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mainObjectFileID: 2100000 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ManagedResources/PublicArtRes/Shaders/Default-Diffuse.shader.meta b/Assets/ManagedResources/PublicArtRes/Shaders/Default-Diffuse.shader.meta index d8a9251f60..1e717f9f1c 100644 --- a/Assets/ManagedResources/PublicArtRes/Shaders/Default-Diffuse.shader.meta +++ b/Assets/ManagedResources/PublicArtRes/Shaders/Default-Diffuse.shader.meta @@ -1,9 +1,9 @@ fileFormatVersion: 2 -guid: 1cf234f48b286c5458c446aca9ea60c7 -timeCreated: 1505447125 -licenseType: Free +guid: e7bf6a1d8e2243541998f5f11ea4284e ShaderImporter: + externalObjects: {} defaultTextures: [] + nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: diff --git a/Assets/ManagedResources/UpdatePanel/UpdatePanel.prefab b/Assets/ManagedResources/UpdatePanel/UpdatePanel.prefab index 33165dd821..4111fb457b 100644 --- a/Assets/ManagedResources/UpdatePanel/UpdatePanel.prefab +++ b/Assets/ManagedResources/UpdatePanel/UpdatePanel.prefab @@ -642,7 +642,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!224 &224780206786005530 RectTransform: m_ObjectHideFlags: 0 @@ -824,7 +824,7 @@ MonoBehaviour: m_Calls: [] m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - m_Sprite: {fileID: 21300000, guid: c8a7bbe03159b5740b037f865201e8a1, type: 3} + m_Sprite: {fileID: 21300000, guid: 5e56034e791ba6845b2953af19a6094e, type: 3} m_Type: 0 m_PreserveAspect: 0 m_FillCenter: 1 diff --git a/Assets/ManagedResources/~Lua/Common/Language.lua b/Assets/ManagedResources/~Lua/Common/Language.lua index fc9923e4ef..5d3a2e01b5 100644 --- a/Assets/ManagedResources/~Lua/Common/Language.lua +++ b/Assets/ManagedResources/~Lua/Common/Language.lua @@ -513,7 +513,7 @@ [10512] = "挑 战", [10513] = "天 兵", [10514] = "天 将", - [10515] = "巨灵神", + [10515] = "大罗金仙", [10516] = "请选择要招募的神将!", [10517] = "招 募", [10518] = "确定放弃购买本店商品?", diff --git a/Assets/ManagedResources/~Lua/Common/functions.lua b/Assets/ManagedResources/~Lua/Common/functions.lua index ab7c1899af..24d4b0e0aa 100644 --- a/Assets/ManagedResources/~Lua/Common/functions.lua +++ b/Assets/ManagedResources/~Lua/Common/functions.lua @@ -1453,6 +1453,21 @@ function SetRankNumFrame(rankNum) return icon end +function SetSoulEffect(quality,root) + local effect = Util.GetGameObject(root,"UI_Effect_Kuang_JinSe") + local effect1 = Util.GetGameObject(root,"UI_Effect_jinkuang_Fang") + local effect2 = Util.GetGameObject(root,"UI_Effect_jinkuang_Yuan") + if quality >= 7 then + effect1.gameObject:SetActive(true) + effect2.gameObject:SetActive(true) + effect.gameObject:SetActive(false) + else + effect1.gameObject:SetActive(false) + effect2.gameObject:SetActive(false) + effect.gameObject:SetActive(true) + end +end + --- 本方法适用滚动条中 生成item的使用 (主要适用每条滚动条item数量不定的滚动条中) --- itemview重设复用 1根节点 2生成到父节点 3item容器 4容器上限 5缩放 6层级 7根据数据类型生成 8不定参数据... --- type=true 针对表数据为一维数据 type=false 针对表数据为二维数据 diff --git a/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua b/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua index b8fc9ba60d..6401593730 100644 --- a/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua @@ -257,6 +257,15 @@ function this.SingleItemDataShow(_go, _itemData) Util.GetGameObject(_go.gameObject, "GameObject/item/circleFrameBg"):SetActive(false) Util.GetGameObject(_go.gameObject, "GameObject/name"):GetComponent("Text").text = _itemData.itemConfig.Name local upHeroInage = Util.GetGameObject(_go.transform, "GameObject/item/upHeroInage") + + local UI_Effect_jinkuang_Fang = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_jinkuang_Fang") + if(UI_Effect_jinkuang_Fang) then + UI_Effect_jinkuang_Fang:SetActive(false) + end + local UI_Effect_jinkuang_Yuan = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_jinkuang_Yuan") + if(UI_Effect_jinkuang_Yuan) then + UI_Effect_jinkuang_Yuan:SetActive(false) + end local UI_Effect_Kuang_JinSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_JinSe") if(UI_Effect_Kuang_JinSe) then UI_Effect_Kuang_JinSe:SetActive(false) @@ -338,14 +347,14 @@ function this.SingleItemDataShow(_go, _itemData) end Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(true) Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName)) - elseif _itemData.itemConfig.ItemType == ItemType.HunYin then + elseif _itemData.itemConfig.ItemType == ItemType.HunYin then + SetSoulEffect(itemConfig[_itemData.itemConfig.Id].Quantity,Util.GetGameObject(_go.transform, "GameObject/effects")) Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false) Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):SetActive(false) Util.GetGameObject(_go.gameObject, "GameObject/item/circleFrameBg"):SetActive(true) Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circleBg2) Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/Icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon) Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circle) - UI_Effect_Kuang_JinSe.gameObject:SetActive(true) num:SetActive(false) end end diff --git a/Assets/ManagedResources/~Lua/Modules/Carbon/CarbonTypePanelV2.lua b/Assets/ManagedResources/~Lua/Modules/Carbon/CarbonTypePanelV2.lua index b4c94d830e..03a556cf84 100644 --- a/Assets/ManagedResources/~Lua/Modules/Carbon/CarbonTypePanelV2.lua +++ b/Assets/ManagedResources/~Lua/Modules/Carbon/CarbonTypePanelV2.lua @@ -160,7 +160,7 @@ function CarbonTypePanelV2:BindEvent() else data = type[PlayerManager.carbonType][k] end - if data.redPointType ~= -1 then + if data.redPointType ~= -1 and data.redPointType then BindRedPointObject(data.redPointType,Util.GetGameObject(v, "redPoint")) end end diff --git a/Assets/ManagedResources/~Lua/Modules/Guild/CarDelay/GuildCarDelayLootPopup.lua b/Assets/ManagedResources/~Lua/Modules/Guild/CarDelay/GuildCarDelayLootPopup.lua index aaafde0ae2..1688ad4f0d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Guild/CarDelay/GuildCarDelayLootPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Guild/CarDelay/GuildCarDelayLootPopup.lua @@ -117,6 +117,7 @@ function this.SingleInfoDataShow(go,data) heroGo:SetActive(true) local curHeroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig,data.teamInfo[i].heroTid) Util.GetGameObject(heroGo, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(curHeroConfig.Icon)) + Util.GetGameObject(heroGo, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(curHeroConfig.PropertyName)) Util.GetGameObject(curHeroGoList[data.teamInfo[i].position], "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(nil,data.teamInfo[i].star)) SetHeroStars(Util.GetGameObject(heroGo, "starGrid"), data.teamInfo[i].star) Util.GetGameObject(heroGo, "lvbg/levelText"):GetComponent("Text").text=data.teamInfo[i].level diff --git a/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintHandBook.lua b/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintHandBook.lua index e2e2769a37..cb7009e019 100644 --- a/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintHandBook.lua +++ b/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintHandBook.lua @@ -70,7 +70,7 @@ end function SoulPrintHandBook:OnSortingOrderChange() --特效层级重设 for i=1,#list do - Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer) + Util.SetParticleSortLayer(list[i], this.sortingOrder+1) end orginLayer = self.sortingOrder end @@ -115,13 +115,14 @@ function this.OnRefresh(index) --特效层级重设 for i=1,#list do - Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer2) + Util.SetParticleSortLayer(list[i], this.sortingOrder+1) end orginLayer2 = this.sortingOrder orginLayer = this.sortingOrder end --设置预设 function this.SetScrollPre(root,data) + SetSoulEffect(data.Quality,root) local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image") local icon=Util.GetGameObject(root,"circleFrameBg/Icon"):GetComponent("Image") local name=Util.GetGameObject(root,"Name"):GetComponent("Text") diff --git a/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua b/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua index a637a0c77f..b5f3ebdd2f 100644 --- a/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua @@ -7,8 +7,6 @@ local equipConfig=ConfigManager.GetConfig(ConfigName.EquipConfig) local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig) local equipSignSetting = ConfigManager.GetConfig(ConfigName.EquipSignSetting) - -local orginLayer=0 --循环布局容器 local loopList={} --最大槽位数量 @@ -32,8 +30,6 @@ local isShow=true--默认显示装备中的魂印 local _specialData={} local list={} - -local orginLayer2 = 0 function SoulPrintPanel:InitComponent() this.upView = SubUIManager.Open(SubUIConfig.UpView, this.gameObject.transform, { showType = UpViewOpenType.ShowLeft}) this.helpBtn= Util.GetGameObject(this.gameObject, "HelpBtn") @@ -112,13 +108,11 @@ end function SoulPrintPanel:RemoveListener() end -local orginLayer = 0 function SoulPrintPanel:OnSortingOrderChange() --特效层级重设 for i=1,#list do - Util.AddParticleSortLayer(list[i], self.sortingOrder - orginLayer) + Util.SetParticleSortLayer(list[i], self.sortingOrder) end - orginLayer = self.sortingOrder end function SoulPrintPanel:OnOpen(_curHeroData,_heroDatas) @@ -168,8 +162,6 @@ function SoulPrintPanel:OnDestroy() this.scrollView=nil loopList={} list={} - orginLayer2=0 - orginLayer=0 end --点击左 @@ -332,15 +324,13 @@ function this.SetScrollData() end) --特效层级重设 for i=1,#list do - Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer2) + Util.SetParticleSortLayer(list[i], this.sortingOrder) end - orginLayer2 = this.sortingOrder - orginLayer = this.sortingOrder this.scrollView:SetIndex(1) end --设置魂印列表预设 -function this.SetScrollPre(root,data) - local effect = Util.GetGameObject(root,"UI_Effect_Kuang_JinSe") +function this.SetScrollPre(root,data) + SetSoulEffect(equipConfig[data.id].Quality,root) local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image") local icon=Util.GetGameObject(root,"Icon"):GetComponent("Image") diff --git a/Assets/ManagedResources/~Lua/View/ItemView.lua b/Assets/ManagedResources/~Lua/View/ItemView.lua index fa33d84d69..00562ccd2c 100644 --- a/Assets/ManagedResources/~Lua/View/ItemView.lua +++ b/Assets/ManagedResources/~Lua/View/ItemView.lua @@ -49,6 +49,8 @@ function ItemView:InitComponent() self.itemEffectPartical = Util.GetGameObject(self.itemEffect, "ziti mask"):GetComponent(typeof(UnityEngine.ParticleSystem)) self.UI_Effect_Kuang_JinSe = Util.GetGameObject(self.gameObject, "effects/UI_Effect_Kuang_JinSe") self.UI_Effect_Kuang_HongSe = Util.GetGameObject(self.gameObject, "effects/UI_Effect_Kuang_HongSe") + self.UI_Effect_jinkuang_Fang = Util.GetGameObject(self.gameObject, "effects/UI_Effect_jinkuang_Fang") + self.UI_Effect_jinkuang_Yuan = Util.GetGameObject(self.gameObject, "effects/UI_Effect_jinkuang_Yuan") self.UI_effect_ItemView_saoguang = Util.GetGameObject(self.gameObject, "effects/UI_effect_ItemView_saoguang") self.UI_effect_WuCai_Kuang = Util.GetGameObject(self.gameObject, "effects/UI_effect_WuCai_Kuang") @@ -110,6 +112,8 @@ function ItemView:GetRewardShow(_itemData, effectLayer) self.item:SetActive(true) self.UI_Effect_Kuang_JinSe:SetActive(false) self.UI_Effect_Kuang_HongSe:SetActive(false) + self.UI_Effect_jinkuang_Fang:SetActive(false) + self.UI_Effect_jinkuang_Yuan:SetActive(false) self.UI_effect_ItemView_saoguang:SetActive(false) self.UI_effect_WuCai_Kuang:SetActive(false) self.PreciousShow:SetActive(false) @@ -122,6 +126,8 @@ function ItemView:GetRewardShow(_itemData, effectLayer) self.name:GetComponent("Text").text = _itemData.configData.Name Util.AddParticleSortLayer(self.UI_Effect_Kuang_JinSe, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_Effect_Kuang_HongSe, effectLayer - self.EffectOrginLayerQu) + Util.AddParticleSortLayer(self.UI_Effect_jinkuang_Fang, effectLayer - self.EffectOrginLayerQu) + Util.AddParticleSortLayer(self.UI_Effect_jinkuang_Yuan, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu) self.EffectOrginLayerQu = effectLayer @@ -221,6 +227,11 @@ function ItemView:GetRewardShow(_itemData, effectLayer) end --魂印 elseif _itemData.configData.ItemType == ItemType.HunYin then + if effectLayer > 0 then + self.UI_Effect_jinkuang_Fang:SetActive(_itemData.configData.Quantity == 7) + self.UI_Effect_jinkuang_Yuan:SetActive(_itemData.configData.Quantity == 7) + self.UI_Effect_Kuang_JinSe:SetActive(not _itemData.configData.Quantity == 7) + end self.iconGo:SetActive(false) self.circleFrameBg:SetActive(true) self.circleFrameBg:GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[_itemData.configData.Quantity].circleBg2) @@ -302,6 +313,8 @@ end function ItemView:SetEffectLayer(effectLayer) Util.AddParticleSortLayer(self.UI_Effect_Kuang_JinSe, effectLayer - self.EffectOrginLayerQu) + Util.AddParticleSortLayer(self.UI_Effect_jinkuang_Yuan, effectLayer - self.EffectOrginLayerQu) + Util.AddParticleSortLayer(self.UI_Effect_jinkuang_Fang, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_Effect_Kuang_HongSe, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu) @@ -327,6 +340,8 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage) self.innateImage:SetActive(false) self.UI_Effect_Kuang_JinSe:SetActive(false) self.UI_Effect_Kuang_HongSe:SetActive(false) + self.UI_Effect_jinkuang_Fang:SetActive(false) + self.UI_Effect_jinkuang_Yuan:SetActive(false) self.UI_effect_ItemView_saoguang:SetActive(false) self.UI_effect_WuCai_Kuang:SetActive(false) self.PreciousShow:SetActive(false) @@ -334,6 +349,8 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage) self.circleFrameBg:SetActive(false) Util.AddParticleSortLayer(self.UI_Effect_Kuang_JinSe, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_Effect_Kuang_HongSe, effectLayer - self.EffectOrginLayerQu) + Util.AddParticleSortLayer(self.UI_Effect_jinkuang_Fang, effectLayer - self.EffectOrginLayerQu ) + Util.AddParticleSortLayer(self.UI_Effect_jinkuang_Yuan, effectLayer - self.EffectOrginLayerQu ) Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu) Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu) self.EffectOrginLayerQu = effectLayer @@ -468,6 +485,9 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage) UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,"",itemSId,0,0) end) elseif itemDataConFig.ItemType == ItemType.HunYin then + self.UI_Effect_jinkuang_Fang:SetActive(itemConfig[itemSId].Quantity>=7) + self.UI_Effect_jinkuang_Yuan:SetActive(itemConfig[itemSId].Quantity>=7) + self.UI_Effect_Kuang_JinSe:SetActive(not itemConfig[itemSId].Quantity>=7) self.num:SetActive(true) self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity)) self.iconGo:SetActive(false) diff --git a/data_execl/Language_data/LanguageLua.csv b/data_execl/Language_data/LanguageLua.csv index bd3c543b2d..2cc59dd27e 100644 --- a/data_execl/Language_data/LanguageLua.csv +++ b/data_execl/Language_data/LanguageLua.csv @@ -512,7 +512,7 @@ 10512, ս 10513, 10514, -10515, +10515,޽ 10516,ѡҪļ񽫣 10517, ļ 10518,ȷ򱾵Ʒ diff --git a/data_execl/base_data/ExpeditionNodeConfig.xlsx b/data_execl/base_data/ExpeditionNodeConfig.xlsx index 5cad5f96a5..9f899719f8 100644 Binary files a/data_execl/base_data/ExpeditionNodeConfig.xlsx and b/data_execl/base_data/ExpeditionNodeConfig.xlsx differ