【四象心法】bug修改
parent
38947760c1
commit
0d32db8623
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@ -2038,4 +2038,17 @@ function OpenWeb(url)
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UnityEngine.Application.OpenURL(url)
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UnityEngine.Application.OpenURL(url)
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end
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end
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end
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end
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end
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function GetProfessionNameById(_professionId)
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if _professionId==1 then
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return "肉盾"
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elseif _professionId==2 then
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return "输出"
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elseif _professionId==3 then
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return "控制"
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elseif _professionId==4 then
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return "辅助"
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end
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return ""
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end
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end
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@ -5606,7 +5606,7 @@ function NetManager.SendSixiangUpStarRequest(_professionId,func)
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if curGongmingLv>gongmingLv then
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if curGongmingLv>gongmingLv then
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PopupTipPanel.ShowTip(string.format("进阶成功,并激活了%s级共鸣效果!",curGongmingLv))
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PopupTipPanel.ShowTip(string.format("进阶成功,并激活了%s级共鸣效果!",curGongmingLv))
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else
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else
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PopupTipPanel.ShowTip("进阶成功")
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PopupTipPanel.ShowTip(string.format("四象心法-%s进阶成功",GetProfessionNameById(_professionId)))
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end
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end
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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if func then
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if func then
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@ -10,14 +10,6 @@ local ProfessionType = {
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[4] = 4,--辅助
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[4] = 4,--辅助
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}
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}
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--职业id对应职业名称
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local ProfessionName={
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[1] = "肉盾",
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[2] = "输出",
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[3] = "控制",
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[4] = "辅助",
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}
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local propertyType = {
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local propertyType = {
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[1] = 2,--攻击
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[1] = 2,--攻击
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[2] = 1,--生命
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[2] = 1,--生命
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@ -44,7 +36,7 @@ function this:InitComponent()
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for i = 1, this.professionGrid.transform.childCount do
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for i = 1, this.professionGrid.transform.childCount do
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local obj= this.professionGrid.transform:GetChild(i-1)
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local obj= this.professionGrid.transform:GetChild(i-1)
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local professionId=ProfessionType[i]
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local professionId=ProfessionType[i]
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Util.GetGameObject(obj,"professionName"):GetComponent("Text").text=ProfessionName[professionId]
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Util.GetGameObject(obj,"professionName"):GetComponent("Text").text=GetProfessionNameById(professionId)
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Util.GetGameObject(obj,"professionIcon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetHeroProfessionById(professionId))
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Util.GetGameObject(obj,"professionIcon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetHeroProfessionById(professionId))
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local btn=Util.GetGameObject(obj,"btn")
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local btn=Util.GetGameObject(obj,"btn")
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Util.AddClick(btn, function()
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Util.AddClick(btn, function()
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@ -105,8 +97,8 @@ function this:OnOpen(data)
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end
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end
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function this.SetPropAdd(_propAddObj,_gongmingLv,isNext)
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function this.SetPropAdd(_propAddObj,_gongmingLv,isNext)
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local curFourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",_gongmingLv)
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if _gongmingLv<=5 then
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if curFourQuadConfig then
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local curFourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",_gongmingLv)
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_propAddObj.transform.parent.gameObject:SetActive(true)
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_propAddObj.transform.parent.gameObject:SetActive(true)
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for i = 1, #propertyType do
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for i = 1, #propertyType do
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local propertyObj=_propAddObj.transform:GetChild(i-1)
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local propertyObj=_propAddObj.transform:GetChild(i-1)
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@ -15,13 +15,6 @@ local propertyType = {
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[3] = 3,--护甲
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[3] = 3,--护甲
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[4] = 4,--魔抗
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[4] = 4,--魔抗
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}
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}
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--职业id对应职业名称
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local ProfessionName={
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[1] = "肉盾",
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[2] = "输出",
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[3] = "控制",
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[4] = "辅助",
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}
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--属性id对应属性名称
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--属性id对应属性名称
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local PropertyName={
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local PropertyName={
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@ -43,6 +36,8 @@ local _isReqLvUp=false
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local oldPower = 0
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local oldPower = 0
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local newPower = 0
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local newPower = 0
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this.timePressStarted = 0--监听长按时间
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this.timePressStarted = 0--监听长按时间
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local oldPropMap={}
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local barWidth=700
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--初始化组件(用于子类重写)FourQuadrantPopup
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--初始化组件(用于子类重写)FourQuadrantPopup
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function this:InitComponent()
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function this:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.spLoader = SpriteLoader.New()
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@ -77,6 +72,18 @@ function this:InitComponent()
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[2]=this.shuchuBtn,
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[2]=this.shuchuBtn,
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[3]=this.kongzhiBtn,
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[3]=this.kongzhiBtn,
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[4]=this.fuzhuBtn,}
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[4]=this.fuzhuBtn,}
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this.propPreMap={}
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for i = 1, #propertyType do
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local obj=this.propertyGrid.transform:GetChild(i-1)
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local propObjMap={}
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propObjMap.bar=Util.GetGameObject(obj.gameObject,"progressBg/progressBar"):GetComponent("RectTransform")
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propObjMap.addValue=Util.GetGameObject(obj.gameObject,"progressBg/addValue"):GetComponent("Text")
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propObjMap.propertyValueText=Util.GetGameObject(obj.gameObject,"propertyValue"):GetComponent("Text")
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propObjMap.propertyNameText=Util.GetGameObject(obj.gameObject,"propertyName"):GetComponent("Text")
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propObjMap.propertyIcon=Util.GetGameObject(obj.gameObject,"propertyIcon"):GetComponent("Image")
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propObjMap.fade=nil
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this.propPreMap[propertyType[i]]=propObjMap
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end
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this.itemView= SubUIManager.Open(SubUIConfig.ItemView, this.limitCost.transform)
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this.itemView= SubUIManager.Open(SubUIConfig.ItemView, this.limitCost.transform)
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end
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end
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@ -133,7 +140,7 @@ function this:BindEvent()
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end)
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end)
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Util.AddClick(this.upStarBtn, function()
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Util.AddClick(this.upStarBtn, function()
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if this.CheckXiuxingLv() then
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-- if this.CheckXiuxingLv() then
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local costArr=fourQuadConfig.RankupCost
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local costArr=fourQuadConfig.RankupCost
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for i = 1, #costArr do
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for i = 1, #costArr do
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if BagManager.GetTotalItemNum(costArr[i][1])<costArr[i][2]then
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if BagManager.GetTotalItemNum(costArr[i][1])<costArr[i][2]then
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@ -142,9 +149,9 @@ function this:BindEvent()
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end
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end
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end
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end
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NetManager.SendSixiangUpStarRequest(this.professionId,this.UpStarUpdate)
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NetManager.SendSixiangUpStarRequest(this.professionId,this.UpStarUpdate)
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else
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-- else
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PopupTipPanel.ShowTip("修行等级不满足进阶条件")
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-- PopupTipPanel.ShowTip("修行等级不满足进阶条件")
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end
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-- end
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end)
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end)
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Util.AddClick(this.helpBtn, function()
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Util.AddClick(this.helpBtn, function()
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@ -181,6 +188,7 @@ function this:BindEvent()
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LogRed("长按抬起状态")
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LogRed("长按抬起状态")
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_isClicked = false
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_isClicked = false
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_isLongPress = false
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_isLongPress = false
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-- this.ShowAddPropNum(this.professionId)
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end
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end
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this.upLvTrigger.onPointerDown = this.upLvTrigger.onPointerDown + this._onPointerDown
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this.upLvTrigger.onPointerDown = this.upLvTrigger.onPointerDown + this._onPointerDown
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@ -235,8 +243,9 @@ function this.SetSelectBtn(_professionId)
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end
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end
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function this.UpdateData(_professionId)
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function this.UpdateData(_professionId)
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oldPropMap={}
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this.professionId=_professionId;
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this.professionId=_professionId;
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this.curProfessionName=ProfessionName[_professionId]
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this.curProfessionName=GetProfessionNameById(_professionId)
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this.titleText.text="四象心法-"..this.curProfessionName
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this.titleText.text="四象心法-"..this.curProfessionName
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local professionInfo=PracticeManager.FourQuadrantData[_professionId]
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local professionInfo=PracticeManager.FourQuadrantData[_professionId]
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this.professionLv=professionInfo and professionInfo.level or 0
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this.professionLv=professionInfo and professionInfo.level or 0
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@ -259,26 +268,32 @@ function this.UpdateData(_professionId)
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lastPropertyLimit={}
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lastPropertyLimit={}
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end
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end
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this.upStarCostitem= ConfigManager.GetConfigData(ConfigName.ItemConfig,fourQuadConfig.RankupCost[1][1])
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if fourQuadConfig.RankupCost then
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if this.CheckIsUpStar() then
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this.upStarCostitem= ConfigManager.GetConfigData(ConfigName.ItemConfig,fourQuadConfig.RankupCost[1][1])
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this.limitCost.gameObject:SetActive(false)
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this.limitHint.gameObject:SetActive(true)
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this.limitHint.text=string.format("<color=#24F604>进阶后,四种属性全部提升%s%%</color>",10)
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if this.CheckIsUpStar() then
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this.limitCost.gameObject:SetActive(false)
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this.limitHint.text=string.format("<color=#24F604>进阶后,四种属性全部提升%s%%</color>",10)
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else
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local itemName=this.upStarCostitem.Name
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local itemIcon=GetResourcePath(this.upStarCostitem.ResourceID)
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this.limitHint.text=string.format("四种属性强化至上限后使用 <color=#24F604>%s</color>进阶",itemName)
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this.limitCost.gameObject:SetActive(true)
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this.limitCost.sprite=this.spLoader:LoadSprite(itemIcon)
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this.itemView:OnOpen(false, {this.upStarCostitem.Id,1}, 0, false,false,false)
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end
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else
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else
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local itemName=this.upStarCostitem.Name
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this.limitHint.gameObject:SetActive(false)
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local itemIcon=GetResourcePath(this.upStarCostitem.ResourceID)
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this.limitHint.text=string.format("四种属性强化至上限后使用 <color=#24F604>%s</color>进阶",itemName)
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this.limitCost.gameObject:SetActive(true)
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this.limitCost.sprite=this.spLoader:LoadSprite(itemIcon)
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this.itemView:OnOpen(false, {this.upStarCostitem.Id,1}, 0, false,false,false)
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end
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end
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upStarProperty=PracticeManager.fourQuadrantUpStarPropMap[_professionId]
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upStarProperty=PracticeManager.fourQuadrantUpStarPropMap[_professionId]
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this.SaveOldProp(propertyList)
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this.UpdateBtnStateAndCostShow()
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this.UpdateBtnStateAndCostShow()
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this.UpdateProperty(propertyList)
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this.UpdateProperty(propertyList)
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this.UpdateStarLv()
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this.UpdateStarLv()
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this.professionIcon.sprite = this.spLoader:LoadSprite(GetHeroProfessionById(_professionId))
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this.professionIcon.sprite = this.spLoader:LoadSprite(GetHeroProfessionById(_professionId))
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end
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end
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---更新职业等级显示
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function this.UpdateStarLv()
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function this.UpdateStarLv()
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local lvCount=this.starLv.transform.childCount
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local lvCount=this.starLv.transform.childCount
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for i = 0, lvCount-1 do
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for i = 0, lvCount-1 do
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@ -331,9 +346,9 @@ function this.UpdateBtnStateAndCostShow()
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local num = costObj:GetComponent("Text")
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local num = costObj:GetComponent("Text")
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icon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(costStr[1]))
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icon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(costStr[1]))
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local cueHasNum=BagManager.GetTotalItemNum(costArr[i][1])
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local cueHasNum=BagManager.GetTotalItemNum(costArr[i][1])
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num.text = string.format("%s/%s",cueHasNum,costStr[2])
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num.text = string.format("%s/%s",PrintWanNum2(cueHasNum),costStr[2])
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if cueHasNum<costStr[2] then
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if cueHasNum<costStr[2] then
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num.text = string.format("<color=red>%s/%s</color>",cueHasNum,costStr[2])
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num.text = string.format("<color=red>%s/%s</color>",PrintWanNum2(cueHasNum),costStr[2])
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end
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end
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else
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else
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costObj:SetActive(false);
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costObj:SetActive(false);
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@ -350,28 +365,25 @@ function this.UpdateProperty(_propertyInfoList)
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end
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end
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end
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end
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for i = 1, #propertyType do
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for i = 1, #propertyType do
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local obj=this.propertyGrid.transform:GetChild(i-1)
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local bar=Util.GetGameObject(obj.gameObject,"progressBg/progressBar"):GetComponent("Image")
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local propertyValueText=Util.GetGameObject(obj.gameObject,"propertyValue"):GetComponent("Text")
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local propertyNameText=Util.GetGameObject(obj.gameObject,"propertyName"):GetComponent("Text")
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local propertyIcon=Util.GetGameObject(obj.gameObject,"propertyIcon"):GetComponent("Image")
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local propertyId=propertyType[i]
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local propertyId=propertyType[i]
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propertyIcon.sprite=this.spLoader:LoadSprite(PropertyTypeIconDef[propertyId])
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this.propPreMap[propertyId].propertyIcon.sprite=this.spLoader:LoadSprite(PropertyTypeIconDef[propertyId])
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propertyNameText.text=string.format("%s神将%s",this.curProfessionName,PropertyName[propertyId])
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this.propPreMap[propertyId].propertyNameText.text=string.format("%s神将%s",this.curProfessionName,PropertyName[propertyId])
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local propertyNum=_propertyInfoMap[propertyId] and _propertyInfoMap[propertyId] or 0;
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local propertyNum=_propertyInfoMap[propertyId] and _propertyInfoMap[propertyId] or 0;
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local curPropLimit=propertyLimit[propertyId]
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local curPropLimit=propertyLimit[propertyId]
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local propBar=this.propPreMap[propertyId].bar
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if this.professionLv>0 then
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if this.professionLv>0 then
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local progressNum=_propertyInfoMap[propertyId]-lastPropertyLimit[propertyId]
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local progressNum=_propertyInfoMap[propertyId]-lastPropertyLimit[propertyId]
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local progressLimit=curPropLimit-lastPropertyLimit[propertyId]
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local progressLimit=curPropLimit-lastPropertyLimit[propertyId]
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bar.fillAmount = progressNum/progressLimit
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propBar.sizeDelta= Vector2.New(progressNum/progressLimit*barWidth,propBar.sizeDelta.y)
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else
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else
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bar.fillAmount = propertyNum/curPropLimit
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propBar.sizeDelta = Vector2.New(propertyNum/curPropLimit*barWidth.sizeDelta.y)
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end
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end
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propertyValueText.text=string.format("%s/%s",propertyNum,curPropLimit)
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this.propPreMap[propertyId].propertyValueText.text=string.format("%s/%s",propertyNum,curPropLimit)
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end
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end
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this.UpdateBtnStateAndCostShow()
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this.UpdateBtnStateAndCostShow()
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_isReqLvUp = false
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_isReqLvUp = false
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this.CheckWinRedPoint()
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this.CheckWinRedPoint()
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this.ShowAddPropNum(this.professionId)
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end
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end
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---显示战斗力提升
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---显示战斗力提升
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@ -380,6 +392,36 @@ function this.ShowPower()
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
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oldPower = newPower
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oldPower = newPower
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end
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end
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--保存打开界面时初始属性
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function this.SaveOldProp(_propertyInfoList)
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if _propertyInfoList then
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for i = 1, #_propertyInfoList do
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oldPropMap[_propertyInfoList[i].propertyId]=_propertyInfoList[i].propertyNum
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end
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end
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end
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--显示属性值增加
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function this.ShowAddPropNum(_professionId)
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local propertyList=PracticeManager.FourQuadrantData[_professionId].propertyList
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if propertyList then
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for i = 1, #propertyList do
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local propertyInfo=propertyList[i]
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local addNum=propertyInfo.propertyNum-oldPropMap[propertyInfo.propertyId]
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if addNum>0 then
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this.propPreMap[propertyInfo.propertyId].addValue.text=string.format("+%s",addNum);
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this.propPreMap[propertyInfo.propertyId].addValue.gameObject:SetActive(true)
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if this.propPreMap[propertyInfo.propertyId].fade then
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this.propPreMap[propertyInfo.propertyId].fade:Kill()
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end
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this.propPreMap[propertyInfo.propertyId].addValue:DOFade(1, 0)
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this.propPreMap[propertyInfo.propertyId].fade= this.propPreMap[propertyInfo.propertyId].addValue:DOFade(0, 3):OnComplete(function()
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this.propPreMap[propertyInfo.propertyId].fade=nil
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end)
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end
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oldPropMap[propertyInfo.propertyId]=propertyInfo.propertyNum
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end
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end
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end
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--进阶刷新界面
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--进阶刷新界面
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function this.UpStarUpdate()
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function this.UpStarUpdate()
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@ -537,6 +537,9 @@ function this.CheckIsUpStarByProfessionId(_professionId)
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if not professionInfo then
|
if not professionInfo then
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
|
if professionInfo.level>=5 then
|
||||||
|
return false
|
||||||
|
end
|
||||||
local fourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",professionInfo.level)
|
local fourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",professionInfo.level)
|
||||||
for i = 1, #fourQuadConfig.PropLimit do
|
for i = 1, #fourQuadConfig.PropLimit do
|
||||||
local propLimitArr=fourQuadConfig.PropLimit[i]
|
local propLimitArr=fourQuadConfig.PropLimit[i]
|
||||||
|
@ -603,16 +606,4 @@ function this.CheckIsUpStarCondition(_professionId)
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
|
|
||||||
function this.GetGongMingPropList()
|
|
||||||
local propMap={}
|
|
||||||
propMap[1]=1000
|
|
||||||
propMap[2]=1000
|
|
||||||
propMap[3]=1000
|
|
||||||
propMap[4]=1000
|
|
||||||
return propMap
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
return PracticeManager
|
return PracticeManager
|
Loading…
Reference in New Issue