魂印,法宝,进阶界面修改皮肤立绘,添加皮肤活动界面的假战斗
parent
77047346dd
commit
04fac7f216
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@ -6,6 +6,7 @@ local parent = {}
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local properTypeConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local rechargeConfigId = 0
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local rechargeData = {}
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local fakeId = 0
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function ShengYiTianJiang:ctor(mainPanel, gameObject)
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self.mainPanel = mainPanel
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self.gameObject = gameObject
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@ -32,7 +33,16 @@ function ShengYiTianJiang:BindEvent()
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PayManager.Pay(rechargeConfigId, function(id)
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this.RechargeSuccessFunc(id)
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end) end)
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Util.AddClick(this.reviewBtn,function() end)
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Util.AddClick(this.reviewBtn,function()
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local fdata, fseed = BattleManager.GetFakeBattleData(fakeId)
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local testFightData = {
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fightData = fdata,
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fightSeed = fseed,
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fightType = 0,
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maxRound = 20
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}
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UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test)
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end)
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end
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function this.RechargeSuccessFunc(id)
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FirstRechargeManager.RefreshAccumRechargeValue(id)
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@ -77,8 +87,9 @@ function ShengYiTianJiang:OnShowData()
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itemsGrid[k].gameObject:SetActive(true)
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itemsGrid[k]:OnOpen(false, {v[1],v[2]}, 1,false,false,false,sortingOrder)
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end
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local skinId = tonumber(activityConfig.ExpertDec)
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local strs = string.split(activityConfig.ExpertDec,'#')
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local skinId = tonumber(strs[1])
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fakeId = tonumber(strs[2])
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local skinConfig = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",skinId)
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local heroSkinSingleProVal = {}
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for _,v in ipairs(skinConfig.MonomerProperty) do
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@ -239,21 +239,17 @@ function RoleInfoPanel:OnShow()
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teamHero = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
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this:UpdateLiveList()--加载当前 和 左右数据
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if this.leftLiveObj and leftHeroData then
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LogError(Language[11833])
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poolManager:UnLoadLive(leftHeroData.live, this.leftLiveObj)
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poolManager:UnLoadLive(this.leftLiveObj.name, this.leftLiveObj)
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this.leftLiveObj = nil
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end
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if this.rightLiveObj and rightHeroData then
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LogError(Language[11834])
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poolManager:UnLoadLive(rightHeroData.live, this.rightLiveObj)
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poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj)
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this.rightLiveObj = nil
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end
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if this.curLiveObj and curHeroData then
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LogError(Language[11835])
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poolManager:UnLoadLive(curHeroData.live, this.curLiveObj)
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poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
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this.curLiveObj = nil
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end
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Util.ClearChild(this.curObj.transform)
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Util.ClearChild(this.leftObj.transform)
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Util.ClearChild(this.rightObj.transform)
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@ -167,7 +167,7 @@ function this.OnShowHeroAndTalisman()
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Util.GetGameObject(this.advanceBtn,"Text"):GetComponent("Text").text=Language[11845]
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end
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this.heroIcon.sprite = Util.LoadSprite(GetResourcePath(curHeroData.heroConfig.Icon))--英雄头像
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this.heroIcon.sprite = Util.LoadSprite(curHeroData.icon)--英雄头像
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this.heroIcon.gameObject:GetComponent("RectTransform").localScale=Vector3.one*0.72
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this.force.text = TalismanManager.CalculateWarForceBase(curTalismanConFig,0)--法宝战力
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this.talismanIcon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[data[2]].ResourceID))
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@ -102,7 +102,7 @@ function RoleUpStarSuccessPanel:OnOpen(...)
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this.UI_Effect_choukaSSR:SetActive(curHeroData.heroConfig.Quality == 5)
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this.UI_Effect_choukaSR:SetActive(curHeroData.heroConfig.Quality == 4)
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this.UI_Effect_choukaR:SetActive(curHeroData.heroConfig.Quality == 3)
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this.LiveName = GetResourcePath(curHeroData.heroConfig.Live)
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this.LiveName = curHeroData.live
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this.LiveGO = poolManager:LoadLive(this.LiveName, this.live2dRoot.transform,
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Vector3.one * curHeroData.heroConfig.Scale, Vector3.New(curHeroData.heroConfig.Position[1],curHeroData.heroConfig.Position[2],0))
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SetHeroStars(this.starGrid, curHeroData.star+1,1,Vector2.New(60,60),-11,Vector2.New(0.5,0.5))
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@ -307,7 +307,7 @@ end
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--设置英雄
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function this.SetHero()
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this.heroIcon.sprite=Util.LoadSprite(GetResourcePath(curHeroData.heroConfig.Icon))
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this.heroIcon.sprite=Util.LoadSprite(curHeroData.icon)
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-- local allPro = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false)
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local allAddProVal
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--计算面板属性
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