宝器分解计算掉落
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|
||||
LanguageIndex: 10407
|
||||
--- !u!1 &9087434278862917193
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
@ -34,7 +34,7 @@ local contentScripts = {
|
|||
--试炼副本进入下一层
|
||||
[14]={view=require("Modules/Popup/View/GeneralPopup_TrialToNextFloor"),panelName="GeneralPopup_TrialToNextFloor",type=GENERAL_POPUP_TYPE.TrialToNextFloor},
|
||||
--宝物分解
|
||||
[15] = {view = require("Modules/Popup/View/GeneralPopup_ResolveEquipTreasure"), panelName = "GeneralPopup_ResolveEquipTreasure",type=GENERAL_POPUP_TYPE.ResolveDismantle},
|
||||
[15] = {view = require("Modules/Popup/View/GeneralPopup_ResolveEquipTreasure"), panelName = "GeneralPopup_ResolveEquipTreasure",type=GENERAL_POPUP_TYPE.ResolveEquipTreasure},
|
||||
}
|
||||
--子模块预设
|
||||
local contentPrefabs={}
|
||||
|
|
|
@ -0,0 +1,78 @@
|
|||
----- 宝器分解弹窗 -----
|
||||
local this = {}
|
||||
--传入父脚本模块
|
||||
local parent
|
||||
--传入特效层级
|
||||
local sortingOrder=0
|
||||
local _args={}
|
||||
--传入选择宝器计算返回奖励数据列表
|
||||
local dropList = {}
|
||||
--item容器
|
||||
local itemList = {}
|
||||
--传入选择英雄
|
||||
local selectEquipTreasureData
|
||||
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
|
||||
function this:InitComponent(gameObject)
|
||||
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
|
||||
this.bodyText=Util.GetGameObject(gameObject,"BodyText"):GetComponent("Text")
|
||||
this.cancelBtn=Util.GetGameObject(gameObject,"CancelBtn")
|
||||
this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
|
||||
|
||||
--滚动条根节点
|
||||
this.root = Util.GetGameObject(gameObject, "Root")
|
||||
end
|
||||
|
||||
function this:BindEvent()
|
||||
Util.AddClick(this.cancelBtn,function()
|
||||
parent:ClosePanel()
|
||||
end)
|
||||
Util.AddClick(this.confirmBtn,function()
|
||||
-- local data={}
|
||||
-- for k,v in pairs(selectEquipTreasureData) do
|
||||
-- table.insert(data,v.idDyn)
|
||||
-- end
|
||||
-- NetManager.UseAndPriceItemRequest(4, data, function(msg)
|
||||
-- for i = 1, #data do
|
||||
-- EquipTreasureManager.RemoveTreasureByIdDyn(data[i])
|
||||
-- end
|
||||
-- parent:ClosePanel()
|
||||
-- UIManager.OpenPanel(UIName.RewardItemPopup,msg,1,function ()
|
||||
-- ResolvePanel.SwitchView(3)
|
||||
-- end)
|
||||
-- end)
|
||||
end)
|
||||
end
|
||||
|
||||
function this:AddListener()
|
||||
end
|
||||
|
||||
function this:RemoveListener()
|
||||
end
|
||||
|
||||
function this:OnShow(_parent,...)
|
||||
parent=_parent
|
||||
sortingOrder =_parent.sortingOrder
|
||||
local args = {...}
|
||||
dropList = args[1]
|
||||
selectEquipTreasureData=args[2]
|
||||
|
||||
this.titleText.text=Language[11643]
|
||||
--返还比
|
||||
local num = 100--tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,35).Value)/100
|
||||
this.bodyText.text=string.format( Language[11644],num,"%")
|
||||
|
||||
local data={}
|
||||
for i, v in pairs(dropList) do
|
||||
data[i]={v.id,v.num}
|
||||
end
|
||||
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,4,1,sortingOrder,false,data)
|
||||
end
|
||||
|
||||
function this:OnClose()
|
||||
end
|
||||
|
||||
function this:OnDestroy()
|
||||
end
|
||||
|
||||
return this
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4a01edce0fa3afb4195c36b6c206b6ed
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -37,8 +37,8 @@ function this:BindEvent()
|
|||
if tonumber(LengthOfTable(selectEquipTreasureData))==0 then
|
||||
PopupTipPanel.ShowTip(Language[12215])
|
||||
else
|
||||
-- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveEquipTreasure,
|
||||
-- HeroManager.GetHeroReturnItems(selectEquipTreasureData,GENERAL_POPUP_TYPE.ResolveDismantle),selectEquipTreasureData)
|
||||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveEquipTreasure,
|
||||
EquipTreasureManager.GetEquipTreasureResolveItems(selectEquipTreasureData),selectEquipTreasureData)
|
||||
end
|
||||
end)
|
||||
Util.AddClick(this.selectBtn, function()
|
||||
|
|
|
@ -65,13 +65,13 @@ end
|
|||
|
||||
function this.OpenTreasure(star)
|
||||
local config = ConfigManager.GetConfigData(40)
|
||||
local configs= string.split(config.Value,'|')
|
||||
local configs = string.split(config.Value, "|")
|
||||
for i = 1, #configs do
|
||||
if string.split(configs[i],'#')[1]==1 then --玩家等级
|
||||
return PlayerManager.level >= string.split(configs[i],'#')[2]
|
||||
if string.split(configs[i], "#")[1] == 1 then --玩家等级
|
||||
return PlayerManager.level >= string.split(configs[i], "#")[2]
|
||||
end
|
||||
if string.split(configs[i],'#')[2] and string.split(configs[i],'#')[2] ==2 then --英雄星级
|
||||
return star >= string.split(configs[i],'#')[2]
|
||||
if string.split(configs[i], "#")[2] and string.split(configs[i], "#")[2] == 2 then --英雄星级
|
||||
return star >= string.split(configs[i], "#")[2]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -118,6 +118,7 @@ function this.GetCurrLvAndNextLvPropertyValue(_type,_id,_lv)
|
|||
end
|
||||
--没有下一等级数据为已升到最高级
|
||||
if nexLvConfig then
|
||||
--最高级显示
|
||||
for i = 1, table.getn(nexLvConfig.Property) do
|
||||
local info = nexLvConfig.Property[i]
|
||||
if info then
|
||||
|
@ -130,12 +131,10 @@ function this.GetCurrLvAndNextLvPropertyValue(_type,_id,_lv)
|
|||
end
|
||||
end
|
||||
end
|
||||
--最高级显示
|
||||
else
|
||||
for i, v in pairs(proList) do
|
||||
proList[i].nextValue = proList[i].currValue
|
||||
end
|
||||
|
||||
end
|
||||
return proList
|
||||
end
|
||||
|
@ -174,9 +173,12 @@ function this.GetAllTabletTreasuresByRace(_index)
|
|||
end
|
||||
end
|
||||
if LengthOfTable(list) > 0 then
|
||||
table.sort(list,function(a,b)
|
||||
table.sort(
|
||||
list,
|
||||
function(a, b)
|
||||
return a.race < b.race
|
||||
end)
|
||||
end
|
||||
)
|
||||
return list
|
||||
end
|
||||
end
|
||||
|
@ -192,7 +194,10 @@ function this.GetAllTabletTreasuresByRaceAndType(_index, _Location)
|
|||
local jewel = configInfo
|
||||
if jewel then
|
||||
-- 获取同类型的所有表中的数据 (最低品质为2 不显示最低品质)
|
||||
if jewel.Race == _index and jewel.Level>2 and ((_Location and jewel.Location== _Location) or not _Location) then
|
||||
if
|
||||
jewel.Race == _index and jewel.Level > 2 and
|
||||
((_Location and jewel.Location == _Location) or not _Location)
|
||||
then
|
||||
index = index + 1
|
||||
local treasure = {}
|
||||
local Id = jewel.Id
|
||||
|
@ -213,22 +218,27 @@ function this.GetAllTabletTreasuresByRaceAndType(_index, _Location)
|
|||
end
|
||||
end
|
||||
if LengthOfTable(list) > 0 then
|
||||
table.sort(list,function(a,b)
|
||||
table.sort(
|
||||
list,
|
||||
function(a, b)
|
||||
return a.race < b.race
|
||||
end)
|
||||
end
|
||||
)
|
||||
return list
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
--获取所有可以合成宝物的数据
|
||||
function this.GetBagCompoundEquipDatasByequipSData(equipSData)
|
||||
local equips = {}
|
||||
for i, v in pairs(allTreasures) do
|
||||
--获取没有穿戴,没有精炼/强化,低一个品质(表里低一个品质的id-1)
|
||||
if v.equipType == equipSData.equipType and v.upHeroDid ==""
|
||||
and v.quantity == equipSData.quantity - 1 and v.lv ==0 and v.refineLv ==0 and v.id==equipSData.Id-1 then
|
||||
if
|
||||
v.equipType == equipSData.equipType and v.upHeroDid == "" and v.quantity == equipSData.quantity - 1 and
|
||||
v.lv == 0 and
|
||||
v.refineLv == 0 and
|
||||
v.id == equipSData.Id - 1
|
||||
then
|
||||
table.insert(equips, v)
|
||||
end
|
||||
end
|
||||
|
@ -239,8 +249,7 @@ function this.GetCanCompoundTreasureNumByTreasureId(_id,_type)
|
|||
local equips = {}
|
||||
for i, v in pairs(allTreasures) do
|
||||
--获取没有穿戴,没有精炼/强化,低一个品质(表里低一个品质的id-1)
|
||||
if v.equipType == _type and v.upHeroDid ==""
|
||||
and v.lv ==0 and v.refineLv ==0 and v.id==_id then
|
||||
if v.equipType == _type and v.upHeroDid == "" and v.lv == 0 and v.refineLv == 0 and v.id == _id then
|
||||
table.insert(equips, v)
|
||||
end
|
||||
end
|
||||
|
@ -273,10 +282,8 @@ function this.GetCurLvPropertyValue(_type,_id,_lv)
|
|||
end
|
||||
|
||||
return proList
|
||||
|
||||
end
|
||||
|
||||
|
||||
--获取满足升级条件的宝物
|
||||
function this.GetEnoughRefineTreasure(_id, _idDyn)
|
||||
if allTreasures == nil then
|
||||
|
@ -300,7 +307,6 @@ function this.GetEnoughRefineTreasure(_id,_idDyn)
|
|||
return list, num
|
||||
end
|
||||
|
||||
|
||||
function this.RemoveTreasureByIdDyn(_idDyn)
|
||||
if allTreasures == nil then
|
||||
return
|
||||
|
@ -326,7 +332,10 @@ end
|
|||
function this.GetAllTreasuresByLocation(Location, PropertyName)
|
||||
local curAllEquipTreasure = {}
|
||||
for key, value in pairs(allTreasures) do
|
||||
if value.upHeroDid == "" and jewelConfig[value.id].Location == Location and jewelConfig[value.id].Race == PropertyName then
|
||||
if
|
||||
value.upHeroDid == "" and jewelConfig[value.id].Location == Location and
|
||||
jewelConfig[value.id].Race == PropertyName
|
||||
then
|
||||
table.insert(curAllEquipTreasure, value)
|
||||
end
|
||||
end
|
||||
|
@ -349,7 +358,9 @@ function this.GetAllTreasures(PropertyName)
|
|||
end
|
||||
end
|
||||
if LengthOfTable(curAllEquipTreasure) > 0 then
|
||||
table.sort(curAllEquipTreasure,function(a,b)
|
||||
table.sort(
|
||||
curAllEquipTreasure,
|
||||
function(a, b)
|
||||
if a.quantity == b.quantity then
|
||||
if a.lv == b.lv then
|
||||
return a.refineLv > b.refineLv
|
||||
|
@ -359,8 +370,8 @@ function this.GetAllTreasures(PropertyName)
|
|||
else
|
||||
return a.quantity > b.quantity
|
||||
end
|
||||
|
||||
end)
|
||||
end
|
||||
)
|
||||
return curAllEquipTreasure
|
||||
end
|
||||
|
||||
|
@ -382,13 +393,15 @@ function this.ChangeTreasureLv(_idDyn,_type)
|
|||
local lv = allTreasures[_idDyn].lv + 1
|
||||
allTreasures[_idDyn].lv = lv
|
||||
allTreasures[_idDyn].strongConfig = this.GetCurrTreasureLvConfig(1, allTreasures[_idDyn].levelPool, lv)
|
||||
else if _type==2 then
|
||||
else
|
||||
if _type == 2 then
|
||||
if allTreasures[_idDyn].refineLv == allTreasures[_idDyn].maxRefineLv then
|
||||
return
|
||||
end
|
||||
local refine = allTreasures[_idDyn].refineLv + 1
|
||||
allTreasures[_idDyn].refineLv = refine
|
||||
allTreasures[_idDyn].refineConfig=this.GetCurrTreasureLvConfig(2,allTreasures[_idDyn].refinePool,refine)
|
||||
allTreasures[_idDyn].refineConfig =
|
||||
this.GetCurrTreasureLvConfig(2, allTreasures[_idDyn].refinePool, refine)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -427,7 +440,6 @@ function this.GetSingleTreasureByIdDyn(_idDyn)
|
|||
return
|
||||
end
|
||||
return allTreasures[_idDyn]
|
||||
|
||||
end
|
||||
|
||||
--计算战斗力
|
||||
|
@ -449,20 +461,28 @@ function this.CalculateWarForceBase(sId,lv,rlv)
|
|||
--主属性
|
||||
for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
|
||||
--强化的属性
|
||||
if configInfo.PoolID == curEuipTreaSureConfig.LevelupPool and configInfo.Type == 1 and configInfo.Level == lv then
|
||||
if
|
||||
configInfo.PoolID == curEuipTreaSureConfig.LevelupPool and configInfo.Type == 1 and
|
||||
configInfo.Level == lv
|
||||
then
|
||||
for j = 1, #configInfo.Property do
|
||||
if addAllProVal[configInfo.Property[j][1]] then
|
||||
addAllProVal[configInfo.Property[j][1]] = addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2]
|
||||
addAllProVal[configInfo.Property[j][1]] =
|
||||
addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2]
|
||||
else
|
||||
addAllProVal[configInfo.Property[j][1]] = configInfo.Property[j][2]
|
||||
end
|
||||
end
|
||||
end
|
||||
--精炼的属性
|
||||
if configInfo.PoolID == curEuipTreaSureConfig.RankupPool and configInfo.Type == 2 and configInfo.Level == rlv then
|
||||
if
|
||||
configInfo.PoolID == curEuipTreaSureConfig.RankupPool and configInfo.Type == 2 and
|
||||
configInfo.Level == rlv
|
||||
then
|
||||
for j = 1, #configInfo.Property do
|
||||
if addAllProVal[configInfo.Property[j][1]] then
|
||||
addAllProVal[configInfo.Property[j][1]] = addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2]
|
||||
addAllProVal[configInfo.Property[j][1]] =
|
||||
addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2]
|
||||
else
|
||||
addAllProVal[configInfo.Property[j][1]] = configInfo.Property[j][2]
|
||||
end
|
||||
|
@ -525,4 +545,77 @@ function this.GetTreasureUpLvCostMatrial(_id,_lv)
|
|||
end
|
||||
return idList
|
||||
end
|
||||
|
||||
--宝器分解返回item信息
|
||||
local rewardGroup = ConfigManager.GetConfig(ConfigName.RewardGroup)
|
||||
local ShowItemlist = {}
|
||||
function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
|
||||
local allRewardData = {}
|
||||
local specificValue = 1--tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/10000
|
||||
ShowItemlist = {}
|
||||
--先把回溯英雄放进去
|
||||
for i, v in pairs(selectEquipTreasureData) do
|
||||
local curEquipTreasureData = allTreasures[i]
|
||||
if not curEquipTreasureData then return end
|
||||
--先把精炼的材料放进去 因为有宝器 放前边
|
||||
if curEquipTreasureData.refineLv > 0 then
|
||||
local refineJewelRankupConfig =ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.JewelRankupConfig,"Type",2,"Level",curEquipTreasureData.refineLv)
|
||||
if refineJewelRankupConfig then
|
||||
--精炼消耗的法宝
|
||||
if refineJewelRankupConfig.JewelExpend then
|
||||
for JewelExpendkey, JewelExpendvalue in ipairs(refineJewelRankupConfig.JewelExpend) do
|
||||
if JewelExpendvalue[1] == 1 then
|
||||
this.GetEquipTreasureResolveItems2(curEquipTreasureData.id, JewelExpendvalue[2])
|
||||
elseif JewelExpendvalue[1] > 1 then
|
||||
this.GetEquipTreasureResolveItems2(JewelExpendvalue[1], JewelExpendvalue[2])
|
||||
end
|
||||
end
|
||||
--精炼消耗的材料
|
||||
if refineJewelRankupConfig.UpExpend then
|
||||
for UpExpendkey, UpExpendvalue in ipairs(refineJewelRankupConfig.UpExpend) do
|
||||
this.GetEquipTreasureResolveItems2(UpExpendvalue[1], UpExpendvalue[2])
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if curEquipTreasureData.lv > 0 then
|
||||
local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.JewelRankupConfig,"Type",2,"Level", curEquipTreasureData.lv)
|
||||
if lvJewelRankupConfig then
|
||||
--强化消耗的材料
|
||||
if lvJewelRankupConfig.UpExpend then
|
||||
for UpExpendkey, UpExpendvalue in ipairs(lvJewelRankupConfig.UpExpend) do
|
||||
this.GetEquipTreasureResolveItems2(UpExpendvalue[1], UpExpendvalue[2])
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--加自身分解消耗的东西
|
||||
local rewardShowStr1 = {}
|
||||
local resolveRewardStr = curEquipTreasureData.itemConfig.ResolveReward
|
||||
if resolveRewardStr and rewardGroup[tonumber(resolveRewardStr)] then
|
||||
local curRewardGroupData = rewardGroup[tonumber(resolveRewardStr)]
|
||||
for key, curRewardGroupDatavalue in ipairs(curRewardGroupData.ShowItem) do
|
||||
this.GetEquipTreasureResolveItems2(curRewardGroupDatavalue[1], curRewardGroupDatavalue[2])
|
||||
end
|
||||
end
|
||||
end
|
||||
local dropList = {}
|
||||
for ShowItemlistkey, ShowItemlistvalue in pairs(ShowItemlist) do
|
||||
local curReward = {}
|
||||
curReward.id = ShowItemlistkey
|
||||
curReward.num = math.floor(ShowItemlistvalue * specificValue)
|
||||
curReward.itemConfig = itemConfig[ShowItemlistkey]
|
||||
table.insert(dropList, curReward)
|
||||
end
|
||||
return dropList
|
||||
end
|
||||
function this.GetEquipTreasureResolveItems2(itemId, itemNum)
|
||||
if ShowItemlist[itemId] then
|
||||
ShowItemlist[itemId] = ShowItemlist[itemId] + itemNum
|
||||
else
|
||||
ShowItemlist[itemId] = itemNum
|
||||
end
|
||||
end
|
||||
|
||||
return EquipTreasureManager
|
Loading…
Reference in New Issue