XingYunXiangLianOBJ = Up_BaseClassOBJ:new() -- XingYunXiangLianOBJ = {} XingYunXiangLianOBJ.__cname = "XingYunXiangLianOBJ" -- UI文件 XingYunXiangLianOBJ.UIfile = "game/A/XingYunXiangLianUI" -- 配置文件 XingYunXiangLianOBJ.cfg = {} -- 1.幸运项链最大可以+4 -- 2.幸运+2强化至+3时,有20%几率+4 -- 3.幸运+3时,随机获得暴击几率增加1-3% -- 3.幸运+4时,随机获得暴击几率增加3-5% -- 4.幸运绑定人物,切换装备自动继承 -- 5.人物幸运超过+9,每增加+点,额外增加对怪增伤+1 function XingYunXiangLianOBJ:updata() GUI:ListView_removeAllItems(self.ui.ListView) for i, v in ipairs(self.cfg.ps) do local list_text = string.format("list_text_%d", i) self.ui[list_text] = GUI:RichTextFCOLOR_Create(self.ui.ListView, list_text, 100, 0, v, 600, 15, "#00ff00", 5) end local equipData = SL:Get_EQUIP_DATA(3, false) local Lucy_value = 0 if equipData then Lucy_value = equipData.Lucky and equipData.Lucky or 0 GUI:setVisible(self.ui.L_Text, true) GUI:Text_setString(self.ui.L_Text, string.format("当前幸运值:+%d", Lucy_value)) else GUI:setVisible(self.ui.L_Text, false) end self.xh = self.cfg.xh self:seIitemShow() if Lucy_value >= 3 then GUI:Button_loadTextureNormal(self.ui.up_btn, "res/custom/16/4.png") GUI:Button_loadTexturePressed(self.ui.up_btn, "res/custom/16/5.png") GUI:addOnClickEvent(self.ui.up_btn, function() ssrMessage:SubLink(XingYunXiangLianOBJ.__cname .. "_reset") end) else GUI:Button_loadTextureNormal(self.ui.up_btn, "res/custom/16/1.png") GUI:Button_loadTexturePressed(self.ui.up_btn, "res/custom/16/2.png") GUI:addOnClickEvent(self.ui.up_btn, function() ssrMessage:SubLink(XingYunXiangLianOBJ.__cname .. "_up") end) end end ------------------------网络消息------------------------ function XingYunXiangLianOBJ:upBool(arg1, arg2, arg3, data) if GUI:Win_IsNotNull(self._parent) and data then self:screffects(data[1]) end end ---* 注册事件 function XingYunXiangLianOBJ:EventBind() local function XingYunXiangLianOBJ_equip_change(data) if GUI:Win_IsNotNull(self._parent) then if data.Where == 3 and data.opera == 3 then self:updata() end end end SL:RegisterLUAEvent(LUA_EVENT_PLAYER_EQUIP_CHANGE, self.__cname, XingYunXiangLianOBJ_equip_change) SL:RegisterLUAEvent(LUA_EVENT_CLOSEWIN, self.__cname, function(widgetName) self:OnClose(widgetName) end) end --关闭窗口 function XingYunXiangLianOBJ:OnClose(widgetName) if widgetName == self.__cname then self:UnRegisterEvent() end end function XingYunXiangLianOBJ:UnRegisterEvent() SL:UnRegisterLUAEvent(LUA_EVENT_PLAYER_EQUIP_CHANGE, self.__cname) SL:UnRegisterLUAEvent(LUA_EVENT_CLOSEWIN, self.__cname) end return XingYunXiangLianOBJ