【建木神树】提交

dev_chengFeng
ZhangBiao 2020-12-15 17:27:16 +08:00
parent 72e22a7234
commit 0b6c8362b6
11 changed files with 4233 additions and 729 deletions

View File

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@ -22876,7 +23352,7 @@ RectTransform:
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View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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)

View File

@ -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)

View File

@ -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]] =

View File

@ -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

View File

@ -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

View File

@ -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