Merge branch '0优化/装备对比' into china/dev

dev_chengFeng
gaoxin 2021-09-30 15:01:40 +08:00
commit 2eb04261bc
6 changed files with 578 additions and 619 deletions

View File

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View File

@ -257,7 +257,8 @@ function RewardEquipSingleShowPopup:OnShow()
local suitNum = curSuitConFig.SuiteSkill[i][1]
local passiveId = curSuitConFig.SuiteSkill[i][2]
go:GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
Util.GetGameObject(go.transform, "vale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
Util.GetGameObject(go.transform, "title/vale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
Util.GetGameObject(go.transform, "title"):GetComponent("Text").text = "不朽天赋" .. i .. ""
end
end

View File

@ -181,14 +181,14 @@ function RoleEquipChangePopup:OnShow()
this.ShowCurEquipData(1)
elseif type==3 then
this.equipPanel[2].bg:SetActive(true)
this.equipPanel[1].bg:SetActive(true)
this.equipPanel[1].bg:SetActive(false)
this.equipPanel[1].curEquipText:SetActive(true)
this.equipPanel[2].curEquipText:SetActive(false)
this.equipPanel[1].curEquipBtnDown:SetActive(false)
this.equipPanel[2].curEquipBtnDown:SetActive(true)
this.equipPanel[2].curEquipBtnDownText.text = Language[12261]
--"替 换"
this.ShowCurEquipData(2)
-- this.ShowCurEquipData(2)
this.NextCurEquipData()
elseif type==4 then
this.equipPanel[2].bg:SetActive(false)
@ -385,7 +385,7 @@ function this.SetBaijinProShow(CurOrNext, equipData, equipCfg, itemCfg)
end
if endProList and #endProList > 0 then
equipPanel.baijinScroll:SetActive(true)
this.SetScrollActive(CurOrNext, type == 3)
-- this.SetScrollActive(CurOrNext, type == 3)
for i = 1, math.max(#endProList, #proGoList) do
if not proGoList[i] then
proGoList[i] = newObjToParent(this.baijinProPre,equipPanel.baijinProGrid)
@ -400,17 +400,18 @@ function this.SetBaijinProShow(CurOrNext, equipData, equipCfg, itemCfg)
local suitNum = endProList[i][2][1]
local passiveId = endProList[i][2][2]
Util.GetGameObject(go.transform, "title"):GetComponent("Text").text = "不朽天赋" ..i.. ""
if isGreen then--激活的要变颜色
go:GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "" .. GetEquipSuitStr(Star,suitNum) .. "</color>"
Util.GetGameObject(go.transform, "vale"):GetComponent("Text").text = ""--"<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
go:GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
Util.GetGameObject(go.transform, "title/vale"):GetComponent("Text").text = "<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
else
go:GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "" .. GetEquipSuitStr(Star,suitNum) .. "</color>"
Util.GetGameObject(go.transform, "vale"):GetComponent("Text").text = ""--"<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
go:GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
Util.GetGameObject(go.transform, "title/vale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
end
end
else
equipPanel.baijinScroll:SetActive(false)
this.SetScrollActive(CurOrNext, false)
-- this.SetScrollActive(CurOrNext, false)
end
end

View File

@ -61,6 +61,7 @@ function RoleEquipTreasureChangePopup:InitComponent()
this.treasurePanel[i].RefineRed = Util.GetGameObject(this.treasurePanel[i].EquipBtnRefine, "red")
--属性信息
this.treasurePanel[i].bgScroll = Util.GetGameObject(this.treasurePanel[i].bg, "Scroll")
this.treasurePanel[i].bgScrollContent = Util.GetGameObject(this.treasurePanel[i].bg, "Scroll/grid")
--基础
this.treasurePanel[i].BaseAttri = Util.GetGameObject(this.treasurePanel[i].bg, "Scroll/grid/baseAttri")
this.treasurePanel[i].BaseAttriNum = Util.GetGameObject(this.treasurePanel[i].BaseAttri, "name/attriNum"):GetComponent("Text")
@ -237,7 +238,7 @@ function RoleEquipTreasureChangePopup:OnShow()
this.ShowEquipData(1)
end
this.treasurePanel[1].bg:SetActive(true)
this.treasurePanel[1].bg:SetActive(type ~= 3)
this.treasurePanel[1].EquipBtns:SetActive((type == 1) or (type == 2))
this.treasurePanel[2].EquipBtns:SetActive(type == 3)
this.treasurePanel[1].EquipBtnAdd:SetActive(type == 1)
@ -377,15 +378,6 @@ function this.ShowEquipData(i)
local baseInfo = EquipTreasureManager.GetCurLvPropertyValue(1,equipData[i].levelPool,equipData[i].lv)
this.treasurePanel[i].BaseAttriNum.text = string.format("[强化等级:%s/%s]",equipData[i].lv,equipData[i].maxLv)
this.SetPropertyShow1(baseInfo,this.BasePropertyList[i],this.treasurePanel[i].BaseAttriGrid)
if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" then
this.treasurePanel[i].strongAttri.gameObject:SetActive(false)
this.treasurePanel[i].refineMasterAttri:SetActive(false)
else
--强化共鸣
this.GongMingSetData(1,this.strongPropertyList[i],this.treasurePanel[i].strongAttriGrid,this.treasurePanel[i].strongAttriNum,this.treasurePanel[i].strongAttri)
--精炼共鸣
this.GongMingSetData(2,this.RefineMonsterPropertyList[i],this.treasurePanel[i].refineMasterAttriGrid,this.treasurePanel[i].refineMasterAttriNum,this.treasurePanel[i].refineMasterAttri)
end
--(精炼属性)
local refineInfo = EquipTreasureManager.GetCurLvPropertyValue(2,equipData[i].refinePool,equipData[i].refineLv,true)
this.treasurePanel[i].RefineAttriNum.text = string.format("[精炼等级:%s/%s]",equipData[i].refineLv,equipData[i].maxRefineLv)
@ -396,10 +388,25 @@ function this.ShowEquipData(i)
this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,250)
this.SetPropertyShow1(refineInfo,this.RefinePropertyList[i],this.treasurePanel[i].RefineAttriGrid)
end
if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" then
this.treasurePanel[i].strongAttri.gameObject:SetActive(false)
this.treasurePanel[i].refineMasterAttri:SetActive(false)
else
--强化共鸣
local _QH = this.GongMingSetData(1,this.strongPropertyList[i],this.treasurePanel[i].strongAttriGrid,this.treasurePanel[i].strongAttriNum,this.treasurePanel[i].strongAttri)
--精炼共鸣
local _JL = this.GongMingSetData(2,this.RefineMonsterPropertyList[i],this.treasurePanel[i].refineMasterAttriGrid,this.treasurePanel[i].refineMasterAttriNum,this.treasurePanel[i].refineMasterAttri)
-- 判断显示界面高度
local height = 250
height = _QH and height + 110 or height
height = _JL and height + 110 or height
this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,height)
end
--(神应属性)
local treeInfo=SacredTreeManager.GetCurLvPropertyValue(3,equipData[i].treePool,equipData[i].treeLv or 0)
this.treasurePanel[i].TreeAttriNum.text = string.format("[神应等级:%s/%s]",equipData[i].treeLv,equipData[i].maxTreeLv)
if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" or (equipData[i].treeLv < 1 and SacredTreeManager.CulAttri(equipData[1]) < 1) then
--if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" or (equipData[i].treeLv < 1 and SacredTreeManager.CulAttri(equipData[1]) < 1) then
if (equipData[i].treeLv < 1 and SacredTreeManager.CulAttri(equipData[1]) < 1) then
this.treasurePanel[i].TreeAttri:SetActive(false)
else
this.treasurePanel[i].TreeAttri:SetActive(true)
@ -410,7 +417,9 @@ function this.ShowEquipData(i)
this.treasurePanel[i].StrongRed:SetActive(HeroManager.CheckIsUpTreasure(equipData[i].idDyn,1))
this.treasurePanel[i].RefineRed:SetActive(HeroManager.CheckIsUpTreasure(equipData[i].idDyn,2))
end
-- 内容置顶
this.treasurePanel[i].bgScrollContent.transform.localPosition = Vector2.New(0, 0)
end
function this.GongMingSetData(curTabIndex,proPreList,grid,title,go)
@ -495,6 +504,7 @@ function this.GongMingSetData(curTabIndex,proPreList,grid,title,go)
proPreList[i].transform:GetComponent("Text").text = string.format("<color=#66FF00>%s</color>",str)
end
end
return true
end
--神应专用