {
//读取三攻 和 双防
else if (Pack == "[equipment physical attack]" || Pack == "[equipment magical attack]" || Pack == "[separate attack]" || Pack == "[equipment physical defense]" || Pack == "[equipment magical defense]") {
local RealKey = Pack.slice(1, -1);
DataTable[RealKey] <- [Data.Get(), Data.Get()];
}
@ -347,6 +365,60 @@ class _AssetManager_ {
return m_data;
}
//获取消耗品信息
function GetStackable(Idx) {
//如果没有这件消耗品则返回
if (!(StackableList.rawin(Idx))) return;
//如果装备数据已经读取过存在了则直接返回
if (StackableList[Idx].Data) return StackableList[Idx].Data;
local Path = StackableList[Idx].Path;
local m_data = ScriptData.GetFileData("stackable/" + Path, function(DataTable, Data) {
DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
while (!Data.Eof()) {
local Pack = Data.Get();
//名称
if (Pack == "[name]" || Pack == "[item group name]" || Pack == "[explain]") {
local RealKey = Pack.slice(1, -1);
DataTable[RealKey] <- Data.Get();
}
//适用角色
else if (Pack == "[usable job]") {
DataTable.usable_job <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/usable job]") break;
DataTable.usable_job.append(Ret.slice(1, -1).tolower());
}
}
//图标
else if (Pack == "[icon]") {
DataTable.icon <- {};
local Ret = Data.Get();
DataTable.icon.path <- "sprite/" + Ret.tolower();
Ret = Data.Get();
DataTable.icon.index <- Ret.tointeger();
}
//消耗品类型
else if (Pack == "[stackable type]") {
DataTable.type <- {};
local Ret = Data.Get();
DataTable.type.path <- Ret.tolower().slice(1, -1);
Ret = Data.Get();
DataTable.type.index <- Ret.tointeger();
}
//交易类型
else if (Pack == "[attach type]") {
local Ret = Data.Get();
if (Ret == "[free]") DataTable.trade_type <- 0;
else if (Ret == "[trade]") DataTable.trade_type <- 1;
else if (Ret == "[sealing]") DataTable.trade_type <- 2;
else if (Ret == "[account]") DataTable.trade_type <- 3;
}
}
});
StackableList[Idx].Data = m_data;
return m_data;
}
//Public::

View File

@ -20,7 +20,7 @@ class GameItem.EquipmentIcon extends CL_CanvasObject {
DrawSpriteFrame(Icon, 0, 0);
//是否封装
local IsPackage = Equipment.Property ? Equipment.Property.IsPackage : 1;
local IsPackage = Equipment.IsWrap;
if (IsPackage && (Equipment.Rarity == 2 || Equipment.Rarity == 3)) {
local IconFrame = CL_SpriteObject("sprite/interface/lenheartwindowcommon.img", 634);
IconFrame.SetMode(0);
@ -70,7 +70,13 @@ class GameItem.EquipmentInfo extends Yosin_Window {
//绘制装备名称
if (Equipment.Name.len() > 0) {
local EquName = FontAssetManager.GenerateNormal(Equipment.Name, false, {
local UpgradeName = "";
local SeparateLevelName = "";
local DrawName = Equipment.Name;
if (Equipment.Upgrade > 0) UpgradeName = "+" + Equipment.Upgrade;
if (Equipment.SeparateLevel > 0) SeparateLevelName = "(" + Equipment.SeparateLevel + ")";
if ((Equipment.Upgrade + Equipment.SeparateLevel) > 0) DrawName = UpgradeName + SeparateLevelName + " " + DrawName;
local EquName = FontAssetManager.GenerateNormal(DrawName, false, {
color = GameItem.EquipmentInfoTag.rarity_color[Equipment.Rarity]
});
Canvas.DrawActor(EquName, 41, 7);
@ -80,7 +86,7 @@ class GameItem.EquipmentInfo extends Yosin_Window {
Canvas.DrawLine(3, 37, 207, 38);
//绘制品级
local Percentage = Equipment.Property ? Equipment.Property.Percentage : 100;
local Percentage = Equipment.Percentage;
//品级文字
local PercentageGradeText = FontAssetManager.GenerateNormal(GetPercentageText(Percentage), false, {
color = sq_RGBA(255, 240, 0, 255)
@ -115,7 +121,7 @@ class GameItem.EquipmentInfo extends Yosin_Window {
Canvas.DrawActor(MinUseLevelText, 210 - MinUseLevelText.GetSize().w - 6, 57);
//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 TradeType = Equipment.TradeType;
local TradeTypeText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.trade_type_text[TradeType], false, {
color = GameItem.EquipmentInfoTag.trade_type_color[TradeType]
});
@ -135,7 +141,7 @@ class GameItem.EquipmentInfo extends Yosin_Window {
Canvas.DrawActor(SellPriceText, 210 - SellPriceText.GetSize().w - 6, 105);
//绘制耐久度
local DurabilityText = FontAssetManager.GenerateNormal("耐久度 " + (Equipment.Property ? Equipment.Property.Durability : Equipment.Durability) + "/" + Equipment.Durability, false, {
local DurabilityText = FontAssetManager.GenerateNormal("耐久度 " + (Equipment.CurrentDurability == -1 ? Equipment.Durability : Equipment.CurrentDurability) + "/" + Equipment.Durability, false, {
color = sq_RGBA(133, 121, 80, 255)
});
Canvas.DrawActor(DurabilityText, 6, 121);
@ -157,6 +163,24 @@ class GameItem.EquipmentInfo extends Yosin_Window {
//绘制分割
AddSliceLine();
//绘制强化和增幅逻辑
if ((Equipment.Upgrade + Equipment.SeparateLevel) > 0) {
local UpgradeInfo;
if (Equipment.Upgrade > 0) {
UpgradeInfo = FontAssetManager.GenerateNormal("+" + Equipment.Upgrade + " 强化 ,", false, {
color = sq_RGBA(103, 214, 236, 255)
});
Canvas.DrawActor(UpgradeInfo, 6, RealCanvasHeight);
}
if (Equipment.SeparateLevel > 0) {
local SeparateLevelInfo = FontAssetManager.GenerateNormal("+" + Equipment.SeparateLevel + " 锻造", false, {
color = sq_RGBA(180, 106, 254, 255)
});
Canvas.DrawActor(SeparateLevelInfo, UpgradeInfo ? UpgradeInfo.GetSize().w : 6, RealCanvasHeight);
}
AddHeight();
}
//绘制物理攻击力
DrawAttack("EquipmentPhysicalAttack", "物理攻击力");
//绘制魔法攻击力
@ -289,12 +313,11 @@ class GameItem.EquipmentInfo extends Yosin_Window {
if (typeof Equipment[Type] == "array") {
local MaxValue = Equipment[Type][0];
local MinValue = Equipment[Type][1];
local Rate = Equipment.Property ? Equipment.Property[Type + "Rate"] : 100;
Rate = Rate.tofloat() / 100.0;
local Rate = 1.0;
RealValue = (MinValue + ((MaxValue - MinValue).tofloat() * Rate).tointeger());
}
//百分比计算过的数据
else if (typeof Equipment[Type] == "integer") {
else if (typeof Equipment[Type] == "integer" || typeof Equipment[Type] == "float") {
RealValue = Equipment[Type];
}
local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + RealValue, false, {
@ -351,6 +374,18 @@ class GameItem.Equipment extends GameItem.Item {
Idx = -1;
//装备名称
Name = "";
//强化或增幅等级
Upgrade = 0;
//锻造等级
SeparateLevel = 0;
//增幅属性 0 无 1 力量 2 智力 3 体力 4 精神
EquipIncrease = 0;
//是否封装
IsWrap = 0;
//在封装次数
WrapCount = 0;
//交易类型
TradeType = 0;
//装备类型
Type = -1;
//装备槽位
@ -373,6 +408,10 @@ class GameItem.Equipment extends GameItem.Item {
SellPrice = -1;
//耐久度
Durability = -1;
//当前耐久度
CurrentDurability = -1;
//装备品质
Percentage = 100;
//冒险家名望
AdventurerFame = 0;
//装备可穿戴职业
@ -416,6 +455,10 @@ class GameItem.Equipment extends GameItem.Item {
EquipmentMagicalAttack = 0;
//独立攻击力
SeparateAttack = 0;
//物理防御力
EquipmentPhysicalDefense = 0;
//魔法防御力
EquipmentMagicalDefense = 0;
//攻击速度
AttackSpeed = 0;
@ -446,6 +489,11 @@ class GameItem.Equipment extends GameItem.Item {
//描述
FlavorText = null;
function _typeof() {
return "Equipment";
}
constructor(...) {
//直接裸构造
if (vargv.len() == 0) {
@ -453,11 +501,79 @@ class GameItem.Equipment extends GameItem.Item {
}
//通过参数构造
else if (vargv.len() == 1) {
local EquInfo;
//通过ID构造
if (typeof vargv[0] == "integer") {
local EquInfo = AssetManager.GetEquipment(vargv[0]);
if (EquInfo) {
EquInfo = AssetManager.GetEquipment(vargv[0]);
Idx = vargv[0];
ConstructEquipmentFromScript(EquInfo);
}
//通过Table来构造
else if (typeof vargv[0] == "table") {
local Info = vargv[0];
EquInfo = AssetManager.GetEquipment(Info.EquipId);
Idx = Info.EquipId;
ConstructEquipmentFromScript(EquInfo);
IterateEquipmentBasedOnActualEquipmentInformation(Info);
}
}
}
//根据装备实际信息迭代装备
function IterateEquipmentBasedOnActualEquipmentInformation(Info) {
//装备附魔 //TODO
//装备强化等级或增幅等级
this.Upgrade = Info.EquipUpgrade;
//装备锻造等级
this.SeparateLevel = Info.EquipSeparate;
//装备增幅属性
this.EquipIncrease = Info.EquipIncrease;
//装备力量百分比
this.PhysicalAttack *= (Info.EquipPowerPercentage.tofloat() / 100.0);
//装备智力百分比
this.MagicalAttack *= (Info.EquipIntellectPercentage.tofloat() / 100.0);
//装备体力百分比
this.PhysicalDefense *= (Info.EquipStaminaPercentage.tofloat() / 100.0);
//装备精神百分比
this.MagicalDefense *= (Info.EquipSpiritPercentage.tofloat() / 100.0);
//装备物理攻击百分比
this.EquipmentPhysicalAttack = this.EquipmentPhysicalAttack[0] + ((this.EquipmentPhysicalAttack[1] - this.EquipmentPhysicalAttack[0]) * (Info.EquipPhysicalAttackPercentage.tofloat() / 100.0));
//装备魔法攻击百分比
this.EquipmentMagicalAttack = this.EquipmentMagicalAttack[0] + ((this.EquipmentMagicalAttack[1] - this.EquipmentMagicalAttack[0]) * (Info.EquipMagicAttackPercentage.tofloat() / 100.0));
//装备独立攻击百分比
this.SeparateAttack = this.SeparateAttack[0] + ((this.SeparateAttack[1] - this.SeparateAttack[0]) * (Info.EquipIndependentAttackPercentage.tofloat() / 100.0));
//装备物理防御百分比
this.EquipmentPhysicalDefense = this.EquipmentPhysicalDefense[0] + ((this.EquipmentPhysicalDefense[1] - this.EquipmentPhysicalDefense[0]) * (Info.EquipPhysicalDefensePercentage.tofloat() / 100.0));
//装备魔法防御百分比
this.EquipmentMagicalDefense = this.EquipmentMagicalDefense[0] + ((this.EquipmentMagicalDefense[1] - this.EquipmentMagicalDefense[0]) * (Info.EquipMagicDefensePercentage.tofloat() / 100.0));
//装备全属强
this.AllElementalAttack += Info.EquipAllElementalAttack;
//装备水属强
this.WaterAttack += Info.EquipWaterAttack;
//装备火属强
this.FireAttack += Info.EquipFireAttack;
//装备光属强
this.LightAttack += Info.EquipLightAttack;
//装备暗属强
this.DarkAttack += Info.EquipDarkAttack;
//装备品质
this.Percentage = Info.EquipPercentage;
//装备再封装次数
this.WrapCount = Info.EquipWrapCount;
//装备是否封装
this.IsWrap = Info.EquipIsWrap;
//耐久度
this.CurrentDurability = Info.EquipDurability;
//交易类型
this.TradeType = Info.EquipTradeType;
}
//根据装备脚本信息构造装备
function ConstructEquipmentFromScript(EquInfo) {
//如果获取到对应的装备脚本信息
if (EquInfo) {
//名称
if (EquInfo.rawin("name")) Name = EquInfo["name"];
//类型
@ -503,8 +619,16 @@ class GameItem.Equipment extends GameItem.Item {
if (EquInfo.rawin("fire attack")) FireAttack = EquInfo["fire attack"];
//三攻
if (EquInfo.rawin("equipment physical attack")) EquipmentPhysicalAttack = EquInfo["equipment physical attack"];
else EquipmentPhysicalAttack = [0, 0];
if (EquInfo.rawin("equipment magical attack")) EquipmentMagicalAttack = EquInfo["equipment magical attack"];
else EquipmentMagicalAttack = [0, 0];
if (EquInfo.rawin("separate attack")) SeparateAttack = EquInfo["separate attack"];
else SeparateAttack = [0, 0];
//物理防御和魔法防御
if (EquInfo.rawin("equipment physical defense")) EquipmentPhysicalDefense = EquInfo["equipment physical defense"];
else EquipmentPhysicalDefense = [0, 0];
if (EquInfo.rawin("equipment magical defense")) EquipmentMagicalDefense = EquInfo["equipment magical defense"];
else EquipmentMagicalDefense = [0, 0];
//三速
if (EquInfo.rawin("attack speed")) AttackSpeed = EquInfo["attack speed"];
if (EquInfo.rawin("cast speed")) CastSpeed = EquInfo["cast speed"];
@ -523,9 +647,7 @@ class GameItem.Equipment extends GameItem.Item {
if (EquInfo.rawin("elemental property")) ElementalProperty = EquInfo["elemental property"];
//描述
if (EquInfo.rawin("flavor text")) FlavorText = EquInfo["flavor text"];
}
}
}
} else error("没有对应的装备信息");
}
//设置真实装备类型
@ -548,16 +670,6 @@ class GameItem.Equipment extends GameItem.Item {
else if (EType == "aurora avatar") SetRealEquipmentType("aurora", "aurora");
}
//获取装备信息窗口
function GetEquipmentInfoWindow() {
return GameItem.EquipmentInfo(this);
}
//获取装备图标精灵
function GetEquipmentIconSprite() {
return GameItem.EquipmentIcon(this);
}
//穿戴装备回调
function OnWearStart() {

View File

@ -7,4 +7,31 @@
GameItem <- {};
class GameItem.Item {
function _typeof() {
return "Item";
}
//获取信息窗口
function GetInfoWindow() {
if (typeof this == "Equipment") {
return GameItem.EquipmentInfo(this);
} else if (typeof this == "Stackable") {
return GameItem.StackableInfo(this);
}
error("GameItem::Info:: 未知物品类型");
}
//获取图标精灵
function GetIconSprite() {
if (typeof this == "Equipment") {
return GameItem.EquipmentIcon(this);
} else if (typeof this == "Stackable") {
return GameItem.StackableIcon(this);
}
error("GameItem::Icon:: 未知物品类型");
}
}

View File

@ -0,0 +1,244 @@
/*
文件名:Stackable.nut
路径:User/Asset/Item/Stackable.nut
创建日期:2025-01-18 01:46
文件用途:可堆叠物品
*/
//消耗品图标窗口
class GameItem.StackableIcon extends CL_CanvasObject {
constructor(Stackable) {
base.constructor();
ResizeAndClear(32, 32);
BeginDraw();
//构造图标 及图标边框
if (Stackable.Icon) {
//图标
local Icon = CL_SpriteFrameObject(Stackable.Icon.path, Stackable.Icon.index);
DrawSpriteFrame(Icon, 0, 0);
//边框
local IconFrame = CL_SpriteFrameObject("sprite/item/iconmark.img", 62 + GameItem.EquipmentInfoTag.rarityframe_color_idx[Stackable.Rarity]);
DrawSpriteFrame(IconFrame, 0, 0);
}
EndDraw();
}
}
//消耗品信息窗口
class GameItem.StackableInfo extends Yosin_Window {
//消耗品
Stackable = null;
//画布
Canvas = null;
//画布实际高度
RealCanvasHeight = 0;
constructor(Stackable) {
this.Stackable = Stackable.weakref();
base.constructor(clock() + "StackableInfo" + Stackable.Idx, 0, 0, 0, 0, 0);
Init();
local background = Yosin_NineBoxStretch(211, RealCanvasHeight + 10, "sprite/interface/lenheartwindowcommon.img", 213);
background.SetZOrder(-1);
Addchild(background);
}
function Init() {
Canvas = CL_CanvasObject();
Canvas.ResizeAndClear(210, 600);
Canvas.SetFillBrush(sq_RGBA(59, 56, 57, 250));
Canvas.SetStrokeBrush(sq_RGBA(59, 56, 57, 250));
Canvas.BeginDraw();
//构造图标 及图标边框
if (Stackable.Icon) {
local Icon = GameItem.StackableIcon(Stackable);
Canvas.DrawActor(Icon, 7, 7);
}
//绘制名称
if (Stackable.Name.len() > 0) {
local DrawName = Stackable.Name;
local EquName = FontAssetManager.GenerateNormal(DrawName, false, {
color = GameItem.EquipmentInfoTag.rarity_color[Stackable.Rarity]
});
Canvas.DrawActor(EquName, 41, 7);
}
//绘制分割线
Canvas.DrawLine(3, 37, 207, 38);
//绘制稀有度名称
local RarityTagName = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.rarity_name_tag[Stackable.Rarity], false, {
color = GameItem.EquipmentInfoTag.rarity_color[Stackable.Rarity]
});
Canvas.DrawActor(RarityTagName, 210 - RarityTagName.GetSize().w - 6, 41);
//绘制类型
local RealGroupName = Stackable.GroupName ? Stackable.GroupName : "cube stuff";
local GroupNameText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.item_group_name_table[RealGroupName], false, {
color = sq_RGBA(194, 161, 56, 255)
});
Canvas.DrawActor(GroupNameText, 6, 41);
//下面的绘制逻辑开始使用行put来做
RealCanvasHeight = 64;
//绘制交易类型 如果有主体属性读取 否则一律为封装
local TradeType = Stackable.TradeType;
local TradeTypeText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.trade_type_text[TradeType], false, {
color = GameItem.EquipmentInfoTag.trade_type_color[TradeType]
});
Canvas.DrawActor(TradeTypeText, 6, 60);
//绘制售价
local RealSellPrice = (Stackable.SellPrice == -1 ? (Stackable.Price == -1 ? 0 : Stackable.Price) : Stackable.SellPrice) / 5;
local SellPriceText = FontAssetManager.GenerateNormal(RealSellPrice + "金币", false, {
color = sq_RGBA(133, 121, 78, 255)
});
Canvas.DrawActor(SellPriceText, 210 - SellPriceText.GetSize().w - 6, 60);
//绘制分割
AddSliceLine();
//绘制描述
if (Stackable.FlavorText) {
// //绘制分割
// Canvas.DrawLine(3, RealCanvasHeight + 3, 207, RealCanvasHeight + 3);
// RealCanvasHeight += 6;
local Text = FontAssetManager.GenerateNormal(Stackable.FlavorText, false, {
color = sq_RGBA(133, 121, 80, 255),
wrap_width = 200
});
Canvas.DrawActor(Text, 6, RealCanvasHeight);
RealCanvasHeight += Text.GetSize().h;
}
Canvas.EndDraw();
Addchild(Canvas);
}
//增加行高
function AddHeight() {
RealCanvasHeight += 16;
}
//增加分割行
function AddSliceLine() {
RealCanvasHeight += 18;
Canvas.DrawLine(3, RealCanvasHeight, 207, RealCanvasHeight);
RealCanvasHeight += 2;
}
}
class GameItem.Stackable extends GameItem.Item {
//物品ID
Idx = -1;
//物品名称
Name = "";
//物品类型
Type = null;
//交易类型
TradeType = 0;
//物品最低使用等级
Minimum_level = 0;
//物品等级组
Grade = 0;
//物品稀有度
Rarity = 0;
//物品重量
Weight = 0;
//物品组名
GroupName = null;
//物品购买价格
Price = 0;
//物品维修价格
RepairPrice = 0;
//物品出售价格
SellPrice = 0;
//物品职业
Job = null;
//物品图标
Icon = null;
//物品描述
FlavorText = "";
function _typeof() {
return "Stackable";
}
constructor(...) {
//直接裸构造
if (vargv.len() == 0) {
}
//通过参数构造
else if (vargv.len() == 1) {
local StkInfo;
//通过ID构造
if (typeof vargv[0] == "integer") {
StkInfo = AssetManager.GetStackable(vargv[0]);
Idx = vargv[0];
ConstructStackableFromScript(StkInfo);
}
}
}
//根据消耗品脚本信息构造消耗品
function ConstructStackableFromScript(StkInfo) {
//如果获取到对应的消耗品脚本信息
if (StkInfo) {
//名称
if (StkInfo.rawin("name")) Name = StkInfo["name"];
//类型
// if (StkInfo.rawin("type")) GetRealStackableType(StkInfo["type"].path);
//最低使用等级
if (StkInfo.rawin("minimum level")) Minimum_level = StkInfo["minimum level"];
//等级组
if (StkInfo.rawin("grade")) Grade = StkInfo["grade"];
//稀有度
if (StkInfo.rawin("rarity")) Rarity = StkInfo["rarity"];
//重量
if (StkInfo.rawin("weight")) Weight = StkInfo["weight"];
//组名
if (StkInfo.rawin("item group name")) GroupName = StkInfo["item group name"];
//购买价格
if (StkInfo.rawin("price")) Price = StkInfo["price"];
//维修价格
if (StkInfo.rawin("repair price")) RepairPrice = StkInfo["repair price"];
//出售价格
if (StkInfo.rawin("value")) SellPrice = StkInfo["value"];
//职业
if (StkInfo.rawin("usable_job")) Job = StkInfo["usable_job"];
//图标
if (StkInfo.rawin("icon")) Icon = StkInfo["icon"];
//描述
if (StkInfo.rawin("explain")) FlavorText = StkInfo["explain"];
//交易类型
if (StkInfo.rawin("trade_type")) TradeType = StkInfo["trade_type"];
}
}
}
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();
}

View File

@ -423,7 +423,6 @@ class Map extends Actor {
m_camera.MovableAreaY = m_height - m_data.wide_mode_camer_vertical_correction;
m_camera.BackgroundOffset = m_data.background_pos;
// OpenMovableAreaBorder();
}

View File

@ -71,10 +71,10 @@ function RegisterFunctionalPack() {
//背包类型
local InventoryType = Pack.Get_Byte();
//背包道具数量
local InventoryItemCount = Pack.Get_Int();
local InventoryItemCount = Pack.Get_Short();
//项目List
local ItemList = [];
local ItemList = {};
//道具数据
for (local i = 0; i< InventoryItemCount; i++) {
@ -87,6 +87,8 @@ function RegisterFunctionalPack() {
Pos = Pack.Get_Short(),
//装备ID
EquipId = Pack.Get_Int(),
//交易类型
EquipTradeType = Pack.Get_Byte(),
//装备附魔编号
EquipEnchant = Pack.Get_Int(),
//装备强化等级或增幅等级
@ -113,23 +115,47 @@ function RegisterFunctionalPack() {
EquipPhysicalDefensePercentage = Pack.Get_Byte(),
//装备魔法防御百分比
EquipMagicDefensePercentage = Pack.Get_Byte(),
//装备全属强
EquipAllElementalAttack = Pack.Get_Byte(),
//装备水属强
EquipWaterAttack = Pack.Get_Byte(),
//装备火属强
EquipFireAttack = Pack.Get_Byte(),
//装备光属强
EquipLightAttack = Pack.Get_Byte(),
//装备暗属强
EquipDarkAttack = Pack.Get_Byte(),
//装备品质
EquipPercentage = Pack.Get_Byte(),
//装备再封装次数
EquipWrapCount = Pack.Get_Byte(),
//装备是否封装
EquipIsWrap = Pack.Get_Byte(),
//耐久度
EquipDurability = Pack.Get_Byte(),
}
ItemList[EquInfo.Pos] <- GameItem.Equipment(EquInfo);
//装备栏
if (InventoryType == 2) {
ClientCharacterInventory.EquipmentPage.SetItemCollectionList(0, ItemList);
}
ItemList.push(EquInfo);
print("构造装备");
}
//消耗品类型
if (Type == 2) {
if (Type == 2 || Type == 3) {
local ItemInfo = {
//道具位置
Pos = Pack.Get_Short(),
//道具ID
ItemId = Pack.Get_Int(),
//交易类型
ItemTradeType = Pack.Get_Byte(),
//道具数量
ItemCount = Pack.Get_Int(),
}
ItemList.push(ItemInfo);
ItemList[ItemInfo.Pos] <- GameItem.Stackable(ItemInfo.ItemId);
ClientCharacterInventory.EquipmentPage.SetItemCollectionList(InventoryType - 2, ItemList);
}
}
});

View File

@ -16,6 +16,68 @@ function TestStage() {
// T.Addchild(BackGround);
// local Stk = GameItem.Stackable(3037);
// local Window = Stk.GetInfoWindow();
// Window.SetPosition(300, 80);
// Window.ResetFocus();
// local EquInfo = {
// //装备位置
// Pos = 0,
// //装备ID
// EquipId = 27675,
// //交易类型
// EquipTradeType = 0,
// //装备附魔编号
// EquipEnchant = 1,
// //装备强化等级或增幅等级
// EquipUpgrade = 12,
// //装备锻造
// EquipSeparate = 6,
// //装备增幅属性 0 无 1 力量 2 智力 3 体力 4 精神
// EquipIncrease = 1,
// //装备力量百分比
// EquipPowerPercentage = 95,
// //装备智力百分比
// EquipIntellectPercentage = 95,
// //装备体力百分比
// EquipStaminaPercentage = 60,
// //装备精神百分比
// EquipSpiritPercentage = 75,
// //装备物理攻击百分比
// EquipPhysicalAttackPercentage = 90,
// //装备魔法攻击百分比
// EquipMagicAttackPercentage = 90,
// //装备独立攻击百分比
// EquipIndependentAttackPercentage = 80,
// //装备物理防御百分比
// EquipPhysicalDefensePercentage = 80,
// //装备魔法防御百分比
// EquipMagicDefensePercentage = 77,
// ///装备全属强
// EquipAllElementalAttack = 15,
// //装备水属强
// EquipWaterAttack = 15,
// //装备火属强
// EquipFireAttack = 15,
// //装备光属强
// EquipLightAttack = 15,
// //装备暗属强
// EquipDarkAttack = 15,
// //装备品质
// EquipPercentage = 15,
// //装备再封装次数
// EquipWrapCount = 2,
// //装备是否封装
// EquipIsWrap = 1,
// //耐久度
// EquipDurability = 15,
// }
// local Equ = GameItem.Equipment(EquInfo);
// local Window = Equ.GetInfoWindow();
// Window.SetPosition(100, 80);
// Window.ResetFocus();
// local Equ = GameItem.Equipment(27675);
// local Window = Equ.GetEquipmentInfoWindow();
// Window.SetPosition(100, 80);
@ -39,7 +101,7 @@ function TestStage() {
// local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 262, 548, 20);
// Window.equipmentPage.ItemCollection.SetItemList([{
// Window.EquipmentPage.ItemCollection.SetItemList([{
// ItemId = 27675
// }, {
// ItemId = 101020048

View File

@ -6,14 +6,32 @@
*/
//主类
class _Inventory extends Yosin_Window {
//物品栏
// 装备页 /物品栏
EquipmentPage = null;
// 装扮页E
DressUpPage = null;
// 物品栏排列按钮
permutationBtn = null;
// 物品栏设置按钮
setBtn = null;
// 物品栏搜索按钮
saerchBtn = null;
PageIndex = null;
uiPageIndex = null;
// 物品栏排列搜索按钮 在显示物品栏页 时的Y坐标
itemSetBtnY = 467;
//是否可见
Visible = false;
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
PageIndex = 0;
uiPageIndex = 0;
//注册控件
RegisterWidget();
@ -51,7 +69,8 @@ class _Inventory extends Yosin_Window {
local topBtn = Yosin_BaseButton(Width - 35, 2, 13, 13, "sprite/interface/lenheartwindowcommon.img", 455);
topBtn.DownSimulateOffset = false;
topBtn.OnClick = function(btn) {
// btn.Parent.PageIndex += 1;
print(btn.Parent.PageIndex);
}
AddUIChild(topBtn);
@ -60,34 +79,37 @@ class _Inventory extends Yosin_Window {
AddUIChild(titlesBtn);
titlesBtn.LBDownOnClick = function(btns, index) {
print(index);
btns.Parent.PageIndex = index;
};
//物品栏
//物品栏 装备页
EquipmentPage = Inventory_EquipmentPage(2, titlesBtn.bottom(), 300, 441);
AddUIChild(EquipmentPage);
EquipmentPage.SetVisible(false);
// 添加设置物品栏的按钮
AddItemCollectSetBtn();
// 装扮页
DressUpPage = Inventory_DressUpPage(4, titlesBtn.bottom(), 300, 441);
AddUIChild(DressUpPage);
// 钱包
AddMoneyItem();
// 添加设置物品栏的按钮
AddItemCollectSetBtn();
}
// 添加设置物品栏的按钮
function AddItemCollectSetBtn() {
// 排列按钮
local permutationBtn = Yosin_BaseButton(226, 467, 28, 23 "sprite/interface/newstyle/windows/inventory/inventory.img", 73);
permutationBtn = Yosin_BaseButton(226, itemSetBtnY, 28, 23 "sprite/interface/newstyle/windows/inventory/inventory.img", 73);
AddUIChild(permutationBtn);
// 设置
local setBtn = Yosin_BaseButton(permutationBtn.X - 20, permutationBtn.Y, 18, 23 "sprite/interface/newstyle/windows/inventory/inventory.img", 77);
setBtn = Yosin_BaseButton(permutationBtn.X - 20, permutationBtn.Y, 18, 23 "sprite/interface/newstyle/windows/inventory/inventory.img", 77);
AddUIChild(setBtn);
// 搜索
local saerchBtn = Yosin_BaseButton(setBtn.X - 24, permutationBtn.Y, 23, 23 "sprite/interface/newstyle/windows/inventory/inventory.img", 94);
saerchBtn = Yosin_BaseButton(setBtn.X - 24, permutationBtn.Y, 23, 23 "sprite/interface/newstyle/windows/inventory/inventory.img", 94);
AddUIChild(saerchBtn);
}
@ -155,8 +177,36 @@ class _Inventory extends Yosin_Window {
function Proc(Dt) {
SyncPos(X, Y);
base.Proc(Dt);
if (PageIndex != uiPageIndex) {
uiPageIndex = PageIndex;
ChangPage();
}
}
// 切换页面
function ChangPage() {
EquipmentPage.SetVisible(false);
DressUpPage.SetVisible(false);
if (PageIndex == 0) {
EquipmentPage.SetVisible(true);
permutationBtn.SetPosition(permutationBtn.X, itemSetBtnY);
setBtn.SetPosition(setBtn.X, itemSetBtnY);
saerchBtn.SetPosition(saerchBtn.X, itemSetBtnY);
} else if (PageIndex == 1) {
DressUpPage.SetVisible(true);
permutationBtn.SetPosition(permutationBtn.X, itemSetBtnY + 28);
setBtn.SetPosition(setBtn.X, permutationBtn.Y);
saerchBtn.SetPosition(saerchBtn.X, permutationBtn.Y);
}
}
}
// if (!getroottable().rawin("chongzaiflag")) {

View File

@ -0,0 +1,81 @@
/*
文件名:Inventory_DressUpPage.nut
路径:User/UI/Window/5_Inventory/Inventory_DressUpPage.nut
创建日期:2025-01-11 15:06
文件用途:背包装扮页面
*/
// 背包装扮页面
class Inventory_DressUpPage extends Yosin_CommonUi {
constructor(x, y, w, h) {
base.constructor(x, y, w, h);
DrawWidget();
}
function DrawWidget() {
// 人物装扮穿戴
local CharactersDressUp = Inventory_CharactersDressUp();
CharactersDressUp.SetPosition(0, 0);
Addchild(CharactersDressUp);
}
// 添加按钮
function AddBtn() {
local ibtn = Yosin_BaseButton();
}
}
// 上半部分 人物装扮穿戴
class Inventory_CharactersDressUp extends CL_CanvasObject {
constructor() {
local w = 254;
local h = 178;
base.constructor();
// 创建画布
CL_CanvasObject();
// 重设大小并清空
ResizeAndClear(w, h);
// 开始绘制
BeginDraw();
// 绘制背景
DrawBackground();
// 结束绘制
EndDraw();
}
// 背景
function DrawBackground() {
// 背景边框
local bg = Yosin_NineBoxStretch(254, 178, "sprite/interface/lenheartwindowcommon.img", 97);
DrawSprite(bg, 0, 0);
// 装备装扮背景
local itemBg = CL_SpriteFrameObject("sprite/interface/newstyle/windows/inventory/inventory.img", 11);
DrawSpriteFrame(itemBg, 116, 31);
// 魔法阵
local MagicLight = CL_SpriteFrameObject("sprite/interface/newstyle/windows/inventory/inventory.img", 179);
DrawSpriteFrame(MagicLight, 5, 55);
// 人物打光
local CharacterLight = CL_SpriteFrameObject("sprite/interface/newstyle/windows/inventory/inventory.img", 178);
DrawSpriteFrame(CharacterLight, -10, 4);
}
}

View File

@ -67,8 +67,14 @@ class Inventory_EquipmentPage extends Yosin_CommonUi {
AddUIChild(itemBtns);
itemBtns.LBDownOnClick = function(btns, index) {
print(index);
};
foreach(Iindex, ItemCollectionBuffer in ItemCollection) {
if (Iindex == index) {
ItemCollectionBuffer.SetVisible(true);
} else {
ItemCollectionBuffer.SetVisible(false);
}
}
}.bindenv(this);
// 物品栏边框
local itemBg = Yosin_NineBoxStretch(253, 245, "sprite/interface/lenheartwindowcommon.img", 97);
@ -78,9 +84,11 @@ class Inventory_EquipmentPage extends Yosin_CommonUi {
// 物品栏
ItemCollection = [];
for (local i = 0; i< 5; i++) {
ItemCollection.push(_ItemCollection(itemBg.X + 7, itemBg.Y + 3, 7));
local ItemCollectionBuffer = _ItemCollection(itemBg.X + 7, itemBg.Y + 3, 7);
ItemCollection.push(ItemCollectionBuffer);
AddUIChild(ItemCollectionBuffer);
if (i != 0) ItemCollectionBuffer.SetVisible(false);
}
AddUIChild(ItemCollection[0]);
local itemBgBottom = itemBg.bottom();

View File

@ -29,12 +29,12 @@ class ItemSlot {
function SetItem(Item) {
this.Item = Item;
this.ItemIcon = this.Item.GetEquipmentIconSprite();
this.ItemIcon = this.Item.GetIconSprite();
}
//生成详细信息
function GenerateInfo() {
this.ItemInfo = this.Item.GetEquipmentInfoWindow();
this.ItemInfo = this.Item.GetInfoWindow();
}
//显示详细信息
@ -124,11 +124,8 @@ class _ItemCollection extends Yosin_CommonUi {
//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);
ItemList[Index].SetItem(ItemObject);
}
RefreshItemList();
@ -163,6 +160,7 @@ class _ItemCollection extends Yosin_CommonUi {
//override
//鼠标事件回调
function OnMouseProc(MousePos_X, MousePos_Y) {
if (!Visible) return;
base.OnMouseProc(MousePos_X, MousePos_Y);
if (isInRect) {
@ -170,6 +168,8 @@ class _ItemCollection extends Yosin_CommonUi {
local xx = MousePos_X - WorldPosition.x;
local yy = MousePos_Y - WorldPosition.y;
local column = (yy / 30).tointeger();
//悬停的时候有可能悬停到最下面的最后一条缝 会导致判定行数多了一行 所以这里做限制
column = (column <= (RowNum - 1) ? column : (RowNum - 1));
local row = (xx / 30).tointeger();
//指向的项目位置
local Idx = column * 8 + row;
@ -190,7 +190,7 @@ class _ItemCollection extends Yosin_CommonUi {
//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);
ItemList[Idx].ShowInfo(MousePos_X - 50, MousePos_Y - ((ItemList[Idx].ItemInfo.RealCanvasHeight + 10) / 2));
//记录当前显示的对象
CurrentShowItem = ItemList[Idx];
}
@ -231,7 +231,7 @@ class _ItemCollection extends Yosin_CommonUi {
DragItem = ItemList[ItemPos];
DragItemPos = ItemPos;
ItemList[ItemPos] = null;
local IconBuffer = DragItem.Item.GetEquipmentIconSprite();
local IconBuffer = DragItem.Item.GetIconSprite();
IconBuffer.SetPosition(-15, -15);
IMouse.AttachObjectBottom("ItemCollectDragItem", IconBuffer);
RefreshItemList();

View File

@ -14,7 +14,7 @@ function main(args) {
local Game = GameWindow();
Game.title = "Yosin & Kiwano";
Game.bg_color = [255.0, 255.0, 255.0, 255.0];
Game.size = [1066, 600];
Game.size = [1066 + 332, 600];
Game.v_sync = false;
Game.frame_interval = 10000;
Game.debug_mode = true;

View File

@ -283,5 +283,11 @@
},
"User/UI/Window/4_Personalinfo/Personalinfo_RoleInfoPage.nut": {
"description": "个人信息页"
},
"User/UI/Window/5_Inventory/Inventory_DressUpPage.nut": {
"description": "背包装扮页"
},
"User/Asset/Item/Stackable.nut": {
"description": "消耗品及材料"
}
}