【命格】命石替换
parent
1efc9fc56b
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 735055bf31ae4184a9f6e0685b33ee4a
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -15560,6 +15560,14 @@ MonoBehaviour:
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extension: .png
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resPathIndex: 18
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resAbNameIndex: 9
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- resName: kangbaojia
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extension: .png
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- resName: kangbaojian
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extension: .png
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resAbNameIndex: 9
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- resName: r_buff_Attack_Down
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extension: .png
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@ -15652,10 +15660,22 @@ MonoBehaviour:
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extension: .png
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resPathIndex: 19
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resAbNameIndex: 9
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- resName: r_buff_MD_jinjia
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extension: .png
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resPathIndex: 19
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resAbNameIndex: 9
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- resName: r_buff_MD_mofu
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extension: .png
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resPathIndex: 19
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resAbNameIndex: 9
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- resName: r_buff_MD_Up
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extension: .png
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resPathIndex: 19
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resAbNameIndex: 9
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- resName: r_buff_MD_xianyin
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extension: .png
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resPathIndex: 19
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resAbNameIndex: 9
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- resName: r_buff_Nohealing_0001
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extension: .png
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@ -28676,6 +28696,14 @@ MonoBehaviour:
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extension: .mp3
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resPathIndex: 193
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resAbNameIndex: 489
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- resName: Audio_niu_attack_01
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extension: .mp3
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resPathIndex: 193
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resAbNameIndex: 489
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- resName: Audio_niu_hit_01
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extension: .mp3
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resAbNameIndex: 489
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- resName: Audio_normal_effect_01
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extension: .mp3
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@ -29236,6 +29264,14 @@ MonoBehaviour:
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extension: .mp3
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resPathIndex: 198
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resAbNameIndex: 611
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- resName: Audio_fangcunzhuanpan_0
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extension: .mp3
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resPathIndex: 199
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resAbNameIndex: 611
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- resName: Audio_fangcunzhuanpan_1
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extension: .mp3
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resPathIndex: 199
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resAbNameIndex: 611
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- resName: Audio_guide_001
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extension: .mp3
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resPathIndex: 199
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@ -59184,6 +59220,10 @@ MonoBehaviour:
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extension: .prefab
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resPathIndex: 754
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resAbNameIndex: 3195
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- resName: RewardGemSingleShowPopup
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extension: .prefab
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resPathIndex: 754
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resAbNameIndex: 3195
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- resName: RewardItemPopup
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extension: .prefab
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resPathIndex: 754
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@ -78160,6 +78200,7 @@ MonoBehaviour:
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- lz4/dynamicatlas/s_slbz_kuang1.unity3d
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- lz4/dynamicatlas/s_slbz_kuang2.unity3d
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- lz4/dynamicatlas/s_slbz_xian.unity3d
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- lz4/dynamicatlas/t_tequan_kuang.unity3d
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- lz4/fonts/fzjinls.unity3d
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- lz4/fonts/kaiu.unity3d
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- lz4/icon/hero.unity3d
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@ -435,6 +435,7 @@ UIName = {
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ContinueGiftPanel = 441, -- 连续礼包
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ContinuePackagePanel = 442, -- 连购礼包new
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GemPanel = 443, --命格界面
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RewardGemSingleShowPopup = 444,--命石信息界面
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}
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SubUIConfig = {
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@ -522,12 +522,12 @@ function this.SingleItemDataShow(_go, _itemData)
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this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
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UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
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end)
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-- elseif _itemData.itemConfig.ItemType == ItemType.HeadFrame then
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-- --
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-- UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id,function()
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-- this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
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-- UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
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-- end)
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elseif _itemData.itemConfig.ItemType == ItemType.Gem then
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--命石
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UIManager.OpenPanel(UIName.RewardGemSingleShowPopup, _itemData.id,1,function()
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this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
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UIManager.ClosePanel(UIName.RewardGemSingleShowPopup)
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end)
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else
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id, function()
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this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
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@ -1,6 +1,11 @@
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local Gem = quick_class("Gem", BasePanel)
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local itemData = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local gemConfig = ConfigManager.GetConfig(ConfigName.GemConfig)
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local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local typeName = {
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[1] = "攻击",[2] = "生命",[3] = "增伤",[4] = "减伤",[5] = "人杰",[6] = "佛禅",[7] = "妖灵",[8] = "道玄",
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}
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function Gem:InitComponent()
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self.spLoader = SpriteLoader.New()
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@ -18,12 +23,14 @@ function Gem:InitComponent()
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self.gems = Util.GetGameObject(self.gameObject, "Gems")
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self.stones = Util.GetGameObject(self.gameObject, "Stones")
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self.itemList = {}
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self.propertyList = {}
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--页签
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self.btnPractice = Util.GetGameObject(self.gameObject, "Tab/tab1")
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self.onekey = Util.GetGameObject(self.gameObject, "onekey")
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self.fast = Util.GetGameObject(self.gameObject, "fast")
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self.more = Util.GetGameObject(self.gameObject, "more")
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self.curType = 1
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end
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function Gem:BindEvent()
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@ -63,6 +70,7 @@ function Gem:OnOpen()
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end
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function Gem:OnSortingOrderChange()
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self.BtView:OnOpen(self,{ sortOrder = self.sortingOrder, panelType = PanelTypeView.Practice })
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self.ManCanvas.sortingOrder = self.sortingOrder + 2
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Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_cangzhu, self.sortingOrder + 1)
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-- 头像层级
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@ -80,7 +88,7 @@ function Gem:Refresh()
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local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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self:RefreshMid()
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self:SetGems()
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self:SetStones(nil,1)
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self:SetStones(GemManager.myGemList[self.curType],self.curType)
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end
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--刷新中部人物
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@ -95,6 +103,8 @@ function Gem:SetGems()
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local gemData = GemManager.myGemList
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for i = 1, 8 do
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local itemGo = Util.GetGameObject(self.gems,"item ("..i..")")
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local name = Util.GetGameObject(itemGo,"Name"):GetComponent("Text")
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name.text = typeName[i]
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for j = 1, 3 do
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local stoneGo = Util.GetGameObject(itemGo,"stone ("..j..")")
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local level = Util.GetGameObject(stoneGo,"Text"):GetComponent("Text")
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@ -107,11 +117,13 @@ function Gem:SetGems()
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stoneGo:GetComponent("Image").sprite = self.spLoader:LoadSprite(name)
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end
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Util.AddOnceClick(itemGo,function ()
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self.curType = i
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self:SetStones(gemData[i],i)
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end)
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end
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end
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--设置下部宝石数据
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function Gem:SetStones(_data,index)
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if _data then--最终删除
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LogWarn("[1]:"..tostring(_data[1]).." [2]:"..tostring(_data[2]).." [3]:"..tostring(_data[3]))
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@ -125,9 +137,13 @@ function Gem:SetStones(_data,index)
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local mask = Util.GetGameObject(stoneGo,"Mask")
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local property = Util.GetGameObject(stoneGo,"Property")
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local textPre = Util.GetGameObject(property,"Text")
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textPre:GetComponent("Text").text = "############"
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local name = Util.GetGameObject(stoneGo,"Name"):GetComponent("Text")
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textPre:GetComponent("Text").text = ""
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textPre:SetActive(false)
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property:SetActive(false)
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item:SetActive(false)
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name.text = ""
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if data and data[i] and data[i] > 0 then
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if not self.itemList[i] then
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local view = SubUIManager.Open(SubUIConfig.ItemView,item.transform)
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@ -136,13 +152,42 @@ function Gem:SetStones(_data,index)
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self.itemList[i]:OnOpen(false, {data[i],0}, 1.1, false,false,false,self.sortingOrder + 1)
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self.itemList[i].gameObject:SetActive(true)
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item:SetActive(true)
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name.text = GetStringByEquipQua(itemConfig[data[i]].Quantity1,gemConfig[data[i]].Name)--gemConfig[data[i]].Name
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self:SetProperty(gemConfig[data[i]],data,property,textPre)
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end
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Util.AddOnceClick(mask,function ()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.SelectGem,index,i)
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if data and data[i] and data[i] > 0 then
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UIManager.OpenPanel(UIName.RewardGemSingleShowPopup,data[i],2,nil,index,i)
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else
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.SelectGem,index,i)
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end
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end)
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end
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end
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function Gem:SetProperty(configData,data,parent,text)
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if not configData then
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return
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end
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if not self.propertyList[parent] then
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self.propertyList[parent] = {}
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end
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for k = 1, #self.propertyList[parent] do
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self.propertyList[parent][k]:SetActive(false)
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end
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for j = 1, #configData.Property do
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local data = configData.Property[j]
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local item = self.propertyList[parent][j]
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parent:SetActive(true)
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if not item then
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item = newObjToParent(text,parent.transform)
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self.propertyList[parent][j] = item
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end
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item:SetActive(true)
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item:GetComponent("Text").text = string.format( "%s+%s",PropertyConfig[data[1]].Info,data[2]/100).."%"
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end
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end
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function Gem:OnClose()
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end
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@ -157,6 +202,7 @@ function Gem:OnDestroy()
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self.playerInfoView = nil
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end
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self.itemList = {}
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self.propertyList = {}
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end
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return Gem
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@ -0,0 +1,243 @@
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require("Base/BasePanel")
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RewardGemSingleShowPopup = Inherit(BasePanel)
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local this = RewardGemSingleShowPopup
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local JumpConfig = ConfigManager.GetConfig(ConfigName.JumpConfig)
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local RechargeCommodityConfig = ConfigManager.GetConfig(ConfigName.RechargeCommodityConfig)
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local gemConfig = ConfigManager.GetConfig(ConfigName.GemConfig)
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local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local itemSid
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local itemConfigData
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local func
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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--初始化组件(用于子类重写)
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function RewardGemSingleShowPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.BtnBack = Util.GetGameObject(self.transform, "bg/btnBack")
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this.mask = Util.GetGameObject(self.transform, "mask")
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this.topBar = Util.GetGameObject(self.transform, "bg/topBar")
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this.itemPos = Util.GetGameObject(self.transform, "bg/topBar/armor/itemPos")
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this.itemView = SubUIManager.Open(SubUIConfig.ItemView,this.itemPos.transform)
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this.armorType = Util.GetGameObject(self.transform, "bg/topBar/armor/info/armorType"):GetComponent("Text")
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this.armorLanTuNum = Util.GetGameObject(self.transform, "bg/topBar/armor/info/armorLanTuNum"):GetComponent("Text")
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this.info = Util.GetGameObject(self.transform, "bg/topBar/armor/info")
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this.itemName = Util.GetGameObject(this.info, "name"):GetComponent("Text")
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this.armorTitle = Util.GetGameObject(this.info, "armorTitle"):GetComponent("Text")
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this.armorDesc = Util.GetGameObject(this.info, "armorDesc"):GetComponent("Text")
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this.equipQuaText = Util.GetGameObject(self.transform, "bg/topBar/armor/equipQuaText"):GetComponent("Text")
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this.armorInfo = Util.GetGameObject(self.transform, "bg/topBar/armorInfo")
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this.armorInfoText = Util.GetGameObject(self.transform, "bg/topBar/armorInfo"):GetComponent("Text")
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this.howGet = Util.GetGameObject(self.transform, "bg/midBar/layout1")
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this.scroll = Util.GetGameObject(self.transform, "bg/midBar/scroll")
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this.equipProGrid = Util.GetGameObject(self.transform, "bg/midBar/scroll/grid")
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this.equipProGridCom = Util.GetGameObject(self.transform, "bg/midBar/scroll/grid"):GetComponent("VerticalLayoutGroup")
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this.bottomBar = Util.GetGameObject(self.transform, "bg/bottomBar")
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this.btnSure = Util.GetGameObject(self.transform, "bg/bottomBar/btnSure")
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this.btnJump = Util.GetGameObject(self.transform, "bg/bottomBar/btnJump")
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this.btnClose = Util.GetGameObject(self.transform, "bg/bottomBar/btnClose")
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this.proGrid = Util.GetGameObject(self.transform, "bg/midBar/GemPro/grid")
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this.proPre = Util.GetGameObject(this.proGrid, "proName")
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this.proPre:SetActive(false)
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this.proList = {}
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end
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--绑定事件(用于子类重写)
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function RewardGemSingleShowPopup:BindEvent()
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = false
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self:ClosePanel()
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end)
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Util.AddClick(this.mask, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = false
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self:ClosePanel()
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end)
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Util.AddClick(this.btnClose, function()--替换,穿戴
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.SelectGem,this.gemType,this.position,function ()
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self:ClosePanel()
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end)
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end)
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Util.AddClick(this.btnSure, function()--卸下命石
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NetManager.LifeGridChangeRequest(2,this.gemType,this.position,itemSid,function ()
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Game.GlobalEvent:DispatchEvent(GameEvent.Gem.RefreshPanel)
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self:ClosePanel()
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end)
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end)
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Util.AddClick(this.btnJump, function()--合成
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end)
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end
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--添加事件监听(用于子类重写)
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function RewardGemSingleShowPopup:AddListener()
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end
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--移除事件监听(用于子类重写)
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function RewardGemSingleShowPopup:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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function RewardGemSingleShowPopup:OnOpen(...)
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local data = { ... }
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itemSid = data[1]
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itemConfigData = ConfigManager.GetConfigData(ConfigName.ItemConfig, itemSid)
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this.openType = data[2]
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if data[3] then
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func = data[3]
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end
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if data[4] then
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this.gemType = data[4]
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end
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if data[5] then
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this.position = data[5]
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end
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end
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function RewardGemSingleShowPopup:OnShow()
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this.itemName.text = GetStringByEquipQua(itemConfigData.Quantity, GetLanguageStrById(itemConfigData.Name))
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this.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..itemConfigData.Quantity)
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this.howGet:SetActive(false)
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this.scroll:SetActive(false)
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this.btnClose:SetActive(false)
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this.btnSure:SetActive(false)
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this.btnJump:SetActive(false)
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this.bottomBar:SetActive(false)
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if this.openType == 1 then--背包中打开
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this.howGet:SetActive(true)
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this.scroll:SetActive(true)
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this.btnJump:SetActive(true)
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this.bottomBar:SetActive(true)
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elseif this.openType == 2 then--装备命石时打开
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this.btnClose:SetActive(true)
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this.btnSure:SetActive(true)
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this.btnJump:SetActive(true)
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this.bottomBar:SetActive(true)
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end
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local creatJumpData = function(jumpDataList)
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local jumpSortData = {}
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if jumpDataList and #jumpDataList > 0 then
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for i = 1, #jumpDataList do--为关卡跳转做的排序数据
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local jumpData = {}
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jumpData.id = jumpDataList[i]
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jumpData.data = JumpConfig[jumpDataList[i]]
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table.insert(jumpSortData,jumpData)
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end
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end
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return jumpSortData
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end
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if this.jumpViewList and #this.jumpViewList > 0 then
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for i = 1,#this.jumpViewList do
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SubUIManager.Close(this.jumpViewList[i])
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end
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end
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this.jumpViewList = {}
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|
||||
this.equipQuaText.gameObject:SetActive(true)
|
||||
this.equipQuaText.text = GetStringByEquipQua(itemConfigData.Quantity, GetQuaStringByEquipQua(itemConfigData.Quantity))
|
||||
this.armorInfo.gameObject:SetActive(true)
|
||||
this.armorTitle.gameObject:SetActive(false)
|
||||
this.armorDesc.gameObject:SetActive(false)
|
||||
this.armorType.gameObject:SetActive(true)
|
||||
this.armorLanTuNum.text = Language[11516] .. BagManager.GetItemCountById(itemSid)
|
||||
this.armorType.text = this.getType()--道具类型显示
|
||||
this.armorInfoText.text = string.gsub(GetLanguageStrById(itemConfigData.ItemDescribe), "\\n", "")
|
||||
local jumpDataList = itemConfigData.Jump
|
||||
local jumpSortData = creatJumpData(jumpDataList)
|
||||
for i = 1, #jumpSortData do
|
||||
-- type 大于 10000为活动 直接显示按钮,如果小于1000 为功能 开启才显示
|
||||
if jumpSortData[i].id > 0 and (JumpConfig[jumpSortData[i].id].Type >= 10000 or ActTimeCtrlManager.SingleFuncState(JumpConfig[jumpSortData[i].id].Type)) then
|
||||
local tempView = SubUIManager.Open(SubUIConfig.JumpView, this.equipProGrid.transform, jumpSortData[i].id,true,self)
|
||||
if tempView then
|
||||
table.insert(this.jumpViewList,tempView)
|
||||
end
|
||||
end
|
||||
end
|
||||
this.scroll:GetComponent("RectTransform").sizeDelta = Vector2.New(912.8,600)
|
||||
this.equipProGridCom.spacing = 130
|
||||
if jumpDataList and #jumpDataList then
|
||||
this.equipProGrid:GetComponent("RectTransform").sizeDelta = Vector2.New(807.7,this.equipProGridCom.spacing*(#jumpDataList))
|
||||
end
|
||||
this.itemView:OnOpen(false, {itemConfigData.Id,0}, 1.1, false, false, false, self.sortingOrder)
|
||||
|
||||
--设置命石属性
|
||||
this.SetGemProperty()
|
||||
end
|
||||
|
||||
function this.SetGemProperty()
|
||||
local data = gemConfig[itemSid].Property
|
||||
for key, value in pairs(this.proList) do
|
||||
value:SetActive(false)
|
||||
end
|
||||
for i = 1, #data do
|
||||
local go = this.proList[i]
|
||||
if not go then
|
||||
go = newObjToParent(this.proPre,this.proGrid)
|
||||
this.proList[i] = go
|
||||
end
|
||||
go:SetActive(true)
|
||||
go:GetComponent("Text").text = string.format( "全体神将%s+%s",PropertyConfig[data[i][1]].Info,data[i][2]/100).."%"
|
||||
end
|
||||
end
|
||||
|
||||
--获取道具种类
|
||||
function this.getType()
|
||||
local type = itemConfig[itemSid].ItemBaseType
|
||||
if type == 1 then
|
||||
return Language[11089]..Language[11517]
|
||||
elseif type == 2 then
|
||||
return Language[11089]..Language[10201]
|
||||
elseif type == 4 then
|
||||
return Language[11089]..Language[11518]
|
||||
elseif type == 5 then
|
||||
return Language[11089]..Language[11519]
|
||||
elseif type == 6 then
|
||||
return Language[11089]..Language[11520]
|
||||
elseif type == 7 then
|
||||
return Language[11089]..Language[11521]
|
||||
end
|
||||
end
|
||||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function RewardGemSingleShowPopup:OnClose()
|
||||
if this.jumpViewList and #this.jumpViewList > 0 then
|
||||
for i = 1,#this.jumpViewList do
|
||||
SubUIManager.Close(this.jumpViewList[i])
|
||||
end
|
||||
end
|
||||
this.jumpViewList = {}
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function RewardGemSingleShowPopup:OnDestroy()
|
||||
SubUIManager.Close(this.itemView)
|
||||
if this.jumpViewList and #this.jumpViewList > 0 then
|
||||
for i = 1,#this.jumpViewList do
|
||||
SubUIManager.Close(this.jumpViewList[i])
|
||||
end
|
||||
end
|
||||
this.jumpViewList = {}
|
||||
this.proList = {}
|
||||
this.gemType = nil
|
||||
this.position = nil
|
||||
this.spLoader:Destroy()
|
||||
|
||||
end
|
||||
function this.WarPowerChange(oldPowerNum,type)
|
||||
-- 设置脏数据
|
||||
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.PlayerExtra)
|
||||
--
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Bag.OnBagShowWarPowerChange,oldPowerNum,type)
|
||||
local newPowerNum = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
|
||||
if oldPowerNum ~= newPowerNum then
|
||||
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPowerNum,newValue = newPowerNum})
|
||||
end
|
||||
end
|
||||
return RewardGemSingleShowPopup
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4385494fcfe29c34f9e761a6fa964cca
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -55,6 +55,10 @@ function SelectGem:SingleDataShow(go,data,index)
|
|||
local btn = Util.GetGameObject(go,"Btn")
|
||||
local btnText = Util.GetGameObject(go,"Btn/Text"):GetComponent("Text")
|
||||
|
||||
btnText.text = "穿 戴"
|
||||
if GemManager.myGemList[args[1]] and GemManager.myGemList[args[1]][args[2]] and GemManager.myGemList[args[1]][args[2]] > 0 then
|
||||
btnText.text = "替 换"
|
||||
end
|
||||
if not self.itemList[go] then
|
||||
local view = SubUIManager.Open(SubUIConfig.ItemView,icon.transform)
|
||||
self.itemList[go] = view
|
||||
|
|
@ -63,11 +67,10 @@ function SelectGem:SingleDataShow(go,data,index)
|
|||
self.itemList[go].gameObject:SetActive(true)
|
||||
name.text = GetStringByEquipQua(itemConfig[data.id].Quantity1,data.name)
|
||||
Util.AddOnceClick(btn,function ()
|
||||
local type = 1
|
||||
if GemManager.myGemList[args[1]] and GemManager.myGemList[args[1]][args[2]] and GemManager.myGemList[args[1]][args[2]] > 0 then
|
||||
type = 2
|
||||
end
|
||||
NetManager.LifeGridChangeRequest(type,args[1],args[2],data.id,function ()
|
||||
NetManager.LifeGridChangeRequest(1,args[1],args[2],data.id,function ()
|
||||
if args[3] then
|
||||
args[3]()
|
||||
end
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Gem.RefreshPanel)
|
||||
parent:ClosePanel()
|
||||
end)
|
||||
|
|
|
|||
|
|
@ -278,6 +278,7 @@ end
|
|||
|
||||
function Practice:OnSortingOrderChange()
|
||||
orginLayer = self.sortingOrder
|
||||
self.BtView:OnOpen(self,{ sortOrder = self.sortingOrder, panelType = PanelTypeView.Practice })
|
||||
Util.SetParticleSortLayer(self.effect, self.sortingOrder+1)
|
||||
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_01, self.sortingOrder+1)
|
||||
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_02, self.sortingOrder+1)
|
||||
|
|
|
|||
Loading…
Reference in New Issue