法相修改提交

dev_chengFeng
wangzhenxing 2023-02-20 17:38:59 +08:00
parent 6ab148bdeb
commit 0b88a77535
5 changed files with 77 additions and 34 deletions

View File

@ -2489,7 +2489,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 1.99, y: -284.14}
m_AnchoredPosition: {x: 1.99, y: -400}
m_SizeDelta: {x: 755.3, y: 88.74}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &7941771466587653062
@ -2527,7 +2527,7 @@ MonoBehaviour:
m_BestFit: 1
m_MinSize: 3
m_MaxSize: 50
m_Alignment: 1
m_Alignment: 4
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 0

View File

@ -435,8 +435,8 @@ function RewardTalismanSingleShowPopup2:OnShow()
end
if self.openType == 2 then
if self.position>6 then
self.upgradeRed:SetActive(false)
self.upstarRed:SetActive(false)
self.upgradeRed:SetActive(FaXiangManager.CheckIsShowRed(self.equipData.idDyn,1))
self.upstarRed:SetActive(FaXiangManager.CheckIsShowRed(self.equipData.idDyn,2))
self.shenyingRed:SetActive(false)
else
self.upgradeRed:SetActive(HeroManager.CheckIsUpTreasure(self.equipData.idDyn,1))

View File

@ -252,10 +252,6 @@ function this.GetCurrStarAndNextStarPropertyValue(_id, _lv,_data)
return starList
end
--获取法相升级消耗
function this.GetFaXiangLevelCost(_pool,_lv)
local levelConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangLevelConfig,"PoolId",_pool,"Level",_lv)
@ -485,7 +481,6 @@ end
--获取消耗物品数据
function this.GetCostItems(_config)
if _config==nil then
return
end
@ -515,6 +510,40 @@ function this.GetCostItems(_config)
end
--检测是否显示红点
function this.CheckIsShowRed(_id,_type)
local faxiang=allTreasures[_id]
if not faxiang then
return false
end
local cost1
local cost2
local isLv=false
local isStar=false
if _type==1 then
if faxiang.lv~=faxiang.maxLv then
cost1,isLv=this.GetFaXiangLevelCost(faxiang.levelPool,faxiang.lv)
return isLv
end
elseif _type==2 then
if faxiang.refineLv~=faxiang.maxRefineLv then
cost2,isStar=this.GetFaXiangStarCost(faxiang.refinePool,faxiang.refineLv,faxiang)
return isStar
end
else
if faxiang.lv~=faxiang.maxLv then
cost1,isLv=this.GetFaXiangLevelCost(faxiang.levelPool,faxiang.lv)
return isLv
end
if faxiang.refineLv~=faxiang.maxRefineLv then
cost2,isStar=this.GetFaXiangStarCost(faxiang.refinePool,faxiang.refineLv,faxiang)
return isStar
end
end
return false
end
--根据动态id获取法相

View File

@ -181,10 +181,10 @@ end
function FaXiangStrongPopup:RefreshRedPoint(delta,isRefreshTabRed)
Timer.New(function()
-- for k,v in pairs(this.treasureDatas2) do
-- local redShow = HeroManager.CheckIsUpTreasure(v.data.idDyn,type)
-- v.red.gameObject:SetActive(redShow)
-- end
for k,v in pairs(this.treasureDatas2) do
local redShow = FaXiangManager.CheckIsShowRed(v.data.idDyn,type)
v.red.gameObject:SetActive(redShow)
end
this.select.transform:SetParent(curIndex.transform)
this.select:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(-8.5,5.04,0)
if type==1 then
@ -197,23 +197,21 @@ function FaXiangStrongPopup:RefreshRedPoint(delta,isRefreshTabRed)
this.select.gameObject:SetActive(true)
this.select.transform:SetSiblingIndex(1)
end,delta):Start()
-- if isRefreshTabRed then
-- local redDataStrong ,redDataRefine,redDataShenying = false,false,false
-- for k,v in pairs(datas) do
-- if not redDataStrong then
-- redDataStrong = HeroManager.CheckIsUpTreasure(v.idDyn,1)
-- end
-- if not redDataRefine then
-- redDataRefine = HeroManager.CheckIsUpTreasure(v.idDyn,2)
-- end
-- if not redDataShenying then
-- redDataShenying = HeroManager.CheckIsUpTreasure(v.idDyn,3)
-- end
-- end
-- this.btn_strongPageRed.gameObject:SetActive(redDataStrong)
-- this.btn_refinePageRed.gameObject:SetActive(redDataRefine)
-- this.btn_shenyingPageRed.gameObject:SetActive(redDataShenying)
-- end
if isRefreshTabRed then
local redDataStrong ,redDataRefine,redDataShenying = false,false,false
--for k,v in pairs(datas) do
if not redDataStrong then
redDataStrong = FaXiangManager.CheckIsShowRed(curEquipData.idDyn,1)
end
if not redDataRefine then
redDataRefine = FaXiangManager.CheckIsShowRed(curEquipData.idDyn,2)
end
--end
this.btn_strongPageRed.gameObject:SetActive(redDataStrong)
this.btn_refinePageRed.gameObject:SetActive(redDataRefine)
end
end
--界面打开时调用(用于子类重写)
@ -346,6 +344,7 @@ function FaXiangStrongPopup:SetWindShow(_index)
for i = 1, #skillId do
des= des..ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig,skillId[i]).Desc
end
this.hintTxt.text="已提升至最大等级"
this.skillInfo.text= "<color=#4BAB60>".."法相技能: ".."</color>"..des
elseif _index == 2 then
this.titleTxt.text="法相升星"
@ -378,8 +377,9 @@ function FaXiangStrongPopup:SetWindShow(_index)
des= des..ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig,skillId[i]).Desc
end
this.skillInfo.text= "<color=#4BAB60>".."技能预览: ".."</color>"..des
this.hintTxt.text="已提升至最大星级"
end
this.hintTxt.gameObject:SetActive(isMax)
isGongMing = false
--if HarmonyManager.IsInfo(curEquipData.upHeroDid) and HarmonyManager.GetSingleAdditions(index) ~= -1 and _index == 1 then
-- if HarmonyManager.IsInfo(curEquipData.upHeroDid) and _index == 1 then

View File

@ -143,6 +143,8 @@ function RoleEquipPanel:InitComponent()
this.equipBtn6 = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip6/Image")
this.equipBTn5Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip5/red")
this.equipBtn6Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip6/red")
this.equipBTn7Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip7/red")
this.equipBtn8Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip8/red")
for i = 1, 8 do
Util.GetGameObject(self.gameObject,"bg/equipInfo/equip"..i.."/mask"):GetComponent("Image").sprite = this.spLoader:LoadSprite(EquipPositionIcon[i])
end
@ -1123,13 +1125,25 @@ function this.CheckRedTab()
showRed = false
end
redTabs[i].gameObject:SetActive(showRed)
else
local canEquips = HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,(i-4))
redTabs[i].gameObject:SetActive(isCanUpEquipTreasure and isUpZhen and #canEquips > 0)
elseif i==5 then
-- body
local isRed
for j = 1, 2 do
local canEquips = HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,(j-4))
if canEquips and #canEquips>0 then
isRed=true
end
end
redTabs[i].gameObject:SetActive(isCanUpEquipTreasure and isUpZhen and isRed)
elseif i==6 then
redTabs[i].gameObject:SetActive(false)
end
end
this.equipBTn5Add.gameObject:SetActive(curEquipTreasureDatas[5] and curEquipTreasureDatas[5].idDyn and HeroManager.CheckIsUpTreasure(curEquipTreasureDatas[5].idDyn,0) )
this.equipBtn6Add.gameObject:SetActive(curEquipTreasureDatas[6] and curEquipTreasureDatas[6].idDyn and HeroManager.CheckIsUpTreasure(curEquipTreasureDatas[6].idDyn,0) )
this.equipBTn7Add.gameObject:SetActive(curFaXiangDatas[7] and curFaXiangDatas[7].idDyn and FaXiangManager.CheckIsShowRed(curFaXiangDatas[7].idDyn,0) )
this.equipBtn8Add.gameObject:SetActive(curFaXiangDatas[8] and curFaXiangDatas[8].idDyn and FaXiangManager.CheckIsShowRed(curFaXiangDatas[8].idDyn,0) )
end
--选择图片设置父级