diff --git a/Assets/ManagedResources/~Lua/Data/UIData.lua b/Assets/ManagedResources/~Lua/Data/UIData.lua
index 2bea50c9ee..eb78c83bbe 100644
--- a/Assets/ManagedResources/~Lua/Data/UIData.lua
+++ b/Assets/ManagedResources/~Lua/Data/UIData.lua
@@ -326,6 +326,7 @@ UIName = {
ArenaTopMatchGuessTipViewPopup = 325,--巅峰赛竞猜结果弹窗
DynamicActivityPanel = 326,--轮转活动通用窗口
CompoundHeroPanel = 327,--神将置换、合成界面
+ CompoundHeroUpStarListPanel = 328,--角色合成操作弹窗
}
diff --git a/Assets/ManagedResources/~Lua/Modules/CompoundHero/CompoundHeroUpStarListPanel.lua b/Assets/ManagedResources/~Lua/Modules/CompoundHero/CompoundHeroUpStarListPanel.lua
new file mode 100644
index 0000000000..3015a86ef5
--- /dev/null
+++ b/Assets/ManagedResources/~Lua/Modules/CompoundHero/CompoundHeroUpStarListPanel.lua
@@ -0,0 +1,228 @@
+require("Base/BasePanel")
+CompoundHeroUpStarListPanel = Inherit(BasePanel)
+local this = CompoundHeroUpStarListPanel
+local curSelectHeroList={}
+local heroDataList={}
+local curNeedRoleNum
+local openThisPanel
+local curHeroData = {}
+--初始化组件(用于子类重写)
+function CompoundHeroUpStarListPanel:InitComponent()
+
+ this.BtnBack = Util.GetGameObject(self.transform, "btnBack")
+ this.BtnSure = Util.GetGameObject(self.transform, "btnSure")
+ this.btnAutoSelect = Util.GetGameObject(self.transform, "btnAutoSelect")
+ this.cardPre = Util.GetGameObject(self.gameObject, "item")
+ --this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
+ this.desText = Util.GetGameObject(self.gameObject, "desText"):GetComponent("Text")
+ this.numText = Util.GetGameObject(self.gameObject, "numText"):GetComponent("Text")
+
+ this.Scrollbar= Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
+ this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,Util.GetGameObject(self.gameObject, "scroll").transform,
+ this.cardPre, this.Scrollbar, Vector2.New(927.5, 1010), 1, 5, Vector2.New(19.32,15))
+ this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(6.78, 27)
+ this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
+ this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
+ this.ScrollView.moveTween.MomentumAmount = 1
+ this.ScrollView.moveTween.Strength = 1
+end
+
+--绑定事件(用于子类重写)
+function CompoundHeroUpStarListPanel:BindEvent()
+
+ Util.AddClick(this.BtnBack, function()
+ PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
+ self:ClosePanel()
+ end)
+ Util.AddClick(this.BtnSure, function()
+ self:ClosePanel()
+ Log("curSelectHeroList "..LengthOfTable(curSelectHeroList))
+ openThisPanel.UpdateUpStarPosHeroData(curSelectHeroList)
+ end)
+ Util.AddClick(this.btnAutoSelect, function()
+ self:AutoSelectHero()
+ end)
+end
+
+--添加事件监听(用于子类重写)
+function CompoundHeroUpStarListPanel:AddListener()
+
+end
+
+--移除事件监听(用于子类重写)
+function CompoundHeroUpStarListPanel:RemoveListener()
+
+end
+
+--界面打开时调用(用于子类重写)
+function CompoundHeroUpStarListPanel:OnOpen(heroData,HeroRankupGroupData,RankupConsumeMaterialData,_openThisPanel,_curSelectHeroList,_curHeroData)
+
+ openThisPanel= _openThisPanel
+ curSelectHeroList={}
+ for i = 1, #_curSelectHeroList do
+ curSelectHeroList[_curSelectHeroList[i]]=_curSelectHeroList[i]
+ end
+ curHeroData = _curHeroData
+ heroDataList = heroData
+ this.HeroSortData(heroDataList)
+ for i, v in pairs(heroDataList) do
+ for n,w in pairs(FormationManager.formationList) do
+ if HeroManager.heroResolveLicence[n] then
+ for m = 1, #w.teamHeroInfos do
+ if v.dynamicId==w.teamHeroInfos[m].heroId then
+ local isFormationStr = HeroManager.GetHeroFormationStr(n)
+ v.isFormation = isFormationStr
+ end
+ end
+ end
+ end
+ end
+ this.ScrollView:SetData(heroDataList, function (index, go)
+ this.OnShowSingleCardData(go, heroDataList[index])
+ end)
+
+ curNeedRoleNum=RankupConsumeMaterialData[4]
+ local str = ""
+ if HeroRankupGroupData.Issame == 1 then
+ str = HeroRankupGroupData.StarLimit..Language[11868]
+ else
+ if HeroRankupGroupData.IsId ~= 0 then
+ str = HeroRankupGroupData.StarLimit..Language[11869]..ConfigManager.GetConfigData(ConfigName.HeroConfig,HeroRankupGroupData.IsId).ReadingName
+ else
+ if HeroRankupGroupData.IsSameClan == 0 then
+ str = HeroRankupGroupData.StarLimit..Language[11870]
+ else
+ str = HeroRankupGroupData.StarLimit..Language[11871]
+ end
+ end
+ end
+ this.desText.text=string.format(Language[11872],curNeedRoleNum,str)--HeroRankupGroupData.Name)
+ this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList) ,curNeedRoleNum)
+end
+function this.OnClickEnterHero(go,heroData,type)
+
+ if type==1 then
+ if LengthOfTable(curSelectHeroList)>=curNeedRoleNum then
+ PopupTipPanel.ShowTip(Language[10660])
+ return
+ else
+ -- table.insert(curSelectHeroList,heroData)
+ curSelectHeroList[heroData.dynamicId] = heroData.dynamicId
+ end
+ elseif type==2 then
+ if curSelectHeroList[heroData.dynamicId] then
+ curSelectHeroList[heroData.dynamicId] = nil
+ end
+ -- for i = 1, #curSelectHeroList do
+ -- if heroData.dynamicId==curSelectHeroList[i].dynamicId then
+ -- table.remove(curSelectHeroList,i)
+ -- break
+ -- end
+ -- end
+ end
+ this.OnShowSingleCardData(go,heroData,type)
+ this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
+end
+
+function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
+ local choosed = Util.GetGameObject(go.transform, "choosed")
+ choosed:SetActive(false)
+ if curSelectHeroList[heroData.dynamicId] then
+ curSelectHeroList[heroData.dynamicId]=heroData
+ choosed:SetActive(true)
+ end
+ Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
+ Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = heroData.lv
+ Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.heroConfig.Icon))
+ Util.GetGameObject(go.transform, "posIcon"):SetActive(false)--:GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
+ Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
+ local formationMask = Util.GetGameObject(go.transform, "formationMask")
+ -- formationMask:SetActive(false)
+ formationMask:SetActive((heroData.isFormation ~= "" and heroData.isFormation ~= Language[11108]) or heroData.lockState == 1)
+ Util.GetGameObject(formationMask.transform, "formationImage"):SetActive(heroData.isFormation ~= "" )
+ Util.GetGameObject(formationMask.transform, "lockImage"):SetActive( heroData.lockState == 1)
+ Util.GetGameObject(go.transform, "noumenon"):SetActive( heroData.id == curHeroData.id )
+ local starGrid = Util.GetGameObject(go.transform, "star")
+ SetHeroStars(starGrid, heroData.star,1,nil,nil,Vector2.New(0,1))
+ local cardBtn = Util.GetGameObject(go.transform, "icon")
+ Util.AddOnceClick(cardBtn, function()
+ if curSelectHeroList[heroData.dynamicId] then
+ choosed:SetActive(false)
+ curSelectHeroList[heroData.dynamicId]=nil
+ this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
+ return
+ end
+ if LengthOfTable(curSelectHeroList)>=curNeedRoleNum then
+ PopupTipPanel.ShowTip(Language[10660])
+ return
+ end
+ curSelectHeroList[heroData.dynamicId]=heroData
+ choosed:SetActive(true)
+ this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
+ end)
+
+ Util.AddOnceClick(formationMask, function()
+ if heroData.isFormation ~= "" then
+ PopupTipPanel.ShowTip( heroData.isFormation)
+ return
+ end
+ if heroData.lockState == 1 then
+ PopupTipPanel.ShowTip(Language[11776])
+ return
+ end
+ end)
+end
+function this.HeroSortData(heroData)
+ Log("#heroData "..#heroData)
+ --Language[11108]
+ table.sort(heroData, function(a, b)
+ if (a.isFormation == "" or (a.isFormation ~= "" and a.isFormation == Language[11108])) and (b.isFormation == "" or (b.isFormation ~= "" and b.isFormation == Language[11108]))
+ or (a.isFormation ~= "" and a.isFormation ~= Language[11108]) and (b.isFormation ~= "" and b.isFormation ~= Language[11108]) then
+ if a.lockState == b.lockState then
+ if a.heroConfig.Star == b.heroConfig.Star then
+ if a.lv == b.lv then
+ if a.id ~= curHeroData.id and b.id ~= curHeroData.id or a.id == curHeroData.id and b.id == curHeroData.id then
+ return a.id > b.id
+ else
+ return not a.id ~= curHeroData.id and b.id == curHeroData.id
+ end
+ else
+ return a.lv < b.lv
+ end
+ else
+ return a.heroConfig.Star < b.heroConfig.Star
+ end
+ else
+ return a.lockState < b.lockState
+ end
+ else
+ return (a.isFormation == "" or (a.isFormation ~= "" and a.isFormation == Language[11108])) and (not b.dynamicId ~= "" and b.isFormation ~= Language[11108])
+ end
+ end)
+end
+function CompoundHeroUpStarListPanel:AutoSelectHero()
+ LogGreen("sssssssssssssssssssss")
+ curSelectHeroList = {}
+ for i = 1, #heroDataList do
+ if LengthOfTable(curSelectHeroList) < curNeedRoleNum and heroDataList[i].isFormation == "" and heroDataList[i].lockState == 0 then--
+ LogGreen("heroDataList[i].dynamicId "..heroDataList[i].dynamicId)
+ curSelectHeroList[heroDataList[i].dynamicId]=heroDataList[i]
+ end
+ end
+ this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
+ this.ScrollView:SetData(heroDataList, function (index, go)
+ this.OnShowSingleCardData(go, heroDataList[index])
+ end)
+end
+--界面关闭时调用(用于子类重写)
+function CompoundHeroUpStarListPanel:OnClose()
+
+end
+
+--界面销毁时调用(用于子类重写)
+function CompoundHeroUpStarListPanel:OnDestroy()
+
+ this.ScrollView = nil
+end
+
+return CompoundHeroUpStarListPanel
\ No newline at end of file
diff --git a/Assets/ManagedResources/~Lua/Modules/CompoundHero/CompoundHeroUpStarListPanel.lua.meta b/Assets/ManagedResources/~Lua/Modules/CompoundHero/CompoundHeroUpStarListPanel.lua.meta
new file mode 100644
index 0000000000..3b9f11626f
--- /dev/null
+++ b/Assets/ManagedResources/~Lua/Modules/CompoundHero/CompoundHeroUpStarListPanel.lua.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: d61a49dfbba5e2c4fadc16380d538431
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ManagedResources/~Lua/Modules/CompoundHero/view/CompoundHero_Compound.lua b/Assets/ManagedResources/~Lua/Modules/CompoundHero/view/CompoundHero_Compound.lua
index 328b59319c..0e80cb9999 100644
--- a/Assets/ManagedResources/~Lua/Modules/CompoundHero/view/CompoundHero_Compound.lua
+++ b/Assets/ManagedResources/~Lua/Modules/CompoundHero/view/CompoundHero_Compound.lua
@@ -144,6 +144,9 @@ function this.ShowTitleData(curHeroCompoundData)
end
local upStarConsumeMaterial = {}
local upStarMaterialIsAll = {}
+local curSelectUpStarData
+local curSelectUpStarGo
+local upStarRankUpConfig
--更新英雄进阶数据
function this.UpdateHeroUpStarData(_curUpStarData)
--进阶吞英雄条件
@@ -196,28 +199,134 @@ function this.UpdateHeroUpStarData(_curUpStarData)
-- else
-- addBtnImage:SetActive(false)
-- end
- if #_curUpStarData.haveHeroList[i + 1] >= curUpStarData[4] then
- num:GetComponent("Text").text=string.format("%s/%s",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
- else
- num:GetComponent("Text").text=string.format("%s/%s",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
- end
+ num:GetComponent("Text").text=string.format("%s/%s",0,curUpStarData[4])
+ -- if #_curUpStarData.haveHeroList[i + 1] >= curUpStarData[4] then
+ -- num:GetComponent("Text").text=string.format("%s/%s",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
+ -- else
+ -- num:GetComponent("Text").text=string.format("%s/%s",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
+ -- end
SetHeroStars(starGrid, upStarMaterialsData.StarLimit,1,nil,-15.3)
-
+ -- LogGreen("_curUpStarData.haveHeroList3[i] "..#_curUpStarData.haveHeroList3[i + 1])
Util.AddOnceClick(addBtn, function()
-- curSelectUpStarData=curUpStarData[i]
-- curSelectUpStarGo=go
-- local curShowHeroListData=self: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,upStarMaterialsData,curUpStarData,this,upStarConsumeMaterial[i],curSelectHero)
+
+ curSelectUpStarData=curUpStarData
+ curSelectUpStarGo=go
+ local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,_curUpStarData.haveHeroList3[i + 1])
+ --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.CompoundHeroUpStarListPanel,curShowHeroListData,upStarMaterialsData,curUpStarData,this,upStarConsumeMaterial[i],curSelectHero)
end)
end
+ if curSelectHero then
+ --自动选择进阶妖灵师材料
+ this.AutoSelectUpStarHeroList(_curUpStarData)
+ end
else
for i = 1, #needHeros do
needHeros[i]:SetActive(false)
end
end
- --自动选择进阶妖灵师材料
- -- self:AutoSelectUpStarHeroList(curUpStarData)
+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
+ local curEndShowHeroListData={}
+ for i = 1, #curHeroList do
+ if curHeroList[i].dynamicId ~= curSelectHero.dynamicId then
+ curHeroList[i].isSelect=2
+ -- LogGreen("curHeroList[i] "..curHeroList[i].dynamicId)
+ table.insert(curEndShowHeroListData,curHeroList[i])
+ end
+ end
+ -- LogGreen("#curEndShowHeroListData "..#curEndShowHeroListData)
+ for j = 1, #upStarConsumeMaterial do
+ if upStarConsumeMaterial[j] and #upStarConsumeMaterial[j]>0 then
+ for k = 1, #upStarConsumeMaterial[j] do
+ if j==curSelectUpStarData[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
+ -- LogGreen("#curList "..v.id.." "..v.isSelect)
+ table.insert(curList,v)
+ end
+ return curList
+end
+--升星选择祭品后刷新界面
+function this.AutoSelectUpStarHeroList(_curUpStarData)
+ local curUpStarData= _curUpStarData.upStarMaterialsData
+ if curUpStarData and #curUpStarData>0 then
+ for i = 1, #curUpStarData do
+ curSelectUpStarGo = needHeros[i + 1]
+ curSelectUpStarData=curUpStarData[i]
+ local upStarHeroListData=_curUpStarData.haveHeroList3[i + 1]
+ local curSelectHeroList = {}
+ if curSelectUpStarData.Issame ==1
+ or curSelectUpStarData.IsId > 0
+ or (curSelectUpStarData.IsSameClan == 1
+ and curSelectUpStarData.StarLimit == 3
+ and curSelectHero.heroConfig.Qualiy ~= 3) then
+ if LengthOfTable(upStarHeroListData) >= _curUpStarData.upStarData[i][4] then
+ for j = 1, LengthOfTable(upStarHeroListData) do
+ LogGreen(_curUpStarData.upStarData[i][4])
+ if #curSelectHeroList < _curUpStarData.upStarData[i][4] then
+ if upStarHeroListData[j].lockState == 0 and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId then--upStarHeroListData[i].isFormation == ""
+ table.insert(curSelectHeroList,upStarHeroListData[j])
+ end
+ end
+ end
+ this.UpdateUpStarPosHeroData(curSelectHeroList, _curUpStarData.upStarData[i])
+ end
+ end
+ end
+ end
+end
+--刷新当前升星坑位英雄的信息
+function this.UpdateUpStarPosHeroData(curSelectHeroList,_upStarData)
+ -- LogGreen("LengthOfTable(curSelectHeroList) "..LengthOfTable(curSelectHeroList))
+ local upStarData = _upStarData and _upStarData or curSelectUpStarData
+ if LengthOfTable(curSelectHeroList) < upStarData[4] then
+ upStarMaterialIsAll[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("%s/%s", 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("%s/%s", 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")
diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua
index f36be581ae..d870f8dd1b 100644
--- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua
@@ -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
diff --git a/data_execl/base_data/UIConfig.xlsx b/data_execl/base_data/UIConfig.xlsx
index 728f6009a7..a97fbbb72a 100644
Binary files a/data_execl/base_data/UIConfig.xlsx and b/data_execl/base_data/UIConfig.xlsx differ