调整翻页文本层级
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@ -864,7 +864,7 @@ function SM_ItemCollectionUI:ShowItemPreview(slot, panel)
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self:SetModelType(model, "main") --设置模型类型 主手
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end
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model:Undress() --脱下装备
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local success, error = pcall(function()
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local success, error = pcall(function()
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model:TryOn(itemID) --穿上装备
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end)
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local weaponCameraID
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@ -908,8 +908,7 @@ function SM_ItemCollectionUI:ShowItemPreview(slot, panel)
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SM_Collections.MainFrame.RightSidePanel.MountNama:SetText(itemName or "")
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end
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if SM_Collections.MainFrame.RightSidePanel.introText then
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SM_Collections.MainFrame.RightSidePanel.introText:SetText("物品ID: " ..
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currentItemID .. "\n类型: " .. slot.name)
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SM_Collections.MainFrame.RightSidePanel.introText:SetText("物品ID: " .. currentItemID .. "\n类型: " .. slot.name)
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end
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SM_ItemCollectionUI:UpdateAttributes(currentItemID, slot.invType)
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end
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@ -956,8 +955,7 @@ function SM_ItemCollectionUI:ShowItemPreview(slot, panel)
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SM_Collections.MainFrame.RightSidePanel.MountNama:SetText(itemName or "")
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end
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if SM_Collections.MainFrame.RightSidePanel.introText then
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SM_Collections.MainFrame.RightSidePanel.introText:SetText("物品ID: " .. itemID .. "\n类型: " .. slot
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.name)
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SM_Collections.MainFrame.RightSidePanel.introText:SetText("物品ID: " .. itemID .. "\n类型: " .. slot.name)
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end
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self:UpdateAttributes(itemID, slot.invType)
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end
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@ -1065,10 +1063,9 @@ function SM_ItemCollectionUI:CreatePageButtons(panel, slot)
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self.pageButtons.next = nextBtn
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-- 页码文本
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local pageText = panel:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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pageText:SetPoint("BOTTOM", panel, "BOTTOM", 80, 40)
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pageText:SetText(string.format("第 %d / %d 页", self.currentPage, self.totalPages))
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pageText:SetDrawLayer("OVERLAY", 7) -- 使用子层级7,确保在OVERLAY层的最顶部
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local pageText = panel.previewFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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pageText:SetPoint("BOTTOM", panel, "BOTTOM", 80, 40)
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pageText:SetText(string.format("第 %d / %d 页", self.currentPage, self.totalPages))
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pageText:Show()
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self.pageButtons.text = pageText
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end
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@ -75,7 +75,6 @@ end
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-- 处理属性数据
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function SM_Collections:HandleAttributesData(msg)
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print("[收藏系统] 处理属性数据:", msg)
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local data = self:MessageSplit(msg, "|")
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local attributes = {}
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for i = 1, #data, 3 do
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@ -109,26 +108,23 @@ function SM_Collections:HandleItemAttributesData(msg)
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local allAttributes = {}
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-- 处理每一行属性数据
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for _, line in ipairs(lines) do
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local data = self:MessageSplit(line, "|")
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-- 每4个元素为一组进行循环处理(属性名、属性值、属性类型、是否正面)
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for i = 1, #data, 4 do
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if data[i] and data[i + 1] and data[i + 2] and data[i + 3] then
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local attribute = {
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Name = data[i],
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value = tonumber(data[i + 1]),
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valueType = data[i + 2],
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isPositive = data[i + 3] == "1" -- 使用服务端发送的标志
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}
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print("Name= " .. attribute.Name .. ", value= " .. attribute.value ..
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", valueType= " .. attribute.valueType .. ", isPositive= " .. tostring(attribute.isPositive))
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table.insert(allAttributes, attribute)
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end
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end
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end
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for _, line in ipairs(lines) do
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local data = self:MessageSplit(line, "|")
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-- 每4个元素为一组进行循环处理(属性名、属性值、属性类型、是否正面)
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for i = 1, #data, 4 do
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if data[i] and data[i + 1] and data[i + 2] and data[i + 3] then
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local attribute = {
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Name = data[i],
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value = tonumber(data[i + 1]),
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valueType = data[i + 2],
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isPositive = data[i + 3] == "1" -- 使用服务端发送的标志
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}
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table.insert(allAttributes, attribute)
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end
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end
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end
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-- 检查是否存在待处理的回调函数
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if self.pendingCallbacks and self.pendingCallbacks.item_attributes then
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@ -84,9 +84,7 @@ function OnItemClick(button, itemData, itemType, panel)
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panel.model:Show()
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panel.model:SetCreature(creatureDisplayID)
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else
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print("无法显示模型: ",
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panel and "面板存在" or "面板不存在",
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panel and panel.model and "模型存在" or "模型不存在",
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print("无法显示模型: ", panel and "面板存在" or "面板不存在", panel and panel.model and "模型存在" or "模型不存在",
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creatureDisplayID and creatureDisplayID > 0 and "有效的显示ID" or "无效的显示ID")
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end
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@ -360,7 +358,7 @@ function SM_Collections:CreateListItems(parent, data, itemType, model, nameText,
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selectedTexture:SetAllPoints(button)
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selectedTexture:SetTexture("Interface\\AddOns\\SM_CollectionSystem\\Textures\\liebiaoditu_kuang_C")
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selectedTexture:SetBlendMode("ADD")
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selectedTexture:SetVertexColor(0, 1, 1, 1) -- 金黄色高亮
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--selectedTexture:SetVertexColor(0, 1, 1, 1) -- 金黄色高亮
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selectedTexture:Hide()
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button.selectedTexture = selectedTexture
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@ -564,16 +562,12 @@ function SM_Collections:CreateListItems(parent, data, itemType, model, nameText,
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button:SetScript("OnDoubleClick", function()
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-- 根据itemType发送不同的消息
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if itemType == "mount" then
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print("双击召唤坐骑", item.id)
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SendAddonMessage("SM_C_SUMMON_MOUNT", item.id .. " " .. 1, "GUILD")
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elseif itemType == "companion" then
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print("双击召唤小伙伴", item.id)
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SendAddonMessage("SM_C_SUMMON_COMPANION", item.id .. " " .. 1, "GUILD")
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elseif itemType == "card" then
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print("双击使用卡牌", item.id)
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SendAddonMessage("SM_C_USE_CARD", item.id, "GUILD")
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elseif itemType == "item" then
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print("双击查看物品", item.id)
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SendAddonMessage("SM_C_VIEW_ITEM", item.id, "GUILD")
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end
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end)
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@ -722,7 +716,6 @@ function SM_Collections:UpdateAttributesForItem(item, parentFrame, itemType)
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local valueText = button:CreateFontString(nil, "OVERLAY")
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valueText:SetPoint("RIGHT", -5, 0)
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valueText:SetFont("Fonts\\ZYKai_T.ttf", 10, "MONOCHROME")
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print("isPositive= ", isPositive)
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local formattedValue = isPositive and ("+ " .. AttributeValue) or ("- " .. AttributeValue)
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valueText:SetText(formattedValue)
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@ -1014,7 +1007,7 @@ function SM_Collections:RefreshCollectionStatus(itemType, itemID, isObtained)
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if not button.newTexture then
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local newTexture = button:CreateTexture(nil, "OVERLAY")
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newTexture:SetSize(32, 28)
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newTexture:SetPoint("TOPRIGHT", button, "TOPRIGHT", 10, 10)
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newTexture:SetPoint("TOPRIGHT", button, "TOPRIGHT", -10, 10)
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newTexture:SetTexture("Interface\\AddOns\\SM_CollectionSystem\\Textures\\New_Icon")
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button.newTexture = newTexture
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