【建木神树】提交
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m_Text: 99
|
||||
--- !u!1 &9166937739997482846
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
|
|
@ -340,7 +340,7 @@ UIName = {
|
|||
PokemonMainPanel = 339, --灵兽主界面
|
||||
PokemonListPanel = 340, --灵兽出战
|
||||
PokemonInfoPanel = 341, --灵兽升级升星
|
||||
PokemonSummonPanel = 342, --灵兽召唤
|
||||
PokemonSummonPanel = 342, --灵兽召唤
|
||||
PokemonUpStarSuccessPanel = 343, --灵兽升级成功
|
||||
XiaoyaoHeroGetPopup = 344 , --逍遥游购买神将
|
||||
XiaoYaoLuckyBossPopup = 345 , --逍遥游boss来袭
|
||||
|
|
|
|||
|
|
@ -26,7 +26,7 @@ function this:OnShow(_parent)
|
|||
sortingOrder = _parent.sortingOrder
|
||||
parent.BG:SetActive(false)
|
||||
|
||||
attriList = {}
|
||||
-- attriList = {}
|
||||
local data = SacredTreeManager.treeSettingData
|
||||
for i = 1, #data do
|
||||
local go = attriList[i]
|
||||
|
|
@ -56,10 +56,10 @@ end
|
|||
|
||||
|
||||
function this:OnClose()
|
||||
|
||||
end
|
||||
|
||||
function this:OnDestroy()
|
||||
attriList = {}
|
||||
end
|
||||
|
||||
return this
|
||||
|
|
@ -1175,9 +1175,11 @@ local function CalculateEquipTreaSureAddVal(_heroId)
|
|||
end
|
||||
end
|
||||
end
|
||||
--神应属性
|
||||
local tLv = SacredTreeManager.treeLevel <= curEuipTreaSureConfig.GodHoodMaxlv and SacredTreeManager.treeLevel or curEuipTreaSureConfig.GodHoodMaxlv
|
||||
if
|
||||
configInfo.PoolID == curEuipTreaSureConfig.GodHoodPool and configInfo.Type == 3 and
|
||||
configInfo.Level == SacredTreeManager.treeLevel
|
||||
configInfo.Level == tLv
|
||||
then
|
||||
for j = 1, SacredTreeManager.CulAttri() do
|
||||
if addAllProVal[configInfo.Property[j][1]] then
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@ local dId
|
|||
local sId
|
||||
local lv
|
||||
local refineLv
|
||||
local treeLv
|
||||
local func
|
||||
local itemConfig = {}
|
||||
--初始化组件(用于子类重写)
|
||||
|
|
@ -91,13 +92,14 @@ function RewardTalismanSingleShowPopup:RemoveListener()
|
|||
end
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function RewardTalismanSingleShowPopup:OnOpen(_type,_did,_sId,_lv,_refineLv,_func)
|
||||
function RewardTalismanSingleShowPopup:OnOpen(_type,_did,_sId,_lv,_refineLv,_treeLv,_func)
|
||||
|
||||
type = _type
|
||||
dId = _did
|
||||
sId = _sId
|
||||
lv = _lv
|
||||
refineLv = _refineLv
|
||||
treeLv = _treeLv
|
||||
func = _func
|
||||
end
|
||||
|
||||
|
|
@ -122,7 +124,7 @@ function RewardTalismanSingleShowPopup:OnShowPanelData()
|
|||
curEquipTreasureFigData = ConfigManager.GetConfigData(ConfigName.JewelConfig, data.id)
|
||||
curEquipTreasureStrongFigData,curEquipTreasureSefineFigData = self:GetStrongAndRefineConFig(curEquipTreasureFigData,data.lv,data.refineLv)
|
||||
else
|
||||
self.powerNum1.text=EquipTreasureManager.CalculateWarForceBySid(sId,lv,refineLv)
|
||||
self.powerNum1.text=EquipTreasureManager.CalculateWarForceBySid(sId,lv,refineLv,treeLv)
|
||||
itemConfig = ConfigManager.GetConfigData(ConfigName.ItemConfig,sId)
|
||||
LogBlue("sId:"..sId)
|
||||
curEquipTreasureFigData = ConfigManager.GetConfigData(ConfigName.JewelConfig, sId)
|
||||
|
|
|
|||
|
|
@ -387,6 +387,30 @@ function this.EquipInfo()
|
|||
frame.sprite=Util.LoadSprite(data.frame)
|
||||
icon.sprite=Util.LoadSprite(data.icon)
|
||||
proIcon.sprite = Util.LoadSprite(data.proIcon)
|
||||
|
||||
local lv = Util.GetGameObject(o,"Frame/lvTxt"):GetComponent("Text")
|
||||
local refineLv = Util.GetGameObject(o,"Frame/starTxt"):GetComponent("Text")
|
||||
local treeImg = Util.GetGameObject(o,"Frame/treeImg")
|
||||
local treeLv = Util.GetGameObject(o,"Frame/treeImg/treeTxt"):GetComponent("Text")
|
||||
if data.lv and data.lv ~= 0 then
|
||||
lv.gameObject:SetActive(true)
|
||||
lv.text = data.lv
|
||||
else
|
||||
lv.gameObject:SetActive(false)
|
||||
end
|
||||
if data.refineLv and data.refineLv ~= 0 then
|
||||
refineLv.gameObject:SetActive(true)
|
||||
refineLv.text = "+"..data.refineLv
|
||||
else
|
||||
refineLv.gameObject:SetActive(false)
|
||||
end
|
||||
if data.treeLv and data.treeLv ~= 0 then
|
||||
treeImg.gameObject:SetActive(true)
|
||||
treeLv.text = data.treeLv
|
||||
else
|
||||
treeImg.gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
Util.AddOnceClick(btn,function()
|
||||
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,0, data.idDyn,data.id, 0, 0)
|
||||
end)
|
||||
|
|
|
|||
|
|
@ -27,11 +27,16 @@ function this.InitSingleTreasureData(_singleData)
|
|||
single.idDyn = _singleData.id
|
||||
single.lv = _singleData.exp
|
||||
single.refineLv = _singleData.rebuildLevel
|
||||
single.treeLv = SacredTreeManager.treeLevel
|
||||
single.maxLv = currJewel.Max[1]
|
||||
single.maxRefineLv = currJewel.Max[2]
|
||||
single.maxTreeLv = currJewel.GodHoodMaxlv
|
||||
single.upHeroDid = ""
|
||||
single.treeLv = SacredTreeManager.treeLevel <= single.maxTreeLv and SacredTreeManager.treeLevel or single.maxTreeLv
|
||||
-- if single.upHeroDid == "" or single.upHeroDid == "0" then
|
||||
-- single.treeLv = 0
|
||||
-- else
|
||||
-- single.treeLv = SacredTreeManager.treeLevel <= single.maxTreeLv and SacredTreeManager.treeLevel or single.maxTreeLv
|
||||
-- end
|
||||
local quantity = currJewel.Level
|
||||
single.quantity = quantity
|
||||
single.race = currJewel.Race
|
||||
|
|
@ -41,6 +46,7 @@ function this.InitSingleTreasureData(_singleData)
|
|||
single.levelPool = currJewel.LevelupPool
|
||||
single.proIcon = GetProStrImageByProNum(currJewel.Race)
|
||||
single.refinePool = currJewel.RankupPool
|
||||
single.treePool = currJewel.GodHoodPool
|
||||
single.equipType = currJewel.Location
|
||||
if currJewel.Location == 1 then
|
||||
single.type = Language[10505]
|
||||
|
|
@ -59,6 +65,7 @@ function this.GetTreasureDataByPos(_pos, _idDyn, PropertyName)
|
|||
for i, v in pairs(allTreasures) do
|
||||
if v.equipType == _pos - 4 then
|
||||
if (v.upHeroDid == "" or v.upHeroDid == 0) and v.race == PropertyName then
|
||||
v.treeLv = 0
|
||||
table.insert(equips, v)
|
||||
end
|
||||
end
|
||||
|
|
@ -486,18 +493,18 @@ function this.GetSingleTreasureByIdDyn(_idDyn)
|
|||
end
|
||||
|
||||
--计算战斗力
|
||||
function this.CalculateWarForceBySid(sId, lv, rlv)
|
||||
return this.CalculateWarForceBase(sId, lv, rlv)
|
||||
function this.CalculateWarForceBySid(sId, lv, rlv, tlv)
|
||||
return this.CalculateWarForceBase(sId, lv, rlv, tlv)
|
||||
end
|
||||
|
||||
--计算战斗力
|
||||
function this.CalculateWarForce(Did)
|
||||
local curTreasure = allTreasures[Did]
|
||||
if curTreasure then
|
||||
return this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv)
|
||||
return this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv, curTreasure.treeLv)
|
||||
end
|
||||
end
|
||||
function this.CalculateWarForceBase(sId, lv, rlv)
|
||||
function this.CalculateWarForceBase(sId, lv, rlv, tlv)
|
||||
local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.JewelConfig, sId)
|
||||
if curEuipTreaSureConfig then
|
||||
local addAllProVal = {}
|
||||
|
|
@ -534,8 +541,9 @@ function this.CalculateWarForceBase(sId, lv, rlv)
|
|||
--神应属性
|
||||
if
|
||||
configInfo.PoolID == curEuipTreaSureConfig.GodHoodPool and configInfo.Type == 3 and
|
||||
configInfo.Level == SacredTreeManager.treeLevel
|
||||
configInfo.Level == tlv
|
||||
then
|
||||
LogGreen("PoolID:"..configInfo.PoolID.." Type:"..configInfo.Type.." tlv:"..tlv)
|
||||
for j = 1, SacredTreeManager.CulAttri() do
|
||||
if addAllProVal[configInfo.Property[j][1]] then
|
||||
addAllProVal[configInfo.Property[j][1]] =
|
||||
|
|
|
|||
|
|
@ -90,8 +90,8 @@ function EquipTreasureStrongPopup:BindEvent()
|
|||
else
|
||||
--PopupTipPanel.ShowTip("强化成功")
|
||||
end
|
||||
local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv - 1,curEquipData.refineLv)
|
||||
local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv,curEquipData.refineLv)
|
||||
local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv - 1,curEquipData.refineLv,curEquipData.treeLv)
|
||||
local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv,curEquipData.refineLv,curEquipData.treeLv)
|
||||
if oldWarPowerValue ~= newWarPowerValue then
|
||||
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPowerValue,newValue = newWarPowerValue})
|
||||
end
|
||||
|
|
@ -146,8 +146,8 @@ function EquipTreasureStrongPopup:BindEvent()
|
|||
else
|
||||
--PopupTipPanel.ShowTip("精炼成功")
|
||||
end
|
||||
local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv ,curEquipData.refineLv - 1)
|
||||
local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv,curEquipData.refineLv)
|
||||
local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv ,curEquipData.refineLv - 1,curEquipData.treeLv)
|
||||
local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv,curEquipData.refineLv,curEquipData.treeLv)
|
||||
if oldWarPowerValue ~= newWarPowerValue then
|
||||
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPowerValue,newValue = newWarPowerValue})
|
||||
end
|
||||
|
|
|
|||
|
|
@ -11,10 +11,14 @@ local openThisPanel
|
|||
local equipIdList
|
||||
local equipDataList
|
||||
local position
|
||||
local curMainpropertyList={}
|
||||
local nextMainPropertyList={}
|
||||
local curPropertyList={}
|
||||
local nextPropertyList={}
|
||||
|
||||
local curBasePropertyList={}
|
||||
local nextBasePropertyList={}
|
||||
local curRefinePropertyList={}
|
||||
local nextRefinePropertyList={}
|
||||
local curTreePropertyList={}
|
||||
local nextTreePropertyList={}
|
||||
|
||||
--初始化组件(用于子类重写)
|
||||
function RoleEquipTreasureChangePopup:InitComponent()
|
||||
this.btnBack= Util.GetGameObject(self.transform, "btnBack")
|
||||
|
|
@ -29,7 +33,6 @@ function RoleEquipTreasureChangePopup:InitComponent()
|
|||
this.curEquipRefineLvTxt=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/starTxt"):GetComponent("Text")
|
||||
this.treeImg1=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/treeImg")
|
||||
this.curEquipTreeLvTxt=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/treeImg/treeTxt"):GetComponent("Text")
|
||||
this.curRefinePropertyTxt=Util.GetGameObject(self.transform, "GameObject/bg1/mainPro/Text2")
|
||||
this.curEquipBtns=Util.GetGameObject(self.transform, "GameObject/bg1/btns")
|
||||
this.curEquipBtnStrong=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnStrong")
|
||||
this.curEquipBtnRefine=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnRefine")
|
||||
|
|
@ -41,13 +44,9 @@ function RoleEquipTreasureChangePopup:InitComponent()
|
|||
this.powerUPorDown1=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/powerUPorDown")
|
||||
this.propertyPre=Util.GetGameObject(self.transform, "GameObject/bg1/PropertyTxt")
|
||||
this.curEquipSign=Util.GetGameObject(self.transform, "GameObject/bg1/Text")
|
||||
this.curMainPropertyGrid=Util.GetGameObject(self.transform, "GameObject/bg1/mainPro/grid")
|
||||
this.nextMainPropertyGrid=Util.GetGameObject(self.transform, "GameObject/bg2/mainPro/grid")
|
||||
this.propertyPre:SetActive(false)
|
||||
this.curPropertyGrid=Util.GetGameObject(self.transform, "GameObject/bg1/grid")
|
||||
|
||||
|
||||
this.bg2= Util.GetGameObject(self.transform, "GameObject/bg2")
|
||||
this.nextPropertyGrid=Util.GetGameObject(self.transform, "GameObject/bg2/grid")
|
||||
this.nextRefinePropertyTxt=Util.GetGameObject(self.transform, "GameObject/bg2/mainPro/Text2")
|
||||
this.desc2= Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/Text"):GetComponent("Text")
|
||||
this.nextEquipName=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/name/text"):GetComponent("Text")
|
||||
this.nextEquipFrame=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/frame"):GetComponent("Image")
|
||||
|
|
@ -69,7 +68,29 @@ function RoleEquipTreasureChangePopup:InitComponent()
|
|||
this.nextEquipRefineLvTxt=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/starTxt"):GetComponent("Text")
|
||||
this.treeImg2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/treeImg")
|
||||
this.nextEquipTreeLvTxt=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/treeImg/treeTxt"):GetComponent("Text")
|
||||
|
||||
|
||||
|
||||
this.TextPre = Util.GetGameObject(self.transform, "GameObject/bg1/TextPre")
|
||||
|
||||
this.curBaseAttri = Util.GetGameObject(self.transform, "GameObject/bg1/Scroll/grid/baseAttri")
|
||||
this.curBaseAttriNum = Util.GetGameObject(this.curBaseAttri, "name/attriNum"):GetComponent("Text")
|
||||
this.curBaseAttriGrid = Util.GetGameObject(this.curBaseAttri, "grid")
|
||||
this.curRefineAttri = Util.GetGameObject(self.transform, "GameObject/bg1/Scroll/grid/refineAttri")
|
||||
this.curRefineAttriNum = Util.GetGameObject(this.curRefineAttri, "name/attriNum"):GetComponent("Text")
|
||||
this.curRefineAttriGrid = Util.GetGameObject(this.curRefineAttri, "grid")
|
||||
this.curTreeAttri = Util.GetGameObject(self.transform, "GameObject/bg1/Scroll/grid/treeAttri")
|
||||
this.curTreeAttriNum = Util.GetGameObject(this.curTreeAttri, "name/attriNum"):GetComponent("Text")
|
||||
this.curTreeAttriGrid = Util.GetGameObject(this.curTreeAttri, "grid")
|
||||
|
||||
this.nextBaseAttri = Util.GetGameObject(self.transform, "GameObject/bg2/Scroll/grid/baseAttri")
|
||||
this.nextBaseAttriNum = Util.GetGameObject(this.nextBaseAttri, "name/attriNum"):GetComponent("Text")
|
||||
this.nextBaseAttriGrid = Util.GetGameObject(this.nextBaseAttri, "grid")
|
||||
this.nextRefineAttri = Util.GetGameObject(self.transform, "GameObject/bg2/Scroll/grid/refineAttri")
|
||||
this.nextRefineAttriNum = Util.GetGameObject(this.nextRefineAttri, "name/attriNum"):GetComponent("Text")
|
||||
this.nextRefineAttriGrid = Util.GetGameObject(this.nextRefineAttri, "grid")
|
||||
this.nextTreeAttri = Util.GetGameObject(self.transform, "GameObject/bg2/Scroll/grid/treeAttri")
|
||||
this.nextTreeAttriNum = Util.GetGameObject(this.nextTreeAttri, "name/attriNum"):GetComponent("Text")
|
||||
this.nextTreeAttriGrid = Util.GetGameObject(this.nextTreeAttri, "grid")
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
|
|
@ -193,16 +214,19 @@ function RoleEquipTreasureChangePopup:OnShow()
|
|||
this.nextEquipBtnRemove:SetActive(false)
|
||||
this.nextEquipBtnAdd:SetActive(false)
|
||||
this.nextEquipBtnChange:SetActive(false)
|
||||
|
||||
this.curBaseAttri:SetActive(true)
|
||||
|
||||
if type==1 then
|
||||
this.ShowCurEquipData(1)
|
||||
this.ShowCurEquipData()
|
||||
this.bg1:SetActive(true)
|
||||
this.curEquipBtns:SetActive(true)
|
||||
this.curEquipBtnAdd:SetActive(true)
|
||||
this.curEquipBtnStrong:SetActive(true)
|
||||
this.curEquipBtnRefine:SetActive(true)
|
||||
this.curEquipSign.gameObject:SetActive(false)
|
||||
elseif type==2 then
|
||||
this.ShowCurEquipData(2)
|
||||
elseif type==2 then
|
||||
this.ShowCurEquipData()
|
||||
this.bg1:SetActive(true)
|
||||
this.curEquipBtns:SetActive(true)
|
||||
this.curEquipBtnStrong:SetActive(true)
|
||||
|
|
@ -210,7 +234,7 @@ function RoleEquipTreasureChangePopup:OnShow()
|
|||
this.curEquipBtnRemove:SetActive(true)
|
||||
this.curEquipSign.gameObject:SetActive(false)
|
||||
elseif type==3 then
|
||||
this.ShowCurEquipData(2)
|
||||
this.ShowCurEquipData()
|
||||
this.NextCurEquipData()
|
||||
this.curEquipSign.gameObject:SetActive(true)
|
||||
this.bg1:SetActive(true)
|
||||
|
|
@ -220,7 +244,7 @@ function RoleEquipTreasureChangePopup:OnShow()
|
|||
this.nextEquipBtnStrong:SetActive(true)
|
||||
this.nextEquipBtnRefine:SetActive(true)
|
||||
elseif type==4 then
|
||||
this.ShowCurEquipData(2)
|
||||
this.ShowCurEquipData()
|
||||
this.bg1:SetActive(true)
|
||||
this.curEquipBtns:SetActive(false)
|
||||
this.curEquipBtnStrong:SetActive(true)
|
||||
|
|
@ -256,6 +280,8 @@ function this.ShowCurEquipData()
|
|||
this.curEquipFrame.sprite = Util.LoadSprite(curEquipData.frame)
|
||||
this.curEquipIcon.sprite = Util.LoadSprite(curEquipData.icon)
|
||||
this.currEquipProImg.sprite=Util.LoadSprite(curEquipData.proIcon)
|
||||
|
||||
|
||||
--强化等级
|
||||
local lv=curEquipData.lv
|
||||
if lv==0 then
|
||||
|
|
@ -280,19 +306,44 @@ function this.ShowCurEquipData()
|
|||
this.treeImg1:SetActive(true)
|
||||
this.curEquipTreeLvTxt.text=treeLv
|
||||
end
|
||||
local info=EquipTreasureManager.GetCurLvPropertyValue(1,curEquipData.levelPool,curEquipData.lv)
|
||||
this.SetPropertyShow(info,curMainpropertyList,this.curMainPropertyGrid)
|
||||
local info1=EquipTreasureManager.GetCurLvPropertyValue(2,curEquipData.refinePool,curEquipData.refineLv)
|
||||
if LengthOfTable(info1)==0 or info1==nil then
|
||||
this.curRefinePropertyTxt.gameObject:SetActive(false)
|
||||
this.curPropertyGrid.gameObject:SetActive(false)
|
||||
|
||||
--(基础属性)
|
||||
local baseInfo=EquipTreasureManager.GetCurLvPropertyValue(1,curEquipData.levelPool,curEquipData.lv)
|
||||
this.curBaseAttriNum.text = "[强化等级:"..curEquipData.lv.."/"..curEquipData.maxLv.."]"
|
||||
this.SetPropertyShow1(baseInfo,curBasePropertyList,this.curBaseAttriGrid)
|
||||
--(精炼属性)
|
||||
local refineInfo=EquipTreasureManager.GetCurLvPropertyValue(2,curEquipData.refinePool,curEquipData.refineLv)
|
||||
this.curRefineAttriNum.text = "[精炼等级:"..curEquipData.refineLv.."/"..curEquipData.maxRefineLv.."]"
|
||||
if LengthOfTable(refineInfo)==0 or refineInfo==nil then
|
||||
this.curRefineAttri:SetActive(false)
|
||||
else
|
||||
this.curRefinePropertyTxt.gameObject:SetActive(true)
|
||||
this.curPropertyGrid.gameObject:SetActive(true)
|
||||
this.SetPropertyShow(info1,curPropertyList,this.curPropertyGrid)
|
||||
this.curRefineAttri:SetActive(true)
|
||||
this.SetPropertyShow1(refineInfo,curRefinePropertyList,this.curRefineAttriGrid)
|
||||
end
|
||||
--(神应属性)
|
||||
-- local tLv = curEquipData.treeLv <= curEquipData.maxTreeLv and curEquipData.treeLv or curEquipData.maxTreeLv
|
||||
-- LogYellow("Pool:"..curEquipData.treePool.." tLv:"..tLv)
|
||||
local treeInfo=EquipTreasureManager.GetCurLvPropertyValue(3,curEquipData.treePool,curEquipData.treeLv)
|
||||
this.curTreeAttriNum.text = "[神应等级:"..curEquipData.treeLv.."/"..curEquipData.maxTreeLv.."]"
|
||||
if curEquipData.upHeroDid == "" or curEquipData.upHeroDid == "0" then
|
||||
this.curTreeAttri:SetActive(false)
|
||||
else
|
||||
this.curTreeAttri:SetActive(true)
|
||||
this.SetPropertyShow2(treeInfo,curTreePropertyList,this.curTreeAttriGrid)
|
||||
end
|
||||
|
||||
-- --(神应属性)
|
||||
-- local treeInfo=SacredTreeManager.GetCurLvPropertyValue(3,nextEquipData.treePool,nextEquipData.treeLv)
|
||||
-- this.nextTreeAttriNum.text = "[神应等级:"..nextEquipData.treeLv.."/"..nextEquipData.maxTreeLv.."]"
|
||||
-- if nextEquipData.upHeroDid == "" or nextEquipData.upHeroDid == "0" then
|
||||
-- this.nextTreeAttri:SetActive(false)
|
||||
-- else
|
||||
-- this.nextTreeAttri:SetActive(true)
|
||||
-- this.SetPropertyShow2(treeInfo,nextTreePropertyList,this.nextTreeAttriGrid)
|
||||
-- end
|
||||
end
|
||||
|
||||
|
||||
function this.NextCurEquipData()
|
||||
local equipConfigData=ConfigManager.GetConfigData(ConfigName.JewelConfig, nextEquipData.id)
|
||||
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, nextEquipData.id)
|
||||
|
|
@ -336,8 +387,8 @@ function this.NextCurEquipData()
|
|||
this.nextEquipRefineLvTxt.text="+" ..refine
|
||||
end
|
||||
--神应等级
|
||||
local treeLv=curEquipData.treeLv
|
||||
if curEquipData.upHeroDid == "" or curEquipData.upHeroDid == "0" or treeLv == 0 then
|
||||
local treeLv=nextEquipData.treeLv
|
||||
if nextEquipData.upHeroDid == "" or nextEquipData.upHeroDid == "0" or treeLv == 0 then
|
||||
this.treeImg2:SetActive(false)
|
||||
else
|
||||
this.treeImg2:SetActive(true)
|
||||
|
|
@ -347,25 +398,76 @@ function this.NextCurEquipData()
|
|||
this.nextEquipIcon.sprite = Util.LoadSprite(nextEquipData.icon)
|
||||
this.nextEquipProImg.sprite=Util.LoadSprite(nextEquipData.proIcon)
|
||||
this.nextEquipTypeText.text=string.format(Language[11831],EquipTreasureTypeStr[equipConfigData.Location])
|
||||
local info=EquipTreasureManager.GetCurLvPropertyValue(1,nextEquipData.levelPool,nextEquipData.lv)
|
||||
this.SetPropertyShow(info,nextMainPropertyList,this.nextMainPropertyGrid)
|
||||
local info1=EquipTreasureManager.GetCurLvPropertyValue(2,nextEquipData.refinePool,nextEquipData.refineLv)
|
||||
if LengthOfTable(info1)==0 or info1==nil then
|
||||
this.nextRefinePropertyTxt.gameObject:SetActive(false)
|
||||
this.nextPropertyGrid.gameObject:SetActive(false)
|
||||
|
||||
--(基础属性)
|
||||
local baseInfo=EquipTreasureManager.GetCurLvPropertyValue(1,nextEquipData.levelPool,nextEquipData.lv)
|
||||
this.nextBaseAttriNum.text = "[强化等级:"..nextEquipData.lv.."/"..nextEquipData.maxLv.."]"
|
||||
this.SetPropertyShow1(baseInfo,nextBasePropertyList,this.nextBaseAttriGrid)
|
||||
--(精炼属性)
|
||||
local refineInfo=EquipTreasureManager.GetCurLvPropertyValue(2,nextEquipData.refinePool,nextEquipData.refineLv)
|
||||
this.nextRefineAttriNum.text = "[精炼等级:"..nextEquipData.refineLv.."/"..nextEquipData.maxRefineLv.."]"
|
||||
if LengthOfTable(refineInfo)==0 or refineInfo==nil then
|
||||
this.nextRefineAttri:SetActive(false)
|
||||
else
|
||||
this.nextRefinePropertyTxt.gameObject:SetActive(true)
|
||||
this.nextPropertyGrid.gameObject:SetActive(true)
|
||||
this.SetPropertyShow(info1,nextPropertyList,this.nextPropertyGrid)
|
||||
this.nextRefineAttri:SetActive(true)
|
||||
this.SetPropertyShow1(refineInfo,nextRefinePropertyList,this.nextRefineAttriGrid)
|
||||
end
|
||||
--(神应属性)
|
||||
local treeInfo=SacredTreeManager.GetCurLvPropertyValue(3,nextEquipData.treePool,nextEquipData.treeLv)
|
||||
this.nextTreeAttriNum.text = "[神应等级:"..nextEquipData.treeLv.."/"..nextEquipData.maxTreeLv.."]"
|
||||
if nextEquipData.upHeroDid == "" or nextEquipData.upHeroDid == "0" then
|
||||
this.nextTreeAttri:SetActive(false)
|
||||
else
|
||||
this.nextTreeAttri:SetActive(true)
|
||||
this.SetPropertyShow2(treeInfo,nextTreePropertyList,this.nextTreeAttriGrid)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function this.SetPropertyShow(_infos,_preList,_grid)
|
||||
--神应专用
|
||||
function this.SetPropertyShow2(_infos,_preList,_grid)
|
||||
local curTree = SacredTreeManager.CulAttri()
|
||||
local attriConfig = ConfigManager.GetConfigDataByKey(ConfigName.GodHoodTreeSetting,"Id",0).PropertyUnlcokLevelForClient
|
||||
local dataCount=LengthOfTable(_infos)
|
||||
local preCount=#_preList
|
||||
for i = 1, dataCount-preCount do
|
||||
local go = newObject(this.propertyPre)
|
||||
local go = newObject(this.TextPre)
|
||||
go.transform:SetParent(_grid.transform)
|
||||
go.transform.localScale = Vector3.one
|
||||
go.transform.localPosition = Vector3.zero
|
||||
go.gameObject:SetActive(false)
|
||||
table.insert(_preList,go)
|
||||
end
|
||||
local index=1
|
||||
for key, value in pairs(attriConfig) do
|
||||
local obj=_preList[index]
|
||||
local proper=propertyConfig[value[1]]
|
||||
local string
|
||||
if proper.Style==1 then
|
||||
string = proper.Info.."+".._infos[value[1]].currValue--value.currValue
|
||||
else
|
||||
string = proper.Info.."+".._infos[value[1]].currValue/100 .."%"
|
||||
end
|
||||
if index <= curTree then
|
||||
string = "<color=#3CD200>"..string.."</color>"
|
||||
else
|
||||
string = "<color=#828282>"..string.."\n".."<size=25>(四灵试炼"..attriConfig[index][2].."层解锁)</size></color>"
|
||||
end
|
||||
obj.transform:GetComponent("Text").text = string
|
||||
obj.gameObject:SetActive(true)
|
||||
index=index+1
|
||||
end
|
||||
for i = 1, #_preList do
|
||||
if i>=index then
|
||||
_preList[i]:SetActive(false)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function this.SetPropertyShow1(_infos,_preList,_grid)
|
||||
local dataCount=LengthOfTable(_infos)
|
||||
local preCount=#_preList
|
||||
for i = 1, dataCount-preCount do
|
||||
local go = newObject(this.TextPre)
|
||||
go.transform:SetParent(_grid.transform)
|
||||
go.transform.localScale = Vector3.one
|
||||
go.transform.localPosition = Vector3.zero
|
||||
|
|
@ -376,11 +478,10 @@ function this.SetPropertyShow(_infos,_preList,_grid)
|
|||
for key, value in pairs(_infos) do
|
||||
local obj=_preList[index]
|
||||
local proper=propertyConfig[key]
|
||||
Util.GetGameObject(obj, "Text"):GetComponent("Text").text=proper.Info
|
||||
if proper.Style==1 then
|
||||
obj.transform:GetComponent("Text").text=" +".. value.currValue
|
||||
obj.transform:GetComponent("Text").text = proper.Info.."+".. value.currValue
|
||||
else
|
||||
obj.transform:GetComponent("Text").text=" +".. value.currValue/100 .."%"
|
||||
obj.transform:GetComponent("Text").text=proper.Info.."+"..value.currValue/100 .."%"
|
||||
end
|
||||
obj.gameObject:SetActive(true)
|
||||
index=index+1
|
||||
|
|
@ -399,18 +500,21 @@ end
|
|||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function RoleEquipTreasureChangePopup:OnDestroy()
|
||||
type=0--1 穿装备 2 卸装备 3 替换装备
|
||||
curHeroData=nil
|
||||
curEquipData=nil
|
||||
nextEquipData=nil
|
||||
openThisPanel=nil
|
||||
equipIdList=nil
|
||||
equipDataList=nil
|
||||
position=0
|
||||
curMainpropertyList={}
|
||||
nextMainPropertyList={}
|
||||
curPropertyList={}
|
||||
nextPropertyList={}
|
||||
type=0--1 穿装备 2 卸装备 3 替换装备
|
||||
curHeroData=nil
|
||||
curEquipData=nil
|
||||
nextEquipData=nil
|
||||
openThisPanel=nil
|
||||
equipIdList=nil
|
||||
equipDataList=nil
|
||||
position=0
|
||||
|
||||
curBasePropertyList={}
|
||||
nextBasePropertyList={}
|
||||
curRefinePropertyList={}
|
||||
nextRefinePropertyList={}
|
||||
curTreePropertyList={}
|
||||
nextTreePropertyList={}
|
||||
end
|
||||
|
||||
return RoleEquipTreasureChangePopup
|
||||
|
|
@ -2,6 +2,7 @@ SacredTreeManager = {}
|
|||
local this = SacredTreeManager
|
||||
local treeLevelConfig = ConfigManager.GetConfig(ConfigName.GodHoodTreeLevel)
|
||||
local treeSetting = ConfigManager.GetConfig(ConfigName.GodHoodTreeSetting)
|
||||
local jewerLevelUpConfig = ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
|
||||
|
||||
function this.Initialize()
|
||||
this.treeLevel = 0
|
||||
|
|
@ -17,9 +18,6 @@ end
|
|||
--当战力变化时
|
||||
function this.OnPowerChange(oldPower)
|
||||
local newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
|
||||
|
||||
LogYellow("oldPower:"..oldPower)
|
||||
LogGreen("newPower:"..newPower)
|
||||
if oldPower ~= newPower and oldPower ~= 0 then
|
||||
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
|
||||
end
|
||||
|
|
@ -70,4 +68,44 @@ function this.CulNextAttri()
|
|||
return numLeft
|
||||
end
|
||||
|
||||
--计算开启下一神应等级的层数
|
||||
function this.NextAttriFloor()
|
||||
local attriConfig = ConfigManager.GetConfigDataByKey(ConfigName.GodHoodTreeSetting,"Id",0)
|
||||
local numLeft = 0
|
||||
for i = 1, #attriConfig.PropertyUnlcokLevels do
|
||||
local num = attriConfig.PropertyUnlcokLevels[i][2]
|
||||
if this.towerLevel < num then
|
||||
return num
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--获取当前等级加成的属性
|
||||
function this.GetCurLvPropertyValue(_type, _id, _lv)
|
||||
local lvConfig = nil
|
||||
--获取当前等级属性加成
|
||||
for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
|
||||
if configInfo.Type == _type and configInfo.PoolID == _id and configInfo.Level == _lv then
|
||||
lvConfig = configInfo
|
||||
break
|
||||
end
|
||||
end
|
||||
local proList = {}
|
||||
if lvConfig then
|
||||
for i = 1, table.getn(lvConfig.Property) do
|
||||
local info = lvConfig.Property[i]
|
||||
if info then
|
||||
local index = info[1]
|
||||
local skillValue = {}
|
||||
skillValue.currValue = info[2]
|
||||
if info[2] ~= 0 then
|
||||
proList[index] = skillValue
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return proList
|
||||
end
|
||||
|
||||
return this
|
||||
Loading…
Reference in New Issue