LookPlayerEquip = {} local EquipPosCfg = GUIDefine.EquipPosUI LookPlayerEquip._feature = { clothID = nil, -- 衣服 clothEffectID = nil, weaponID = nil, -- 武器 weaponEffectID = nil, headID = nil, -- 头盔 headEffectID = nil, hairID = nil, -- 头发 capID = nil, -- 斗笠 capEffectID = nil, veilID = nil, -- 面纱 veilEffectID = nil, shieldID = nil, -- 盾牌 shieldEffectID = nil, wingsID = nil, -- 翅膀 embattlesID = nil, -- 光环 showNodeModel = true, -- 裸模 showHair = true, -- 头发 showHelmet = false } local Typefunc = { [EquipPosCfg.Equip_Type_Dress] = function (data) LookPlayerEquip._feature.clothID = data.ID LookPlayerEquip._feature.clothEffectID = data.effectID end, [EquipPosCfg.Equip_Type_Weapon] = function (data) LookPlayerEquip._feature.weaponID = data.ID LookPlayerEquip._feature.weaponEffectID = data.effectID end, [EquipPosCfg.Equip_Type_Helmet] = function (data) LookPlayerEquip._feature.headID = data.ID LookPlayerEquip._feature.headEffectID = data.effectID end, [EquipPosCfg.Equip_Type_Cap] = function (data) LookPlayerEquip._feature.capID = data.ID LookPlayerEquip._feature.capEffectID = data.effectID end, [EquipPosCfg.Equip_Type_Shield] = function (data) LookPlayerEquip._feature.shieldID = data.ID LookPlayerEquip._feature.shieldEffectID = data.effectID end, [EquipPosCfg.Equip_Type_Veil] = function (data) LookPlayerEquip._feature.veilID = data.ID LookPlayerEquip._feature.veilEffectID = data.effectID end } local SetFeature = function (pos, data) if Typefunc[pos] then Typefunc[pos](data) end end -- 部位位置配置(4 和 13 同部位) local EquipPosSet = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 16, 55, 56} -- 斗笠和头盔是否在相同的位置 LookPlayerEquip._SamePos = false -- 装备数据类型 local EDType = GUIDefine.EquipDataType.OTHER_EQUIP local isPC = SL:GetValue("IS_PC_OPER_MODE") function LookPlayerEquip.main() local parent = GUI:GetLayerOpenParam() GUI:SetLayerOpenParam(nil) GUI:LoadExport(parent, isPC and "player_look/player_equip_node_win32" or "player_look/player_equip_node") LookPlayerEquip._ui = GUI:ui_delegate(parent) if not LookPlayerEquip._ui then return false end GUI:RefPosByParent(parent) LookPlayerEquip._EquipPosSet = EquipPosSet -- 发型 LookPlayerEquip._hairID = GUIFunction:GetRoleHair(GUIDefine.RoleUIType.PLAYER_OTHER) -- 性别 LookPlayerEquip._sex = GUIFunction:GetRoleSex(GUIDefine.RoleUIType.PLAYER_OTHER) -- 首饰盒按钮 local BestRingBox = LookPlayerEquip._ui["Best_ringBox"] local isVisible = SL:GetValue("SERVER_OPTION", SW_KEY_BESTRINGBOX_SHOW) == 1 GUI:setVisible(BestRingBox, isVisible) GUI:addOnClickEvent(BestRingBox, function () -- 首饰盒是否开启 UIOperator:OpenBestRingBoxUI(GUIDefine.RoleUIType.PLAYER_OTHER) GUI:setClickDelay(BestRingBox, 0.3) end) -- 额外装备位 LookPlayerEquip.InitEquipCells() -- 初始化首饰盒 LookPlayerEquip.InitBestRingsBox() -- 初始化装备框装备 LookPlayerEquip.InitEquipLayer() -- 初始化装备事件 LookPlayerEquip.InitEquipLayerEvent() -- 行会信息 LookPlayerEquip.UpdateGuildInfo() LookPlayerEquip.UpdateModelFeatureData() -- 初始化装备内观 LookPlayerEquip.CreateUIModel() -- 自定义组件挂接 SL:AttachTXTSUI({root = LookPlayerEquip._ui["EquipUI"], index = SLDefine.SUIComponentTable.PlayerEquipO}) SL:AttachTXTSUI({root = LookPlayerEquip._ui["BG"], index = SLDefine.SUIComponentTable.PlayerEquipBO}) -- 初始自定义盒子 LookPlayerEquip.diyboxBtn() end function LookPlayerEquip.diyboxBtn() local _btn = LookPlayerEquip._ui["zhibao_btn"] if GUI:Win_IsNotNull(_btn) then GUI:addOnClickEvent(_btn, function() zhiBaoBox_lookOBJ:main() end) end local _btn_2 = LookPlayerEquip._ui["tejie_btn"] if GUI:Win_IsNotNull(_btn_2) then GUI:addOnClickEvent(_btn_2, function() TeJieBox_lookOBJ:main() end) end end -- 剑甲分离 function LookPlayerEquip.InitJJSplit() for pos, show in pairs(GUIDefine.EquipAllShow) do local p1 = LookPlayerEquip.GetEquipPosExPanel(pos) local p2 = LookPlayerEquip.GetEquipPosPanel(pos) if p1 and p2 then if show then GUI:setVisible(p1, false) GUI:setVisible(p2, true) else GUI:setVisible(p1, true) GUI:setVisible(p2, false) end end end end -- 初始化装备框装备 function LookPlayerEquip.InitEquipLayer() local equipPosData = GUIFunction:GetEquipPosData(EDType) for pos, MakeIndex in pairs(equipPosData) do local itemNode = LookPlayerEquip.GetEquipPosNode(pos) if itemNode then GUI:removeAllChildren(itemNode) end local isShowAll = LookPlayerEquip.IsShowAll(pos) local isNaikan = LookPlayerEquip.IsNaikan(pos) if itemNode and (not isNaikan or isShowAll) then -- 加载外观 local equipData = GUIFunction:GetEquipDataByMakeIndex(MakeIndex, EDType) if equipData then LookPlayerEquip.CreateEquipItem(itemNode, equipData) end end end end -- 创建装备item function LookPlayerEquip.CreateEquipItem(parent, data) local info = {} info.showModelEffect = not LookPlayerEquip.IsShowAll(data.Where) info.from = GUIDefine.ItemFrom.PLAYER_EQUIP info.itemData = data info.index = data.Index info.lookPlayer = true info.noMouseTips = true -- 此处不在注册鼠标经过事件 local itemShow = GUI:ItemShow_Create(parent, "item", 0, 0, info) GUI:setAnchorPoint(itemShow, 0.5, 0.5) return itemShow end function LookPlayerEquip.OnClickEvent(widget, pos) if GUI:Win_IsNull(widget) then return false end if widget._movingState then return false end LookPlayerEquip.OnOpenItemTips(widget, pos) end -- 初始化点击(包含鼠标)事件 function LookPlayerEquip.InitEquipLayerEvent() for _, pos in ipairs(LookPlayerEquip._EquipPosSet) do local widget = LookPlayerEquip.GetEquipPosPanel(pos) if type(GUIDefine.EquipAllShow[pos]) == "boolean" then widget = GUIDefine.EquipAllShow[pos] and LookPlayerEquip.GetEquipPosPanel(pos) or LookPlayerEquip.GetEquipPosExPanel(pos) end if widget and GUI:getVisible(widget) then GUI:setTouchEnabled(widget, true) GUI:addOnTouchEvent(widget, function (sender, eventType) LookPlayerEquip.OnClickEvent(widget, pos) end) if isPC then GUIFunction:InitItemTipsScrollEvent(widget, "LookPlayerEquip") GUIFunction:InitMouseMoveToEquipEvent(widget, pos, LookPlayerEquip.OnOpenItemTips) end end end LookPlayerEquip.SetSamePosEquip() end function LookPlayerEquip.SetSamePosEquip() -- 相同部位存在显示一个 if not LookPlayerEquip._SamePos then return false end for belongPos, v in pairs(GUIDefine.EquipPosMappingEx or {}) do for k, pos in ipairs(v) do local equipPanel = LookPlayerEquip.GetEquipPosPanel(pos) if equipPanel then if GUIFunction:GetEquipDataByPos(pos, nil, EDType) then GUI:setVisible(equipPanel, true) GUI:setTouchEnabled(equipPanel, true) else GUI:setVisible(equipPanel, false) end end end end end ----------------------------------------------------------------------------------------------------------------- -- 装备位置框 function LookPlayerEquip.GetEquipPosPanel(pos) return LookPlayerEquip._ui["Panel_pos"..pos] end function LookPlayerEquip.GetEquipPosExPanel(pos) return LookPlayerEquip._ui["Panel_posEx"..pos] end -- 装备位置节点 function LookPlayerEquip.GetEquipPosNode(pos) return LookPlayerEquip._ui["Node_"..pos] end -- 该部位是否展示内观 function LookPlayerEquip.IsNaikan(pos) return GUIDefine.IsNaikanEquip(pos) end -- 是否显示内观和装备框 function LookPlayerEquip.IsShowAll(pos) return GUIDefine.EquipAllShow and GUIDefine.EquipAllShow[pos] end ----------------------------------------------------------------------------------------------------------------- function LookPlayerEquip.GetLooks(pos) -- 通过唯一ID MakeIndex 获取装备数据 local equipData = GUIFunction:GetEquipDataByPos(pos, nil, EDType) if not equipData then return {} end -- 是否是内观 local isNaikan = LookPlayerEquip.IsNaikan(pos) if not isNaikan then return {} end local data = {} if pos == EquipPosCfg.Equip_Type_Dress and equipData and equipData.zblmtkz and tonumber(equipData.zblmtkz) == 1 then -- zblmtkz == 1 不显示裸模, 表配置字段 LookPlayerEquip._feature.showNodeModel = false LookPlayerEquip._feature.showHair = false end if pos == EquipPosCfg.Equip_Type_Cap and equipData.AniCount == 0 then LookPlayerEquip._feature.showHelmet = true end if equipData then data.ID = equipData.Looks data.effectID = equipData.sEffect end return data end -- 更新装备内观数据 function LookPlayerEquip.UpdateModelFeatureData() LookPlayerEquip._feature = { clothID = nil, -- 衣服 clothEffectID = nil, weaponID = nil, -- 武器 weaponEffectID = nil, headID = nil, -- 头盔 headEffectID = nil, hairID = nil, -- 头发 capID = nil, -- 斗笠 capEffectID = nil, veilID = nil, -- 面纱 veilEffectID = nil, shieldID = nil, -- 盾牌 shieldEffectID = nil, wingsID = nil, -- 翅膀 embattlesID = nil, -- 光环 showNodeModel = true, -- 裸模 showHair = true, -- 头发 showHelmet = false } SetFeature(EquipPosCfg.Equip_Type_Dress, LookPlayerEquip.GetLooks(EquipPosCfg.Equip_Type_Dress)) SetFeature(EquipPosCfg.Equip_Type_Helmet, LookPlayerEquip.GetLooks(EquipPosCfg.Equip_Type_Helmet)) SetFeature(EquipPosCfg.Equip_Type_Weapon, LookPlayerEquip.GetLooks(EquipPosCfg.Equip_Type_Weapon)) SetFeature(EquipPosCfg.Equip_Type_Cap, LookPlayerEquip.GetLooks(EquipPosCfg.Equip_Type_Cap)) SetFeature(EquipPosCfg.Equip_Type_Shield, LookPlayerEquip.GetLooks(EquipPosCfg.Equip_Type_Shield)) SetFeature(EquipPosCfg.Equip_Type_Veil, LookPlayerEquip.GetLooks(EquipPosCfg.Equip_Type_Veil)) LookPlayerEquip._feature.hairID = LookPlayerEquip._hairID LookPlayerEquip._feature.embattlesID = GUIFunction:GetEmbattle(EDType) end -- 额外的装备位置 function LookPlayerEquip.InitEquipCells() -- 请求通知脚本查看uid的珍宝 SL:RequestLookZhenBao(LookPlayerData.GetPlayerUID()) local showExtra = SL:GetValue("SERVER_OPTION", SW_KEY_EQUIP_EXTRA_POS) == 1 if showExtra then table.insert(LookPlayerEquip._EquipPosSet, 14) table.insert(LookPlayerEquip._EquipPosSet, 15) else GUI:setVisible(LookPlayerEquip._ui["Panel_pos14"], false) GUI:setVisible(LookPlayerEquip._ui["Panel_pos15"], false) GUI:setVisible(LookPlayerEquip._ui["Node_14"], false) GUI:setVisible(LookPlayerEquip._ui["Node_15"], false) end LookPlayerEquip.InitJJSplit() if SL:GetValue("GAME_DATA", "isSeparateHelmetAndCap") == 1 then LookPlayerEquip._SamePos = false else LookPlayerEquip._SamePos = true end end function LookPlayerEquip.InitBestRingsBox() local texture = GUI:GetWindow(nil, UIConst.LAYERID.LookPlayerBestRingGUI) and "btn_jewelry_1_1.png" or "btn_jewelry_1_0.png" GUI:Image_loadTexture(LookPlayerEquip._ui.Image_box, GUIDefine.PATH_RES_PRIVATE .. "player_best_rings_ui/player_best_rings_ui_mobile/" .. texture) -- 重置尺寸 GUI:setIgnoreContentAdaptWithSize(LookPlayerEquip._ui.Image_box, true) local activeState = LookPlayerData.GetBestRingsOpenState() if activeState then GUI:Image_setGrey(LookPlayerEquip._ui.Image_box, false) else GUI:Image_setGrey(LookPlayerEquip._ui.Image_box, true) end end -- 装备为内观且使用相同位置时显示同部位多件装备tips,否则显示单件 function LookPlayerEquip.OnOpenItemTips(widget, pos) if GUI:Win_IsNull(widget) then return false end local itemData = (LookPlayerEquip.IsNaikan(pos) and LookPlayerEquip._SamePos) and GUIFunction:GetEquipDataListByPos(pos, EDType) or {GUIFunction:GetEquipDataByPos(pos, nil, EDType)} if not (itemData and next(itemData)) then return false end local data = {} data.itemData = itemData[1] data.pos = GUI:getWorldPosition(widget) if #itemData == 2 then data.itemData = itemData[2] data.itemData2 = itemData[1] elseif #itemData == 3 then data.itemData = itemData[3] data.itemData2 = itemData[2] data.itemData3 = itemData[1] end data.lookPlayer = true data.from = GUIDefine.ItemFrom.PLAYER_EQUIP UIOperator:OpenItemTips(data) end ----------------------------------------------------------------------------------------------------------------- -- 更新所属行会信息 function LookPlayerEquip.UpdateGuildInfo() local textGuildInfo = LookPlayerEquip._ui["Text_guildinfo"] -- 行会名字 local guildName = LookPlayerData.GetPlayerGuildName() guildName = guildName or "" -- 行会官职 local officalName = LookPlayerData.GetPlayerGuildRankName() officalName = officalName or "" local str = guildName .. " " .. officalName if string.len(str) < 1 then GUI:Text_setString(textGuildInfo, "") return false end GUI:Text_setString(textGuildInfo, str) local color = LookPlayerData.GetPlayerNameColor() if color and color > 0 then SL:SetColorStyle(textGuildInfo, color) end end -- 界面关闭回调 function LookPlayerEquip.OnClose() -- 自定义组件卸载 SL:UnAttachTXTSUI({ index = SLDefine.SUIComponentTable.PlayerEquipO }) SL:UnAttachTXTSUI({ index = SLDefine.SUIComponentTable.PlayerEquipBO }) end function LookPlayerEquip.CreateUIModel() local NodeModel = LookPlayerEquip._ui["Node_playerModel"] GUI:removeAllChildren(NodeModel) GUI:UIModel_Create(NodeModel, "Model", 0, 0, LookPlayerEquip._sex, LookPlayerEquip._feature, nil, true, SL:GetValue("L.M.JOB")) end LookPlayerEquip.main()