神将置换入口添加
parent
ee19d26bd3
commit
203514d85f
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@ -4555,7 +4555,7 @@ RectTransform:
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m_GameObject: {fileID: 1961921459115299796}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0.00375, y: 0.00375, z: 0.00375}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 1053210000696434690}
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m_Father: {fileID: 4492008349822918777}
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@ -4961,7 +4961,7 @@ GameObject:
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- component: {fileID: 1067434188467956598}
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- component: {fileID: 5317740808849015281}
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m_Layer: 5
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m_Name: ComponudHeroPanel
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m_Name: CompoundHeroPanel
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -33376,7 +33376,7 @@ MonoBehaviour:
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extension: .prefab
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resPathIndex: 168
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resAbNameIndex: 1561
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- resName: ComponudHeroPanel
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- resName: CompoundHeroPanel
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extension: .prefab
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resPathIndex: 169
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resAbNameIndex: 1561
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@ -325,7 +325,7 @@ UIName = {
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TopMatchPlayBattleAinSelectPopup = 324,--巅峰战淘汰赛赛程记录回放
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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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CompounHeroPanel = 327,--神将置换、合成界面
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CompoundHeroPanel = 327,--神将置换、合成界面
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}
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@ -3,18 +3,18 @@ CompoundHeroPanel = Inherit(BasePanel)
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local this = CompoundHeroPanel
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local TabBox = require("Modules/Common/TabBox")
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local _TabData={ [1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "神将置换" },
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-- [2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "神将合成" },
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[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "神将合成" },
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}
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local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
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local curIndex = 1
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this.contents = {
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[1] = {view = require("Modules/CompoundHero/view/CompoundPanel_Replace"), panelName = "CompoundPanel_Replace"},
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-- [2] = {view = require("Modules/CompoundHero/view/CompoundPanel_Compound"), panelName = "CompoundPanel_Compound"},
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[1] = {view = require("Modules/CompoundHero/view/CompoundHero_Replace"), panelName = "CompoundHero_Replace"},
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[2] = {view = require("Modules/CompoundHero/view/CompoundHero_Compound"), panelName = "CompoundHero_Compound"},
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}
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--初始化组件(用于子类重写)
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function CompoundPanel:InitComponent()
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function CompoundHeroPanel:InitComponent()
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this.HelpBtn = Util.GetGameObject(self.gameObject,"helpBtn")
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this.helpPosition=this.HelpBtn:GetComponent("RectTransform").localPosition
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@ -32,7 +32,7 @@ function CompoundPanel:InitComponent()
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end
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--绑定事件(用于子类重写)
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function CompoundPanel:BindEvent()
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function CompoundHeroPanel:BindEvent()
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Util.AddClick(this.btnBack, function()
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self:ClosePanel()
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end)
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@ -41,7 +41,7 @@ function CompoundPanel:BindEvent()
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end
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end
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function CompoundPanel.RefreshHelpBtn()
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function CompoundHeroPanel.RefreshHelpBtn()
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if curIndex==1 then
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this.HelpBtn:SetActive(true)
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Util.AddOnceClick(this.HelpBtn, function()
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@ -63,32 +63,32 @@ function CompoundPanel.RefreshHelpBtn()
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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 CompoundPanel:AddListener()
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function CompoundHeroPanel:AddListener()
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for i = 1, #this.contents do
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this.contents[i].view:AddListener()
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end
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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 CompoundPanel:RemoveListener()
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function CompoundHeroPanel:RemoveListener()
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for i = 1, #this.contents do
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this.contents[i].view:RemoveListener()
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end
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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 CompoundPanel:OnOpen(_curIndex)
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function CompoundHeroPanel:OnOpen(_curIndex)
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curIndex = _curIndex and _curIndex or 1
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function CompoundPanel:OnShow()
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function CompoundHeroPanel:OnShow()
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this.TabCtrl = TabBox.New()
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this.TabCtrl:SetTabAdapter(this.TabAdapter)
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this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
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this.TabCtrl:Init(this.tabBox, _TabData, curIndex)
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end
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function CompoundPanel:OnSortingOrderChange()
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function CompoundHeroPanel:OnSortingOrderChange()
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this.sortingOrder = self.sortingOrder
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for i = 1, #this.contents do
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this.contents[i].view:OnSortingOrderChange(self.sortingOrder)
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@ -132,18 +132,18 @@ function this.UpdateCompoundPanel_SoulPrint(equipSign,index)
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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 CompoundPanel:OnClose()
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function CompoundHeroPanel:OnClose()
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for i = 1, #this.contents do
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this.contents[i].view:OnClose()
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end
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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 CompoundPanel:OnDestroy()
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function CompoundHeroPanel:OnDestroy()
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SubUIManager.Close(this.upView)
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for i = 1, #this.contents do
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this.contents[i].view:OnDestroy()
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end
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end
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return CompoundPanel
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return CompoundHeroPanel
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 11b077b4b791771468639d6a639ef33c
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guid: 545609cd2a45adf46bbd9a0b590f7a4f
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DefaultImporter:
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externalObjects: {}
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userData:
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@ -0,0 +1,33 @@
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----- 神将合成 -----
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local this = {}
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local sortingOrder=0
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function this:InitComponent(gameObject)
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end
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function this:BindEvent()
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnSortingOrderChange(_sortingOrder)
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sortingOrder = _sortingOrder
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end
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function this:OnShow(...)
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end
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function this:OnClose()
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end
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function this:OnDestroy()
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end
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return this
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@ -0,0 +1,33 @@
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----- 神将置换 -----
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local this = {}
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local sortingOrder=0
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function this:InitComponent(gameObject)
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end
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function this:BindEvent()
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnSortingOrderChange(_sortingOrder)
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sortingOrder = _sortingOrder
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end
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function this:OnShow(...)
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end
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function this:OnClose()
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end
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function this:OnDestroy()
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end
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return this
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@ -219,7 +219,7 @@ function this:InitComponent()
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this.btnWaiDi = Util.GetGameObject(this.gameObject, "scene/layer4/btnWaiDi")
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this.btnColorfulWorld = Util.GetGameObject(this.gameObject, "scene/layer6/btnColorfulWorld")
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this.btnWaiDi:SetActive(false)
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this.btnCompounHero = Util.GetGameObject(this.gameObject, "scene/layer4/btnCompounHero")
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this.btnCompoundHero = Util.GetGameObject(this.gameObject, "scene/layer4/btnCompoundHero")
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this.operateIcon = {
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[FUNCTION_OPEN_TYPE.SHOP] = this:AddFuncItem(this.btnShangdian, 50),
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@ -238,7 +238,7 @@ function this:InitComponent()
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-- [FUNCTION_OPEN_TYPE.TALENT_TREE] = this:AddFuncItem(this.btnTianFu, -1179),
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-- [FUNCTION_OPEN_TYPE.DIFFER_DEMONS] = this:AddFuncItem(this.btnYiYao, 0),
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-- [FUNCTION_OPEN_TYPE.FIGHT_ALIEN] = this:AddFuncItem(this.btnWaiDi, 0),
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[FUNCTION_OPEN_TYPE.COMPOUND_HERO] = this:AddFuncItem(this.btnCompounHero, 0),--神将合成、置换
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[FUNCTION_OPEN_TYPE.COMPOUND_HERO] = this:AddFuncItem(this.btnCompoundHero, 0),--神将合成、置换
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}
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this.operateNewText = {
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@ -258,7 +258,7 @@ function this:InitComponent()
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-- [FUNCTION_OPEN_TYPE.TALENT_TREE] = this:InsertNewText(this.btnTianFu),
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-- [FUNCTION_OPEN_TYPE.DIFFER_DEMONS] = this:InsertNewText(this.btnYiYao),
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-- [FUNCTION_OPEN_TYPE.FIGHT_ALIEN] = this:InsertNewText(this.btnWaiDi),
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[FUNCTION_OPEN_TYPE.COMPOUND_HERO] = this:InsertNewText(this.btnCompounHero),--神将合成、置换
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[FUNCTION_OPEN_TYPE.COMPOUND_HERO] = this:InsertNewText(this.btnCompoundHero),--神将合成、置换
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}
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-- 红点
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@ -282,7 +282,7 @@ function this:InitComponent()
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--this.rpGuanxing = Util.GetGameObject(this.btnGuanxing, "redPoint")
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this.rpAlien = Util.GetGameObject(this.btnWaiDi, "redPoint")
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this.rpColorfulWorld = Util.GetGameObject(this.btnColorfulWorld, "redPoint")
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this.rpCompoundHero = Util.GetGameObject(this.btnCompounHero, "redPoint")--神将合成、置换
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this.rpCompoundHero = Util.GetGameObject(this.btnCompoundHero, "redPoint")--神将合成、置换
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@ -788,14 +788,14 @@ function this:BindEvent()
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end)
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--神将合成、神将置换
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Util.AddClick(this.btnCompounHero, function()
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Util.AddClick(this.btnCompoundHero, function()
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-- if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.COMPOUND_HERO) then
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-- JumpManager.GoJump(74)
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-- this.ScenceBtnClick(FUNCTION_OPEN_TYPE.COMPOUND_HERO)
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-- else
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-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.COMPOUND_HERO))
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-- end
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UIManager.OpenPanel(UIName.CompounHeroPanel)--开发用,之后删除 释放上面
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UIManager.OpenPanel(UIName.CompoundHeroPanel)--开发用,之后删除 释放上面
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end)
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this.BindRedPoint()
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