Update NPC list data

This commit is contained in:
admin 2026-06-12 12:21:58 +08:00
parent ec30c53c4d
commit aac89a701b
21 changed files with 277 additions and 0 deletions

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ShenJiaRongHeOBJ = Up_BaseClass:new()
ShenJiaRongHeOBJ._name = "ShenJiaRongHeOBJ"
-- NPCID
ShenJiaRongHeOBJ.id = { 192 }
for i, v in ipairs(ShenJiaRongHeOBJ.id or {}) do
Npc.clicknpcCfg[v] = ShenJiaRongHeOBJ
end
-- 配置文件
ShenJiaRongHeOBJ.cfg = Func.require("cfg_神甲融合")
---* 加入上线同步数据
Player.sycCfg[ShenJiaRongHeOBJ._name] = ShenJiaRongHeOBJ.cfg
ShenJiaRongHeOBJ.CaChe = {}
---* 允许前端调用的函数
ShenJiaRongHeOBJ.allowFunc = { "up" }
function ShenJiaRongHeOBJ:up(actor, p1, p2, p3, data)
LOGDump(data)
local id = data[1]
if not id then
return
end
local cfg = table.Copy(self.cfg[id])
LOGDump(cfg)
local _xh = {}
for i, v in ipairs(cfg.cost or {}) do
table.insert(_xh, {v.itemname, v.itemnum, v.itembind})
end
if Func.batchcheckitem(actor, _xh, true, true) then
if Func.random(cfg.success or 20) then
local _gives = {}
for i, v in ipairs(cfg.reward or {}) do
table.insert(_gives, string.format("%s#%d#%d", v.givename, v.givenum, v.bind))
end
gives(actor, table.concat(_gives, "&"))
Func.sendmsg9(actor, "[提示]:#70|神甲融合成功!")
else
Func.sendmsg9(actor, "[提示]:#70|神甲融合失败,请重新尝试!")
end
end
end
return ShenJiaRongHeOBJ

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local ui = {}
local _V = function(...) return SL:GetMetaValue(...) end
local FUNCQUEUE = {}
local TAGOBJ = {}
function ui.init(parent, __data__, __update__)
if __update__ then return ui.update(__data__) end
-- Create Layer
local Layer = GUI:Node_Create(parent, "Layer", 0, 0)
GUI:setTag(Layer, -1)
-- Create bg_close
local bg_close = GUI:Layout_Create(Layer, "bg_close", 0, 0, 1136, 640, false)
GUI:Layout_setBackGroundColorType(bg_close, 1)
GUI:Layout_setBackGroundColor(bg_close, "#000000")
GUI:Layout_setBackGroundColorOpacity(bg_close, 0)
GUI:setAnchorPoint(bg_close, 0.00, 0.00)
GUI:setTouchEnabled(bg_close, true)
GUI:setTag(bg_close, -1)
-- Create nd_root
local nd_root = GUI:Node_Create(Layer, "nd_root", 568, 320)
GUI:setTag(nd_root, 670)
TAGOBJ["670"] = nd_root
-- Create img_bg
local img_bg = GUI:Image_Create(nd_root, "img_bg", 0, 0, "res/custom/41/bg.png")
GUI:setChineseName(img_bg, "背景图片")
GUI:setAnchorPoint(img_bg, 0.50, 0.50)
GUI:setTouchEnabled(img_bg, true)
GUI:setTag(img_bg, -1)
-- Create btn_close
local btn_close = GUI:Button_Create(img_bg, "btn_close", 758, 429, "res/public/1900000510.png")
GUI:Button_loadTexturePressed(btn_close, "res/public/1900000511.png")
GUI:setContentSize(btn_close, 26, 42)
GUI:setIgnoreContentAdaptWithSize(btn_close, false)
GUI:Button_setTitleText(btn_close, [[]])
GUI:Button_setTitleColor(btn_close, "#ffffff")
GUI:Button_setTitleFontSize(btn_close, 14)
GUI:Button_titleDisableOutLine(btn_close)
GUI:setAnchorPoint(btn_close, 0.00, 0.00)
GUI:setTouchEnabled(btn_close, true)
GUI:setTag(btn_close, -1)
-- Create btn_ListView
local btn_ListView = GUI:ListView_Create(img_bg, "btn_ListView", 61, 32, 141, 398, 1)
GUI:setAnchorPoint(btn_ListView, 0.00, 0.00)
GUI:setTouchEnabled(btn_ListView, true)
GUI:setTag(btn_ListView, 0)
-- Create Button_1
local Button_1 = GUI:Button_Create(btn_ListView, "Button_1", 0, 350, "res/custom/41/btn/1.png")
GUI:Button_setTitleText(Button_1, [[按钮]])
GUI:Button_setTitleColor(Button_1, "#ffffff")
GUI:Button_setTitleFontSize(Button_1, 16)
GUI:Button_titleEnableOutline(Button_1, "#000000", 1)
GUI:setAnchorPoint(Button_1, 0.00, 0.00)
GUI:setTouchEnabled(Button_1, true)
GUI:setTag(Button_1, 0)
-- Create ItemShow
local ItemShow = GUI:ItemShow_Create(img_bg, "ItemShow", 470, 290, {index = 1, count = 1, look = true, bgVisible = false, color = 255})
GUI:setAnchorPoint(ItemShow, 0.50, 0.50)
GUI:setTag(ItemShow, 0)
-- Create cost_Layout
local cost_Layout = GUI:Layout_Create(img_bg, "cost_Layout", 317, 132, 304, 81, false)
GUI:setAnchorPoint(cost_Layout, 0.00, 0.00)
GUI:setTouchEnabled(cost_Layout, false)
GUI:setTag(cost_Layout, 0)
-- Create Text_success
local Text_success = GUI:Text_Create(img_bg, "Text_success", 472, 106, 16, "#00ff00", [[成功率20%]])
GUI:Text_enableOutline(Text_success, "#000000", 1)
GUI:setAnchorPoint(Text_success, 0.50, 0.50)
GUI:setTouchEnabled(Text_success, false)
GUI:setTag(Text_success, 0)
-- Create up_btn
local up_btn = GUI:Button_Create(img_bg, "up_btn", 406, 41, "res/custom/41/2.png")
GUI:Button_setTitleText(up_btn, [[]])
GUI:Button_setTitleColor(up_btn, "#ffffff")
GUI:Button_setTitleFontSize(up_btn, 16)
GUI:Button_titleEnableOutline(up_btn, "#000000", 1)
GUI:setAnchorPoint(up_btn, 0.00, 0.00)
GUI:setTouchEnabled(up_btn, true)
GUI:setTag(up_btn, 0)
ui.update(__data__)
return Layer
end
function ui.update(data)
for _, func in pairs(FUNCQUEUE) do
if func then func(data) end
end
end
return ui

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ShenJiaRongHeOBJ = Up_BaseClassOBJ:new()
ShenJiaRongHeOBJ.__cname = "ShenJiaRongHeOBJ"
-- 配置文件
ShenJiaRongHeOBJ.cfg = {}
ShenJiaRongHeOBJ.UIfile = "game/B/ShenJiaRongHeUI"
ShenJiaRongHeOBJ.leftNum = 8
ShenJiaRongHeOBJ.id = 1 --当前选中按钮 id
function ShenJiaRongHeOBJ:updata()
self.id = self.id or 1
local listview = self.ui.btn_ListView
local imgDir = "res/custom/41/btn/"
GUI:ListView_removeAllItems(listview)
for i = 1, self.leftNum do
local btnKey = string.format("list_btn_%d", i)
local isSelected = (self.id == i)
self.ui[btnKey] = GUI:Button_Create(listview, btnKey, 0, 0,
string.format("%s%s.png", imgDir, isSelected and tostring(i) or (i .. "a")))
GUI:addOnClickEvent(self.ui[btnKey], function()
if self.id == i then return end --重复点击不刷新
local oldId = self.id
self.id = i
--旧按钮换为非选中态
GUI:Button_loadTextures(self.ui[string.format("list_btn_%d", oldId)],
string.format("%s%s.png", imgDir, oldId .. "a"), "", "", 0)
--新按钮换为选中态
GUI:Button_loadTextures(self.ui[btnKey],
string.format("%s%s.png", imgDir, tostring(i)), "", "", 0)
self:init()
end)
end
self:init()
end
function ShenJiaRongHeOBJ:init()
local cfg = self.cfg[self.id]
if not cfg then
return
end
if GUI:Win_IsNotNull(self.ui.ItemShow) then
GUI:removeFromParent(self.ui.ItemShow)
end
self.ui.ItemShow = GUI:ItemShow_Create(self.ui.img_bg, "ItemShow", 470, 290,
{ index = SL:GetMetaValue("ITEM_INDEX_BY_NAME", cfg.name), count = 1, look = true, bgVisible = false, color = 255 })
GUI:setAnchorPoint(self.ui.ItemShow, 0.50, 0.50)
GUI:removeAllChildren(self.ui.cost_Layout)
for i, v in ipairs(cfg.cost or {}) do
local costItemBg = string.format("costItemBg_%d", i)
self.ui[costItemBg] = GUI:Image_Create(self.ui.cost_Layout, costItemBg, 0, 0, "res/public/1900000651_1.png")
GUI:Win_SetParam(self.ui[costItemBg], i)
local bg_size = GUI:getContentSize(self.ui[costItemBg])
local costItem = string.format("costItem_%d", i)
self.ui[costItem] = GUI:ItemShow_Create(self.ui[costItemBg], costItem, bg_size.width / 2, bg_size.height / 2,
{ index = SL:GetMetaValue("ITEM_INDEX_BY_NAME", v.itemname), count = v.itemnum, look = true, bgVisible = false, color = 255 })
GUI:setAnchorPoint(self.ui[costItem], 0.50, 0.50)
end
GUI:UserUILayout(self.ui.cost_Layout, {
dir = 2,
addDir = 2,
interval = 1,
gap = { x = 30 },
sortfunc = function(lists)
table.sort(lists, function(a, b)
return (GUI:Win_GetParam(a) or 0) > (GUI:Win_GetParam(b) or 0)
end)
end
})
GUI:Text_setString(self.ui.Text_success, string.format("成功率:%d%%", cfg.success))
GUI:addOnClickEvent(self.ui.up_btn, function()
ssrMessage:SubLink(string.format("%s_%s", self.__cname, "up"), self.id)
end)
end
---* 注册事件
function ShenJiaRongHeOBJ:EventBind()
local function ShenJiaRongHeOBJ_EQUIP_CHANGE(data)
if GUI:Win_IsNotNull(self._parent) then
if data.Where == 16 then
self:updata()
end
end
end
SL:RegisterLUAEvent(LUA_EVENT_PLAYER_EQUIP_CHANGE, self.__cname, ShenJiaRongHeOBJ_EQUIP_CHANGE)
--关闭窗口
SL:RegisterLUAEvent(LUA_EVENT_CLOSEWIN, self.__cname, function(widgetName)
self:OnClose(widgetName)
end)
end
--关闭窗口
function ShenJiaRongHeOBJ:OnClose(widgetName)
if widgetName == self.__cname then
self:UnRegisterEvent()
end
end
function ShenJiaRongHeOBJ:UnRegisterEvent()
SL:UnRegisterLUAEvent(LUA_EVENT_PLAYER_EQUIP_CHANGE, self.__cname)
SL:UnRegisterLUAEvent(LUA_EVENT_CLOSEWIN, self.__cname)
end
return ShenJiaRongHeOBJ

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