法灵提交

onepiece_demo_arena
wangzhenxing 2023-10-26 17:16:10 +08:00
parent d9d842c5be
commit 0d08ea1a84
32 changed files with 9665 additions and 2737 deletions

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@ -227,6 +227,7 @@ local ManagerNames = {
"Gem/GemNewManager",
"Gem/GiftManager",
"Guild/Skill/PotencyManager",
"Guild/Skill/FaLingManager",
--数字游戏管理
"RatioNumber/RatioNumberLevelManager",
"RatioNumber/RatioNumberManager",

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@ -509,6 +509,10 @@ UIName = {
HeroPotencyLvUpPanel = 517,--潜能升级界面
HeroPotencyOpenPopup = 518,--潜能开启界面
HeroPotencyInfoPopup = 519,--潜能信息界面
FaLingSingleShowPopup =520, --法灵详情界面
FaLingListPanel = 521, --法灵列表界面
FaLingStrongPopup = 522, --法灵强化界面
FaLingUpStarListPanel = 523, --法灵升级吃本体界面
}
SubUIConfig = {

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@ -50,10 +50,11 @@ HEADFRAMELIST_VALIDTIME_FIELD = protobuf.FieldDescriptor();
EQUIP = protobuf.Descriptor();
EQUIP_ID_FIELD = protobuf.FieldDescriptor();
EQUIP_EQUIPID_FIELD = protobuf.FieldDescriptor();
EQUIP_REBUILDLEVEL_FIELD = protobuf.FieldDescriptor();
EQUIP_EXP_FIELD = protobuf.FieldDescriptor();
EQUIP_TREELV_FIELD = protobuf.FieldDescriptor();
EQUIP_REBUILDLEVEL_FIELD = protobuf.FieldDescriptor();
EQUIP_FOURSPIRIT_FIELD = protobuf.FieldDescriptor();
EQUIP_BLESS_FIELD = protobuf.FieldDescriptor();
EQUIP_HEROID_FIELD = protobuf.FieldDescriptor();
SOULPOS = protobuf.Descriptor();
SOULPOS_EQUIPID_FIELD = protobuf.FieldDescriptor();
SOULPOS_POSITION_FIELD = protobuf.FieldDescriptor();
@ -80,7 +81,7 @@ HERO_SKINID_FIELD = protobuf.FieldDescriptor();
HERO_EQUIPIDLIST_FIELD = protobuf.FieldDescriptor();
HERO_CREATETIME_FIELD = protobuf.FieldDescriptor();
HERO_STARBREAKID_FIELD = protobuf.FieldDescriptor();
HERO_ESPECIALEQUIPLEVEL_FIELD = protobuf.FieldDescriptor();
HERO_BAUBLESID_FIELD = protobuf.FieldDescriptor();
HERO_SOULPOS_FIELD = protobuf.FieldDescriptor();
HERO_LOCKSTATE_FIELD = protobuf.FieldDescriptor();
HERO_JEWELS_FIELD = protobuf.FieldDescriptor();
@ -1381,51 +1382,62 @@ EQUIP_EQUIPID_FIELD.default_value = 0
EQUIP_EQUIPID_FIELD.type = 5
EQUIP_EQUIPID_FIELD.cpp_type = 1
EQUIP_REBUILDLEVEL_FIELD.name = "rebuildLevel"
EQUIP_REBUILDLEVEL_FIELD.full_name = ".rpc.protocols.Equip.rebuildLevel"
EQUIP_REBUILDLEVEL_FIELD.number = 3
EQUIP_REBUILDLEVEL_FIELD.index = 2
EQUIP_REBUILDLEVEL_FIELD.label = 1
EQUIP_REBUILDLEVEL_FIELD.has_default_value = false
EQUIP_REBUILDLEVEL_FIELD.default_value = 0
EQUIP_REBUILDLEVEL_FIELD.type = 5
EQUIP_REBUILDLEVEL_FIELD.cpp_type = 1
EQUIP_EXP_FIELD.name = "exp"
EQUIP_EXP_FIELD.full_name = ".rpc.protocols.Equip.exp"
EQUIP_EXP_FIELD.number = 4
EQUIP_EXP_FIELD.index = 3
EQUIP_EXP_FIELD.number = 3
EQUIP_EXP_FIELD.index = 2
EQUIP_EXP_FIELD.label = 1
EQUIP_EXP_FIELD.has_default_value = false
EQUIP_EXP_FIELD.default_value = 0
EQUIP_EXP_FIELD.type = 5
EQUIP_EXP_FIELD.cpp_type = 1
EQUIP_TREELV_FIELD.name = "treeLv"
EQUIP_TREELV_FIELD.full_name = ".rpc.protocols.Equip.treeLv"
EQUIP_TREELV_FIELD.number = 5
EQUIP_TREELV_FIELD.index = 4
EQUIP_TREELV_FIELD.label = 1
EQUIP_TREELV_FIELD.has_default_value = false
EQUIP_TREELV_FIELD.default_value = 0
EQUIP_TREELV_FIELD.type = 5
EQUIP_TREELV_FIELD.cpp_type = 1
EQUIP_REBUILDLEVEL_FIELD.name = "rebuildLevel"
EQUIP_REBUILDLEVEL_FIELD.full_name = ".rpc.protocols.Equip.rebuildLevel"
EQUIP_REBUILDLEVEL_FIELD.number = 4
EQUIP_REBUILDLEVEL_FIELD.index = 3
EQUIP_REBUILDLEVEL_FIELD.label = 1
EQUIP_REBUILDLEVEL_FIELD.has_default_value = false
EQUIP_REBUILDLEVEL_FIELD.default_value = 0
EQUIP_REBUILDLEVEL_FIELD.type = 5
EQUIP_REBUILDLEVEL_FIELD.cpp_type = 1
EQUIP_FOURSPIRIT_FIELD.name = "fourSpirit"
EQUIP_FOURSPIRIT_FIELD.full_name = ".rpc.protocols.Equip.fourSpirit"
EQUIP_FOURSPIRIT_FIELD.number = 6
EQUIP_FOURSPIRIT_FIELD.index = 5
EQUIP_FOURSPIRIT_FIELD.number = 5
EQUIP_FOURSPIRIT_FIELD.index = 4
EQUIP_FOURSPIRIT_FIELD.label = 1
EQUIP_FOURSPIRIT_FIELD.has_default_value = false
EQUIP_FOURSPIRIT_FIELD.default_value = 0
EQUIP_FOURSPIRIT_FIELD.type = 5
EQUIP_FOURSPIRIT_FIELD.cpp_type = 1
EQUIP_BLESS_FIELD.name = "bless"
EQUIP_BLESS_FIELD.full_name = ".rpc.protocols.Equip.bless"
EQUIP_BLESS_FIELD.number = 6
EQUIP_BLESS_FIELD.index = 5
EQUIP_BLESS_FIELD.label = 3
EQUIP_BLESS_FIELD.has_default_value = false
EQUIP_BLESS_FIELD.default_value = {}
EQUIP_BLESS_FIELD.message_type = EQUIP
EQUIP_BLESS_FIELD.type = 11
EQUIP_BLESS_FIELD.cpp_type = 10
EQUIP_HEROID_FIELD.name = "heroId"
EQUIP_HEROID_FIELD.full_name = ".rpc.protocols.Equip.heroId"
EQUIP_HEROID_FIELD.number = 7
EQUIP_HEROID_FIELD.index = 6
EQUIP_HEROID_FIELD.label = 1
EQUIP_HEROID_FIELD.has_default_value = false
EQUIP_HEROID_FIELD.default_value = ""
EQUIP_HEROID_FIELD.type = 9
EQUIP_HEROID_FIELD.cpp_type = 9
EQUIP.name = "Equip"
EQUIP.full_name = ".rpc.protocols.Equip"
EQUIP.nested_types = {}
EQUIP.enum_types = {}
EQUIP.fields = {EQUIP_ID_FIELD, EQUIP_EQUIPID_FIELD, EQUIP_REBUILDLEVEL_FIELD, EQUIP_EXP_FIELD, EQUIP_TREELV_FIELD, EQUIP_FOURSPIRIT_FIELD}
EQUIP.fields = {EQUIP_ID_FIELD, EQUIP_EQUIPID_FIELD, EQUIP_EXP_FIELD, EQUIP_REBUILDLEVEL_FIELD, EQUIP_FOURSPIRIT_FIELD, EQUIP_BLESS_FIELD, EQUIP_HEROID_FIELD}
EQUIP.is_extendable = false
EQUIP.extensions = {}
SOULPOS_EQUIPID_FIELD.name = "equipId"
@ -1663,15 +1675,15 @@ HERO_STARBREAKID_FIELD.default_value = 0
HERO_STARBREAKID_FIELD.type = 5
HERO_STARBREAKID_FIELD.cpp_type = 1
HERO_ESPECIALEQUIPLEVEL_FIELD.name = "especialEquipLevel"
HERO_ESPECIALEQUIPLEVEL_FIELD.full_name = ".rpc.protocols.Hero.especialEquipLevel"
HERO_ESPECIALEQUIPLEVEL_FIELD.number = 11
HERO_ESPECIALEQUIPLEVEL_FIELD.index = 9
HERO_ESPECIALEQUIPLEVEL_FIELD.label = 1
HERO_ESPECIALEQUIPLEVEL_FIELD.has_default_value = false
HERO_ESPECIALEQUIPLEVEL_FIELD.default_value = 0
HERO_ESPECIALEQUIPLEVEL_FIELD.type = 5
HERO_ESPECIALEQUIPLEVEL_FIELD.cpp_type = 1
HERO_BAUBLESID_FIELD.name = "baublesId"
HERO_BAUBLESID_FIELD.full_name = ".rpc.protocols.Hero.baublesId"
HERO_BAUBLESID_FIELD.number = 11
HERO_BAUBLESID_FIELD.index = 9
HERO_BAUBLESID_FIELD.label = 1
HERO_BAUBLESID_FIELD.has_default_value = false
HERO_BAUBLESID_FIELD.default_value = ""
HERO_BAUBLESID_FIELD.type = 9
HERO_BAUBLESID_FIELD.cpp_type = 9
HERO_SOULPOS_FIELD.name = "soulPos"
HERO_SOULPOS_FIELD.full_name = ".rpc.protocols.Hero.soulPos"
@ -1822,7 +1834,7 @@ HERO.name = "Hero"
HERO.full_name = ".rpc.protocols.Hero"
HERO.nested_types = {}
HERO.enum_types = {}
HERO.fields = {HERO_ID_FIELD, HERO_HEROID_FIELD, HERO_LEVEL_FIELD, HERO_BREAKID_FIELD, HERO_STAR_FIELD, HERO_SKINID_FIELD, HERO_EQUIPIDLIST_FIELD, HERO_CREATETIME_FIELD, HERO_STARBREAKID_FIELD, HERO_ESPECIALEQUIPLEVEL_FIELD, HERO_SOULPOS_FIELD, HERO_LOCKSTATE_FIELD, HERO_JEWELS_FIELD, HERO_CREATETYPE_FIELD, HERO_CHANGEID_FIELD, HERO_GODSOULLIST_FIELD, HERO_GODSOULLV_FIELD, HERO_PROPERTYID_FIELD, HERO_GODSEALS_FIELD, HERO_EQUIPSTRONG_FIELD, HERO_EQUIPADVANCELV_FIELD, HERO_FAXIANG_FIELD, HERO_GIFTEQUIPIDS_FIELD, HERO_POTENTIAL_FIELD}
HERO.fields = {HERO_ID_FIELD, HERO_HEROID_FIELD, HERO_LEVEL_FIELD, HERO_BREAKID_FIELD, HERO_STAR_FIELD, HERO_SKINID_FIELD, HERO_EQUIPIDLIST_FIELD, HERO_CREATETIME_FIELD, HERO_STARBREAKID_FIELD, HERO_BAUBLESID_FIELD, HERO_SOULPOS_FIELD, HERO_LOCKSTATE_FIELD, HERO_JEWELS_FIELD, HERO_CREATETYPE_FIELD, HERO_CHANGEID_FIELD, HERO_GODSOULLIST_FIELD, HERO_GODSOULLV_FIELD, HERO_PROPERTYID_FIELD, HERO_GODSEALS_FIELD, HERO_EQUIPSTRONG_FIELD, HERO_EQUIPADVANCELV_FIELD, HERO_FAXIANG_FIELD, HERO_GIFTEQUIPIDS_FIELD, HERO_POTENTIAL_FIELD}
HERO.is_extendable = false
HERO.extensions = {}
POKEMONINFO_TEMPID_FIELD.name = "tempId"

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@ -349,6 +349,22 @@ POTENTIALBACKLVREQUEST = protobuf.Descriptor();
POTENTIALBACKLVREQUEST_HEROID_FIELD = protobuf.FieldDescriptor();
POTENTIALBACKLVRESPONSE = protobuf.Descriptor();
POTENTIALBACKLVRESPONSE_DROP_FIELD = protobuf.FieldDescriptor();
BAUBLESALLINFOREQUEST = protobuf.Descriptor();
BAUBLESALLINFORESPONSE = protobuf.Descriptor();
BAUBLESALLINFORESPONSE_BAUBLES_FIELD = protobuf.FieldDescriptor();
BAUBLESWEARREQUEST = protobuf.Descriptor();
BAUBLESWEARREQUEST_HEROID_FIELD = protobuf.FieldDescriptor();
BAUBLESWEARREQUEST_BAUBLESID_FIELD = protobuf.FieldDescriptor();
BAUBLESSTRENGTHENREQUEST = protobuf.Descriptor();
BAUBLESSTRENGTHENREQUEST_BAUBLESID_FIELD = protobuf.FieldDescriptor();
BAUBLESSTRENGTHENREQUEST_UPLV_FIELD = protobuf.FieldDescriptor();
BAUBLESSTRENGTHENREQUEST_COSTBAUBLES_FIELD = protobuf.FieldDescriptor();
BAUBLESBLESSREQUEST = protobuf.Descriptor();
BAUBLESBLESSREQUEST_BAUBLESID_FIELD = protobuf.FieldDescriptor();
BAUBLESBLESSREQUEST_BLESSBAUBLESID_FIELD = protobuf.FieldDescriptor();
BAUBLESDOWNBLESSREQUEST = protobuf.Descriptor();
BAUBLESDOWNBLESSREQUEST_BAUBLESID_FIELD = protobuf.FieldDescriptor();
BAUBLESDOWNBLESSREQUEST_BLESSBAUBLES_FIELD = protobuf.FieldDescriptor();
GETHEROLISTINFOREQUEST_INDEX_FIELD.name = "index"
GETHEROLISTINFOREQUEST_INDEX_FIELD.full_name = ".rpc.protocols.GetHeroListInfoRequest.index"
@ -3487,8 +3503,157 @@ POTENTIALBACKLVRESPONSE.enum_types = {}
POTENTIALBACKLVRESPONSE.fields = {POTENTIALBACKLVRESPONSE_DROP_FIELD}
POTENTIALBACKLVRESPONSE.is_extendable = false
POTENTIALBACKLVRESPONSE.extensions = {}
BAUBLESALLINFOREQUEST.name = "BaublesAllInfoRequest"
BAUBLESALLINFOREQUEST.full_name = ".rpc.protocols.BaublesAllInfoRequest"
BAUBLESALLINFOREQUEST.nested_types = {}
BAUBLESALLINFOREQUEST.enum_types = {}
BAUBLESALLINFOREQUEST.fields = {}
BAUBLESALLINFOREQUEST.is_extendable = false
BAUBLESALLINFOREQUEST.extensions = {}
BAUBLESALLINFORESPONSE_BAUBLES_FIELD.name = "baubles"
BAUBLESALLINFORESPONSE_BAUBLES_FIELD.full_name = ".rpc.protocols.BaublesAllInfoResponse.baubles"
BAUBLESALLINFORESPONSE_BAUBLES_FIELD.number = 1
BAUBLESALLINFORESPONSE_BAUBLES_FIELD.index = 0
BAUBLESALLINFORESPONSE_BAUBLES_FIELD.label = 3
BAUBLESALLINFORESPONSE_BAUBLES_FIELD.has_default_value = false
BAUBLESALLINFORESPONSE_BAUBLES_FIELD.default_value = {}
BAUBLESALLINFORESPONSE_BAUBLES_FIELD.message_type = CommonProto_pb.EQUIP
BAUBLESALLINFORESPONSE_BAUBLES_FIELD.type = 11
BAUBLESALLINFORESPONSE_BAUBLES_FIELD.cpp_type = 10
BAUBLESALLINFORESPONSE.name = "BaublesAllInfoResponse"
BAUBLESALLINFORESPONSE.full_name = ".rpc.protocols.BaublesAllInfoResponse"
BAUBLESALLINFORESPONSE.nested_types = {}
BAUBLESALLINFORESPONSE.enum_types = {}
BAUBLESALLINFORESPONSE.fields = {BAUBLESALLINFORESPONSE_BAUBLES_FIELD}
BAUBLESALLINFORESPONSE.is_extendable = false
BAUBLESALLINFORESPONSE.extensions = {}
BAUBLESWEARREQUEST_HEROID_FIELD.name = "heroId"
BAUBLESWEARREQUEST_HEROID_FIELD.full_name = ".rpc.protocols.BaublesWearRequest.heroId"
BAUBLESWEARREQUEST_HEROID_FIELD.number = 1
BAUBLESWEARREQUEST_HEROID_FIELD.index = 0
BAUBLESWEARREQUEST_HEROID_FIELD.label = 1
BAUBLESWEARREQUEST_HEROID_FIELD.has_default_value = false
BAUBLESWEARREQUEST_HEROID_FIELD.default_value = ""
BAUBLESWEARREQUEST_HEROID_FIELD.type = 9
BAUBLESWEARREQUEST_HEROID_FIELD.cpp_type = 9
BAUBLESWEARREQUEST_BAUBLESID_FIELD.name = "baublesId"
BAUBLESWEARREQUEST_BAUBLESID_FIELD.full_name = ".rpc.protocols.BaublesWearRequest.baublesId"
BAUBLESWEARREQUEST_BAUBLESID_FIELD.number = 2
BAUBLESWEARREQUEST_BAUBLESID_FIELD.index = 1
BAUBLESWEARREQUEST_BAUBLESID_FIELD.label = 1
BAUBLESWEARREQUEST_BAUBLESID_FIELD.has_default_value = false
BAUBLESWEARREQUEST_BAUBLESID_FIELD.default_value = ""
BAUBLESWEARREQUEST_BAUBLESID_FIELD.type = 9
BAUBLESWEARREQUEST_BAUBLESID_FIELD.cpp_type = 9
BAUBLESWEARREQUEST.name = "BaublesWearRequest"
BAUBLESWEARREQUEST.full_name = ".rpc.protocols.BaublesWearRequest"
BAUBLESWEARREQUEST.nested_types = {}
BAUBLESWEARREQUEST.enum_types = {}
BAUBLESWEARREQUEST.fields = {BAUBLESWEARREQUEST_HEROID_FIELD, BAUBLESWEARREQUEST_BAUBLESID_FIELD}
BAUBLESWEARREQUEST.is_extendable = false
BAUBLESWEARREQUEST.extensions = {}
BAUBLESSTRENGTHENREQUEST_BAUBLESID_FIELD.name = "baublesId"
BAUBLESSTRENGTHENREQUEST_BAUBLESID_FIELD.full_name = ".rpc.protocols.BaublesStrengthenRequest.baublesId"
BAUBLESSTRENGTHENREQUEST_BAUBLESID_FIELD.number = 1
BAUBLESSTRENGTHENREQUEST_BAUBLESID_FIELD.index = 0
BAUBLESSTRENGTHENREQUEST_BAUBLESID_FIELD.label = 1
BAUBLESSTRENGTHENREQUEST_BAUBLESID_FIELD.has_default_value = false
BAUBLESSTRENGTHENREQUEST_BAUBLESID_FIELD.default_value = ""
BAUBLESSTRENGTHENREQUEST_BAUBLESID_FIELD.type = 9
BAUBLESSTRENGTHENREQUEST_BAUBLESID_FIELD.cpp_type = 9
BAUBLESSTRENGTHENREQUEST_UPLV_FIELD.name = "upLv"
BAUBLESSTRENGTHENREQUEST_UPLV_FIELD.full_name = ".rpc.protocols.BaublesStrengthenRequest.upLv"
BAUBLESSTRENGTHENREQUEST_UPLV_FIELD.number = 2
BAUBLESSTRENGTHENREQUEST_UPLV_FIELD.index = 1
BAUBLESSTRENGTHENREQUEST_UPLV_FIELD.label = 1
BAUBLESSTRENGTHENREQUEST_UPLV_FIELD.has_default_value = false
BAUBLESSTRENGTHENREQUEST_UPLV_FIELD.default_value = 0
BAUBLESSTRENGTHENREQUEST_UPLV_FIELD.type = 5
BAUBLESSTRENGTHENREQUEST_UPLV_FIELD.cpp_type = 1
BAUBLESSTRENGTHENREQUEST_COSTBAUBLES_FIELD.name = "costBaubles"
BAUBLESSTRENGTHENREQUEST_COSTBAUBLES_FIELD.full_name = ".rpc.protocols.BaublesStrengthenRequest.costBaubles"
BAUBLESSTRENGTHENREQUEST_COSTBAUBLES_FIELD.number = 3
BAUBLESSTRENGTHENREQUEST_COSTBAUBLES_FIELD.index = 2
BAUBLESSTRENGTHENREQUEST_COSTBAUBLES_FIELD.label = 3
BAUBLESSTRENGTHENREQUEST_COSTBAUBLES_FIELD.has_default_value = false
BAUBLESSTRENGTHENREQUEST_COSTBAUBLES_FIELD.default_value = {}
BAUBLESSTRENGTHENREQUEST_COSTBAUBLES_FIELD.type = 9
BAUBLESSTRENGTHENREQUEST_COSTBAUBLES_FIELD.cpp_type = 9
BAUBLESSTRENGTHENREQUEST.name = "BaublesStrengthenRequest"
BAUBLESSTRENGTHENREQUEST.full_name = ".rpc.protocols.BaublesStrengthenRequest"
BAUBLESSTRENGTHENREQUEST.nested_types = {}
BAUBLESSTRENGTHENREQUEST.enum_types = {}
BAUBLESSTRENGTHENREQUEST.fields = {BAUBLESSTRENGTHENREQUEST_BAUBLESID_FIELD, BAUBLESSTRENGTHENREQUEST_UPLV_FIELD, BAUBLESSTRENGTHENREQUEST_COSTBAUBLES_FIELD}
BAUBLESSTRENGTHENREQUEST.is_extendable = false
BAUBLESSTRENGTHENREQUEST.extensions = {}
BAUBLESBLESSREQUEST_BAUBLESID_FIELD.name = "baublesId"
BAUBLESBLESSREQUEST_BAUBLESID_FIELD.full_name = ".rpc.protocols.BaublesBlessRequest.baublesId"
BAUBLESBLESSREQUEST_BAUBLESID_FIELD.number = 1
BAUBLESBLESSREQUEST_BAUBLESID_FIELD.index = 0
BAUBLESBLESSREQUEST_BAUBLESID_FIELD.label = 1
BAUBLESBLESSREQUEST_BAUBLESID_FIELD.has_default_value = false
BAUBLESBLESSREQUEST_BAUBLESID_FIELD.default_value = ""
BAUBLESBLESSREQUEST_BAUBLESID_FIELD.type = 9
BAUBLESBLESSREQUEST_BAUBLESID_FIELD.cpp_type = 9
BAUBLESBLESSREQUEST_BLESSBAUBLESID_FIELD.name = "blessBaublesId"
BAUBLESBLESSREQUEST_BLESSBAUBLESID_FIELD.full_name = ".rpc.protocols.BaublesBlessRequest.blessBaublesId"
BAUBLESBLESSREQUEST_BLESSBAUBLESID_FIELD.number = 2
BAUBLESBLESSREQUEST_BLESSBAUBLESID_FIELD.index = 1
BAUBLESBLESSREQUEST_BLESSBAUBLESID_FIELD.label = 1
BAUBLESBLESSREQUEST_BLESSBAUBLESID_FIELD.has_default_value = false
BAUBLESBLESSREQUEST_BLESSBAUBLESID_FIELD.default_value = ""
BAUBLESBLESSREQUEST_BLESSBAUBLESID_FIELD.type = 9
BAUBLESBLESSREQUEST_BLESSBAUBLESID_FIELD.cpp_type = 9
BAUBLESBLESSREQUEST.name = "BaublesBlessRequest"
BAUBLESBLESSREQUEST.full_name = ".rpc.protocols.BaublesBlessRequest"
BAUBLESBLESSREQUEST.nested_types = {}
BAUBLESBLESSREQUEST.enum_types = {}
BAUBLESBLESSREQUEST.fields = {BAUBLESBLESSREQUEST_BAUBLESID_FIELD, BAUBLESBLESSREQUEST_BLESSBAUBLESID_FIELD}
BAUBLESBLESSREQUEST.is_extendable = false
BAUBLESBLESSREQUEST.extensions = {}
BAUBLESDOWNBLESSREQUEST_BAUBLESID_FIELD.name = "baublesId"
BAUBLESDOWNBLESSREQUEST_BAUBLESID_FIELD.full_name = ".rpc.protocols.BaublesDownBlessRequest.baublesId"
BAUBLESDOWNBLESSREQUEST_BAUBLESID_FIELD.number = 1
BAUBLESDOWNBLESSREQUEST_BAUBLESID_FIELD.index = 0
BAUBLESDOWNBLESSREQUEST_BAUBLESID_FIELD.label = 1
BAUBLESDOWNBLESSREQUEST_BAUBLESID_FIELD.has_default_value = false
BAUBLESDOWNBLESSREQUEST_BAUBLESID_FIELD.default_value = ""
BAUBLESDOWNBLESSREQUEST_BAUBLESID_FIELD.type = 9
BAUBLESDOWNBLESSREQUEST_BAUBLESID_FIELD.cpp_type = 9
BAUBLESDOWNBLESSREQUEST_BLESSBAUBLES_FIELD.name = "blessBaubles"
BAUBLESDOWNBLESSREQUEST_BLESSBAUBLES_FIELD.full_name = ".rpc.protocols.BaublesDownBlessRequest.blessBaubles"
BAUBLESDOWNBLESSREQUEST_BLESSBAUBLES_FIELD.number = 2
BAUBLESDOWNBLESSREQUEST_BLESSBAUBLES_FIELD.index = 1
BAUBLESDOWNBLESSREQUEST_BLESSBAUBLES_FIELD.label = 3
BAUBLESDOWNBLESSREQUEST_BLESSBAUBLES_FIELD.has_default_value = false
BAUBLESDOWNBLESSREQUEST_BLESSBAUBLES_FIELD.default_value = {}
BAUBLESDOWNBLESSREQUEST_BLESSBAUBLES_FIELD.type = 9
BAUBLESDOWNBLESSREQUEST_BLESSBAUBLES_FIELD.cpp_type = 9
BAUBLESDOWNBLESSREQUEST.name = "BaublesDownBlessRequest"
BAUBLESDOWNBLESSREQUEST.full_name = ".rpc.protocols.BaublesDownBlessRequest"
BAUBLESDOWNBLESSREQUEST.nested_types = {}
BAUBLESDOWNBLESSREQUEST.enum_types = {}
BAUBLESDOWNBLESSREQUEST.fields = {BAUBLESDOWNBLESSREQUEST_BAUBLESID_FIELD, BAUBLESDOWNBLESSREQUEST_BLESSBAUBLES_FIELD}
BAUBLESDOWNBLESSREQUEST.is_extendable = false
BAUBLESDOWNBLESSREQUEST.extensions = {}
AllBookEnableRequest = protobuf.Message(ALLBOOKENABLEREQUEST)
BaublesAllInfoRequest = protobuf.Message(BAUBLESALLINFOREQUEST)
BaublesAllInfoResponse = protobuf.Message(BAUBLESALLINFORESPONSE)
BaublesBlessRequest = protobuf.Message(BAUBLESBLESSREQUEST)
BaublesDownBlessRequest = protobuf.Message(BAUBLESDOWNBLESSREQUEST)
BaublesStrengthenRequest = protobuf.Message(BAUBLESSTRENGTHENREQUEST)
BaublesWearRequest = protobuf.Message(BAUBLESWEARREQUEST)
CancelHeroChangeRequest = protobuf.Message(CANCELHEROCHANGEREQUEST)
CancelHeroChangeResponse = protobuf.Message(CANCELHEROCHANGERESPONSE)
ChangeSkinRequest = protobuf.Message(CHANGESKINREQUEST)

File diff suppressed because one or more lines are too long

View File

@ -1059,7 +1059,7 @@ function this.GetItemListFromTempBag(drop, isSave)
end
end
if drop.equipId ~= nil and #drop.equipId > 0 then
--LogError("获取宝物的数量:".. LengthOfTable(drop.equipId))
LogError("获取宝物的数量:".. LengthOfTable(drop.equipId))
for i = 1, #drop.equipId do
local itemdata = {}
local equipId = drop.equipId[i].equipId
@ -1087,7 +1087,13 @@ function this.GetItemListFromTempBag(drop, isSave)
if equip then
EquipTreasureManager.InitSingleTreasureData(itemdata.backData)
else
EquipManager.InitMapShotTimeEquipBagData(itemdata.backData)
if itemdata.configData.ItemType==ItemType.Talisman then
LogError(" ----------------------------------- 添加法灵")
FaLingManager.AddEquipToList(drop)
else
EquipManager.InitMapShotTimeEquipBagData(itemdata.backData)
end
end
end
end

View File

@ -273,7 +273,7 @@ function this.OnClickTabBtn(_index, _clickBtn, isTop,isNotAni,_tabIndex)
itemData = BagManager.GetAllGodPrintData()
this:SetItemData(itemData, isTop,isNotAni)
elseif(_index == ItemBaseType.Talisman)then
itemData = BagManager.GetItemDataByItemType(ItemBaseType.Talisman)
itemData = FaLingManager.GetAllEquipDataNoBless() --BagManager.GetItemDataByItemType(ItemBaseType.Talisman)
this:SetItemData(itemData, isTop,isNotAni)
elseif(_index == ItemBaseType.FaXiang)then
itemData=FaXiangManager.GetAllTreasures()
@ -491,6 +491,13 @@ function this.SingleItemDataShow(_go, _itemData)
elseif _itemData.itemConfig.ItemType == ItemType.Talisman then
--法宝
talismanStar:SetActive(true)
if _itemData.lv>0 then
strongLv.gameObject:SetActive(true)
strongLv.text=_itemData.lv
else
strongLv.gameObject:SetActive(false)
end
SetHeroStars(this.spLoader, talismanStar, 0,1,Vector2.New(32.5,32.5),-15)
num:SetActive(true)
elseif _itemData.itemConfig.ItemType == ItemType.EquipTreasure then
@ -651,6 +658,8 @@ function this.SingleItemDataShow(_go, _itemData)
end)
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.GodPrint then
UIManager.OpenPanel(UIName.GodPrintPopUp, 4, nil,_itemData.id)
elseif _itemData.itemConfig.ItemType == ItemType.Talisman then
UIManager.OpenPanel(UIName.FaLingSingleShowPopup,this,_itemData,0)
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.id, function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
@ -844,10 +853,10 @@ function this.ItemsSortData(_itemDatas)
if a.itemConfig.ItemType == a.itemConfig.ItemType then
if a.itemConfig.ItemType == ItemType.Talisman and b.itemConfig.ItemType == ItemType.Talisman then
if a.itemConfig.Quantity == b.itemConfig.Quantity then
if a.star == b.star then
if a.lv == b.lv then
return a.id < b.id
else
return a.star > b.star
return a.lv > b.lv
end
else
return a.itemConfig.Quantity > b.itemConfig.Quantity

View File

@ -44,6 +44,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
local roleId=role.roleData.roleId
self.roleId=roleId
local live=HeroConfig[role.roleData.roleId].Live
LogError("roleid========================="..roleId)
-- 判断是否有皮肤
if not role.roleData.skinId or role.roleData.skinId == 0 then
self.skinId = 0

View File

@ -450,6 +450,7 @@ function this.GetHeroDatas(_msgHeroData, force, specialEffects,guildSkill)
heroData.lv = _msgHeroData.level
heroData.breakId = _msgHeroData.breakId
heroData.upStarId = _msgHeroData.starBreakId
heroData.baublesId = _msgHeroData.baublesId
--heroData.createTime=_msgHeroData.createTimelocal
heroData.lockState = _msgHeroData.lockState
local _configData = heroConfig[_id]
@ -617,14 +618,17 @@ function this.InitUpdateEquipData(_equipData, heroData)
end
end
end
if(heroData.talismanList) then
if(heroData.baublesId) then
--for i, v in pairs(heroData.talismanList) do
-- if (v == _equipData.id) then
-- equipdata.icon = GetResourcePath(itemConfig[_equipData.equipId].ResourceID)
-- equipdata.id = _equipData.equipId
-- equipdata.star = _equipData.rebuildLevel
-- this.equipDatas[_equipData.id] = equipdata
-- end
if (heroData.baublesId == _equipData.id) then
-- equipdata.icon = GetResourcePath(itemConfig[_equipData.equipId].ResourceID)
-- equipdata.frame = GetQuantityImageByquality(itemConfig[_equipData.equipId].Quantity)
-- equipdata.staticId = _equipData.equipId
-- equipdata.lv = _equipData.exp
local equipdata=FaLingManager.initSingleData(_equipData)
this.equipDatas[_equipData.id] = equipdata
heroData.faLingData=equipdata
end
--end
end
--宝器

View File

@ -0,0 +1,210 @@
--法灵管理
FaLingManager = {}
local this = FaLingManager
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local equipConfig=ConfigManager.GetConfig(ConfigName.EquipConfig)
function this.Initialize()
--所有法灵数据
this.allEquipData={}
--所有作为庇护法灵的id列表
this.allBlessIds={}
end
--初始化所有数据
function this.InitAllEquipData(_list)
for i=1,#_list do
local data=this.initSingleData(_list[i])
LogError("data.did======================="..data.did)
this.allEquipData[data.did]=data
if data.belongHero~=nil and data.belongHero~="" then
LogError("计算当前英雄的法灵添加的属性================="..data.belongHero)
HeroPropManager.SetDirtyByType(data.belongHero, Hero_Prop_Type.Talisman)
end
end
LogError("法灵 this.allEquipData len=========================="..#this.allEquipData)
end
--初始化单个法灵数据
function this.initSingleData(_data)
local data={}
data.did=_data.id
data.staticId=_data.equipId
data.lv=_data.exp
data.itemConfig=itemConfig[data.staticId]
data.frame=GetQuantityImageByquality(data.itemConfig.Quantity)
data.icon=GetResourcePath(data.itemConfig.ResourceID)
LogError("_data.heroId=====================".._data.heroId)
data.belongHero = _data.heroId
data.bless={}
if _data.bless and #_data.bless>0 then
for i=1,#_data.bless do
local single=this.initSingleData(_data.bless[i])
--data.bless[single.did]=single
table.insert(data.bless,single)
LogError("护佑id======================="..single.did.." 被忽悠的法灵"..data.itemConfig.Name.." "..data.lv)
table.insert(this.allBlessIds,single.did)
end
end
return data
end
--获取所有没有庇护的法灵,没有穿戴的法灵
function this.GetAllEquipDataNoBless()
local list={}
for k, v in pairs(this.allEquipData) do
if CheckListIsContainValue1(this.allBlessIds,k)==false and (v.belongHero==nil or v.belongHero=="") then
table.insert(list,v)
end
end
table.sort(list,function(a,b)
return a.lv>b.lv
end)
return list
end
--获取升级升星需要的材料
function this.GetAllUpListNoBless(_id)
local list={}
for k, v in pairs(this.allEquipData) do
if CheckListIsContainValue1(this.allBlessIds,k)==false and (v.belongHero==nil or v.belongHero=="") and v.staticId==_id then
table.insert(list,v)
end
end
return list
end
--获取可以护佑法灵集合
function this.GetCanBlessEquipList()
local list={}
local canLv=this.GetBlessOpenLv()
for k, v in pairs(this.allEquipData) do
if CheckListIsContainValue1(this.allBlessIds,k)==false and (v.belongHero==nil or v.belongHero=="") and v.lv>=canLv then
table.insert(list,v)
end
end
return list
end
--获取护佑开启等级
function this.GetBlessOpenLv()
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 166)
return tonumber(config.Value)
end
--获取护佑增加属性
function this.GetBlessEquipAddPro()
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 167)
return tonumber(config.Value)
end
--获取护佑法宝数量
function this.GetBlessEquipNum()
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 168)
return tonumber(config.Value)
end
--获取法灵增加的属性
function this.GetEquipAddPropByDid(_did)
local addProp={}
if _did then
LogError("英雄穿戴法灵 did====".._did)
end
if this.allEquipData[_did] then
LogError("1111111111111111111111".._did)
local data=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",this.allEquipData[_did].staticId,"Level",this.allEquipData[_did].lv)
if data then
LogError("2222222222222222222222222222222".._did)
local blessNum=#this.allEquipData[_did].bless
local add=this.GetBlessEquipAddPro()*blessNum
if data.Property and #data.Property>0 then
for i=1, #data.Property do
local key=data.Property[i][1]
local value = data.Property[i][2]
value=value+add
addProp[key]=value
--LogError("法灵add key================"..key.." value==========="..value)
end
end
end
end
return addProp
end
function this.SetEquipBelongHero(_did,_heroId)
if this.allEquipData[_did] then
this.allEquipData[_did].belongHero=_heroId
end
end
--设置法灵等级
function this.SetEquipLv(_did,_lv)
if this.allEquipData[_did] then
this.allEquipData[_did].lv=_lv
end
end
--
function this.AddEquipToList(_data)
local single=this.initSingleData(_data)
this.allEquipData[single.did]=single
end
function this.RemoveEquip(_did)
if this.allEquipData[_did] then
this.allEquipData[_did]=nil
end
end
--获取所有没有庇护的法灵
function this.GetAllEquipData()
return this.allEquipData
end
--获取法灵数据
function this.GetEquipDataByDid(_did)
LogError("_did=========================".._did)
if this.allEquipData[_did] then
return this.allEquipData[_did]
end
return nil
end
--设置法灵的庇护法灵
function this.SetEquipBlessEquip(_did,_blessId)
if this.allEquipData[_did] and this.allEquipData[_blessId] then
if #this.allEquipData[_blessId].bless>0 then
LogError("作为庇护的法灵已有庇护")
return
end
--[_blessId]=this.allEquipData[_blessId]
LogError("建立护佑关系--------------------------------")
table.insert(this.allEquipData[_did].bless,this.allEquipData[_blessId])
table.insert(this.allBlessIds,_blessId)
end
end
--移除法灵的庇护法灵
function this.RemoveEquipBlessEquip(_did,_blessId)
if this.allEquipData[_did] and this.allEquipData[_blessId] then
LogError("数据厘米11111111111111111111111111111111111")
--table.removebyvalue(this.allEquipData[_did].bless,this.allEquipData[_blessId])
for k, v in pairs(this.allEquipData[_did].bless) do
if v.did==_blessId then
LogError("移除成功")
table.removebyvalue(this.allEquipData[_did].bless,v)
end
end
table.removebyvalue(this.allBlessIds,_blessId)
end
end
return this

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 93c5c1b3cc5273345baebfc03aac3932
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -139,7 +139,8 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
heroData.equipIdList = _msgHeroData.equipIdList
heroData.jewels = _msgHeroData.jewels
heroData.faxiang = _msgHeroData.faxiang
heroData.talismanList = _msgHeroData.especialEquipLevel --法宝等级
--heroData.talismanList = _msgHeroData.especialEquipLevel --法宝等级
heroData.baublesId = _msgHeroData.baublesId --法宝
heroData.sealIdList = _msgHeroData.sealIdList --紫府神印list
--LogError("_msgHeroData.soulPos=="..#_msgHeroData.soulPos)
heroData.soulPrintList = this.SetSoulPrint(_msgHeroData.soulPos,heroData.dynamicId)
@ -185,7 +186,6 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
heroData.name = GetLanguageStrById(_configData.ReadingName)
heroData.property = heroData.changeProId
heroData.sortId = #heroDatas + 1
---↓↓↓↓↓↓↓↓↓↓↓摘星阁
heroData.equipStrong={}
for i = 1, #_msgHeroData.equipStrong do
@ -259,6 +259,17 @@ function this.AddPotentialDataByType(dyn,type,lv)
end
end
--设置法灵
function this.SetHeroBaublesId(dyn,_id)
if heroDatas[dyn] then
heroDatas[dyn].baublesId=_id
HeroPropManager.SetDirtyByType(dyn,Hero_Prop_Type.Talisman)
end
end
--检测英雄潜能红点
function this.CheckHeroPotencyRedPoint(_did)
local isOpen= CheckFunctionOpen(FUNCTION_OPEN_TYPE.Potency)
@ -745,6 +756,9 @@ function this.DeleteHeroDatas(heroDIds)
--删除远征英雄数据
ExpeditionManager.DelHeroHpValue(heroDatas[heroDIds[i]])
GodSoulManager.DeleteHeroId(heroDIds[i])
--装备的法灵
FaLingManager.SetEquipBelongHero(heroDatas[heroDIds[i]].baublesId,nil)
HeroManager.SetHeroBaublesId(heroDIds[i],"")
--删除英雄
heroDatas[heroDIds[i]] = nil
end
@ -1313,13 +1327,18 @@ local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId,tea
if star >= curHeroData.heroConfig.EquipTalismana[1] then
local curTalisman = ConfigManager.GetConfigData(ConfigName.HeroConfig, curHeroData.id).EquipTalismana
if curTalisman and curTalisman[2] then
local lv=0
local data=FaLingManager.GetEquipDataByDid(curHeroData.baublesId)
if data then
lv=data.lv
end
local talismanConFig =
ConfigManager.GetConfigDataByDoubleKey(
ConfigManager.TryGetConfigDataByDoubleKey(
ConfigName.EquipTalismana,
"TalismanaId",
curTalisman[2],
"Level",
curHeroData.talismanList
lv
)
if talismanConFig then
--主属性
@ -1346,26 +1365,26 @@ local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId,tea
end
end
end
--当前法宝全部天赋数据(天赋可能为空)
local dowerAllData =
ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana, "TalismanaId", curTalisman[2])
local skillIds = {}
--LogError("当前法宝全部天赋数据 "..curTalisman[2].." "..#dowerAllData.." "..curHeroData.talismanList)
for i = 1, #dowerAllData do
if dowerAllData[i].OpenSkillRules and curHeroData.talismanList >= dowerAllData[i].Level then
for k = 1, #dowerAllData[i].OpenSkillRules do
--LogError("dowerAllData[i].OpenSkillRules[k] "..dowerAllData[i].OpenSkillRules[k])
table.insert(skillIds, dowerAllData[i].OpenSkillRules[k])
end
end
end
--被动技能计算
if skillIds and #skillIds > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
--单体加成 --单体等级限制加成 --团体加成 --减乘
curHeroData.MLSproList = {}
singleHeroProVal, lvProVal, allHeroProVal, specialProVal =
this.CalculatePassiveSkillsValList(WarPowerType.Talisman, skillIds,teamCurPropertyName,curHeroData)
end
-- --当前法宝全部天赋数据(天赋可能为空)
-- local dowerAllData =
-- ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana, "TalismanaId", curTalisman[2])
-- local skillIds = {}
-- --LogError("当前法宝全部天赋数据 "..curTalisman[2].." "..#dowerAllData.." "..curHeroData.talismanList)
-- for i = 1, #dowerAllData do
-- if dowerAllData[i].OpenSkillRules and curHeroData.talismanList >= dowerAllData[i].Level then
-- for k = 1, #dowerAllData[i].OpenSkillRules do
-- --LogError("dowerAllData[i].OpenSkillRules[k] "..dowerAllData[i].OpenSkillRules[k])
-- table.insert(skillIds, dowerAllData[i].OpenSkillRules[k])
-- end
-- end
-- end
-- --被动技能计算
-- if skillIds and #skillIds > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
-- --单体加成 --单体等级限制加成 --团体加成 --减乘
-- curHeroData.MLSproList = {}
-- singleHeroProVal, lvProVal, allHeroProVal, specialProVal =
-- this.CalculatePassiveSkillsValList(WarPowerType.Talisman, skillIds,teamCurPropertyName,curHeroData)
-- end
end
end
end
@ -3017,16 +3036,16 @@ function this.GetHeroReturnItems(selectHeroData, type)
end
end
local temp = {}
if curHeroData.talismanList > 1 then
local temp1 =tonumber(ConfigManager.GetConfigData(ConfigName.HeroConfig, curHeroData.id).EquipTalismana[2])
LogRed(temp1)
for i = 1, curHeroData.talismanList - 1 do
temp = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",temp1,"Level",i).RankupBasicMaterial
for i = 1,#temp do
table.insert(ShowItemlist, {temp[i][1], temp[i][2] * specificValue})
end
end
end
-- if curHeroData.talismanList > 1 then
-- local temp1 =tonumber(ConfigManager.GetConfigData(ConfigName.HeroConfig, curHeroData.id).EquipTalismana[2])
-- LogRed(temp1)
-- for i = 1, curHeroData.talismanList - 1 do
-- temp = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",temp1,"Level",i).RankupBasicMaterial
-- for i = 1,#temp do
-- table.insert(ShowItemlist, {temp[i][1], temp[i][2] * specificValue})
-- end
-- end
-- end
if curHeroData.lv > 1 then
local rewardShowStr2 = {}
rewardShowStr2 = ConfigManager.GetConfigData(ConfigName.HeroLevelConfig, curHeroData.lv).SumConsume

View File

@ -167,6 +167,7 @@ function this.CreateHeroCountData(dId)
soulPrintList = {},
godPrintList = {},
talismanLv = 1,
baublesId=nil,
formationId = FormationTypeDef.FORMATION_NORMAL,
zhenYingId=0,
faxiang={},
@ -190,7 +191,8 @@ function this.CreateHeroCountData(dId)
heroData.treasureList = EquipTreasureManager.GetTreasuresBydIds(curHeroData.jewels) -- 宝器数据
heroData.soulPrintList = curHeroData.soulPrintList -- 魂印数据
heroData.godPrintList = curHeroData.godPrintList
heroData.talismanLv = curHeroData.talismanList -- 法宝等级
--heroData.talismanLv = curHeroData.talismanList -- 法宝等级
heroData.baublesId = curHeroData.baublesId
heroData.formationId = FormationTypeDef.FORMATION_NORMAL
heroData.zhenYingId = curHeroData.changeProId
heroData.faxiang=curHeroData.faxiang

View File

@ -440,70 +440,72 @@ Hero_Prop_Func = {
-- 法宝
[Hero_Prop_Type.Talisman] = function(_heroData)
local addAllProVal = {}
local propList, conPropList, teamPropList, conTeamPropList, dePropList
local star = _heroData.star
local profession = heroConfig[_heroData.tId].Profession
local curTalisman = heroConfig[_heroData.tId].EquipTalismana
if curTalisman and star >= curTalisman[1] then
local talismanConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "TalismanaId", curTalisman[2], "Level", _heroData.talismanLv)
if talismanConFig then
--主属性
for j = 1, #talismanConFig.Property do
if addAllProVal[talismanConFig.Property[j][1]] then
addAllProVal[talismanConFig.Property[j][1]] =
addAllProVal[talismanConFig.Property[j][1]] + talismanConFig.Property[j][2]
else
addAllProVal[talismanConFig.Property[j][1]] = talismanConFig.Property[j][2]
end
end
--副属性
if talismanConFig.SpecialProperty and #talismanConFig.SpecialProperty > 0 then
for k = 1, #talismanConFig.SpecialProperty do
if talismanConFig.SpecialProperty[k][1] == profession then
if addAllProVal[talismanConFig.SpecialProperty[k][2]] then
addAllProVal[talismanConFig.SpecialProperty[k][2]] =
addAllProVal[talismanConFig.SpecialProperty[k][2]] +
talismanConFig.SpecialProperty[k][3]
else
addAllProVal[talismanConFig.SpecialProperty[k][2]] =
talismanConFig.SpecialProperty[k][3]
end
end
end
end
--当前法宝全部天赋数据(天赋可能为空)
local dowerAllData =
ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana, "TalismanaId", curTalisman[2])
local skillIds = {}
--LogError("当前法宝全部天赋数据 "..curTalisman[2].." "..#dowerAllData.." "..curHeroData.talismanList)
for i = 1, #dowerAllData do
if dowerAllData[i].OpenSkillRules and _heroData.talismanLv >= dowerAllData[i].Level then
for k = 1, #dowerAllData[i].OpenSkillRules do
--LogError("dowerAllData[i].OpenSkillRules[k]================="..dowerAllData[i].OpenSkillRules[k].." dowerAllData[i].id=="..dowerAllData[i].Id)
table.insert(skillIds, dowerAllData[i].OpenSkillRules[k])
end
end
end
--被动技能计算
if skillIds and #skillIds > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
--单体加成 --单体等级限制加成 --团体加成 --减乘
propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(skillIds)
end
end
end
if propList and LengthOfTable(propList) > 0 then
for i, v in pairs(propList) do
if addAllProVal[i] then
addAllProVal[i] = addAllProVal[i] + v
else
addAllProVal[i] = v
end
end
end
LogError("get 法灵添加的属性========================================")
addAllProVal = FaLingManager.GetEquipAddPropByDid(_heroData.baublesId)
-- local propList, conPropList, teamPropList, conTeamPropList, dePropList
-- local star = _heroData.star
-- local profession = heroConfig[_heroData.tId].Profession
-- local curTalisman = heroConfig[_heroData.tId].EquipTalismana
-- if curTalisman and star >= curTalisman[1] then
-- local talismanConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "TalismanaId", curTalisman[2], "Level", _heroData.talismanLv)
-- if talismanConFig then
-- --主属性
-- for j = 1, #talismanConFig.Property do
-- if addAllProVal[talismanConFig.Property[j][1]] then
-- addAllProVal[talismanConFig.Property[j][1]] =
-- addAllProVal[talismanConFig.Property[j][1]] + talismanConFig.Property[j][2]
-- else
-- addAllProVal[talismanConFig.Property[j][1]] = talismanConFig.Property[j][2]
-- end
-- end
-- --副属性
-- if talismanConFig.SpecialProperty and #talismanConFig.SpecialProperty > 0 then
-- for k = 1, #talismanConFig.SpecialProperty do
-- if talismanConFig.SpecialProperty[k][1] == profession then
-- if addAllProVal[talismanConFig.SpecialProperty[k][2]] then
-- addAllProVal[talismanConFig.SpecialProperty[k][2]] =
-- addAllProVal[talismanConFig.SpecialProperty[k][2]] +
-- talismanConFig.SpecialProperty[k][3]
-- else
-- addAllProVal[talismanConFig.SpecialProperty[k][2]] =
-- talismanConFig.SpecialProperty[k][3]
-- end
-- end
-- end
-- end
-- --当前法宝全部天赋数据(天赋可能为空)
-- local dowerAllData =
-- ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana, "TalismanaId", curTalisman[2])
-- local skillIds = {}
-- --LogError("当前法宝全部天赋数据 "..curTalisman[2].." "..#dowerAllData.." "..curHeroData.talismanList)
-- for i = 1, #dowerAllData do
-- if dowerAllData[i].OpenSkillRules and _heroData.talismanLv >= dowerAllData[i].Level then
-- for k = 1, #dowerAllData[i].OpenSkillRules do
-- --LogError("dowerAllData[i].OpenSkillRules[k]================="..dowerAllData[i].OpenSkillRules[k].." dowerAllData[i].id=="..dowerAllData[i].Id)
-- table.insert(skillIds, dowerAllData[i].OpenSkillRules[k])
-- end
-- end
-- end
-- --被动技能计算
-- if skillIds and #skillIds > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
-- --单体加成 --单体等级限制加成 --团体加成 --减乘
-- propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(skillIds)
-- end
-- end
-- end
-- if propList and LengthOfTable(propList) > 0 then
-- for i, v in pairs(propList) do
-- if addAllProVal[i] then
-- addAllProVal[i] = addAllProVal[i] + v
-- else
-- addAllProVal[i] = v
-- end
-- end
-- end
-- for k, v in pairs(addAllProVal) do
-- LogError("法宝 k==================="..k.." v==="..v)
-- end
return addAllProVal, conPropList, teamPropList, conTeamPropList, dePropList
return addAllProVal--, conPropList, teamPropList, conTeamPropList, dePropList
end,
-- 魂印

View File

@ -730,6 +730,7 @@ function this.ExecuteLoading()
--[[[57] =]]function() CommonActPageManager.GetPowerRicePower(LoadingPanel.OnStep) end, --战力冲刺
--[[[58] =]]function() NetManager.RequestMagicSoldierInfo(LoadingPanel.OnStep) end, --神兵
--[[[59] =]]function() NetManager.GemNewInfoRequest(LoadingPanel.OnStep) end, --新命石
--[[[60] =]]function() NetManager.BaublesAllInfoRequest(LoadingPanel.OnStep) end, --新法宝
function() -- 登录请求最终接口,所有请求放在此接口之前
-- 登录成功确认
NetManager.LoginConfimRequest()

View File

@ -7380,7 +7380,7 @@ function NetManager.PotentialUpLvRequest(_Did,_type,lv,_func)
HeroPropManager.SetDirtyByType(_Did,Hero_Prop_Type.Equip)
HeroPropManager.SetDirtyByType(_Did,Hero_Prop_Type.EquipTreasure)
HeroPropManager.SetDirtyByType(_Did,Hero_Prop_Type.FaXiang)
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Weapon)
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Gift)
--获取新战力
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
@ -7391,35 +7391,13 @@ function NetManager.PotentialUpLvRequest(_Did,_type,lv,_func)
end)
end
-- --英雄潜能一键升级
-- function NetManager.PotentialBatchUpLvRequest(_Did,_type,_func)
-- local data=HeroInfoProto_pb.PotentialBatchUpLvRequest()
-- data.heroId=_Did
-- data.type=_type
-- local msg = data:SerializeToString()
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.PotentialBatchUpLvRequest,MessageTypeProto_pb.PotentialBatchUpLvResponse,msg,function(buffer)
-- local data = buffer:DataByte()
-- local msg = HeroInfoProto_pb.PotentialInfoResponse()
-- msg:ParseFromString(data)
-- if _func then
-- _func()
-- end
-- HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Gift)
-- HeroPropManager.SetDirtyByType(_Did,Hero_Prop_Type.Gift)
-- --获取新战力
-- NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
-- local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
-- if oldWarPower ~= tempPower then
-- UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
-- end
-- end)
-- end
--英雄潜能重置
function NetManager.PotentialBackLvRequest(_did,_func)
local data=HeroInfoProto_pb.PotentialBackLvRequest()
data.heroId=_did
local msg = data:SerializeToString()
local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
Network:SendMessageWithCallBack(MessageTypeProto_pb.PotentialBackLvRequest,MessageTypeProto_pb.PotentialBackLvResponse,msg,function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.PotentialBackLvResponse()
@ -7428,17 +7406,124 @@ function NetManager.PotentialBackLvRequest(_did,_func)
if _func then
_func()
end
-- HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Gift)
-- HeroPropManager.SetDirtyByType(_Did,Hero_Prop_Type.Gift)
-- --获取新战力
-- NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
-- local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
-- if oldWarPower ~= tempPower then
-- UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
-- end
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Gift)
HeroPropManager.SetDirtyByType(_Did,Hero_Prop_Type.Gift)
--获取新战力
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if oldWarPower ~= tempPower then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
end
end)
end
--请求所有法灵信息
function NetManager.BaublesAllInfoRequest(_func)
local data=HeroInfoProto_pb.BaublesAllInfoRequest()
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.BaublesAllInfoRequest,MessageTypeProto_pb.BaublesAllInfoResponse,msg,function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.BaublesAllInfoResponse()
msg:ParseFromString(data)
FaLingManager.InitAllEquipData(msg.baubles)
if _func then
_func()
end
end)
end
--穿戴法灵协议请求
function NetManager.BaublesWearRequest(_heroId,_eid,_downId, _func)
local data=HeroInfoProto_pb.BaublesWearRequest()
data.heroId = _heroId
data.baublesId = _eid
LogError("_heroid==================".._heroId.." baublesod======".._eid)
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.BaublesWearRequest,MessageTypeProto_pb.BaublesWearResponse,msg,function(buffer)
local data = buffer:DataByte()
--卸下
if _eid==nil or _eid=="" then
FaLingManager.SetEquipBelongHero(_downId,nil)
else
FaLingManager.SetEquipBelongHero(_eid,_heroId)
end
HeroManager.SetHeroBaublesId(_heroId,_eid)
if _func then
_func()
end
end)
end
--法灵升级协议请求
function NetManager.BaublesStrengthenRequest(_eid,_lv,_list, _func)
local data=HeroInfoProto_pb.BaublesStrengthenRequest()
data.upLv = _lv
data.baublesId = _eid
for i=1,#_list do
LogError("cost lsit=====".._list[i])
table.insert(data.costBaubles,_list[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.BaublesStrengthenRequest,MessageTypeProto_pb.BaublesStrengthenResponse,msg,function(buffer)
local data = buffer:DataByte()
--msg:ParseFromString(data)
if _list and #_list>0 then
for i=1,#_list do
LogError("删除法宝-----------------------".._list[i])
FaLingManager.RemoveEquip(_list[i])
end
end
local data=FaLingManager.GetEquipDataByDid(_eid)
FaLingManager.SetEquipLv(_eid,data.lv+1)
if _func then
_func()
end
end)
end
--法灵护佑协议请求
function NetManager.BaublesBlessRequest(_eid,_bid,_func)
local data=HeroInfoProto_pb.BaublesBlessRequest()
data.baublesId = _eid
data.blessBaublesId = _bid
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.BaublesBlessRequest,MessageTypeProto_pb.BaublesBlessResponse,msg,function(buffer)
local data = buffer:DataByte()
FaLingManager.SetEquipBlessEquip(_eid,_bid)
if _func then
_func()
end
end)
end
--法灵卸下庇佑
function NetManager.BaublesDownBlessRequest(_eid,_list,_func)
local data=HeroInfoProto_pb.BaublesDownBlessRequest()
data.baublesId = _eid
for i=1,#_list do
LogError("cost lsit=====".._list[i])
table.insert(data.blessBaubles,_list[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.BaublesDownBlessRequest,MessageTypeProto_pb.BaublesDownBlessResponse,msg,function(buffer)
local data = buffer:DataByte()
for i=1,#_list do
FaLingManager.RemoveEquipBlessEquip(_eid,_list[i])
LogError("护佑卸下成功---------------------------".._list[i])
end
if _func then
_func()
end
end)
end
return this

View File

@ -0,0 +1,463 @@
require("Base/BasePanel")
local FaLingSingleShowPopup = Inherit(BasePanel)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen)
local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp)
local suitConFig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
local _BaseProList = {}--基础属性对象
local _superProList = {}--白金属性对象
local _costProList = {} --护佑对象
local equipConfigData
local lv=0
local typeToUpdate = {
[2] = 2,--已穿戴->卸载单件
[3] = 1,--未穿戴->穿单件
[4] = 3,--未穿戴->替换单件
}
--初始化组件(用于子类重写)
function FaLingSingleShowPopup:InitComponent()
self.spLoader = SpriteLoader.New()
self.mask = Util.GetGameObject(self.transform, "mask")
self.content = Util.GetGameObject(self.transform, "Content")
--装备详情--topBar
self.topBar = Util.GetGameObject(self.transform, "Content/topBar")
self.eqiopName = Util.GetGameObject(self.topBar, "name"):GetComponent("Text")
self.UI_effect_WuCai_Kuang = Util.GetGameObject(self.topBar, "UI_effect_WuCai_Kuang")
self.c_ui_qinyan_duan = Util.GetGameObject(self.topBar, "c_ui_qinyan_duan")
self.icon = Util.GetGameObject(self.topBar, "icon"):GetComponent("Image")
self.frame = Util.GetGameObject(self.topBar, "frame"):GetComponent("Image")
self.equipType=Util.GetGameObject(self.topBar, "equipType"):GetComponent("Text")
self.equipQuaText=Util.GetGameObject(self.topBar, "equipQuaText"):GetComponent("Text")
self.equipInfoText=Util.GetGameObject(self.topBar, "equipInfoText"):GetComponent("Text")
self.powerNum=Util.GetGameObject(self.topBar, "powerNum"):GetComponent("Text")
self.star=Util.GetGameObject(self.topBar, "star")
self.powerNumUpDown = Util.GetGameObject(self.topBar, "powerUPorDown"):GetComponent("Image")
self.effectbaijin = Util.GetGameObject(self.topBar, "fx_zhuangbeijiemian")
self.hLv = Util.GetGameObject(self.topBar, "hLv"):GetComponent("Text")--家园摘星阁强化
self.hProLv = Util.GetGameObject(self.topBar, "hProLv"):GetComponent("Text")--家园摘星阁突破
--装备属性--midBar
--basePro
self.midBar = Util.GetGameObject(self.transform, "Content/midBar")
self.basePro = Util.GetGameObject(self.midBar, "basePro")
self.baseProName = Util.GetGameObject(self.basePro, "PropertyName"):GetComponent("Text")
self.baseProGrid = Util.GetGameObject(self.basePro, "grid")
self.baseProPre = Util.GetGameObject(self.basePro, "grid/curProName")
self.baseProPre:SetActive(false)
--superPro
self.superPro = Util.GetGameObject(self.midBar, "superPro")
self.superTitle = Util.GetGameObject(self.midBar, "superPro/Image/PropertyName"):GetComponent("Text")
self.superTitle.text="法宝天赋"
self.superProGrid = Util.GetGameObject(self.superPro, "proGrid")
self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc")
self.superProPre:SetActive(false)
--costpro
self.costPro = Util.GetGameObject(self.midBar, "costPro")
self.costTitle = Util.GetGameObject(self.midBar, "costPro/Image/PropertyName"):GetComponent("Text")
self.costTitle.text="护佑"
self.addTxt = Util.GetGameObject(self.costPro, "addTxt"):GetComponent("Text")
self.costProGrid = Util.GetGameObject(self.costPro, "proGrid")
self.costProPre = Util.GetGameObject(self.costPro, "proGrid/item")
self.costProPre:SetActive(false)
--分解按钮--btmBar
self.btmBar = Util.GetGameObject(self.transform, "Content/btmBar")
self.howGet = Util.GetGameObject(self.btmBar, "howGet")
self.btnGrid = Util.GetGameObject(self.btmBar, "btnGrid")
self.btnStrong=Util.GetGameObject(self.btnGrid, "btnStrong")
self.btnDown = Util.GetGameObject(self.btnGrid, "btnDown")
self.btnAdd = Util.GetGameObject(self.btnGrid, "btnAdd")
--装备获取途径--btmBar
self.canGetPre = Util.GetGameObject(self.btmBar, "scroll/canGetPre")
self.canGetGrid = Util.GetGameObject(self.btmBar, "scroll")
self.canGetScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.canGetGrid.transform,self.canGetPre, nil,
Vector2.New(self.canGetGrid.transform.rect.width, self.canGetGrid.transform.rect.height), 1, 1, Vector2.New(0, 0))
self.canGetScrollView.moveTween.MomentumAmount = 1
self.canGetScrollView.moveTween.Strength = 2
self.canGetScrollView.elastic = false
self.jumpViewList = {}
end
--绑定事件(用于子类重写)
function FaLingSingleShowPopup:BindEvent()
Util.AddClick(self.mask, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(self.btnStrong, function()
UIManager.OpenPanel(UIName.FaLingStrongPopup,self.equipData)
end)
Util.AddClick(self.btnAdd, function()
NetManager.BaublesWearRequest(self.curHeroData.dynamicId,self.equipData.did,nil,function()
self:ClosePanel()
self.parent:ClosePanel()
end)
end)
--卸下
Util.AddClick(self.btnDown, function()
NetManager.BaublesWearRequest(self.curHeroData.dynamicId,"",self.curHeroData.baublesId, function()
HeroManager.SetHeroBaublesId(self.curHeroData.dynamicId,nil)
self:ClosePanel()
end)
end)
--替换
Util.AddClick(self.btnSwitch, function()
local equipIdList={}
local equipDataList={}
table.insert(equipIdList,tostring(self.equipData.id))
table.insert(equipDataList,self.equipData)
NetManager.EquipWearRequest(self.curHeroData.dynamicId,equipIdList ,1, function ()
self:ClosePanel()
self.parent.UpdateEquipPosHeroData(1,typeToUpdate[self.openType],equipDataList,self.nextEquip,self.position)
end)
end)
end
--道具 和 装备分解 发送请求后 回调
function FaLingSingleShowPopup:SendBackResolveReCallBack(drop)
local isShowReward=false
if drop.itemlist~=nil and #drop.itemlist>0 then
for i = 1, #drop.itemlist do
if drop.itemlist[i].itemNum>0 then
isShowReward=true
break
end
end
end
if isShowReward then
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function ()
BagManager.OnShowTipDropNumZero(drop)
end)
else
BagManager.OnShowTipDropNumZero(drop)
end
if self.func then
self.func()
end
self:ClosePanel()
end
--添加事件监听(用于子类重写)
function FaLingSingleShowPopup:AddListener()
end
--移除事件监听(用于子类重写)
function FaLingSingleShowPopup:RemoveListener()
end
function FaLingSingleShowPopup:OnSortingOrderChange()
Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
SetParticleSortLayer(self.c_ui_qinyan_duan,self.sortingOrder + 1)
SetParticleSortLayer(self.UI_effect_WuCai_Kuang,self.sortingOrder + 1)
end
--界面打开时调用(用于子类重写)
function FaLingSingleShowPopup:OnOpen(_parent,_equipData,_openType,_isShowGet,_isShowGo,_curHeroData,_position,_targetEquipData,_func)
if not _equipData then
return
end
self.parent = _parent --父界面
self.equipData = _equipData --当前装备数据
self.openType = _openType --0不显示按钮、1背包、2已穿戴显示卸下、3未穿戴显示穿戴、4未穿戴显示替换、5自己或其他人穿戴非装备界面但需要显示套装属性
self.howGet:SetActive(_isShowGet and true or false)--是否显示获取途径
self.btnGrid:SetActive(self.openType ~= 0)
self.curHeroData = _curHeroData --装备了该装备的英雄数据
self.position = _position --装备的位置
self.nextEquip = _targetEquipData--要替换的目标装备
if _targetEquipData then
LogGreen("Id:"..tostring(_equipData.id).." Id2:"..tostring(_targetEquipData.id))
end
self.isShowGo = _isShowGo and _isShowGo or false--是否显示跳转按钮
self.func = _func
end
function FaLingSingleShowPopup:SetBtns()
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig,self.equipData.staticId)
self.btnDown:SetActive(self.openType == 2)
self.btnStrong:SetActive(self.openType==2)
self.btnAdd:SetActive(self.openType ==3)
end
function FaLingSingleShowPopup:OnShow()
--上部装备基础信息
Log("装备id:"..tostring(self.equipData.staticId).." openType:"..tostring(self.openType))
self:SetBtns()
lv=self.equipData.lv
self.hLv.text=lv
self.hLv.gameObject:SetActive(lv>0)
equipConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, self.equipData.staticId)
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig,self.equipData.staticId)
local aaa=equipConfigData.Quantity
if equipConfigData.Quantity==8 then
aaa=7
end
self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("Bg_hz_beibao_pinjise_0"..aaa)
self.equipQuaText.text=GetStringByEquipQua(equipConfigData.Quantity,GetQuaStringByEquipQua(equipConfigData.Quantity))
self.eqiopName.text=GetStringByEquipQua(equipConfigData.Quantity,GetLanguageStrById(equipConfigData.Name))
self.c_ui_qinyan_duan:SetActive(equipConfigData.Quantity==8)
self.UI_effect_WuCai_Kuang:SetActive(equipConfigData.Quantity==7)
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(equipConfigData.Quantity))
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfigData.ResourceID))
self.equipInfoText.text=GetLanguageStrById(itemConfigData.ItemDescribe)
if equipConfigData.ExhibitionScore and equipConfigData.ExhibitionScore>0 then
self.powerNum.text=equipConfigData.ExhibitionScore
else
self.powerNum.text=EquipManager.CalculateWarForce(self.equipData.staticId)
end
EquipManager.SetEquipStarShow(self.spLoader, self.star,equipConfigData.staticId)
self.equipType.text="法灵"
--下部按钮信息
self.effectbaijin:SetActive(equipConfigData.Quantity==7)
Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
if self.openType == 4 then
self.powerNumUpDown.gameObject:SetActive(true)
local Power = EquipManager.CalculateWarForce(self.equipData.id)
local Power2 = EquipManager.CalculateWarForce(self.nextEquip.id)
-- LogGreen("Id:"..tostring(self.equipData.id).." Power:"..tostring(Power).." Id2:"..tostring(self.equipData.id).." Power2:"..tostring(Power2))
if(Power > Power2) then
self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[1])
elseif(Power < Power2)then
self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[2])
else
self.powerNumUpDown.gameObject:SetActive(false)
end
else
self.powerNumUpDown.gameObject:SetActive(false)
end
--护佑信息
local addPro=nil
if lv>= FaLingManager.GetBlessOpenLv() then
addPro=FaLingManager.GetBlessEquipAddPro()*#self.equipData.bless/100 .. "%"
self.addTxt.text="+"..addPro
self.costPro:SetActive(true)
local num=0
for i = 1, FaLingManager.GetBlessEquipNum() do
num = num + 1
if not _costProList[num] then
_costProList[num] = newObjToParent(self.costProPre, self.costProGrid)
end
_costProList[num].gameObject:SetActive(true)
local go = _costProList[num]
go.gameObject:SetActive(true)
local add = Util.GetGameObject(go,"add")
local itemObj=Util.GetGameObject(go,"grid")
local farme=Util.GetGameObject(go,"grid"):GetComponent("Image")
local icon=Util.GetGameObject(go,"grid/icon"):GetComponent("Image")
local name=Util.GetGameObject(go,"grid/Text"):GetComponent("Text")
local lv=Util.GetGameObject(go,"grid/lv"):GetComponent("Text")
LogError("self.equipData.bless len==="..#self.equipData.bless)
if self.equipData.bless and self.equipData.bless[i] then
itemObj:SetActive(true)
local data=self.equipData.bless[i]
if data then
farme.sprite = self.spLoader:LoadSprite(data.frame)
icon.sprite = self.spLoader:LoadSprite(data.icon)
lv.text=data.lv
add:SetActive(false)
name.text=data.itemConfig.Name
Util.AddClick(icon.gameObject,function()
if self.openType~=2 then
return
end
--UIManager.OpenPanel(UIName.FaLingSingleShowPopup,self,data,2,false,false)
local sureFunc=function()
NetManager.BaublesDownBlessRequest(self.equipData.did,{self.equipData.bless[i].did},function()
LogError("刷新界面显示")
self:OnShow()
end)
end
local args={}
args[1]="是否卸下当前护佑法灵?"
args[2]="卸下"
args[3]="取消"
args[4]=sureFunc
UIManager.OpenPanel(UIName.GMCommonConfirmPanel,args)
end)
end
else
itemObj:SetActive(false)
add:SetActive(true)
end
Util.AddClick(add,function()
if self.openType~=2 then
return
end
local list=FaLingManager.GetCanBlessEquipList()
local curSelectList={}
UIManager.OpenPanel(UIName.FaLingListPanel,list,self,curSelectList,self.curHeroData,2)
end)
end
else
self.costPro:SetActive(false)
end
--basePro基础属性
local talismana=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",self.equipData.staticId,"Level",lv)
if talismana and talismana.Property then
self.basePro:SetActive(true)
for _, pro in ipairs(_BaseProList) do
pro:SetActive(false)
end
local num = 0
for i=1,#talismana.Property do
local prop=talismana.Property[i]
if tonumber(prop[1])~=nil then
local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop[1])
if proConfigData then
num = num + 1
--基础属性
if not _BaseProList[num] then
_BaseProList[num] = newObjToParent(self.baseProPre, self.baseProGrid)
end
_BaseProList[num]:SetActive(true)
_BaseProList[num]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
local vText = Util.GetGameObject(_BaseProList[num], "curProVale"):GetComponent("Text")
local addTxt=Util.GetGameObject(_BaseProList[num], "addVale"):GetComponent("Text")
-- Util.GetGameObject(vText.gameObject, "homeValue"):GetComponent("Text").text = ""--摘星阁加持文字显示位置
if prop[2] > 0 then
vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])
else
vText.text = GetPropertyFormatStr(proConfigData.Style, prop[2])
end
if #self.equipData.bless>0 then
addTxt.gameObject:SetActive(true)
addTxt.text="("..addPro..")"
else
addTxt.gameObject:SetActive(false)
end
end
end
end
else
self.basePro:SetActive(false)
end
local lvList=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.EquipTalismana,"TalismanaId",self.equipData.staticId)
local skillList={}
for i=1,#lvList do
if lvList[i].ShowSkill and #lvList[i].ShowSkill>0 and tonumber(lvList[i].ShowSkill[1])~=nil then
LogError("lvList[i].id======"..lvList[i].ShowSkill[3])
local skillData={}
skillData.id=lvList[i].ShowSkill[3]
skillData.state=0
skillData.des=passiveSkillConfig[skillData.id].Desc
local type=lvList[i].ShowSkill[1]
if type==0 then
if lv>=lvList[i].Level then
skillData.state=1
end
elseif type==1 then
if lv>=lvList[i].Level and self.curHeroData and self.curHeroData.heroConfig.Profession==lvList[i].ShowSkill[2] then
skillData.state=1
end
skillData.des=skillData.des.."(".. ProfessionType[lvList[i].ShowSkill[2]].."职业专属".. ")"
elseif type==2 then
if lv>=lvList[i].Level and self.curHeroData and self.curHeroData.staticId==lvList[i].ShowSkill[2] then
skillData.state=1
end
skillData.des=skillData.des.."(".. heroConfig[lvList[i].ShowSkill[2]].ReadingName .."专属".. ")"
end
table.insert(skillList,skillData)
end
end
if #skillList>0 then
self.superPro:SetActive(true)
--if curGoldSuitConFig then
local goldSuiteSkill = skillList
local num=0
--LogError("curGoldSuitConFig.id======"..curGoldSuitConFig.Id.." curGoldSuitConFig skill len=="..#curGoldSuitConFig.SuiteSkill)
for i = 1, #goldSuiteSkill do
num = num + 1
if not _superProList[num] then
_superProList[num] = newObjToParent(self.superProPre, self.superProGrid)
end
_superProList[num].gameObject:SetActive(true)
local go = _superProList[num]
go.gameObject:SetActive(true)
local info = go:GetComponent("Text")
local skillData=goldSuiteSkill[i]
if skillData.state==1 then
info.text = string.format("<color=#00ff66>%s</color>",i.."星天赋:"..GetLanguageStrById(skillData.des))
else
info.text = string.format("<color=#FFDD3F>%s</color>",i.."星天赋:"..GetLanguageStrById(skillData.des))
end
end
-- end
else
self.superPro:SetActive(false)
end
--获取途径
if self.jumpViewList and #self.jumpViewList > 0 then
for i = 1,#self.jumpViewList do
SubUIManager.Close(self.jumpViewList[i])
end
end
local curitemData = itemConfig[tonumber(self.equipData.id)]
if curitemData and curitemData.Jump then
if curitemData.Jump and #curitemData.Jump>0 then
self.canGetScrollView:SetData(curitemData.Jump,function (index, item)
local tempView = nil
if self.isShowGo then
tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],true)
else
tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],false)
end
table.insert(self.jumpViewList,tempView)
end,true,true)
end
end
--(此处需要三遍才能完全打开)
ForceRebuildLayout(self.midBar.transform)
ForceRebuildLayout(self.midBar.transform)
ForceRebuildLayout(self.midBar.transform)
if self.func then
self.func()
end
end
--界面关闭时调用(用于子类重写)
function FaLingSingleShowPopup:OnClose()
for i = 1, #self.jumpViewList do
destroy(self.jumpViewList[i].gameObject)
end
end
--界面销毁时调用(用于子类重写)
function FaLingSingleShowPopup:OnDestroy()
self.spLoader:Destroy()
_BaseProList = {}
_superProList = {}
_costProList = {}
self.jumpViewList = {}
end
return FaLingSingleShowPopup

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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 966c5bfe995be7f41bcef91c83811b12
timeCreated: 1557822999
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,370 @@
require("Base/BasePanel")
local FaLingStrongPopup = Inherit(BasePanel)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen)
local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp)
local suitConFig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
local _BaseProList = {}--基础属性对象
local _superProList = {}--白金属性对象
local _costProList = {} --护佑对象
local equipConfigData
local lv=0
local talismana
local selectMat={}
local isEnough = true
local typeToUpdate = {
[2] = 2,--已穿戴->卸载单件
[3] = 1,--未穿戴->穿单件
[4] = 3,--未穿戴->替换单件
}
--初始化组件(用于子类重写)
function FaLingStrongPopup:InitComponent()
self.spLoader = SpriteLoader.New()
self.mask = Util.GetGameObject(self.transform, "mask")
self.content = Util.GetGameObject(self.transform, "Content")
self.btn_close=Util.GetGameObject(self.transform, "Content/btn_close")
--装备详情--topBar
self.topBar = Util.GetGameObject(self.transform, "Content/topBar")
self.UI_effect_WuCai_Kuang = Util.GetGameObject(self.topBar, "UI_effect_WuCai_Kuang")
self.c_ui_qinyan_duan = Util.GetGameObject(self.topBar, "c_ui_qinyan_duan")
self.icon = Util.GetGameObject(self.topBar, "icon"):GetComponent("Image")
self.frame = Util.GetGameObject(self.topBar, "frame"):GetComponent("Image")
self.equipName=Util.GetGameObject(self.topBar, "name"):GetComponent("Text")
self.star=Util.GetGameObject(self.topBar, "star")
self.effectbaijin = Util.GetGameObject(self.topBar, "fx_zhuangbeijiemian")
self.hLv = Util.GetGameObject(self.topBar, "hLv"):GetComponent("Text")--家园摘星阁强化
self.hProLv = Util.GetGameObject(self.topBar, "hProLv"):GetComponent("Text")--家园摘星阁突破
--装备属性--midBar
--basePro
self.midBar = Util.GetGameObject(self.transform, "Content/midBar")
self.baseProGrid = Util.GetGameObject(self.topBar, "grid")
self.baseProPre = Util.GetGameObject(self.topBar, "grid/curProName")
self.baseProPre:SetActive(false)
self.btnJumpHome = Util.GetGameObject(self.homePro, "btnJump")
--superPro
self.superPro = Util.GetGameObject(self.midBar, "superPro")
self.superTitle = Util.GetGameObject(self.midBar, "superPro/Text"):GetComponent("Text")
self.superTitle.text="法宝天赋"
self.superProGrid = Util.GetGameObject(self.superPro, "proGrid")
self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc")
self.superProPre:SetActive(false)
--costpro
self.costPro = Util.GetGameObject(self.transform, "costPro")
self.costTitle = Util.GetGameObject(self.transform, "costPro/Text"):GetComponent("Text")
self.costTitle.text="强化要求"
self.costProGrid = Util.GetGameObject(self.costPro, "proGrid")
self.costProPre = Util.GetGameObject(self.costPro, "proGrid/item")
self.costProPre:SetActive(false)
self.coinImg = Util.GetGameObject(self.costPro, "coinImg"):GetComponent("Image")
self.coinTxt = Util.GetGameObject(self.costPro, "needCoin"):GetComponent("Text")
--分解按钮--btmBar
self.btnStrong=Util.GetGameObject(self.costPro, "btnStrong")
self.itemViewList={}
end
--绑定事件(用于子类重写)
function FaLingStrongPopup:BindEvent()
Util.AddClick(self.mask, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(self.btn_close, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(self.btnStrong, function()
if isEnough==false then
PopupTipPanel.ShowTip("强化材料不足")
return
end
NetManager.BaublesStrengthenRequest(self.equipData.did,1,selectMat,function()
selectMat={}
self:OnShow()
end)
end)
end
--添加事件监听(用于子类重写)
function FaLingStrongPopup:AddListener()
end
--移除事件监听(用于子类重写)
function FaLingStrongPopup:RemoveListener()
end
function FaLingStrongPopup:OnSortingOrderChange()
Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
SetParticleSortLayer(self.c_ui_qinyan_duan,self.sortingOrder + 1)
SetParticleSortLayer(self.UI_effect_WuCai_Kuang,self.sortingOrder + 1)
end
--界面打开时调用(用于子类重写)
function FaLingStrongPopup:OnOpen(_equipData,_func)
if not _equipData then
return
end --父界面
self.equipData = _equipData --当前装备数据
--0不显示按钮、1背包、2已穿戴显示卸下、3未穿戴显示穿戴、4未穿戴显示替换、5自己或其他人穿戴非装备界面但需要显示套装属性
self.func = _func
end
function FaLingStrongPopup:ChangeSelectMat(_list)
selectMat=_list
end
function FaLingStrongPopup:OnShow()
--上部装备基础信息
self.equipData=FaLingManager.GetEquipDataByDid(self.equipData.did)
lv=self.equipData.lv
self.hLv.text=lv
Log("装备id:"..tostring(self.equipData.staticId).." openType:"..tostring(self.openType))
equipConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, self.equipData.staticId)
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig,self.equipData.staticId)
local aaa=equipConfigData.Quantity
if equipConfigData.Quantity==8 then
aaa=7
end
--self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..aaa)
self.c_ui_qinyan_duan:SetActive(equipConfigData.Quantity==8)
self.UI_effect_WuCai_Kuang:SetActive(equipConfigData.Quantity==7)
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(equipConfigData.Quantity))
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfigData.ResourceID))
self.equipName.text = itemConfigData.Name
EquipManager.SetEquipStarShow(self.spLoader, self.star,equipConfigData.staticId)
--下部按钮信息
self.effectbaijin:SetActive(false)
--Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
--basePro基础属性
LogError("lv========================"..lv)
talismana=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",self.equipData.staticId,"Level",lv)
local nextLvData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",self.equipData.staticId,"Level",lv+1)
self.btnStrong:SetActive(nextLvData~=nil)
for _, pro in ipairs(_BaseProList) do
pro:SetActive(false)
end
local num = 0
for i=1,#talismana.Property do
local prop=talismana.Property[i]
if tonumber(prop[1])~=nil then
local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop[1])
if proConfigData then
num = num + 1
--基础属性
if not _BaseProList[num] then
_BaseProList[num] = newObjToParent(self.baseProPre, self.baseProGrid)
end
_BaseProList[num]:SetActive(true)
local vText = Util.GetGameObject(_BaseProList[num], "curProVale"):GetComponent("Text")
vText.gameObject:SetActive(false)
local nText = Util.GetGameObject(_BaseProList[num], "nextProVale"):GetComponent("Text")
local addImg = Util.GetGameObject(_BaseProList[num], "Image")
-- Util.GetGameObject(vText.gameObject, "homeValue"):GetComponent("Text").text = ""--摘星阁加持文字显示位置
local str=nil
if prop[2] > 0 then
str = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])
else
str = GetPropertyFormatStr(proConfigData.Style, prop[2])
end
_BaseProList[num]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)..":"..str
if nextLvData~=nil then
nText.gameObject:SetActive(true)
addImg:SetActive(true)
nText.text = GetPropertyFormatStr(proConfigData.Style,nextLvData.Property[i][2])
else
nText.gameObject:SetActive(false)
addImg:SetActive(false)
end
end
end
end
local lvList=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.EquipTalismana,"TalismanaId",self.equipData.staticId)
local skillList={}
for i=1,#lvList do
if lvList[i].ShowSkill and #lvList[i].ShowSkill>0 and tonumber(lvList[i].ShowSkill[1])~=nil then
LogError("lvList[i].id======"..lvList[i].ShowSkill[3])
local skillData={}
skillData.id=lvList[i].ShowSkill[3]
skillData.state=0
skillData.des=passiveSkillConfig[skillData.id].Desc
local type=lvList[i].ShowSkill[1]
if type==0 then
if lv>=lvList[i].Level then
skillData.state=1
end
elseif type==1 then
if lv>=lvList[i].Level and self.curHeroData and self.curHeroData.heroConfig.Profession==lvList[i].ShowSkill[2] then
skillData.state=1
end
skillData.des=skillData.des.."(".. ProfessionType[lvList[i].ShowSkill[2]].."职业专属".. ")"
elseif type==2 then
if lv>=lvList[i].Level and self.curHeroData and self.curHeroData.staticId==lvList[i].ShowSkill[2] then
skillData.state=1
end
skillData.des=skillData.des.."(".. heroConfig[lvList[i].ShowSkill[2]].ReadingName .."专属".. ")"
end
table.insert(skillList,skillData)
end
end
if #skillList>0 then
self.superPro:SetActive(true)
--if curGoldSuitConFig then
local goldSuiteSkill = skillList
local num=0
--LogError("curGoldSuitConFig.id======"..curGoldSuitConFig.Id.." curGoldSuitConFig skill len=="..#curGoldSuitConFig.SuiteSkill)
for i = 1, #goldSuiteSkill do
num = num + 1
if not _superProList[num] then
_superProList[num] = newObjToParent(self.superProPre, self.superProGrid)
end
_superProList[num].gameObject:SetActive(true)
local go = _superProList[num]
go.gameObject:SetActive(true)
local info = go:GetComponent("Text")
local skillData=goldSuiteSkill[i]
if skillData.state==1 then
info.text = string.format("<color=#00ff66>%s</color>",i.."星天赋:"..GetLanguageStrById(skillData.des))
else
info.text = string.format("<color=#9C5E0E>%s</color>",i.."星天赋:"..GetLanguageStrById(skillData.des))
end
end
-- end
else
self.superPro:SetActive(false)
end
--消耗信息
self:ShowCostInfo()
--(此处需要三遍才能完全打开)
ForceRebuildLayout(self.midBar.transform)
ForceRebuildLayout(self.midBar.transform)
ForceRebuildLayout(self.midBar.transform)
if self.func then
self.func()
end
end
function FaLingStrongPopup:ShowCostInfo()
local cost=talismana.RankupBasicMaterial
local coinNum=0
isEnough=true
LogError("#cost len======================="..#cost)
if #cost>0 then
self.costPro:SetActive(true)
local num=0
for i = 1, #cost do
num = num + 1
if not _costProList[num] then
_costProList[num] = newObjToParent(self.costProPre, self.costProGrid)
end
_costProList[num].gameObject:SetActive(true)
local go = _costProList[num]
go.gameObject:SetActive(true)
local grid = Util.GetGameObject(go,"grid")
local numTxt=Util.GetGameObject(go,"grid/Text"):GetComponent("Text")
local btn=Util.GetGameObject(go,"grid/btn")
if not self.itemViewList[grid] then
self.itemViewList[grid] = SubUIManager.Open(SubUIConfig.ItemView,grid.transform)
end
local id=cost[i][1]
--金币不在这里显示
if id==14 then
go.gameObject:SetActive(false)
coinNum=cost[i][2]
else
go.gameObject:SetActive(true)
end
local list={}
local bagNum=0
if id == 0 then
id=self.equipData.staticId
list=FaLingManager.GetAllUpListNoBless(id)
if #selectMat==0 then
for j=1,#list do
if #selectMat < cost[i][2] and list[j].lv==0 then
table.insert(selectMat,list[j].did)
end
end
end
bagNum=#selectMat
else
bagNum=BagManager.GetItemCountById(cost[i][1])
end
if cost[i][2] > bagNum then
isEnough=false
numTxt.text=string.format("<color=#FF0000>%s</color>", cost[i][2] .."/"..bagNum)
else
numTxt.text=string.format("<color=#59320E>%s</color>", cost[i][2] .."/"..bagNum)
end
self.itemViewList[grid]:OnOpen(false,{id,0}, 0.8, false, false, false, sortingOrder)
self.itemViewList[grid].gameObject.transform:SetAsFirstSibling()
Util.AddOnceClick(btn,function ()
LogError("id========================="..id)
if id == self.equipData.staticId then
UIManager.OpenPanel(UIName.FaLingUpStarListPanel,list,self,selectMat,self.curHeroData,cost[i][2])
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,id)
end
end)
end
if coinNum>0 then
self.coinImg.gameObject:SetActive(true)
self.coinTxt.gameObject:SetActive(true)
local haveNum=BagManager.GetItemCountById(14)
--self.coinTxt.text = coinNum
if coinNum>haveNum then
self.coinTxt.text=string.format("<color=#FF0000>%s</color>", coinNum .."/"..haveNum)
else
self.coinTxt.text=string.format("<color=#59320E>%s</color>", coinNum .."/"..haveNum)
end
self.coinImg.sprite=self.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,14).ResourceID))
else
self.coinImg.gameObject:SetActive(false)
self.coinTxt.gameObject:SetActive(false)
end
else
self.costPro:SetActive(false)
end
end
--界面关闭时调用(用于子类重写)
function FaLingStrongPopup:OnClose()
end
--界面销毁时调用(用于子类重写)
function FaLingStrongPopup:OnDestroy()
self.spLoader:Destroy()
self.itemViewList={}
_BaseProList = {}
_superProList = {}
_costProList = {}
selectMat={}
end
return FaLingStrongPopup

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 07e1460a586725f4c9154ec283a312c8
timeCreated: 1557822999
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -816,19 +816,35 @@ function this.TalismanInfo()
this.talismanlvText.text = ""
return
end
local curTalisman = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",curHeroData.heroConfig.EquipTalismana[2],"Level",curHeroData.talismanList)
local curTalisman = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",curHeroData.heroConfig.EquipTalismana[2],"Level",10)
if curTalisman ~= nil then
this.talismanBtn:SetActive(true)
this.talismanIcon:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,curTalisman.TalismanaId).ResourceID))
local isOpen = TalismanManager.GetCurHeroIsOpenTalisman(curHeroData)
this.talismanLock:SetActive(not isOpen)
this.talismanlv.gameObject:SetActive(isOpen)
this.talismanlvText.text = curHeroData.talismanList
local data=FaLingManager.GetEquipDataByDid(curHeroData.baublesId)
--他人法宝数据
if data==nil then
data=curHeroData.faLingData
end
if data then
this.talismanIcon:GetComponent("Image").sprite = this.spLoader:LoadSprite(data.icon)
this.talismanlv.gameObject:SetActive(true)
this.talismanlvText.text = data.lv
else
this.talismanlv.gameObject:SetActive(false)
this.talismanIcon:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,curTalisman.TalismanaId).ResourceID))
end
Util.AddOnceClick(this.talismanBtn.gameObject, function()
if isOpen then
UIManager.OpenPanel(UIName.TalismanInfoPopup, curHeroData.heroConfig, 1, curHeroData.talismanList)
else
PopupTipPanel.ShowTip(Language[11523])
-- if isOpen then
-- UIManager.OpenPanel(UIName.TalismanInfoPopup, curHeroData.heroConfig, 1, curHeroData.talismanList)
-- else
-- PopupTipPanel.ShowTip(Language[11523])
-- end
if curHeroData.baublesId then
if data then
UIManager.OpenPanel(UIName.FaLingSingleShowPopup,this,data,0,false,false,curHeroData)
end
end
end)
end

View File

@ -0,0 +1,187 @@
require("Base/BasePanel")
FaLingListPanel = Inherit(BasePanel)
local this = FaLingListPanel
local curSelectHeroList={}
local heroDataList={}
local curNeedRoleNum=1
local openThisPanel
local curHeroData = {}
local openType=0
--初始化组件(用于子类重写)
function FaLingListPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.BtnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.mask = Util.GetGameObject(self.gameObject, "mask")
this.BtnSure = Util.GetGameObject(self.gameObject, "btnSure")
this.BtnSure:SetActive(false)
this.btnAutoSelect = Util.GetGameObject(self.gameObject, "btnAutoSelect")
this.cardPre = Util.GetGameObject(self.gameObject, "item")
--this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
local v = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
--LogGreen("v.width:".. v.width.." v.height:"..v.height)
this.Scrollbar= Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,Util.GetGameObject(self.gameObject, "scroll").transform,
this.cardPre, this.Scrollbar, Vector2.New(v.width, v.height), 1, 5, Vector2.New(19.32,40))
this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(6.78, 27)
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
this.NoneImage= Util.GetGameObject(self.gameObject, "NoneImage")
this.NoneImage.gameObject:SetActive(false)
end
--绑定事件(用于子类重写)
function FaLingListPanel:BindEvent()
Util.AddClick(this.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.mask, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.BtnSure, function()
if #curSelectHeroList>0 then
if openType==1 then
NetManager.BaublesWearRequest(curHeroData.dynamicId,curSelectHeroList[1],nil,function()
self:ClosePanel()
end)
elseif openType==2 then
NetManager.BaublesBlessRequest(curHeroData.baublesId,curSelectHeroList[1],function ()
openThisPanel:OnShow()
self:ClosePanel()
end)
end
else
self:ClosePanel()
end
end)
Util.AddClick(this.btnAutoSelect, function()
self:AutoSelectHero()
end)
end
--添加事件监听(用于子类重写)
function FaLingListPanel:AddListener()
end
--移除事件监听(用于子类重写)
function FaLingListPanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function FaLingListPanel:OnOpen(heroData,_openThisPanel,_curSelectHeroList,_curHeroData,_openType)
openThisPanel= _openThisPanel
openType=_openType
curSelectHeroList={}
print(#_curSelectHeroList)
for i = 1, #_curSelectHeroList do
-- curSelectHeroList[_curSelectHeroList[i]]=_curSelectHeroList[i]
table.insert(curSelectHeroList,_curSelectHeroList[i])
end
curHeroData = _curHeroData
heroDataList = heroData
--this.HeroSortData(heroDataList)
local text = ""
if not heroDataList or #heroDataList < 1 then
this.NoneImage.gameObject:SetActive(true)
else
this.NoneImage.gameObject:SetActive(false)
end
this.ScrollView:SetData(heroDataList, function (index, go)
this.OnShowSingleCardData(go, heroDataList[index])
end,false,false)
end
function this.OnClickEnterHero(go,heroData,type)
this.OnShowSingleCardData(go,heroData,type)
end
function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
local choosed = Util.GetGameObject(go.transform, "choosed")
choosed:SetActive(false)
local frame = Util.GetGameObject(go.transform, "frame"):GetComponent("Image")
local lvGo = Util.GetGameObject(go.transform, "lv"):GetComponent("Text")
local icon = Util.GetGameObject(go.transform, "icon"):GetComponent("Image")
local name = Util.GetGameObject(go.transform, "name"):GetComponent("Text")
local formationMask = Util.GetGameObject(go.transform, "formationMask")
local formationImage = Util.GetGameObject(formationMask.transform, "formationImage")
local lockImage = Util.GetGameObject(formationMask.transform, "lockImage")
local noumenon = Util.GetGameObject(go, "noumenon")
local starGrid = Util.GetGameObject(go.transform, "star")
local cardBtn = Util.GetGameObject(go.transform, "icon")
LogError("22222222222")
local itemConfig=heroData.itemConfig
frame.sprite = this.spLoader:LoadSprite(heroData.frame)
if heroData.lv>0 then
lvGo.gameObject:SetActive(true)
lvGo.text=heroData.lv
else
lvGo.gameObject:SetActive(false)
end
icon.sprite = this.spLoader:LoadSprite(heroData.icon)
formationMask:SetActive(false)
formationImage:SetActive(false)
lockImage:SetActive(false)
name.text = SubString2(GetLanguageStrById(itemConfig.Name),8)
SetHeroStars(this.spLoader,starGrid, itemConfig.HeroStar[1] or 6,1,nil,nil,Vector2.New(0,1))
local isSelect = CheckListIsContainValue1(curSelectHeroList,heroData.did)
choosed:SetActive(isSelect)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
Util.AddOnceClick(cardBtn, function()
-- if isSelect then
-- choosed:SetActive(false)
-- table.removebyvalue(curSelectHeroList,heroData.did)
-- isSelect=false
-- return
-- end
-- if LengthOfTable(curSelectHeroList)>=curNeedRoleNum then
-- PopupTipPanel.ShowTip(Language[10403])
-- return
-- end
-- table.insert(curSelectHeroList,heroData.did)
-- isSelect=true
-- choosed:SetActive(true)
if openType==1 then
UIManager.OpenPanel(UIName.FaLingSingleShowPopup,this,heroData,3,false,false,curHeroData)
elseif openType==2 then
NetManager.BaublesBlessRequest(curHeroData.baublesId,heroData.did,function ()
openThisPanel:OnShow()
this:ClosePanel()
end)
end
end)
Util.AddLongPressClick(cardBtn, function()
--UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, heroData.id)
end, 0.5)
end
--界面关闭时调用(用于子类重写)
function FaLingListPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function FaLingListPanel:OnDestroy()
this.spLoader:Destroy()
this.ScrollView = nil
end
return FaLingListPanel

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 2a10126ed5873c840a01393a3db5fcb8
timeCreated: 1548760998
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,180 @@
require("Base/BasePanel")
FaLingUpStarListPanel = Inherit(BasePanel)
local this = FaLingUpStarListPanel
local curSelectHeroList={}
local heroDataList={}
local curNeedRoleNum=0
local openThisPanel
local curHeroData = {}
--初始化组件(用于子类重写)
function FaLingUpStarListPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.BtnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.mask = Util.GetGameObject(self.gameObject, "mask")
this.BtnSure = Util.GetGameObject(self.gameObject, "btnSure")
this.btnAutoSelect = Util.GetGameObject(self.gameObject, "btnAutoSelect")
this.cardPre = Util.GetGameObject(self.gameObject, "item")
--this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
local v = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
--LogGreen("v.width:".. v.width.." v.height:"..v.height)
this.Scrollbar= Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,Util.GetGameObject(self.gameObject, "scroll").transform,
this.cardPre, this.Scrollbar, Vector2.New(v.width, v.height), 1, 5, Vector2.New(19.32,40))
this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(6.78, 27)
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
this.NoneImage= Util.GetGameObject(self.gameObject, "NoneImage")
this.NoneImage.gameObject:SetActive(false)
end
--绑定事件(用于子类重写)
function FaLingUpStarListPanel:BindEvent()
Util.AddClick(this.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.mask, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.BtnSure, function()
LogError("curSelectHeroList len======"..#curSelectHeroList)
openThisPanel:ChangeSelectMat(curSelectHeroList)
openThisPanel:ShowCostInfo()
self:ClosePanel()
end)
Util.AddClick(this.btnAutoSelect, function()
self:AutoSelectHero()
end)
end
--添加事件监听(用于子类重写)
function FaLingUpStarListPanel:AddListener()
end
--移除事件监听(用于子类重写)
function FaLingUpStarListPanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function FaLingUpStarListPanel:OnOpen(heroData,_openThisPanel,_curSelectHeroList,_curHeroData,_maxNum)
openThisPanel= _openThisPanel
curNeedRoleNum=_maxNum
curSelectHeroList={}
print(#_curSelectHeroList)
for i = 1, #_curSelectHeroList do
-- curSelectHeroList[_curSelectHeroList[i]]=_curSelectHeroList[i]
table.insert(curSelectHeroList,_curSelectHeroList[i])
end
curHeroData = _curHeroData
heroDataList = heroData
--this.HeroSortData(heroDataList)
local text = ""
if not heroDataList or #heroDataList < 1 then
this.NoneImage.gameObject:SetActive(true)
else
this.NoneImage.gameObject:SetActive(false)
end
this.ScrollView:SetData(heroDataList, function (index, go)
this.OnShowSingleCardData(go, heroDataList[index])
end,false,false)
end
function this.OnClickEnterHero(go,heroData,type)
this.OnShowSingleCardData(go,heroData,type)
end
function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
local choosed = Util.GetGameObject(go.transform, "choosed")
choosed:SetActive(false)
local frame = Util.GetGameObject(go.transform, "frame"):GetComponent("Image")
local lvGo = Util.GetGameObject(go.transform, "lv"):GetComponent("Text")
local icon = Util.GetGameObject(go.transform, "icon"):GetComponent("Image")
local name = Util.GetGameObject(go.transform, "name"):GetComponent("Text")
local formationMask = Util.GetGameObject(go.transform, "formationMask")
local formationImage = Util.GetGameObject(formationMask.transform, "formationImage")
local lockImage = Util.GetGameObject(formationMask.transform, "lockImage")
local noumenon = Util.GetGameObject(go, "noumenon")
local starGrid = Util.GetGameObject(go.transform, "star")
local cardBtn = Util.GetGameObject(go.transform, "icon")
local itemConfig=heroData.itemConfig
frame.sprite = this.spLoader:LoadSprite(heroData.frame)
if heroData.lv>0 then
lvGo.gameObject:SetActive(true)
lvGo.text=heroData.lv
else
lvGo.gameObject:SetActive(false)
end
icon.sprite = this.spLoader:LoadSprite(heroData.icon)
formationMask:SetActive(false)
formationImage:SetActive(false)
lockImage:SetActive(false)
noumenon:SetActive(false)
name.text = SubString2(GetLanguageStrById(itemConfig.Name),8)
SetHeroStars(this.spLoader,starGrid, itemConfig.HeroStar[1] or 6,1,nil,nil,Vector2.New(0,1))
local isSelect = CheckListIsContainValue1(curSelectHeroList,heroData.did)
choosed:SetActive(isSelect)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
Util.AddOnceClick(cardBtn, function()
if isSelect then
--table.removebyvalue(curSelectHeroList,heroData.did)
table_removebyvalue(curSelectHeroList,heroData.did)
isSelect=false
choosed:SetActive(false)
return
end
if LengthOfTable(curSelectHeroList)>=curNeedRoleNum then
PopupTipPanel.ShowTip(Language[10403])
return
end
if heroData.lv>0 then
local sureFunc=function()
table.insert(curSelectHeroList,heroData.did)
isSelect=true
choosed:SetActive(true)
end
local args={}
args[1]="法宝已经升级、升星,作为其他法宝的材料将不会返还升级、升星材料"
args[2]="确定"
args[3]="取消"
args[4]=sureFunc
UIManager.OpenPanel(UIName.GMCommonConfirmPanel,args)
else
table.insert(curSelectHeroList,heroData.did)
isSelect=true
choosed:SetActive(true)
end
end)
Util.AddLongPressClick(cardBtn, function()
--UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, heroData.id)
end, 0.5)
end
--界面关闭时调用(用于子类重写)
function FaLingUpStarListPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function FaLingUpStarListPanel:OnDestroy()
this.spLoader:Destroy()
this.ScrollView = nil
end
return FaLingUpStarListPanel

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: a40d5d5ca1a6b0a469521ef1ccf851ec
timeCreated: 1548760998
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -275,14 +275,27 @@ function RoleInfoPanel:BindEvent()
PopupTipPanel.ShowTip("神将六星解锁神印")
return
end
UIManager.OpenPanel(UIName.GodPrintPanel,curHeroData,heroDatas)
UIManager.OpenPanel(UIName.GodPrintPanel,this,curHeroData,heroDatas)
end)
--法宝
Util.AddClick(this.talismanClick,function()
if talismanIsOpen then
UIManager.OpenPanel(UIName.RoleTalismanPanelV2,curHeroData,heroDatas)
if curHeroData.baublesId==nil or curHeroData.baublesId=="" then
local list=FaLingManager.GetAllEquipDataNoBless()
local curSelectList={}
UIManager.OpenPanel(UIName.FaLingListPanel,list,this,curSelectList,curHeroData,1)
else
PopupTipPanel.ShowTip(TalismanManager.GetCurHeroIsOpenTalismanTip())
LogError("curHeroData.baublesId==="..curHeroData.baublesId)
local data=FaLingManager.GetEquipDataByDid(curHeroData.baublesId)
UIManager.OpenPanel(UIName.FaLingSingleShowPopup,this,data,2,false,false,curHeroData)
end
if talismanIsOpen then
--UIManager.OpenPanel(UIName.RoleTalismanPanelV2,curHeroData,heroDatas)
--
else
--PopupTipPanel.ShowTip(TalismanManager.GetCurHeroIsOpenTalismanTip())
end
end)
--查看法宝特性按钮
@ -805,6 +818,7 @@ function this:UpdateHeroInfoData()
--法宝按钮逻辑
this.talismanBtn.gameObject:SetActive(TalismanManager.CheckTalismanIsInConfig(curHeroData))
this.talismanBtn.gameObject:SetActive(true)
if TalismanManager.CheckTalismanIsInConfig(curHeroData) then
talismanIsOpen = TalismanManager.GetCurHeroIsOpenTalisman(curHeroData)
this.talismanInfo.gameObject:SetActive(not talismanIsOpen)