Merge branch 'xma/dev-b' of http://60.1.1.230/gaoxin/JL_Client into xma/dev-b

dev_chengFeng
ZhangBiao 2021-04-07 16:59:56 +08:00
commit 21b97b3985
26 changed files with 183 additions and 139 deletions

View File

@ -186,7 +186,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 106.70002, y: -196.60007}
m_AnchoredPosition: {x: 107.7, y: -205}
m_SizeDelta: {x: 205, y: 64}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &2407126899749709015
@ -547,14 +547,14 @@ MonoBehaviour:
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 28
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 0
m_MaxSize: 40
m_BestFit: 1
m_MinSize: 10
m_MaxSize: 28
m_Alignment: 4
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 0
m_VerticalOverflow: 1
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: "\u6FC0\u6D3B\u540E\u6BCF\u65E5\u53EF\u9886 120"
LanguageIndex: 0
@ -1337,14 +1337,14 @@ MonoBehaviour:
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 28
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 0
m_MaxSize: 40
m_BestFit: 1
m_MinSize: 10
m_MaxSize: 28
m_Alignment: 4
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 0
m_VerticalOverflow: 1
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: "\u7D2F\u8BA1\u5145\u503C98\u5143\u5373\u53EF\u6FC0\u6D3B30\u5929\u8C6A\u534E\u6708\u5361"
LanguageIndex: 0
@ -1693,14 +1693,14 @@ MonoBehaviour:
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 28
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 0
m_MaxSize: 40
m_BestFit: 1
m_MinSize: 10
m_MaxSize: 28
m_Alignment: 4
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 0
m_VerticalOverflow: 1
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: "\u6FC0\u6D3B\u540E\u6BCF\u65E5\u53EF\u9886 120"
LanguageIndex: 0
@ -2049,7 +2049,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 125, y: -102}
m_AnchoredPosition: {x: 129, y: -112}
m_SizeDelta: {x: 128, y: 40}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &6441485654904605230
@ -2410,14 +2410,14 @@ MonoBehaviour:
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 28
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 0
m_MaxSize: 40
m_BestFit: 1
m_MinSize: 10
m_MaxSize: 28
m_Alignment: 4
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 0
m_VerticalOverflow: 1
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: "\u7D2F\u8BA1\u5145\u503C98\u5143\u5373\u53EF\u6FC0\u6D3B30\u5929\u6708\u5361"
LanguageIndex: 0

View File

@ -33,10 +33,10 @@ RectTransform:
m_Father: {fileID: 5562965766551207654}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 37.5, y: -37.5}
m_SizeDelta: {x: 75, y: 75}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &3273262054332790659
CanvasRenderer:
@ -691,7 +691,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 0, y: 0.5}
m_AnchoredPosition: {x: 0, y: 0.000030517578}
m_AnchoredPosition: {x: 0.000030517578, y: 0.000030517578}
m_SizeDelta: {x: 0, y: 188}
m_Pivot: {x: 0, y: 0.5}
--- !u!222 &3071489648356579259
@ -1019,7 +1019,7 @@ RectTransform:
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0.37497807, y: 0.5}
m_SizeDelta: {x: 75, y: 75}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &5149688219218794396
MonoBehaviour:
@ -1539,7 +1539,7 @@ GameObject:
- component: {fileID: 1475120091422015330}
- component: {fileID: 3615097020972840977}
m_Layer: 5
m_Name: liveRoot
m_Name: root
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -1555,14 +1555,15 @@ RectTransform:
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Children:
- {fileID: 3838225097379245401}
m_Father: {fileID: 7555683376229264185}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: -58.223}
m_SizeDelta: {x: 916, y: 1243.2}
m_AnchoredPosition: {x: 0, y: 17}
m_SizeDelta: {x: 1080.2, y: 1927}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &3615097020972840977
CanvasRenderer:
@ -1725,6 +1726,50 @@ MonoBehaviour:
m_FillClockwise: 1
m_FillOrigin: 0
m_UseSpriteMesh: 0
--- !u!1 &6328812906356547549
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3838225097379245401}
- component: {fileID: 2110235193013985081}
m_Layer: 5
m_Name: liveRoot
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!224 &3838225097379245401
RectTransform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6328812906356547549}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 1475120091422015330}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: -0.000091553}
m_SizeDelta: {x: 1080.2, y: 1927}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &2110235193013985081
CanvasRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6328812906356547549}
m_CullTransparentMesh: 0
--- !u!1 &6537675973867770291
GameObject:
m_ObjectHideFlags: 0
@ -1837,10 +1882,10 @@ RectTransform:
m_Father: {fileID: 5562965766551207654}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 75, y: -37.5}
m_SizeDelta: {x: 0, y: 53}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &7168286033210327038
CanvasRenderer:

View File

@ -2281,6 +2281,6 @@
[12280] = GetLanguageStrById("清除"),
[12281] = GetLanguageStrById("累充满%s"),
[12282] = GetLanguageStrById("\n\n\n\n\n\n6\n"),
[12283] = GetLanguageStrById("\n\n\n\n\n\n$1"),
[12283] = GetLanguageStrById("\n\n\n\n\n\n$0.99"),
[12284] = GetLanguageStrById("%m月%d日%H时"),
}

View File

@ -1883,7 +1883,7 @@ function JingJiShouWeiToEn(_str)
return ""
end
LogGreen("input _str:".._str)
if _str == "竞技守卫" then
if _str == Language[12230] then
return GetLanguageStrById(_str)
end
LogGreen("return str:".._str)

View File

@ -68,7 +68,7 @@ end
function this.GetMoneyUnitNameWithMoney(money)
local formater = this.GetMoneyUnitName()
return string.format(formater, money)
return string.format(formater, this.GetMoney(money))
end

View File

@ -613,7 +613,7 @@ function this.CreatSingleMissionData(missionData,havaBought)
local data = {}
data.missionId = missionData.missionId
data.shows = actRewardConfig[missionData.missionId].Reward
data.itemName = itemConfig[data.shows[1][1]].Name
data.itemName = GetLanguageStrById(itemConfig[data.shows[1][1]].Name)
data.content = Language[11367]..actRewardConfig[data.missionId].Values[1][2]..Language[11368]
data.isCanGetReward = PlayerManager.level >= actRewardConfig[data.missionId].Values[1][2]
--0 未领取(等级已达到,未购买基金) 1 已领取 -1 未达到等级 2可领取

View File

@ -33,7 +33,7 @@ function ContinuityRechargePage:ctor(mainPanel, gameObject)
if not self.moneyNum then
self.moneyNum = SubUIManager.Open(SubUIConfig.MoneyNumView, self.image.transform,
2000, MoneyNumViewType.Image_Horizontal, "ArtFont_2_cfont", 42, 0.7, Vector2.New(118, 161), Vector2.New(-30, -50), MoneyNumViewImageType.Big_1)
MoneyUtil.GetMoney(2000), MoneyNumViewType.Image_Horizontal, "ArtFont_2_cfont", 42, 0.7, Vector2.New(118, 161), Vector2.New(-30, -50), MoneyNumViewImageType.Big_1)
self.moneyNum:SetOffsetPosition(Vector2.New(0, -450))
end

View File

@ -101,7 +101,7 @@ function GrowthGiftPage:OnShow(_sortingOrder)
else
self.titleIma.gameObject:SetActive(false)
end
local str = string.split(self.actConfig.TitleText,"|")
local str = string.split(GetLanguageStrById(self.actConfig.TitleText),"|")
if str[1] and str[1] ~= "" then
self.titleTip.text = str[1]
self.titleTip.transform.localPosition = Vector3.New((str[2] or 0),(str[3] or 0),(str[4] or 0))

View File

@ -15,7 +15,11 @@ function MonthCardPage:New(gameObject)
setmetatable(b, { __index = MonthCardPage })
return b
end
local offSetX = {
[0] = Vector3.New(71.1,-7.34,0),
[1] = Vector3.New(188,-56,0),
[2] = Vector3.New(188,-56,0),
}
--初始化组件(用于子类重写)
function MonthCardPage:InitComponent()
self.grid = Util.GetGameObject(self.gameObject, "grid")
@ -33,6 +37,7 @@ function MonthCardPage:InitComponent()
self.cardPres[i].icon = Util.GetGameObject(self.cardPres[i].go, "day/icon"):GetComponent("Image")
self.cardPres[i].dayRightUpText = Util.GetGameObject(self.cardPres[i].go, "Image/Text"):GetComponent("Text")
self.cardPres[i].dayRightUpIcon = Util.GetGameObject(self.cardPres[i].go, "Image/icon"):GetComponent("Image")
Util.GetGameObject(self.cardPres[i].go, "day/icon"):GetComponent("RectTransform").anchoredPosition = offSetX[GetCurLanguage()]
end
end

View File

@ -114,7 +114,7 @@ function EveryDayGift:OnShow(_sortingOrder)
end
if self.actConfig.TitleText and self.actConfig.TitleText ~= "" then
local str = string.split(self.actConfig.TitleText,"|")
local str = string.split(GetLanguageStrById(self.actConfig.TitleText),"|")
self.titleTip.text = str[1]
self.titleTip.transform.localPosition = Vector3.New((str[2] or 0),(str[3] or 0),(str[4] or 0))
self.titleTip.gameObject:SetActive(true)

View File

@ -19,18 +19,18 @@ local offSetX = {
scroll = Vector3.New(-306.21,67.1,0),
},
[1] = {
icon = Vector3.New(219.86,8,0),
txt = Vector3.New(288.5,0.5,0),
icon = Vector3.New(513,-24,0),
txt = Vector3.New(575,-32,0),
ima = Vector3.New(20.19,0,0),
txt1 = Vector3.New(-162,0.5,0),
icon1 = Vector3.New(-219.6,8,0),
txt1 = Vector3.New(134,-32,0),
icon1 = Vector3.New(80.39999,-24,0),
scroll = Vector3.New(-254,71.9,0),
},
[2] = { icon = Vector3.New(30,8,0),
txt = Vector3.New(86.4,0.5,0),
[2] = { icon = Vector3.New(316.7,-23,0),
txt = Vector3.New(373.1,-32.69999,0),
ima = Vector3.New(30,0,0),
txt1 = Vector3.New(-105.7,0.5,0),
icon1 = Vector3.New(-155.7,8,0)
txt1 = Vector3.New(179,-32.69999,0),
icon1 = Vector3.New(129,-23,0)
}
}
--初始化组件(用于子类重写)

View File

@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: d0833f3668a5ecb42b04d27286d5aa87
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -52,7 +52,7 @@ function WorkShopArmorOnePanel:BindEvent()
end
end)
else
PopupTipPanel.ShowTip("道具不足")
PopupTipPanel.ShowTip(Language[10054])
end
self:ClosePanel()
else
@ -98,9 +98,9 @@ function WorkShopArmorOnePanel:OnOpen(...)
openThisPanel=data[4]
func=data[5]
if btnType==1 then
this.btnSureText.text="解锁蓝图"
this.btnSureText.text=Language[11956]
elseif btnType==2 then
this.btnSureText.text="分 解"
this.btnSureText.text=Language[10197]
end
this.btnSure:SetActive(btnType ~= 3)
--装备基础信息
@ -118,8 +118,8 @@ function WorkShopArmorOnePanel:OnOpen(...)
this.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfigData.Quantity))
this.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfigData.ResourceID))
this.equipInfoText.text=GetLanguageStrById(itemConfigData.ItemDescribe)
this.equipType.text="道具种类:材料"
this.haveNum.text="持有数量:"..itemNu
this.equipType.text=Language[11957]
this.haveNum.text=Language[11958]..itemNu
--装备属性
this.mainProName.text=GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.PropertyConfig, equipConfigData.PropertyMin[1]).Info)
this.mainProVale.text=""..equipConfigData.PropertyMin[2].."-"..equipConfigData.PropertyMax[2]..""
@ -155,7 +155,7 @@ end
--扣除解锁蓝图材料 并数据
function this.DeleteActiveLanTuData()
PopupTipPanel.ShowTip("恭喜解锁" .. GetLanguageStrById(itemConfigData.Name))
PopupTipPanel.ShowTip(Language[11515] .. GetLanguageStrById(itemConfigData.Name))
if workShopDataId > 0 then
WorkShopManager.UpdataWorkShopLanTuActiveState(2, workShopDataId, itemConfigData.Id)--
end

View File

@ -59,14 +59,14 @@ function WorkShopArmorTwoPanel:BindEvent()
Util.AddClick(this.btnSure, function()
isMaterial = this.GetMaterialIsHave()
if isMaterial ==2 then
PopupTipPanel.ShowTip("道具不足!")
PopupTipPanel.ShowTip(Language[10526])
else
if meadNum>0 then
NetManager.GetWorkShopEquipCreateRequest(curWorkShopData.Id,selectAllPosData,meadNum,function (_aomorData)
this.OpenNextPanelData(_aomorData)
end)
else
PopupTipPanel.ShowTip("请选择打造数量!")
PopupTipPanel.ShowTip(Language[11959])
end
end
end)
@ -108,9 +108,9 @@ function WorkShopArmorTwoPanel:OnShow()
this.frame.sprite=Util.LoadSprite(GetQuantityImageByquality(curEquipData.Quality))
this.equipInfoText.text=GetLanguageStrById(curWorkShopData.ShortDesc)--curEquipItemData.ItemDescribe
if curEquipData.IfClear==0 then
this.equipRebuildLv:GetComponent("Text").text="不可重铸"
this.equipRebuildLv:GetComponent("Text").text=Language[11478]
elseif curEquipData.IfClear==1 then
this.equipRebuildLv:GetComponent("Text").text="重铸等级:"..curEquipData.InitialLevel
this.equipRebuildLv:GetComponent("Text").text=Language[11960]..curEquipData.InitialLevel
end
--this.powerNum.text=EquipManager.CalculateWarForce(equipData.id)
if curEquipData.SkillPoolId and #curEquipData.SkillPoolId > 0 then
@ -128,8 +128,8 @@ function WorkShopArmorTwoPanel:OnShow()
else
this.skillObject:SetActive(false)
end
this.equipType.text="道具种类:"..GetEquipPosStrByEquipPosNum(curEquipData.Position)
this.equipPos.text=string.format("职业限定:%s",GetJobStrByJobNum(curEquipData.ProfessionLimit))
this.equipType.text=Language[11089]..GetEquipPosStrByEquipPosNum(curEquipData.Position)
this.equipPos.text=string.format(Language[11090],GetJobStrByJobNum(curEquipData.ProfessionLimit))
--this.addExp.text="工坊经验值+"..curWorkShopData.Exp
Util.ClearChild(this.materialGrid.transform)
materialGoList = {}
@ -165,8 +165,8 @@ function WorkShopArmorTwoPanel:OnShow()
local addBtn=Util.GetGameObject(go.transform, "add")
Util.GetGameObject(addBtn.transform, "add/add"):SetActive(true)
Util.GetGameObject(go.transform, "icon"):SetActive(false)
Util.GetGameObject(go.transform, "name/Text"):GetComponent("Text").text ="符文"
Util.GetGameObject(go.transform, "numText"):GetComponent("Text").text = "需要选择"
Util.GetGameObject(go.transform, "name/Text"):GetComponent("Text").text =Language[11961]
Util.GetGameObject(go.transform, "numText"):GetComponent("Text").text = Language[11962]
table.insert(materialGoList,go)
table.insert(materialNeedNumList ,1)
local quality = ConfigManager.GetConfigData(ConfigName.EquipConfig, curWorkShopData.Id).Quality
@ -178,7 +178,7 @@ function WorkShopArmorTwoPanel:OnShow()
curSelectPosData.go=go
curSelectPosData.index=i
else
PopupTipPanel.ShowTip("没有合适的符文!")
PopupTipPanel.ShowTip(Language[11963])
end
end)
end
@ -205,7 +205,7 @@ function this.UpdatePosFuwenData(_fuwenData)
end
end
if BagManager.GetItemCountById(_fuwenData.id)<num then
PopupTipPanel.ShowTip("道具不足!")
PopupTipPanel.ShowTip(Language[10526])
return
end
curSelectPosData.data=_fuwenData
@ -291,7 +291,7 @@ function this.UdataShowProList()
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
go:SetActive(true)
Util.GetGameObject(go.transform, "proName"):GetComponent("Text").text = "随机属性"
Util.GetGameObject(go.transform, "proName"):GetComponent("Text").text = Language[11964]
Util.GetGameObject(go.transform, "proVale"):GetComponent("Text").text = randomMinNum.."-"..randomMaxNum
end
this.SetSliderVal()

View File

@ -44,7 +44,7 @@ end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function WorkShopAttributeAdditionPanel:OnShow()
self.title.text = HeroOccupationDef[heroPos].."属性加成"
self.title.text = HeroOccupationDef[heroPos]..Language[11965]
--local UpGradAttribute = TalentManager.GetTalentUpGradPropList()
--local propertyTotalList = TalentManager.GetRingFiresPropList()
--local desireData = table.mergeV2(UpGradAttribute,propertyTotalList)

View File

@ -38,7 +38,7 @@ function WorkShopAwardPanel:OnOpen(...)
this.awardName.text=itemData.name
--this.icon.text=Util.LoadSprite(itemData.icon)
--this.frame.text=Util.LoadSprite(itemData.frame)
this.exp.text="工坊经验值+"..itemData.expNum
this.exp.text=Language[11966]..itemData.expNum
this.num.text=itemData.num
end

View File

@ -87,12 +87,12 @@ function this.OnShowCurPanelData(curEquipData,nextEquipData)
this.equipQuaText.text=GetStringByEquipQua(curEquipData.equipConfig.Quality,GetQuaStringByEquipQua(curEquipData.equipConfig.Quality))
this.equipName.text=GetStringByEquipQua(curEquipData.equipConfig.Quality,GetLanguageStrById(curEquipData.equipConfig.Name))
if curEquipData.equipConfig.IfClear==0 then
this.equipRebuildLv:GetComponent("Text").text="不可重铸"
this.equipRebuildLv:GetComponent("Text").text=Language[11478]
elseif curEquipData.equipConfig.IfClear==1 then
this.equipRebuildLv:GetComponent("Text").text="重铸等级:"..curEquipData.resetLv
this.equipRebuildLv:GetComponent("Text").text=Language[11960]..curEquipData.resetLv
end
this.equipType.text="道具种类:"..GetEquipPosStrByEquipPosNum(curEquipData.equipConfig.Position)
this.equipPos.text=string.format("职业限定:%s",GetJobStrByJobNum(curEquipData.equipConfig.ProfessionLimit))
this.equipType.text=Language[11089]..GetEquipPosStrByEquipPosNum(curEquipData.equipConfig.Position)
this.equipPos.text=string.format(Language[11090],GetJobStrByJobNum(curEquipData.equipConfig.ProfessionLimit))
this.powerNum.text=EquipManager.CalculateWarForce(curEquipData.did)
this.desc.text=GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.ItemConfig, curEquipData.equipConfig.Id).ItemDescribe)
this.frame.sprite = Util.LoadSprite(curEquipData.frame)

View File

@ -67,10 +67,10 @@ end
function WorkShopEquipRebuildListPanel:OnShow()
local equipDatas={}
if type==1 then
this.titleText.text="选择重铸的装备"
this.titleText.text=Language[11967]
equipDatas=EquipManager.GetAllEquipDataIfClear()
elseif type==2 then
this.titleText.text="选择祭品的装备"
this.titleText.text=Language[11968]
equipDatas=EquipManager.WorkShopGetEquipDataByEquipQuality(curEquipQuality.equipConfig.Quality,curEquipQuality.did)
end
this:SetItemData(equipDatas)

View File

@ -75,9 +75,9 @@ function WorkShopEquipReforgePreviewPanel:setEquipInfoStatus(context)
self.iconBg.sprite = Util.LoadSprite(GetQuantityImageByquality(context.equipConfig.Quality))
self.icon.sprite = Util.LoadSprite(GetResourcePath(context.itemConfig.ResourceID))
self.equipType.text = string.format("装备种类:%s", EquipNameDef[context.equipConfig.Position])
self.equipPos.text = string.format("职业限定:%s", GetJobStrByJobNum(context.equipConfig.ProfessionLimit))
self.equipReforgeLv.text = "重铸等级:" .. context.resetLv
self.equipType.text = string.format(Language[11476], EquipNameDef[context.equipConfig.Position])
self.equipPos.text = string.format(Language[11090], GetJobStrByJobNum(context.equipConfig.ProfessionLimit))
self.equipReforgeLv.text = Language[11960] .. context.resetLv
self.equipQuality.text = GetStringByEquipQua(context.equipConfig.Quality, EquipQualityDescDef[context.equipConfig.Quality])

View File

@ -32,7 +32,7 @@ function WorkShopLvUpPanel:BindEvent()
end
end)
else
PopupTipPanel.ShowTip("材料不足")
PopupTipPanel.ShowTip(Language[10438])
end
end)
end
@ -83,9 +83,9 @@ function WorkShopLvUpPanel:OnShow()
if WorkShopManager.WorkShopData.lv+1 == WorkShopTechnologySetting[i] then
upLvInfo[2]:SetActive(true)
if openCengJiStrs == "" then
openCengJiStrs=i.."级层数天赋"
openCengJiStrs=i..Language[11969]
else
openCengJiStrs=openCengJiStrs..""..i.."级层数天赋"
openCengJiStrs=openCengJiStrs..""..i..Language[11969]
end
end
end

View File

@ -59,7 +59,7 @@ function WorkShopMadeSuccessPanel:OnOpen(...)
end
function WorkShopMadeSuccessPanel:OnShow()
Log("curEquipData.id "..curEquipData.id)
this.expInfo.text="工坊经验值+"..ConfigManager.GetConfigData(ConfigName.WorkShopEquipmentConfig, curEquipData.id).Exp
this.expInfo.text=Language[11966]..ConfigManager.GetConfigData(ConfigName.WorkShopEquipmentConfig, curEquipData.id).Exp
this.equipQuaText.text=GetStringByEquipQua(curEquipData.equipConfig.Quality,GetQuaStringByEquipQua(curEquipData.equipConfig.Quality))
this.equipName.text=GetStringByEquipQua(curEquipData.equipConfig.Quality,GetLanguageStrById(curEquipData.equipConfig.Name))
-- if curEquipData.equipConfig.IfClear==0 then
@ -73,8 +73,8 @@ function WorkShopMadeSuccessPanel:OnShow()
this.equipInfoText.text=GetLanguageStrById(curEquipData.itemConfig.ItemDescribe)
this.powerNum.text=EquipManager.CalculateWarForce(curEquipData.id)
this.skillObject:SetActive(false)
this.equipType.text="道具种类:"..GetEquipPosStrByEquipPosNum(curEquipData.equipConfig.Position)
this.equipPos.text=string.format("职业限定:%s",GetJobStrByJobNum(curEquipData.equipConfig.ProfessionLimit))
this.equipType.text=Language[11089]..GetEquipPosStrByEquipPosNum(curEquipData.equipConfig.Position)
this.equipPos.text=string.format(Language[11090],GetJobStrByJobNum(curEquipData.equipConfig.ProfessionLimit))
--装备属性
this.mainProName.text=GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.PropertyConfig, curEquipData.mainAttribute.propertyId).Info)
this.mainProVale.text=curEquipData.mainAttribute.propertyValue

View File

@ -3,8 +3,8 @@ WorkShopMainPanel = Inherit(BasePanel)
local this = WorkShopMainPanel
local propertyConfig=ConfigManager.GetConfig(ConfigName.PropertyConfig)
local workShopSetting=ConfigManager.GetConfig(ConfigName.WorkShopSetting)
local armorTabsStr = { "铠甲", "头饰", "战靴" }--防具打造
local equipTabsStr = { "武卫", "天罚", "秘法", "玄策", "生花" }--武器打造
local armorTabsStr = { Language[11970], Language[10393], Language[10394] }--防具打造
local equipTabsStr = { Language[11971], Language[11972], Language[11973], Language[11974], Language[11975] }--武器打造
local curActiveLanTuData = {} --当前选择要解锁蓝图的数据
local selectEquipData --装备重铸选择的装备数据
local selectDeleteEquipData --装备重铸选择祭品的装备数据
@ -191,7 +191,7 @@ function WorkShopMainPanel:BindEvent()
if this.isSelectEquip == 1 then
this:OnClickShowYuLan()
else
PopupTipPanel.ShowTip("请选择重铸装备!")
PopupTipPanel.ShowTip(Language[11976])
end
end)
Util.AddClick(this.equipPopuMask, function()
@ -206,18 +206,18 @@ function WorkShopMainPanel:BindEvent()
UIManager.OpenPanel(UIName.WorkShopCastSuccessPanel, selectEquipData, equipData, this)
end)
else
PopupTipPanel.ShowTip("请选择祭品装备!")
PopupTipPanel.ShowTip(Language[11977])
end
else
PopupTipPanel.ShowTip("请选择重铸装备!")
PopupTipPanel.ShowTip(Language[11976])
end
else
PopupTipPanel.ShowTip("材料不足!")
PopupTipPanel.ShowTip(Language[11978])
end
end)
Util.AddClick(this.lvUpBtn, function()
if WorkShopManager.WorkShopData.lv + 1 >= WorkShopManager.WorkShopData.maxLv then
PopupTipPanel.ShowTip("当前工坊已满级!")
PopupTipPanel.ShowTip(Language[11979])
else
UIManager.OpenPanel(UIName.WorkShopLvUpPanel,this)
end
@ -470,7 +470,7 @@ function this:UpdataShowPanelData(_proId, _infos)
else
Util.GetGameObject(go.transform, "redPoint"):SetActive(false)
Util.GetGameObject(go.transform, "mask"):SetActive(true)
Util.GetGameObject(go.transform, "mask/mask/Text"):GetComponent("Text").text = "工坊等级" .. _infos[i].workShopData.OpenRules[2] .. "级,解锁配方"
Util.GetGameObject(go.transform, "mask/mask/Text"):GetComponent("Text").text = Language[11980] .. _infos[i].workShopData.OpenRules[2] .. Language[11981]
end
elseif _infos[i].workShopData.OpenRules[1] == 2 then
--蓝图
@ -492,7 +492,7 @@ function this:UpdataShowPanelData(_proId, _infos)
Util.GetGameObject(go.transform, "mask"):SetActive(true)
local itemConfigData = ConfigManager.GetConfigData(ConfigName.ItemConfig, _infos[i].workShopData.OpenRules[2])
if itemConfigData then
Util.GetGameObject(go.transform, "mask/mask/Text"):GetComponent("Text").text = "使用" .. GetLanguageStrById(itemConfigData.Name) .. "后,解锁配方"
Util.GetGameObject(go.transform, "mask/mask/Text"):GetComponent("Text").text = Language[10202] .. GetLanguageStrById(itemConfigData.Name) .. Language[11982]
end
end
end
@ -508,7 +508,7 @@ function this:UpdataShowPanelData(_proId, _infos)
Util.AddClick(Util.GetGameObject(go.transform, "mask"), function()
if _infos[i].workShopData.OpenRules[1] == 1 then
--工坊等级
PopupTipPanel.ShowTip("工坊等级" .. _infos[i].workShopData.OpenRules[2] .. "级,解锁配方")
PopupTipPanel.ShowTip(Language[11980] .. _infos[i].workShopData.OpenRules[2] .. Language[11981])
elseif _infos[i].workShopData.OpenRules[1] == 2 then
--蓝图
UIManager.OpenPanel(UIName. WorkShopArmorOnePanel,1,1, _infos[i].workShopData.Id, this)
@ -556,7 +556,7 @@ function this.UpdateEquipPosHeroData(_type, _equipData)
if #EquipManager.GetAllEquipDataIfClear() > 0 then
UIManager.OpenPanel(UIName.WorkShopEquipRebuildListPanel, 1, this, _equipData)
else
PopupTipPanel.ShowTip("无可重铸装备!")
PopupTipPanel.ShowTip(Language[11983])
end
end)
this.equipMaterialsIcon:SetActive(false)
@ -568,7 +568,7 @@ function this.UpdateEquipPosHeroData(_type, _equipData)
if #EquipManager.WorkShopGetEquipDataByEquipQuality(_equipData.equipConfig.Quality, _equipData.did) > 0 then
UIManager.OpenPanel(UIName.WorkShopEquipRebuildListPanel, 2, _equipData, this, nil)--selectDeleteEquipData
else
PopupTipPanel.ShowTip("无对应祭品装备!")
PopupTipPanel.ShowTip(Language[11984])
end
end)
this.equipPopu:SetActive(false)
@ -612,7 +612,7 @@ function this.UpdateEquipPosHeroData(_type, _equipData)
if #EquipManager.GetAllEquipDataIfClear() > 0 then
UIManager.OpenPanel(UIName.WorkShopEquipRebuildListPanel, 1, this, nil)
else
PopupTipPanel.ShowTip("无可重铸装备!")
PopupTipPanel.ShowTip(Language[11983])
end
end)
this.equipMaterialsIcon:SetActive(false)
@ -626,7 +626,7 @@ function this.UpdateEquipPosHeroData(_type, _equipData)
Util.AddOnceClick(this.equipMaterialsAddBtn, function()
if this.isSelectEquip == 2 then
--UIManager.OpenPanel(UIName.WorkShopEquipRebuildListPanel,2,nil,this,nil)
PopupTipPanel.ShowTip("请选择重铸装备!")
PopupTipPanel.ShowTip(Language[11976])
end
end)
this.equipPopu:SetActive(false)
@ -652,7 +652,7 @@ function this.UpdateEquipPosHeroData(_type, _equipData)
if #EquipManager.WorkShopGetEquipDataByEquipQuality(selectEquipData.equipConfig.Quality, selectEquipData.did) > 0 then
UIManager.OpenPanel(UIName.WorkShopEquipRebuildListPanel, 2, selectEquipData, this, selectDeleteEquipData)
else
PopupTipPanel.ShowTip("无对应祭品装备!")
PopupTipPanel.ShowTip(Language[11984])
end
end)
else
@ -669,7 +669,7 @@ function this.UpdateEquipPosHeroData(_type, _equipData)
if #EquipManager.WorkShopGetEquipDataByEquipQuality(selectEquipData.equipConfig.Quality, selectEquipData.did) > 0 then
UIManager.OpenPanel(UIName.WorkShopEquipRebuildListPanel, 2, selectEquipData, this, nil)
else
PopupTipPanel.ShowTip("无对应祭品装备!")
PopupTipPanel.ShowTip(Language[11984])
end
end)
end
@ -725,22 +725,22 @@ function this.showPanel1SureBtnClickEvent()
FormationManager.UserPowerChanged()
end)
elseif treeIsCanUpLv == 1 then
PopupTipPanel.ShowTip("材料不足!")
PopupTipPanel.ShowTip(Language[11978])
_isClicked = false
this._isReqLvUp = false
elseif treeIsCanUpLv == 2 then
local needConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.WorkShopTechnology, "TechId", curTreeConfigData.OpenRules[1], "Level", curTreeConfigData.OpenRules[2])
if needConfig then
PopupTipPanel.ShowTip("需要"..GetLanguageStrById(needConfig.Name).."天赋到达"..curTreeConfigData.OpenRules[2].."")
PopupTipPanel.ShowTip(Language[10659]..GetLanguageStrById(needConfig.Name)..Language[11985]..curTreeConfigData.OpenRules[2]..Language[10065])
end
_isClicked = false
this._isReqLvUp = false
elseif treeIsCanUpLv == 3 then
PopupTipPanel.ShowTip("所需工坊等级不足!")
PopupTipPanel.ShowTip(Language[11986])
_isClicked = false
this._isReqLvUp = false
elseif treeIsCanUpLv == 4 then
PopupTipPanel.ShowTip("已达等级上限!")
PopupTipPanel.ShowTip(Language[11987])
_isClicked = false
this._isReqLvUp = false
end
@ -797,7 +797,7 @@ function this.SetTreeLvUpMatial(_data)
Util.GetGameObject(proList[i], "nextVal"):GetComponent("Text").text = GetPropertyFormatStr(proType, nextTreeConfigData.Values[i][2])
else
Util.GetGameObject(proList[i], "nextVal"):GetComponent("Text").text = GetPropertyFormatStr(proType, curTreeConfigData.Values[i][2])
this.treeLv.text = "满级"
this.treeLv.text = Language[11761]
end
else
proList[i]:SetActive(false)
@ -832,7 +832,7 @@ function this.SetTreeLvUpMatial(_data)
this.treeTishiText:SetActive(true)
local needConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.WorkShopTechnology, "TechId", curTreeConfigData.OpenRules[1], "Level", curTreeConfigData.OpenRules[2])
if needConfig then
this.treeTishiText:GetComponent("Text").text = "★需要"..GetLanguageStrById(needConfig.Name).."天赋到达"..curTreeConfigData.OpenRules[2].."级★"
this.treeTishiText:GetComponent("Text").text = Language[11988]..GetLanguageStrById(needConfig.Name)..Language[11985]..curTreeConfigData.OpenRules[2]..Language[11989]
end
return
end
@ -843,9 +843,9 @@ function this.SetTreeLvUpMatial(_data)
Util.SetGray(this.showPanel1SureBtn, true)
this.treeTishiText:SetActive(true)
if curTreeConfigData.Level >= treePointLvEnd then
this.treeTishiText:GetComponent("Text").text = "★已到达最高等级★"
this.treeTishiText:GetComponent("Text").text = Language[11990]
else
this.treeTishiText:GetComponent("Text").text = "★已达当前等级上限★"
this.treeTishiText:GetComponent("Text").text = Language[11991]
end
treeIsCanUpLv = 4
return
@ -866,7 +866,7 @@ function this.SetTreeLvUpMatial(_data)
this.treeTishiText:SetActive(true)
local needConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.WorkShopTechnology, "TechId", curTreeConfigData.OpenRules[1], "Level", curTreeConfigData.OpenRules[2])
if needConfig then
this.treeTishiText:GetComponent("Text").text = "★需要"..GetLanguageStrById(needConfig.Name).."天赋到达"..curTreeConfigData.OpenRules[2].."级★"
this.treeTishiText:GetComponent("Text").text = Language[11988]..GetLanguageStrById(needConfig.Name)..Language[11985]..curTreeConfigData.OpenRules[2]..Language[11989]
end
end
else
@ -919,10 +919,10 @@ function this.TreeRefreshBtnClick()
local materialData = ConfigManager.GetConfigData(ConfigName.ItemConfig,materialId)
local materialConsumeNum = curRefreshStoreConFig.Cost[2][buyNum+1]
if materialData then
local str = "重置当前职业的天赋树,将消耗"..materialConsumeNum..GetLanguageStrById(materialData.Name)..",同时返回升级消耗的材料和资源。"
local str = Language[11992]..materialConsumeNum..GetLanguageStrById(materialData.Name)..Language[11993]
MsgPanel.ShowTwo(str, function()end,function()
if BagManager.GetItemCountById(materialId) < materialConsumeNum then
PopupTipPanel.ShowTip("材料不足!")
PopupTipPanel.ShowTip(Language[11978])
return
end
NetManager.WorkShopTreeResetRequest(curTreeConfigData.Profession, function()
@ -938,12 +938,12 @@ function this.TreeRefreshBtnClick()
end
--FormationManager.UserPowerChanged()
end)
end, "取消", "确定")
end, Language[10731], Language[10732])
end
end
end
else
PopupTipPanel.ShowTip("您还没有学习过任何天赋!")
PopupTipPanel.ShowTip(Language[11994])
end
end

View File

@ -28,7 +28,7 @@ function WorkShopMaterialsCompoundPanel:BindEvent()
end)
Util.AddClick(this.btnSure, function()
if materialPotPutNum<=0 then
PopupTipPanel.ShowTip("道具不足!")
PopupTipPanel.ShowTip(Language[10526])
return
end
NetManager.GetWorkBaseRequest(curData.Id,materialPotPutNum,function()
@ -87,7 +87,7 @@ end
function WorkShopMaterialsCompoundPanel:UpdatePanelData(value)--curData
materialPotPutNum=value
this.expNum.text= value*curData.Num
this.allExpNum.text="工坊经验值+"..curData.Exp*value
this.allExpNum.text=Language[11966]..curData.Exp*value
end
--界面关闭时调用(用于子类重写)

View File

@ -80,7 +80,7 @@ function WorkShowTechnologPanel:BindEvent()
self:ClosePanel()
end)
Util.AddClick(this.mask, function()
PopupTipPanel.ShowTip("天赋点开启中!")
PopupTipPanel.ShowTip(Language[11995])
end)
Util.AddClick(this.powerBtn, function()
UIManager.OpenPanel(UIName.WorkShopAttributeAdditionPanel,heroPos)
@ -285,9 +285,9 @@ function this.ShowTreeDatas(_go,curSingleHeroPosAllData,effectListIndex,selectUp
mask:SetActive(false)
else
mask:SetActive(true)
Util.GetGameObject(mask,"openlv/Text"):GetComponent("Text").text = "玩家等级".. curSingleHeroPosAllData.Limitate.."级解锁!"
Util.GetGameObject(mask,"openlv/Text"):GetComponent("Text").text = Language[11996].. curSingleHeroPosAllData.Limitate..Language[11997]
Util.AddOnceClick(mask, function()
PopupTipPanel.ShowTip("玩家等级".. curSingleHeroPosAllData.Limitate.."级解锁!")
PopupTipPanel.ShowTip(Language[11996].. curSingleHeroPosAllData.Limitate..Language[11997])
end)
end
end
@ -375,22 +375,22 @@ function this.showPanel1SureBtnClickEvent(isSingleLvUp)
--FormationManager.UserPowerChanged()
end
elseif treeIsCanUpLv == 1 then
PopupTipPanel.ShowTip("材料不足!")
PopupTipPanel.ShowTip(Language[11978])
_isClicked = false
this._isReqLvUp = false
elseif treeIsCanUpLv == 2 then
local needConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.WorkShopTechnology, "TechId", curTreeConfigData.OpenRules[1], "Level", curTreeConfigData.OpenRules[2])
if needConfig then
PopupTipPanel.ShowTip("需要"..GetLanguageStrById(needConfig.Name).."天赋到达"..curTreeConfigData.OpenRules[2].."")
PopupTipPanel.ShowTip(Language[10659]..GetLanguageStrById(needConfig.Name)..Language[11985]..curTreeConfigData.OpenRules[2]..Language[10065])
end
_isClicked = false
this._isReqLvUp = false
elseif treeIsCanUpLv == 3 then
PopupTipPanel.ShowTip("所需工坊等级不足!")
PopupTipPanel.ShowTip(Language[11986])
_isClicked = false
this._isReqLvUp = false
elseif treeIsCanUpLv == 4 then
PopupTipPanel.ShowTip("已达等级上限!")
PopupTipPanel.ShowTip(Language[11987])
_isClicked = false
this._isReqLvUp = false
end
@ -458,7 +458,7 @@ function this.SetTreeLvUpMatial(_data)
--Util.GetGameObject(proList[i], "nextVal"):GetComponent("Text").text = GetPropertyFormatStr(proType, curTreeConfigData.Values[i][2])
Util.GetGameObject(proList[i], "Image"):SetActive(false)
Util.GetGameObject(proList[i], "nextVal"):SetActive(false)
this.treeLv.text = "满级"
this.treeLv.text = Language[11761]
end
else
proList[i]:SetActive(false)
@ -495,7 +495,7 @@ function this.SetTreeLvUpMatial(_data)
this.treeTishiText:SetActive(true)
local needConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.WorkShopTechnology, "TechId", curTreeConfigData.OpenRules[1], "Level", curTreeConfigData.OpenRules[2])
if needConfig then
this.treeTishiText:GetComponent("Text").text = "★需要"..GetLanguageStrById(needConfig.Name).."天赋到达"..curTreeConfigData.OpenRules[2].."级★"
this.treeTishiText:GetComponent("Text").text = Language[11988]..GetLanguageStrById(needConfig.Name)..Language[11985]..curTreeConfigData.OpenRules[2]..Language[11989]
end
return
end
@ -506,9 +506,9 @@ function this.SetTreeLvUpMatial(_data)
Util.SetGray(this.showPanel1SureBtn, true)
this.treeTishiText:SetActive(true)
if curTreeConfigData.Level >= treePointLvEnd then
this.treeTishiText:GetComponent("Text").text = "★已到达最高等级★"
this.treeTishiText:GetComponent("Text").text = Language[11990]
else
this.treeTishiText:GetComponent("Text").text = "★已达当前等级上限★"
this.treeTishiText:GetComponent("Text").text = Language[11991]
end
treeIsCanUpLv = 4
return
@ -529,7 +529,7 @@ function this.SetTreeLvUpMatial(_data)
this.treeTishiText:SetActive(true)
local needConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.WorkShopTechnology, "TechId", curTreeConfigData.OpenRules[1], "Level", curTreeConfigData.OpenRules[2])
if needConfig then
this.treeTishiText:GetComponent("Text").text = "★需要"..GetLanguageStrById(needConfig.Name).."天赋到达"..curTreeConfigData.OpenRules[2].."级★"
this.treeTishiText:GetComponent("Text").text = Language[11988]..GetLanguageStrById(needConfig.Name)..Language[11985]..curTreeConfigData.OpenRules[2]..Language[11989]
end
end
else
@ -584,10 +584,10 @@ function this.TreeRefreshBtnClick()
local materialData = ConfigManager.GetConfigData(ConfigName.ItemConfig,materialId)
local materialConsumeNum = curRefreshStoreConFig.Cost[2][buyNum+1]
if materialData then
local str = "重置当前职业的天赋树,将消耗"..materialConsumeNum..GetLanguageStrById(materialData.Name)..",同时返回升级消耗的材料和资源。"
local str = Language[11992]..materialConsumeNum..GetLanguageStrById(materialData.Name)..Language[11993]
MsgPanel.ShowTwo(str, function()end,function()
if BagManager.GetItemCountById(materialId) < materialConsumeNum then
PopupTipPanel.ShowTip("材料不足!")
PopupTipPanel.ShowTip(Language[11978])
return
end
NetManager.WorkShopTreeResetRequest(curTreeConfigData.Profession, function()
@ -599,12 +599,12 @@ function this.TreeRefreshBtnClick()
this.SetTreeLvUpMatial(curTreeData)
this.ShowPanelData(curTreeSelectIndex)
end)
end, "取消", "确定")
end, Language[10731], Language[10732])
end
end
end
else
PopupTipPanel.ShowTip("当前职业您还没有学习过任何天赋!")
PopupTipPanel.ShowTip(Language[11998])
end
end

View File

@ -25,8 +25,8 @@ function XiaoYaoLuckyBossPopup:InitComponent()
this.root = self.gameObject
this.btnBack =Util.GetGameObject(this.root,"Panel/bg/btnBack")
this.title =Util.GetGameObject(this.root,"Panel/bg/title"):GetComponent("Text")
this.e_liveRoot=Util.GetGameObject(this.root,"Panel/EnemyInfo/liveRoot")
this.liveRoot=Util.GetGameObject(this.root,"Panel/EnemyInfo/root")
this.e_liveRoot=Util.GetGameObject(this.root,"Panel/EnemyInfo/root/liveRoot")
this.e_name=Util.GetGameObject(this.root,"Panel/EnemyInfo/name/text"):GetComponent("Text")
this.e_level=Util.GetGameObject(this.root,"Panel/EnemyInfo/name/level/Text"):GetComponent("Text")
this.hp = Util.GetGameObject(this.root,"Panel/EnemyInfo/hp/Image"):GetComponent("Image")
@ -174,6 +174,7 @@ function XiaoYaoLuckyBossPopup:SetSelectHero(monsterData)
end
_LiveName = ArtConfig[paintingId].Name
_LiveNode = poolManager:LoadLive(_LiveName, this.e_liveRoot.transform, Vector3.one * heroConfig[monsterId].Scale*0.7, Vector3.New(pos[1], pos[2], 0))
this.liveRoot.transform.localScale = Vector3.one*0.7
this.e_level.text = "lv.".. _data.Level
this.e_name.text = GetLanguageStrById(_data.ReadingName)
this.hp.fillAmount = monsterData.monsterHp/_data.Hp