【界面优化】好感度,天枢密卷

dev_chengFeng
ZhangBiao 2021-11-02 13:41:27 +08:00
parent 624e6ffe05
commit 1e203c822c
7 changed files with 281 additions and 34 deletions

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@ -64,6 +64,8 @@ function HeroLikeAbilityPanel:InitComponent()
self.remainTimes.gameObject:SetActive(false)
self.giveBtn = Util.GetGameObject(self.transform, "giveBtn")
self.trigger = Util.GetEventTriggerListener(self.giveBtn)
self.popup = Util.GetGameObject(self.giveBtn, "Image")
self.popupText = Util.GetGameObject(self.popup, "Text"):GetComponent("Text")
self.OnPointerDo = function(go, data)
self:OnPointerDown1(go, data)
@ -261,6 +263,7 @@ end
function HeroLikeAbilityPanel:SetSelectKuang(isMove)
if curselectId < 1 then
self.select.gameObject:SetActive(false)
self.popup:SetActive(false)
else
if isMove then
self.grid:GetComponent("RectTransform").anchoredPosition = self.proGrid2Pos
@ -274,6 +277,8 @@ function HeroLikeAbilityPanel:SetSelectKuang(isMove)
end
end
self.select.transform.localPosition = Vector3.New(-7.5,3.5)
self.popup:SetActive(true)
self.popupText.text = string.format( "好感度+%s",LikabilityManager.GetCurItemValue(curHeroData.Id,curselectId,1))
end
end

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@ -148,6 +148,14 @@ function this.UpdatelSingleHeroData(heroId,itemId,itemNum)
PopupTipPanel.ShowTip("好感度+"..value)
end
--过去
function this.GetCurItemValue(heroId,itemId,itemNum)
local value = 0
local tempheroConfig = heroConfig[heroId]
value = this.ItemList[itemId][tempheroConfig.PropertyName]*itemNum
return value
end
-- -1 总好感度 其他是神将id
function this.GetTotalHeroLikeLv(index)
local totalCurNum,totalLv,totalNum = 0,0,0

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@ -54,7 +54,7 @@ function this:OnShow(_parent,...)
_Con_Recharge = tonumber(con[1])
_Con_Star = tonumber(con[2])
this.titleText.text=Language[11587]
this.text1.text=string.format("消耗<color=#00FF66>%s点仙缘积分\n</color>开启一次仙缘汇聚箱必得5星神将",_CostItem)
this.text1.text=string.format("<color=#00FF66>消耗%s点仙缘积分\n</color>开启一次仙缘汇聚箱必得5星神将",_CostItem)
this.text2.text=""--Language[11589] --后续改成读表
this.text3.text= string.format("充值%s或山河社稷图累计星数到达%s开启", string.format(MoneyUtil.GetMoneyUnitName(), _Con_Recharge), _Con_Star)
--Language[11590]..string.format(MoneyUtil.GetMoneyUnitName(),_Con_Recharge)..Language[11591]

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@ -44,11 +44,14 @@ function this.CreatSingleConfigData(configData)
data.name = GetLanguageStrById(configData.Name)
data.teamers = configData.Teamers
data.activePara = configData.ActivePara
data.activeParaTip = Language[12277]
data.activeParaTip = ""--Language[12277]
for i = 1, #data.activePara do
local config = propertyConfig[data.activePara[i][1]]
local value= GetEquipPropertyFormatStr(config.Style,data.activePara[i][2])
data.activeParaTip = data.activeParaTip..GetLanguageStrById(config.Info).."+"..value .. " "
if i%2==0 then
data.activeParaTip = data.activeParaTip.."\n"
end
end
data.activeParaTip = rtrim(data.activeParaTip)
data.activeForce = configData.ActiveForce

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@ -14,7 +14,7 @@ function FetterItem:InitComponent()
self.name = Util.GetGameObject(self.gameObject,"bg/nameDi/nameText"):GetComponent("Text")
self.mask = Util.GetGameObject(self.gameObject,"bg/mask")
self.grid = Util.GetGameObject(self.gameObject,"scroll")
self.tipText = Util.GetGameObject(self.gameObject,"tipText"):GetComponent("Text")
self.tipText = Util.GetGameObject(self.gameObject,"tip/tipText"):GetComponent("Text")
self.activeBtn = Util.GetGameObject(self.gameObject,"activeBtn")
self.activeBtnRed = Util.GetGameObject(self.gameObject,"redpot")
self.reward = Util.GetGameObject(self.gameObject,"reward")
@ -57,11 +57,11 @@ function FetterItem:SetData(data,_parent)
self.itemData = data
self.name.text = self.itemData.name
if self.itemData.enabled < 1 then
self.tipText.text = string.format("<color = #ffd674>%s</color>",self.itemData.activeParaTip)
self.tipText.text = string.format("<color=#ffd674>%s</color>",self.itemData.activeParaTip)
elseif self.itemData.enabled then
self.tipText.text = string.format("<color = #fff5df>%s</color>",self.itemData.activeParaTip)
self.tipText.text = string.format("<color=#00FF66>%s</color>",self.itemData.activeParaTip)
end
self.tipText.text = self.itemData.activeParaTip
-- self.tipText.text = self.itemData.activeParaTip
if self.itemData.reward and #self.itemData.reward > 0 then
self.reward.gameObject:SetActive(true)
self.rewardIcon = self.spLoader:LoadSprite(GetResourcePath(itemConfig[self.itemData.reward[1][1]].ResourceID))