神将合成代码
parent
17b6db91e2
commit
32c788b8ac
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@ -327,6 +327,7 @@ UIName = {
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DynamicActivityPanel = 326,--轮转活动通用窗口
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DynamicActivityPanel = 326,--轮转活动通用窗口
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CompoundHeroPanel = 327,--神将置换、合成界面
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CompoundHeroPanel = 327,--神将置换、合成界面
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CompoundHeroUpStarListPanel = 328,--角色合成操作弹窗
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CompoundHeroUpStarListPanel = 328,--角色合成操作弹窗
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CompoundHeroFirstUpStarListPanel = 329,--角色合成首位操作弹窗
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}
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}
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@ -0,0 +1,213 @@
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require("Base/BasePanel")
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CompoundHeroFirstUpStarListPanel = Inherit(BasePanel)
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local this = CompoundHeroFirstUpStarListPanel
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local curSelectHeroList={}
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local heroDataList={}
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local curNeedRoleNum
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local openThisPanel
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local curHeroData = {}
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--初始化组件(用于子类重写)
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function CompoundHeroFirstUpStarListPanel:InitComponent()
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this.BtnBack = Util.GetGameObject(self.transform, "btnBack")
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this.BtnSure = Util.GetGameObject(self.transform, "btnSure")
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this.btnAutoSelect = Util.GetGameObject(self.transform, "btnAutoSelect")
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this.cardPre = Util.GetGameObject(self.gameObject, "item")
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--this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
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this.desText = Util.GetGameObject(self.gameObject, "desText"):GetComponent("Text")
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this.numText = Util.GetGameObject(self.gameObject, "numText"):GetComponent("Text")
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this.Scrollbar= Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,Util.GetGameObject(self.gameObject, "scroll").transform,
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this.cardPre, this.Scrollbar, Vector2.New(927.5, 1010), 1, 5, Vector2.New(19.32,15))
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this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(6.78, 27)
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this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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end
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--绑定事件(用于子类重写)
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function CompoundHeroFirstUpStarListPanel:BindEvent()
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Util.AddClick(this.BtnBack, function()
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-- PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(this.BtnSure, function()
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if LengthOfTable(curSelectHeroList) < 1 then
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return
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end
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self:ClosePanel()
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Log("curSelectHeroList "..LengthOfTable(curSelectHeroList))
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openThisPanel.UpdateUpStarPosHeroData2(curSelectHeroList)
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end)
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Util.AddClick(this.btnAutoSelect, function()
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self:AutoSelectHero()
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end)
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end
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--添加事件监听(用于子类重写)
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function CompoundHeroFirstUpStarListPanel:AddListener()
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end
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--移除事件监听(用于子类重写)
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function CompoundHeroFirstUpStarListPanel:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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--1 是否是第一位置本体 2 所有可选英雄 3 4 升当前星的规则 5 打开RoleUpStarListPanel的界面 6 当前以选择的英雄 7 需要升级的英雄
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function CompoundHeroFirstUpStarListPanel:OnOpen(heroData,_openThisPanel,_curHeroData)
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openThisPanel= _openThisPanel
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curHeroData = _curHeroData
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heroDataList = heroData
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curSelectHeroList[_curHeroData.dynamicId] = _curHeroData
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this.HeroSortData(heroDataList)
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for i, v in pairs(heroDataList) do
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for n,w in pairs(FormationManager.formationList) do
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if HeroManager.heroResolveLicence[n] then
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for m = 1, #w.teamHeroInfos do
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if v.dynamicId==w.teamHeroInfos[m].heroId then
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local isFormationStr = HeroManager.GetHeroFormationStr(n)
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v.isFormation = isFormationStr
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end
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end
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end
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end
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end
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this.ScrollView:SetData(heroDataList, function (index, go)
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this.OnShowSingleCardData(go, heroDataList[index])
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end)
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curNeedRoleNum=1
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local str = _curHeroData.heroConfig.ReadingName
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this.desText.text=string.format(Language[11872],curNeedRoleNum,str)--HeroRankupGroupData.Name)
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this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList) ,curNeedRoleNum)
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end
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function this.OnClickEnterHero(go,heroData,type)
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if type==1 then
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if LengthOfTable(curSelectHeroList)>=curNeedRoleNum then
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PopupTipPanel.ShowTip(Language[10660])
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return
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else
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curSelectHeroList[heroData.dynamicId] = heroData.dynamicId
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end
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elseif type==2 then
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if curSelectHeroList[heroData.dynamicId] then
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curSelectHeroList[heroData.dynamicId] = nil
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end
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-- for i = 1, #curSelectHeroList do
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-- if heroData.dynamicId==curSelectHeroList[i].dynamicId then
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-- table.remove(curSelectHeroList,i)
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-- break
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-- end
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-- end
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end
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this.OnShowSingleCardData(go,heroData,type)
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this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
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end
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function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
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local choosed = Util.GetGameObject(go.transform, "choosed")
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choosed:SetActive(false)
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if curSelectHeroList[heroData.dynamicId] then
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curSelectHeroList[heroData.dynamicId]=heroData
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choosed:SetActive(true)
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end
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Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
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Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = heroData.lv
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Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.heroConfig.Icon))
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Util.GetGameObject(go.transform, "posIcon"):SetActive(false)--:GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
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Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
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local formationMask = Util.GetGameObject(go.transform, "formationMask")
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-- formationMask:SetActive(false)
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formationMask:SetActive((heroData.isFormation ~= "" and heroData.isFormation ~= Language[11108]) or heroData.lockState == 1)
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Util.GetGameObject(formationMask.transform, "formationImage"):SetActive(heroData.isFormation ~= "" )
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Util.GetGameObject(formationMask.transform, "lockImage"):SetActive( heroData.lockState == 1)
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Util.GetGameObject(go.transform, "noumenon"):SetActive( heroData.id == curHeroData.id )
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local starGrid = Util.GetGameObject(go.transform, "star")
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SetHeroStars(starGrid, heroData.star,1,nil,nil,Vector2.New(0,1))
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local cardBtn = Util.GetGameObject(go.transform, "icon")
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Util.AddOnceClick(cardBtn, function()
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if curSelectHeroList[heroData.dynamicId] then
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choosed:SetActive(false)
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curSelectHeroList[heroData.dynamicId]=nil
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this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
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return
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end
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if LengthOfTable(curSelectHeroList)>=curNeedRoleNum then
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PopupTipPanel.ShowTip(Language[10660])
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return
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end
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curSelectHeroList[heroData.dynamicId]=heroData
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choosed:SetActive(true)
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this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
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end)
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Util.AddOnceClick(formationMask, function()
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if heroData.isFormation ~= "" then
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PopupTipPanel.ShowTip( heroData.isFormation)
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return
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end
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if heroData.lockState == 1 then
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PopupTipPanel.ShowTip(Language[11776])
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return
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end
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end)
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end
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function this.HeroSortData(heroData)
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Log("#heroData "..#heroData)
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--Language[11108]
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table.sort(heroData, function(a, b)
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if (a.isFormation == "" or (a.isFormation ~= "" and a.isFormation == Language[11108])) and (b.isFormation == "" or (b.isFormation ~= "" and b.isFormation == Language[11108]))
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or (a.isFormation ~= "" and a.isFormation ~= Language[11108]) and (b.isFormation ~= "" and b.isFormation ~= Language[11108]) then
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if a.lockState == b.lockState then
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if a.heroConfig.Star == b.heroConfig.Star then
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if a.lv == b.lv then
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if a.id ~= curHeroData.id and b.id ~= curHeroData.id or a.id == curHeroData.id and b.id == curHeroData.id then
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return a.id > b.id
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else
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return not a.id ~= curHeroData.id and b.id == curHeroData.id
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end
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else
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return a.lv < b.lv
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end
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else
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return a.heroConfig.Star < b.heroConfig.Star
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end
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else
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return a.lockState < b.lockState
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end
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else
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return (a.isFormation == "" or (a.isFormation ~= "" and a.isFormation == Language[11108])) and (not b.dynamicId ~= "" and b.isFormation ~= Language[11108])
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end
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end)
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end
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function CompoundHeroFirstUpStarListPanel:AutoSelectHero()
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curSelectHeroList = {}
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for i = 1, #heroDataList do
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if LengthOfTable(curSelectHeroList) < curNeedRoleNum and heroDataList[i].isFormation == "" and heroDataList[i].lockState == 0 then--
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curSelectHeroList[heroDataList[i].dynamicId]=heroDataList[i]
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end
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end
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this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
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this.ScrollView:SetData(heroDataList, function (index, go)
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this.OnShowSingleCardData(go, heroDataList[index])
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end)
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end
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--界面关闭时调用(用于子类重写)
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function CompoundHeroFirstUpStarListPanel:OnClose()
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end
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--界面销毁时调用(用于子类重写)
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function CompoundHeroFirstUpStarListPanel:OnDestroy()
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this.ScrollView = nil
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end
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return CompoundHeroFirstUpStarListPanel
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 7c91c0583532f804b91ffb8ba520897c
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -31,7 +31,7 @@ end
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function CompoundHeroUpStarListPanel:BindEvent()
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function CompoundHeroUpStarListPanel:BindEvent()
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Util.AddClick(this.BtnBack, function()
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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-- PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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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.AddClick(this.BtnSure, function()
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Util.AddClick(this.BtnSure, function()
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@ -55,6 +55,7 @@ function CompoundHeroUpStarListPanel:RemoveListener()
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end
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end
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--界面打开时调用(用于子类重写)
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--界面打开时调用(用于子类重写)
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--1 是否是第一位置本体 2 所有可选英雄 3 4 升当前星的规则 5 打开RoleUpStarListPanel的界面 6 当前以选择的英雄 7 需要升级的英雄
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function CompoundHeroUpStarListPanel:OnOpen(heroData,HeroRankupGroupData,RankupConsumeMaterialData,_openThisPanel,_curSelectHeroList,_curHeroData)
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function CompoundHeroUpStarListPanel:OnOpen(heroData,HeroRankupGroupData,RankupConsumeMaterialData,_openThisPanel,_curSelectHeroList,_curHeroData)
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openThisPanel= _openThisPanel
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openThisPanel= _openThisPanel
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@ -92,9 +92,15 @@ function this.ShowCurrPosHeroCompound()
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this.ScrollView:SetData(heroDatas, function (index, go)
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this.ScrollView:SetData(heroDatas, function (index, go)
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this.SingleHeroDataShow(go, heroDatas[index])
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this.SingleHeroDataShow(go, heroDatas[index])
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end)
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end)
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end
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end
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--显示当前阵营的英雄
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function this.ShowCurrPosHeroCompound2()
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local heroDatas = this.GetAllHeroCompoundData(curIndex)
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this.ScrollView:SetData(heroDatas, function (index, go)
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this.SingleHeroDataShow(go, heroDatas[index])
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end)
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this.SelectHeroShow(curSelectHeroConfig)
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end
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--设置按钮选中
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--设置按钮选中
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function this.SetBtnSelect(_parObj)
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function this.SetBtnSelect(_parObj)
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this.selectBtn.transform:SetParent(_parObj.transform)
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this.selectBtn.transform:SetParent(_parObj.transform)
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@ -200,20 +206,9 @@ function this.UpdateHeroUpStarData(_curUpStarData)
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-- addBtnImage:SetActive(false)
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-- addBtnImage:SetActive(false)
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-- end
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-- end
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num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,curUpStarData[4])
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num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,curUpStarData[4])
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-- if #_curUpStarData.haveHeroList[i + 1] >= curUpStarData[4] then
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-- num:GetComponent("Text").text=string.format("<color=#FFFFFF>%s/%s</color>",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
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-- else
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-- num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
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-- end
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SetHeroStars(starGrid, upStarMaterialsData.StarLimit,1,nil,-15.3)
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SetHeroStars(starGrid, upStarMaterialsData.StarLimit,1,nil,-15.3)
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-- LogGreen("_curUpStarData.haveHeroList3[i] "..#_curUpStarData.haveHeroList3[i + 1])
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Util.AddOnceClick(addBtn, function()
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Util.AddOnceClick(addBtn, function()
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-- curSelectUpStarData=curUpStarData[i]
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if not curSelectHero then PopupTipPanel.ShowTip("没有本体") return end
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-- curSelectUpStarGo=go
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-- local curShowHeroListData=self:SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
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-- --参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
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-- UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,upStarMaterialsData,curUpStarData,this,upStarConsumeMaterial[i],curSelectHero)
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curSelectUpStarData=curUpStarData
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curSelectUpStarData=curUpStarData
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curSelectUpStarGo=go
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curSelectUpStarGo=go
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local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,_curUpStarData.haveHeroList3[i + 1])
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local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,_curUpStarData.haveHeroList3[i + 1])
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@ -232,29 +227,34 @@ function this.UpdateHeroUpStarData(_curUpStarData)
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end
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end
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end
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end
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--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
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--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
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function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
|
function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList,isFirstPos)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
|
||||||
local curEndShowHeroListData={}
|
local curEndShowHeroListData={}
|
||||||
for i = 1, #curHeroList do
|
for i = 1, #curHeroList do
|
||||||
if curHeroList[i].dynamicId ~= curSelectHero.dynamicId then
|
if curHeroList[i].dynamicId ~= curSelectHero.dynamicId then
|
||||||
curHeroList[i].isSelect=2
|
curHeroList[i].isSelect=2
|
||||||
-- LogGreen("curHeroList[i] "..curHeroList[i].dynamicId)
|
table.insert(curEndShowHeroListData,curHeroList[i])
|
||||||
|
elseif isFirstPos then
|
||||||
|
curHeroList[i].isSelect=1
|
||||||
table.insert(curEndShowHeroListData,curHeroList[i])
|
table.insert(curEndShowHeroListData,curHeroList[i])
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- LogGreen("#curEndShowHeroListData "..#curEndShowHeroListData)
|
if isFirstPos then
|
||||||
for j = 1, #upStarConsumeMaterial do
|
return curEndShowHeroListData
|
||||||
if upStarConsumeMaterial[j] and #upStarConsumeMaterial[j]>0 then
|
else
|
||||||
for k = 1, #upStarConsumeMaterial[j] do
|
for j = 1, #upStarConsumeMaterial do
|
||||||
if j==curSelectUpStarData[2] then--curSelectUpStarData 当前坑位选择的英雄信息
|
if upStarConsumeMaterial[j] and #upStarConsumeMaterial[j]>0 then
|
||||||
for _, v in pairs(curEndShowHeroListData) do
|
for k = 1, #upStarConsumeMaterial[j] do
|
||||||
if v.dynamicId==upStarConsumeMaterial[j][k] then
|
if j==curSelectUpStarData[2] then--curSelectUpStarData 当前坑位选择的英雄信息
|
||||||
v.isSelect=1
|
for _, v in pairs(curEndShowHeroListData) do
|
||||||
|
if v.dynamicId==upStarConsumeMaterial[j][k] then
|
||||||
|
v.isSelect=1
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
else
|
||||||
else
|
for i, v in pairs(curEndShowHeroListData) do
|
||||||
for i, v in pairs(curEndShowHeroListData) do
|
if v.dynamicId==upStarConsumeMaterial[j][k] then
|
||||||
if v.dynamicId==upStarConsumeMaterial[j][k] then
|
curEndShowHeroListData[i] = nil
|
||||||
curEndShowHeroListData[i] = nil
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -263,7 +263,6 @@ function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗
|
||||||
end
|
end
|
||||||
local curList={}
|
local curList={}
|
||||||
for _, v in pairs(curEndShowHeroListData) do
|
for _, v in pairs(curEndShowHeroListData) do
|
||||||
-- LogGreen("#curList "..v.id.." "..v.isSelect)
|
|
||||||
table.insert(curList,v)
|
table.insert(curList,v)
|
||||||
end
|
end
|
||||||
return curList
|
return curList
|
||||||
|
@ -284,7 +283,6 @@ function this.AutoSelectUpStarHeroList(_curUpStarData)
|
||||||
and curSelectHero.heroConfig.Qualiy ~= 3) then
|
and curSelectHero.heroConfig.Qualiy ~= 3) then
|
||||||
if LengthOfTable(upStarHeroListData) >= _curUpStarData.upStarData[i][4] then
|
if LengthOfTable(upStarHeroListData) >= _curUpStarData.upStarData[i][4] then
|
||||||
for j = 1, LengthOfTable(upStarHeroListData) do
|
for j = 1, LengthOfTable(upStarHeroListData) do
|
||||||
LogGreen(_curUpStarData.upStarData[i][4])
|
|
||||||
if #curSelectHeroList < _curUpStarData.upStarData[i][4] then
|
if #curSelectHeroList < _curUpStarData.upStarData[i][4] then
|
||||||
if upStarHeroListData[j].lockState == 0 and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId then--upStarHeroListData[i].isFormation == ""
|
if upStarHeroListData[j].lockState == 0 and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId then--upStarHeroListData[i].isFormation == ""
|
||||||
table.insert(curSelectHeroList,upStarHeroListData[j])
|
table.insert(curSelectHeroList,upStarHeroListData[j])
|
||||||
|
@ -328,6 +326,29 @@ function this.UpdateUpStarPosHeroData(curSelectHeroList,_upStarData)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
--刷新当前升星坑位英雄的信息
|
||||||
|
function this.UpdateUpStarPosHeroData2(curSelectHeroList)
|
||||||
|
-- LogGreen("LengthOfTable(curSelectHeroList) "..LengthOfTable(curSelectHeroList))
|
||||||
|
|
||||||
|
if LengthOfTable(curSelectHeroList) < 1 then
|
||||||
|
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
|
||||||
|
curSelectHero = nil
|
||||||
|
-- local upStarHeroListData=HeroManager.GetUpStarHeroListData(curSelectUpStarData.upStarMaterialsData.Id,curHeroData)
|
||||||
|
-- if upStarHeroListData.state<=0 then
|
||||||
|
-- Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(false)
|
||||||
|
-- end
|
||||||
|
Util.GetGameObject(curSelectUpStarGo.transform,"num"):GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>", LengthOfTable(curSelectHeroList),1)
|
||||||
|
else
|
||||||
|
for key, value in pairs(curSelectHeroList) do
|
||||||
|
curSelectHero = value
|
||||||
|
end
|
||||||
|
this.GetAllHeroCompoundData2(curSelectHeroConfig.config,curSelectHeroConfig,true)
|
||||||
|
if curSelectHero then this.compoundHerolv.text=curSelectHero.lv end
|
||||||
|
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(false)
|
||||||
|
Util.GetGameObject(curSelectUpStarGo.transform,"num"):GetComponent("Text").text=string.format("<color=#FFFFFFFF>%s/%s</color>", LengthOfTable(curSelectHeroList),1)
|
||||||
|
end
|
||||||
|
|
||||||
|
end
|
||||||
--更新英雄进阶数据
|
--更新英雄进阶数据
|
||||||
function this.UpdateFirstHeroUpStarData(curHeroCompoundData)
|
function this.UpdateFirstHeroUpStarData(curHeroCompoundData)
|
||||||
local go = needHeros[1]
|
local go = needHeros[1]
|
||||||
|
@ -355,6 +376,14 @@ function this.UpdateFirstHeroUpStarData(curHeroCompoundData)
|
||||||
else
|
else
|
||||||
num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,1)
|
num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,1)
|
||||||
end
|
end
|
||||||
|
Util.AddOnceClick(addBtn, function()
|
||||||
|
if not curSelectHero then PopupTipPanel.ShowTip("没有本体") return end
|
||||||
|
curSelectUpStarData=nil
|
||||||
|
curSelectUpStarGo=go
|
||||||
|
local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,curHeroCompoundData.haveHeroList3[1],true)
|
||||||
|
--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
|
||||||
|
UIManager.OpenPanel(UIName.CompoundHeroFirstUpStarListPanel,curShowHeroListData,this,curSelectHero)
|
||||||
|
end)
|
||||||
else
|
else
|
||||||
needHeros[1]:SetActive(false)
|
needHeros[1]:SetActive(false)
|
||||||
end
|
end
|
||||||
|
@ -452,10 +481,14 @@ function this.DeleteUpStarMaterials()
|
||||||
HeroManager.UpdateSingleHeroSkillData(curSelectHero.dynamicId)
|
HeroManager.UpdateSingleHeroSkillData(curSelectHero.dynamicId)
|
||||||
--本地数据删除材料英雄
|
--本地数据删除材料英雄
|
||||||
for i = 1, #upStarConsumeMaterial do
|
for i = 1, #upStarConsumeMaterial do
|
||||||
|
LogGreen("DeleteHeroDatas "..#upStarConsumeMaterial[i])
|
||||||
|
for j = 1, #upStarConsumeMaterial[i] do
|
||||||
|
LogGreen("DeleteHeroDatas "..upStarConsumeMaterial[i][j])
|
||||||
|
end
|
||||||
HeroManager.DeleteHeroDatas(upStarConsumeMaterial[i])
|
HeroManager.DeleteHeroDatas(upStarConsumeMaterial[i])
|
||||||
end
|
end
|
||||||
--刷新界面
|
--刷新界面
|
||||||
this.ShowCurrPosHeroCompound()
|
this.ShowCurrPosHeroCompound2()
|
||||||
end
|
end
|
||||||
-- tab节点显示自定义
|
-- tab节点显示自定义
|
||||||
function this.TabAdapter(tab, index, status)
|
function this.TabAdapter(tab, index, status)
|
||||||
|
@ -526,6 +559,9 @@ function this.GetAllHeroCompoundData(index)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
this.GetAllHeroCompoundData2(configInfo,curHeroCompoundData)
|
this.GetAllHeroCompoundData2(configInfo,curHeroCompoundData)
|
||||||
|
if curSelectHeroConfig and curSelectHeroConfig.config and curSelectHeroConfig.config.Id == curHeroCompoundData.config.Id then
|
||||||
|
curSelectHeroConfig = curHeroCompoundData
|
||||||
|
end
|
||||||
table.insert(allCompoundHeroConFigData,curHeroCompoundData)
|
table.insert(allCompoundHeroConFigData,curHeroCompoundData)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
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Reference in New Issue