【修为】修为调整
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0e15c3d812
commit
2d25ebb61b
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@ -1195,10 +1195,10 @@ RectTransform:
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m_Father: {fileID: 391854018}
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m_Father: {fileID: 391854018}
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m_RootOrder: 2
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 1, y: 0}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -1.3999023, y: 370}
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m_AnchoredPosition: {x: -1.3999023, y: -624}
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m_SizeDelta: {x: -172.8, y: 181.9}
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m_SizeDelta: {x: 907.2, y: 181.90002}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1220850633
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--- !u!114 &1220850633
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MonoBehaviour:
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MonoBehaviour:
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@ -1601,10 +1601,10 @@ RectTransform:
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m_Father: {fileID: 391854018}
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m_Father: {fileID: 391854018}
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m_RootOrder: 3
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 1, y: 0}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -1.3999023, y: 985.7202}
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m_AnchoredPosition: {x: -1.3999023, y: -5.4000244}
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m_SizeDelta: {x: -172.8, y: 1049.6}
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m_SizeDelta: {x: 907.2, y: 1111.8999}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1831826791
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--- !u!222 &1831826791
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CanvasRenderer:
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CanvasRenderer:
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@ -7,8 +7,6 @@ local IMAGE = {
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[4] = "r_hero_jinengdian01",
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[4] = "r_hero_jinengdian01",
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}
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}
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local maxLevel = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,133).Value)
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local statePower = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,134).Value)
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function Cultivation:InitComponent()
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function Cultivation:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.spLoader = SpriteLoader.New()
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@ -19,6 +17,7 @@ function Cultivation:InitComponent()
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self.textPre = Util.GetGameObject(self.grid,"TextPre")
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self.textPre = Util.GetGameObject(self.grid,"TextPre")
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self.textPre:SetActive(false)
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self.textPre:SetActive(false)
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self.Tips = Util.GetGameObject(self.gameObject,"Frame/Tips"):GetComponent("Text")
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self.Tips = Util.GetGameObject(self.gameObject,"Frame/Tips"):GetComponent("Text")
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self.title = Util.GetGameObject(self.gameObject,"Frame/Bg/title/Text"):GetComponent("Text")
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self.Slide = Util.GetGameObject(self.gameObject,"Frame/Slide")
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self.Slide = Util.GetGameObject(self.gameObject,"Frame/Slide")
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self.level = Util.GetGameObject(self.Slide,"level"):GetComponent("Text")
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self.level = Util.GetGameObject(self.Slide,"level"):GetComponent("Text")
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@ -44,11 +43,11 @@ function Cultivation:BindEvent()
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self:ClosePanel()
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self:ClosePanel()
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end)
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end)
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Util.AddOnceClick(self.upGradeBtn, function()
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Util.AddOnceClick(self.upGradeBtn, function()
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if (self.curMaxPower-PracticeManager.CultivationLevel*statePower) < statePower then
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if (self.curMaxPower-self.achivePower) < self.statePower then
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PopupTipPanel.ShowTip("战力不足无法升级!")
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PopupTipPanel.ShowTip("战力不足无法升级!")
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return
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return
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end
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end
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if maxLevel <= PracticeManager.CultivationLevel then
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if self.maxLevel <= PracticeManager.CultivationLevel then
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PopupTipPanel.ShowTip("等级已达上限!")
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PopupTipPanel.ShowTip("等级已达上限!")
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return
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return
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end
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end
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@ -88,8 +87,11 @@ function Cultivation:OnShow()
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--战力
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--战力
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self.curMaxPower = PlayerManager.maxForce
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self.curMaxPower = PlayerManager.maxForce
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self.lastLevel = PracticeManager.CultivationLevel--上次的等级
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self.lastLevel = PracticeManager.CultivationLevel--上次的等级
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self.maxLevel,self.statePower,self.achivePower = PracticeManager.getDataOfCur()
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self.lastPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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self.lastPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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self.Tips.text = ConfigManager.GetConfigData(ConfigName.QAConfig,112).content
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self.Tips.text = ConfigManager.GetConfigData(ConfigName.QAConfig,112).content
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self.title.text = string.format("最高战力每提升%s万可提升1级修为",self.statePower/10000)
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--设置四个属性
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--设置四个属性
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for i = 1, #self.configData.ProRank do
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for i = 1, #self.configData.ProRank do
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local go = self.textPreList[i]
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local go = self.textPreList[i]
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@ -104,12 +106,12 @@ function Cultivation:OnShow()
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self.level.text = string.format("%s级",PracticeManager.CultivationLevel)
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self.level.text = string.format("%s级",PracticeManager.CultivationLevel)
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self.power.text = self.curMaxPower
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self.power.text = self.curMaxPower
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--数字
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--数字
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if maxLevel > PracticeManager.CultivationLevel then
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if self.maxLevel > PracticeManager.CultivationLevel then
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self.value.text = string.format("%s/%s",self.curMaxPower-statePower*PracticeManager.CultivationLevel,statePower)
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self.value.text = string.format("%s/%s",self.curMaxPower-self.achivePower,self.statePower)
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if self.curMaxPower-statePower*PracticeManager.CultivationLevel > statePower then
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if self.curMaxPower-self.achivePower > self.statePower then
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self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445,26,0)
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self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445,26,0)
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else
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else
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local size = (self.curMaxPower%statePower)/statePower
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local size = (self.curMaxPower-self.achivePower)/self.statePower
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self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445*size,26,0)
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self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445*size,26,0)
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end
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end
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self.btnText.text = "升 级"
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self.btnText.text = "升 级"
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@ -723,12 +723,43 @@ function this.SetCultivationLevel(_level,func)
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end
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end
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end
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end
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function this.getDataOfCur()
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local maxLevel = 0--最大等级
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local statePower = 0--当前升一级需要的战力
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local achivePower = 0--当前等级已达到的战力
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local levelList = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,133).Value, "#")
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local statePowerList = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,134).Value, "#")
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local limitPowerList = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,139).Value, "#")
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maxLevel = tonumber(levelList[#levelList])
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for i = #levelList, 1,-1 do
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if this.CultivationLevel <= tonumber(levelList[i]) then
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statePower = tonumber(statePowerList[i])
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end
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end
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for i = 1, #levelList do
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if this.CultivationLevel <= tonumber(levelList[i]) then
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if levelList[i-1] then
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achivePower = achivePower + (this.CultivationLevel - tonumber(levelList[i-1]))*statePower
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break
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else
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achivePower = this.CultivationLevel*statePower
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break
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end
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else
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achivePower = tonumber(limitPowerList[i])
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end
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end
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-- LogGreen("修为等级:"..tostring(this.CultivationLevel).." maxLevel:"..tostring(maxLevel).." statePower:"..tostring(statePower).." achivePower:"..tostring(achivePower).." 最高战力:"..tostring(PlayerManager.maxForce))
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return maxLevel,statePower,achivePower
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end
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function this.CheckPlayerCultivetionRed()
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function this.CheckPlayerCultivetionRed()
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local maxLevel = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,133).Value)
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local maxLevel,statePower,achivePower = this.getDataOfCur()
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local statePower = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,134).Value)
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if maxLevel > this.CultivationLevel then
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if maxLevel > this.CultivationLevel then
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FormationManager.UserPowerChanged()
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FormationManager.UserPowerChanged()
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if (PlayerManager.maxForce - statePower*this.CultivationLevel) > statePower then
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if (PlayerManager.maxForce - achivePower) > statePower then
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return true
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return true
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end
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end
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end
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end
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