英雄合成提交部分代码
parent
6dd95ec834
commit
17b6db91e2
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@ -326,6 +326,7 @@ UIName = {
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ArenaTopMatchGuessTipViewPopup = 325,--巅峰赛竞猜结果弹窗
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DynamicActivityPanel = 326,--轮转活动通用窗口
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CompoundHeroPanel = 327,--神将置换、合成界面
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CompoundHeroUpStarListPanel = 328,--角色合成操作弹窗
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}
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@ -0,0 +1,228 @@
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require("Base/BasePanel")
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CompoundHeroUpStarListPanel = Inherit(BasePanel)
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local this = CompoundHeroUpStarListPanel
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local curSelectHeroList={}
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local heroDataList={}
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local curNeedRoleNum
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local openThisPanel
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local curHeroData = {}
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--初始化组件(用于子类重写)
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function CompoundHeroUpStarListPanel:InitComponent()
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this.BtnBack = Util.GetGameObject(self.transform, "btnBack")
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this.BtnSure = Util.GetGameObject(self.transform, "btnSure")
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this.btnAutoSelect = Util.GetGameObject(self.transform, "btnAutoSelect")
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this.cardPre = Util.GetGameObject(self.gameObject, "item")
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--this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
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this.desText = Util.GetGameObject(self.gameObject, "desText"):GetComponent("Text")
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this.numText = Util.GetGameObject(self.gameObject, "numText"):GetComponent("Text")
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this.Scrollbar= Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,Util.GetGameObject(self.gameObject, "scroll").transform,
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this.cardPre, this.Scrollbar, Vector2.New(927.5, 1010), 1, 5, Vector2.New(19.32,15))
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this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(6.78, 27)
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this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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end
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--绑定事件(用于子类重写)
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function CompoundHeroUpStarListPanel:BindEvent()
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(this.BtnSure, function()
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self:ClosePanel()
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Log("curSelectHeroList "..LengthOfTable(curSelectHeroList))
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openThisPanel.UpdateUpStarPosHeroData(curSelectHeroList)
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end)
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Util.AddClick(this.btnAutoSelect, function()
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self:AutoSelectHero()
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end)
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end
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--添加事件监听(用于子类重写)
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function CompoundHeroUpStarListPanel:AddListener()
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end
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--移除事件监听(用于子类重写)
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function CompoundHeroUpStarListPanel:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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function CompoundHeroUpStarListPanel:OnOpen(heroData,HeroRankupGroupData,RankupConsumeMaterialData,_openThisPanel,_curSelectHeroList,_curHeroData)
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openThisPanel= _openThisPanel
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curSelectHeroList={}
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for i = 1, #_curSelectHeroList do
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curSelectHeroList[_curSelectHeroList[i]]=_curSelectHeroList[i]
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end
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curHeroData = _curHeroData
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heroDataList = heroData
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this.HeroSortData(heroDataList)
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for i, v in pairs(heroDataList) do
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for n,w in pairs(FormationManager.formationList) do
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if HeroManager.heroResolveLicence[n] then
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for m = 1, #w.teamHeroInfos do
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if v.dynamicId==w.teamHeroInfos[m].heroId then
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local isFormationStr = HeroManager.GetHeroFormationStr(n)
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v.isFormation = isFormationStr
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end
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end
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end
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end
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end
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this.ScrollView:SetData(heroDataList, function (index, go)
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this.OnShowSingleCardData(go, heroDataList[index])
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end)
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curNeedRoleNum=RankupConsumeMaterialData[4]
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local str = ""
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if HeroRankupGroupData.Issame == 1 then
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str = HeroRankupGroupData.StarLimit..Language[11868]
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else
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if HeroRankupGroupData.IsId ~= 0 then
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str = HeroRankupGroupData.StarLimit..Language[11869]..ConfigManager.GetConfigData(ConfigName.HeroConfig,HeroRankupGroupData.IsId).ReadingName
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else
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if HeroRankupGroupData.IsSameClan == 0 then
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str = HeroRankupGroupData.StarLimit..Language[11870]
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else
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str = HeroRankupGroupData.StarLimit..Language[11871]
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end
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end
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end
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this.desText.text=string.format(Language[11872],curNeedRoleNum,str)--HeroRankupGroupData.Name)
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this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList) ,curNeedRoleNum)
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end
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function this.OnClickEnterHero(go,heroData,type)
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if type==1 then
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if LengthOfTable(curSelectHeroList)>=curNeedRoleNum then
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PopupTipPanel.ShowTip(Language[10660])
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return
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else
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-- table.insert(curSelectHeroList,heroData)
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curSelectHeroList[heroData.dynamicId] = heroData.dynamicId
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end
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elseif type==2 then
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if curSelectHeroList[heroData.dynamicId] then
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curSelectHeroList[heroData.dynamicId] = nil
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end
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-- for i = 1, #curSelectHeroList do
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-- if heroData.dynamicId==curSelectHeroList[i].dynamicId then
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-- table.remove(curSelectHeroList,i)
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-- break
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-- end
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-- end
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end
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this.OnShowSingleCardData(go,heroData,type)
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this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
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end
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function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
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local choosed = Util.GetGameObject(go.transform, "choosed")
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choosed:SetActive(false)
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if curSelectHeroList[heroData.dynamicId] then
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curSelectHeroList[heroData.dynamicId]=heroData
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choosed:SetActive(true)
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end
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Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
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Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = heroData.lv
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Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.heroConfig.Icon))
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Util.GetGameObject(go.transform, "posIcon"):SetActive(false)--:GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
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Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
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local formationMask = Util.GetGameObject(go.transform, "formationMask")
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-- formationMask:SetActive(false)
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formationMask:SetActive((heroData.isFormation ~= "" and heroData.isFormation ~= Language[11108]) or heroData.lockState == 1)
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Util.GetGameObject(formationMask.transform, "formationImage"):SetActive(heroData.isFormation ~= "" )
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Util.GetGameObject(formationMask.transform, "lockImage"):SetActive( heroData.lockState == 1)
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Util.GetGameObject(go.transform, "noumenon"):SetActive( heroData.id == curHeroData.id )
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local starGrid = Util.GetGameObject(go.transform, "star")
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SetHeroStars(starGrid, heroData.star,1,nil,nil,Vector2.New(0,1))
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local cardBtn = Util.GetGameObject(go.transform, "icon")
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Util.AddOnceClick(cardBtn, function()
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if curSelectHeroList[heroData.dynamicId] then
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choosed:SetActive(false)
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curSelectHeroList[heroData.dynamicId]=nil
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this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
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return
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end
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if LengthOfTable(curSelectHeroList)>=curNeedRoleNum then
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PopupTipPanel.ShowTip(Language[10660])
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return
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end
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curSelectHeroList[heroData.dynamicId]=heroData
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choosed:SetActive(true)
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this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
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end)
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Util.AddOnceClick(formationMask, function()
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if heroData.isFormation ~= "" then
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PopupTipPanel.ShowTip( heroData.isFormation)
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return
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end
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if heroData.lockState == 1 then
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PopupTipPanel.ShowTip(Language[11776])
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return
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end
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end)
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end
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function this.HeroSortData(heroData)
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Log("#heroData "..#heroData)
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--Language[11108]
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table.sort(heroData, function(a, b)
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if (a.isFormation == "" or (a.isFormation ~= "" and a.isFormation == Language[11108])) and (b.isFormation == "" or (b.isFormation ~= "" and b.isFormation == Language[11108]))
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or (a.isFormation ~= "" and a.isFormation ~= Language[11108]) and (b.isFormation ~= "" and b.isFormation ~= Language[11108]) then
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if a.lockState == b.lockState then
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if a.heroConfig.Star == b.heroConfig.Star then
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if a.lv == b.lv then
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if a.id ~= curHeroData.id and b.id ~= curHeroData.id or a.id == curHeroData.id and b.id == curHeroData.id then
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return a.id > b.id
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else
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return not a.id ~= curHeroData.id and b.id == curHeroData.id
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end
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else
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return a.lv < b.lv
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end
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else
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return a.heroConfig.Star < b.heroConfig.Star
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end
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else
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return a.lockState < b.lockState
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end
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else
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return (a.isFormation == "" or (a.isFormation ~= "" and a.isFormation == Language[11108])) and (not b.dynamicId ~= "" and b.isFormation ~= Language[11108])
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end
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end)
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end
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function CompoundHeroUpStarListPanel:AutoSelectHero()
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LogGreen("sssssssssssssssssssss")
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curSelectHeroList = {}
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for i = 1, #heroDataList do
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if LengthOfTable(curSelectHeroList) < curNeedRoleNum and heroDataList[i].isFormation == "" and heroDataList[i].lockState == 0 then--
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LogGreen("heroDataList[i].dynamicId "..heroDataList[i].dynamicId)
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curSelectHeroList[heroDataList[i].dynamicId]=heroDataList[i]
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end
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end
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this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
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this.ScrollView:SetData(heroDataList, function (index, go)
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this.OnShowSingleCardData(go, heroDataList[index])
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end)
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end
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--界面关闭时调用(用于子类重写)
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function CompoundHeroUpStarListPanel:OnClose()
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end
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--界面销毁时调用(用于子类重写)
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function CompoundHeroUpStarListPanel:OnDestroy()
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this.ScrollView = nil
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end
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return CompoundHeroUpStarListPanel
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: d61a49dfbba5e2c4fadc16380d538431
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -144,6 +144,9 @@ function this.ShowTitleData(curHeroCompoundData)
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end
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local upStarConsumeMaterial = {}
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local upStarMaterialIsAll = {}
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local curSelectUpStarData
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local curSelectUpStarGo
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local upStarRankUpConfig
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--更新英雄进阶数据
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function this.UpdateHeroUpStarData(_curUpStarData)
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--进阶吞英雄条件
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@ -196,28 +199,134 @@ function this.UpdateHeroUpStarData(_curUpStarData)
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-- else
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-- addBtnImage:SetActive(false)
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-- end
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if #_curUpStarData.haveHeroList[i + 1] >= curUpStarData[4] then
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num:GetComponent("Text").text=string.format("<color=#FFFFFF>%s/%s</color>",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
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else
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num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
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end
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num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,curUpStarData[4])
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-- if #_curUpStarData.haveHeroList[i + 1] >= curUpStarData[4] then
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-- num:GetComponent("Text").text=string.format("<color=#FFFFFF>%s/%s</color>",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
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-- else
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-- num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
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-- end
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SetHeroStars(starGrid, upStarMaterialsData.StarLimit,1,nil,-15.3)
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-- LogGreen("_curUpStarData.haveHeroList3[i] "..#_curUpStarData.haveHeroList3[i + 1])
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Util.AddOnceClick(addBtn, function()
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-- curSelectUpStarData=curUpStarData[i]
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-- curSelectUpStarGo=go
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-- local curShowHeroListData=self:SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
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-- --参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
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-- UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,upStarMaterialsData,curUpStarData,this,upStarConsumeMaterial[i],curSelectHero)
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curSelectUpStarData=curUpStarData
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curSelectUpStarGo=go
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local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,_curUpStarData.haveHeroList3[i + 1])
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--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
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UIManager.OpenPanel(UIName.CompoundHeroUpStarListPanel,curShowHeroListData,upStarMaterialsData,curUpStarData,this,upStarConsumeMaterial[i],curSelectHero)
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end)
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end
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if curSelectHero then
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--自动选择进阶妖灵师材料
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this.AutoSelectUpStarHeroList(_curUpStarData)
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end
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else
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for i = 1, #needHeros do
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needHeros[i]:SetActive(false)
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end
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end
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--自动选择进阶妖灵师材料
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-- self:AutoSelectUpStarHeroList(curUpStarData)
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end
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--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
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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
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local curEndShowHeroListData={}
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for i = 1, #curHeroList do
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if curHeroList[i].dynamicId ~= curSelectHero.dynamicId then
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curHeroList[i].isSelect=2
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-- LogGreen("curHeroList[i] "..curHeroList[i].dynamicId)
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table.insert(curEndShowHeroListData,curHeroList[i])
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end
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end
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-- LogGreen("#curEndShowHeroListData "..#curEndShowHeroListData)
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for j = 1, #upStarConsumeMaterial do
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if upStarConsumeMaterial[j] and #upStarConsumeMaterial[j]>0 then
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for k = 1, #upStarConsumeMaterial[j] do
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if j==curSelectUpStarData[2] then--curSelectUpStarData 当前坑位选择的英雄信息
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for _, v in pairs(curEndShowHeroListData) do
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if v.dynamicId==upStarConsumeMaterial[j][k] then
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v.isSelect=1
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end
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end
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else
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for i, v in pairs(curEndShowHeroListData) do
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if v.dynamicId==upStarConsumeMaterial[j][k] then
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curEndShowHeroListData[i] = nil
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end
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end
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end
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end
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end
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end
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local curList={}
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for _, v in pairs(curEndShowHeroListData) do
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-- LogGreen("#curList "..v.id.." "..v.isSelect)
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table.insert(curList,v)
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end
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return curList
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end
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--升星选择祭品后刷新界面
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function this.AutoSelectUpStarHeroList(_curUpStarData)
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local curUpStarData= _curUpStarData.upStarMaterialsData
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if curUpStarData and #curUpStarData>0 then
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for i = 1, #curUpStarData do
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curSelectUpStarGo = needHeros[i + 1]
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curSelectUpStarData=curUpStarData[i]
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local upStarHeroListData=_curUpStarData.haveHeroList3[i + 1]
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local curSelectHeroList = {}
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if curSelectUpStarData.Issame ==1
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or curSelectUpStarData.IsId > 0
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or (curSelectUpStarData.IsSameClan == 1
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and curSelectUpStarData.StarLimit == 3
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and curSelectHero.heroConfig.Qualiy ~= 3) then
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if LengthOfTable(upStarHeroListData) >= _curUpStarData.upStarData[i][4] then
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for j = 1, LengthOfTable(upStarHeroListData) do
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LogGreen(_curUpStarData.upStarData[i][4])
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if #curSelectHeroList < _curUpStarData.upStarData[i][4] then
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if upStarHeroListData[j].lockState == 0 and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId then--upStarHeroListData[i].isFormation == ""
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table.insert(curSelectHeroList,upStarHeroListData[j])
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end
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end
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end
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this.UpdateUpStarPosHeroData(curSelectHeroList, _curUpStarData.upStarData[i])
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end
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end
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end
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end
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end
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--刷新当前升星坑位英雄的信息
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function this.UpdateUpStarPosHeroData(curSelectHeroList,_upStarData)
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-- LogGreen("LengthOfTable(curSelectHeroList) "..LengthOfTable(curSelectHeroList))
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local upStarData = _upStarData and _upStarData or curSelectUpStarData
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if LengthOfTable(curSelectHeroList) < upStarData[4] then
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upStarMaterialIsAll[upStarData[2]]=2
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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),upStarData[4])
|
||||
else
|
||||
upStarMaterialIsAll[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),upStarData[4])
|
||||
end
|
||||
local curUpStarConsumeMaterial={}
|
||||
for i, v in pairs(curSelectHeroList) do
|
||||
table.insert(curUpStarConsumeMaterial,v.dynamicId)
|
||||
end
|
||||
upStarConsumeMaterial[upStarData[2]]=curUpStarConsumeMaterial
|
||||
for i = 1, #upStarConsumeMaterial do
|
||||
-- LogGreen("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i])
|
||||
if #upStarConsumeMaterial[i]>0 then
|
||||
for j = 1, #upStarConsumeMaterial[i] do
|
||||
-- LogGreen("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j])
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--更新英雄进阶数据
|
||||
function this.UpdateFirstHeroUpStarData(curHeroCompoundData)
|
||||
|
@ -307,24 +416,47 @@ function this.SingleHeroDataShow(_go,_heroData)
|
|||
end)
|
||||
end
|
||||
function this.Compound()
|
||||
if compoundNum <= 0 then
|
||||
PopupTipPanel.ShowTip(Language[10431])
|
||||
return
|
||||
end
|
||||
if not materidaIsCan then
|
||||
PopupTipPanel.ShowTip(Language[12193])
|
||||
return
|
||||
end
|
||||
NetManager.ComplexTreasureRequest(curSelectEquip.equipType,curIndex,curSelectEquip.quantity,compoundNum,function(msg)
|
||||
for i = 1, #msg.equipIds do
|
||||
EquipTreasureManager.RemoveTreasureByIdDyn(msg.equipIds[i])
|
||||
for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
|
||||
if v.Star == curSelectHero.heroConfig.Star and v.LimitStar == curSelectHero.heroConfig.Star and v.OpenStar == curSelectHero.heroConfig.Star + 1 then
|
||||
upStarRankUpConfig = v
|
||||
end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
|
||||
this.ShowCurrPosTreasures()
|
||||
end
|
||||
local isUpStarMaterialsHero=true
|
||||
for i = 1, #upStarMaterialIsAll do
|
||||
if upStarMaterialIsAll[i]==2 then
|
||||
isUpStarMaterialsHero=false
|
||||
end
|
||||
end
|
||||
if isUpStarMaterialsHero then
|
||||
NetManager.HeroUpStarEvent(curSelectHero.dynamicId,upStarConsumeMaterial ,function (msg)
|
||||
UIManager.OpenPanel(UIName.RoleUpStarSuccessPanel,curSelectHero,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
|
||||
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
|
||||
if #dropItemTabs > 0 then
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function ()
|
||||
this.DeleteUpStarMaterials()
|
||||
end)
|
||||
else
|
||||
this.DeleteUpStarMaterials()
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
-- 进阶音效
|
||||
PlaySoundWithoutClick(SoundConfig.Sound_Recruit3)
|
||||
else
|
||||
PopupTipPanel.ShowTip(Language[11852])
|
||||
end
|
||||
end
|
||||
--扣除升星 消耗的材料 更新英雄数据
|
||||
function this.DeleteUpStarMaterials()
|
||||
HeroManager.UpdateSingleHeroDatas(curSelectHero.dynamicId,curSelectHero.lv,curSelectHero.star+1,curSelectHero.breakId,upStarRankUpConfig.Id,true)
|
||||
HeroManager.UpdateSingleHeroSkillData(curSelectHero.dynamicId)
|
||||
--本地数据删除材料英雄
|
||||
for i = 1, #upStarConsumeMaterial do
|
||||
HeroManager.DeleteHeroDatas(upStarConsumeMaterial[i])
|
||||
end
|
||||
--刷新界面
|
||||
this.ShowCurrPosHeroCompound()
|
||||
end
|
||||
|
||||
-- tab节点显示自定义
|
||||
function this.TabAdapter(tab, index, status)
|
||||
local tabLab = Util.GetGameObject(tab, "Text")
|
||||
|
|
|
@ -2883,6 +2883,7 @@ function this.ByCompoundHeroGetAllHeros()
|
|||
local downSoryHeroList = {}
|
||||
for i, v in pairs(heroDatas) do
|
||||
if v.star == 4 or v.star == 5 then--四星 五星 才能加
|
||||
v.isFormation = ""
|
||||
table.insert(upSortHeroList,v)
|
||||
table.insert(downSoryHeroList,v)
|
||||
end
|
||||
|
|
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Reference in New Issue