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m_Text: "\u795E\u5C06\uFF1A" + m_Text: "\u652F\u63F4\u795E\u5C06\uFF1A" --- !u!1 &5782846765921437624 GameObject: m_ObjectHideFlags: 0 @@ -3116,7 +3116,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 141, y: -88.84995} + m_AnchoredPosition: {x: 141, y: -87.5} m_SizeDelta: {x: 150, y: 152} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &4428040313502013545 diff --git a/Assets/ManagedResources/~Lua/Common/functions.lua b/Assets/ManagedResources/~Lua/Common/functions.lua index bfabcf385e..bdf3fb66ef 100644 --- a/Assets/ManagedResources/~Lua/Common/functions.lua +++ b/Assets/ManagedResources/~Lua/Common/functions.lua @@ -403,6 +403,8 @@ end function GetStarOrGodSoulLv(index,data) if data.godSoulLv and data.godSoulLv > 0 then return data.godSoulLv,3 + elseif data.star > 9 then + return data.godSoulLv,2 end return data.star,index end @@ -410,8 +412,10 @@ end --把英雄星级父对象和星级传过来 type 1 第6-11个预设 type 2 第12-17个预设 type 3 第18-24个预设 function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rotation) local starSize - if type == 3 then + if not _starSize and type == 3 then starSize = Vector2.New(35.75,89.42) + elseif not _starSize and type == 2 then + starSize = Vector2(60,57) else starSize = Vector2(35,35) end @@ -489,15 +493,15 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot starPre.transform:GetChild(i - 1).gameObject:SetActive(false) end end - elseif type and type == 2 then - for i = 1, 23 do - if i > 11 and i == star + 2 then - starPre.transform:GetChild(i - 1).gameObject:SetActive(true) - starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize - else - starPre.transform:GetChild(i - 1).gameObject:SetActive(false) - end - end + -- elseif type and type == 2 then + -- for i = 1, 23 do + -- if i > 11 and i == star + 2 then + -- starPre.transform:GetChild(i - 1).gameObject:SetActive(true) + -- starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize + -- else + -- starPre.transform:GetChild(i - 1).gameObject:SetActive(false) + -- end + -- end else for i = 1, 23 do if i == star - 4 then diff --git a/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionManager.lua b/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionManager.lua index 1ea2df456c..489f56db64 100644 --- a/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionManager.lua @@ -593,6 +593,8 @@ function this.UpdateHeroDatas(_msgHeroData) heroData.GetStar = function(index) if heroData.godSoulLv and heroData.godSoulLv > 0 then return heroData.godSoulLv,3 + elseif heroData.star > 9 then + return heroData.star,2 end return heroData.star,index end diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua index 658533f69c..0ab324ec53 100644 --- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua +++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua @@ -778,6 +778,8 @@ function this.SingleHeroDataShow(_go, _heroData) if starType == 3 then starSize = Vector2.New(33.43,83.61) starScale = -13.77 + elseif starType == 2 then + starSize = Vector2.New(60,57) end SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale) diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RoleGodSoulUp.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RoleGodSoulUp.lua index ed7ae8401c..7a54d1cf3c 100644 --- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RoleGodSoulUp.lua +++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RoleGodSoulUp.lua @@ -85,29 +85,48 @@ function GeneralBigPopup_RoleGodSoulUp:BindEvent() -- end) Util.AddClick(self.sureBtn,function() local isSave = false - if LengthOfTable(self.choosedIdList) >= #self.costItems then - if #curList == LengthOfTable(self.choosedIdList) then - for i = 1,#curList do - if self:CheckIsChooseId(curList[i]) < 1 then + --已激活 + if #curList > 0 then + if self:CheckHaveEmptyValue() then + parent:ClosePanel() + else + if LengthOfTable(self.choosedIdList) >= #self.costItems then + if #curList == LengthOfTable(self.choosedIdList) then + for i = 1,#curList do + if self:CheckIsChooseId(curList[i]) < 1 then + isSave = true + break + end + end + else isSave = true - break + end + if isSave then + NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function() + parent:ClosePanel() + end) + else + parent:ClosePanel() end end - else - isSave = true - end - if isSave then - NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function() - parent:ClosePanel() - end) - else - parent:ClosePanel() - end - elseif LengthOfTable(self.choosedIdList) == 0 then - PopupTipPanel.ShowTip("请选择神将!") + end else - PopupTipPanel.ShowTip("所选神将无法激活神魂效果!") - end + if LengthOfTable(self.choosedIdList) >= #self.costItems then + if not self:CheckHaveEmptyValue() then + NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function() + parent:ClosePanel() + end) + else + PopupTipPanel.ShowTip("所选神将无法激活神魂效果!") + end + else + if self:CheckEmptyList() then + PopupTipPanel.ShowTip("请选择神将!") + else + PopupTipPanel.ShowTip("所选神将无法激活神魂效果!") + end + end + end end) for i = 1,self.bglist.transform.childCount do @@ -122,6 +141,25 @@ function GeneralBigPopup_RoleGodSoulUp:BindEvent() end end +function GeneralBigPopup_RoleGodSoulUp:CheckHaveEmptyValue() + for k,v in pairs(self.choosedIdList) do + if not v or v == "" then + return true + end + end + return false +end + + +function GeneralBigPopup_RoleGodSoulUp:CheckEmptyList() + for k,v in pairs(self.choosedIdList) do + if v or v ~= "" then + return false + end + end + return true +end + --添加事件监听(用于子类重写) function GeneralBigPopup_RoleGodSoulUp:AddListener() @@ -255,6 +293,8 @@ function GeneralBigPopup_RoleGodSoulUp:SetSingleData(index,go,heroData) if starType == 3 then starSize = Vector2.New(33.43,83.61) starScale = -13.77 + elseif starType == 2 then + starSize = Vector2.New(60,57) end SetHeroStars(self.spLoader, self.itemlist[index].starGrid, star,starType,starSize,starScale) @@ -305,6 +345,16 @@ function GeneralBigPopup_RoleGodSoulUp:SetSingleData(index,go,heroData) self:SetSeclet(self.itemlist[index].select,self.itemlist[index].go.transform,Vector3.New(0,-72,0)) end self:RefreshCostItemNums2(false) + if self.choosedIdList[self.curPage] ~= "" then + for m = self.curPage + 1,#self.costItems do + if not self.choosedIdList[m] or self.choosedIdList[m] == "" then + self.curPage = m + self:SetSeclet(self.select,self.reSelectList[self.curPage].go.transform,Vector3.New(0,-75,0)) + self:Refresh(true,false) + break + end + end + end end) Util.AddLongPressClick(self.itemlist[index]._go, function() @@ -380,7 +430,7 @@ function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums2(isAllRefresh) for i = 1, #self.costItems do if isAllRefresh or (not isAllRefresh and i == self.curPage) then local str = "" - if self.costItems[i].star > 11 then + if self.costItems[i].star > 10 then str = "觉醒" else str = "十星" @@ -402,7 +452,7 @@ function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums2(isAllRefresh) self.reSelectList[i].frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(tempHeroData.heroConfig.Quality,tempHeroData.star)) SetHeroIcon(self.spLoader,tempHeroData,self.reSelectList[i].icon,tempHeroData.heroConfig) local star,starType = tempHeroData.GetStar(1) - local starSize = Vector2.New(30,30) + local starSize = Vector2.New(60,60) local starScale = -8 if starType == 3 then starSize = Vector2.New(33.43,83.61) @@ -411,7 +461,9 @@ function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums2(isAllRefresh) SetHeroStars(self.spLoader,self.reSelectList[i].star,star,starType) self.reSelectList[i].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(tempHeroData.heroConfig.PropertyName)) self.reSelectList[i].posIcon.sprite = self.spLoader:LoadSprite(tempHeroData.professionIcon) - else + Util.SetGray(self.reSelectList[i].go,false) + Util.SetGray(self.select,false) + else self.reSelectList[i].name.text = string.format("%s",str) self.reSelectList[i].frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(self.costItems[i].star,self.costItems[i].star)) SetHeroStars(self.spLoader,self.reSelectList[i].star,self.costItems[i].star,1) @@ -430,6 +482,8 @@ function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums2(isAllRefresh) else end end + Util.SetGray(self.reSelectList[i].go,true) + Util.SetGray(self.select,false) end end end diff --git a/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua b/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua index 907a7ec882..15f3095c41 100644 --- a/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua @@ -277,7 +277,7 @@ function this.CheckRedPointGodSoul(curHeroData) return false end local lv = this.GetGodSoulLv(curHeroData.dynamicId) - local isShow = this.CheckCanUpGodSoul(curHeroData,lv + 1) or false + local isShow = this.CheckCanUpGodSoul2(curHeroData,lv + 1) or false return isShow end @@ -292,13 +292,15 @@ function this.GetGodSoulData(curHeroData,lv,conditionIndex) local index = -1 --无法使用 for j = 1,#godData do local isChoosed = this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,v.dynamicId) - if godData[j].id > 0 and v.heroConfig.Id == godData[j].id then - if isChoosed and isChoosed == lv then + if godData[j].id > 0 and v.heroConfig.Id == godData[j].id then + if v.star < godData[j].star then + index = -1 + elseif isChoosed and isChoosed == lv then index = 666 - elseif v.star >= godData[j].star then - index = 665 - else + elseif isChoosed > 0 and isChoosed ~= lv then index = 664 + else + index = 665 end break elseif isChoosed > 0 and isChoosed ~= lv then @@ -410,6 +412,110 @@ function this.CheckCanUpGodSoul(curHeroData,lv,datas) return false,enoughData,enoughDatas end +--检测所选择神将是否满足激活神魂 +function this.CheckCanUpGodSoul2(curHeroData,lv) + local godDatas = HeroManager.GetAllHeroList() + local godData = this.GetGodSoulDataByLv(curHeroData.heroConfig.Id,lv) + if godData and #godData > 0 then + local godSingleDatas = {} + for i = 1,#godData do + godSingleDatas[i] = 0 + end + -- for k,v in pairs(godDatas) do + -- LogGreen("v.heroConfig.Id:"..v.heroConfig.Id) + -- end + -- coroutine.start(function() + -- this.PutQueen(godData, godDatas,1,godSingleDatas,curHeroData,lv) + -- end) + --用条件进行匹配,使得满足条件 + --return this.PutQueen(godData, godDatas,1,godSingleDatas,curHeroData,lv) + else + return false + end + return false +end + +-- 放置神将 --godData 条件 -- 神将列表 --下一个条件 --已经放置的条件 --当前神将 当前等级 +function this.PutQueen(godData, godDatas, nextIndex,godSingleDatas,curHeroData,lv) + for k,v in pairs(godDatas) do + coroutine.wait(0.01) + if this.CheckoutCanPut(v,godSingleDatas,nextIndex,godData[nextIndex],curHeroData,lv) then + nextIndex = nextIndex + 1 + if this.CheckConditionEnough(godSingleDatas)then + return true + else + if this.PutQueen(godData, godDatas, nextIndex,godSingleDatas,curHeroData,lv) then + return true + end + end + nextIndex = nextIndex - 1 + godSingleDatas[nextIndex] = 0 + end + end + return false +end + +-- 是否满足条件 +function this.CheckConditionEnough(godSingleDatas) + for i = 1,#godSingleDatas do + if not tonumber(godSingleDatas[i]) and godSingleDatas[i] and godSingleDatas[i].dynamicId then + else + return false + end + end + return true +end + +--heroData 要放置的神将 heroList 已经放置的神将列表 index 放置位置 condition 放置条件 curHeroData,当前神将 curHeroData,curLv 当前等级 +function this.CheckoutCanPut(heroData,heroList,index,condition,curHeroData,curLv) + --这个神将不是它本身 并且这个神将可以选择(没有被其他位置选择) + local returnValue = false + if heroData.dynamicId ~= curHeroData.dynamicId + and not this.HaveHeroData(heroData,heroList,index) then + --这个神将满足这个位置的条件 + if this.CheckCanUpGodSoul3(heroData,condition,curHeroData,curLv) then + heroList[index] = heroData + returnValue = true + else + returnValue = false + end + end + return returnValue +end + +--这个神将没有被其他位置选择并且这个神将不是他本身 +function this.HaveHeroData(heroData,heroList,pos) + for i = 1,#heroList do + if not tonumber(heroList[i]) and heroList[i].dynamicId and heroData.dynamicId == heroList[i].dynamicId then + return true + end + end + return false +end + +--检测所选择神将是否满足激活神魂 +function this.CheckCanUpGodSoul3(heroData,condition,curHeroData,curLv) + if condition then + local isChoosed = this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,heroData.dynamicId) + if isChoosed and isChoosed > 0 and isChoosed ~= curLv then + return false + else + if heroData.star >= condition.star then + if condition.id > 0 and heroData.heroConfig.Id == condition.id then + return true + elseif condition.property > 0 and heroData.property == condition.property then + return true + elseif condition.profession > 0 and heroData.profession == condition.profession then + return true + elseif condition.property == 0 and condition.profession == 0 and condition.id == 0 then + return true + end + end + end + end + return false +end + function this.GetHeroGodSoulDatas(dynamicId,id,_lv) local lv = _lv or 0 if HeroManager.GetHongMengData(dynamicId) then diff --git a/Assets/ManagedResources/~Lua/Modules/GoodFriend/GoodFriendManager.lua b/Assets/ManagedResources/~Lua/Modules/GoodFriend/GoodFriendManager.lua index 3738221da9..4d21d86995 100644 --- a/Assets/ManagedResources/~Lua/Modules/GoodFriend/GoodFriendManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/GoodFriend/GoodFriendManager.lua @@ -532,6 +532,8 @@ function this.GetHeroDatas(_msgHeroData, force, specialEffects,guildSkill) heroData.GetStar = function(index) if heroData.godSoulLv and heroData.godSoulLv > 0 then return heroData.godSoulLv,3 + elseif heroData.star > 9 then + return heroData.star,2 end return heroData.star,index end diff --git a/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua index f46c9cc442..38e3f6f21f 100644 --- a/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua @@ -109,7 +109,7 @@ function HandBookHeroInfoPanel:BindEvent() end) Util.AddClick(this.godSoulBtn,function() - UIManager.OpenPanel(UIName.RoleGodSoulLayout,heroConFigData) + UIManager.OpenPanel(UIName.RoleGodSoulLayout,heroConFigData,_curStar) end) end @@ -263,7 +263,7 @@ function this:UpdateHeroInfoData() self:SetSelectBtn(_CurPageIndex) self:OnPageTabChange(_CurPageIndex) - + this.godSoulBtn.gameObject:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) and heroConFigData.IsSoulOpen == 1 and _curStar > 10) --角色定位按钮 this.posBtn.gameObject:SetActive(heroConFigData.ShowHeroLocation==1) end diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua index 67f9356e45..ccdc20f6ef 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua @@ -178,6 +178,8 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook) local godSoulLv = GodSoulManager.GetGodSoulLv(heroData.dynamicId) if godSoulLv and godSoulLv > 0 then return godSoulLv,3 + elseif heroData.star > 9 then + return heroData.star,2 end return heroData.star,index end diff --git a/Assets/ManagedResources/~Lua/Modules/Login/LoginPanel.lua b/Assets/ManagedResources/~Lua/Modules/Login/LoginPanel.lua index 731e4530ae..1f29190ce5 100644 --- a/Assets/ManagedResources/~Lua/Modules/Login/LoginPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Login/LoginPanel.lua @@ -321,6 +321,18 @@ function this:OnOpen(...) SoundManager.PlayMusic(SoundConfig.BGM_Login) SoundManager.PlayAmbient(SoundConfig.Ambient_Login) + + + -- local data = {} + -- local godData = this.GetGodSoulDataByLv(10023,5) + -- local godSingleDatas = {} + -- for i = 1,#godData do + -- godSingleDatas[i] = 0 + -- end + -- local curHeroData = {} + -- --用条件进行匹配,使得满足条件 + -- GodSoulManager.PutQueen(godData, godDatas, 1,godSingleDatas,curHeroData,5) + end --界面关闭时调用(用于子类重写) diff --git a/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua b/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua index 42d34e0af4..330c7cac3f 100644 --- a/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua @@ -358,6 +358,8 @@ function this.InitSingleEndlessHero(_msgHeroData) heroData.GetStar = function(index) if heroData.godSoulLv and heroData.godSoulLv > 0 then return heroData.godSoulLv,3 + elseif heroData.star > 9 then + return heroData.star,2 end return heroData.star,index end diff --git a/Assets/ManagedResources/~Lua/Modules/MonsterCamp/MonsterCampManager.lua b/Assets/ManagedResources/~Lua/Modules/MonsterCamp/MonsterCampManager.lua index f2b344a017..e439375482 100644 --- a/Assets/ManagedResources/~Lua/Modules/MonsterCamp/MonsterCampManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/MonsterCamp/MonsterCampManager.lua @@ -380,6 +380,8 @@ function this.UpdateHeroDatas(_msgHeroData,_msgPlayerData) heroData.GetStar = function(index) if heroData.godSoulLv and heroData.godSoulLv > 0 then return heroData.godSoulLv,3 + elseif heroData.star > 9 then + return heroData.star,2 end return heroData.star,index end diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/PlayerInfoPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/PlayerInfoPopup.lua index cb41b16f61..278fd123b0 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/PlayerInfoPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/PlayerInfoPopup.lua @@ -339,6 +339,8 @@ function this.FormationAdapter(teamInfo) local starSize = Vector2.New(35,35) if starType == 3 then starSize = Vector2.New(35.75,89.42) + elseif starType == 2 then + starSize = Vector2.New(60,57) end SetHeroStars(this.spLoader, Util.GetGameObject(heroGo, "starGrid"), star,starType,starSize) local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId) diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RoleInfoPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RoleInfoPopup.lua index a4b393bdf4..a905471628 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/RoleInfoPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/RoleInfoPopup.lua @@ -102,7 +102,7 @@ function RoleInfoPopup:BindEvent() if lv >= i then color = "00FF00" end - table.insert(pro,string.format("神魂%s:%s",color,i,skillList[i].skill)) + table.insert(pro,string.format("神魂%s:%s",color,i,skillList[i].skill)) end return pro end diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_TrialXingYao.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_TrialXingYao.lua index 7cce9ee9df..59e68243f8 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_TrialXingYao.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_TrialXingYao.lua @@ -153,6 +153,8 @@ function this.RefreshPanel() if starType == 3 then starSize = Vector2.New(35.75,89.42) starScale = -13.77 + elseif starType == 2 then + starSize = Vector2.New(60,57) end SetHeroStars(this.spLoader, star, star,starType,starSize,starScale) --血量相关 diff --git a/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Dismantle.lua b/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Dismantle.lua index 57c0c6669b..9d6500e970 100644 --- a/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Dismantle.lua +++ b/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Dismantle.lua @@ -115,6 +115,8 @@ function this.SingleHeroDataShow(go,_heroData) if starType == 3 then starSize = Vector2.New(35.75,89.42) starScale = -16.86 + elseif starType == 2 then + starSize = Vector2.New(60,57) end SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale) local choosed =Util.GetGameObject(_go.transform, "choosed") diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua index 408bc6fceb..e38f2eb444 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua @@ -1,7 +1,7 @@ require("Base/BasePanel") RoleGodSoulLayout = Inherit(BasePanel) local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) - +local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig) --初始化组件(用于子类重写) function RoleGodSoulLayout:InitComponent() self.spLoader = SpriteLoader.New() @@ -44,13 +44,24 @@ function RoleGodSoulLayout:RemoveListener() end --界面打开时调用(用于子类重写) -function RoleGodSoulLayout:OnOpen(_curHerodata) +function RoleGodSoulLayout:OnOpen(_curHerodata,_star,_lv) self.curHeroData = _curHerodata if self.curHeroData.dynamicId then - self.lv = GodSoulManager.GetGodSoulLv(self.curHeroData.dynamicId) + self.level = self.curHeroData.lv + self.star = self.curHeroData.star self.addShow = true self.heroConfig = self.curHeroData.heroConfig else + if _star == 6 then + self.level = 145 + elseif _star == 10 then + self.level = 255 + elseif _star == 11 then + self.level = 330 + else + self.level = 1 + end + self.star = _star self.lv = 0 self.addShow = false self.heroConfig = self.curHeroData @@ -82,33 +93,46 @@ function RoleGodSoulLayout:SetHeroData(heroGo,heroData,isCur) local proIcon = Util.GetGameObject(heroGo,"proIcon"):GetComponent("Image") local starGrid = Util.GetGameObject(heroGo,"star") if self.addShow then + local star,starType = heroData.GetStar(1) + local starSize = Vector2.New(19.69,19.69) + local starScale = -8 if isCur then local lv = Util.GetGameObject(heroGo,"lv/Text"):GetComponent("Text") lv.text = heroData.lv + if starType == 3 then + starSize = Vector2.New(34.4,86.1) + starScale = -13.77 + elseif starType == 2 then + starSize = Vector2.New(34.485,32.76) + end + else + if starType == 3 then + starSize = Vector2.New(34.4,86.1) + starScale = -13.77 + elseif starType == 2 then + starSize = Vector2.New(34.492,32.767) + end end frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star)) proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName)) SetHeroIcon(self.spLoader,heroData,icon,heroData.heroConfig) - local star,starType = heroData.GetStar(1) - local starSize = Vector2.New(30,30) - local starScale = -8 - if starType == 3 then - starSize = Vector2.New(33.43,83.61) - starScale = -13.77 - end SetHeroStars(self.spLoader, starGrid, star,starType,starSize,starScale) else local lv = Util.GetGameObject(heroGo,"lv/Text"):GetComponent("Text") - lv.text = heroData.Level + lv.text = self.lv frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quality,heroData.star)) proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName)) SetHeroIcon(self.spLoader,heroData,icon,heroData) - SetHeroStars(self.spLoader, starGrid, heroData.Star,1) + SetHeroStars(self.spLoader, starGrid, self.star,1) end end function RoleGodSoulLayout:UpdateGodList() - + if self.curHeroData.dynamicId then + self.lv = GodSoulManager.GetGodSoulLv(self.curHeroData.dynamicId) + else + self.lv = 0 + end self.godDatas = GodSoulManager.GetGodSoulDataByLv(self.heroConfig.Id,0) if not self.gridList then @@ -127,7 +151,8 @@ function RoleGodSoulLayout:UpdateGodList() self.gridList[i].costGrid = Util.GetGameObject(self.gridList[i].go,"middle/costGrid") self.gridList[i].costList = {} self.gridList[i].add = Util.GetGameObject(self.gridList[i].go,"add") - self.gridList[i].red = Util.GetGameObject(self.gridList[i].add,"red") + self.gridList[i].addImage = Util.GetGameObject(self.gridList[i].go,"icon") + self.gridList[i].red = Util.GetGameObject(self.gridList[i].add,"icon/red") self.gridList[i].red.gameObject:SetActive(false) self.gridList[i].des = Util.GetGameObject(self.gridList[i].go,"bottom/des"):GetComponent("Text") self.gridList[i].upHero = Util.GetGameObject(self.gridList[i].go,"upHero") @@ -235,14 +260,17 @@ function RoleGodSoulLayout:UpdataSingleGod(index) --Util.SetGray(self.gridList[index].des.gameObject,false) self.gridList[index].des.text = string.format("%s",self.godDatas[index].skill) --神魂效果 绿色 未激活时置灰 elseif index <= self.lv + 1 then - self.gridList[index].add.gameObject:SetActive(true) if index == self.lv + 1 then + self.gridList[index].add.gameObject:SetActive(true) + self.gridList[index].addImage.gameObject:SetActive(true) Util.SetGray(self.gridList[index].godGrid,true) --勾魂图标 未激活时置灰 --Util.SetGray(self.gridList[index].des.gameObject,true) self.gridList[index].des.text = string.format("%s",self.godDatas[index].skill) --神魂效果 绿色 未激活时置灰 local isShow = GodSoulManager.CheckRedPointGodSoul(self.curHeroData) or false self.gridList[index].red.gameObject:SetActive(isShow) else + self.gridList[index].add.gameObject:SetActive(true) + self.gridList[index].addImage.gameObject:SetActive(false) Util.SetGray(self.gridList[index].godGrid,false) --Util.SetGray(self.gridList[index].des.gameObject,false) self.gridList[index].des.text = string.format("%s",self.godDatas[index].skill) --神魂效果 绿色 未激活时置灰 @@ -250,6 +278,7 @@ function RoleGodSoulLayout:UpdataSingleGod(index) Util.SetGray(self.gridList[index].add,false) else self.gridList[index].add.gameObject:SetActive(true) + self.gridList[index].addImage.gameObject:SetActive(true) --红色 Util.SetGray(self.gridList[index].godGrid,true) --Util.SetGray(self.gridList[index].des.gameObject,true) diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua index b6c7ab822c..ff55d820c8 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua @@ -489,9 +489,9 @@ function this:UpdateBtnList() local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData) redpot.gameObject:SetActive(upStarRedPointState) elseif k == RoleInfoPanelIndex.shenhun then - local upStarRedPointState = GodSoulManager.CheckRedPointGodSoul(curHeroData) - redpot.gameObject:SetActive(upStarRedPointState) - else + -- local upStarRedPointState = GodSoulManager.CheckRedPointGodSoul(curHeroData) + -- redpot.gameObject:SetActive(upStarRedPointState) + -- else redpot.gameObject:SetActive(false) end Util.AddOnceClick(tabsList[k],function() @@ -642,7 +642,7 @@ function this:UpdateHeroInfoData() this:SetDragView() local starSize = Vector2.New(60,60) - local star,starType = curHeroData.GetStar(2) + local star,starType = curHeroData.GetStar(1) local starScale = -10 if starType == 3 then starSize = Vector2.New(55.3,138.2) diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua index 5729e476ae..1623920e0d 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua @@ -257,6 +257,8 @@ function this.SingleHeroDataShow(_go,_heroData) if starType == 3 then starSize = Vector2.New(35.75,89.42) starScale = -13.2 + elseif starType == 2 then + starSize = Vector2.New(60,57) end SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale) --local cardBtn = Util.GetGameObject(_go.transform, "card(Clone)") diff --git a/Assets/ManagedResources/~Lua/View/PlayerHeadView.lua b/Assets/ManagedResources/~Lua/View/PlayerHeadView.lua index c47362729b..e7af3ca06a 100644 --- a/Assets/ManagedResources/~Lua/View/PlayerHeadView.lua +++ b/Assets/ManagedResources/~Lua/View/PlayerHeadView.lua @@ -119,7 +119,6 @@ function PlayerHeadView:SetEffectScale(scale) Util.SetParticleScale(self.frameEffect, targetScale) end end - -- 头像框特效相关 function PlayerHeadView:LoadFrameEffect(frameId) diff --git a/Assets/ManagedResources/~Lua/View/RoleItemView.lua b/Assets/ManagedResources/~Lua/View/RoleItemView.lua index 3e27155287..baecb5def6 100644 --- a/Assets/ManagedResources/~Lua/View/RoleItemView.lua +++ b/Assets/ManagedResources/~Lua/View/RoleItemView.lua @@ -67,6 +67,8 @@ function RoleItemView:OnShowHeroData(effectLayer) if starType == 3 then starSize = Vector2.New(35.75,89.42) starScale = -13 + elseif starType == 2 then + starSize = Vector2.New(60,57) end SetHeroBg(this.spLoader, Util.GetGameObject(self.gameObject, "iconMask"),self.frame,star,self.heroData.heroConfig.Quality) self.icon.sprite = this.spLoader:LoadSprite(self.heroData.painting)