This commit is contained in:
2025-10-14 09:17:56 +08:00
parent 0d0465fad3
commit 6eb4d6a2f9
19 changed files with 854 additions and 240 deletions

View File

@@ -6,6 +6,7 @@
*/
//魂石list
FatalismStoneLst <- null;
FatalismStoneConfig <- null;
//魂石Img主体
FatalismStone_StoneImg <- {};
FatalismStone_StoneImg["icon_Frame"] <- Rindro_Image("interface2/rindro_reward.img");
@@ -19,13 +20,10 @@ class FatalismStoneC extends LenheartNewUI_Windows {
// NoWindow = true;
//是否可见
Visible = false;
// Visible = false;
//Img
Img = null;
//属性数据位数
AttrCount = 2;
//总格子数
GridCount = 77;
//总穿戴数
@@ -33,21 +31,31 @@ class FatalismStoneC extends LenheartNewUI_Windows {
//功能标题
FunctionTitle = null;
//功能页面
FunctionPage = 0;
//Ani任务队列
AniQueue = null;
//背包数据
BackPackData = null;
//背包页面
BackpackPage = 0;
//背包页面Tabbars
BackpackPageTabbars = null;
//魂石数据
FatalismStoneData = null;
//页面魂石集合
PageFatalismStoneLst = null;
//穿戴魂石集合
WearFatalismStoneLst = null;
//穿戴页面坐标数组
WearPagePos = [131, 140, 32, 180, 234, 180, 32, 272, 234, 272, 131, 413];
//洗练对象
WashStone = null;
//查询魂石背包数据
function QueryFatalismStoneBackpack() {
SendPackEx({
@@ -61,70 +69,29 @@ class FatalismStoneC extends LenheartNewUI_Windows {
BackpackPageTabbars = [];
//注册控件
RegisterWidget();
LenheartNewUI_Windows.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
InitImg();
//初始化魂石列表
InitFatalismStoneLst();
//背包数据回包
RegisterPack(21000002, function(Chunk) {
local Jso = Json.Decode(Chunk);
FatalismStoneData = [];
//三个背包页
for (local j = 0; j< 3; j++) {
local Buf = [];
//每个背包页77格道具
for (local i = 0; i< GridCount; i++) {
local Obj = Jso.BackPackData[i + (j * GridCount)];
local _Id = Obj.id;
local _CultivationDegree = Obj.cultivationDegree;
Buf.append({
Id = _Id,
CultivationDegree = _CultivationDegree / 100.0,
XPos = 310 + (i % 11 * 39),
YPos = 260 + (i / 11 * 35),
StoneType = j
});
}
FatalismStoneData.append(Buf);
}
//穿戴页
local WearBuf = [];
for (local i = 0; i< WearCount; i++) {
local Obj = Jso.WearData[i];
local _Id = Obj.id;
local _CultivationDegree = Obj.cultivationDegree;
local _Xpos = WearPagePos[i * 2];
local _Ypos = WearPagePos[i * 2 + 1];
_Xpos += 5;
_Ypos += 5;
local infoBuf = {
Id = _Id,
CultivationDegree = _CultivationDegree / 100.0,
XPos = _Xpos,
YPos = _Ypos,
};
if (i == 0) infoBuf.StoneType <- 0;
else if (i >= 1 && i <= 4) infoBuf.StoneType <- 1;
else if (i == 5) infoBuf.StoneType <- 2;
WearBuf.append(infoBuf);
}
FatalismStoneData.append(WearBuf);
RegisterHexPack(21000002, function(Pack) {
local Data = [];
local BackPackSize = Pack.GetInt();
local BackPackDataBuffer = Pack.GetStream(BackPackSize);
Data.append(BackPackDataBuffer);
local WearSize = Pack.GetInt();
local WearDataBuffer = Pack.GetStream(WearSize);
Data.append(WearDataBuffer);
BackPackData = FatalismStone_BackPack();
BackPackData.Deserialize(Data);
InitPageFatalismStone();
}.bindenv(this));
//请求魂石数据
QueryFatalismStoneBackpack();
}
function RegisterWidget() {
//关闭按钮
local CloseButton = LenheartNewUI_BaseButton(738, 2, 11, 12, "interface/lenheartwindowcommon.img", 276);
CloseButton.OnClick = function() {
@@ -161,9 +128,6 @@ class FatalismStoneC extends LenheartNewUI_Windows {
}.bindenv(this);
FunctionTitle.append(FuncTabbar4);
local Tabbars3 = LenheartNewUI_TabbarsText(302, 235, "天魂石");
Tabbars3.SetTextOffset(13, 4);
Tabbars3.State = 1;
@@ -203,50 +167,41 @@ class FatalismStoneC extends LenheartNewUI_Windows {
InitPageFatalismStone();
}.bindenv(this);
BackpackPageTabbars.append(Tabbars5);
local WashButton = LenheartNewUI_ButtonText(483, 182, 24, "洗练");
WashButton.OnClickSound = "ICON_QUICK_SET";
WashButton.SetTextOffset(9, 1);
WashButton.OnClick = function() {
if (FunctionPage == 0 && WashStone) {
SendPackEx({
op = 21000005,
uuid = WashStone.Uuid,
rarity = WashStone.Info["rarity"],
});
AniQueue.AddQuest("洗练特效动画", function(Name, Time) {
local AniPath = "fatalismstone/animation/eff1.ani";
local Ani = DrawAniEx(X + 440, Y + 32, AniPath, "魂石洗练特效");
if (sq_GetAnimationFrameIndex(Ani) == 15) {
sq_Rewind(Ani);
AniQueue.RemoveQuest(Name);
}
}.bindenv(this));
R_Utils.PlaySound("BUTTON_06");
}
}.bindenv(this);
WashButton.SetCallBackFunc(function(Btn) {
if (FunctionPage != 0) Btn.Visible = false;
else Btn.Visible = true;
}.bindenv(this))
AddChild(WashButton);
}
//初始化背包
function InitPageFatalismStone() {
// if (!BackpackData || BackpackData.len() == 0) return;
if (!FatalismStoneData) return;
local SubBackPack = FatalismStoneData[BackpackPage];
local ItArr = SubBackPack;
foreach(value in FatalismStoneData[3]) {
ItArr.append(value);
}
PageFatalismStoneLst = [];
foreach(info in ItArr) {
local StoneBuf;
if (!info.Id) StoneBuf = FatalismStone_Stone(null);
else StoneBuf = FatalismStone_Stone(info.Id);
StoneBuf.InitializeData(info);
PageFatalismStoneLst.append(StoneBuf);
}
//计算全身的属性
local AttributeTable = {};
for (local i = GridCount; i< GridCount + WearCount; i++) {
local StoneObj = PageFatalismStoneLst[i];
local Att = StoneObj.GetAttribute();
if (Att) {
foreach(key, value in Att) {
if (!AttributeTable.rawin(key)) AttributeTable.rawset(key, value);
else AttributeTable.rawset(key, AttributeTable.rawget(key) + value);
}
}
}
//记录最新属性数据
if ("LenheartAttributesTable" in getroottable()) {
local T = getroottable()["LenheartAttributesTable"];
T.rawset("LenheartCollectFatalismStoneAb", AttributeTable);
} else {
local T = {};
T.rawset("LenheartCollectFatalismStoneAb", AttributeTable);
getroottable().rawset("LenheartAttributesTable", T);
}
if (!BackPackData) return;
//设置需要渲染的当前背包页面
PageFatalismStoneLst = BackPackData.GetList(BackpackPage);
WearFatalismStoneLst = BackPackData.GetList(3);
}
//绘制主界面
@@ -265,22 +220,48 @@ class FatalismStoneC extends LenheartNewUI_Windows {
L_sq_DrawWindow(X + 300, Y + 253, 420, 220, "interface/lenheartwindowcommon.img", 97, 11, 12, 11, 13); //下背景框
Img["main"].DrawPng(1, X + 309, Y + 259);
}
//洗练页面
if (FunctionPage == 0) {
//绘制洗练槽
Img["main"].DrawPng(2, X + 500, Y + 90);
if (WashStone) {
local NowCultivationDegree = "当前魂石洗练度: " + WashStone.Info.cultivationDegree.tostring();
local NeedStkStr = FatalismStoneConfig["wash_cost"][WashStone.Info["rarity"]] + "个";
L_sq_DrawCode("当前魂石洗练度: ", X + 471, Y + 140, sq_RGBA(174, 174, 174, 250), 1, 1);
L_sq_DrawCode("洗练所需魂屑: ", X + 473, Y + 160, sq_RGBA(174, 174, 174, 250), 1, 1);
L_sq_DrawCode(WashStone.Info.cultivationDegree.tostring() + "%", X + 560, Y + 140, sq_RGBA(104, 237, 161, 250), 1, 1);
L_sq_DrawCode(NeedStkStr, X + 552, Y + 160, sq_RGBA(104, 237, 161, 250), 1, 1);
WashStone.Show(obj, X + 505, Y + 95);
}
}
}
function Show(obj) {
DrawMain(obj);
LenheartNewUI_Windows.Show(obj);
//绘制魂石
//背包中的魂石
if (PageFatalismStoneLst) {
foreach(Pos, Stone in PageFatalismStoneLst) {
// sq_DrawBox(X + Stone.XPos, Y + Stone.YPos, 34,34, 0xffffffff);
Stone.Show(obj, X + Stone.XPos, Y + Stone.YPos);
local XPos = 310 + (Pos % 11 * 39);
local YPos = 260 + (Pos / 11 * 35);
if (Stone) Stone.Show(obj, X + XPos, Y + YPos);
}
}
//穿戴的魂石
if (WearFatalismStoneLst) {
foreach(Pos, Stone in WearFatalismStoneLst) {
local XPos = WearPagePos[Pos * 2];
local YPos = WearPagePos[Pos * 2 + 1];
XPos += 5;
YPos += 5;
if (Stone) Stone.Show(obj, X + XPos, Y + YPos);
}
}
AniQueue.Run();
}
function TopShow(obj) {
LenheartNewUI_Windows.TopShow(obj);
//还没有初始化数据的时候直接返回
@@ -289,8 +270,30 @@ class FatalismStoneC extends LenheartNewUI_Windows {
local MousePos_Y = IMouse.GetYPos();
//魂石的悬停绘制
foreach(Pos, Stone in PageFatalismStoneLst) {
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + Stone.XPos, Y + Stone.YPos, 31, 31)) {
Stone.HoverShow(X + Stone.XPos + 31, Y + Stone.YPos);
local XPos = 310 + (Pos % 11 * 39);
local YPos = 260 + (Pos / 11 * 35);
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + XPos, Y + YPos, 31, 31)) {
//绘制悬停框
L_sq_SetDrawImgModel(2, 0);
Rindro_Image_GlobalMap["lenheartui"].DrawPng(353, X + XPos + 1, Y + YPos + 1);
L_sq_ReleaseDrawImgModel();
if (Stone && !DragObj) Stone.HoverShow(X + XPos + 31, Y + YPos);
}
}
//魂石穿戴的悬停绘制
if (WearFatalismStoneLst) {
foreach(Pos, Stone in WearFatalismStoneLst) {
local XPos = WearPagePos[Pos * 2];
local YPos = WearPagePos[Pos * 2 + 1];
XPos += 5;
YPos += 5;
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + XPos, Y + YPos, 31, 31)) {
//绘制悬停框
L_sq_SetDrawImgModel(2, 0);
Rindro_Image_GlobalMap["lenheartui"].DrawPng(353, X + XPos + 1, Y + YPos + 1);
L_sq_ReleaseDrawImgModel();
if (Stone && !DragObj) Stone.HoverShow(X + XPos + 31, Y + YPos);
}
}
}
//绘制拖拽的魂石
@@ -299,89 +302,158 @@ class FatalismStoneC extends LenheartNewUI_Windows {
}
}
//鼠标右键按下回调
function OnMouseRbDown(MousePos_X, MousePos_Y) {
LenheartNewUI_BaseWindow.OnMouseRbDown(MousePos_X, MousePos_Y);
if (PageFatalismStoneLst) {
foreach(Pos, Stone in PageFatalismStoneLst) {
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + Stone.XPos, Y + Stone.YPos, 31, 31)) {
// //发送穿戴装备包
// SendPackEx({
// op = 21000003,
// type = BackpackPage,
// pos = Pos
// })
}
}
}
}
//当前拖拽的物品对象
DragObj = null;
DragOldPos = null;
DragType = null;
//鼠标左键按下回调
function OnMouseLbDown(MousePos_X, MousePos_Y) {
LenheartNewUI_BaseWindow.OnMouseLbDown(MousePos_X, MousePos_Y);
if (!PageFatalismStoneLst) return;
foreach(Pos, Stone in PageFatalismStoneLst) {
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + Stone.XPos, Y + Stone.YPos, 34, 34)) {
if (Stone.isSuccess) {
local XPos = 310 + (Pos % 11 * 39);
local YPos = 260 + (Pos / 11 * 35);
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + XPos, Y + YPos, 34, 34)) {
if (Stone && Stone.isSuccess) {
DragObj = Stone;
PageFatalismStoneLst[Pos] = FatalismStone_Stone(null);
PageFatalismStoneLst[Pos].InitializeData(DragObj.BackupInfo);
PageFatalismStoneLst[Pos] = null;
DragOldPos = Pos;
DragType = 1; //背包中的拖拽
}
}
}
if (WearFatalismStoneLst) {
foreach(Pos, Stone in WearFatalismStoneLst) {
local XPos = WearPagePos[Pos * 2];
local YPos = WearPagePos[Pos * 2 + 1];
XPos += 5;
YPos += 5;
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + XPos, Y + YPos, 34, 34)) {
if (Stone) {
DragObj = Stone;
WearFatalismStoneLst[Pos] = null;
DragOldPos = Pos + (GridCount * 3);
DragType = 0; //身上的拖拽
}
}
}
}
}
//鼠标左键抬起回调
function OnMouseLbUp(MousePos_X, MousePos_Y) {
LenheartNewUI_BaseWindow.OnMouseLbUp(MousePos_X, MousePos_Y);
if (!PageFatalismStoneLst) return;
foreach(Pos, Stone in PageFatalismStoneLst) {
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + Stone.XPos, Y + Stone.YPos, 34, 34)) {
if (PageFatalismStoneLst) {
foreach(Pos, Stone in PageFatalismStoneLst) {
local XPos = 310 + (Pos % 11 * 39);
local YPos = 260 + (Pos / 11 * 35);
if (DragObj) {
//获取到旧的穿戴类型
local OldEType = DragObj.Stone_Type;
//获取到新的穿戴类型
local NewEType = Stone.Stone_Type;
//如果两个类型相同则进行交换 相同位置也不发包
if (OldEType == NewEType && DragOldPos != Pos) {
SendPackEx({
op = 21000003,
oldtype = DragOldPos >= GridCount ? -1 : BackpackPage,
oldpos = DragOldPos >= GridCount ? (DragOldPos - GridCount) : DragOldPos,
newtype = Pos >= GridCount ? -1 : BackpackPage,
newpos = Pos >= GridCount ? (Pos - GridCount) : Pos
})
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + XPos, Y + YPos, 34, 34)) {
StoneMoveLogic(Pos, Stone);
}
//播放移动声音
R_Utils.PlaySound(DragObj.Info["move wav"]);
//放回原位
PageFatalismStoneLst[DragOldPos] = DragObj;
DragObj = null;
}
}
}
}
Cetshi = 0;
//逻辑入口
function Proc(obj) {
LenheartNewUI_Windows.SyncPos(X, Y);
if (Clock() - Cetshi > 100) {
Cetshi = Clock();
if (WearFatalismStoneLst) {
foreach(Pos, Stone in WearFatalismStoneLst) {
local XPos = WearPagePos[Pos * 2];
local YPos = WearPagePos[Pos * 2 + 1];
XPos += 5;
YPos += 5;
if (DragObj) {
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + XPos, Y + YPos, 34, 34)) {
StoneMoveLogic((GridCount * 3) + Pos, Stone);
}
}
}
}
//洗练的区域
if (FunctionPage == 0 && sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + 500, Y + 90, 42, 42)) {
if (DragObj) {
WashStone = DragObj;
}
}
if (DragObj) {
//播放移动声音
R_Utils.PlaySound(DragObj.Info["move wav"]);
//放回原位
if (DragType == 1) PageFatalismStoneLst[DragOldPos] = DragObj;
else if (DragType == 0) WearFatalismStoneLst[DragOldPos - (GridCount * 3)] = DragObj;
DragObj = null;
}
}
function StoneMoveLogic(Pos, Stone) {
local OldEType = DragObj.Stone_Type; //老装备类型
local NewEType; //新装备类型
//如果新位置有魂石 获取到新的穿戴类型
if (Stone) NewEType = Stone.Stone_Type;
else {
//这是往身上拖
if (Pos >= GridCount * 3) {
local RealPos = Pos - (GridCount * 3);
if (RealPos == 0) NewEType = 0;
if (RealPos >= 1 && RealPos <= 4) NewEType = 1;
if (RealPos == 5) NewEType = 2;
}
//这是往背包拖
else {
NewEType = BackpackPage;
}
}
//如果两个类型相同则进行交换 相同位置也不发包
if (OldEType == NewEType && DragOldPos != Pos) {
//老装备的页面位置
SendPackEx({
op = 21000003,
oldtype = DragType == 1 ? BackpackPage : 3,
oldpos = DragType == 1 ? DragOldPos : DragOldPos - (GridCount * 3),
newtype = Pos >= (GridCount * 3) ? 3 : BackpackPage,
newpos = Pos >= (GridCount * 3) ? Pos - (GridCount * 3) : Pos
})
QueryFatalismStoneBackpack();
}
}
//计算全身属性
function StatisticalAttribute() {
local AttributeTable = {};
local WearStoneList = BackPackData.GetList(3);
for (local i = 0; i< WearStoneList.len(); i++) {
local StoneObj = WearStoneList[i];
if (StoneObj) {
local Att = StoneObj.GetAttribute();
if (Att) {
foreach(key, value in Att) {
local RealValue = value;
if (typeof RealValue == "array") RealValue = RealValue[0];
if (!AttributeTable.rawin(key)) AttributeTable.rawset(key, value);
else AttributeTable.rawset(key, AttributeTable.rawget(key) + value);
}
}
}
}
//记录最新属性数据
if ("LenheartAttributesTable" in getroottable()) {
local T = getroottable()["LenheartAttributesTable"];
T.rawset("LenheartCollectFatalismStoneAb", AttributeTable);
} else {
local T = {};
T.rawset("LenheartCollectFatalismStoneAb", AttributeTable);
getroottable().rawset("LenheartAttributesTable", T);
}
}
//逻辑入口
function Proc(obj) {
LenheartNewUI_Windows.SyncPos(X, Y);
}
//初始化PVF魂石列表
function InitFatalismStoneLst() {
FatalismStoneLst = {};
Rindro_Script.GetFileData("fatalismstone/fatalismstone.lst", function(DataTable, Data) {
@@ -391,16 +463,29 @@ class FatalismStoneC extends LenheartNewUI_Windows {
FatalismStoneLst.rawset(Id, Path);
}
});
FatalismStoneConfig = Rindro_Script.GetFileData("fatalismstone/fatalismstone.etc", function(DataTable, Data) {
while (!Data.Eof()) {
local Str = Data.Get();
if (Str == "[wash item]") {
DataTable.wash_item <- Data.Get();
} else if (Str == "[wash cost]") {
DataTable.wash_cost <- [Data.Get(), Data.Get(), Data.Get(), Data.Get(), Data.Get(), Data.Get(), Data.Get()];
}
}
});
}
function InitImg() {
Img = {};
Img["main"] <- Rindro_Image("hud/fatalism_stone.img");
AniQueue = QuestQueue();
}
function OpenCallBack() {
Visible = true;
QueryFatalismStoneBackpack();
WashStone = null;
}
}