身外化身功能提交

dev_chengFeng
yuanshuai 2022-04-24 16:50:24 +08:00
parent e498661919
commit 26970aee68
12 changed files with 24015 additions and 1846 deletions

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View File

@ -462,6 +462,7 @@ UIName = {
GodPrintPopUp = 470, --神印详情
GodPrintResolvePanel =471,--神印分解
GodPrintPopUpV2=472,--英雄穿戴神印详情
IncarnationForcePanel=473,--化身之力升级界面
}
SubUIConfig = {

View File

@ -554,4 +554,8 @@ GameEvent = {
ChallengeCopy = {
RefreshView = "ChallengeCopy.RefreshView",
},
--通用消息
CommonEvent = {
RefreshIncarnationPanel = "RefreshIncarnationPanel",
},
}

View File

@ -279,6 +279,7 @@ FABAOSOULUPLVREQUEST_LEVEL_FIELD = protobuf.FieldDescriptor();
GETTRANSFORMATIONREQUEST = protobuf.Descriptor();
GETTRANSFORMATIONRESPONSE = protobuf.Descriptor();
GETTRANSFORMATIONRESPONSE_LIST_FIELD = protobuf.FieldDescriptor();
GETTRANSFORMATIONRESPONSE_ID_FIELD = protobuf.FieldDescriptor();
UPORDOWNTRANSFORMATIONREQUEST = protobuf.Descriptor();
UPORDOWNTRANSFORMATIONREQUEST_ID_FIELD = protobuf.FieldDescriptor();
UPORDOWNTRANSFORMATIONREQUEST_INDEX_FIELD = protobuf.FieldDescriptor();
@ -2804,11 +2805,21 @@ GETTRANSFORMATIONRESPONSE_LIST_FIELD.message_type = CommonProto_pb.TRANSFORMATIO
GETTRANSFORMATIONRESPONSE_LIST_FIELD.type = 11
GETTRANSFORMATIONRESPONSE_LIST_FIELD.cpp_type = 10
GETTRANSFORMATIONRESPONSE_ID_FIELD.name = "id"
GETTRANSFORMATIONRESPONSE_ID_FIELD.full_name = ".rpc.protocols.GetTransformationResponse.id"
GETTRANSFORMATIONRESPONSE_ID_FIELD.number = 2
GETTRANSFORMATIONRESPONSE_ID_FIELD.index = 1
GETTRANSFORMATIONRESPONSE_ID_FIELD.label = 1
GETTRANSFORMATIONRESPONSE_ID_FIELD.has_default_value = false
GETTRANSFORMATIONRESPONSE_ID_FIELD.default_value = 0
GETTRANSFORMATIONRESPONSE_ID_FIELD.type = 5
GETTRANSFORMATIONRESPONSE_ID_FIELD.cpp_type = 1
GETTRANSFORMATIONRESPONSE.name = "GetTransformationResponse"
GETTRANSFORMATIONRESPONSE.full_name = ".rpc.protocols.GetTransformationResponse"
GETTRANSFORMATIONRESPONSE.nested_types = {}
GETTRANSFORMATIONRESPONSE.enum_types = {}
GETTRANSFORMATIONRESPONSE.fields = {GETTRANSFORMATIONRESPONSE_LIST_FIELD}
GETTRANSFORMATIONRESPONSE.fields = {GETTRANSFORMATIONRESPONSE_LIST_FIELD, GETTRANSFORMATIONRESPONSE_ID_FIELD}
GETTRANSFORMATIONRESPONSE.is_extendable = false
GETTRANSFORMATIONRESPONSE.extensions = {}
UPORDOWNTRANSFORMATIONREQUEST_ID_FIELD.name = "id"

View File

@ -16,7 +16,7 @@ Func_Prop_Type = {
EquipFetter = 13, -- 白金装备羁绊
Cultivation = 14, -- 主角修为
TailsManSou = 15, -- 法宝之魂
Incarnation = 16,
Incarnation = 16, --身外化身
Gem = 17, --命格
}

View File

@ -1,11 +1,6 @@
require("Base/BasePanel")
local IncarnationForcePanel = Inherit(BasePanel)
local IMAGE = {
[1] = "r_hero_jinengdian04",
[2] = "r_hero_jinengdian02",
[3] = "r_hero_jinengdian03",
[4] = "r_hero_jinengdian01",
}
local this=IncarnationForcePanel
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
function IncarnationForcePanel:InitComponent()
@ -28,7 +23,6 @@ function IncarnationForcePanel:InitComponent()
self.btnText = Util.GetGameObject(self.upGradeBtn,"Text"):GetComponent("Text")
self.btnRed = Util.GetGameObject(self.upGradeBtn,"RedPoint")
self.textPreList = {}
self.changeList = {}
end
function IncarnationForcePanel:BindEvent()
@ -43,24 +37,17 @@ function IncarnationForcePanel:BindEvent()
self:ClosePanel()
end)
Util.AddOnceClick(self.upGradeBtn, function()
if (self.curMaxPower-self.achivePower) < self.statePower then
PopupTipPanel.ShowTip("战力不足无法升级!")
if this.configData.Level>=50 then
PopupTipPanel.ShowTip("等级已达上限")
return
end
if self.maxLevel <= PracticeManager.CultivationLevel then
PopupTipPanel.ShowTip("等级已达上限!")
local curHaveItemNum=BagManager.GetItemCountById(this.configData.ExpCost[1])
local curCostItemNum=this.configData.ExpCost[2]
if curHaveItemNum <curCostItemNum then
PopupTipPanel.ShowTip("材料不足")
return
end
NetManager.PlayerCultivationRequest(function (_level)
local tempLevel = _level - self.lastLevel
for i = 1, #self.changeList do
self.changeList[i]:GetComponent("Text").text = string.format( " + %s",self.configData.ProLevel[i][2]*tempLevel)
PlayUIAnim(self.changeList[i])
end
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = self.lastPower,newValue = tempPower})
self.lastPower = tempPower
NetManager.SendTransformationForceUpRequest(IncarnationManager.incarnationForceLv,function ()
self:OnShow()
end)
end)
@ -80,34 +67,34 @@ function IncarnationForcePanel:OnOpen()
end
function IncarnationForcePanel:OnShow()
self.configData = ConfigManager.GetConfigData(ConfigName.ChangingForce,IncarnationManager.incarnationForceLv)
--战力
self.curMaxPower = PlayerManager.maxForce
self.lastLevel = PracticeManager.CultivationLevel--上次的等级
self.maxLevel,self.statePower,self.achivePower = PracticeManager.getDataOfCur()
self.lastPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
self.Tips.text = ConfigManager.GetConfigData(ConfigName.QAConfig,112).content
self.title.text = string.format("最高战力每提升%s万可提升1级修为",self.statePower/10000)
this.configData = ConfigManager.GetConfigData(ConfigName.ChangingForce,IncarnationManager.incarnationForceLv)
this.nextConfigData=nil
if this.configData.Level<50 then
this.nextConfigData = ConfigManager.GetConfigData(ConfigName.ChangingForce,IncarnationManager.incarnationForceLv+1)
end
--设置四个属性
for i = 1, #self.configData.PropList do
for i = 1, #this.configData.PropList do
local go = self.textPreList[i]
if not go then
go = newObjToParent(self.textPre,self.grid)
go:SetActive(true)
self.textPreList[i] = go
end
self:SetSingleData(go,self.configData.PropList[i],self.configData.ProLevel[i],i)
self:SetSingleData(go,this.configData.PropList[i],i)
end
--设置等级
self.level.text = string.format("%s级",configData.Level)
self.power.text = self.curMaxPower
--数字
if self.maxLevel > PracticeManager.CultivationLevel then
self.value.text = string.format("%s/%s",self.curMaxPower-self.achivePower,self.statePower)
if self.curMaxPower-self.achivePower > self.statePower then
self.level.text = string.format("%s级",this.configData.Level)
self.power.text = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
local curHaveItemNum=BagManager.GetItemCountById(this.configData.ExpCost[1])
local curCostItemNum=this.configData.ExpCost[2]
this.btnRed.gameObject:SetActive(false)
if this.configData.Level<50 then
self.value.text = string.format("%s/%s",curHaveItemNum,curCostItemNum)
if curHaveItemNum>curCostItemNum then
self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445,26,0)
this.btnRed.gameObject:SetActive(true)
else
local size = (self.curMaxPower-self.achivePower)/self.statePower
local size = curHaveItemNum/curCostItemNum
self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445*size,26,0)
end
self.btnText.text = "升 级"
@ -116,24 +103,29 @@ function IncarnationForcePanel:OnShow()
self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445,26,0)
self.btnText.text = "已达上限"
end
end
--设置单个数据
function IncarnationForcePanel:SetSingleData(_go,data,_index)
local proImg = Util.GetGameObject(_go,"Property"):GetComponent("Image")
local proName = Util.GetGameObject(_go,"PropertyName"):GetComponent("Text")
local Value = Util.GetGameObject(_go,"Value"):GetComponent("Text")
local Calculate = Util.GetGameObject(_go,"Calculate"):GetComponent("Text")
self.changeList[_index] = Util.GetGameObject(_go,"change")
if PracticeManager.CultivationLevel == 0 then
if IncarnationManager.incarnationForceLv == 0 then
proName.text = string.format("%s",propertyConfig[data[1]].Info)
Value.text = string.format("+0")
Value.text = string.format("+0%%")
else
proName.text = string.format("%s",propertyConfig[data[1]].Info)
Value.text = string.format("+%s",data[2])
Value.text = string.format("+%s%%",data[2]/100)
end
if this.nextConfigData then
local addProp=this.nextConfigData.PropList[_index][2]-data[2]
Calculate.text=string.format("(+%s%%)",addProp/100)
Calculate.gameObject:SetActive(true)
else
Calculate.gameObject:SetActive(false)
end
ForceRebuildLayout(_go.transform)
end
function IncarnationForcePanel:OnClose()
@ -142,8 +134,6 @@ end
function IncarnationForcePanel:OnDestroy()
self.spLoader:Destroy()
self.textPreList = {}
self.changeList = {}
ClearRedPointObject(RedPointType.Practice_Cultivation,self.btnRed)
end
return IncarnationForcePanel

View File

@ -7,7 +7,7 @@ local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
this.itemDataList = {} --state -1 未拥有 0 已有未激活 1激活未上阵 2上阵
this.SingleIncarnationPro = {}
this.SingleIncarnationProDes = ""
this.incarnationForceLv=0
this.incarnationForceLv=1 --化身之力等级id
function this.Initialize()
this.InitItemDataList()
end
@ -43,6 +43,8 @@ function this.CreatEmptyItemData(id)
if not this.itemDataList[id] then
this.itemDataList[id] = {}
this.itemDataList[id].id = id
this.itemDataList[id].level=1
this.itemDataList[id].star=0
this.itemDataList[id].itemId = ChangingCard[id].CardId
this.itemDataList[id].name = itemConfig[ChangingCard[id].CardId].Name
this.itemDataList[id].state = -1
@ -50,24 +52,16 @@ function this.CreatEmptyItemData(id)
this.itemDataList[id].property = itemConfig[ChangingCard[id].CardId].PropertyName
this.itemDataList[id].quality = itemConfig[ChangingCard[id].CardId].Quantity
this.itemDataList[id].icon = itemConfig[ChangingCard[id].CardId].ResourceID
--this.itemDataList[id].jump = itemConfig[ChangingCard[id].CardId].Jump[1]
this.itemDataList[id].heroId = ChangingCard[id].desc2
this.itemDataList[id].proDatas = {}
for k,v in ipairs(ChangingCard[id].PropList) do
if not this.itemDataList[id].proDatas[v[1]] then
this.itemDataList[id].proDatas[v[1]] = 0
end
this.itemDataList[id].proDatas[v[1]] = this.itemDataList[id].proDatas[v[1]] + v[2]
end
this.itemDataList[id].proDatas =this.GetChangeCardProperty(id)
this.itemDataList[id].proDesList = {}
local str = "激活属性:"
str = this.GetproDesStr(str,this.itemDataList[id].proDatas)
table.insert(this.itemDataList[id].proDesList,str)
this.itemDataList[id].skillDatas = ChangingCard[id].Skill
this.itemDataList[id].skillDes = PassiveSkillConfig[ChangingCard[id].Skill[1]].Desc
this.itemDataList[id].level=1
this.itemDataList[id].star=0
this.itemDataList[id].skillDatas = ChangingCard[id].Skill[1]
this.itemDataList[id].skillDes = PassiveSkillConfig[this.itemDataList[id].skillDatas].Desc
table.insert(this.itemDataList[id].proDesList,this.itemDataList[id].skillDes)
end
end
@ -79,6 +73,22 @@ function this.GetproDesStr(_str,dataList)
return str
end
function this.GetSkillDesStr(id,Star)
local skillId= ChangingCard[id].Skill[Star+1]
local skillDes= PassiveSkillConfig[skillId].Desc
return skillDes
end
---获取属性信息和技能信息
function this.GetCardPropDesStr(id)
local proDesList = {}
local str = "激活属性:"
str = this.GetproDesStr(str,this.itemDataList[id].proDatas)
table.insert(proDesList,str)
local skillDes = PassiveSkillConfig[this.itemDataList[id].skillDatas].Desc
table.insert(proDesList,skillDes)
return proDesList
end
function this.GetproDesLst(dataList,_color)
local lis1 = {}
for k,v in pairs(dataList) do
@ -94,20 +104,20 @@ function this.GetproDesLst(dataList,_color)
return list
end
--isBack true 初始化赋值操作 false 其他
function this.SetItemDataList(dataList,isBack)
-- 初始化赋值操作 _incarnationForceLv化身之力等级id
function this.SetItemDataList(dataList,_incarnationForceLv)
for i = 1,#dataList do
local state = dataList[i].status
if isBack then
if dataList[i].status == 0 then
state = 1
elseif dataList[i].status == 1 then
state = 2
end
if dataList[i].status == 0 then
state = 1
elseif dataList[i].status == 1 then
state = 2
end
this.SetItemDataByid(dataList[i].id,state,dataList[i].index)
this.SetLevel(dataList[i].id,dataList[i].level)
this.SetStar(dataList[i].id,dataList[i].star)
this.SetSkillData(dataList[i].id)
this.incarnationForceLv=_incarnationForceLv
end
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Incarnation)
end
@ -147,13 +157,23 @@ function this.SetLevel(id,level)
else
this.itemDataList[id].level=level
end
end
function this.SetStar(id,star)
this.itemDataList[id].star=star
end
function this.SetSkillData(id)
local changeCardData=this.itemDataList[id]
changeCardData.skillDatas = ChangingCard[id].Skill[changeCardData.star+1]
this.itemDataList[id].skillDes = PassiveSkillConfig[changeCardData.skillDatas].Desc
this.itemDataList[id].proDesList[2]=this.itemDataList[id].skillDes
end
function this.SetPropDatas(id)
this.itemDataList[id].proDatas =this.GetChangeCardProperty(id)
end
function this.GetStatusByItemId(id)
local config = ConfigManager.TryGetConfigDataByKey(ConfigName.ChangingCard,"CardId",id)
if config then
@ -162,6 +182,8 @@ function this.GetStatusByItemId(id)
return -1
end
local sortData = {
[-1] = 0,
[0] = 2,
@ -191,28 +213,14 @@ function this.GetItemDataListByPro(property)
return datas
end
function this.GetActiveNum()
local num = 0
for k,v in pairs(this.itemDataList) do
if v.state > 0 then
num = num + 1
end
end
return num
end
--获取化身之力属性加成
function this.GetIncarnationPower()
local proList = {}
local num = this.GetActiveNum()
for k,v in pairs(this.SingleIncarnationPro) do
if not proList[k] then
proList[k] = 0
end
proList[k] = proList[k] + (v * num)
end
local id =this.incarnationForceLv
local lvConfig=ConfigManager.GetConfigData(ConfigName.ChangingForce,id)
local proList=lvConfig.PropList
return proList
end
---获取身外化身所有属性加成
function this.GetIncarnationTotalPro()
local proList = {}
for k,v in pairs(this.itemDataList) do
@ -227,10 +235,10 @@ function this.GetIncarnationTotalPro()
end
local proList1 = this.GetIncarnationPower()
for k,v in pairs(proList1) do
if not proList[k] then
proList[k] = 0
if not proList[v[1]] then
proList[v[1]] = 0
end
proList[k] = proList[k] + v
proList[v[1]] = proList[v[1]] + v[2]
end
return proList
end

View File

@ -91,29 +91,31 @@ function IncarnationPanel:BindEvent()
end)
Util.AddClick(self.incarnationPowerBtn, function()
local data = {}
local singData = {}
singData.title = "当前化身收集度"
singData.pro = {}
singData.tip = string.format("<color=#00FF00>%s/%s</color>",IncarnationManager.GetActiveNum(),LengthOfTable(IncarnationManager.itemDataList))
table.insert(data,singData)
local singData = {}
singData.title = "化身之力加成"
singData.pro = IncarnationManager.GetproDesLst(IncarnationManager.GetIncarnationPower(),"00FF00")
singData.tip = ""
table.insert(data,singData)
local singData = {}
singData.title = ""
singData.pro = {}
singData.tip = string.format("<size=30>说明:每获得一种化身,全体神将获得如下属性加成:\n%s</size>",IncarnationManager.SingleIncarnationProDes)
table.insert(data,singData)
-- for i = 1 ,#data do
-- LogGreen("data[i]:"..data[i].title.." #pro:"..#data[i].pro)
-- for k,v in ipairs(data[i].pro) do
-- LogGreen("data[i]:"..v)
-- end
-- end
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
-- local data = {}
-- local singData = {}
-- singData.title = "当前化身收集度"
-- singData.pro = {}
-- singData.tip = string.format("<color=#00FF00>%s/%s</color>",IncarnationManager.GetActiveNum(),LengthOfTable(IncarnationManager.itemDataList))
-- table.insert(data,singData)
-- local singData = {}
-- singData.title = "化身之力加成"
-- singData.pro = IncarnationManager.GetproDesLst(IncarnationManager.GetIncarnationPower(),"00FF00")
-- singData.tip = ""
-- table.insert(data,singData)
-- local singData = {}
-- singData.title = ""
-- singData.pro = {}
-- singData.tip = string.format("<size=30>说明:每获得一种化身,全体神将获得如下属性加成:\n%s</size>",IncarnationManager.SingleIncarnationProDes)
-- table.insert(data,singData)
-- -- for i = 1 ,#data do
-- -- LogGreen("data[i]:"..data[i].title.." #pro:"..#data[i].pro)
-- -- for k,v in ipairs(data[i].pro) do
-- -- LogGreen("data[i]:"..v)
-- -- end
-- -- end
-- UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
UIManager.OpenPanel(UIName.IncarnationForcePanel)
end)
Util.AddClick(self.addBtn, function()
@ -153,9 +155,17 @@ function IncarnationPanel:SetSelectBtn()
end
function IncarnationPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.CommonEvent.RefreshIncarnationPanel,function()
self:RefreshUpList()
self:RefreshList(true,true)
end)
end
function IncarnationPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.CommonEvent.RefreshIncarnationPanel,function()
self:RefreshUpList()
self:RefreshList(true,true)
end)
end
function IncarnationPanel:OnOpen(_proId)
@ -189,6 +199,8 @@ function IncarnationPanel:RefreshSingleCardPre(cardPre,data,isJump,index)
self.cardList[cardPre].cardBg = Util.GetGameObject(cardPre,"Hero/Bg2"):GetComponent("Image")
self.cardList[cardPre].proImage = Util.GetGameObject(cardPre,"Hero/Pro/Image"):GetComponent("Image")
self.cardList[cardPre].getBtn = Util.GetGameObject(cardPre,"getBtn")
self.cardList[cardPre].StarGrid = Util.GetGameObject(cardPre,"StarGrid")
self.cardList[cardPre].lv = Util.GetGameObject(cardPre,"lv/Text"):GetComponent("Text")
end
if data then
cardPre.gameObject:SetActive(true)
@ -217,7 +229,15 @@ function IncarnationPanel:RefreshSingleCardPre(cardPre,data,isJump,index)
Util.AddOnceClick(self.cardList[cardPre].getBtn,function()
UIManager.OpenPanel(UIName.RewardTailsmanChipShowPopup, data.itemId, function()end)
end)
end
end
for i = 0, 3 do
if i<data.star then
self.cardList[cardPre].StarGrid.transform:GetChild(i).gameObject:SetActive(true)
else
self.cardList[cardPre].StarGrid.transform:GetChild(i).gameObject:SetActive(false)
end
end
self.cardList[cardPre].lv.text=data.level
else
cardPre.gameObject:SetActive(false)
end
@ -283,7 +303,7 @@ function IncarnationPanel:SetSingleData(go,data,index)
end
self.itemPreList[go].red.gameObject:SetActive(data.state == 0)
self:RefreshSingleCardPre(self.itemPreList[go].cardPre,data,true,index)
self:SetProList(data.proDesList,self.itemPreList[go].preList,self.itemPreList[go].proGrid,self.itemPreList[go].pro.gameObject)
self:SetProList(IncarnationManager.GetCardPropDesStr(data.id),self.itemPreList[go].preList,self.itemPreList[go].proGrid,self.itemPreList[go].pro.gameObject)
Util.AddOnceClick(self.itemPreList[go].unGetBtn,function()
end)

View File

@ -23,6 +23,9 @@ function this:InitComponent()
this.prefab=Util.GetGameObject(self.gameObject, "root/prefab")
this.itemView= SubUIManager.Open(SubUIConfig.ItemView, this.prefab.transform)
this.curSkillDes=Util.GetGameObject(self.gameObject, "root/curSkillDes"):GetComponent("Text")
this.nextSkillDes=Util.GetGameObject(self.gameObject, "root/nextSkillDes"):GetComponent("Text")
--消耗相关
this.frame=Util.GetGameObject(this.costItem, "frame"):GetComponent("Image")
this.iconDefault=Util.GetGameObject(this.costItem, "iconDefault")
@ -71,7 +74,6 @@ end
function this:OnOpen(_type,_cardId)
type=_type
curCardId=_cardId
this.cardConfig=ConfigManager.GetConfigData(ConfigName.ChangingCard,_cardId)
this.UpdateWin()
end
@ -102,6 +104,8 @@ function this.UpdateWin()
this.costTitle.text="升级消耗"
this.upLvBtn.gameObject:SetActive(true)
this.upStarBtn.gameObject:SetActive(false)
this.curSkillDes.gameObject:SetActive(false)
this.nextSkillDes.gameObject:SetActive(false)
this.SetPropInfo(this.curProp,curLevel,propData)
if this.CheckLevelLimit() then
this.nextProp.gameObject:SetActive(false)
@ -119,11 +123,16 @@ function this.UpdateWin()
this.costTitle.text="升星消耗"
this.upLvBtn.gameObject:SetActive(false)
this.upStarBtn.gameObject:SetActive(true)
this.curSkillDes.gameObject:SetActive(true)
this.curSkillDes.text=IncarnationManager.GetSkillDesStr(curCardId,curStar)
this.SetPropInfo(this.curProp,curStar,propData)
if this.CheckStarLimit() then
this.nextProp.gameObject:SetActive(false)
this.costGrid.gameObject:SetActive(false)
this.nextSkillDes.gameObject:SetActive(false)
else
this.nextSkillDes.gameObject:SetActive(true)
this.nextSkillDes.text=IncarnationManager.GetSkillDesStr(curCardId,curStar+1)
this.nextProp.gameObject:SetActive(true)
this.costGrid.gameObject:SetActive(true)
local nextPropData=IncarnationManager.GetChangeCardProperty(curCardId,false,true)
@ -198,6 +207,7 @@ function this:OnSortingOrderChange()
end
function this:OnClose()
Game.GlobalEvent:DispatchEvent(GameEvent.CommonEvent.RefreshIncarnationPanel)
end
function this:OnDestroy()

View File

@ -6230,7 +6230,7 @@ function NetManager.GetTransformationRequest(func)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.GetTransformationResponse()
msg:ParseFromString(data)
IncarnationManager.SetItemDataList(msg.list,true)
IncarnationManager.SetItemDataList(msg.list,msg.id)
IncarnationManager.GetbagIncarnationData()
if func then
func(msg)
@ -6256,12 +6256,23 @@ function NetManager.SendTransformationUpGradeRequest(type,id,costList,func)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.TransformationUpGradeResponse()
msg:ParseFromString(data)
local oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Incarnation)
local info=msg.info
if type==1 then
IncarnationManager.SetLevel(info.id,info.level)
PopupTipPanel.ShowTip("升级成功")
else
IncarnationManager.SetStar(info.id,info.star)
IncarnationManager.SetSkillData(info.id)
PopupTipPanel.ShowTip("升星成功")
end
IncarnationManager.SetPropDatas(info.id)
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if newPower - oldPower > 0 then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
end
if func then
func()
end
@ -6277,6 +6288,35 @@ function NetManager.SendTransformationForceUpRequest(id,func)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.TransformationForceUpResponse()
msg:ParseFromString(data)
local oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Incarnation)
IncarnationManager.incarnationForceLv=msg.id
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if newPower - oldPower > 0 then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
end
if func then
func()
end
end)
end
--化身卡装备卸下
function NetManager.UpOrDownTransformationRequest(id,pos,status,func)
local data = HeroInfoProto_pb.UpOrDownTransformationRequest()
data.id = id
data.index = pos
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.UpOrDownTransformationRequest, MessageTypeProto_pb.GetTransformationResponse, msg, function(buffer)
local oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
IncarnationManager.SetItemDataByid(id,status,pos)
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Incarnation)
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if newPower - oldPower > 0 then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
end
if func then
func(msg)
end
@ -6318,25 +6358,7 @@ function NetManager.LingMaiBattleRequest(_id,_privilageTypeId, func)
end)
end
function NetManager.UpOrDownTransformationRequest(id,pos,status,func)
local data = HeroInfoProto_pb.UpOrDownTransformationRequest()
data.id = id
data.index = pos
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.UpOrDownTransformationRequest, MessageTypeProto_pb.GetTransformationResponse, msg, function(buffer)
local oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
IncarnationManager.SetItemDataByid(id,status,pos)
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Incarnation)
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if newPower - oldPower > 0 then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
end
if func then
func(msg)
end
end)
end
-- 灵脉秘境请求纪录
function NetManager.LingMaiRecordRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.CrossLingmaiSecretAreaRecordRequest, MessageTypeProto_pb.CrossLingmaiSecretAreaRecordResponse, nil, function(buffer)