PlayerSuperEquip = {} local EquipPosCfg = GUIDefine.EquipPosUI PlayerSuperEquip._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 showNodeModel = true, -- 裸模 showHair = true -- 头发 } local Typefunc = { [EquipPosCfg.Equip_Type_Super_Dress] = function(data) PlayerSuperEquip._feature.clothID = data.ID PlayerSuperEquip._feature.clothEffectID = data.effectID end, [EquipPosCfg.Equip_Type_Super_Weapon] = function(data) PlayerSuperEquip._feature.weaponID = data.ID PlayerSuperEquip._feature.weaponEffectID = data.effectID end, [EquipPosCfg.Equip_Type_Super_Helmet] = function(data) PlayerSuperEquip._feature.headID = data.ID PlayerSuperEquip._feature.headEffectID = data.effectID end, [EquipPosCfg.Equip_Type_Super_Cap] = function(data) PlayerSuperEquip._feature.capID = data.ID PlayerSuperEquip._feature.capEffectID = data.effectID end, [EquipPosCfg.Equip_Type_Super_Shield] = function(data) PlayerSuperEquip._feature.shieldID = data.ID PlayerSuperEquip._feature.shieldEffectID = data.effectID end, [EquipPosCfg.Equip_Type_Super_Veil] = function(data) PlayerSuperEquip._feature.veilID = data.ID PlayerSuperEquip._feature.veilEffectID = data.effectID end } local SetFeature = function(pos, data) if Typefunc[pos] then Typefunc[pos](data) end end local EquipPosSet = { 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 43, 45, 46 } -- 斗笠和头盔是否在相同的位置 PlayerSuperEquip._SamePos = true -- 装备数据类型 local EDType = GUIDefine.EquipDataType.EQUIP local isPC = SL:GetValue("IS_PC_OPER_MODE") function PlayerSuperEquip.main() local parent = GUI:GetLayerOpenParam() GUI:SetLayerOpenParam(nil) if GUI:Win_IsNull(parent) then return false end GUI:LoadExport(parent, isPC and "player/player_super_equip_node_win32" or "player/player_super_equip_node") PlayerSuperEquip._ui = GUI:ui_delegate(parent) if not PlayerSuperEquip._ui then return false end GUI:RefPosByParent(parent) PlayerSuperEquip._EquipPosSet = EquipPosSet -- 发型 PlayerSuperEquip._hairID = GUIFunction:GetRoleHair(GUIDefine.RoleUIType.PLAYER) -- 性别 PlayerSuperEquip._sex = GUIFunction:GetRoleSex(GUIDefine.RoleUIType.PLAYER) -- 是否显示裸模 0开启 1关闭 PlayerSuperEquip._feature.showNodeModel = tonumber(SL:GetValue("GAME_DATA", "Fashionfx") or 0) ~= 1 PlayerSuperEquip._feature.showHair = PlayerSuperEquip._feature.showNodeModel -- 注册事件 PlayerSuperEquip.RegistEvent() -- 额外装备位 PlayerSuperEquip.InitEquipCells() -- 初始化装备框装备 PlayerSuperEquip.InitEquipLayer() -- 初始化装备事件 PlayerSuperEquip.InitEquipLayerEvent() -- 开关设置 PlayerSuperEquip.InitEquipSetting() PlayerSuperEquip.UpdateModelFeatureData() -- 初始化装备内观 PlayerSuperEquip.CreateUIModel() -- 自定义组件挂接 SL:AttachTXTSUI({ root = PlayerSuperEquip._ui["EquipUI"], index = SLDefine.SUIComponentTable.PlayerSuperEquip }) SL:AttachTXTSUI({ root = PlayerSuperEquip._ui["BG"], index = SLDefine.SUIComponentTable.PlayerSuperEquipB }) --* 自定义按钮组件 GUI:setVisible(PlayerSuperEquip._ui.Shenshou_node, false) GUI:setVisible(PlayerSuperEquip._ui.equip_node, true) GUI:addOnClickEvent(PlayerSuperEquip._ui.Equip_Btn, function() GUI:setVisible(PlayerSuperEquip._ui.Shenshou_node, false) GUI:setVisible(PlayerSuperEquip._ui.equip_node, true) end) GUI:addOnClickEvent(PlayerSuperEquip._ui.ShenShou_Btn, function() GUI:setVisible(PlayerSuperEquip._ui.Shenshou_node, true) GUI:setVisible(PlayerSuperEquip._ui.equip_node, false) PlayerSuperEquip.id = 75 PlayerSuperEquip.shenshou(PlayerSuperEquip) end) end ---* 神兽界面 function PlayerSuperEquip:shenshou() self.id = self.id or 75 local cfg = ShenShouCuiTiOBJ.cfg.att[self.id - 74] if GUI:Win_IsNotNull(self._ui.shenhou_effect) then GUI:removeFromParent(self._ui.shenhou_effect) end for i = 75, 78, 1 do local equipData = SL:Get_EQUIP_DATA(i) if equipData then local parent = self._ui[string.format("ItemShow_%d", i)] hk.reloadItemShow(parent, equipData.index, 1, equipData) GUI:ItemShow_addDoubleEvent(parent, function() self.id = i self:shenshou() end) end if self.id == i then self._ui.shenhou_effect = GUI:Effect_Create(self._ui[string.format("equip_bg_%d", i)], "shenhou_effect", 32, 8, 0, 5111, 0, 0, 0, 1) GUI:setScale(self._ui.shenhou_effect, 1.1) end end --* 神兽特效 if GUI:Win_IsNotNull(self._ui.Shenshou_effect) then GUI:removeFromParent(self._ui.Shenshou_effect) end self._ui.Shenshou_effect = GUI:Effect_Create(self._ui.Effect_Node, "Shenshou_effect", cfg.effectpos[1], cfg.effectpos[2], 0, cfg.effectid, 0, 0, 0, 1) local level = hk.getkeycount("HUMAN(STR_神兽淬体)", self.id - 74) or 0 if level < 1 then GUI:setGrey(self._ui.Shenshou_effect, true) end GUI:Text_setString(self._ui.shenshou_Text, cfg.str) GUI:Image_loadTexture(self._ui.Shenshou_name, string.format("res/custom/35/%d.png", self.id - 74)) GUI:TextAtlas_setString(self._ui.TextAtlas_1, level) end -- 剑甲分离 function PlayerSuperEquip.InitJJSplit() for pos, show in pairs(GUIDefine.EquipAllShow) do local p1 = PlayerSuperEquip.GetEquipPosExPanel(pos) local p2 = PlayerSuperEquip.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 PlayerSuperEquip.InitEquipLayer() local equipPosData = GUIFunction:GetEquipPosData(EDType) for pos, MakeIndex in pairs(equipPosData) do local itemNode = PlayerSuperEquip.GetEquipPosNode(pos) if itemNode then GUI:removeAllChildren(itemNode) end local isShowAll = PlayerSuperEquip.IsShowAll(pos) local isNaikan = PlayerSuperEquip.IsNaikan(pos) if itemNode and (not isNaikan or isShowAll) then -- 加载外观 local equipData = GUIFunction:GetEquipDataByMakeIndex(MakeIndex, EDType) if equipData then PlayerSuperEquip.CreateEquipItem(itemNode, equipData) end end end end -- 创建装备item function PlayerSuperEquip.CreateEquipItem(parent, data) local info = {} info.showModelEffect = not PlayerSuperEquip.IsShowAll(data.Where) info.from = GUIDefine.ItemFrom.PLAYER_EQUIP info.itemData = data info.index = data.Index info.lookPlayer = false 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 PlayerSuperEquip.OnClickEvent(widget, pos) if GUI:Win_IsNull(widget) then return false end if widget._movingState then return false end PlayerSuperEquip.OnOpenItemTips(widget, pos) end function PlayerSuperEquip.OnDoubleEvent(pos) -- 道具是否处于移动中 local isMoving = SL:GetValue("ITEM_MOVE_STATE") if isMoving then return false end -- 获取当前位置下卸下的装备数据 local itemData = GUIFunction:GetEquipDataByPos(pos, PlayerSuperEquip._SamePos, EDType) if not itemData then return false end -- 卸下装备 SL:RequestTakeOffEquip({ itemData = itemData }) end function PlayerSuperEquip.UpdateMoveState(widget, state, pos) if GUI:Win_IsNull(widget) then return false end -- true: 开始移动; false: 移动结束 widget._movingState = state PlayerSuperEquip.UpdateEquipStateChange(state, pos) end -- 移动状态变化时候刷新装备位 function PlayerSuperEquip.UpdateEquipStateChange(state, pos) -- 刷新装备装备框 local function onRefEquipIcon() local itemNode = PlayerSuperEquip.GetEquipPosNode(pos) if itemNode then GUI:setVisible(itemNode, not state) end end -- 刷新装备内观 local function onRefEquipNaikan() -- 开始移动, 设置移动的装备内观特效ID是空 if state then SetFeature(pos, {}) if pos == EquipPosCfg.Equip_Type_Super_Dress and tonumber(SL:GetValue("GAME_DATA", "Fashionfx") or 0) ~= 1 then PlayerSuperEquip._feature.showNodeModel = true PlayerSuperEquip._feature.showHair = true end else PlayerSuperEquip.UpdateModelFeatureData() end PlayerSuperEquip.CreateUIModel() end -- 是否刷新内观和装备框 local isShowAll = PlayerSuperEquip.IsShowAll(pos) if isShowAll then onRefEquipNaikan() onRefEquipIcon() return false end -- 是否刷新只内观 local isNaikan = PlayerSuperEquip.IsNaikan(pos) if isNaikan then onRefEquipNaikan() else onRefEquipIcon() end end -- 初始化点击(包含鼠标)事件 function PlayerSuperEquip.InitEquipLayerEvent() for _, pos in ipairs(PlayerSuperEquip._EquipPosSet) do local widget = PlayerSuperEquip.GetEquipPosValidPanel(pos) if widget and GUI:getVisible(widget) then local params = { pos = pos, from = GUIDefine.ItemFrom.PLAYER_EQUIP, dataType = EDType, moveCallBack = PlayerSuperEquip.UpdateMoveState, onClick = PlayerSuperEquip.OnClickEvent, onPress = PlayerSuperEquip.OnClickEvent, onDouble = PlayerSuperEquip.OnDoubleEvent } GUI:setTouchEnabled(widget, true) GUI:addOnTouchEvent(widget, function(sender, eventType) GUIFunction:DealEquipTouch(sender, eventType, params) end) local function addItemIntoEquip(touchPos) local isMoving = SL:GetValue("ITEM_MOVE_STATE") if not isMoving then return -1 end local data = {} data.target = GUIDefine.ItemGoTo.PLAYER_EQUIP data.pos = touchPos data.equipPos = pos widget._Click_flag = true SL:ItemMoveCheck(data) return 1 end local function onRightDownFunc(touchPos) if not isPC or widget._movingState then return false end local itemData = GUIFunction:GetEquipDataByPos(pos, nil, EDType) if not itemData then return false end if SL:GetValue("ITEM_MOVE_STATE") then return false end UIOperator:CloseItemTips() -- 开始 PlayerSuperEquip.UpdateMoveState(widget, true, pos) SL:onLUAEvent(LUA_EVENT_LAYER_MOVED_BEGIN, { from = GUIDefine.ItemFrom.PLAYER_EQUIP, pos = touchPos, itemData = itemData, cancelCallBack = function() widget.__hasEventCallOnTouchBegin = false widget.__lastClickTime = false PlayerSuperEquip.UpdateMoveState(widget, false, pos) end }) end -- 注册从其他地方拖到玩家装备部位事件、PC右键点击移动 GUI:addMouseButtonEvent(widget, { onSpecialRFunc = addItemIntoEquip, onRightDownFunc = onRightDownFunc, checkIsVisible = true }) if isPC then GUIFunction:InitItemTipsScrollEvent(widget, "PlayerSuperEquip") GUIFunction:InitMouseMoveToEquipEvent(widget, pos, PlayerSuperEquip.OnOpenItemTips) end end end PlayerSuperEquip.SetSamePosEquip() end function PlayerSuperEquip.SetSamePosEquip() -- 相同部位存在显示一个 if not PlayerSuperEquip._SamePos then return false end for belongPos, v in pairs(GUIDefine.EquipPosMapping or {}) do for k, pos in ipairs(v) do local equipPanel = PlayerSuperEquip.GetEquipPosPanel(pos) if equipPanel then local equipData = EquipData.FindEquipDataByPos(pos) if equipData 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 PlayerSuperEquip.GetEquipPosPanel(pos) return PlayerSuperEquip._ui["Panel_pos" .. pos] end function PlayerSuperEquip.GetEquipPosExPanel(pos) return PlayerSuperEquip._ui["Panel_posEx" .. pos] end function PlayerSuperEquip.GetEquipPosValidPanel(pos) local equipPanel = PlayerSuperEquip.GetEquipPosPanel(pos) if type(GUIDefine.EquipAllShow[pos]) == "boolean" then equipPanel = GUIDefine.EquipAllShow[pos] and PlayerSuperEquip.GetEquipPosPanel(pos) or PlayerSuperEquip.GetEquipPosExPanel(pos) end return equipPanel end -- 装备位置节点 function PlayerSuperEquip.GetEquipPosNode(pos) return PlayerSuperEquip._ui["Node_" .. pos] end -- 该部位是否展示内观 function PlayerSuperEquip.IsNaikan(pos) return GUIDefine.IsNaikanEquip(pos) end -- 是否显示内观和装备框 function PlayerSuperEquip.IsShowAll(pos) return GUIDefine.EquipAllShow and GUIDefine.EquipAllShow[pos] end ----------------------------------------------------------------------------------------------------------------- function PlayerSuperEquip.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 = PlayerSuperEquip.IsNaikan(pos) if not isNaikan then return {} end local data = {} if pos == EquipPosCfg.Equip_Type_Super_Dress and equipData and PlayerSuperEquip._feature.showNodeModel and equipData.zblmtkz and tonumber(equipData.zblmtkz) == 1 then -- zblmtkz == 1 不显示裸模, 表配置字段 PlayerSuperEquip._feature.showNodeModel = false PlayerSuperEquip._feature.showHair = false 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 PlayerSuperEquip.UpdateModelFeatureData() PlayerSuperEquip._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 showNodeModel = true, -- 裸模 showHair = true -- 头发 } PlayerSuperEquip._feature.showNodeModel = tonumber(SL:GetValue("GAME_DATA", "Fashionfx") or 0) ~= 1 PlayerSuperEquip._feature.showHair = PlayerSuperEquip._feature.showNodeModel SetFeature(EquipPosCfg.Equip_Type_Super_Dress, PlayerSuperEquip.GetLooks(EquipPosCfg.Equip_Type_Super_Dress)) SetFeature(EquipPosCfg.Equip_Type_Super_Helmet, PlayerSuperEquip.GetLooks(EquipPosCfg.Equip_Type_Super_Helmet)) SetFeature(EquipPosCfg.Equip_Type_Super_Weapon, PlayerSuperEquip.GetLooks(EquipPosCfg.Equip_Type_Super_Weapon)) SetFeature(EquipPosCfg.Equip_Type_Super_Cap, PlayerSuperEquip.GetLooks(EquipPosCfg.Equip_Type_Super_Cap)) SetFeature(EquipPosCfg.Equip_Type_Super_Shield, PlayerSuperEquip.GetLooks(EquipPosCfg.Equip_Type_Super_Shield)) SetFeature(EquipPosCfg.Equip_Type_Super_Veil, PlayerSuperEquip.GetLooks(EquipPosCfg.Equip_Type_Super_Veil)) if PlayerSuperEquip._feature.showNodeModel then PlayerSuperEquip._feature.hairID = PlayerSuperEquip._hairID end end -- 额外的装备位置 function PlayerSuperEquip.InitEquipCells() -- 服务器开关 时装是否开启首饰 local openFEquip = SL:GetValue("SERVER_OPTION", SW_KEY_OPEN_F_EQUIP) if openFEquip and openFEquip == 0 then table.insert(PlayerSuperEquip._EquipPosSet, 14) table.insert(PlayerSuperEquip._EquipPosSet, 15) local newPosSetting = { 17, 18 } for i, pos in ipairs(PlayerSuperEquip._EquipPosSet) do if not newPosSetting[pos] then local equipPanel = PlayerSuperEquip._ui["Panel_pos" .. pos] if equipPanel then GUI:setVisible(equipPanel, false) end end end PlayerSuperEquip._EquipPosSet = {} PlayerSuperEquip._EquipPosSet = newPosSetting else -- 额外的装备位置 1是6格 0是4格 local showExtra = SL:GetValue("SERVER_OPTION", SW_KEY_EQUIP_EXTRA_POS) == 1 if showExtra then table.insert(PlayerSuperEquip._EquipPosSet, 42) table.insert(PlayerSuperEquip._EquipPosSet, 44) else GUI:setVisible(PlayerSuperEquip._ui["Panel_pos42"], false) GUI:setVisible(PlayerSuperEquip._ui["Panel_pos44"], false) end end PlayerSuperEquip.InitJJSplit() if SL:GetValue("GAME_DATA", "isSeparateSuperHelmetAndCap") == 1 then PlayerSuperEquip._SamePos = false else PlayerSuperEquip._SamePos = true end end function PlayerSuperEquip.InitEquipSetting() GUI:CheckBox_addOnEvent(PlayerSuperEquip._ui["CheckBox_shizhuang"], function() FuncDockData.SetAllowShowFashion(GUI:CheckBox_isSelected(PlayerSuperEquip._ui["CheckBox_shizhuang"]) and 1 or 0) end) local showSetting = FuncDockData.GetAllowShowFashion() == 1 GUI:CheckBox_setSelected(PlayerSuperEquip._ui["CheckBox_shizhuang"], showSetting) 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 PlayerSuperEquip.OnOpenItemTips(widget, pos) if GUI:Win_IsNull(widget) then return false end local itemData = (PlayerSuperEquip.IsNaikan(pos) and PlayerSuperEquip._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 = false data.from = GUIDefine.ItemFrom.PLAYER_EQUIP UIOperator:OpenItemTips(data) end ----------------------------------------------------------------------------------------------------------------- -- 对装备进行操作时刷新 function PlayerSuperEquip.UpdateEquipLayer(data) if not (data and next(data)) then return false end -- 操作类型 local optType = data.opera local makeIndex = data.MakeIndex local pos = data.Where local equipPanel = PlayerSuperEquip.GetEquipPosValidPanel(pos) if not equipPanel then return false end equipPanel._movingState = false local function onRefEquipNaikan() if GUIDefine.OperateType.ADD == optType or GUIDefine.OperateType.DEL == optType or GUIDefine.OperateType.CHANGE == optType then PlayerSuperEquip.UpdateModelFeatureData() PlayerSuperEquip.CreateUIModel() return false end end local function onRefEquipIcon() if GUIDefine.OperateType.ADD == optType or GUIDefine.OperateType.CHANGE == optType then local itemNode = PlayerSuperEquip.GetEquipPosNode(pos) local visible = GUI:getVisible(equipPanel) GUI:setVisible(itemNode, visible) GUI:removeAllChildren(itemNode) local equipData = GUIFunction:GetEquipDataByMakeIndex(makeIndex, EDType) PlayerSuperEquip.CreateEquipItem(itemNode, equipData) elseif GUIDefine.OperateType.DEL == optType then local itemNode = PlayerSuperEquip.GetEquipPosNode(pos) GUI:removeAllChildren(itemNode) end end local isShowAll = PlayerSuperEquip.IsShowAll(pos) if isShowAll then onRefEquipNaikan() onRefEquipIcon() return false end local isNaikan = PlayerSuperEquip.IsNaikan(pos) if isNaikan then onRefEquipNaikan() else onRefEquipIcon() end PlayerSuperEquip.SetSamePosEquip() end -- 装备状态改变时刷新 function PlayerSuperEquip.UpdateEquipPanelState(data) if not (data and next(data)) then return false end local makeIndex = data.MakeIndex local itemData = GUIFunction:GetEquipDataByMakeIndex(makeIndex, EDType) if not itemData then return false end local pos = itemData.Where local equipPanel = PlayerSuperEquip.GetEquipPosValidPanel(pos) if not equipPanel then return false end local state = data.state and data.state >= 1 equipPanel._movingState = not state local function onRefEquipNaikan() PlayerSuperEquip.UpdateModelFeatureData() PlayerSuperEquip.CreateUIModel() end local function onRefEquipIcon() local itemNode = PlayerSuperEquip.GetEquipPosNode(pos) GUI:setVisible(itemNode, state) GUI:removeAllChildren(itemNode) local equipData = GUIFunction:GetEquipDataByMakeIndex(makeIndex, EDType) PlayerSuperEquip.CreateEquipItem(itemNode, equipData) end local isShowAll = PlayerSuperEquip.IsShowAll(pos) if isShowAll then onRefEquipNaikan() onRefEquipIcon() return false end local isNaikan = PlayerSuperEquip.IsNaikan(pos) if isNaikan then onRefEquipNaikan() else onRefEquipIcon() end PlayerSuperEquip.SetSamePosEquip() end -- 界面关闭回调 function PlayerSuperEquip.OnClose() PlayerSuperEquip.UnRegisterEvent() -- 自定义组件卸载 SL:UnAttachTXTSUI({ index = SLDefine.SUIComponentTable.PlayerSuperEquip }) SL:UnAttachTXTSUI({ index = SLDefine.SUIComponentTable.PlayerSuperEquipB }) end ----------------------------------------------------------------------------------------------------------------- -- 注册事件 function PlayerSuperEquip.RegistEvent() SL:RegisterLUAEvent(LUA_EVENT_PLAYER_EQUIP_CHANGE, "PlayerSuperEquip", PlayerSuperEquip.UpdateEquipLayer) SL:RegisterLUAEvent(LUA_EVENT_EQUIP_STATE_CHANGE, "PlayerSuperEquip", PlayerSuperEquip.UpdateEquipPanelState) SL:RegisterLUAEvent(LUA_EVENT_PLAYER_SEX_CHANGE, "PlayerSuperEquip", PlayerSuperEquip.OnSexChange) end -- 取消事件 function PlayerSuperEquip.UnRegisterEvent() SL:UnRegisterLUAEvent(LUA_EVENT_PLAYER_EQUIP_CHANGE, "PlayerSuperEquip") SL:UnRegisterLUAEvent(LUA_EVENT_EQUIP_STATE_CHANGE, "PlayerSuperEquip") SL:UnRegisterLUAEvent(LUA_EVENT_PLAYER_SEX_CHANGE, "PlayerSuperEquip") end function PlayerSuperEquip.OnSexChange() PlayerSuperEquip._sex = GUIFunction:GetRoleSex(GUIDefine.RoleUIType.PLAYER) PlayerSuperEquip.CreateUIModel() end function PlayerSuperEquip.CreateUIModel() local NodeModel = PlayerSuperEquip._ui["Node_playerModel"] GUI:removeAllChildren(NodeModel) GUI:UIModel_Create(NodeModel, "Model", 0, 0, PlayerSuperEquip._sex, PlayerSuperEquip._feature, nil, true, SL:GetValue("JOB")) end PlayerSuperEquip.main()