【飞升】===========神魂后星级显示修改

dev_chengFeng
wangzhenxing 2022-01-10 15:11:30 +08:00
parent ec1f5be131
commit 1b39fbdbe9
25 changed files with 26 additions and 27 deletions

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@ -292,7 +292,7 @@ function this.FreshTeam(formation, isBlue)
-- Util.GetGameObject(teamRoot[heroData.position].hero, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(heroSkinconfig.Icon))
-- end
SetHeroIcon(this.spLoader, heroData,teamRoot[heroData.position].icon,heroConfig)
SetHeroFlyEffect(teamRoot[heroData.position].hero,this.spLoader,star,sortLayer,1)
SetHeroFlyEffect(teamRoot[heroData.position].hero,this.spLoader,heroData.star,sortLayer,1)
teamRoot[heroData.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
end
end
@ -309,7 +309,7 @@ function this.FreshTeam2(formation, isBlue)
teamRoot[hero.position].levelText.text = heroData.lv
local star,starType = heroData.GetStar(1)
SetHeroStars(this.spLoader, teamRoot[hero.position].starGrid, star,starType)
SetHeroFlyEffect(teamRoot[hero.position].hero,this.spLoader,star,sortLayer,1)
SetHeroFlyEffect(teamRoot[hero.position].hero,this.spLoader,heroData.star,sortLayer,1)
local heroConfig = heroData.heroConfig
teamRoot[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
teamRoot[hero.position].icon.sprite = this.spLoader:LoadSprite(heroData.icon)

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@ -258,7 +258,7 @@ function this.FreshTeam()
this.myBaby[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
this.myBaby[hero.position].icon.sprite = this.spLoader:LoadSprite(heroData.icon)
this.myBaby[hero.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
SetHeroFlyEffect(this.myBaby[hero.position].hero,this.spLoader,star,orginLayer+1,0.95)
SetHeroFlyEffect(this.myBaby[hero.position].hero,this.spLoader,heroData.star,orginLayer+1,0.95)
end
end
function this.SetNotJionInfo()

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@ -413,7 +413,7 @@ function this.HeadAdapter(head,data,type)
end
SetHeroStars(this.spLoader, starRoot, star,starType,starSize)
Util.SetParticleSortLayer(starRoot,this.sortingOrder + 1)
SetHeroFlyEffect(head,this.spLoader,star,this.sortingOrder+1,0.95)
SetHeroFlyEffect(head,this.spLoader,data.roleData.star,this.sortingOrder+1,0.95)
-- 职业
prefess:SetActive(false)
-- 属性

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@ -144,7 +144,7 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
local starGrid = Util.GetGameObject(go.transform, "star")
local star,starType = heroData.GetStar(1)
SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
SetHeroFlyEffect(go,this.spLoader,star,this.sortingOrder + 1,1,2)
SetHeroFlyEffect(go,this.spLoader,heroData.star,this.sortingOrder + 1,1,2)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
local cardBtn = Util.GetGameObject(go.transform, "icon")
local GongMingMask = Util.GetGameObject(go.transform, "GongMingMask")

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@ -124,7 +124,7 @@ function this:FormationAdapter(msg)
Util.GetGameObject(demon, "nameText"):GetComponent("Text").text = SubString2(GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.HeroConfig,demonId).ReadingName),6)
local star,starType = GetStarOrGodSoulLv(1,curData.hero)
SetHeroStars(this.spLoader, starGrid, star,starType)
SetHeroFlyEffect(demon,self.spLoader,star,sortingOrder+1,2)
SetHeroFlyEffect(demon,self.spLoader,curData.hero.star,sortingOrder+1,2)
Util.SetParticleSortLayer(starGrid,sortingOrder + 1)
proImage.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(demonData.PropertyName))
--posImage.sprite = this.spLoader:LoadSprite(GetJobSpriteStrByJobNum(demonData.Profession))

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@ -277,7 +277,7 @@ function this.SingleHeroDataShow(_go, _heroData)
local starPre = Util.GetGameObject(go, "starPre")
local star,starType = heroData.GetStar(1)
SetHeroStars(this.spLoader, starGrid, star,starType)
SetHeroFlyEffect(Util.GetGameObject(go, "GameObject"),this.spLoader,star,this.sortingOrder + 1,1,2)
SetHeroFlyEffect(Util.GetGameObject(go, "GameObject"),this.spLoader,heroData.star,this.sortingOrder + 1,1,2)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
this.SetHeroBlood(hpExp, heroHp, go)
-- Click On

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@ -809,7 +809,7 @@ function this.SingleHeroDataShow(_go, _heroData)
starSize = Vector2.New(60,57)
end
SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
local effect=SetHeroFlyEffect(go,this.spLoader,star,this.sortingOrder,1)
local effect=SetHeroFlyEffect(go,this.spLoader,heroData.star,this.sortingOrder,1)
if effect then
local meshs2=effect:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer))
for key, value in pairs(meshs2:ToTable()) do

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@ -297,7 +297,7 @@ function GeneralBigPopup_RoleGodSoulUp:SetSingleData(index,go,heroData)
starSize = Vector2.New(60,57)
end
SetHeroStars(self.spLoader, self.itemlist[index].starGrid, star,starType,starSize,starScale)
SetHeroFlyEffect(self.itemlist[index].go,self.spLoader,star,sortingOrder+1,1,2)
SetHeroFlyEffect(self.itemlist[index].go,self.spLoader,self.itemlist[index].data.star,sortingOrder+1,1,2)
Util.SetParticleSortLayer(self.itemlist[index].starGrid, sortingOrder + 1)
self.itemlist[index].mask.gameObject:SetActive(false)
self.itemlist[index].using.gameObject:SetActive(false)

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@ -345,7 +345,7 @@ function this.FormationAdapter(teamInfo)
this.Demons[hero.position].hero:SetActive(true)
local star,starType = GetStarOrGodSoulLv(1,hero)
SetHeroStars(this.spLoader, this.Demons[hero.position].starGrid, star,starType)
SetHeroFlyEffect(this.Demons[hero.position].hero,this.spLoader,star,this.sortingOrder+1,1,2)
SetHeroFlyEffect(this.Demons[hero.position].hero,this.spLoader,hero.star,this.sortingOrder+1,1,2)
Util.SetParticleSortLayer(this.Demons[hero.position].starGrid,this.sortingOrder + 1)
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId)
this.Demons[hero.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))

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@ -124,7 +124,7 @@ function EnvoyItem:SetItem(go,data)
local star,starType = heroSingleData.GetStar(1)
SetHeroStars(self.spLoader, self.starGrid, star,starType,nil,nil,Vector2.New(0,1))
SetHeroFlyEffect(self.heroGo,self.spLoader,star,sortingOrder+1,1,2)
SetHeroFlyEffect(self.heroGo,self.spLoader,heroSingleData.star,sortingOrder+1,1,2)
ForceRebuildLayout(self.starGrid.transform)
else
self.Empty:SetActive(true)

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@ -99,7 +99,7 @@ function HongMengUnLoadPanel:SetItem(go,data,index)
local starGrid = Util.GetGameObject(go.transform, "star")
local star,starType = heroSingleData.GetStar(1)
SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
SetHeroFlyEffect(go,this.spLoader,star,this.sortingOrder + 1,1.15,2)
SetHeroFlyEffect(go,this.spLoader,heroSingleData.star,this.sortingOrder + 1,1.15,2)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
end

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@ -263,7 +263,7 @@ function this.SingleItemDataShow(clone,Itemdata)
local starGrid = Util.GetGameObject(clone.transform, "GameObject/star")
local star,starType = Itemdata.GetStar(1)
SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
SetHeroFlyEffect(Util.GetGameObject(clone.transform, "GameObject"),this.spLoader,star,this.sortingOrder+1,1.2)
SetHeroFlyEffect(Util.GetGameObject(clone.transform, "GameObject"),this.spLoader,Itemdata.star,this.sortingOrder+1,1.2)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
end

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@ -512,7 +512,7 @@ function this.SetSelectHero(isFirstIn,isFirstData,isMainIn)
end
this.starGridList[i] = starGrid
SetHeroStars(this.spLoader, starGrid, star,starType)
SetHeroFlyEffect(o,this.spLoader,star,MapPanel.sortingOrder - 100+1,1,2)
SetHeroFlyEffect(o,this.spLoader,v.star,MapPanel.sortingOrder - 100+1,1,2)
Util.SetParticleSortLayer(starGrid,MapPanel.sortingOrder + 1)
--选择
if isFirstIn then

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@ -356,7 +356,7 @@ function this.FormationAdapter(teamInfo)
this.Demons[hero.position].levelText.text = hero.level
this.Demons[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
SetHeroIcon(this.spLoader, hero,this.Demons[hero.position].icon,heroConfig)
SetHeroFlyEffect(this.Demons[hero.position].hero,this.spLoader,star,this.sortingOrder+1,1)
SetHeroFlyEffect(this.Demons[hero.position].hero,this.spLoader,hero.star,this.sortingOrder+1,1)
local heroData = {}
if this._Config.formationType == FormationTypeDef.FORMATION_TSLX then
Util.AddOnceClick(this.Demons[hero.position].frameBtn, function()

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@ -257,7 +257,7 @@ function this.RoleInfo0()
this.head_Lv.text = curHeroData.lv
local star,starType = curHeroData.GetStar(1)
SetHeroStars(this.spLoader, this.head_Star, star,starType)
SetHeroFlyEffect(this.head,this.spLoader,star,this.sortingOrder+1,1,2)
SetHeroFlyEffect(this.head,this.spLoader,curHeroData.star,this.sortingOrder+1,1,2)
Util.SetParticleSortLayer(this.head_Star,this.sortingOrder + 1)
this.roleName.text = curHeroData.name

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@ -157,7 +157,7 @@ function this.RefreshPanel()
starSize = Vector2.New(60,57)
end
SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
SetHeroFlyEffect(o,this.spLoader,star,sortingOrder+1,1,2)
SetHeroFlyEffect(o,this.spLoader,v.star,sortingOrder+1,1,2)
Util.SetParticleSortLayer(starGrid,sortingOrder + 1)
--血量相关
hpExp.value=v.heroHp/10000

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@ -121,7 +121,7 @@ function this.SingleHeroDataShow(go,_heroData)
starSize = Vector2.New(60,57)
end
SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
SetHeroFlyEffect(Util.GetGameObject(_go.transform, "GameObject"),this.spLoader,star,sort,1.1,2)
SetHeroFlyEffect(Util.GetGameObject(_go.transform, "GameObject"),this.spLoader,heroData.star,sort,1.1,2)
Util.SetParticleSortLayer(starGrid, sort + 1)
local choosed =Util.GetGameObject(_go.transform, "choosed")
local formationMask =Util.GetGameObject(_go.transform, "formationMask")

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@ -169,7 +169,7 @@ function this.OnShowSingleCardData(go,heroData,index)--isSelect 1选择 2 没
local starGrid = Util.GetGameObject(go.transform, "star")
local star,starType = heroData.GetStar(1)
SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
SetHeroFlyEffect(go,this.spLoader,star,this.sortingOrder + 1,1,2)
SetHeroFlyEffect(go,this.spLoader,heroData.star,this.sortingOrder + 1,1,2)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
local cardBtn = Util.GetGameObject(go.transform, "icon")
local GongMingMask = Util.GetGameObject(go.transform, "GongMingMask")

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@ -150,7 +150,7 @@ function RoleGodSoulLayout:SetHeroData(heroGo,heroData,isCur)
proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
SetHeroIcon(self.spLoader,heroData,icon,heroData.heroConfig)
SetHeroStars(self.spLoader, starGrid, star,starType,starSize,starScale)
SetHeroFlyEffect(heroGo,self.spLoader,star,self.sortingOrder + 1,1,2)
SetHeroFlyEffect(heroGo,self.spLoader,heroData.star,self.sortingOrder + 1,1,2)
else
local lv = Util.GetGameObject(heroGo,"lv/Text"):GetComponent("Text")
lv.text = self.level

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@ -199,7 +199,7 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
local star,starType = heroData.GetStar(1)
SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
LogError("hero star=="..star)
SetHeroFlyEffect(go,this.spLoader,star,this.sortingOrder+1,1)
SetHeroFlyEffect(go,this.spLoader,heroData.star,this.sortingOrder+1,1)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
GongMingMask:SetActive(false)--最后检测是否共鸣
if heroData.lockState == 1 or (heroData.isFormation ~= "" and heroData.isFormation ~= Language[10410]) then
@ -279,7 +279,6 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
GongMingMask:SetActive(false)
name.text = SubString2(GetLanguageStrById(itemConfig.Name),8)
SetHeroStars(this.spLoader,starGrid, itemConfig.HeroStar[1] or 6,1,nil,nil,Vector2.New(0,1))
LogError("111111111111 ")
SetHeroFlyEffect(go,this.spLoader,itemConfig.HeroStar[1] or 6,this.sortingOrder+1,1)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
Util.AddOnceClick(cardBtn, function()

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@ -577,7 +577,7 @@ function this.SetTeamInfo(_go,teamData,type)
teamList[hero.position].levelText.text = hero.level
teamList[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
SetHeroIcon(this.spLoader, hero,teamList[hero.position].icon,heroConfig)
SetHeroFlyEffect(teamList[hero.position].hero,this.spLoader,star,this.sortingOrder+1,0.65)
SetHeroFlyEffect(teamList[hero.position].hero,this.spLoader,hero.star,this.sortingOrder+1,0.65)
--local heroData = {}
-- Util.AddOnceClick(teamList[i].frameBtn, function()
-- NetManager.ViewHeroInfoRequest(self.playerId,hero.heroid,1,PLAYER_INFO_VIEW_TYPE.NORMAL,function(msg)

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@ -177,7 +177,7 @@ function WorldArenaMyTeamPanel:SetSingleFormation(go,data,index)
end
SetHeroStars(self.spLoader, self.Heros[index][hero.position].starGrid, star,starType,starSize,starScale)
Util.SetParticleSortLayer(self.Heros[index][hero.position].starGrid,self.sortingOrder + 1)
SetHeroFlyEffect(self.Heros[index][hero.position].hero,self.spLoader,star,self.sortingOrder+1,0.9)
SetHeroFlyEffect(self.Heros[index][hero.position].hero,self.spLoader,heroData.star,self.sortingOrder+1,0.9)
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroData.id)
allPower=allPower+heroData.warPower
self.Heros[index][hero.position].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))

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@ -236,7 +236,7 @@ function WorldArenaOtherTeamPanel:SetTeamInfo(_go,teamData)
self.teamList[index].heroList[hero.position].levelText.text = hero.level
self.teamList[index].heroList[hero.position].frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
SetHeroIcon(self.spLoader,hero, self.teamList[index].heroList[hero.position].icon,heroConfig)
SetHeroFlyEffect(self.teamList[index].heroList[hero.position].hero,self.spLoader,star,self.sortingOrder+1,0.8,2)
SetHeroFlyEffect(self.teamList[index].heroList[hero.position].hero,self.spLoader,hero.star,self.sortingOrder+1,0.8,2)
local heroData = {}
Util.AddOnceClick(self.teamList[index].heroList[hero.position].frame.gameObject, function()
LogError("playerid=="..self.playerId.." heroid=="..hero.heroid.." servername=="..serverName.." arrayid=="..2000+index)

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@ -71,7 +71,7 @@ function FourTrailSingleHelpHero:OnShow(curType,...)
self.proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
local star,starType = heroData.GetStar(1)
SetHeroStars(self.spLoader,self.starGrid , star,starType)
SetHeroFlyEffect(self.hero,self.spLoader,star,self.sortingOrder+1,1 )
SetHeroFlyEffect(self.hero,self.spLoader,heroData.star,self.sortingOrder+1,1 )
Util.SetParticleSortLayer(self.starGrid,self.sortingOrder + 1)
self.name.text = itemConfig[heroData.heroConfig.Id].Name
-- local allAddProVal = HeroManager.CalculateHeroAllProValList(1, heroData, false)

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@ -519,7 +519,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
star,starType = tempHero.GetStar(1)
end
SetHeroStars(self.spLoader, self.starGrid, star,starType,nil,-15)
SetHeroFlyEffect(self.heroShowGo,self.spLoader,star,effectLayer+1,0.95,2)
SetHeroFlyEffect(self.heroShowGo,self.spLoader,tempHero.star,effectLayer+1,0.95,2)
if effectLayer > 0 then
Util.SetParticleSortLayer(self.starGrid,effectLayer + 1)
self.UI_Effect_Kuang_JinSe:SetActive(heroConfigData.Star == 5)