编队修改提交

dev_chengFeng
jiaoyangna 2020-07-25 13:21:30 +08:00
parent caadda04e1
commit 0c2239bd11
26 changed files with 49832 additions and 2066 deletions

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- resName: t_biandui_lan
extension: .png
resPathIndex: 54
resAbNameIndex: 28
- resName: t_biandui_lvse
extension: .png
resPathIndex: 54
resAbNameIndex: 28
- resName: t_biandui_zhuangshi
extension: .png
resPathIndex: 54
resAbNameIndex: 28
- resName: t_biandui_zi
extension: .png
resPathIndex: 54
resAbNameIndex: 28
- resName: t_tongyong_topkaung
extension: .png
resPathIndex: 54
@ -9723,6 +9763,14 @@ MonoBehaviour:
extension: .png
resPathIndex: 54
resAbNameIndex: 28
- resName: t_zhandoukuang_hong10
extension: .png
resPathIndex: 54
resAbNameIndex: 28
- resName: t_zhandoukuang_zhuangshixx_png
extension: .png
resPathIndex: 54
resAbNameIndex: 28
- resName: ui_1un
extension: .png
resPathIndex: 54
@ -28447,10 +28495,6 @@ MonoBehaviour:
extension: .prefab
resPathIndex: 158
resAbNameIndex: 1546
- resName: "\u7ADE\u6280\u573A-3-7-18"
extension: .jpg
resPathIndex: 158
resAbNameIndex: 1546
- resName: ArenaTopMatchPanel
extension: .prefab
resPathIndex: 159
@ -28463,10 +28507,6 @@ MonoBehaviour:
extension: .prefab
resPathIndex: 159
resAbNameIndex: 1547
- resName: "QQ\u56FE\u724720200723144602"
extension: .png
resPathIndex: 159
resAbNameIndex: 1547
- resName: TopMatchPlayBattleAinSelectPopup
extension: .prefab
resPathIndex: 159
@ -28475,14 +28515,6 @@ MonoBehaviour:
extension: .prefab
resPathIndex: 159
resAbNameIndex: 1547
- resName: "\u5DC5\u5CF0\u8D5B-\u6539\u72482"
extension: .jpg
resPathIndex: 159
resAbNameIndex: 1547
- resName: "\u5DC5\u5CF0\u8D5B-\u7ADE\u731C2"
extension: .jpg
resPathIndex: 159
resAbNameIndex: 1547
- resName: BagPanel
extension: .prefab
resPathIndex: 160
@ -29351,14 +29383,6 @@ MonoBehaviour:
extension: .prefab
resPathIndex: 208
resAbNameIndex: 1590
- resName: "\u5B9D\u7269\u5206\u89E31"
extension: .jpg
resPathIndex: 208
resAbNameIndex: 1590
- resName: "\u5B9D\u7269\u5206\u89E32"
extension: .jpg
resPathIndex: 208
resAbNameIndex: 1590
- resName: RewardBoxPanel
extension: .prefab
resPathIndex: 209
@ -29675,6 +29699,10 @@ MonoBehaviour:
extension: .prefab
resPathIndex: 224
resAbNameIndex: 1606
- resName: starGrid
extension: .prefab
resPathIndex: 224
resAbNameIndex: 1606
- resName: UpView
extension: .prefab
resPathIndex: 224
@ -41542,7 +41570,6 @@ MonoBehaviour:
- lz4/fonts/powernewfont.unity3d
- lz4/fonts/ragefont.unity3d
- lz4/icons.unity3d
- lz4/prefabs/ui/view.unity3d
- lz4/publicartres/animations.unity3d
- lz4/publicartres/materials.unity3d
- lz4/publicartres/models.unity3d
@ -41797,6 +41824,7 @@ MonoBehaviour:
- lz4/rtexture/cardtexture1.unity3d
- assetBundleName: lz4/prefabs/ui/handbook.unity3d
dependences:
- lz4/atlas/cardatlas.unity3d
- lz4/atlas/popupatlas.unity3d
- lz4/atlas/publicatlas.unity3d
- lz4/atlas/roleinfoatlas.unity3d

View File

@ -160,6 +160,28 @@ GetBattleHeroCardStarBg = {
[16] = "t_zhandoukuang_zhuangshi",
[17] = "t_zhandoukuang_zhuangshi",
}
--编队没有怒气值Hero大卡背景
GetFormationHeroCardStarBg = {
[1] = "t_biandui_huise",
[2] = "t_biandui_lvse",
[3] = "t_biandui_lan",
[4] = "t_biandui_zi",
[5] = "t_biandui_huang",
[6] = "t_biandui_hong",
[7] = "t_biandui_hong",
[8] = "t_biandui_hong",
[9] = "t_biandui_hong",
[10] = "t_biandui_zhuangshi",
[11] = "t_biandui_zhuangshi",
[12] = "t_biandui_zhuangshi",
[13] = "t_biandui_zhuangshi",
[14] = "t_biandui_zhuangshi",
[15] = "t_biandui_zhuangshi",
[16] = "t_biandui_zhuangshi",
[17] = "t_biandui_zhuangshi",
}
--Hero大卡前面遮罩
GetHeroCardStarFg = {
[1] = "t_zhandoukuang_huise002",

View File

@ -400,6 +400,20 @@ function SetHeroStars(starGrid, star, type,_starSize,_scale)
end
end
end
function SetHeroBg(bg,cardBg,star,quality)
if star <= 5 then
bg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[1])
cardBg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[quality])
elseif star <= 10 then
bg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[2])
cardBg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[10])
else
bg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[3])
cardBg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[11])
end
end
--把英雄星级父对象和星级传过来
local star2index = {
[1] = {3},
@ -420,8 +434,8 @@ function SetCardStars(starGrid, star)
for _, i in ipairs(star2index[star-5]) do
starGrid.transform:GetChild(5 + i - 1).gameObject:SetActive(true)
end
elseif star > 10 then
starGrid.transform:GetChild(star).gameObject:SetActive(true)
elseif star > 9 then
starGrid.transform:GetChild(star - 1).gameObject:SetActive(true)
end
end
-- 在给定节点下加载预设, 返回实例化的预设

View File

@ -23,7 +23,7 @@ function this:InitComponent(gameObject)
--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root")
for i = 1, 6 do
heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Hero"..i)
heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Hero1")
end
this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
end
@ -160,7 +160,7 @@ function this.SetCardSingleData(o,monsterId, _pos)
yuanImage:SetActive(false)
lv.text=monsterId.level
bg.sprite = Util.LoadSprite(GetBattleHeroCardStarBg[heroConfig.Star])
bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[heroConfig.Star])
fg.sprite = Util.LoadSprite(GetHeroCardStarFg[heroConfig.Star])
pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))

View File

@ -34,6 +34,7 @@ local tempPowerNum=0 --临时战力
-- local liveNodes={}--立绘容器
-- local liveNames={}--立绘名容器
local panelType
-- 各个类型编队系统逻辑列表
this.PanelOptionView = {
@ -198,6 +199,16 @@ function this:OnSortingOrderChange()
end
function this:OnOpen(_panelType,...)
panelType = _panelType
if panelType == FORMATION_TYPE.EXPEDITION then
for k,v in pairs(bgListGo) do
v:GetComponent("Image").sprite = Util.LoadSprite(GetFormationHeroCardStarBg[1])
end
else
for k,v in pairs(bgListGo) do
v:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarBg[1])
end
end
-- tempPowerNum=0
this.selectBtn:SetActive(false)
this.passBattle0:SetActive(false)
@ -367,17 +378,31 @@ end
--设置单个上阵英雄信息
function this.SetCardSingleData(o, heroId, _pos, _heroData)
local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image")
local lv=Util.GetGameObject(o,"lv/Text"):GetComponent("Text")
local hp = Util.GetGameObject(o,"hpProgress/hp"):GetComponent("Image")
local hpPass = Util.GetGameObject(o,"hpProgress/hpPass"):GetComponent("Image")
local rage = Util.GetGameObject(o,"rageProgress/rage"):GetComponent("Image")
if panelType == FORMATION_TYPE.EXPEDITION then
o.transform.parent:GetComponent("Image").sprite = Util.LoadSprite(GetFormationHeroCardStarBg[1])
bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[_heroData.star])
Util.GetGameObject(o,"hpProgress").gameObject:SetActive(true)
Util.GetGameObject(o,"rageProgress").gameObject:SetActive(false)
else
o.transform.parent:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarBg[1])
bg.sprite = Util.LoadSprite(GetHeroCardStarBg[_heroData.star])
Util.GetGameObject(o,"hpProgress").gameObject:SetActive(false)
Util.GetGameObject(o,"rageProgress").gameObject:SetActive(false)
end
local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image")
-- local live=Util.GetGameObject(o,"Mask/Live")
local lv=Util.GetGameObject(o,"lv/Text"):GetComponent("Text")
local pro=Util.GetGameObject(o,"Pro/Image"):GetComponent("Image")
local starGrid=Util.GetGameObject(o,"StarGrid")
local name=Util.GetGameObject(o,"Name/Text"):GetComponent("Text")
-- local pos=Util.GetGameObject(o,"Pos"):GetComponent("Image")
local yuanImage=Util.GetGameObject(o,"yuanImage")
local hp = Util.GetGameObject(o,"hpProgress/hp"):GetComponent("Image")
local hpPass = Util.GetGameObject(o,"hpProgress/hpPass"):GetComponent("Image")
local rage = Util.GetGameObject(o,"rageProgress/rage"):GetComponent("Image")
local heroData=HeroManager.GetSingleHeroData(heroId)
local live = Util.GetGameObject(o, "Mask/icon"):GetComponent("RawImage")
@ -401,7 +426,7 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
yuanImage:SetActive(heroData.createtype == 1)
lv.text=heroData.lv
bg.sprite = Util.LoadSprite(GetBattleHeroCardStarBg[heroData.star])
fg.sprite = Util.LoadSprite(GetHeroCardStarFg[heroData.star])
pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))

View File

@ -668,17 +668,7 @@ function HandBookHeroAndEquipListPanel:OnShowSingleHeroData(...)
if param[4] and param[4] > 0 then
lv=param[4]
end
if star <= 5 then
Util.GetGameObject(_go.transform, "card"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[1])
Util.GetGameObject(_go.transform, "card/bg"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[heroData.Quality])
elseif star <= 10 then
Util.GetGameObject(_go.transform, "card"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[2])
Util.GetGameObject(_go.transform, "card/bg"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[10])
else
Util.GetGameObject(_go.transform, "card"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[3])
Util.GetGameObject(_go.transform, "card/bg"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[11])
end
SetHeroBg(Util.GetGameObject(_go.transform, "card"), Util.GetGameObject(_go.transform, "card/bg"),star,heroData.Quality)
if lv and lv > 0 then
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = lv

View File

@ -238,16 +238,7 @@ function this:SetRoleList(_roleDatas)
end
function this.SingleHeroDataShow(_go,_heroData)
local heroData = _heroData
if _heroData.star <= 5 then
Util.GetGameObject(_go.transform, "card"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[1])
Util.GetGameObject(_go.transform, "card/bg"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[heroData.heroConfig.Quality])
elseif _heroData.star <= 10 then
Util.GetGameObject(_go.transform, "card"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[2])
Util.GetGameObject(_go.transform, "card/bg"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[10])
else
Util.GetGameObject(_go.transform, "card"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[3])
Util.GetGameObject(_go.transform, "card/bg"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[11])
end
SetHeroBg(Util.GetGameObject(_go.transform, "card"),Util.GetGameObject(_go.transform, "card/bg"),_heroData.star,heroData.heroConfig.Quality)
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = heroData.heroConfig.ReadingName
Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.painting)

View File

@ -60,7 +60,8 @@ function RoleItemView:OnOpen(_heroDId,_isShowHeroName,_isShowHeroHp,_hpVal,_effe
end
end
function RoleItemView:OnShowHeroData(effectLayer)
self.frame:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[self.heroData.heroConfig.Quality])
local star = self.heroData.star or self.heroData.heroConfig.Star
SetHeroBg(Util.GetGameObject(self.gameObject, "iconMask"),self.frame,star,self.heroData.heroConfig.Quality)
self.icon.sprite = Util.LoadSprite(self.heroData.painting)
self.lv.text=self.heroData.lv
-- self.pos.sprite=Util.LoadSprite(self.heroData.professionIcon)
@ -68,8 +69,7 @@ function RoleItemView:OnShowHeroData(effectLayer)
self.heroStageImage.sprite=Util.LoadSprite(HeroStageSprite[self.heroData.heroConfig.HeroStage])
self.roleEffect:SetActive(self.heroData.star >= 5)--
Util.AddParticleSortLayer(self.roleEffect, effectLayer - self.EffectOrginLayer)
self.EffectOrginLayer = effectLayer
local star = self.heroData.star or self.heroData.heroConfig.Star
self.EffectOrginLayer = effectLayer
SetHeroStars(self.starGrid,star,1,Vector2.New(32,32),-10)
self.heroNameText.text=self.heroData.heroConfig.ReadingName