神魂界面提交

dev_chengFeng
jiaoyangna 2021-10-20 18:02:09 +08:00
parent b50e5ee2bf
commit 06a8251a40
48 changed files with 3397 additions and 7391 deletions

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View File

@ -2914,3 +2914,19 @@ _ItemIdToVipPrivilege = {
[3] = 1,
[17] = 27,
}
RoleInfoPanelIndex = {
qingbao = 1,
shenhun = 2,
jinjie = 3,
juexing = 4,
chuanshuo = 5,
pifu = 6
}
GodSoulProfession = {
[1] = "s_shenhunxitong_zhiyexiaobiao_02",
[2] = "s_shenhunxitong_zhiyexiaobiao_01",
[3] = "s_shenhunxitong_zhiyexiaobiao_03",
[4] = "s_shenhunxitong_zhiyexiaobiao_04",
}

View File

@ -1,13 +1,51 @@
GodSoulManager = {}
local this = GodSoulManager
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
this.heroDatas = {}
this.GodSoulTableData = {}
function this.Initialize()
end
function this.InitializeTableData()
for k,v in ConfigPairs(heroConfig) do
if not this.GodSoulTableData[v.Id] then
this.GodSoulTableData[v.Id] = {}
end
for i = 1,#v.Soul do
if not this.GodSoulTableData[v.Id][v.Soul[i][1]] then
this.GodSoulTableData[v.Id][v.Soul[i][1]] = {}
end
local data = {}
data.index = v.Soul[i][2]
data.num = v.Soul[i][4]
local config = heroRankupConfig[v.Soul[i][3]]
if config.Issame == 1 then
data.id = v.Id
data.property = v.PropertyName
data.profession = v.Profession
elseif config.IsId > 0 then
data.id = config.IsId
data.property = heroConfig[config.IsId].PropertyName
data.profession = heroConfig[config.IsId].Profession
else
data.id = 0
if config.IsSameClan == 1 then
data.property = v.PropertyName
else
data.property = 0
end
if config.IsSameJob == 1 then
data.profession = v.Profession
else
data.profession = 0
end
end
data.star = config.StarLimit
table.insert(this.GodSoulTableData[v.Id][v.Soul[i][1]],data)
end
end
end
function this.BindHeroDatas(heroData)
@ -146,5 +184,80 @@ function this.DeleteHeroId(heroId)
this.heroDatas[heroId] = {}
end
function this.GetGodSoulDataByLv(id,lv)
if lv == 0 then
return this.GodSoulTableData[id]
end
if this.GodSoulTableData[id] and this.GodSoulTableData[id][lv] and #this.GodSoulTableData[id][lv] > 0 then
return this.GodSoulTableData[id][lv]
end
return nil
end
function this.CheckRedPointGodSoul(curHeroData)
if curHeroData.heroConfig.IsSoulOpen == 1 then
return true
end
local lv = this.GetGodSoulLv(curHeroData.dynamicId)
return this.CheckCanUpGodSoul(curHeroData.heroConfig.Id,lv + 1)
end
function this.GetGodSoulData(curHeroData,lv)
local datas = HeroManager.GetAllHeroList()
local godData = this.GetGodSoulDataByLv(curHeroData.heroConfig.Id,lv)
local haveDatas = {}
if godData then
for i = 1, #datas do
for j = 1,#godData do
if (godData[j].id == 0 or datas[i].id == godData[j].id)
and (datas[i].star >= godData[j].star)
and (godData[j].property == 0 or datas[i].property == godData[j].property)
and (godData[j].profession == 0 or datas[i].profession == godData[j].profession) then
table.insert(haveDatas,datas[i])
break
end
end
end
end
return haveDatas
end
function this.CheckCanUpGodSoul(id,lv,datas)
local godDatas = datas or HeroManager.GetAllHeroList()
local godData = this.GetGodSoulDataByLv(curHeroData.heroConfig.Id,lv)
local enoughData = {}
for j = 1,#godData do
if not enoughData[j] then
enoughData[j] = 0
end
end
local s = function()
local isAll = true
for i = 1,#enoughData do
if enoughData[i] == 0 then
isAll = false
return isAll
end
end
return isAll
end
if godData then
for i = 1, #godDatas do
for j = 1,#godData do
if (godData[j].id == 0 or godDatas[i].id == godData[j].id)
and (godDatas[i].star >= godData[j].star)
and (godData[j].property == 0 or godDatas[i].property == godData[j].property)
and (godData[j].profession == 0 or godDatas[i].profession == godData[j].profession) then
enoughData[j] = 1
end
end
if s() then
break
end
end
return s()
end
return false
end
return this

View File

@ -272,7 +272,7 @@ function RoleAwakeLayout:AutoSelectUpStarHeroList(_curUpStarData)
--进阶红点
local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
this.upStarBtnRedPoint:SetActive(upStarRedPointState)
parent:CheckRedPointType(2,upStarRedPointState)
parent:CheckRedPointType(RoleInfoPanelIndex.juexing,upStarRedPointState)
end

View File

@ -1,699 +1,120 @@
require("Base/BasePanel")
RoleInfoLayout = Inherit(BasePanel)
local this = RoleInfoLayout
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local heroSkinConfig = ConfigManager.GetConfig(ConfigName.HeroSkin)
local costItemList--升级突破静态材料
local isUpLvMaterials=true--升级 突破 材料是否充足
local allAddProVal={}--所有属性加成值
local lvUpShowProList={}--升级后展示的属性提升list
local isHeroUpTuPo=false--是否可突破
local upTuPoRankUpConfig={}--即将要突破的数据
local upStarRankUpConfig={}--即将要升星的数据
local curStarRankUpConfig={}--当前升星的数据
local curTuPoRankUpConfig={}--当前突破的数据
--长按升级状态
local _isClicked = false
local _isReqLvUp = false
local _isLongPress = false
this.timePressStarted = 0--监听长按事件
this.priThread = nil--协同程序播放升级属性提升值动画用
local isTriggerLongClick = false--长按是否升过级
local pinjieImage={"r_hero_pinjiebiao_01","r_hero_pinjiebiao_02"} --该死的品阶图片 1是未激活 2是激活
local oldLv = 0
local curHeroData--当前英雄信息
local parent = {}
local isUpZhen = false--当前英雄是否上阵
local isHeroUpStar
local herodatas = {}
this.isPressed = false
function RoleInfoLayout:New(gameObject)
RoleGodSoulLayout = Inherit(BasePanel)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
function RoleGodSoulLayout:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = RoleInfoLayout })
setmetatable(b, { __index = RoleGodSoulLayout })
return b
end
--初始化组件(用于子类重写)
function RoleInfoLayout:InitComponent()
this.spLoader = SpriteLoader.New()
--情报
this.atkPro=Util.GetGameObject(self.gameObject,"pro/atk")
this.hpPro=Util.GetGameObject(self.gameObject,"pro/hp")
this.phyDef=Util.GetGameObject(self.gameObject,"pro/phyDef")
this.magDef=Util.GetGameObject(self.gameObject,"pro/magDef")
this.lv = Util.GetGameObject(self.gameObject,"pro/lv/proValue"):GetComponent("Text")
this.skillGrid=Util.GetGameObject(self.gameObject,"skill")
this.selsectSkillImage=Util.GetGameObject(self.gameObject,"selsectSkillImage")
this.baseAttri = Util.GetGameObject(self.gameObject,"Ima/Text"):GetComponent("Text")
this.allProButton=Util.GetGameObject(self.gameObject,"allProButton")
this.pinjieList={}--品阶预设容器
this.pinjieRoot=Util.GetGameObject(self.gameObject,"Pinjie")
this.pinjiePre=Util.GetGameObject(self.gameObject,"Pre")
function RoleGodSoulLayout:InitComponent()
self.spLoader = SpriteLoader.New()
self.help = Util.GetGameObject(self.gameObject,"bgdi/help")
self.helpPosition = self.help:GetComponent("RectTransform").localPosition
--升级
this.itemPre=Util.GetGameObject(self.gameObject,"upLv/itemPre")
this.itemGrid=Util.GetGameObject(self.gameObject,"upLv/itemGrid")
this.upLvBtn=Util.GetGameObject(self.gameObject,"upLvBtn")
this.upLvBtnRedPoint=Util.GetGameObject(self.gameObject,"upLvBtn/redPoint")
this.upLvTrigger = Util.GetEventTriggerListener(this.upLvBtn)
this.upLvBtnText=Util.GetGameObject(self.gameObject,"upLvBtn/Text"):GetComponent("Text")
this.upLvBtnImage=Util.GetGameObject(self.gameObject,"upLvBtn"):GetComponent("Image")
this.upLvBtnTiShiText=Util.GetGameObject(self.gameObject,"upLv/Image/Text"):GetComponent("Text")
this.upLvGoldBtn=Util.GetGameObject(self.gameObject,"upLv/gold")
this.upLvGoldText=Util.GetGameObject(self.gameObject,"upLv/gold/Text"):GetComponent("Text")
this.tipUpLv=Util.GetGameObject(self.gameObject,"upLv/tip")
this.noUpLvText=Util.GetGameObject(self.gameObject,"noUpLvText")
this.gongmingText=Util.GetGameObject(self.gameObject,"gongmingText")
Util.GetGameObject(this.gongmingText,"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite("h_hongmengbei_gongmingzhong_zh")
this.upLv=Util.GetGameObject(self.gameObject,"upLv")
this.lvUpGo=Util.GetGameObject(self.gameObject,"lvUpGo")
this.lvUpGoImage=Util.GetGameObject(self.gameObject,"lvUpGo/Image")
for i = 1, 5 do
lvUpShowProList[i]=Util.GetGameObject(this.lvUpGo.transform,"proPreParent/proPre"..i)
end
lvUpShowProList[5]:SetActive(false)
self.godPre = Util.GetGameObject(self.gameObject,"bgdi/godPre")
self.costPre = Util.GetGameObject(self.gameObject,"bgdi/costPre")
self.singlePre = Util.GetGameObject(self.gameObject,"bgdi/singlePre")
self.grid = Util.GetGameObject(self.gameObject,"bgdi/scroll/grid")
self.gridList = {}
end
function RoleInfoLayout:OnPointerUp(Pointgo,data)--抬起
if self.isPressed then
self.isPressed = false
self:RefreshBottom(true)
end
end
--点击或长按处理升级处理
function RoleInfoLayout:OnPointerDown(Pointgo,data)--按下
self.isPressed = true
end
--绑定事件(用于子类重写)
function RoleInfoLayout:BindEvent()
--升级
Util.AddClick(this.upLvBtn, function()
if this.isGongMing then
PopupTipPanel.ShowTip("神将正在共鸣中,无法升级!")
return
end
if Time.realtimeSinceStartup - RoleInfoLayout.timePressStarted <= 0.4 then
this:LvUpClick(true)
end
end)
--长按升级按下状态
this._onPointerDown = function(Pointgo, data)
if this.isGongMing then
return
end
isTriggerLongClick = false
_isClicked = true
RoleInfoLayout.timePressStarted = Time.realtimeSinceStartup
oldLv = curHeroData.lv
this.isPressed = true
end
--长按升级抬起状态
this._onPointerUp = function(Pointgo, data)
if this.isGongMing then
PopupTipPanel.ShowTip("神将正在共鸣中,无法升级!")
return
end
if _isLongPress and isTriggerLongClick then
--连续升级抬起请求升级
this:LongLvUpClick(oldLv)
end
_isClicked = false
_isLongPress = false
this.isPressed = false
end
this.upLvTrigger.onPointerDown = this.upLvTrigger.onPointerDown + this._onPointerDown
this.upLvTrigger.onPointerUp = this.upLvTrigger.onPointerUp + this._onPointerUp
--显示所有属性
Util.AddClick(this.allProButton, function()
UIManager.OpenPanel(UIName.RoleProInfoPopup,allAddProVal,curHeroData.heroConfig,true,nil)
function RoleGodSoulLayout:BindEvent()
Util.AddClick(self.help, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.QingLongSerectTreasure,self.helpPosition.x,self.helpPosition.y)
end)
end
--添加事件监听(用于子类重写)
function RoleInfoLayout:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpLvAndBreakMaterialShow)
function RoleGodSoulLayout:AddListener()
end
--移除事件监听(用于子类重写)
function RoleInfoLayout:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpLvAndBreakMaterialShow)
function RoleGodSoulLayout:RemoveListener()
end
function RoleInfoLayout:OnShow()
function RoleGodSoulLayout:OnShow()
self.gameObject:SetActive(true)
FixedUpdateBeat:Add(this.OnUpdate, self)--长按方法注册
end
function RoleInfoLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
this.sortingOrder = _sortinglayer
curHeroData = _curHerodata
parent = _parent
isUpZhen = _isUpZhen
herodatas = _heroDatas
this:UpdateHeroInfoData()
this:GetCurHeroUpLvOrUpStarSData()
this:UpdateHeroUpLvAndBreakData()--升级
function RoleGodSoulLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
self.sortingOrder = _sortinglayer
self.curHeroData = _curHerodata
self.parent = _parent
self.isUpZhen = _isUpZhen
self.herodatas = _heroDatas
self:UpdateGodList()
end
--更新英雄情报数据
function this:UpdateHeroInfoData()
curTuPoRankUpConfig = heroRankupConfig[curHeroData.breakId]
curStarRankUpConfig = heroRankupConfig[curHeroData.upStarId]
local EquipSignUnlock = ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipSignUnlock
--动态品阶
local pId=0 --当前突破的阶数
if curHeroData.breakId~=0 then
pId= heroRankupConfig[curHeroData.breakId].Phase[2]
end
local hruConfig= ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.HeroRankupConfig,"Star",curHeroData.heroConfig.Star,"Show",1) --动态获取不同英雄最大突破等阶
for i = 1, #hruConfig do --动态生成
local item=this.pinjieList[i]
if not item then
item= newObjToParent(this.pinjiePre,this.pinjieRoot)
item.name="Pre"..i
this.pinjieList[i]=item
function RoleGodSoulLayout:UpdateGodList()
self.godDatas = GodSoulManager.GetGodSoulDataByLv(self.curHeroData.id,0)
for i = 1,math.max(#self.gridList,LengthOfTable(self.godDatas)) do
if not self.godDatas[i] then
self.gridList[i].go.gameObject:SetActive(false)
end
this.pinjieList[i]:GetComponent("Image").sprite=this.spLoader:LoadSprite(i<=pId and pinjieImage[2] or pinjieImage[1])
end
for n = 0, this.pinjieRoot.transform.childCount-1 do --超过品阶关闭显示
this.pinjieRoot.transform:GetChild(n).gameObject:SetActive(n+1<=#hruConfig)
end
--计算面板属性
local WarPower
if isUpZhen then
allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
else
allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
end
--因为后端无法区分是否为PVP所以前端处理把PVP伤害加成和减免从伤害加成和减免中去除
-- allAddProVal = HeroManager.CalculatePvpBonusForShow(allAddProVal)
this:ProShow(this.atkPro,allAddProVal,HeroProType.Attack)
this:ProShow(this.hpPro,allAddProVal,HeroProType.Hp)
this:ProShow(this.phyDef,allAddProVal,HeroProType.PhysicalDefence)
this:ProShow(this.magDef,allAddProVal,HeroProType.MagicDefence)
local curLvEnd = 30
if curHeroData.breakId > 0 then
curLvEnd = heroRankupConfig[curHeroData.breakId].OpenLevel
end
if curHeroData.upStarId > 0 then
if heroRankupConfig[curHeroData.upStarId].OpenLevel > curLvEnd then
curLvEnd = heroRankupConfig[curHeroData.upStarId].OpenLevel
if not self.gridList[i] then
self.gridList[i] = {}
self.gridList[i].go = newObjToParent(self.singlePre,self.grid)
self.gridList[i].godGrid = Util.GetGameObject(self.gridList[i].go,"middle/godGrid")
self.gridList[i].godLvList = {}
self.gridList[i].costGrid = Util.GetGameObject(self.gridList[i].go,"middle/costGrid")
self.gridList[i].costList = {}
end
end
if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
-- body#FFCC00
this.lv.text= "<color=green>"..curHeroData.lv.."</color>"
elseif HarmonyManager:IsEnvoy(curHeroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
this.lv.text= "<color=#FFCC00>"..curHeroData.lv.."</color>"
else
-- body
this.lv.text= curHeroData.lv.."/"..curLvEnd
end
--技能点击特殊处理
this.selsectSkillImage:SetActive(false)
this.baseAttri.alignment = GetCurLanguage() ~= 2 and "MiddleCenter" or "MiddleRight"
this.UpdateHeroUpStarProUpSkillShow(this.skillGrid,curHeroData.skillIdList,curHeroData.passiveSkillList)
end
function this:ProShow(go,allAddProVal,HeroProType,nextallAddProVal)
local curProSConFig = ConfigManager.GetConfigData(ConfigName.PropertyConfig,HeroProType)
Util.GetGameObject(go,"proName"):GetComponent("Text").text = GetLanguageStrById(curProSConFig.Info)..""
Util.GetGameObject(go,"proValue"):GetComponent("Text").text = allAddProVal[HeroProType]
Util.GetGameObject(go,"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(PropertyTypeIconDef[HeroProType])
if nextallAddProVal then
Util.GetGameObject(go,"nextproValue"):GetComponent("Text").text = nextallAddProVal[HeroProType]
self.gridList[i].go.gameObject:SetActive(true)
self:UpdataSingleGod(i)
end
end
--更新英雄升级 和 突破 的材料显示
function this:UpdateHeroUpLvAndBreakMaterialShow()
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
costItemList=upTuPoRankUpConfig.ConsumeMaterial
else
costItemList=ConfigManager.GetConfigData(ConfigName.HeroLevelConfig, curHeroData.lv).Consume
end
if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
this.noUpLvText:SetActive(true)
this.upLv:SetActive(false)
-- this.upLvBtn:SetActive(false)
--移除没有隐私是为了按钮抬起检测 不能隐藏 注意哦
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(2098, -42.00134 )
else
Util.ClearChild(this.itemGrid.transform)
this.noUpLvText:SetActive(false)
this.upLv:SetActive(true)
-- this.upLvBtn:SetActive(true)
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(322.3, -90)
isUpLvMaterials=true
for i = 1, #costItemList do
if costItemList[i][1]~=14 then
local go=newObject(this.itemPre)
go.transform:SetParent(this.itemGrid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition=Vector3.zero;
go:SetActive(true)
--Log("costItemList[i][1] "..costItemList[i][1])
if BagManager.GetItemCountById(costItemList[i][1])<costItemList[i][2] then
isUpLvMaterials=false
go.transform:Find("Image").gameObject:SetActive(true)--显示加号
Util.GetGameObject(go.transform,"Text"):GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",PrintWanNum2(BagManager.GetItemCountById(costItemList[i][1])),PrintWanNum2(costItemList[i][2]))
else
go.transform:Find("Image").gameObject:SetActive(false)--隐藏加号
Util.GetGameObject(go.transform,"Text"):GetComponent("Text").text=string.format("<color=#FFFFFFFF>%s/%s</color>",PrintWanNum2(BagManager.GetItemCountById(costItemList[i][1])),PrintWanNum2(costItemList[i][2]))
end
Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[costItemList[i][1]].ResourceID))
go.transform:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[costItemList[i][1]].Quantity))
Util.AddOnceClick(Util.GetGameObject(go.transform,"icon"),function ()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costItemList[i][1])
end)
else
if BagManager.GetItemCountById(costItemList[i][1])<costItemList[i][2] then
isUpLvMaterials=false
this.upLvGoldText.text=string.format("<color=#FF0000FF>%s</color>",costItemList[i][2])
else
this.upLvGoldText.text=string.format("<color=#FFFFFFFF>%s</color>",costItemList[i][2])
end
Util.AddOnceClick(this.upLvGoldBtn,function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costItemList[i][1])
end)
end
end
end
this.isGongMing = HarmonyManager.IsGongMing(curHeroData)
if this.isGongMing then
this.gongmingText:SetActive(true)
this.upLv:SetActive(false)
-- this.upLvBtn:SetActive(false)
this.noUpLvText:SetActive(false)
this.upLvBtn:GetComponent("RectTransform").anchoredPosition = Vector2.New(2098, -42.00134 )
return
else
this.gongmingText:SetActive(false)
end
--红点检测
local upLvRedpoint = HeroManager.LvUpBtnRedPoint(curHeroData)
this.upLvBtnRedPoint:SetActive(upLvRedpoint)
parent:CheckRedPointType(1,upLvRedpoint)
end
--单个技能显示
function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills)
skillGridGO:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
local triggerCallBack
for i = 1, skillGridGO.transform.childCount do
local go= skillGridGO.transform:GetChild(i-1).gameObject
local skillType = Util.GetGameObject(go.transform,"skillType")
if #skillTabs>=i then--(#passiveSkills+#skillTabs)>=i then
local curSkillData = skillTabs[i]
if curSkillData and curSkillData.skillConfig and curSkillData.skillConfig.Name then
go:SetActive(true)
local skillTypeImage = Util.GetGameObject(go.transform,"skillImage/Image"):GetComponent("Image")
--if skillType then
if curSkillData.skillConfig.Type == SkillType.Pu then
--skillType:GetComponent("Text").text=SkillTypeStr[SkillType.Pu]
skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Pu])--普技
elseif curSkillData.skillConfig.Type == SkillType.Jue then
--skillType:GetComponent("Text").text=SkillTypeStr[SkillType.Jue]
skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Jue])--绝技
elseif curSkillData.skillConfig.Type == SkillType.Bei then
--skillType:GetComponent("Text").text=SkillTypeStr[SkillType.Bei]
skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Bei])--被动技
end
--end
local upGo = Util.GetGameObject(go.transform,"up")
if upGo then
if curSkillData.isShowUpImage ~= nil and curSkillData.isShowUpImage == false then
upGo:SetActive(false)
else
upGo:SetActive(true)
end
end
Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(curSkillData.skillConfig.Icon))--"i_act_ygmd2_2")
if GetCurLanguage() ~= 0 and LengthString(GetLanguageStrById(curSkillData.skillConfig.Name)) > 10 then
Util.GetGameObject(go.transform,"skillImage/skillName"):GetComponent("Text").text = SubString(GetLanguageStrById(curSkillData.skillConfig.Name),10).."..."
else
Util.GetGameObject(go.transform,"skillImage/skillName"):GetComponent("Text").text= GetLanguageStrById(curSkillData.skillConfig.Name)--(curSkillData.skillId % 10)
end
else
go:SetActive(false)
end
Util.AddOnceClick(Util.GetGameObject(go.transform,"icon"), function()
if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
end
this.selsectSkillImage:SetActive(true)
this.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"icon").transform.position
local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,curSkillData.skillConfig.Type)
local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,curSkillData,1,10,maxLv,i)
skillGridGO:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
triggerCallBack = function (panelType, p)
if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭把层级设回去
skillGridGO:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
this.selsectSkillImage:SetActive(false)
end
end
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
end)
function RoleGodSoulLayout:UpdataSingleGod(index)
for i = 1,math.max(#self.gridList[index].godLvList,index) do
if index < i then
self.gridList[index].godLvList[i].gameObject:SetActive(false)
else
go:SetActive(false)
if not self.gridList[index].godLvList[i] then
self.gridList[index].godLvList[i] = newObjToParent(self.godPre,self.gridList[index].costGrid)
end
self.gridList[index].godLvList[i].gameObject:SetActive(true)
end
end
end
--获取当前英雄的下一突破 和 升星 静态数据
function RoleInfoLayout:GetCurHeroUpLvOrUpStarSData()
isHeroUpTuPo = false
isHeroUpStar = false
upTuPoRankUpConfig = {}
upStarRankUpConfig = {}
local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
for i, v in ConfigPairs(heroRankUpConfig) do
if v.Star==curHeroData.heroConfig.Star then--初始星级相等
if v.Show==1 then -- 1 突破
if v.Id ~= curHeroData.breakId and curHeroData.lv == v.LimitLevel then--and curHeroData.star == v.LimitStar
--Log("突破 "..v.Id)
isHeroUpTuPo = true
upTuPoRankUpConfig = v
end
end
if v.Show==2 then -- 2 升星
if v.Id ~= curHeroData.upStarId and curHeroData.star == v.LimitStar then
--Log("升星 "..v.Id)
upStarRankUpConfig=v
isHeroUpStar=true
end
end
end
end
end
--更新英雄升级 和 突破数据
function this:UpdateHeroUpLvAndBreakData()
-- 升级获取突破 和 升星相应heroRankUpConfig静态数据
-- LogError("curHeroData "..curHeroData.breakId)
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
this.tipUpLv:GetComponent("Text").text=Language[11804]
this.tipUpLv:SetActive(true)
this.upLvBtnText.text=Language[11805]
this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_001")--r_chouka_button_004
this.upLvBtnTiShiText.text=Language[11806]
_isClicked = false
_isReqLvUp = false
else
if curHeroData.lv < 30 then--策划规定三十级之前一直显示持续长按可快速升级
this.tipUpLv:SetActive(true)
this.tipUpLv:GetComponent("Text").text = Language[11807]
for i = 1,math.max(#self.gridList[index].costList,#self.godDatas[index]) do
if not self.godDatas[index][i] then
self.gridList[index].costList[i].go.gameObject:SetActive(false)
else
this.tipUpLv:SetActive(false)
end
this.upLvBtnText.text=Language[11063]
this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_002")
this.upLvBtnTiShiText.text=Language[11434]
if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass==1 and curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then--当前突破全部完成
if curStarRankUpConfig then--进阶过处理
if curHeroData.lv == curStarRankUpConfig.OpenLevel then
this.tipUpLv:GetComponent("Text").text=Language[11804]
this.tipUpLv:SetActive(true)
end
else--从未进阶过处理
this.tipUpLv:GetComponent("Text").text=Language[11804]
this.tipUpLv:SetActive(true)
if not self.gridList[index].costList[i] then
self.gridList[index].costList[i] = {}
self.gridList[index].costList[i].go = newObjToParent(self.godPre,self.gridList[index].costGrid)
self.gridList[index].costList[i].frame = Util.GetGameObject(self.gridList[index].costList[i].go,"frame"):GetComponent("Image")
self.gridList[index].costList[i].icon = Util.GetGameObject(self.gridList[index].costList[i].frame.transform,"icon"):GetComponent("Image")
self.gridList[index].costList[i].num = Util.GetGameObject(self.gridList[index].costList[i].go,"frame"):GetComponent("Text")
end
self.gridList[index].godLvList[i].gameObject:SetActive(true)
if self.godDatas[index][i].id > 0 then
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_zuanshitouxiangkuang")
self.gridList[index].costList[i].icon.gameObject:SetActive(true)
self.gridList[index].costList[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroConfig[self.godDatas[index][i].id].Icon))
elseif self.godDatas[index][i].property > 0 then
self.gridList[index].costList[i].icon.gameObject:SetActive(false)
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(PropertyIcon[self.godDatas[index][i].property])
elseif self.godDatas[index][i].profession > 0 then
self.gridList[index].costList[i].icon.gameObject:SetActive(false)
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(GodSoulProfession[self.godDatas[index][i].profession])
end
end
end
this:UpdateHeroUpLvAndBreakMaterialShow()
end
function RoleInfoLayout:OnSortingOrderChange()
end
--升级按钮点击事件处理
function RoleInfoLayout:LvUpClick(isSingleLvUp)
--是否为最大等级
-- --LogGreen("isSingleLvUp "..tostring(isSingleLvUp))
if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
PopupTipPanel.ShowTip(Language[11788])
_isClicked = false
_isReqLvUp = false
return
end
--如果此时需要进阶 每次都要跳转
if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass==1 and curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then--当前突破全部完成
if curStarRankUpConfig then--进阶过处理
if curHeroData.lv == curStarRankUpConfig.OpenLevel then
if curHeroData.star >= curHeroData.heroConfig.MaxRank then
MsgPanel.ShowOne("当前神将已达最大星级")
return
end
_isClicked = false
_isReqLvUp = false
local showTipStr = Language[11808]
local showIndex = 2
local showBtnTipStr = Language[11809]
if curHeroData.star == HeroManager.awakeStarIndex then
showTipStr = Language[11810]
showBtnTipStr = Language[11811]
showIndex = 3
end
if showIndex == 3 then
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
MsgPanel.ShowTwo(showTipStr, nil, function()
parent:SetSelectBtn(showIndex)
parent:OnPageTabChange(showIndex)
end,Language[10731],showBtnTipStr)
else
PopupTipPanel.ShowTip(Language[11812])--需要先进行觉醒!
end
else
MsgPanel.ShowTwo(showTipStr, nil, function()
parent:SetSelectBtn(showIndex)
parent:OnPageTabChange(showIndex)
end,Language[10731],showBtnTipStr)
end
else
if isUpLvMaterials then
if isSingleLvUp then--是否是单次升级
NetManager.HeroLvUpEvent(curHeroData.dynamicId,curHeroData.lv + 1,curHeroData.lv,function (msg)
this:DeleteLvUpMaterials(isSingleLvUp,msg)
end)
else
isTriggerLongClick = true
this:DeleteLvUpMaterials(isSingleLvUp)
end
else
_isClicked = false
_isReqLvUp = false
if isHeroUpTuPo and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
PopupTipPanel.ShowTip(Language[11813])
else
PopupTipPanel.ShowTip(Language[11814])
end
end
end
else--从未进阶过处理
_isClicked = false
_isReqLvUp = false
MsgPanel.ShowTwo(Language[11808], nil, function()
parent:SetSelectBtn(2)
parent:OnPageTabChange(2)
end,Language[10731],Language[11809])
end
else
if isUpLvMaterials then
if isSingleLvUp then--是否是单次升级
local curUpLv = curHeroData.lv
if isHeroUpTuPo and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
curUpLv = curHeroData.lv
else
curUpLv = curHeroData.lv + 1
end
NetManager.HeroLvUpEvent(curHeroData.dynamicId,curUpLv,curHeroData.lv,function (msg)
this:DeleteLvUpMaterials(isSingleLvUp,msg)
end)
else
isTriggerLongClick = true
this:DeleteLvUpMaterials(isSingleLvUp)
end
else
_isClicked = false
_isReqLvUp = false
if isHeroUpTuPo and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
PopupTipPanel.ShowTip(Language[11813])
else
PopupTipPanel.ShowTip(Language[11814])
end
end
end
end
--长按升级结束后请求协议
function RoleInfoLayout:LongLvUpClick(oldLv)
NetManager.HeroLvUpEvent(curHeroData.dynamicId,curHeroData.lv,oldLv,function (msg)
this:DeleteLvUpMaterials2(msg)
end)
end
--扣除升级 突破 消耗的材料 更新英雄数据
function RoleInfoLayout:DeleteLvUpMaterials(isSingleLvUp,msg)
if isSingleLvUp == false then--连续升级的时候需要自己先扣除
for i = 1, #costItemList do
--Log(string.format("扣除id=%s 数量=%s",costItemList[i][1],costItemList[i][2]))
BagManager.HeroLvUpUpdateItemsNum(costItemList[i][1],costItemList[i][2])
end
end
-- for i, v in pairs(heroDatas) do
-- if curHeroData == v then
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
UIManager.OpenPanel(UIName.RoleUpLvBreakSuccessPanel,curHeroData,upTuPoRankUpConfig.Id,upTuPoRankUpConfig.OpenLevel)
curHeroData.breakId=upTuPoRankUpConfig.Id
curHeroData.breakId=curHeroData.breakId
--突破有可能会升星
if curHeroData.star<upTuPoRankUpConfig.OpenStar then
curHeroData.star=upTuPoRankUpConfig.OpenStar
curHeroData.star=curHeroData.star
end
_isClicked = false
_isReqLvUp = false
else
if msg then
curHeroData.lv=msg.targetLevel
-- Log("后端更新猎妖师技术前端刷新界面targetLevel "..msg.targetLevel)
else
curHeroData.lv=curHeroData.lv + 1
-- Log("后端更新猎妖师技术前端刷新界面curHeroData.lv "..curHeroData.lv)
end
-- curHeroData.lv=curHeroData.lv
-- PopupTipPanel.ShowTip("升级成功!")
PopupTipPanel.ShowTip(Language[11867])
end
-- end
-- end
--Log("刷新英雄库里单个英雄数据 "..curHeroData.dynamicId.." "..curHeroData.lv.." "..curHeroData.star.." "..curHeroData.breakId.." "..curHeroData.upStarId)
--刷新英雄库里单个英雄数据
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
this.lvUpGoImage:SetActive(false)
-- 突破音效
PlaySoundWithoutClick(SoundConfig.Sound_Breach)
else
this.lvUpGoImage:SetActive(true)
-- 升级音效
PlaySoundWithoutClick(SoundConfig.Sound_Upgrade)
end
if msg then
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,msg.targetLevel,curHeroData.star,curHeroData.breakId,curHeroData.upStarId,isSingleLvUp)
else
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.lv,curHeroData.star,curHeroData.breakId,curHeroData.upStarId,isSingleLvUp)
end
local allAddProValOld = allAddProVal
parent:UpdateHeroInfoData()--刷新界面
this.ShowProAddVal(allAddProValOld)
if isSingleLvUp then
parent.upLvEffect:SetActive(false)
parent.upLvEffect:SetActive(true)
end
-- _isReqLvUp = false
Timer.New(function()
_isReqLvUp = false
end, 0.1):Start()
end
--连续升级更新后端英雄数据
function RoleInfoLayout:DeleteLvUpMaterials2(msg)
for i, v in pairs(herodatas) do
if curHeroData == v then
if msg then
curHeroData.lv=msg.targetLevel
-- Log("后端更新猎妖师技术前端刷新界面 "..msg.targetLevel)
end
v.lv=curHeroData.lv
end
end
if msg then
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,msg.targetLevel,curHeroData.star,curHeroData.breakId,curHeroData.upStarId,true)
else
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.lv,curHeroData.star,curHeroData.breakId,curHeroData.upStarId,true)
end
parent:UpdateHeroInfoData()--刷新界面
parent.upLvEffect:SetActive(false)
parent.upLvEffect:SetActive(true)
end
--长按升级处理
function this.OnUpdate()
if _isClicked then
if Time.realtimeSinceStartup - RoleInfoLayout.timePressStarted > 0.4 then
_isLongPress = true
if not _isReqLvUp then
_isReqLvUp = true
this:LvUpClick(false)
end
end
end
end
--播放升级 属性提升动画
function this.ShowProAddVal(allAddProValOld)
this.lvUpGo:SetActive(true)
Util.GetGameObject(lvUpShowProList[1], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.Attack]-allAddProValOld[HeroProType.Attack]
Util.GetGameObject(lvUpShowProList[2], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.Hp]-allAddProValOld[HeroProType.Hp]
Util.GetGameObject(lvUpShowProList[3], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.PhysicalDefence]-allAddProValOld[HeroProType.PhysicalDefence]
Util.GetGameObject(lvUpShowProList[4], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.MagicDefence]-allAddProValOld[HeroProType.MagicDefence]
--Util.GetGameObject(lvUpShowProList[5], "proPre/vale"):GetComponent("Text").text="+"..allAddProVal[HeroProType.Speed]-allAddProValOld[HeroProType.Speed]
this.ThreadShowProAddVal()
end
function this.ThreadShowProAddVal()
if this.priThread then
coroutine.stop(this.priThread)
this.priThread = nil
end
table.walk(lvUpShowProList, function(privilegeItem)
privilegeItem:SetActive(false)
end)
this.priThread = coroutine.start(function()
for i = 1, 4 do
lvUpShowProList[i]:SetActive(false)
PlayUIAnims(lvUpShowProList[i])
coroutine.wait(0.04)
lvUpShowProList[i]:SetActive(true)
coroutine.wait(0.08)
end
this.lvUpGo:SetActive(false)
end)
end
function RoleInfoLayout:OnHide()
function RoleGodSoulLayout:OnHide()
self.gameObject:SetActive(false)
end
function RoleInfoLayout:OnClose()
FixedUpdateBeat:Remove(this.OnUpdate, self)
if this.priThread then
coroutine.stop(this.priThread)
-- 关闭显示
for i = 1, 4 do
lvUpShowProList[i]:SetActive(false)
end
this.lvUpGo:SetActive(false)
this.priThread = nil
end
this.pinjieList={}
function RoleGodSoulLayout:OnClose()
self.gridList = {}
end
return RoleInfoLayout
return RoleGodSoulLayout

View File

@ -310,7 +310,7 @@ function this:UpdateHeroUpLvAndBreakMaterialShow()
--红点检测
local upLvRedpoint = HeroManager.LvUpBtnRedPoint(curHeroData)
this.upLvBtnRedPoint:SetActive(upLvRedpoint)
parent:CheckRedPointType(1,upLvRedpoint)
parent:CheckRedPointType(RoleInfoPanelIndex.qingbao,upLvRedpoint)
end
--单个技能显示

View File

@ -5,27 +5,27 @@ local _CurPageIndex = 1
local orginLayer
local tabsList = {}
local tabs = {
[1] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11093],rpType = -1,
[RoleInfoPanelIndex.qingbao] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11093],rpType = -1,
},
[2] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "神魂",rpType = -1,
[RoleInfoPanelIndex.shenhun] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "神魂",rpType = -1,
},
[3] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11815],rpType = -1,
[RoleInfoPanelIndex.jinjie] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11815],rpType = -1,
},
[4] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[10373],rpType = -1,
[RoleInfoPanelIndex.juexing] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[10373],rpType = -1,
},
[5] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11095],rpType = -1,
[RoleInfoPanelIndex.chuanshuo] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11095],rpType = -1,
},
[6] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11816],rpType = -1,
[RoleInfoPanelIndex.pifu] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11816],rpType = -1,
},
}
local tabPage = {
[1] = SubUIConfig.RoleInfoLayout,
[2] = SubUIConfig.RoleGodSoulLayout,
[3] = SubUIConfig.RoleUpStarLayout,
[4] = SubUIConfig.RoleAwakelayout,
[5] = SubUIConfig.RoleStoryLayout,
[6] = SubUIConfig.RoleSkinLayout,
[RoleInfoPanelIndex.qingbao] = SubUIConfig.RoleInfoLayout,
[RoleInfoPanelIndex.shenhun] = SubUIConfig.RoleGodSoulLayout,
[RoleInfoPanelIndex.jinjie] = SubUIConfig.RoleUpStarLayout,
[RoleInfoPanelIndex.juexing] = SubUIConfig.RoleAwakelayout,
[RoleInfoPanelIndex.chuanshuo] = SubUIConfig.RoleStoryLayout,
[RoleInfoPanelIndex.pifu] = SubUIConfig.RoleSkinLayout,
}
local curHeroData--当前英雄信息
@ -245,7 +245,7 @@ function RoleInfoPanel:RemoveListener()
end
this.UpdateSkinShow = function()
if _CurPageIndex == 5 then
if _CurPageIndex == RoleInfoPanelIndex.pifu then
this:OnPageTabChange(_CurPageIndex)
end
end
@ -320,7 +320,7 @@ function this:SetPanelBg(heroData)
else
this.bgImageList[i]:SetActive(false)
end
end
end
end
--右切换按钮点击
@ -424,12 +424,12 @@ function this:UpdateBtnList()
if not tabsList[k] then
tabsList[k] = newObjToParent(this.btnPre,this.btnList)
end
if k == 5 then
if k == RoleInfoPanelIndex.pifu then
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",curHeroData.id)
local HeoSkin = {}
for i = 1 ,#configs do
if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then
HeoSkin[configs[i].Type] = configs[i]
HeoSkin[configs[i].Type] = configs[i]
end
end
if LengthOfTable(HeoSkin) > 1 then
@ -437,6 +437,20 @@ function this:UpdateBtnList()
else
tabsList[k].gameObject:SetActive(false)
end
elseif k == RoleInfoPanelIndex.jinjie then
if curHeroData.star < 10 then
tabsList[k].gameObject:SetActive(true)
end
elseif k == RoleInfoPanelIndex.juexing then
if curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
tabsList[k].gameObject:SetActive(true)
end
elseif k == RoleInfoPanelIndex.shenhun then
if curHeroData.heroConfig.IsSoulOpen == 0 then
tabsList[k].gameObject:SetActive(false)
else
tabsList[k].gameObject:SetActive(true)
end
else
tabsList[k].gameObject:SetActive(true)
end
@ -447,15 +461,18 @@ function this:UpdateBtnList()
title.text = GetCurLanguage() == 0 and v.title or "<size=45>"..v.title.."</size>"
-- 判断是否需要检测红点
redpot:SetActive(false)
if k == 1 then
if k == RoleInfoPanelIndex.qingbao then
local upLvRedpoint = HeroManager.LvUpBtnRedPoint(curHeroData)
redpot.gameObject:SetActive(upLvRedpoint)
elseif k == 2 then
elseif k == RoleInfoPanelIndex.jinjie then
local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
redpot.gameObject:SetActive(upStarRedPointState)
elseif k == 3 then
elseif k == RoleInfoPanelIndex.juexing then
local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
redpot.gameObject:SetActive(upStarRedPointState)
elseif k == RoleInfoPanelIndex.shenhun then
local upStarRedPointState = GodSoulManager.CheckRedPointGodSoul(curHeroData)
redpot.gameObject:SetActive(upStarRedPointState)
else
redpot.gameObject:SetActive(false)
end
@ -467,31 +484,6 @@ function this:UpdateBtnList()
end
end)
end
--根据星级决定叶签现隐
if tabsList[2] and tabsList[3] then
if curHeroData.star < 10 then
if _CurPageIndex == 3 then
_CurPageIndex = 1
this:OnPageTabChange(_CurPageIndex)
end
tabsList[2].gameObject:SetActive(true)
tabsList[3].gameObject:SetActive(false)
elseif curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
if _CurPageIndex == 2 then
_CurPageIndex = 1
this:OnPageTabChange(_CurPageIndex)
end
tabsList[2].gameObject:SetActive(false)
tabsList[3].gameObject:SetActive(true)
else
if _CurPageIndex == 2 or _CurPageIndex == 3 then
_CurPageIndex = 1
this:OnPageTabChange(_CurPageIndex)
end
tabsList[2].gameObject:SetActive(false)
tabsList[3].gameObject:SetActive(false)
end
end
end
function this:CheckRedPointType(index,isShowRedPoint)
@ -512,13 +504,11 @@ function this:SetSelectBtn(index)
this.selectBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_001")
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and tabs[index].title or "<size=45>"..tabs[index].title.."</size>"--tabs[index].title--
Util.GetGameObject(self.transform,"talentBtn/tipStr"):SetActive(false)
if index == 2 then
if index == RoleInfoPanelIndex.jinjie then
Util.GetGameObject(self.transform,"talentBtn/tipStr"):SetActive(true)
end
end
-- tab改变事件
function this:OnPageTabChange(index)
this:ChangeCurentHeroSkinLive()
@ -543,7 +533,7 @@ function this:UpdateHeroInfoData()
for k,v in pairs(this.PageList) do
v:OnHide()
end
if _CurPageIndex == 5 then
if _CurPageIndex == RoleInfoPanelIndex.pifu then
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",curHeroData.id)
local HeoSkin = {}
for i = 1 ,#configs do
@ -554,6 +544,20 @@ function this:UpdateHeroInfoData()
if LengthOfTable(HeoSkin) < 2 then
_CurPageIndex = 1
end
elseif _CurPageIndex == RoleInfoPanelIndex.jinjie then
if (curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake))
or (not curHeroData.star < 10) then
_CurPageIndex = 1
end
elseif _CurPageIndex == RoleInfoPanelIndex.juexing then
if (curHeroData.star < 10) or
not (curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake)) then
_CurPageIndex = 1
end
elseif _CurPageIndex == RoleInfoPanelIndex.shenhun then
if curHeroData.heroConfig.IsSoulOpen == 0 then
_CurPageIndex = 1
end
end
this:SetSelectBtn(_CurPageIndex)
@ -773,7 +777,6 @@ function this.ShowGuideGo(type)--1 升级突破 2 进阶
if type == 1 then
JumpManager.ShowGuide(UIName.RoleInfoPanel,this.upLvBtn)
elseif type == 2 then
-- 我要变强跳转过来显示小手
elseif type == -1 then
JumpManager.ShowGuide(UIName.RoleInfoPanel,this.upLvBtn)

View File

@ -353,7 +353,7 @@ function RoleUpStarLayout:AutoSelectUpStarHeroList(_curUpStarData)
--进阶红点
local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
this.upStarBtnRedPoint:SetActive(upStarRedPointState)
parent:CheckRedPointType(2,upStarRedPointState)
parent:CheckRedPointType(RoleInfoPanelIndex.jinjie,upStarRedPointState)
end