神将情报界面装备宝物修改提交
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7756dd8292
commit
1ea100ed83
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@ -3738,7 +3738,7 @@ function this.CheckIsUpTreasure(Did,index)
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if not Did then
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return false
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end
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local curEquipData = EquipTreasureManager.GetSingleEquipTreasreData(Did)
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local curEquipData = EquipTreasureManager.GetSingleEquipTreasreData(Did) or MonsterCampManager.GetSingleTreasureByIdDyn(Did)
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local isMax,isMatEnough,items
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local indexType = curEquipData.equipType == 1 and HarmonyAddType.HunSoulPrint or HarmonyAddType.LingSoulPrint
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if index == 1 then
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@ -151,6 +151,7 @@ function RoleInfoPopup:OnOpen(...)
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this.selsectSkillImage:SetActive(false)
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local arg = { ... }
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curHeroData = arg[1]
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LogGreen("curHeroData:"..curHeroData.dynamicId)
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this.isOther = arg[2]
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choosedList = arg[3] or nil
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formationHeroNum = arg[4] or nil
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@ -172,6 +173,10 @@ end
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--界面销毁时调用(用于子类重写)
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function RoleInfoPopup:OnDestroy()
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for k,v in pairs(this.treasureDatas) do
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SubUIManager.Close(v)
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end
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this.treasureDatas = {}
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this.spLoader:Destroy()
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soulPrintPreList={}
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this.pinjieList={}
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@ -311,103 +316,78 @@ function this.RoleInfo1()
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end
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--装备
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function this.EquipInfo()
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if not this.treasureDatas then
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this.treasureDatas = {}
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end
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for k,v in pairs(this.treasureDatas) do
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v.gameObject:SetActive(false)
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end
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local curHeroEquipDatas = {}
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LogBlue("curHeroData.equipIdList:"..#curHeroData.equipIdList)
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for i = 1, #curHeroData.equipIdList do
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local equipData = {}
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if (this.isOther) then
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equipData = GoodFriendManager.GetSingleEquipData(curHeroData.equipIdList[i])
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else
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equipData = EquipManager.GetSingleEquipData(curHeroData.equipIdList[i])
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end
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local equipData = GoodFriendManager.GetSingleEquipData(curHeroData.equipIdList[i]) or EquipManager.GetSingleEquipData(curHeroData.equipIdList[i])
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if equipData ~= nil then
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curHeroEquipDatas[equipData.equipConfig.Position] = equipData
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end
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end
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--this.equipGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
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for i = 1, this.equipGrid.transform.childCount do
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local go = this.equipGrid.transform:GetChild(i - 1).gameObject
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local pos = Util.GetGameObject(go.transform, "pos")
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local curEquipData
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--Util.GetGameObject(go.transform,"Frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(2))
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if curHeroEquipDatas[i] then
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Util.GetGameObject(go.transform, "Frame"):SetActive(true)
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Util.GetGameObject(go.transform, "Frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(curHeroEquipDatas[i].frame)
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Util.GetGameObject(go.transform, "Frame/Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(curHeroEquipDatas[i].icon)
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if curHeroEquipDatas[i].itemConfig.ItemBaseType == ItemBaseType.Equip then
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SetHeroStars(this.spLoader, Util.GetGameObject(go.transform, "Frame/star"),curHeroEquipDatas[i].star)
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end
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curEquipData = curHeroEquipDatas[i]
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else
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Util.GetGameObject(go.transform, "Frame"):SetActive(false)
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if not this.treasureDatas[pos] then
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this.treasureDatas[pos] = SubUIManager.Open(SubUIConfig.ItemView,pos.transform)
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end
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this.treasureDatas[pos].gameObject:SetActive(true)
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this.treasureDatas[pos].transform:SetAsFirstSibling()
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this.treasureDatas[pos]:OnOpen(false, {curEquipData.id,0}, 0.8, false, false, false, 0)
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end
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local frameBtn = Util.GetGameObject(go.transform, "Frame")
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local frameBtn = Util.GetGameObject(pos, "mask")
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Util.AddOnceClick(frameBtn, function()
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if curEquipData then
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if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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end
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this:SetEquipSelectImage(frameBtn.transform, true)--设置选中图片
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--打开装备信息弹窗,传递生成位置,设置层级
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--local panel = UIManager.OpenPanel(UIName.EquipInfoPopup,curEquipData,this.content.anchoredPosition.y)
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local panel = UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, curEquipData,function() end,false,false)
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triggerCallBack = function(panelType, p)
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if panelType == UIName.RewardEquipSingleShowPopup and panel == p then
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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this:SetEquipSelectImage(frameBtn.transform, false)
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end
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end
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Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
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UIManager.OpenPanel(UIName.RoleEquipChangePopup, this, 2, curHeroData, curHeroEquipDatas[i],0,nil,0)
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end
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end)
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end
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--宝器
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for m = 1, 2 do
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Util.GetGameObject(this.babyGrid,"Pre"..m.."/Frame").gameObject:SetActive(false)
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Util.GetGameObject(this.babyGrid,"Pre"..m.."/Text"):GetComponent("RectTransform").sizeDelta = GetCurLanguage() == 0 and Vector2.New(48, 95) or Vector2.New(95, 95)
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end
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local b=#curHeroData.jewels>0
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local b = #curHeroData.jewels>0
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this.babyTitle.gameObject:SetActive(b)
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this.babyGrid.gameObject:SetActive(b)
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local v3= b and Vector2.New(-145,75) or Vector2.New(0,75)
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local v3 = b and Vector2.New(-145,75) or Vector2.New(0,75)
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this.equipTitle.transform:DOAnchorPos(v3,0)
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for n = 1, #curHeroData.jewels do
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local did=curHeroData.jewels[n]
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local data=EquipTreasureManager.GetSingleTreasureByIdDyn(did) or ExpeditionManager.GetSingleTreasureByIdDyn(did) or GoodFriendManager.GetSingleTreasureByIdDyn(did)
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local data = EquipTreasureManager.GetSingleTreasureByIdDyn(did)
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if not data then
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return
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data = MonsterCampManager.GetSingleTreasureByIdDyn(did)
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end
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--是魂宝1 还是灵宝2
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local pos= jewelConfig[data.id].Location
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local o=Util.GetGameObject(this.babyGrid,"Pre"..pos)
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LogRed("!!!")
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local btn=Util.GetGameObject(o,"Frame")
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btn.gameObject:SetActive(true)
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local frame=Util.GetGameObject(o,"Frame"):GetComponent("Image")
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local icon=Util.GetGameObject(o,"Frame/Icon"):GetComponent("Image")
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local proIcon=Util.GetGameObject(o,"Frame/proIcon"):GetComponent("Image")
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local refineObj = Util.GetGameObject(o,"Frame/refine")
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local lvObj = Util.GetGameObject(o,"Frame/lv")
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frame.sprite=this.spLoader:LoadSprite(data.frame)
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icon.sprite=this.spLoader:LoadSprite(data.icon)
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proIcon.sprite = this.spLoader:LoadSprite(data.proIcon)
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if data.refineLv > 0 then
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refineObj:GetComponent("Text").text = "+" .. data.refineLv
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refineObj:SetActive(true)
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else
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refineObj:SetActive(false)
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if not data then
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data = ExpeditionManager.GetSingleTreasureByIdDyn(did)
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end
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if data.lv > 0 then
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lvObj:GetComponent("Text").text = data.lv
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lvObj:SetActive(true)
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else
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lvObj:SetActive(false)
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if not data then
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GoodFriendManager.GetSingleTreasureByIdDyn(did)
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end
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local pos = Util.GetGameObject(this.babyGrid,"Pre"..n.."/pos")
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local btn = Util.GetGameObject(pos,"mask")
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if not this.treasureDatas[pos] then
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this.treasureDatas[pos] = SubUIManager.Open(SubUIConfig.ItemView,pos.transform)
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end
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this.treasureDatas[pos].gameObject:SetActive(true)
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this.treasureDatas[pos].transform:SetAsFirstSibling()
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this.treasureDatas[pos]:OnOpen(false, {data.id,0}, 0.8, false, false, false, 0,did)
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Util.AddOnceClick(btn,function()
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UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,0, data.idDyn,data.id, data.lv, data.refineLv)
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if did and data then
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UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,2,curHeroData,data,nil,pos,0)
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end
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end)
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end
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end
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@ -16,6 +16,7 @@ local equipSuiteConfig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local _MainProList = {}
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local _NextProList = {}
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local change
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--初始化组件(用于子类重写)
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function RoleEquipChangePopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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@ -58,6 +59,7 @@ function RoleEquipChangePopup:InitComponent()
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this.equipPanel[i].curCastInfo=Util.GetGameObject( this.equipPanel[i].castInfoObject,"castInfo"):GetComponent("Text")
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this.equipPanel[i].castInfoObject:SetActive(false)
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this.equipPanel[i].btns = Util.GetGameObject(this.equipPanel[i].bg,"btns")
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this.equipPanel[i].curEquipBtnRefresh=Util.GetGameObject(this.equipPanel[i].bg,"btns/btnRefresh")
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this.equipPanel[i].curEquipBtnRefresh.gameObject:SetActive(false)
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this.equipPanel[i].curEquipBtnDown=Util.GetGameObject(this.equipPanel[i].bg,"btns/btnChange")
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@ -123,6 +125,7 @@ function RoleEquipChangePopup:OnOpen(...)
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local data={...}
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openThisPanel=data[1]
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type=data[2]--1 穿戴 2 卸下 3 替换
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if type==1 or type==2 then
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curHeroData=data[3]
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curEquipData=data[4]
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@ -138,6 +141,7 @@ function RoleEquipChangePopup:OnOpen(...)
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nextEquipData=data[5]
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position=data[6]
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end
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change = data[7]
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end
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function RoleEquipChangePopup:OnShow()
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@ -181,6 +185,15 @@ function RoleEquipChangePopup:OnShow()
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this.equipPanel[1].curEquipBtnDown:SetActive(false)
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this.ShowCurEquipData(4)
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end
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if change and change == 0 then
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for k,v in ipairs(this.equipPanel) do
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v .btns.gameObject:SetActive(false)
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end
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else
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for k,v in ipairs(this.equipPanel) do
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v .btns.gameObject:SetActive(true)
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end
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end
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for i = 1,#this.equipPanel do
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ForceRebuildLayout(this.equipPanel[i].bg.transform)
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end
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@ -223,19 +223,19 @@ function RoleEquipPanel:BindEvent()
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end
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)
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Util.AddClick(
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this.equipBtn5,
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function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,9999,nil)
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end
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)
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-- Util.AddClick(
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-- this.equipBtn5,
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-- function()
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-- UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,9999,nil)
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-- end
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-- )
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Util.AddClick(
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this.equipBtn6,
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function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,9998,nil)
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end
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)
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-- Util.AddClick(
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-- this.equipBtn6,
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-- function()
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-- UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,9998,nil)
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-- end
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-- )
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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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@ -13,7 +13,7 @@ local equipIdList
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local equipDataList
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local position
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local isGongMing = false
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local isShowBtn
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--初始化组件(用于子类重写)
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function RoleEquipTreasureChangePopup:InitComponent()
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@ -188,13 +188,14 @@ end
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--界面打开时调用(用于子类重写)
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function RoleEquipTreasureChangePopup:OnOpen(_openThisPanel,_type,_curHeroData,_curEquipData,_nextEquipData,_position)
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function RoleEquipTreasureChangePopup:OnOpen(_openThisPanel,_type,_curHeroData,_curEquipData,_nextEquipData,_position,isShowBtn)
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openThisPanel = _openThisPanel
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type = _type--1 穿戴 2 卸下 3 替换 4显示信息
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curHeroData = _curHeroData
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equipData[1] = _curEquipData--lv
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equipData[2] = _nextEquipData--refinelv
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position = _position--treelv
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isShowBtn = isShowBtn
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end
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function RoleEquipTreasureChangePopup:OnShow()
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Log("openType:"..tostring(type))
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@ -240,6 +241,12 @@ function RoleEquipTreasureChangePopup:OnShow()
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isGongMing = HarmonyManager.IsInfo(equipData[1].upHeroDid)
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Util.SetGray(this.treasurePanel[1].EquipBtnStrong, isGongMing)
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end
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if isShowBtn and isShowBtn == 0 then
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for k,v in ipairs(this.treasurePanel) do
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v.EquipBtns.gameObject:SetActive(false)
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end
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end
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end
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function this.resetData()
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@ -89,7 +89,16 @@ function FourElementSingleWave:OnOpen()
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MonsterCampManager.ExecuteFightBattle(self.data.wave,1,function()
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PrivilegeManager.RefreshPrivilegeUsedTimes(self.trailData.freeTimeId, 1)
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Game.GlobalEvent:DispatchEvent(GameEvent.FourEle.UpdatePri)
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self:UpdatePrivilage()
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self:UpdatePrivilage()
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if self.trailData.fourElementType == 1 then
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CheckRedPointStatus(RedPointType.PersonTrail)
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elseif self.trailData.fourElementType == 2 then
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CheckRedPointStatus(RedPointType.BuddishTrail)
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elseif self.trailData.fourElementType == 3 then
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CheckRedPointStatus(RedPointType.DemonTrail)
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elseif self.trailData.fourElementType == 4 then
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CheckRedPointStatus(RedPointType.TaoistTrail)
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end
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end,self.trailData.fourElementType)
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end
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if self.data.wave == self.trailData.monsterWave then
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@ -579,6 +579,15 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
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self.resetLv.gameObject:SetActive(false)
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else
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local data = EquipTreasureManager.GetSingleTreasureByIdDyn(self.Did)
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if not data then
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data = MonsterCampManager.GetSingleTreasureByIdDyn(self.Did)
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end
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if not data then
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data = ExpeditionManager.GetSingleTreasureByIdDyn(self.Did)
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end
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if not data then
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GoodFriendManager.GetSingleTreasureByIdDyn(self.Did)
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end
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if not data then
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self.rightUplv.gameObject:SetActive(false)
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self.middleDownLv.gameObject:SetActive(false)
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@ -596,9 +605,9 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
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else
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self.resetLv.gameObject:SetActive(false)
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end
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if data.TreeLv then
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if data.treeLv > 0 then
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self.middleDownLv.gameObject:SetActive(true)
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self.middleDownLvText.text =string.format("<color=#F7AA43>+%s</color>", data.TreeLv)
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self.middleDownLvText.text =string.format("<color=#F7AA43>+%s</color>", data.treeLv)
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else
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self.middleDownLv.gameObject:SetActive(false)
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end
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