Merge branch '0优化/装备对比' into china/dev
commit
2eb04261bc
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@ -6190,7 +6190,7 @@ GameObject:
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@ -6249,12 +6249,11 @@ MonoBehaviour:
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m_Bottom: 0
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m_ChildAlignment: 0
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m_CellSize: {x: 300, y: 70}
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m_Constraint: 1
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m_ConstraintCount: 2
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m_Spacing: 10
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m_ChildForceExpandHeight: 0
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m_ChildControlWidth: 0
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_OnCullStateChanged:
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GameObject:
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m_ObjectHideFlags: 0
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@ -257,7 +257,8 @@ function RewardEquipSingleShowPopup:OnShow()
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local suitNum = curSuitConFig.SuiteSkill[i][1]
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local passiveId = curSuitConFig.SuiteSkill[i][2]
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go:GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
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Util.GetGameObject(go.transform, "vale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
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Util.GetGameObject(go.transform, "title/vale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
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Util.GetGameObject(go.transform, "title"):GetComponent("Text").text = "不朽天赋" .. i .. ":"
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end
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end
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@ -181,14 +181,14 @@ function RoleEquipChangePopup:OnShow()
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this.ShowCurEquipData(1)
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elseif type==3 then
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this.equipPanel[2].bg:SetActive(true)
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this.equipPanel[1].bg:SetActive(true)
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this.equipPanel[1].bg:SetActive(false)
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this.equipPanel[1].curEquipText:SetActive(true)
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this.equipPanel[2].curEquipText:SetActive(false)
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this.equipPanel[1].curEquipBtnDown:SetActive(false)
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this.equipPanel[2].curEquipBtnDown:SetActive(true)
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this.equipPanel[2].curEquipBtnDownText.text = Language[12261]
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--"替 换"
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this.ShowCurEquipData(2)
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-- this.ShowCurEquipData(2)
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this.NextCurEquipData()
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elseif type==4 then
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this.equipPanel[2].bg:SetActive(false)
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@ -385,7 +385,7 @@ function this.SetBaijinProShow(CurOrNext, equipData, equipCfg, itemCfg)
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end
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if endProList and #endProList > 0 then
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equipPanel.baijinScroll:SetActive(true)
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this.SetScrollActive(CurOrNext, type == 3)
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-- this.SetScrollActive(CurOrNext, type == 3)
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for i = 1, math.max(#endProList, #proGoList) do
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if not proGoList[i] then
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proGoList[i] = newObjToParent(this.baijinProPre,equipPanel.baijinProGrid)
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@ -400,17 +400,18 @@ function this.SetBaijinProShow(CurOrNext, equipData, equipCfg, itemCfg)
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local suitNum = endProList[i][2][1]
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local passiveId = endProList[i][2][2]
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Util.GetGameObject(go.transform, "title"):GetComponent("Text").text = "不朽天赋" ..i.. ":"
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if isGreen then--激活的要变颜色
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go:GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
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Util.GetGameObject(go.transform, "vale"):GetComponent("Text").text = ""--"<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
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go:GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
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Util.GetGameObject(go.transform, "title/vale"):GetComponent("Text").text = "<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
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else
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go:GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
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Util.GetGameObject(go.transform, "vale"):GetComponent("Text").text = ""--"<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
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go:GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
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Util.GetGameObject(go.transform, "title/vale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
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end
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end
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else
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equipPanel.baijinScroll:SetActive(false)
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this.SetScrollActive(CurOrNext, false)
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-- this.SetScrollActive(CurOrNext, false)
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end
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end
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@ -61,6 +61,7 @@ function RoleEquipTreasureChangePopup:InitComponent()
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this.treasurePanel[i].RefineRed = Util.GetGameObject(this.treasurePanel[i].EquipBtnRefine, "red")
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--属性信息
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this.treasurePanel[i].bgScroll = Util.GetGameObject(this.treasurePanel[i].bg, "Scroll")
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this.treasurePanel[i].bgScrollContent = Util.GetGameObject(this.treasurePanel[i].bg, "Scroll/grid")
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--基础
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this.treasurePanel[i].BaseAttri = Util.GetGameObject(this.treasurePanel[i].bg, "Scroll/grid/baseAttri")
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this.treasurePanel[i].BaseAttriNum = Util.GetGameObject(this.treasurePanel[i].BaseAttri, "name/attriNum"):GetComponent("Text")
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@ -237,7 +238,7 @@ function RoleEquipTreasureChangePopup:OnShow()
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this.ShowEquipData(1)
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end
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this.treasurePanel[1].bg:SetActive(true)
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this.treasurePanel[1].bg:SetActive(type ~= 3)
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this.treasurePanel[1].EquipBtns:SetActive((type == 1) or (type == 2))
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this.treasurePanel[2].EquipBtns:SetActive(type == 3)
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this.treasurePanel[1].EquipBtnAdd:SetActive(type == 1)
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@ -377,15 +378,6 @@ function this.ShowEquipData(i)
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local baseInfo = EquipTreasureManager.GetCurLvPropertyValue(1,equipData[i].levelPool,equipData[i].lv)
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this.treasurePanel[i].BaseAttriNum.text = string.format("[强化等级:%s/%s]",equipData[i].lv,equipData[i].maxLv)
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this.SetPropertyShow1(baseInfo,this.BasePropertyList[i],this.treasurePanel[i].BaseAttriGrid)
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if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" then
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this.treasurePanel[i].strongAttri.gameObject:SetActive(false)
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this.treasurePanel[i].refineMasterAttri:SetActive(false)
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else
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--强化共鸣
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this.GongMingSetData(1,this.strongPropertyList[i],this.treasurePanel[i].strongAttriGrid,this.treasurePanel[i].strongAttriNum,this.treasurePanel[i].strongAttri)
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--精炼共鸣
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this.GongMingSetData(2,this.RefineMonsterPropertyList[i],this.treasurePanel[i].refineMasterAttriGrid,this.treasurePanel[i].refineMasterAttriNum,this.treasurePanel[i].refineMasterAttri)
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end
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--(精炼属性)
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local refineInfo = EquipTreasureManager.GetCurLvPropertyValue(2,equipData[i].refinePool,equipData[i].refineLv,true)
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this.treasurePanel[i].RefineAttriNum.text = string.format("[精炼等级:%s/%s]",equipData[i].refineLv,equipData[i].maxRefineLv)
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@ -396,10 +388,25 @@ function this.ShowEquipData(i)
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this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,250)
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this.SetPropertyShow1(refineInfo,this.RefinePropertyList[i],this.treasurePanel[i].RefineAttriGrid)
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end
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if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" then
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this.treasurePanel[i].strongAttri.gameObject:SetActive(false)
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this.treasurePanel[i].refineMasterAttri:SetActive(false)
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else
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--强化共鸣
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local _QH = this.GongMingSetData(1,this.strongPropertyList[i],this.treasurePanel[i].strongAttriGrid,this.treasurePanel[i].strongAttriNum,this.treasurePanel[i].strongAttri)
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--精炼共鸣
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local _JL = this.GongMingSetData(2,this.RefineMonsterPropertyList[i],this.treasurePanel[i].refineMasterAttriGrid,this.treasurePanel[i].refineMasterAttriNum,this.treasurePanel[i].refineMasterAttri)
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-- 判断显示界面高度
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local height = 250
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height = _QH and height + 110 or height
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height = _JL and height + 110 or height
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this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,height)
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end
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--(神应属性)
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local treeInfo=SacredTreeManager.GetCurLvPropertyValue(3,equipData[i].treePool,equipData[i].treeLv or 0)
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this.treasurePanel[i].TreeAttriNum.text = string.format("[神应等级:%s/%s]",equipData[i].treeLv,equipData[i].maxTreeLv)
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if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" or (equipData[i].treeLv < 1 and SacredTreeManager.CulAttri(equipData[1]) < 1) then
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--if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" or (equipData[i].treeLv < 1 and SacredTreeManager.CulAttri(equipData[1]) < 1) then
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if (equipData[i].treeLv < 1 and SacredTreeManager.CulAttri(equipData[1]) < 1) then
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this.treasurePanel[i].TreeAttri:SetActive(false)
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else
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this.treasurePanel[i].TreeAttri:SetActive(true)
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@ -410,7 +417,9 @@ function this.ShowEquipData(i)
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this.treasurePanel[i].StrongRed:SetActive(HeroManager.CheckIsUpTreasure(equipData[i].idDyn,1))
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this.treasurePanel[i].RefineRed:SetActive(HeroManager.CheckIsUpTreasure(equipData[i].idDyn,2))
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end
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-- 内容置顶
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this.treasurePanel[i].bgScrollContent.transform.localPosition = Vector2.New(0, 0)
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end
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function this.GongMingSetData(curTabIndex,proPreList,grid,title,go)
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@ -495,6 +504,7 @@ function this.GongMingSetData(curTabIndex,proPreList,grid,title,go)
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proPreList[i].transform:GetComponent("Text").text = string.format("<color=#66FF00>%s</color>",str)
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end
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end
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return true
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end
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--神应专用
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