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m_GameObject: {fileID: 8231516421912048291}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 5634055806577482042}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 206.27, y: -35}
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m_SizeDelta: {x: 126, y: 53}
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m_Pivot: {x: 0.5, y: 0.5}
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_GameObject: {fileID: 8231516421912048291}
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m_CullTransparentMesh: 0
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--- !u!114 &7893709416320792377
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_FontData:
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m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
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m_FontStyle: 0
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m_BestFit: 0
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m_MinSize: 3
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m_MaxSize: 40
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m_Alignment: 3
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m_AlignByGeometry: 0
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m_RichText: 1
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--- !u!1 &8635305199969690773
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GameObject:
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m_ObjectHideFlags: 0
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|
|
@ -103,6 +103,7 @@ function IncarnationForcePanel:OnShow()
|
|||
self.value.text = string.format("")
|
||||
self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445,26,0)
|
||||
self.btnText.text = "已达上限"
|
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self.btnText.fontSize=35
|
||||
end
|
||||
|
||||
end
|
||||
|
@ -110,15 +111,12 @@ end
|
|||
--设置单个数据
|
||||
function IncarnationForcePanel:SetSingleData(_go,data,_index)
|
||||
local proName = Util.GetGameObject(_go,"PropertyName"):GetComponent("Text")
|
||||
local Value = Util.GetGameObject(_go,"Value"):GetComponent("Text")
|
||||
local Calculate = Util.GetGameObject(_go,"Calculate"):GetComponent("Text")
|
||||
|
||||
if IncarnationManager.incarnationForceLv == 0 then
|
||||
proName.text = string.format("%s:",propertyConfig[data[1]].Info)
|
||||
Value.text = string.format("+0%%")
|
||||
proName.text = string.format("%s:+0%%",propertyConfig[data[1]].Info)
|
||||
else
|
||||
proName.text = string.format("%s:",propertyConfig[data[1]].Info)
|
||||
Value.text = string.format("+%s%%",data[2]/100)
|
||||
proName.text = string.format("%s:+%s%%",propertyConfig[data[1]].Info,data[2]/100)
|
||||
end
|
||||
if this.nextConfigData then
|
||||
local addProp=this.nextConfigData.PropList[_index][2]-data[2]
|
||||
|
|
|
@ -112,8 +112,8 @@ function this.SetItemDataList(dataList,_incarnationForceLv)
|
|||
this.SetStar(dataList[i].id,dataList[i].star)
|
||||
this.SetSkillData(dataList[i].id)
|
||||
this.SetPropDatas(dataList[i].id)
|
||||
this.incarnationForceLv=_incarnationForceLv
|
||||
end
|
||||
this.incarnationForceLv=_incarnationForceLv
|
||||
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Incarnation)
|
||||
end
|
||||
|
||||
|
@ -326,6 +326,9 @@ end
|
|||
---检测化身之力红点
|
||||
function this.CheckPowerBtnRedData(red)
|
||||
this.configData = ConfigManager.GetConfigData(ConfigName.ChangingForce,this.incarnationForceLv)
|
||||
if not this.configData.ExpCost then
|
||||
return false
|
||||
end
|
||||
local curHaveItemNum=BagManager.GetItemCountById(this.configData.ExpCost[1])
|
||||
local curCostItemNum=this.configData.ExpCost[2]
|
||||
if curHaveItemNum >=curCostItemNum then
|
||||
|
|
|
@ -46,7 +46,9 @@ function this:InitComponent()
|
|||
this.bianImg=Util.GetGameObject(this.costItem, "bianImg")
|
||||
|
||||
this.upLvBtn = Util.GetGameObject(this.costLayout, "upLvBtn")
|
||||
this.upLvText=Util.GetGameObject(this.costLayout, "upLvBtn/Text"):GetComponent("Text")
|
||||
this.upStarBtn = Util.GetGameObject(this.costLayout, "upStarBtn")
|
||||
this.upStarText=Util.GetGameObject(this.costLayout, "upStarBtn/Text"):GetComponent("Text")
|
||||
this.itemView= SubUIManager.Open(SubUIConfig.ItemView, this.prefab.transform)
|
||||
end
|
||||
|
||||
|
@ -137,15 +139,19 @@ function this.UpdateWin()
|
|||
this.nextProp.gameObject:SetActive(false)
|
||||
this.costGrid.gameObject:SetActive(false)
|
||||
this.nextDrop.gameObject:SetActive(false)
|
||||
this.forceLayout.gameObject:SetActive(false)
|
||||
this.upLvText.text="已达上限"
|
||||
else
|
||||
this.nextProp.gameObject:SetActive(true)
|
||||
this.costGrid.gameObject:SetActive(true)
|
||||
this.nextDrop.gameObject:SetActive(true)
|
||||
this.forceLayout.gameObject:SetActive(true)
|
||||
local nextPropData=IncarnationManager.GetChangeCardProperty(curCardId,true,false)
|
||||
this.SetPropInfo(this.nextProp,nextPropData)
|
||||
this.SetCostItem(cardLvConfig.Exp)
|
||||
local nextCardLvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel,"Level",curLevel+1,"PoolId",this.cardConfig.LevelUpPool)
|
||||
this.nextDrop.text="+"..nextCardLvConfig.ChangingForceExp[2]
|
||||
this.upLvText.text="升 级"
|
||||
end
|
||||
|
||||
else
|
||||
|
@ -166,17 +172,21 @@ function this.UpdateWin()
|
|||
this.costGrid.gameObject:SetActive(false)
|
||||
this.nextSkillDes.transform.parent.gameObject:SetActive(false)
|
||||
this.nextDrop.gameObject:SetActive(false)
|
||||
this.forceLayout.gameObject:SetActive(false)
|
||||
this.upStarText.text="已达上限"
|
||||
else
|
||||
this.nextSkillDes.gameObject:SetActive(true)
|
||||
this.nextSkillDes.text=IncarnationManager.GetSkillDesStr(curCardId,curStar+1)
|
||||
this.nextProp.gameObject:SetActive(true)
|
||||
this.costGrid.gameObject:SetActive(true)
|
||||
this.nextDrop.gameObject:SetActive(true)
|
||||
this.forceLayout.gameObject:SetActive(true)
|
||||
local nextPropData=IncarnationManager.GetChangeCardProperty(curCardId,false,true)
|
||||
this.nextLvText.text=curStar+1
|
||||
this.SetPropInfo(this.nextProp,nextPropData)
|
||||
this.SetCostItem(this.cardConfig.StarUpCost[curStar+1])
|
||||
this.nextDrop.text="+"..this.cardConfig.StarUpExp[curStar+1][2]
|
||||
this.upStarText.text="升 星"
|
||||
end
|
||||
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue