Merge branch 'china/dev' into china/test

dev_chengFeng
wangzhenxing 2022-06-15 15:07:55 +08:00
commit 2bab932602
17 changed files with 11333 additions and 103 deletions

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@ -247,7 +247,8 @@ QualityNameDef = {
[4] = Language[10178],
[5] = Language[10176], --原橙色改为金色
[6] = Language[10177],
[7] = "白金"
[7] = "贪狼",
[8] = "九宵",
}
--装备类型描述定义

View File

@ -2055,7 +2055,7 @@ Language = {
[12054] = GetLanguageStrById(""),
[12055] = GetLanguageStrById("%s天 %02d:%02d:%02d"),
[12056] = GetLanguageStrById("%d年%d月%d日 %02d:%02d"),
[12057] = GetLanguageStrById("%s件%s%s星激活"),
[12057] = GetLanguageStrById("%s件%s%s星装备激活"),
[12058] = GetLanguageStrById("全职业"),
[12059] = GetLanguageStrById("披风"),
[12060] = GetLanguageStrById("天赋树"),

View File

@ -1145,8 +1145,10 @@ function GetQuantityImageByquality(quality,star)
return "r_characterbg_goden"
elseif quality == 6 then
return "r_characterbg_gules"
elseif quality >= 7 then
elseif quality == 7 then
return "t_tongyong_topkaung"
elseif quality >= 8 then
return "r_characterbg_lanjin"
end
end
end
@ -1481,6 +1483,8 @@ function GetQuaStringByEquipQua(_Qua)
return Language[12051]
elseif _Qua == 7 then
return Language[12052]
elseif _Qua == 8 then
return Language[12052]
end
end
--通过item稀有度获取改颜色的文字
@ -1499,6 +1503,8 @@ function GetStringByEquipQua(_Qua, _Str)
return string.format("<color=#C66366FF>%s</color>", _Str)
elseif _Qua == 7 then
return string.format("<color=#FFEDA1FF>%s</color>", _Str)
elseif _Qua == 8 then
return string.format("<color=#FFEDA1FF>%s</color>", _Str)
end
end
@ -2475,8 +2481,18 @@ function GetFourElementBgByType(_index)
end
end
function GetEquipSuitStr(Star,num)
return string.format("%s件%s%s星激活",num,QualityNameDef[ ConfigManager.GetConfigDataByKey(ConfigName.EquipConfig,"Star",Star).Quality],ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,Star).Stars)
-- return string.format("%s件%s%s星激活",num,QualityNameDef[ ConfigManager.GetConfigDataByKey(ConfigName.EquipConfig,"Star",Star).Quality],ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,Star).Stars)
return string.format("%s件%s%s星装备激活",num,QualityNameDef[ConfigManager.GetConfigDataByKey(ConfigName.EquipConfig,"Star",Star).Quality],ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,Star).Stars)
end
function GetEquipSuitStr2(Star,num)
-- return string.format("%s件%s%s星激活",num,QualityNameDef[ ConfigManager.GetConfigDataByKey(ConfigName.EquipConfig,"Star",Star).Quality],ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,Star).Stars)
if ConfigManager.GetConfigDataByKey(ConfigName.EquipConfig,"Star",Star).Quality>6 then
return string.format("%s件%s装备激活",num,QualityNameDef[ConfigManager.GetConfigDataByKey(ConfigName.EquipConfig,"Star",Star).Quality])
else
return string.format("%s件%s%s星激活",num,QualityNameDef[ ConfigManager.GetConfigDataByKey(ConfigName.EquipConfig,"Star",Star).Quality],ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,Star).Stars)
end
end
function SetTextVerTial(textCom,vec,alin,posType,nameNum)
if GetCurLanguage() == 0 then
return
@ -2569,8 +2585,17 @@ function SetEnglishActive(go)
end
function GetEquipSuitStr(Star,num)
return string.format(Language[12057],num,QualityNameDef[ ConfigManager.GetConfigDataByKey(ConfigName.EquipConfig,"Star",Star).Quality],ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,Star).Stars)
local qua=ConfigManager.GetConfigDataByKey(ConfigName.EquipConfig,"Star",Star).Quality
if qua==8 then
qua=7
end
-- return string.format(Language[12057],num,QualityNameDef[ ConfigManager.GetConfigDataByKey(ConfigName.EquipConfig,"Star",Star).Quality],ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,Star).Stars)
if qua>6 then
return string.format("%s件%s及以上装备激活",num,QualityNameDef[qua])
else
return string.format(Language[12057],num,QualityNameDef[ ConfigManager.GetConfigDataByKey(ConfigName.EquipConfig,"Star",Star).Quality],ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,Star).Stars)
end
end
-- 绑定扫光特效的资源

View File

@ -390,6 +390,10 @@ function this.SingleItemDataShow(_go, _itemData)
if UI_effect_WuCai_Kuang then
UI_effect_WuCai_Kuang:SetActive(false)
end
local c_ui_qinyan_duan = Util.GetGameObject(_go.transform, "GameObject/effects/c_ui_qinyan_duan")
if c_ui_qinyan_duan then
c_ui_qinyan_duan:SetActive(false)
end
local UI_Effect_Kuang_JinSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_JinSe")
if UI_Effect_Kuang_JinSe then
UI_Effect_Kuang_JinSe:SetActive(false)

View File

@ -8,6 +8,7 @@ local _TabData={ [1] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name =
[2] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10392] },
[3] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10393] },
[4] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10394] },
[5] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = "神装" },
--[5] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "戒指" },
--[6] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "腰带" }
}
@ -29,12 +30,13 @@ local needGoldNum = 0
local needOtherNum=0
local otherId=1258
local allGo = {}
local allUp={}
function this:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
this.tabBox = Util.GetGameObject(gameObject, "CompoundPanel_Equip/TabBox")
this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/costTab/GameObject1/needGoldText"):GetComponent("Text")
this.compoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn")
this.autoCompoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/autoCompoundBtn")
this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_Equip/GameObject/compoundBtn/costTab/GameObject1/needGoldText"):GetComponent("Text")
this.compoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/GameObject/compoundBtn")
this.autoCompoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/GameObject/autoCompoundBtn")
this.addBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/addBtn")
this.subtractBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/subtractBtn")
this.numText = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/numText"):GetComponent("InputField")
@ -42,9 +44,9 @@ function this:InitComponent(gameObject)
this.needEquip = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/needEquip")
this.compoundEquip = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/compoundEquip")
this.progressImage = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/progress/Image"):GetComponent("Image")
this.needOtherObg=Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/costTab/GameObject")
this.needOtherImg=Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/costTab/GameObject/icon"):GetComponent("Image")
this.needOtherTxt=Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/costTab/GameObject/needGoldText"):GetComponent("Text")
this.needOtherObg=Util.GetGameObject(gameObject, "CompoundPanel_Equip/GameObject/compoundBtn/costTab/GameObject")
this.needOtherImg=Util.GetGameObject(gameObject, "CompoundPanel_Equip/GameObject/compoundBtn/costTab/GameObject/icon"):GetComponent("Image")
this.needOtherTxt=Util.GetGameObject(gameObject, "CompoundPanel_Equip/GameObject/compoundBtn/costTab/GameObject/needGoldText"):GetComponent("Text")
this.needOtherImg.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[otherId].ResourceID))
this.equipPre = Util.GetGameObject(gameObject, "CompoundPanel_Equip/equipPre")
this.ScrollBar=Util.GetGameObject(gameObject, "CompoundPanel_Equip/Scrollbar"):GetComponent("Scrollbar")
@ -61,7 +63,12 @@ function this:BindEvent()
end)
--
Util.AddClick(this.autoCompoundBtn, function()
this.AutoCompound(curIndex)
if curIndex==5 then
this.AutoAllCompound()
else
this.AutoCompound(curIndex)
end
end)
Util.AddClick(this.addBtn, function()
this.CompoundNumChange(1)
@ -138,23 +145,36 @@ end
local sortingOrder = 0
function this:OnSortingOrderChange(_sortingOrder)
sortingOrder = _sortingOrder
for i, v in pairs(allUp) do
--LogError("2222222222222222222")
-- Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
SetParticleSortLayer(v,sortingOrder+2)
end
for i, v in pairs(allGo) do
Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
end
--Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
SetParticleSortLayer(v,sortingOrder+2)
end
end
function this.OnClickTabBtn(_curIndex, isNotTop,isNotAni)
curIndex = _curIndex
local equipDatas=nil
if curIndex==5 then
equipDatas = EquipManager.GetAllGodEquips()
this.autoCompoundBtn:SetActive(false)
else
equipDatas = EquipManager.GetAllSEquipsByPosition(curIndex)
this.autoCompoundBtn:SetActive(true)
end
bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(curIndex)
local equipDatas = EquipManager.GetAllSEquipsByPosition(curIndex)
if equipDatas and #equipDatas > 0 then
curSelectEquip = equipDatas[1]
end
this.ShowTitleData(equipStarsConfig[curSelectEquip.Star])
this.ScrollView:SetData(equipDatas, function (index, go)
this.SingleItemDataShow(go, equipDatas[index],equipStarsConfig[equipDatas[index].Star])
end, isNotTop, isNotAni)
this.ShowTitleData(equipStarsConfig[curSelectEquip.Star])
end
function this.ShowTitleData(curEquipStarsConfig)
@ -240,7 +260,13 @@ function this.ShowTitleEquipData(_go,_itemData,curEquipStarsConfig)
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[_itemData.Id].ResourceID))
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text = GetLanguageStrById(itemConfig[_itemData.Id].Name)
local effect=Util.GetGameObject(_go.transform,"UI_effect_WuCai_Kuang")
effect:SetActive(curEquipStarsConfig.Quality>=7)
local effect2=Util.GetGameObject(_go.transform,"c_ui_qinyan_duan")
effect:SetActive(curEquipStarsConfig.Quality==7)
effect2:SetActive(curEquipStarsConfig.Quality==8)
SetParticleSortLayer(effect,sortingOrder+2)
SetParticleSortLayer(effect2,sortingOrder+2)
table.insert(allUp,effect)
table.insert(allUp,effect2)
--Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.Name
SetHeroStars(this.spLoader, Util.GetGameObject(_go.transform, "star"), curEquipStarsConfig.Stars,1,nil,-15)
Util.AddClick(Util.GetGameObject(_go.transform,"icon"), function()
@ -261,28 +287,50 @@ function this.SingleItemDataShow(_go,_itemData,curEquipStarsConfig)
Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(curEquipStarsConfig.Quality))
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[_itemData.Id].ResourceID))
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=SubString2(GetLanguageStrById(_itemData.Name),8)
Util.GetGameObject(_go.transform,"UI_effect_WuCai_Kuang"):SetActive(curEquipStarsConfig.Quality>=7)
Util.GetGameObject(_go.transform,"UI_effect_WuCai_Kuang"):SetActive(curEquipStarsConfig.Quality==7)
Util.GetGameObject(_go.transform,"c_ui_qinyan_duan"):SetActive(curEquipStarsConfig.Quality==8)
SetHeroStars(this.spLoader, Util.GetGameObject(_go.transform, "star"), curEquipStarsConfig.Stars,1,nil,-15)
local choosed =Util.GetGameObject(_go.transform, "choosed")
choosed:SetActive(curSelectEquip.Id == _itemData .Id)
local redPoint = Util.GetGameObject(_go.transform,"redPoint")
local isShow=false
local config=equipStarsConfig[curEquipStarsConfig.Id - 1]
if bagPosEquips[curEquipStarsConfig.Id - 1] then
isShow=true
if bagPosEquips[curEquipStarsConfig.Id - 1]< config.RankupCount then
isShow=false
end
if isShow then
local items=config.RankupResources
for i = 1, #items do
if items[i][2]>BagManager.GetItemCountById(items[i][1]) then
isShow=false
break
if curIndex==5 then
local aaa=ConfigManager.TryGetConfigDataByThreeKey(ConfigName.EquipConfig,"Quality",config.Quality,"Position",_itemData.Position,"Star",curEquipStarsConfig.Id - 1)
if aaa then
isShow=true
local itemNum=BagManager.GetItemCountById(aaa.Id)
if itemNum< config.RankupCount then
isShow=false
end
end
end
if isShow then
local items=config.RankupResources
for i = 1, #items do
if items[i][2]>BagManager.GetItemCountById(items[i][1]) then
isShow=false
break
end
end
end
end
else
if bagPosEquips[curEquipStarsConfig.Id - 1] then
isShow=true
if bagPosEquips[curEquipStarsConfig.Id - 1]< config.RankupCount then
isShow=false
end
if isShow then
local items=config.RankupResources
for i = 1, #items do
if items[i][2]>BagManager.GetItemCountById(items[i][1]) then
isShow=false
break
end
end
end
end
end
redPoint:SetActive(isShow)
if curSelectEquip.Id == _itemData .Id then
@ -341,7 +389,12 @@ function this.Compound()
PopupTipPanel.ShowTip(itemConfig[otherId].Name.."不足")
return
end
NetManager.ComplexEquipRequest(curIndex,curSelectEquip.Star,compoundNum,function(msg)
local aaa=curIndex
if curIndex==5 then
aaa=curSelectEquip.Position
end
--LogError("curSelectEquip.Name=="..curSelectEquip.Name.." id=="..curSelectEquip.Id.." aaa=="..aaa)
NetManager.ComplexEquipRequest(aaa,curSelectEquip.Star,compoundNum,function(msg)
SoundManager.PlaySound(SoundConfig.UI_Duanzao)
-- SoundManager.PlaySound(SoundConfig.UI_Baoqi)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
@ -444,6 +497,114 @@ function this.AutoCompound(_position)
end)
end
function this.AutoAllCompound()
--进度剩余的的装备材料的数量
--进度需要的消耗金币的数量
local shengGoldNum = 0
--进度需要消耗其他物品的数量
local shengOtherNum = 0
--进度剩余的的消耗材料的数量
local bagNums = {}
local curRewards = {}
local isNoGold = false--是否缺金币
for aaa = 1, 4 do
if isNoGold then
break
end
local curPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(aaa)
local bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(aaa)
--已有的消耗材料数量
for i = 1, #curPosEquips do
if equipStarsConfig[i].RankupResources then
for j = 1, #equipStarsConfig[i].RankupResources do
bagNums[equipStarsConfig[i].RankupResources[j][1]] = BagManager.GetItemCountById(equipStarsConfig[i].RankupResources[j][1])
end
end
end
--一种装备一种装备的循环检测 金币能合成的数量 与 背包装备能合成的数量 取最小值 然后扣除临时消耗道具
--最后所有装备存在curPosEquips 与 之前背包 bagPosEquips 作比较 看合成了什么装备 删除了什么装备 和计算消耗材料
for i = 1, #curPosEquips do
local materialEndNum = -1
--合成的1个 下一个装备的需要的消耗材料的数量
local materialNums = {}
--当前已有的消耗材料能合成的下一个装备的数量最大数量
if equipStarsConfig[i].RankupResources then
for j = 1, #equipStarsConfig[i].RankupResources do
local itemId = equipStarsConfig[i].RankupResources[j][1]
materialNums[itemId] = equipStarsConfig[i].RankupResources[j][2]
local curItmeCompoundNums =math.floor( bagNums[itemId] / equipStarsConfig[i].RankupResources[j][2])
if materialEndNum == -1 then
materialEndNum = curItmeCompoundNums
elseif materialEndNum > curItmeCompoundNums then
materialEndNum = curItmeCompoundNums
end
end
end
if i < #curPosEquips or i == 1 then
--当前拥有的装备材料能合成的下一个装备的数量
local curQuEquipCompoundNum = math.floor(curPosEquips[i] / equipStarsConfig[i].RankupCount)
local endCompoundNum = materialEndNum > curQuEquipCompoundNum and curQuEquipCompoundNum or materialEndNum
if not isNoGold and materialEndNum < 1 and curQuEquipCompoundNum > 0 then
isNoGold = true
end
for itemId, num in pairs(materialNums) do
bagNums[itemId] = bagNums[itemId] - endCompoundNum * num
if itemId==14 then
shengGoldNum = shengGoldNum + endCompoundNum * num
else
shengOtherNum = shengOtherNum + endCompoundNum * num
end
end
curPosEquips[i] = curPosEquips[i] - endCompoundNum * equipStarsConfig[i].RankupCount
if curPosEquips[i + 1] then
curPosEquips[i + 1] = curPosEquips[i + 1] + endCompoundNum
end
end
end
for i = 1, #curPosEquips do
local str = ""
if curPosEquips[i] - bagPosEquips[i] > 0 then
str = Language[10396]..i.." "..curPosEquips[i] - bagPosEquips[i]
local singleEquipData = {}
singleEquipData.id = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipConfig,"Position",aaa,"Star",i).Id
singleEquipData.num = curPosEquips[i] - bagPosEquips[i]
table.insert(curRewards,{singleEquipData.id,singleEquipData.num})
else
str = str .. Language[10397]..bagPosEquips[i] - curPosEquips[i]
end
end
end
if isNoGold and #curRewards <= 0 then
PopupTipPanel.ShowTip(Language[10395])
return
end
if shengGoldNum <= 0 then
PopupTipPanel.ShowTip(Language[10398])
return
end
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipCompound,
shengGoldNum,shengOtherNum,curRewards,function ()
NetManager.ComplexEquipRequest(curIndex,0,0,function(msg)
SoundManager.PlaySound(SoundConfig.UI_Duanzao)
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
this.OnClickTabBtn(curIndex, true, true)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
end)
end)
end)
end
-- tab节点显示自定义
function this.TabAdapter(tab, index, status)
local tabLab = Util.GetGameObject(tab, "Text")
@ -467,6 +628,7 @@ function this:OnDestroy()
this.spLoader:Destroy()
needGoldNum=0
allGo = {}
allUp={}
end
return this

View File

@ -387,7 +387,7 @@ function this.GetAllSEquipsByPosition(_position)
local equips = {}
for i = 1, #starEquips do
if starEquips[i].Star and starEquips[i].Star > 0 and starEquips[i].Star ~= 1 then --最低等级的装备 合成不了
if starEquips[i].Star and starEquips[i].Star > 0 and starEquips[i].Star < 18 and starEquips[i].Star ~= 1 then --最低等级的装备 合成不了
table.insert(equips, starEquips[i])
end
end
@ -407,6 +407,40 @@ function this.GetAllSEquipsByPosition(_position)
-- end
return equips
end
function this.GetAllGodEquips()
local starEquips = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipConfig, "Quality", 7)
local starEquips2 = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipConfig, "Quality", 8)
local equips = {}
for i = 1, #starEquips do
if starEquips[i].Star and starEquips[i].Star > 0 and starEquips[i].Star ~= 1 then --最低等级的装备 合成不了
table.insert(equips, starEquips[i])
end
end
for i = 1, #starEquips2 do
if starEquips2[i].Star and starEquips2[i].Star > 0 and starEquips2[i].Star ~= 1 then --最低等级的装备 合成不了
table.insert(equips, starEquips2[i])
end
end
table.sort(
equips,
function(a, b)
if a.Star == b.Star then
return a.Id < b.Id
else
return a.Star < b.Star
end
end
)
-- LogBlue(#equips)
-- for i = 1, #equips do
-- LogBlue(equips[i].Id.." "..equips[i].Star)
-- end
return equips
end
function this.SetEquipStarShow(spLoader, starGrid, equipId)
if equipConfig[equipId] then

View File

@ -393,8 +393,8 @@ function HandBookRoleInfoLayout:SkillInfo()
Util.SetGray(go,skillList[i].isOpen)
if skillList[i].isOpen then
LogError("skillList[i].needStar=="..skillList[i].needStar)
if skillList[i].needStar==14 then
sText.text="飞升3解锁"
if skillList[i].needStar==13 then
sText.text="飞升2解锁"
else
sText.text=NumToSimplenessFont[skillList[i].needStar].."星解锁"
end

View File

@ -23,6 +23,8 @@ function RewardEquipSingleShowPopup2:InitComponent()
--装备详情--topBar
self.topBar = Util.GetGameObject(self.transform, "Content/topBar")
self.eqiopName = Util.GetGameObject(self.topBar, "name"):GetComponent("Text")
self.UI_effect_WuCai_Kuang = Util.GetGameObject(self.topBar, "UI_effect_WuCai_Kuang")
self.c_ui_qinyan_duan = Util.GetGameObject(self.topBar, "c_ui_qinyan_duan")
self.icon = Util.GetGameObject(self.topBar, "icon"):GetComponent("Image")
self.frame = Util.GetGameObject(self.topBar, "frame"):GetComponent("Image")
self.equipType=Util.GetGameObject(self.topBar, "equipType"):GetComponent("Text")
@ -200,6 +202,8 @@ end
function RewardEquipSingleShowPopup2:OnSortingOrderChange()
Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
SetParticleSortLayer(self.c_ui_qinyan_duan,self.sortingOrder + 1)
SetParticleSortLayer(self.UI_effect_WuCai_Kuang,self.sortingOrder + 1)
end
--界面打开时调用(用于子类重写)
@ -237,9 +241,15 @@ function RewardEquipSingleShowPopup2:OnShow()
self:SetBtns()
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(self.equipData.id))
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(self.equipData.id))
self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..equipConfigData.Quality)
local aaa=equipConfigData.Quality
if equipConfigData.Quality==8 then
aaa=7
end
self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..aaa)
self.equipQuaText.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
self.eqiopName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
self.c_ui_qinyan_duan:SetActive(equipConfigData.Quality==8)
self.UI_effect_WuCai_Kuang:SetActive(equipConfigData.Quality==7)
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(equipConfigData.Quality))
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfigData.ResourceID))
self.equipInfoText.text=GetLanguageStrById(itemConfigData.ItemDescribe)
@ -317,6 +327,10 @@ function RewardEquipSingleShowPopup2:OnShow()
else
vText.text = GetPropertyFormatStr(proConfigData.Style, prop[2]).."<color=#00ff00>(提升至白金装备解锁)</color"
end
if num==2 then
_BaseProList[num]:SetActive(false)
end
end
end
else
@ -373,10 +387,10 @@ function RewardEquipSingleShowPopup2:OnShow()
local value = Util.GetGameObject(_suitProList[i].transform, "proVale"):GetComponent("Text")
if equipSuite[i] then
name.text = string.format("<color=#00ff66>%s+ %s</color>",GetLanguageStrById(propertyConfig[equipSuite[i][2][2]].Info),GetPropertyFormatStr(propertyConfig[equipSuite[i][2][2]].Style,equipSuite[i][2][3]))
value.text = string.format("<color=#00ff66>(%s)</color>",GetEquipSuitStr(equipSuite[i][1],equipSuite[i][2][1]))
value.text = string.format("<color=#00ff66>(%s)</color>",GetEquipSuitStr2(equipSuite[i][1],equipSuite[i][2][1]))
else
name.text = string.format("<color=#FCEBCA>%s+ %s</color>",GetLanguageStrById(propertyConfig[suiteValue[i][2]].Info),GetPropertyFormatStr(propertyConfig[suiteValue[i][2]].Style,suiteValue[i][3]))
value.text = string.format("<color=#FCEBCA>(%s)</color>",GetEquipSuitStr(equipConfigData.Star,suiteValue[i][1]))
value.text = string.format("<color=#FCEBCA>(%s)</color>",GetEquipSuitStr2(equipConfigData.Star,suiteValue[i][1]))
end
end
end
@ -396,12 +410,18 @@ function RewardEquipSingleShowPopup2:OnShow()
end
local num = 0
if equipConfigData.Quality == 6 then
curGoldSuitConFig = suitConFig[18]
self.superPro:SetActive(false)
-- curGoldSuitConFig = suitConFig[18]
num = num + 1
if not _superProList[num] then
_superProList[num] = newObjToParent(self.superProPre, self.superProGrid)
end
_superProList[num].gameObject:SetActive(true)
if num==1 then
_superProList[num].gameObject:SetActive(false)
else
_superProList[num].gameObject:SetActive(true)
end
local name = Util.GetGameObject( _superProList[num], "Name"):GetComponent("Text")
local value = Util.GetGameObject( _superProList[num], "Name/vale"):GetComponent("Text")
name.text = "<color=#00ff00>不朽天赋:(提升至白金装备解锁)</color>"

View File

@ -441,7 +441,7 @@ function this.EquipInfo()
this.treasureDatas[pos].gameObject:SetActive(true)
this.treasureDatas[pos].transform:SetAsFirstSibling()
-- LogRed(tostring(curEquipData.homeEquipLv[1]).." "..tostring(curEquipData.homeEquipLv[2]))
this.treasureDatas[pos]:OnOpen(false, {curEquipData.id,0}, 0.8, false, false, false, 0,nil,curEquipData)
this.treasureDatas[pos]:OnOpen(false, {curEquipData.id,0}, 0.8, false, false, false,orginLayer,nil,curEquipData)
end
local frameBtn = Util.GetGameObject(pos, "mask")

View File

@ -102,9 +102,9 @@ function this:OnOpen(...)
end
if curSkillData.needStar and curSkillData.needStar~=1 then
LogError("urSkillData.needStar=="..curSkillData.needStar)
if curSkillData.needStar==14 then
if curSkillData.needStar==13 then
--this.hintTxt.text=" ".."飞升3解锁"
des1="<color=red>".."飞升3解锁".."</color>".."\n"..des1
des1="<color=red>".."飞升2解锁".."</color>".."\n"..des1
else
--this.hintTxt.text=" "..
des1="<color=red>"..NumToSimplenessFont[curSkillData.needStar].."星解锁\n".."</color>"..des1

View File

@ -547,7 +547,7 @@ function this:SingleDataShow(go,index)
-- else
-- LogError("无homeEquipLv")
-- end
this.equipPreList2[go]:OnOpen(false,{curHeroEquipDatas[index].id,0}, 1, false, false, false, 0,nil,curHeroEquipDatas[index])
this.equipPreList2[go]:OnOpen(false,{curHeroEquipDatas[index].id,0}, 1, false, false, false, orginLayer,nil,curHeroEquipDatas[index])
if HarmonyManager:IsShowGongMingEqiup(curHeroData.dynamicId) and curHeroData.harmonyGongMing then
-- body
Util.GetGameObject(go.transform, "HongMenging"):SetActive(true)
@ -557,7 +557,7 @@ function this:SingleDataShow(go,index)
elseif curEquipTreasureDatas[index] then
this.equipPreList2[go].gameObject:SetActive(true)
mask.gameObject:SetActive(false)
this.equipPreList2[go]:OnOpen(false,{curEquipTreasureDatas[index].id,0}, 1, false, false, false, 0,curEquipTreasureDatas[index].idDyn)
this.equipPreList2[go]:OnOpen(false,{curEquipTreasureDatas[index].id,0}, 1, false, false, false, orginLayer,curEquipTreasureDatas[index].idDyn)
--鸿蒙阵 共享数据判断
if HarmonyManager.IsInfo(curEquipTreasureDatas[index].upHeroDid) and curEquipTreasureDatas[index].equipType == 1 then
Util.GetGameObject(go.transform, "HongMenging"):SetActive(true)
@ -684,7 +684,7 @@ function this.SingleItemDataShow(_go, _itemData)
this.equipPreList[_go].gameObject:SetActive(true)
this.equipPreList[_go].transform:SetAsFirstSibling()
if itemConfig[_itemData.id].ItemType == ItemType.EquipTreasure then
this.equipPreList[_go]:OnOpen(false,{_itemData.id,0}, 1.1, true, false, false, 0,_itemData.idDyn)
this.equipPreList[_go]:OnOpen(false,{_itemData.id,0}, 1.1, true, false, false, orginLayer,_itemData.idDyn)
if curHeroCanUpEquipTreasuresTabs and #curHeroCanUpEquipTreasuresTabs > 0 then
local isShow = false
for i = 1, #curHeroCanUpEquipTreasuresTabs do
@ -713,7 +713,7 @@ function this.SingleItemDataShow(_go, _itemData)
end
)
else
this.equipPreList[_go]:OnOpen(false,{_itemData.id,_itemData.num}, 1, true, false, false, 0)
this.equipPreList[_go]:OnOpen(false,{_itemData.id,_itemData.num}, 1, true, false, false, orginLayer)
if curHeroCanUpEquipTabs and #curHeroCanUpEquipTabs > 0 then
local isShow = false
for i = 1, #curHeroCanUpEquipTabs do

View File

@ -372,8 +372,8 @@ function this.SkillInfo()
sText.fontSize = GetCurLanguage() ~= 2 and 30 or 25
Util.SetGray(go,skillList[i].isOpen)
if skillList[i].isOpen then
if skillList[i].needStar==14 then
sText.text="飞升3解锁"
if skillList[i].needStar==13 then
sText.text="飞升2解锁"
else
sText.text=NumToSimplenessFont[skillList[i].needStar].."星解锁"
end

View File

@ -64,7 +64,7 @@ function ItemView:InitComponent()
self.UI_Effect_jinkuang_Yuan = Util.GetGameObject(self.gameObject, "effects/UI_Effect_jinkuang_Yuan")
self.UI_effect_ItemView_saoguang = Util.GetGameObject(self.gameObject, "effects/UI_effect_ItemView_saoguang")
self.UI_effect_WuCai_Kuang = Util.GetGameObject(self.gameObject, "effects/UI_effect_WuCai_Kuang")
self.c_ui_qinyan_duan = Util.GetGameObject(self.gameObject, "effects/c_ui_qinyan_duan")
self:InitFrameEffect()
end
@ -135,6 +135,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self.UI_Effect_jinkuang_Yuan:SetActive(false)
self.UI_effect_ItemView_saoguang:SetActive(false)
self.UI_effect_WuCai_Kuang:SetActive(false)
self.c_ui_qinyan_duan:SetActive(false)
self.frame.sprite = self.spLoader:LoadSprite(_itemData.frame)
self.icon.sprite = self.spLoader:LoadSprite(_itemData.icon)
self.num:GetComponent("Text").text = PrintWanNum(_itemData.num)
@ -153,6 +154,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
Util.AddParticleSortLayer(self.UI_Effect_jinkuang_Yuan, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.c_ui_qinyan_duan, effectLayer - self.EffectOrginLayerQu)
self.EffectOrginLayerQu = effectLayer
Util.GetGameObject(self.UI_effect_ItemView_saoguang, "saoguang"):GetComponent("RectTransform").localScale =
Vector2.New(self.scale * 0.48,self.scale * 0.48)
@ -168,6 +170,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
self.c_ui_qinyan_duan:SetActive(_itemData.configData.Quantity1 == 8)
end
if _itemData.configData == nil then
_itemData.configData = _itemData.itemConfig
@ -231,6 +234,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5 or _itemData.configData.Quantity1 == 4)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
self.c_ui_qinyan_duan:SetActive(_itemData.configData.Quantity1 == 8)
end
--摘星阁加成
if self.allData and self.allData.homeEquipLv and self.allData.homeEquipLv[1] > 0 then
@ -349,6 +353,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Star == 5)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Star == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Star == 7)
self.c_ui_qinyan_duan:SetActive(_itemData.configData.Quantity1 == 8)
end
--摘星阁加成
if self.allData and self.allData.homeEquipLv and self.allData.homeEquipLv[1] > 0 then
@ -445,6 +450,7 @@ function ItemView:SetEffectLayer(effectLayer)
Util.AddParticleSortLayer(self.UI_Effect_Kuang_HongSe, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.c_ui_qinyan_duan,effectLayer-self.EffectOrginLayerQu)
Util.SetParticleSortLayer(self.starGrid,effectLayer + 1)
self:SetFrameEffectLayer(effectLayer)
@ -477,6 +483,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
self.UI_Effect_jinkuang_Yuan:SetActive(false)
self.UI_effect_ItemView_saoguang:SetActive(false)
self.UI_effect_WuCai_Kuang:SetActive(false)
self.c_ui_qinyan_duan:SetActive(false)
self.rightUplv.gameObject:SetActive(false)
self.middleDownLv.gameObject:SetActive(false)
self.iconGo:SetActive(true)
@ -490,6 +497,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
Util.AddParticleSortLayer(self.UI_Effect_jinkuang_Yuan, effectLayer - self.EffectOrginLayerQu )
Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.c_ui_qinyan_duan, effectLayer - self.EffectOrginLayerQu)
self.EffectOrginLayerQu = effectLayer
Util.GetGameObject(self.UI_effect_ItemView_saoguang, "saoguang"):GetComponent("RectTransform").localScale =
Vector2.New(self.scale * 0.48,self.scale * 0.48)
@ -594,6 +602,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity1 == 5 or itemDataConFig.Quantity1 == 4)
self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity1 == 7)
self.c_ui_qinyan_duan:SetActive(itemDataConFig.Quantity1 == 8)
end
Util.AddOnceClick(self.frameBtn, function()
-- UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, itemSId)