Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
0fc2ec5b08
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@ -632,7 +632,7 @@ MonoBehaviour:
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||||||
m_Calls: []
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m_Calls: []
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||||||
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 21300000, guid: b8edce2c7e5337742b17f23e6207f305, type: 3}
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m_Sprite: {fileID: 21300000, guid: c2658e130a761bc4089e86824750a4dc, type: 3}
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m_Type: 0
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m_Type: 0
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m_PreserveAspect: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillCenter: 1
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||||||
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@ -874,7 +874,7 @@ MonoBehaviour:
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||||||
m_Calls: []
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m_Calls: []
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||||||
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 21300000, guid: b8edce2c7e5337742b17f23e6207f305, type: 3}
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m_Sprite: {fileID: 21300000, guid: c2658e130a761bc4089e86824750a4dc, type: 3}
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m_Type: 0
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m_Type: 0
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m_PreserveAspect: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillCenter: 1
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||||||
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@ -8495,7 +8495,7 @@ MonoBehaviour:
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||||||
m_Calls: []
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m_Calls: []
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||||||
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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||||||
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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||||||
m_Sprite: {fileID: 21300000, guid: b8edce2c7e5337742b17f23e6207f305, type: 3}
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m_Sprite: {fileID: 21300000, guid: c2658e130a761bc4089e86824750a4dc, type: 3}
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m_Type: 0
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m_Type: 0
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m_PreserveAspect: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillCenter: 1
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||||||
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@ -19868,7 +19868,7 @@ MonoBehaviour:
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||||||
m_Calls: []
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m_Calls: []
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||||||
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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||||||
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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||||||
m_Sprite: {fileID: 21300000, guid: b8edce2c7e5337742b17f23e6207f305, type: 3}
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m_Sprite: {fileID: 21300000, guid: c2658e130a761bc4089e86824750a4dc, type: 3}
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||||||
m_Type: 0
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m_Type: 0
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m_PreserveAspect: 0
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m_PreserveAspect: 0
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||||||
m_FillCenter: 1
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m_FillCenter: 1
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@ -19962,7 +19962,7 @@ MonoBehaviour:
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||||||
m_Calls: []
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m_Calls: []
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||||||
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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||||||
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 21300000, guid: b8edce2c7e5337742b17f23e6207f305, type: 3}
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m_Sprite: {fileID: 21300000, guid: c2658e130a761bc4089e86824750a4dc, type: 3}
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m_Type: 0
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m_Type: 0
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m_PreserveAspect: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillCenter: 1
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@ -22697,7 +22697,7 @@ MonoBehaviour:
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||||||
m_Calls: []
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m_Calls: []
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||||||
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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||||||
m_Sprite: {fileID: 21300000, guid: b8edce2c7e5337742b17f23e6207f305, type: 3}
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m_Sprite: {fileID: 21300000, guid: c2658e130a761bc4089e86824750a4dc, type: 3}
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m_Type: 0
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m_Type: 0
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m_PreserveAspect: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillCenter: 1
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@ -1078,6 +1078,7 @@ GameObject:
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serializedVersion: 6
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serializedVersion: 6
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m_Component:
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m_Component:
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- component: {fileID: 224669665164019098}
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- component: {fileID: 224669665164019098}
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- component: {fileID: 5492817785588821158}
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m_Layer: 0
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m_Layer: 0
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m_Name: scroll
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m_Name: scroll
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m_TagString: Untagged
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m_TagString: Untagged
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@ -1104,6 +1105,14 @@ RectTransform:
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m_AnchoredPosition: {x: 7.5000114, y: -36.800003}
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m_AnchoredPosition: {x: 7.5000114, y: -36.800003}
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m_SizeDelta: {x: 920, y: 1189.6}
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m_SizeDelta: {x: 920, y: 1189.6}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5492817785588821158
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1571024332592318}
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m_CullTransparentMesh: 0
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--- !u!1 &1787199283794164
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--- !u!1 &1787199283794164
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -93,7 +93,7 @@ function RoleInfoPopup:BindEvent()
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Util.AddClick(this.ShenhunBtn,function()
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Util.AddClick(this.ShenhunBtn,function()
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local s = function()
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local s = function()
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local pro = {}
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local pro = {}
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local lv = GodSoulManager.GetGodSoulLv(curHeroData.dynamicId)
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local lv = curHeroData.godSoulLv
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local skillList = GodSoulManager.GetGodSoulDataByLv(curHeroData.heroConfig.Id,0)
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local skillList = GodSoulManager.GetGodSoulDataByLv(curHeroData.heroConfig.Id,0)
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for i = 1,LengthOfTable(skillList) do
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for i = 1,LengthOfTable(skillList) do
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@ -284,7 +284,6 @@ function this.RoleInfo1()
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this.pinjieRoot.gameObject:SetActive(false)
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this.pinjieRoot.gameObject:SetActive(false)
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this.shenhunRoot.gameObject:SetActive(true)
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this.shenhunRoot.gameObject:SetActive(true)
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for i = 1,#this.shenhunList do
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for i = 1,#this.shenhunList do
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Util.SetGray(this.shenhunList[i].go,true)
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if i > star then
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if i > star then
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this.shenhunList[i].fx_shenhun.gameObject:SetActive(false)
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this.shenhunList[i].fx_shenhun.gameObject:SetActive(false)
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this.shenhunList[i].goItem.gameObject:SetActive(true)
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this.shenhunList[i].goItem.gameObject:SetActive(true)
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@ -294,13 +294,19 @@ function this:SortHeroDatas(_heroDatas)
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if a.lv == b.lv then
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if a.lv == b.lv then
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--判断战力是否相同
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--判断战力是否相同
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if a.warPower == b.warPower then
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if a.warPower == b.warPower then
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---判断星级是否相同
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local aGodLv = GodSoulManager.GetGodSoulLv(a.dynamicId)
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if a.star == b.star then
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local bGodLv = GodSoulManager.GetGodSoulLv(b.dynamicId)
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--返回图鉴排序
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if aGodLv == bGodLv then
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return a.heroConfig.Sort < b.heroConfig.Sort
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---判断星级是否相同
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if a.star == b.star then
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--返回图鉴排序
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return a.heroConfig.Sort < b.heroConfig.Sort
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else
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return a.star > b.star
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end
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else
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else
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return a.star > b.star
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return aGodLv >bGodLv
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end
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end
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else
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else
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return a.warPower > b.warPower
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return a.warPower > b.warPower
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end
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end
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@ -309,23 +315,29 @@ function this:SortHeroDatas(_heroDatas)
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end
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end
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--根据品阶排列
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--根据品阶排列
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elseif sortType==SortTypeConst.Natural then
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elseif sortType==SortTypeConst.Natural then
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--是否星级相同
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local aGodLv = GodSoulManager.GetGodSoulLv(a.dynamicId)
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if a.star == b.star then
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local bGodLv = GodSoulManager.GetGodSoulLv(b.dynamicId)
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--判断战力是否相同
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if aGodLv == bGodLv then
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if a.warPower == b.warPower then
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--是否星级相同
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--判断等级是否相同
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if a.star == b.star then
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if a.lv == b.lv then
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--判断战力是否相同
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--返回图鉴排序
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if a.warPower == b.warPower then
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return a.heroConfig.Sort < b.heroConfig.Sort
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--判断等级是否相同
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if a.lv == b.lv then
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--返回图鉴排序
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return a.heroConfig.Sort < b.heroConfig.Sort
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else
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return a.lv > b.lv
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end
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else
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else
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return a.lv > b.lv
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return a.warPower > b.warPower
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end
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end
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else
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else
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return a.warPower > b.warPower
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return a.star > b.star
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end
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end
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else
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else
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return a.star > b.star
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return aGodLv >bGodLv
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end
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end
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end
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end
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else
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else
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--一个在一个不在先返回在的+不在的
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--一个在一个不在先返回在的+不在的
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@ -253,13 +253,13 @@ function this.SingleRideClickShowInfo(data,go)
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this.skillList[i].icon.sprite = this.spLoader:LoadSprite(GetResourcePath(data.Icon[i]))
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this.skillList[i].icon.sprite = this.spLoader:LoadSprite(GetResourcePath(data.Icon[i]))
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Util.AddOnceClick(this.skillList[i].btn,function()
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Util.AddOnceClick(this.skillList[i].btn,function()
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this.skillDes.gameObject:SetActive(true)
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this.skillDes.gameObject:SetActive(true)
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local data = {}
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local data1 = {}
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data.icon = GetResourcePath(data.Icon[i])
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data1.icon = GetResourcePath(data.Icon[i])
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local strs = string.split(data.SkillEffect,"|")
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local strs = string.split(data.SkillEffect,"|")
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local strDes = string.split(strs[i],"#")
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local strDes = string.split(strs[i],"#")
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data.title = strDes[1]
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data1.title = strDes[1]
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data.des = strDes[2]
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data1.des = strDes[2]
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this.SetSkillDes(data)
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this.SetSkillDes(data1)
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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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end
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@ -167,13 +167,21 @@ function WorldArenaMyTeamPanel:SetSingleFormation(go,data,index)
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local heroData=HeroManager.GetSingleHeroData(heroTid)
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local heroData=HeroManager.GetSingleHeroData(heroTid)
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self.Heros[index][hero.position].hero:SetActive(true)
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self.Heros[index][hero.position].hero:SetActive(true)
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local star,starType = heroData.GetStar(1)
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local star,starType = heroData.GetStar(1)
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SetHeroStars(self.spLoader, self.Heros[index][hero.position].starGrid, star,starType)
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local starScale = -15
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local starSize = Vector2.New(32,32)
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if starType == 3 then
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starScale = -16
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starSize = Vector2.New(0.8,-15)
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elseif starType == 2 then
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starSize = Vector2.New(48,48)
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end
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SetHeroStars(self.spLoader, self.Heros[index][hero.position].starGrid, star,starType,starSize,starScale)
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Util.SetParticleSortLayer(self.Heros[index][hero.position].starGrid,self.sortingOrder + 1)
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Util.SetParticleSortLayer(self.Heros[index][hero.position].starGrid,self.sortingOrder + 1)
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local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroData.id)
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local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroData.id)
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allPower=allPower+heroData.warPower
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allPower=allPower+heroData.warPower
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self.Heros[index][hero.position].proIconsprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
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self.Heros[index][hero.position].proIconsprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
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self.Heros[index][hero.position].levelText.text = heroData.lv
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self.Heros[index][hero.position].levelText.text = heroData.lv
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self.Heros[index][hero.position].framesprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
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self.Heros[index][hero.position].frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
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SetHeroIcon(self.spLoader, hero,self.Heros[index][hero.position].icon,heroConfig)
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SetHeroIcon(self.spLoader, hero,self.Heros[index][hero.position].icon,heroConfig)
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local heroData = {}
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local heroData = {}
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Util.AddOnceClick(self.Heros[index][hero.position].icon.gameObject, function()
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Util.AddOnceClick(self.Heros[index][hero.position].icon.gameObject, function()
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@ -168,6 +168,7 @@ function this.RankNodeAdapter(node, data,index)
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newHero.level=pro[1]
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newHero.level=pro[1]
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newHero.heroid=hero.realId
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newHero.heroid=hero.realId
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newHero.star=hero.star
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newHero.star=hero.star
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newHero.godSoulLv = hero.godSoulLv
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newHero.position=hero.position
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newHero.position=hero.position
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newHero.skinId=hero.skinId
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newHero.skinId=hero.skinId
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table.insert(heroTeam.team,newHero)
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table.insert(heroTeam.team,newHero)
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@ -182,6 +183,7 @@ function this.RankNodeAdapter(node, data,index)
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newHero.level=pro[1]
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newHero.level=pro[1]
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newHero.heroid=hero.realId
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newHero.heroid=hero.realId
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newHero.star=hero.star
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newHero.star=hero.star
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newHero.godSoulLv = hero.godSoulLv
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newHero.position=hero.position
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newHero.position=hero.position
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newHero.skinId=hero.skinId
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newHero.skinId=hero.skinId
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table.insert(enTeam.team,newHero)
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table.insert(enTeam.team,newHero)
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||||||
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Loading…
Reference in New Issue