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||||
androidETC2FallbackOverride: 0
|
||||
- serializedVersion: 2
|
||||
buildTarget: iPhone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: 56
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 1
|
||||
androidETC2FallbackOverride: 0
|
||||
- serializedVersion: 2
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 49237c4641efb884f9b37ffa94fd978e
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
spritePackingTag: GodSoulAtlas
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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",
|
||||
}
|
|
@ -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
|
|
@ -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
|
||||
|
||||
|
||||
|
|
|
@ -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
|
|
@ -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
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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
|
||||
|
||||
|
||||
|
|