306 lines
11 KiB
Plaintext
306 lines
11 KiB
Plaintext
/*
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文件名:Equipment.nut
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路径:User/Asset/Item/Equipment.nut
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创建日期:2024-12-12 19:03
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文件用途:
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*/
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//装备信息标签类(信息类)
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if (!GameItem.rawin("EquipmentInfoTag")) GameItem.EquipmentInfoTag <- null;
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//装备信息窗口
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class GameItem.EquipmentInfo extends Yosin_Window {
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//装备
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Equipment = null;
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//画布
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Canvas = null;
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//稀有度边框颜色对应Idx表
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//白装 蓝装 紫装 粉装 金装 红装 橙装
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RarityFrameColorIdx = [0, 1, 2, 4, 6, 3, 5];
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//稀有度对应名称
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RarityNameTag = ["普通", "高级", "稀有", "神器", "史诗", "勇者", "传说"];
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//稀有度对应颜色
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RarityColor = [0xffffffff, 0xff68d5ed, 0xffb36bff, 0xffff00f0, 0xffffb100, 0xffff6666, 0xffff5500];
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//品级对应的文字显示
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PercentageText = ["最下级", "下级", "中级", "上级", "最上级"];
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// 定义每个品级对应的数值范围边界
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PercentageRangeBoundaries = [20, 40, 60, 80];
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//交易类型对应的文字显示
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TradeTypeText = ["自由交易", "不可交易", "封装", "账号绑定"];
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//交易类型对应的文字颜色
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TradeTypeColor = [0xffffffff, 0xffbb3332, 0xff4ba157, 0xffff5500];
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//装备类型描述
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GroupNameTag = ["武器", "防具", "饰品", "光环"];
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constructor(Equipment) {
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this.Equipment = Equipment.weakref();
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base.constructor(clock() + "EquipmentInfo" + Equipment.Idx, 0, 0, 0, 0, 0);
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local background = Yosin_NineBoxStretch(0, 0, 208, 600, "sprite/interface/lenheartwindowcommon.img", 213);
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AddUIChild(background);
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//210
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Init();
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}
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function Init() {
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Canvas = CL_CanvasObject();
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Canvas.ResizeAndClear(210, 600);
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Canvas.SetFillBrush(sq_RGBA(59, 56, 57, 250));
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Canvas.SetStrokeBrush(sq_RGBA(59, 56, 57, 250));
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Canvas.BeginDraw();
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//构造图标 及图标边框
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if (Equipment.Icon) {
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local Icon = CL_SpriteFrameObject(Equipment.Icon.path, Equipment.Icon.index);
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Canvas.DrawSpriteFrame(Icon, 7, 7);
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local IconFrame = CL_SpriteFrameObject("sprite/item/iconmark.img", 62 + RarityFrameColorIdx[Equipment.Rarity]);
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Canvas.DrawSpriteFrame(IconFrame, 7, 7);
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}
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//绘制装备名称
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if (Equipment.Name.len() > 0) {
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local EquName = FontAssetManager.GenerateNormal(Equipment.Name, true, {
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color = RarityColor[Equipment.Rarity]
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});
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Canvas.DrawActor(EquName, 41, 7);
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}
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//绘制分割线
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Canvas.DrawLine(3, 37, 207, 38);
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//绘制品级 //TODO 现在默认100
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local Percentage = 94;
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//品级文字
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local PercentageGradeText = FontAssetManager.GenerateNormal(GetPercentageText(Percentage), true, {
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color = sq_RGBA(255, 240, 0, 255)
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});
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//百分比UI
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local PercentageUI = CL_SpriteFrameObject("sprite/interface/lenheartwindowcommon.img", 633);
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Canvas.DrawSpriteFrame(PercentageUI, 48, 49, PercentageUI.GetSize().w * (Percentage.tofloat() / 100.0));
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local PercentageUIBG = CL_SpriteFrameObject("sprite/interface/lenheartwindowcommon.img", 632);
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Canvas.DrawSpriteFrame(PercentageUIBG, 47, 48);
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//百分比文字
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local PercentageText = FontAssetManager.GenerateNormal(format("(%d%%)", Percentage), true, {
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color = sq_RGBA(161, 131, 74, 255)
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});
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Canvas.DrawActor(PercentageGradeText, 6, 41);
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Canvas.DrawActor(PercentageText, 130, 41);
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//绘制稀有度名称
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local RarityTagName = FontAssetManager.GenerateNormal(RarityNameTag[Equipment.Rarity], true, {
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color = RarityColor[Equipment.Rarity]
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});
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Canvas.DrawActor(RarityTagName, 210 - RarityTagName.GetSize().w - 6, 41);
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//绘制重量
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local WeightText = FontAssetManager.GenerateNormal((Equipment.Weight.tofloat() / 1000.0) + "kg", true, {
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color = sq_RGBA(161, 131, 74, 255)
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});
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Canvas.DrawActor(WeightText, 6, 57);
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//绘制最低多少级可以使用
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local MinUseLevelText = FontAssetManager.GenerateNormal(Equipment.Minimum_level + "级以上可以使用", true, {
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color = sq_RGBA(161, 131, 74, 255)
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});
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Canvas.DrawActor(MinUseLevelText, 210 - MinUseLevelText.GetSize().w - 6, 57);
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//绘制是否封装 如果有主体属性读取 否则一律为封装
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local IsPackage = Equipment.Property ? Equipment.Property.IsPackage : 0;
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local IsPackageText = FontAssetManager.GenerateNormal(TradeTypeText[IsPackage], true, {
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color = TradeTypeColor[IsPackage]
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});
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Canvas.DrawActor(IsPackageText, 210 - IsPackageText.GetSize().w - 6, 73);
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//绘制装备类型
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local GroupNameText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.item_group_name_table[Equipment.GroupName], true, {
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color = sq_RGBA(194, 161, 56, 255)
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});
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Canvas.DrawActor(GroupNameText, 210 - GroupNameText.GetSize().w - 6, 89);
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//绘制售价
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local RealSellPrice = (Equipment.SellPrice == -1 ? (Equipment.Price == -1 ? 0 : Equipment.Price) : Equipment.SellPrice) / 5;
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local SellPriceText = FontAssetManager.GenerateNormal(RealSellPrice + "金币", true, {
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color = sq_RGBA(133, 121, 78, 255)
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});
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Canvas.DrawActor(SellPriceText, 210 - SellPriceText.GetSize().w - 6, 105);
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//绘制耐久度
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local DurabilityText = FontAssetManager.GenerateNormal("耐久度 " + (Equipment.Property ? Equipment.Property.Durability : Equipment.Durability) + "/" + Equipment.Durability, true, {
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color = sq_RGBA(133, 121, 80, 255)
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});
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Canvas.DrawActor(DurabilityText, 6, 121);
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//绘制分割线
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Canvas.DrawLine(3, 139, 207, 139);
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Canvas.EndDraw();
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Addchild(Canvas);
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}
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// 根据数值获取对应的品级文字
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function GetPercentageText(num) {
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if (num< PercentageRangeBoundaries[0]) {
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return PercentageText[0];
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}
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for (local i = 0; i< PercentageRangeBoundaries.len(); i++) {
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if (num <= PercentageRangeBoundaries[i]) {
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return PercentageText[i + 1];
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}
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}
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return PercentageText.top();
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}
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}
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if (!getroottable().rawin("chongzaiflag")) {
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getroottable()["chongzaiflag"] <- true;
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} else {
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//遍历窗口队列 如果可见则调用Show
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for (local i = 0; i< _SYS_WINDOW_LIST_.len(); i++) {
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local Window = _SYS_WINDOW_LIST_[i];
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Window.Visible = false;
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Window.RemoveSelf();
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}
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TestStage();
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}
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class GameItem.Equipment extends GameItem.Item {
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//装备ID
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Idx = -1;
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//装备名称
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Name = "";
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//装备类型
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Type = -1;
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//装备槽位
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SlotType = -1;
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//装备可穿戴等级
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Minimum_level = -1;
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//装备等级组
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Grade = null;
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//装备稀有度
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Rarity = 0;
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//重量
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Weight = 0;
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//装备组名
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GroupName = "null";
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//购买价格
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Price = -1;
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//维修价格
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RepairPrice = -1;
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//出售价格
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SellPrice = -1;
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//耐久度
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Durability = -1;
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//装备可穿戴职业
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Job = 0;
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//装备图标
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Icon = null;
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//动画
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Animation_Job = null;
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//装备描述
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Description = "";
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//文件路径
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DirPath = null;
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//光环特效
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Aurora_effects = null;
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//装备属性
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Property = null;
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constructor(...) {
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//直接裸构造
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if (vargv.len() == 0) {
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}
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//通过参数构造
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else if (vargv.len() == 1) {
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//通过ID构造
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if (typeof vargv[0] == "integer") {
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local EquInfo = AssetManager.GetEquipment(vargv[0]);
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if (EquInfo) {
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Idx = vargv[0];
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//名称
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if (EquInfo.rawin("name")) Name = EquInfo["name"];
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//类型
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if (EquInfo.rawin("type")) GetRealEquipmentType(EquInfo["type"].path);
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//最低使用等级
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if (EquInfo.rawin("minimum level")) Minimum_level = EquInfo["minimum level"];
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//等级组
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if (EquInfo.rawin("grade")) Grade = EquInfo["grade"];
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//稀有度
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if (EquInfo.rawin("rarity")) Rarity = EquInfo["rarity"];
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//重量
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if (EquInfo.rawin("weight")) Weight = EquInfo["weight"];
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//组名
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if (EquInfo.rawin("item group name")) GroupName = EquInfo["item group name"];
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//购买价格
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if (EquInfo.rawin("price")) Price = EquInfo["price"];
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//维修价格
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if (EquInfo.rawin("repair price")) RepairPrice = EquInfo["repair price"];
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//出售价格
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if (EquInfo.rawin("value")) SellPrice = EquInfo["value"];
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//耐久度
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if (EquInfo.rawin("durability")) Durability = EquInfo["durability"];
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//职业
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if (EquInfo.rawin("usable_job")) Job = EquInfo["usable_job"];
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//图标
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if (EquInfo.rawin("icon")) Icon = EquInfo["icon"];
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if (EquInfo.rawin("Ani")) Animation_Job = EquInfo["Ani"];
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if (EquInfo.rawin("DirPath")) DirPath = EquInfo["DirPath"];
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if (EquInfo.rawin("aurora_effects")) Aurora_effects = EquInfo["aurora_effects"];
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}
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}
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}
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}
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//设置真实装备类型
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function SetRealEquipmentType(AType, BType) {
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SlotType = AType;
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Type = BType;
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}
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//获取真实装备类型
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function GetRealEquipmentType(EType) {
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if (EType == "skin avatar") SetRealEquipmentType("skin", "avatar");
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else if (EType == "weapon") SetRealEquipmentType("weapon", "equipment");
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else if (EType == "hat avatar") SetRealEquipmentType("hat", "avatar");
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else if (EType == "hair avatar") SetRealEquipmentType("hair", "avatar");
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else if (EType == "coat avatar") SetRealEquipmentType("coat", "avatar");
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else if (EType == "pants avatar") SetRealEquipmentType("pants", "avatar");
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else if (EType == "waist avatar") SetRealEquipmentType("waist", "avatar");
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else if (EType == "shoes avatar") SetRealEquipmentType("shoes", "avatar");
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else if (EType == "breast avatar") SetRealEquipmentType("breast", "avatar");
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else if (EType == "face avatar") SetRealEquipmentType("face", "avatar");
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else if (EType == "aurora avatar") SetRealEquipmentType("aurora", "aurora");
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}
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//获取装备信息窗口
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function GetEquipmentInfoWindow() {
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if (Property) {
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} else {
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return GameItem.EquipmentInfo(this);
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}
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}
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//穿戴装备回调
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function OnWearStart() {
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}
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//穿戴时
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function OnWearProc(Dt) {
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}
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//卸载时
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function OnWearEnd() {
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}
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} |