Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
commit
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@ -21473,7 +21498,7 @@ PrefabInstance:
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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objectReference: {fileID: 0}
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- target: {fileID: 2320031819680067764, guid: e356d5948e4971f499cfe38db3551f59,
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- target: {fileID: 2320031819916146514, guid: e356d5948e4971f499cfe38db3551f59,
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||||
type: 3}
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||||
propertyPath: m_IsActive
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||||
value: 0
|
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|
|
@ -21603,6 +21628,11 @@ PrefabInstance:
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propertyPath: m_Pivot.y
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value: 0.5
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objectReference: {fileID: 0}
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- target: {fileID: 2320031819680067764, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_IsActive
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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|
|
@ -21638,7 +21668,7 @@ PrefabInstance:
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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objectReference: {fileID: 0}
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- target: {fileID: 2320031819680067764, guid: e356d5948e4971f499cfe38db3551f59,
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- target: {fileID: 2320031819916146514, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_IsActive
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value: 0
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File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 8e7c35c98345a4946b9b2a1d2f92a573
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 6fdbc06502e2f3943ae668768cfe612a
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
|
|
@ -1060,7 +1060,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &2853265494666372061
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||||
RectTransform:
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m_ObjectHideFlags: 0
|
||||
|
|
@ -1616,7 +1616,7 @@ MonoBehaviour:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 4041547246533256848}
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m_Enabled: 1
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m_Enabled: 0
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m_EditorHideFlags: 0
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m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
|
||||
|
|
@ -1971,8 +1971,8 @@ RectTransform:
|
|||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
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m_AnchorMax: {x: 0.5, y: 0.5}
|
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m_AnchoredPosition: {x: 0, y: 0}
|
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m_SizeDelta: {x: 51, y: 55}
|
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m_AnchoredPosition: {x: 0, y: -10.5}
|
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m_SizeDelta: {x: 60, y: 57}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!222 &6987409428865215157
|
||||
CanvasRenderer:
|
||||
|
|
@ -2002,7 +2002,7 @@ MonoBehaviour:
|
|||
m_Calls: []
|
||||
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
|
||||
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
|
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m_Sprite: {fileID: 21300000, guid: abae95ba31b5b5a4fa83a82d0c56db63, type: 3}
|
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m_Sprite: {fileID: 21300000, guid: b96ce91822621be4b824b0b7f9504f92, type: 3}
|
||||
m_Type: 0
|
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m_PreserveAspect: 0
|
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m_FillCenter: 1
|
||||
|
|
@ -2178,7 +2178,7 @@ GameObject:
|
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m_Icon: {fileID: 0}
|
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m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
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m_IsActive: 1
|
||||
m_IsActive: 0
|
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--- !u!224 &9016431241116717463
|
||||
RectTransform:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
|||
|
|
@ -1296,6 +1296,7 @@ FUNCTION_OPEN_TYPE = {
|
|||
COMPOUND_HERO=78,--神将合成、置换
|
||||
POKEMON=79,--灵兽山
|
||||
XiaoYaoYou = 80, -- 逍遥游
|
||||
RoleAwake = 81, -- 神将觉醒
|
||||
}
|
||||
|
||||
TaskGetBtnIconDef = {
|
||||
|
|
|
|||
|
|
@ -746,7 +746,7 @@ function GetQuantityImageByquality(quality,star)
|
|||
elseif star >= 6 and star <=10 then
|
||||
return "r_characterbg_gules"
|
||||
elseif star > 10 then
|
||||
return "r_characterbg_gules"
|
||||
return "t_tongyong_topkaung"
|
||||
end
|
||||
else
|
||||
if quality == 0 or quality == 1 then
|
||||
|
|
@ -841,7 +841,7 @@ function GetHeroQuantityImageByquality(quality,star)
|
|||
elseif star >= 6 and star <=10 then
|
||||
return "r_characterbg_gules"
|
||||
elseif star > 10 then
|
||||
return "r_characterbg_gules"
|
||||
return "t_tongyong_topkaung"
|
||||
end
|
||||
else
|
||||
if quality == 0 or quality == 1 then
|
||||
|
|
|
|||
|
|
@ -355,6 +355,8 @@ UIName = {
|
|||
PokemonSingleResultPanel=354,--灵兽
|
||||
GeneralRewardPopup = 355,--通用奖励领取弹窗
|
||||
GeneralBigPopup = 357,--通用大弹窗界面
|
||||
RoleAwakeTalentPopup = 358,--通用大弹窗界面
|
||||
RoleAwakeSuccessPanel = 359,--通用大弹窗界面
|
||||
}
|
||||
|
||||
SubUIConfig = {
|
||||
|
|
|
|||
|
|
@ -287,21 +287,21 @@ function this.ExecuteBehavior(beType, beArgs)
|
|||
local startFunc
|
||||
local endFunc
|
||||
local timePressStarted
|
||||
_trigger.onPointerDown = _trigger.onPointerDown + RoleInfoPanel._onPointerDown
|
||||
_trigger.onPointerDown = _trigger.onPointerDown + RoleInfoPanel.PageList[1]._onPointerDown
|
||||
startFunc = function()
|
||||
timePressStarted = Time.realtimeSinceStartup
|
||||
end
|
||||
_trigger.onPointerDown = _trigger.onPointerDown + startFunc
|
||||
|
||||
_trigger.onPointerUp = _trigger.onPointerUp + RoleInfoPanel._onPointerUp
|
||||
_trigger.onPointerUp = _trigger.onPointerUp + RoleInfoPanel.PageList[1]._onPointerUp
|
||||
endFunc = function()
|
||||
_trigger.onPointerDown = _trigger.onPointerDown - RoleInfoPanel._onPointerDown
|
||||
_trigger.onPointerDown = _trigger.onPointerDown - RoleInfoPanel.PageList[1]._onPointerDown
|
||||
_trigger.onPointerDown = _trigger.onPointerDown - startFunc
|
||||
_trigger.onPointerUp = _trigger.onPointerUp - RoleInfoPanel._onPointerUp
|
||||
_trigger.onPointerUp = _trigger.onPointerUp - RoleInfoPanel.PageList[1]._onPointerUp
|
||||
_trigger.onPointerUp = _trigger.onPointerUp - endFunc
|
||||
-- 长按时间小于4秒
|
||||
if Time.realtimeSinceStartup - timePressStarted <= 0.4 then
|
||||
RoleInfoPanel.timePressStarted = timePressStarted
|
||||
RoleInfoPanel.PageList[1].timePressStarted = timePressStarted
|
||||
local btn = Util.GetGameObject(UIManager.uiNode, beArgs):GetComponent("Button")
|
||||
btn.onClick:Invoke()
|
||||
end
|
||||
|
|
@ -311,7 +311,7 @@ function this.ExecuteBehavior(beType, beArgs)
|
|||
Util.AddClick(this.button, this.NextGuide)
|
||||
end
|
||||
_trigger.onPointerUp = _trigger.onPointerUp + endFunc
|
||||
this.SetBtnGOPosition(RoleInfoPanel.upLvTrigger.gameObject:GetComponent("RectTransform").position)
|
||||
this.SetBtnGOPosition(RoleInfoPanel.PageList[1].upLvTrigger.gameObject:GetComponent("RectTransform").position)
|
||||
elseif beType == 9 then --关联上阵成员界面对应名字的预设
|
||||
local item = RoleListPanel.GetRoleItemByName(beArgs)
|
||||
if item then
|
||||
|
|
@ -329,10 +329,10 @@ function this.ExecuteBehavior(beType, beArgs)
|
|||
this.SetBtnGOPosition(item.gameObject:GetComponent("RectTransform").position)
|
||||
end
|
||||
elseif beType == 10 then --连续升级后突破
|
||||
local btn = RoleInfoPanel.upLvBtn:GetComponent("Button")
|
||||
local btn = RoleInfoPanel.PageList[1].upLvBtn:GetComponent("Button")
|
||||
this.button:GetComponent("Button").onClick:RemoveAllListeners()
|
||||
Util.AddClick(this.button, function()
|
||||
RoleInfoPanel:LvUpClick(true)
|
||||
RoleInfoPanel.PageList[1]:LvUpClick(true)
|
||||
this.NextGuide()
|
||||
this.button:GetComponent("Button").onClick:RemoveAllListeners()
|
||||
Util.AddClick(this.button, this.NextGuide)
|
||||
|
|
|
|||
|
|
@ -116,6 +116,7 @@ end
|
|||
|
||||
function HandBookHeroAndEquipListPanel:GetHeroData()
|
||||
--得到所有的对应星级的英雄
|
||||
local elevenHeroList = {}
|
||||
local tenHeroList = {}
|
||||
local sexHeroList = {}
|
||||
local fiveHeroList = {}
|
||||
|
|
@ -127,6 +128,9 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
|
|||
--5星最高星级是10的要在十星里面显示出来
|
||||
if v.Star == 5 and v.MaxRank >= 10 and (proId == 0 or v.PropertyName == proId) then
|
||||
table.insert(tenHeroList,v)
|
||||
if v.MaxRank >= 11 and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
|
||||
table.insert(elevenHeroList,v)
|
||||
end
|
||||
end
|
||||
--所有的5星都要在六星里面显示出来
|
||||
if v.Star == 5 and (proId == 0 or v.PropertyName == proId) then
|
||||
|
|
@ -142,6 +146,7 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
|
|||
table.insert(oneHeroList,v)
|
||||
end
|
||||
end
|
||||
self:SortHeroNatural(elevenHeroList)
|
||||
self:SortHeroNatural(tenHeroList)
|
||||
self:SortHeroNatural(sexHeroList)
|
||||
self:SortHeroNatural(fiveHeroList)
|
||||
|
|
@ -151,6 +156,7 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
|
|||
self:SortHeroNatural(oneHeroList)
|
||||
--设置图鉴的循环列表
|
||||
local herodatas={}
|
||||
herodatas[11]=elevenHeroList
|
||||
herodatas[10]=tenHeroList
|
||||
herodatas[6]=sexHeroList
|
||||
herodatas[5]=fiveHeroList
|
||||
|
|
@ -209,6 +215,7 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
|
|||
end
|
||||
|
||||
function HandBookHeroAndEquipListPanel:HeroHaveNum()
|
||||
local curelevenStarActiveNum = 0
|
||||
local curtenStarActiveNum = 0
|
||||
local cursexStarActiveNum = 0
|
||||
local curfiveStarActiveNum = 0
|
||||
|
|
@ -219,7 +226,10 @@ function HandBookHeroAndEquipListPanel:HeroHaveNum()
|
|||
--计算玩家拥有的英雄中对应星级的英雄的数量
|
||||
for i, v in pairs(PlayerManager.heroHandBook) do
|
||||
local conFig = ConfigManager.GetConfigData(ConfigName.HeroConfig,i)
|
||||
if conFig then
|
||||
if conFig then
|
||||
if PlayerManager.GetHeroDataByStar(11,conFig.Id) and (proId == 0 or conFig.PropertyName == proId) then
|
||||
curelevenStarActiveNum = curelevenStarActiveNum + 1
|
||||
end
|
||||
if PlayerManager.GetHeroDataByStar(10,conFig.Id) and (proId == 0 or conFig.PropertyName == proId) then
|
||||
curtenStarActiveNum = curtenStarActiveNum + 1
|
||||
end
|
||||
|
|
@ -246,6 +256,7 @@ function HandBookHeroAndEquipListPanel:HeroHaveNum()
|
|||
heroNumList[5] = curfiveStarActiveNum
|
||||
heroNumList[6] = cursexStarActiveNum
|
||||
heroNumList[10] = curtenStarActiveNum
|
||||
heroNumList[11] = curelevenStarActiveNum
|
||||
end
|
||||
|
||||
--英雄展示
|
||||
|
|
@ -315,6 +326,8 @@ function HandBookHeroAndEquipListPanel:OnShowSingleHeroData(...)
|
|||
lv = 145
|
||||
elseif star == 10 then
|
||||
lv = 155
|
||||
elseif star == 11 then
|
||||
lv = 330
|
||||
else
|
||||
lv = 1
|
||||
end
|
||||
|
|
|
|||
|
|
@ -312,7 +312,7 @@ function HandBookHeroInfoPanel:CalculateHeroAllProValList(_starType,_starNum)
|
|||
for i, v in ConfigPairs(propertyConfig) do
|
||||
allAddProVal[i] = 0
|
||||
end
|
||||
local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "LimitStar", _starNum)
|
||||
local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "OpenStar", _starNum)
|
||||
local curLvNum=1
|
||||
local breakId = 0
|
||||
local upStarId = 0
|
||||
|
|
@ -387,7 +387,7 @@ function HandBookHeroInfoPanel:UpdateLiveList()
|
|||
leftIndex = index - 1
|
||||
leftHeroData=heroDatas[leftIndex]
|
||||
else
|
||||
if _curStar==10 then
|
||||
if _curStar==11 then
|
||||
_leftStar = 1
|
||||
elseif _curStar==6 then
|
||||
_leftStar = 10
|
||||
|
|
@ -406,7 +406,7 @@ function HandBookHeroInfoPanel:UpdateLiveList()
|
|||
if _curStar==10 then
|
||||
_rightStar = 6
|
||||
elseif _curStar==1 then
|
||||
_rightStar = 10
|
||||
_rightStar = 11
|
||||
else
|
||||
_rightStar = _curStar - 1
|
||||
end
|
||||
|
|
|
|||
|
|
@ -41,6 +41,9 @@ this.heroResolveLicence = {}
|
|||
--this.lvProVal = {}--单体等级限制加成
|
||||
--this.allHeroProVal = {}--团体加成
|
||||
--this.specialProVal = {}--减乘
|
||||
|
||||
this.awakeStarIndex = 10-- 前端写死觉醒星级标志
|
||||
this.awakeNextStarIndex = 11-- 前端写死觉醒星级标志
|
||||
function this.Initialize()
|
||||
for i = 1, WarPowerTypeAllNum do
|
||||
this.allProVal[i] = {
|
||||
|
|
@ -568,11 +571,12 @@ function this.UpdateSingleHeroSkillData(_heroDId)
|
|||
end
|
||||
heroData.passiveSkillList = {}
|
||||
--被动技
|
||||
if heroData.heroConfig.OpenPassiveSkillRules then
|
||||
for i = 1, #heroData.heroConfig.OpenPassiveSkillRules do
|
||||
if heroData.heroConfig.OpenPassiveSkillRules[i][1] == heroData.star then
|
||||
local OpenPassiveSkillRules = heroData.star == this.awakeNextStarIndex and heroData.heroConfig.Awaken or heroData.heroConfig.OpenPassiveSkillRules
|
||||
if OpenPassiveSkillRules then
|
||||
for i = 1, #OpenPassiveSkillRules do
|
||||
if OpenPassiveSkillRules[i][1] == heroData.star then
|
||||
local heroSkill = {}
|
||||
heroSkill.skillId = heroData.heroConfig.OpenPassiveSkillRules[i][2]
|
||||
heroSkill.skillId = OpenPassiveSkillRules[i][2]
|
||||
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
|
||||
table.insert(heroData.passiveSkillList, heroSkill)
|
||||
end
|
||||
|
|
@ -2250,11 +2254,12 @@ function this.GetCurHeroSidAndCurStarAllSkillDatas(sid, star)
|
|||
end
|
||||
end
|
||||
end
|
||||
if curHeroConfig.OpenPassiveSkillRules then
|
||||
for i = 1, #curHeroConfig.OpenPassiveSkillRules do
|
||||
if curHeroConfig.OpenPassiveSkillRules[i][1] == star then
|
||||
local OpenPassiveSkillRules = star == this.awakeNextStarIndex and curHeroConfig.Awaken or curHeroConfig.OpenPassiveSkillRules
|
||||
if OpenPassiveSkillRules then
|
||||
for i = 1, #OpenPassiveSkillRules do
|
||||
if OpenPassiveSkillRules[i][1] == star then
|
||||
local heroSkill = {}
|
||||
heroSkill.skillId = curHeroConfig.OpenPassiveSkillRules[i][2]
|
||||
heroSkill.skillId = OpenPassiveSkillRules[i][2]
|
||||
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
|
||||
allSkillDatas[skillIndex] = heroSkill
|
||||
skillIndex = skillIndex + 1
|
||||
|
|
@ -2534,19 +2539,20 @@ end
|
|||
--更新英雄被动技能
|
||||
function this.UpdatePassiveHeroSkill(heroData)
|
||||
heroData.passiveSkillList = {} --被动技
|
||||
if heroData.heroConfig.OpenPassiveSkillRules then
|
||||
for i = 1, #heroData.heroConfig.OpenPassiveSkillRules do
|
||||
if heroData.heroConfig.OpenPassiveSkillRules[i][1] == 1 then --突破
|
||||
if heroData.breakId >= heroData.heroConfig.OpenPassiveSkillRules[i][2] then
|
||||
local OpenPassiveSkillRules = heroData.star == this.awakeNextStarIndex and heroData.heroConfig.Awaken or heroData.heroConfig.OpenPassiveSkillRules
|
||||
if OpenPassiveSkillRules then
|
||||
for i = 1, #OpenPassiveSkillRules do
|
||||
if OpenPassiveSkillRules[i][1] == 1 then --突破
|
||||
if heroData.breakId >= OpenPassiveSkillRules[i][2] then
|
||||
local heroSkill = {}
|
||||
heroSkill.skillId = heroData.heroConfig.OpenPassiveSkillRules[i][3]
|
||||
heroSkill.skillId = OpenPassiveSkillRules[i][3]
|
||||
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
|
||||
table.insert(heroData.passiveSkillList, heroSkill)
|
||||
end
|
||||
else --升星
|
||||
if heroData.upStarId >= heroData.heroConfig.OpenPassiveSkillRules[i][2] then
|
||||
if heroData.upStarId >= OpenPassiveSkillRules[i][2] then
|
||||
local heroSkill = {}
|
||||
heroSkill.skillId = heroData.heroConfig.OpenPassiveSkillRules[i][3]
|
||||
heroSkill.skillId = OpenPassiveSkillRules[i][3]
|
||||
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
|
||||
table.insert(heroData.passiveSkillList, heroSkill)
|
||||
end
|
||||
|
|
@ -2585,37 +2591,38 @@ function this.GetAllPassiveSkillIds(heroConfig, breakId, upStarId)
|
|||
--只用于界面升星开放技能提示显示用
|
||||
local compoundNum = 0
|
||||
local compoundOPenNum = 0
|
||||
if heroConfig.OpenPassiveSkillRules then
|
||||
for i = 1, #heroConfig.OpenPassiveSkillRules do
|
||||
if heroConfig.OpenPassiveSkillRules[i][1] == 1 then --突破
|
||||
if breakId >= heroConfig.OpenPassiveSkillRules[i][2] then
|
||||
-- local openPassiveSkillRules = allPassiveSkillIds,heroConfig.OpenPassiveSkillRules
|
||||
table.insert(allPassiveSkillIds, heroConfig.OpenPassiveSkillRules[i][3])
|
||||
if allOpenPassiveSkillIdcompound[heroConfig.OpenPassiveSkillRules[i][2]] then
|
||||
allOpenPassiveSkillIdcompound[heroConfig.OpenPassiveSkillRules[i][2]] =
|
||||
allOpenPassiveSkillIdcompound[heroConfig.OpenPassiveSkillRules[i][2]] + 1
|
||||
local OpenPassiveSkillRules = (upStarId and upStarId ~=0 and heroRankUpConfig[upStarId].OpenStar == this.awakeNextStarIndex) and heroConfig.Awaken or heroConfig.OpenPassiveSkillRules
|
||||
if OpenPassiveSkillRules then
|
||||
for i = 1, #OpenPassiveSkillRules do
|
||||
if OpenPassiveSkillRules[i][1] == 1 then --突破
|
||||
if breakId >= OpenPassiveSkillRules[i][2] then
|
||||
-- local openPassiveSkillRules = allPassiveSkillIds,OpenPassiveSkillRules
|
||||
table.insert(allPassiveSkillIds, OpenPassiveSkillRules[i][3])
|
||||
if allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] then
|
||||
allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] =
|
||||
allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] + 1
|
||||
else
|
||||
allOpenPassiveSkillIdcompound[heroConfig.OpenPassiveSkillRules[i][2]] = 1
|
||||
allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] = 1
|
||||
end
|
||||
end
|
||||
else --升星
|
||||
allUpStarOpenData[heroRankUpConfig[heroConfig.OpenPassiveSkillRules[i][2]].Phase[2]] =
|
||||
heroConfig.OpenPassiveSkillRules[i]
|
||||
if upStarId >= heroConfig.OpenPassiveSkillRules[i][2] then
|
||||
table.insert(allPassiveSkillIds, heroConfig.OpenPassiveSkillRules[i][3])
|
||||
if allOpenPassiveSkillIdcompound[heroConfig.OpenPassiveSkillRules[i][2]] then
|
||||
allOpenPassiveSkillIdcompound[heroConfig.OpenPassiveSkillRules[i][2]] =
|
||||
allOpenPassiveSkillIdcompound[heroConfig.OpenPassiveSkillRules[i][2]] + 1
|
||||
allUpStarOpenData[heroRankUpConfig[OpenPassiveSkillRules[i][2]].Phase[2]] =
|
||||
OpenPassiveSkillRules[i]
|
||||
if upStarId >= OpenPassiveSkillRules[i][2] then
|
||||
table.insert(allPassiveSkillIds, OpenPassiveSkillRules[i][3])
|
||||
if allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] then
|
||||
allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] =
|
||||
allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] + 1
|
||||
else
|
||||
allOpenPassiveSkillIdcompound[heroConfig.OpenPassiveSkillRules[i][2]] = 1
|
||||
allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] = 1
|
||||
end
|
||||
end
|
||||
end
|
||||
if allPassiveSkillIdcompound[heroConfig.OpenPassiveSkillRules[i][2]] then
|
||||
allPassiveSkillIdcompound[heroConfig.OpenPassiveSkillRules[i][2]] =
|
||||
allPassiveSkillIdcompound[heroConfig.OpenPassiveSkillRules[i][2]] + 1
|
||||
if allPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] then
|
||||
allPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] =
|
||||
allPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] + 1
|
||||
else
|
||||
allPassiveSkillIdcompound[heroConfig.OpenPassiveSkillRules[i][2]] = 1
|
||||
allPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] = 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
@ -2639,7 +2646,7 @@ function this.GetHeroAllPassiveSkillIds(curHeroData)
|
|||
end
|
||||
--英雄天赋被动技
|
||||
if curHeroData.heroConfig.OpenPassiveSkillRules then
|
||||
local openPassiveSkillRules = curHeroData.heroConfig.OpenPassiveSkillRules
|
||||
local openPassiveSkillRules = curHeroData.star == this.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
|
||||
for i = 1, #openPassiveSkillRules do
|
||||
local skillType = openPassiveSkillRules[i][1]
|
||||
local skillRanUpId = openPassiveSkillRules[i][2]
|
||||
|
|
|
|||
|
|
@ -0,0 +1,395 @@
|
|||
require("Base/BasePanel")
|
||||
this = Inherit(BasePanel)
|
||||
local this = this
|
||||
|
||||
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
|
||||
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
|
||||
local heroSkinConfig = ConfigManager.GetConfig(ConfigName.HeroSkin)
|
||||
|
||||
local isUpStarMaterials=true--升星 材料是否充足
|
||||
local curSelectUpStarData--当前选择升星坑位的数据
|
||||
local curSelectUpStarGo--当前选择升星坑位的预设
|
||||
local upStarConsumeMaterial={}--升星消耗的英雄组 {{1坑位英雄信息}{2坑位英雄信息}{}}
|
||||
local upStarMaterialIsAll={}--升星消耗的英雄组是否满足 {{1满足}{2不满足}{}}
|
||||
local isHeroUpStar=false--是否可升星
|
||||
|
||||
local upStarRankUpConfig={}--即将要升星的数据
|
||||
local curStarRankUpConfig={}--当前升星的数据
|
||||
local curHeroData--当前英雄信息
|
||||
local parent = {}
|
||||
local upStarPreList = {}
|
||||
local heroDatas = {}
|
||||
local isUpZhen = false
|
||||
--初始化组件(用于子类重写)
|
||||
function this:InitComponent(gameObject)
|
||||
this.gameObject = gameObject
|
||||
Util.GetGameObject(this.gameObject,"Image/Text"):GetComponent("Text").text = "神将觉醒"
|
||||
Util.GetGameObject(this.gameObject,"Image (3)/Text"):GetComponent("Text").text = "觉醒要求"
|
||||
Util.GetGameObject(this.gameObject,"tip"):GetComponent("Text").text = "觉醒后神将天赋会发生变化"
|
||||
Util.GetGameObject(this.gameObject,"upStarBtn/Text"):GetComponent("Text").text = "觉 醒"
|
||||
Util.GetGameObject(this.gameObject,"lvUp/Text"):GetComponent("Text").text = "等级上限:"
|
||||
--天赋
|
||||
this.talent1Image = Util.GetGameObject(this.gameObject,"talent/talent (1)"):GetComponent("Image")
|
||||
this.talent1Progress = Util.GetGameObject(this.gameObject,"talent/talent (1)/progress"):GetComponent("Text")
|
||||
this.talent2Image = Util.GetGameObject(this.gameObject,"talent/talent (2)"):GetComponent("Image")
|
||||
this.talent2Progress = Util.GetGameObject(this.gameObject,"talent/talent (2)/progress"):GetComponent("Text")
|
||||
this.talentBtn = Util.GetGameObject(this.gameObject,"talent/talentBtn")
|
||||
|
||||
this.curLvEnd = Util.GetGameObject(this.gameObject,"lvUp/curLvEnd"):GetComponent("Text")
|
||||
this.nextLvEnd = Util.GetGameObject(this.gameObject,"lvUp/nextLvEnd"):GetComponent("Text")
|
||||
--升星觉醒
|
||||
this.upStarPre=Util.GetGameObject(this.gameObject,"upStarPre")
|
||||
this.upStarGrid=Util.GetGameObject(this.gameObject,"grid")
|
||||
this.upStarBtnRedPoint=Util.GetGameObject(this.gameObject,"upStarBtn/redPoint")
|
||||
this.goldBtn=Util.GetGameObject(this.gameObject,"goldGrid/gold")
|
||||
this.goldText=Util.GetGameObject(this.gameObject,"goldGrid/gold/Text"):GetComponent("Text")
|
||||
this.goldImage=Util.GetGameObject(this.gameObject,"goldGrid/gold")
|
||||
|
||||
this.gold2Btn=Util.GetGameObject(this.gameObject,"goldGrid/gold2")
|
||||
this.gold2Text=Util.GetGameObject(this.gameObject,"goldGrid/gold2/Text"):GetComponent("Text")
|
||||
this.gold2Image=Util.GetGameObject(this.gameObject,"goldGrid/gold2")
|
||||
|
||||
this.upStarBtn=Util.GetGameObject(this.gameObject,"upStarBtn")
|
||||
|
||||
return this
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
function this:BindEvent()
|
||||
--升星
|
||||
Util.AddClick(this.upStarBtn, function()
|
||||
this.StarUpClick()
|
||||
end)
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
function this:AddListener()
|
||||
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow)
|
||||
end
|
||||
--移除事件监听(用于子类重写)
|
||||
function this:RemoveListener()
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow)
|
||||
end
|
||||
|
||||
function this:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
|
||||
this.gameObject:SetActive(true)
|
||||
this.sortingOrder = _sortinglayer
|
||||
curHeroData = _curHerodata
|
||||
parent = _parent
|
||||
heroDatas = _heroDatas
|
||||
isUpZhen = _isUpZhen
|
||||
this.GetCurHeroUpLvOrUpStarSData()
|
||||
this.UpdateHeroUpStarData()--进阶
|
||||
end
|
||||
|
||||
--更新英雄进阶数据
|
||||
function this.UpdateHeroUpStarData()
|
||||
--进阶材料
|
||||
this.UpdateHeroUpStarMaterialShow()
|
||||
--进阶属性提升
|
||||
this.curLvEnd.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData)
|
||||
this.nextLvEnd.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id)
|
||||
local OpenPassiveSkillRules = curHeroData.star == HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
|
||||
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
||||
this.talent1Progress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
|
||||
this.talent2Progress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
|
||||
Util.AddOnceClick(this.talentBtn, function()
|
||||
UIManager.OpenPanel(UIName.RoleAwakeTalentPopup,curHeroData.heroConfig)
|
||||
end)
|
||||
--进阶吞英雄条件
|
||||
Util.ClearChild(this.upStarGrid.transform)
|
||||
local curUpStarData= HeroManager.GetHeroCurUpStarInfo(curHeroData.dynamicId)
|
||||
if curUpStarData and #curUpStarData>0 then
|
||||
upStarConsumeMaterial={}
|
||||
upStarMaterialIsAll = {}
|
||||
upStarPreList = {}
|
||||
for i = 1, #curUpStarData do
|
||||
local go=newObject(this.upStarPre)
|
||||
go.transform:SetParent(this.upStarGrid.transform)
|
||||
go.transform.localScale = Vector3.one
|
||||
go.transform.localPosition=Vector3.zero;
|
||||
go:SetActive(true)
|
||||
go.transform.name = "upStarPre"..i
|
||||
upStarPreList[i] = go
|
||||
upStarConsumeMaterial[i]={}
|
||||
upStarMaterialIsAll[i]=2
|
||||
Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(false)
|
||||
if curUpStarData[i].upStarMaterialsData.Issame==1 or curUpStarData[i].upStarMaterialsData.IsId>0 then
|
||||
Util.GetGameObject(go.transform,"iconDefault"):SetActive(false)
|
||||
Util.GetGameObject(go.transform,"icon"):SetActive(true)
|
||||
Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(true)
|
||||
Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
|
||||
if curUpStarData[i].upStarMaterialsData.Issame==1 then
|
||||
Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curHeroData.heroConfig.Icon))
|
||||
Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality, curUpStarData[i].upStarMaterialsData.StarLimit))
|
||||
Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
|
||||
elseif curUpStarData[i].upStarMaterialsData.IsId>0 then
|
||||
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, curUpStarData[i].upStarMaterialsData.IsId)
|
||||
Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(heroConfig.Icon))
|
||||
Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroConfig.Quality, curUpStarData[i].upStarMaterialsData.StarLimit))
|
||||
Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||||
end
|
||||
else
|
||||
if curUpStarData[i].upStarMaterialsData.IsSameClan ==1 then
|
||||
Util.GetGameObject(go.transform, "iconbg/proImage"):SetActive(true)
|
||||
Util.GetGameObject(go.transform, "iconbg/proImage"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
|
||||
end
|
||||
Util.GetGameObject(go.transform,"iconDefault"):SetActive(true)
|
||||
Util.GetGameObject(go.transform,"icon"):SetActive(false)
|
||||
Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(nil,curUpStarData[i].upStarMaterialsData.StarLimit))
|
||||
end
|
||||
local upStarHeroListData=HeroManager.GetUpStarHeroListData(curUpStarData[i].upStarMaterialsData.Id,curHeroData)
|
||||
if upStarHeroListData.state>0 then
|
||||
Util.GetGameObject(go.transform,"add/add"):SetActive(true)
|
||||
else
|
||||
Util.GetGameObject(go.transform,"add/add"):SetActive(false)
|
||||
end
|
||||
Util.GetGameObject(go.transform,"num"):GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,curUpStarData[i].upStarData[4])
|
||||
SetHeroStars(Util.GetGameObject(go.transform, "iconbg/starGrid"), curUpStarData[i].upStarMaterialsData.StarLimit,1,nil,-15.3)
|
||||
local addBtn=Util.GetGameObject(go.transform,"add")
|
||||
Util.AddOnceClick(addBtn, function()
|
||||
curSelectUpStarData=curUpStarData[i]
|
||||
curSelectUpStarGo=go
|
||||
local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
|
||||
--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
|
||||
UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,curUpStarData[i].upStarMaterialsData,curUpStarData[i].upStarData,this,upStarConsumeMaterial[i],curHeroData)
|
||||
end)
|
||||
end
|
||||
end
|
||||
this.AutoSelectUpStarHeroList(curUpStarData)
|
||||
end
|
||||
--获取当前英雄的下一突破 和 升星 静态数据
|
||||
function this.GetCurHeroUpLvOrUpStarSData()
|
||||
isHeroUpStar = false
|
||||
upStarRankUpConfig = {}
|
||||
local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
|
||||
for i, v in ConfigPairs(heroRankUpConfig) do
|
||||
if v.Star==curHeroData.heroConfig.Star then--初始星级相等
|
||||
if v.Show==2 then -- 2 升星
|
||||
if v.Id ~= curHeroData.upStarId and curHeroData.star == v.LimitStar then
|
||||
--Log("升星 "..v.Id)
|
||||
upStarRankUpConfig=v
|
||||
isHeroUpStar = true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--更新英雄进阶材料显示
|
||||
function this.UpdateHeroUpStarMaterialShow()
|
||||
--进阶金币 妖壶条件
|
||||
if upStarRankUpConfig then
|
||||
isUpStarMaterials=true
|
||||
local ConsumeMaterial=upStarRankUpConfig.ConsumeMaterial
|
||||
if ConsumeMaterial and #ConsumeMaterial>=2 then
|
||||
if ConsumeMaterial[1][2]>0 then
|
||||
this.goldImage:SetActive(true)
|
||||
this.goldImage:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(itemConfig[ConsumeMaterial[1][1]].ResourceID))
|
||||
if BagManager.GetItemCountById(ConsumeMaterial[1][1])<ConsumeMaterial[1][2] then
|
||||
isUpStarMaterials=false
|
||||
this.goldText.text=string.format("<color=#FF0000FF>%s</color>",ConsumeMaterial[1][2])
|
||||
else
|
||||
this.goldText.text=string.format("<color=#FFFFFFFF>%s</color>",ConsumeMaterial[1][2])
|
||||
end
|
||||
Util.AddOnceClick(this.goldBtn,function()
|
||||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,ConsumeMaterial[1][1])
|
||||
end)
|
||||
else
|
||||
this.goldImage:SetActive(false)
|
||||
end
|
||||
if ConsumeMaterial[2][2]>0 then
|
||||
this.gold2Image:SetActive(true)
|
||||
this.gold2Image:GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(itemConfig[ConsumeMaterial[2][1]].ResourceID))
|
||||
if BagManager.GetItemCountById(ConsumeMaterial[2][1])<ConsumeMaterial[2][2] then
|
||||
isUpStarMaterials=false
|
||||
this.gold2Text.text=string.format("<color=#FF0000FF>%s</color>",ConsumeMaterial[2][2])
|
||||
else
|
||||
this.gold2Text.text=string.format("<color=#FFFFFFFF>%s</color>",ConsumeMaterial[2][2])
|
||||
end
|
||||
Util.AddOnceClick(this.gold2Btn,function()
|
||||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,ConsumeMaterial[2][1])
|
||||
end)
|
||||
else
|
||||
this.gold2Image:SetActive(false)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--升星选择祭品后刷新界面
|
||||
function this.AutoSelectUpStarHeroList(_curUpStarData)
|
||||
local curUpStarData= _curUpStarData
|
||||
if curUpStarData and #curUpStarData>0 then
|
||||
for i = 1, #curUpStarData do
|
||||
curSelectUpStarData=curUpStarData[i]
|
||||
curSelectUpStarGo=upStarPreList[i]
|
||||
local upStarHeroListData=HeroManager.GetUpStarHeroListData(curUpStarData[i].upStarMaterialsData.Id,curHeroData)
|
||||
local curSelectHeroList = {}
|
||||
if curUpStarData[i].upStarMaterialsData.Issame ==1
|
||||
or curUpStarData[i].upStarMaterialsData.IsId > 0
|
||||
or (curUpStarData[i].upStarMaterialsData.IsSameClan == 1
|
||||
and curUpStarData[i].upStarMaterialsData.StarLimit == 3
|
||||
and curHeroData.heroConfig.Qualiy ~= 3) then
|
||||
if LengthOfTable(upStarHeroListData.heroList) >= curUpStarData[i].upStarData[4] then
|
||||
for i = 1, curUpStarData[i].upStarData[4] do
|
||||
if upStarHeroListData.heroList[i].lockState == 0 and upStarHeroListData.heroList[i].isFormation == "" then
|
||||
table.insert(curSelectHeroList,upStarHeroListData.heroList[i])
|
||||
end
|
||||
end
|
||||
this:UpdateUpStarPosHeroData(curSelectHeroList)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--进阶红点
|
||||
local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
|
||||
this.upStarBtnRedPoint:SetActive(upStarRedPointState)
|
||||
parent:CheckRedPointType(2,upStarRedPointState)
|
||||
end
|
||||
|
||||
|
||||
--刷新当前升星坑位英雄的信息
|
||||
function this:UpdateUpStarPosHeroData(curSelectHeroList)
|
||||
if LengthOfTable(curSelectHeroList)<curSelectUpStarData.upStarData[4] then
|
||||
upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=2
|
||||
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
|
||||
local upStarHeroListData=HeroManager.GetUpStarHeroListData(curSelectUpStarData.upStarMaterialsData.Id,curHeroData)
|
||||
if upStarHeroListData.state<=0 then
|
||||
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(false)
|
||||
end
|
||||
Util.GetGameObject(curSelectUpStarGo.transform,"num"):GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>", LengthOfTable(curSelectHeroList),curSelectUpStarData.upStarData[4])
|
||||
else
|
||||
upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=1
|
||||
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(false)
|
||||
Util.GetGameObject(curSelectUpStarGo.transform,"num"):GetComponent("Text").text=string.format("<color=#FFFFFFFF>%s/%s</color>", LengthOfTable(curSelectHeroList),curSelectUpStarData.upStarData[4])
|
||||
end
|
||||
local curUpStarConsumeMaterial={}
|
||||
for i, v in pairs(curSelectHeroList) do
|
||||
table.insert(curUpStarConsumeMaterial,v.dynamicId)
|
||||
end
|
||||
upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial
|
||||
for i = 1, #upStarConsumeMaterial do
|
||||
--Log("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i])
|
||||
if #upStarConsumeMaterial[i]>0 then
|
||||
for j = 1, #upStarConsumeMaterial[i] do
|
||||
--Log("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j])
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
|
||||
function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
|
||||
--Log("#curHeroList "..#curHeroList)
|
||||
local curEndShowHeroListData2={}
|
||||
for i = 1, #curHeroList do
|
||||
table.insert(curEndShowHeroListData2,curHeroList[i])
|
||||
end
|
||||
local curEndShowHeroListData={}
|
||||
for i, v in pairs(curEndShowHeroListData2) do
|
||||
v.isSelect=2
|
||||
table.insert(curEndShowHeroListData,v)
|
||||
end
|
||||
for j = 1, #upStarConsumeMaterial do
|
||||
if upStarConsumeMaterial[j] and #upStarConsumeMaterial[j]>0 then
|
||||
for k = 1, #upStarConsumeMaterial[j] do
|
||||
if j==curSelectUpStarData.upStarData[2] then--curSelectUpStarData 当前坑位选择的英雄信息
|
||||
for _, v in pairs(curEndShowHeroListData) do
|
||||
if v.dynamicId==upStarConsumeMaterial[j][k] then
|
||||
v.isSelect=1
|
||||
end
|
||||
end
|
||||
else
|
||||
for i, v in pairs(curEndShowHeroListData) do
|
||||
if v.dynamicId==upStarConsumeMaterial[j][k] then
|
||||
curEndShowHeroListData[i] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local curList={}
|
||||
for _, v in pairs(curEndShowHeroListData) do
|
||||
table.insert(curList,v)
|
||||
end
|
||||
return curList
|
||||
end
|
||||
--进阶按钮点击事件处理
|
||||
function this.StarUpClick()
|
||||
if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
|
||||
PopupTipPanel.ShowTip(Language[11846])
|
||||
return
|
||||
end
|
||||
if curHeroData.lv<upStarRankUpConfig.LimitLevel then
|
||||
PopupTipPanel.ShowTip(Language[11851]..upStarRankUpConfig.LimitLevel)
|
||||
return
|
||||
end
|
||||
local isUpStarMaterialsHero=true
|
||||
for i = 1, #upStarMaterialIsAll do
|
||||
if upStarMaterialIsAll[i]==2 then
|
||||
isUpStarMaterialsHero=false
|
||||
end
|
||||
end
|
||||
if isUpStarMaterials and isUpStarMaterialsHero then
|
||||
NetManager.HeroUpStarEvent(curHeroData.dynamicId,upStarConsumeMaterial ,function (msg)
|
||||
UIManager.OpenPanel(UIName.RoleAwakeSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
|
||||
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
|
||||
if #dropItemTabs > 0 then
|
||||
BagManager.SetDropIsSHowEquipPrint(false)
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function ()
|
||||
this.DeleteUpStarMaterials()
|
||||
end)
|
||||
else
|
||||
this.DeleteUpStarMaterials()
|
||||
end
|
||||
end)
|
||||
end)
|
||||
-- 进阶音效
|
||||
PlaySoundWithoutClick(SoundConfig.Sound_Recruit3)
|
||||
else
|
||||
PopupTipPanel.ShowTip("材料不足无法觉醒!")
|
||||
end
|
||||
end
|
||||
--扣除升星 消耗的材料 更新英雄数据
|
||||
function this.DeleteUpStarMaterials()
|
||||
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.lv,curHeroData.star+1,curHeroData.breakId,upStarRankUpConfig.Id,true)
|
||||
HeroManager.UpdateSingleHeroSkillData(curHeroData.dynamicId)
|
||||
for i, v in pairs(heroDatas) do
|
||||
if curHeroData == v then
|
||||
curHeroData=HeroManager.GetSingleHeroData(curHeroData.dynamicId)
|
||||
v=curHeroData
|
||||
end
|
||||
end
|
||||
--本地数据删除材料英雄
|
||||
for i = 1, #upStarConsumeMaterial do
|
||||
HeroManager.DeleteHeroDatas(upStarConsumeMaterial[i])
|
||||
end
|
||||
if HeroManager.heroListPanelProID ~= ProIdConst.All then
|
||||
heroDatas = HeroManager.GetHeroDataByProperty(HeroManager.heroListPanelProID)
|
||||
else
|
||||
heroDatas = HeroManager.GetAllHeroDatas()
|
||||
end
|
||||
if UIManager.IsOpen(UIName.RoleInfoPanel) then--当界面存在时需要刷新当前界面
|
||||
HeroManager.SortHeroDatas(heroDatas)
|
||||
parent:OnOpen(curHeroData, heroDatas,isUpZhen)
|
||||
parent:OnShow()
|
||||
end
|
||||
end
|
||||
function this:OnSortingOrderChange()
|
||||
|
||||
end
|
||||
|
||||
function this:OnHide()
|
||||
this.gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
function this:OnClose()
|
||||
|
||||
end
|
||||
|
||||
function this:OnDestroy()
|
||||
upStarPreList = {}
|
||||
end
|
||||
|
||||
return this
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2f05c10004e33b54b85babde43971bb8
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,167 @@
|
|||
require("Base/BasePanel")
|
||||
RoleAwakeSuccessPanel = Inherit(BasePanel)
|
||||
local this=RoleAwakeSuccessPanel
|
||||
this.skillConfig=ConfigManager.GetConfig(ConfigName.SkillConfig)
|
||||
local passiveSkillConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
|
||||
local orginLayer = 20
|
||||
local callBack = nil
|
||||
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
|
||||
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
|
||||
local passiveSkillLogicConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
|
||||
--初始化组件(用于子类重写)
|
||||
function RoleAwakeSuccessPanel:InitComponent()
|
||||
|
||||
orginLayer = 20
|
||||
this.BtnBack = Util.GetGameObject(self.transform, "backBtn")
|
||||
this.mask = Util.GetGameObject(self.transform, "mask")
|
||||
this.live2dRoot=Util.GetGameObject(self.transform,"live2dRoot")
|
||||
|
||||
this.heroName = Util.GetGameObject(self.transform, "heroInfo/nameAndPossLayout/heroName"):GetComponent("Text")
|
||||
this.profession = Util.GetGameObject(self.transform, "Pos/PosImage"):GetComponent("Image")
|
||||
this.proImage = Util.GetGameObject(self.transform, "heroInfo/nameAndPossLayout/proImage/proImage"):GetComponent("Image")
|
||||
this.starGrid = Util.GetGameObject(self.transform, "heroInfo/sartAndLvLayout")
|
||||
this.posBgImage=Util.GetGameObject(self.transform,"Pos"):GetComponent("Image")
|
||||
this.posText=Util.GetGameObject(self.transform,"Pos/PosText"):GetComponent("Text")
|
||||
|
||||
|
||||
this.lvEndInfo=Util.GetGameObject(self.transform, "proInfo/lvEndText"):GetComponent("Text")
|
||||
this.UI_Effect_choukaSSR = Util.GetGameObject(self.transform, "UI_Effect_chouka_SSR")
|
||||
|
||||
this.prefab = Util.GetGameObject(self.gameObject, "proInfo/pre")
|
||||
this.ScrollParentView1 = Util.GetGameObject(self.gameObject, "proInfo/ScrollFitter")
|
||||
this.ScrollView1 = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.ScrollParentView1.transform,
|
||||
this.prefab, Vector2.New(1017.6, 287.5), 1, 1)
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
function RoleAwakeSuccessPanel:BindEvent()
|
||||
|
||||
Util.AddClick(this.BtnBack, function()
|
||||
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
|
||||
self:ClosePanel()
|
||||
end)
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
function RoleAwakeSuccessPanel:AddListener()
|
||||
|
||||
end
|
||||
|
||||
--移除事件监听(用于子类重写)
|
||||
function RoleAwakeSuccessPanel:RemoveListener()
|
||||
|
||||
end
|
||||
|
||||
|
||||
function RoleAwakeSuccessPanel:OnSortingOrderChange()
|
||||
Util.AddParticleSortLayer(this.UI_Effect_choukaSSR, self.sortingOrder - orginLayer)
|
||||
this.mask:GetComponent("Canvas").overrideSorting = true
|
||||
this.mask:GetComponent("Canvas").sortingOrder = self.sortingOrder - 30
|
||||
orginLayer = self.sortingOrder
|
||||
end
|
||||
local curHeroData
|
||||
--界面打开时调用(用于子类重写)
|
||||
function RoleAwakeSuccessPanel:OnOpen(_curHeroData,_nextHeroUpStarId,_curHeroRankUpConfigOpenLevel,_callBack)
|
||||
curHeroData=_curHeroData
|
||||
local nextHeroUpStarId=_nextHeroUpStarId
|
||||
local curHeroRankUpConfigOpenLevel=_curHeroRankUpConfigOpenLevel
|
||||
callBack = _callBack
|
||||
this.UI_Effect_choukaSSR:SetActive(true)
|
||||
this.LiveName = GetResourcePath(curHeroData.heroConfig.Live)
|
||||
this.LiveGO = poolManager:LoadLive(this.LiveName, this.live2dRoot.transform,
|
||||
Vector3.one * curHeroData.heroConfig.Scale, Vector3.New(curHeroData.heroConfig.Position[1],curHeroData.heroConfig.Position[2],0))
|
||||
SetHeroStars(this.starGrid, curHeroData.star+1,1,Vector2.New(60,60),-11,Vector2.New(0.5,0.5))
|
||||
this.profession.sprite = Util.LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
|
||||
this.proImage.sprite =Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
|
||||
this.heroName.text =curHeroData.heroConfig.ReadingName
|
||||
this.posBgImage.sprite=Util.LoadSprite(GetHeroPosBgStr(curHeroData.heroConfig.Profession))
|
||||
this.posText.text=curHeroData.heroConfig.HeroLocation
|
||||
this.lvEndInfo.text=string.format(Language[11867],curHeroRankUpConfigOpenLevel)
|
||||
local TalentData = this.GetNewTalentDataShow()
|
||||
LogPink("TalentData "..#TalentData)
|
||||
this.ScrollView1:SetData(TalentData, function(index, go)
|
||||
this.SingOldTalentDataShow(go, TalentData[index])
|
||||
end)
|
||||
end
|
||||
|
||||
function this.GetNewTalentDataShow()
|
||||
local breakSkillDataList = {}
|
||||
local upStarSkillDataList = {}
|
||||
if curHeroData.heroConfig.Awaken then
|
||||
for i = 1, #curHeroData.heroConfig.Awaken do
|
||||
local Desc = passiveSkillConfig[curHeroData.heroConfig.Awaken[i][3]].Desc
|
||||
if curHeroData.heroConfig.Awaken[i][1] == 1 then--突破
|
||||
-- local titleStr = NumToSimplenessFont[heroRankupConfig[curHeroData.heroConfig.Awaken[i][2]].Phase[2]] .. Language[11864]
|
||||
-- local curBreakId = curHeroData.heroConfig.Awaken[i][2]
|
||||
-- if breakSkillDataList[curBreakId] then
|
||||
-- breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str = breakSkillDataList[curBreakId].str .. " <color=#66FF00>"..Desc.."</color>"}
|
||||
-- else
|
||||
-- breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
|
||||
-- end
|
||||
else--升星
|
||||
local curUpStarId = curHeroData.heroConfig.Awaken[i][2]
|
||||
local titleStr = NumToSimplenessFont[heroRankupConfig[curUpStarId].Phase[2]] .. Language[11865]
|
||||
local _passiveSkillId = passiveSkillConfig[curHeroData.heroConfig.Awaken[i][3]].Id
|
||||
if upStarSkillDataList[curUpStarId] then
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str = upStarSkillDataList[curUpStarId].str .. " <color=#66FF00>"..Desc.."</color>"}
|
||||
else
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
-- local breakSkillDataList2 = {}
|
||||
-- for i, v in pairs(breakSkillDataList) do
|
||||
-- table.insert(breakSkillDataList2,v)
|
||||
-- end
|
||||
-- table.sort(breakSkillDataList2, function(a,b) return a.index<b.index end)
|
||||
|
||||
local upStarSkillDataList2 = {}
|
||||
for i, v in pairs(upStarSkillDataList) do
|
||||
table.insert(upStarSkillDataList2,v)
|
||||
end
|
||||
table.sort(upStarSkillDataList2, function(a,b) return a.index<b.index end)
|
||||
|
||||
-- for i = 1, #upStarSkillDataList2 do
|
||||
-- table.insert(breakSkillDataList2,upStarSkillDataList2[i])
|
||||
-- end
|
||||
return upStarSkillDataList2
|
||||
end
|
||||
function this.SingOldTalentDataShow(go,data)
|
||||
local breakGo = Util.GetGameObject(go, "breakSkillTextPre")
|
||||
local upStarGo = Util.GetGameObject(go, "upStarSkillTextPre")
|
||||
if data.type == 1 then--突破
|
||||
breakGo:SetActive(true)
|
||||
upStarGo:SetActive(false)
|
||||
breakGo:GetComponent("Text").text = data.str
|
||||
else
|
||||
breakGo:SetActive(false)
|
||||
upStarGo:SetActive(true)
|
||||
local kongStr = ""
|
||||
if passiveSkillLogicConfig[data.passiveSkillId].Judge == 1 then
|
||||
kongStr = " "
|
||||
else
|
||||
kongStr = ""
|
||||
end
|
||||
Util.GetGameObject(upStarGo.transform, "Image"):SetActive(passiveSkillLogicConfig[data.passiveSkillId].Judge == 1)
|
||||
upStarGo:GetComponent("Text").text = kongStr .. data.str
|
||||
end
|
||||
end
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function RoleAwakeSuccessPanel:OnClose()
|
||||
if this.LiveName then
|
||||
poolManager:UnLoadLive(this.LiveName, this.LiveGO)
|
||||
this.LiveName = nil
|
||||
end
|
||||
if callBack then
|
||||
callBack()
|
||||
callBack = nil
|
||||
end
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function RoleAwakeSuccessPanel:OnDestroy()
|
||||
|
||||
end
|
||||
|
||||
return RoleAwakeSuccessPanel
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8abe75a56e916ca4cad7e3c305129725
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,180 @@
|
|||
require("Base/BasePanel")
|
||||
RoleAwakeTalentPopup = Inherit(BasePanel)
|
||||
local this = RoleAwakeTalentPopup
|
||||
local heroConfig
|
||||
local passiveSkillLogicConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
|
||||
local passiveSkillConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
|
||||
local heroRankupConfig=ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
|
||||
--初始化组件(用于子类重写)
|
||||
function RoleAwakeTalentPopup:InitComponent()
|
||||
Util.GetGameObject(self.transform, "bg1/name/text"):GetComponent("Text").text = "觉醒前天赋"
|
||||
Util.GetGameObject(self.transform, "bg2/name/text"):GetComponent("Text").text = "觉醒后天赋"
|
||||
self.BackMask = Util.GetGameObject(self.transform, "BackMask")
|
||||
this.prefab = Util.GetGameObject(self.gameObject, "pre")
|
||||
this.ScrollParentView1 = Util.GetGameObject(self.gameObject, "bg1/ScrollFitter")
|
||||
this.ScrollView1 = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.ScrollParentView1.transform,
|
||||
this.prefab, Vector2.New(417.8, 552.7), 1, 1)
|
||||
|
||||
this.ScrollParentView2 = Util.GetGameObject(self.gameObject, "bg2/ScrollFitter")
|
||||
this.ScrollView2 = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.ScrollParentView2.transform,
|
||||
this.prefab, Vector2.New(417.8, 552.7), 1, 1)
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
function RoleAwakeTalentPopup:BindEvent()
|
||||
Util.AddClick(self.BackMask, function()
|
||||
self:ClosePanel()
|
||||
end)
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
function RoleAwakeTalentPopup:AddListener()
|
||||
end
|
||||
|
||||
--移除事件监听(用于子类重写)
|
||||
function RoleAwakeTalentPopup:RemoveListener()
|
||||
end
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
--传三个参数 是因为图鉴也要用
|
||||
function RoleAwakeTalentPopup:OnOpen(_heroConfig)
|
||||
heroConfig = _heroConfig
|
||||
end
|
||||
|
||||
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
|
||||
function RoleAwakeTalentPopup:OnShow()
|
||||
local OldTalentData = this.GetOldTalentDataShow()
|
||||
local newTalentData = this.GetNewTalentDataShow()
|
||||
this.ScrollView1:SetData(OldTalentData, function(index, go)
|
||||
this.SingOldTalentDataShow(go, OldTalentData[index])
|
||||
end)
|
||||
this.ScrollView2:SetData(newTalentData, function(index, go)
|
||||
this.SingOldTalentDataShow(go, newTalentData[index])
|
||||
end)
|
||||
end
|
||||
function this.GetOldTalentDataShow()
|
||||
local breakSkillDataList = {}
|
||||
local upStarSkillDataList = {}
|
||||
if heroConfig.OpenPassiveSkillRules then
|
||||
for i = 1, #heroConfig.OpenPassiveSkillRules do
|
||||
local Desc = passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc
|
||||
if heroConfig.OpenPassiveSkillRules[i][1] == 1 then--突破
|
||||
local titleStr = NumToSimplenessFont[heroRankupConfig[heroConfig.OpenPassiveSkillRules[i][2]].Phase[2]] .. Language[11864]
|
||||
local curBreakId = heroConfig.OpenPassiveSkillRules[i][2]
|
||||
if breakSkillDataList[curBreakId] then
|
||||
breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str = breakSkillDataList[curBreakId].str .. " <color=#66FF00>"..Desc.."</color>"}
|
||||
else
|
||||
breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
|
||||
end
|
||||
else--升星
|
||||
local curUpStarId = heroConfig.OpenPassiveSkillRules[i][2]
|
||||
local titleStr = NumToSimplenessFont[heroRankupConfig[curUpStarId].Phase[2]] .. Language[11865]
|
||||
local _passiveSkillId = passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Id
|
||||
if upStarSkillDataList[curUpStarId] then
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str = upStarSkillDataList[curUpStarId].str .. " <color=#66FF00>"..Desc.."</color>"}
|
||||
else
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local breakSkillDataList2 = {}
|
||||
for i, v in pairs(breakSkillDataList) do
|
||||
table.insert(breakSkillDataList2,v)
|
||||
end
|
||||
table.sort(breakSkillDataList2, function(a,b) return a.index<b.index end)
|
||||
|
||||
local upStarSkillDataList2 = {}
|
||||
for i, v in pairs(upStarSkillDataList) do
|
||||
table.insert(upStarSkillDataList2,v)
|
||||
end
|
||||
table.sort(upStarSkillDataList2, function(a,b) return a.index<b.index end)
|
||||
for i = 1, #upStarSkillDataList2 do
|
||||
table.insert(breakSkillDataList2,upStarSkillDataList2[i])
|
||||
end
|
||||
return breakSkillDataList2
|
||||
end
|
||||
function this.GetNewTalentDataShow()
|
||||
local breakSkillDataList = {}
|
||||
local upStarSkillDataList = {}
|
||||
if heroConfig.Awaken then
|
||||
for i = 1, #heroConfig.Awaken do
|
||||
local Desc = passiveSkillConfig[heroConfig.Awaken[i][3]].Desc
|
||||
if heroConfig.Awaken[i][1] == 1 then--突破
|
||||
local titleStr = NumToSimplenessFont[heroRankupConfig[heroConfig.Awaken[i][2]].Phase[2]] .. Language[11864]
|
||||
local curBreakId = heroConfig.Awaken[i][2]
|
||||
if breakSkillDataList[curBreakId] then
|
||||
breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str = breakSkillDataList[curBreakId].str .. " <color=#66FF00>"..Desc.."</color>"}
|
||||
else
|
||||
breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
|
||||
end
|
||||
else--升星
|
||||
local curUpStarId = heroConfig.Awaken[i][2]
|
||||
local titleStr = NumToSimplenessFont[heroRankupConfig[curUpStarId].Phase[2]] .. Language[11865]
|
||||
local _passiveSkillId = passiveSkillConfig[heroConfig.Awaken[i][3]].Id
|
||||
if upStarSkillDataList[curUpStarId] then
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str = upStarSkillDataList[curUpStarId].str .. " <color=#66FF00>"..Desc.."</color>"}
|
||||
else
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local breakSkillDataList2 = {}
|
||||
for i, v in pairs(breakSkillDataList) do
|
||||
table.insert(breakSkillDataList2,v)
|
||||
end
|
||||
table.sort(breakSkillDataList2, function(a,b) return a.index<b.index end)
|
||||
|
||||
local upStarSkillDataList2 = {}
|
||||
for i, v in pairs(upStarSkillDataList) do
|
||||
table.insert(upStarSkillDataList2,v)
|
||||
end
|
||||
table.sort(upStarSkillDataList2, function(a,b) return a.index<b.index end)
|
||||
|
||||
for i = 1, #upStarSkillDataList2 do
|
||||
table.insert(breakSkillDataList2,upStarSkillDataList2[i])
|
||||
end
|
||||
return breakSkillDataList2
|
||||
end
|
||||
function this.SingOldTalentDataShow(go,data)
|
||||
local breakGo = Util.GetGameObject(go, "breakSkillTextPre")
|
||||
local upStarGo = Util.GetGameObject(go, "upStarSkillTextPre")
|
||||
if data.type == 1 then--突破
|
||||
breakGo:SetActive(true)
|
||||
upStarGo:SetActive(false)
|
||||
breakGo:GetComponent("Text").text = data.str
|
||||
else
|
||||
breakGo:SetActive(false)
|
||||
upStarGo:SetActive(true)
|
||||
local kongStr = ""
|
||||
if passiveSkillLogicConfig[data.passiveSkillId].Judge == 1 then
|
||||
kongStr = " "
|
||||
else
|
||||
kongStr = ""
|
||||
end
|
||||
Util.GetGameObject(upStarGo.transform, "Image"):SetActive(passiveSkillLogicConfig[data.passiveSkillId].Judge == 1)
|
||||
upStarGo:GetComponent("Text").text = kongStr .. data.str
|
||||
end
|
||||
end
|
||||
function this.SingNewTalentDataShow(go,data)
|
||||
|
||||
-- go:GetComponent("Text").text = breakSkillDataList2[i].str
|
||||
-- local kongStr = ""
|
||||
-- if passiveSkillLogicConfig[upStarSkillDataList2[i].passiveSkillId].Judge == 1 then
|
||||
-- kongStr = " "
|
||||
-- else
|
||||
-- kongStr = ""
|
||||
-- end
|
||||
-- Util.GetGameObject(go.transform, "Image"):SetActive(passiveSkillLogicConfig[upStarSkillDataList2[i].passiveSkillId].Judge == 1)
|
||||
-- go:GetComponent("Text").text = kongStr .. upStarSkillDataList2[i].str
|
||||
end
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function RoleAwakeTalentPopup:OnClose()
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function RoleAwakeTalentPopup:OnDestroy()
|
||||
end
|
||||
|
||||
return RoleAwakeTalentPopup
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c9d1c457a0da41f419993e30a1d170b3
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -4,6 +4,7 @@ local this = RoleInfoPanel
|
|||
local RoleSkinPanel = require("Modules/RoleInfo/RoleSkinPanel")
|
||||
local RoleInfoLayout = require("Modules/RoleInfo/RoleInfoLayout")
|
||||
local RoleUpStarLayout = require("Modules/RoleInfo/RoleUpStarLayout")
|
||||
local RoleAwakeLayout = require("Modules/RoleInfo/RoleAwakeLayout")
|
||||
local RoleStoryLayout = require("Modules/RoleInfo/RoleStoryLayout")
|
||||
|
||||
local _CurPageIndex = 1
|
||||
|
|
@ -14,9 +15,11 @@ local tabs = {
|
|||
},
|
||||
[2] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "进阶",rpType = -1,
|
||||
},
|
||||
[3] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "传说",rpType = -1,
|
||||
[3] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "觉醒",rpType = -1,
|
||||
},
|
||||
[4] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "皮肤",rpType = -1,
|
||||
[4] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "传说",rpType = -1,
|
||||
},
|
||||
[5] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "皮肤",rpType = -1,
|
||||
},
|
||||
}
|
||||
|
||||
|
|
@ -101,8 +104,9 @@ function RoleInfoPanel:InitComponent()
|
|||
this.PageList = {
|
||||
[1] = RoleInfoLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleInfoLayout")),
|
||||
[2] = RoleUpStarLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleUpStarLayout")),
|
||||
[3] = RoleStoryLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleStoryLayout")),
|
||||
[4] = RoleSkinPanel:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleSkinLayout")),
|
||||
[3] = RoleAwakeLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleAwakelayout")),
|
||||
[4] = RoleStoryLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleStoryLayout")),
|
||||
[5] = RoleSkinPanel:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleSkinLayout")),
|
||||
}
|
||||
|
||||
this.dragView = SubUIManager.Open(SubUIConfig.DragView, self.gameObject.transform)
|
||||
|
|
@ -210,7 +214,7 @@ function RoleInfoPanel:RemoveListener()
|
|||
end
|
||||
|
||||
this.UpdateSkinShow = function()
|
||||
if _CurPageIndex == 4 then
|
||||
if _CurPageIndex == 5 then
|
||||
this:OnPageTabChange(_CurPageIndex)
|
||||
end
|
||||
end
|
||||
|
|
@ -371,7 +375,7 @@ function this:UpdateBtnList()
|
|||
if not tabsList[k] then
|
||||
tabsList[k] = newObjToParent(this.btnPre,this.btnList)
|
||||
end
|
||||
if k == 4 then
|
||||
if k == 5 then
|
||||
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",curHeroData.id)
|
||||
local HeoSkin = {}
|
||||
for i = 1 ,#configs do
|
||||
|
|
@ -387,7 +391,6 @@ function this:UpdateBtnList()
|
|||
else
|
||||
tabsList[k].gameObject:SetActive(true)
|
||||
end
|
||||
|
||||
local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text")
|
||||
local redpot = Util.GetGameObject(tabsList[k], "redPoint")
|
||||
title.text = v.title
|
||||
|
|
@ -410,6 +413,31 @@ function this:UpdateBtnList()
|
|||
end
|
||||
end)
|
||||
end
|
||||
--根据星级决定叶签现隐
|
||||
if tabsList[2] and tabsList[3] then
|
||||
if curHeroData.star < 10 then
|
||||
if _CurPageIndex == 3 then
|
||||
_CurPageIndex = 1
|
||||
this:OnPageTabChange(_CurPageIndex)
|
||||
end
|
||||
tabsList[2].gameObject:SetActive(true)
|
||||
tabsList[3].gameObject:SetActive(false)
|
||||
elseif curHeroData.star == 10 and curHeroData.heroConfig.Awaken and #curHeroData.heroConfig.Awaken > 0 then
|
||||
if _CurPageIndex == 2 then
|
||||
_CurPageIndex = 1
|
||||
this:OnPageTabChange(_CurPageIndex)
|
||||
end
|
||||
tabsList[2].gameObject:SetActive(false)
|
||||
tabsList[3].gameObject:SetActive(true)
|
||||
else
|
||||
if _CurPageIndex == 2 or _CurPageIndex == 3 then
|
||||
_CurPageIndex = 1
|
||||
this:OnPageTabChange(_CurPageIndex)
|
||||
end
|
||||
tabsList[2].gameObject:SetActive(false)
|
||||
tabsList[3].gameObject:SetActive(false)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function this:CheckRedPointType(index,isShowRedPoint)
|
||||
|
|
@ -446,7 +474,7 @@ end
|
|||
function this:UpdateHeroInfoData()
|
||||
this:UpdateBtnList()
|
||||
|
||||
if _CurPageIndex == 4 then
|
||||
if _CurPageIndex == 5 then
|
||||
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",curHeroData.id)
|
||||
local HeoSkin = {}
|
||||
for i = 1 ,#configs do
|
||||
|
|
@ -517,9 +545,10 @@ function this:UpdateHeroInfoData()
|
|||
end
|
||||
--天赋
|
||||
this.talentBtn:SetActive(curHeroData.heroConfig.OpenPassiveSkillRules ~= nil)
|
||||
if curHeroData.heroConfig.OpenPassiveSkillRules then
|
||||
local OpenPassiveSkillRules = curHeroData.star == HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
|
||||
if OpenPassiveSkillRules then
|
||||
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
||||
this.talentProgress.text = #openlists - compoundOpenNum .."/"..#curHeroData.heroConfig.OpenPassiveSkillRules - compoundNum
|
||||
this.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
|
||||
if allUpStarOpenData[curHeroData.star + 1] then
|
||||
this.talentTipStr.text = Language[11837].. NumToSimplenessFont[curHeroData.star + 1] ..Language[11838]
|
||||
else
|
||||
|
|
|
|||
|
|
@ -49,39 +49,41 @@ end
|
|||
function RoleTalentPopup:GetTalentDataShow()
|
||||
breakSkillDataList = {}
|
||||
upStarSkillDataList = {}
|
||||
if heroConfig.OpenPassiveSkillRules then
|
||||
for i = 1, #heroConfig.OpenPassiveSkillRules do
|
||||
if heroConfig.OpenPassiveSkillRules[i][1] == 1 then--突破
|
||||
local titleStr = NumToSimplenessFont[heroRankupConfig[heroConfig.OpenPassiveSkillRules[i][2]].Phase[2]] .. Language[11864]
|
||||
local curBreakId = heroConfig.OpenPassiveSkillRules[i][2]
|
||||
local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
|
||||
local OpenPassiveSkillRules = (upStarId and upStarId ~=0 and heroRankUpConfig[upStarId].OpenStar == HeroManager.awakeNextStarIndex) and heroConfig.Awaken or heroConfig.OpenPassiveSkillRules
|
||||
if OpenPassiveSkillRules then
|
||||
for i = 1, #OpenPassiveSkillRules do
|
||||
if OpenPassiveSkillRules[i][1] == 1 then--突破
|
||||
local titleStr = NumToSimplenessFont[heroRankupConfig[OpenPassiveSkillRules[i][2]].Phase[2]] .. Language[11864]
|
||||
local curBreakId = OpenPassiveSkillRules[i][2]
|
||||
if breakId >= curBreakId then
|
||||
if breakSkillDataList[curBreakId] then
|
||||
breakSkillDataList[curBreakId] = {index = curBreakId,str = breakSkillDataList[curBreakId].str .. " <color=#66FF00>"..passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
breakSkillDataList[curBreakId] = {index = curBreakId,str = breakSkillDataList[curBreakId].str .. " <color=#66FF00>"..passiveSkillConfig[OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
else
|
||||
breakSkillDataList[curBreakId] = {index = curBreakId,str ="<color=#66FF00>"..titleStr..passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
breakSkillDataList[curBreakId] = {index = curBreakId,str ="<color=#66FF00>"..titleStr..passiveSkillConfig[OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
end
|
||||
else
|
||||
if breakSkillDataList[curBreakId] then
|
||||
breakSkillDataList[curBreakId] = {index = curBreakId,str =breakSkillDataList[curBreakId].str .. " <color=#B9AC97>"..passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
breakSkillDataList[curBreakId] = {index = curBreakId,str =breakSkillDataList[curBreakId].str .. " <color=#B9AC97>"..passiveSkillConfig[OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
else
|
||||
breakSkillDataList[curBreakId] = {index = curBreakId,str ="<color=#B9AC97>"..titleStr..passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
breakSkillDataList[curBreakId] = {index = curBreakId,str ="<color=#B9AC97>"..titleStr..passiveSkillConfig[OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
end
|
||||
end
|
||||
else--升星
|
||||
local curUpStarId = heroConfig.OpenPassiveSkillRules[i][2]
|
||||
local curUpStarId = OpenPassiveSkillRules[i][2]
|
||||
local titleStr = NumToSimplenessFont[heroRankupConfig[curUpStarId].Phase[2]] .. Language[11865]
|
||||
local _passiveSkillId = passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Id
|
||||
local _passiveSkillId = passiveSkillConfig[OpenPassiveSkillRules[i][3]].Id
|
||||
if upStarId >= curUpStarId then
|
||||
if upStarSkillDataList[curUpStarId] then
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,index = curUpStarId,str = upStarSkillDataList[curUpStarId].str .. " <color=#66FF00>"..passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,index = curUpStarId,str = upStarSkillDataList[curUpStarId].str .. " <color=#66FF00>"..passiveSkillConfig[OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
else
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,index = curUpStarId,str ="<color=#66FF00>"..titleStr..passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,index = curUpStarId,str ="<color=#66FF00>"..titleStr..passiveSkillConfig[OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
end
|
||||
else
|
||||
if upStarSkillDataList[curUpStarId] then
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,index = curUpStarId,str =upStarSkillDataList[curUpStarId].str .. " <color=#B9AC97>"..passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,index = curUpStarId,str =upStarSkillDataList[curUpStarId].str .. " <color=#B9AC97>"..passiveSkillConfig[OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
else
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,index = curUpStarId,str ="<color=#B9AC97>"..titleStr..passiveSkillConfig[heroConfig.OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,index = curUpStarId,str ="<color=#B9AC97>"..titleStr..passiveSkillConfig[OpenPassiveSkillRules[i][3]].Desc.."</color>"}
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
|||
|
|
@ -39,6 +39,9 @@ function RoleUpStarListPanel:BindEvent()
|
|||
Util.AddClick(this.BtnSure, function()
|
||||
self:ClosePanel()
|
||||
Log("curSelectHeroList "..LengthOfTable(curSelectHeroList))
|
||||
for i, v in pairs(curSelectHeroList) do
|
||||
LogPink("v.dynamicId "..v.dynamicId)
|
||||
end
|
||||
openThisPanel:UpdateUpStarPosHeroData(curSelectHeroList)
|
||||
end)
|
||||
Util.AddClick(this.btnAutoSelect, function()
|
||||
|
|
|
|||
Loading…
Reference in New Issue