【建木神树优化】界面中可预览当前神应属性和下级增加属性
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@ -3,6 +3,8 @@ local this = SacredTreeManager
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local treeLevelConfig = ConfigManager.GetConfig(ConfigName.GodHoodTreeLevel)
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local treeLevelConfig = ConfigManager.GetConfig(ConfigName.GodHoodTreeLevel)
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local treeSetting = ConfigManager.GetConfig(ConfigName.GodHoodTreeSetting)
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local treeSetting = ConfigManager.GetConfig(ConfigName.GodHoodTreeSetting)
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local jewerLevelUpConfig = ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
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local jewerLevelUpConfig = ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
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local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local ClientAttriData = ConfigManager.GetConfigData(ConfigName.GodHoodTreeSetting,0).PropertyUnlcokLevelForClient
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function this.Initialize()
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function this.Initialize()
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this.treeLevel = 0
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this.treeLevel = 0
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@ -145,4 +147,39 @@ function this.CheckRedPoint()
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end
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end
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end
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end
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--获取当前等级和下一级的数据
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function this.GetAttriDetail(index)
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local data = {}
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local maxSacredLevel = ConfigManager.GetConfigDataByKey(ConfigName.JewelConfig,"GodHoodPool",index).GodHoodMaxlv
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local level = this.treeLevel < maxSacredLevel and this.treeLevel or maxSacredLevel
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local configData = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",3,"Level",level,"PoolID",index)
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local configNextData = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",3,"Level",level+1,"PoolID",index)
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if this.treeLevel >= maxSacredLevel then--如果当前神树等级超出魂灵宝所能达到的最大等级就取最大
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configNextData = nil
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end
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-- LogRed("#configData.Property:"..tostring(#configData.Property))
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for i = 1, #configData.Property do
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data[i] = {}
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local bool = MonsterCampManager.GetFourElementTotalWave() >= ClientAttriData[i][2]
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local color1 = bool and "#F3D98F" or "#A0A0A0"--是否解锁了当前属性
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local color2 = bool and "#00FF00" or "#A0A0A0"--是否解锁了当前属性
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if PropertyConfig[configData.Property[i][1]].Style == 1 then
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data[i].text1 = string.format("<color=%s>%s+%s</color>",color1,PropertyConfig[configData.Property[i][1]].Info,configData.Property[i][2])
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elseif PropertyConfig[configData.Property[i][1]].Style == 2 then
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data[i].text1 = string.format("<color=%s>%s+%s",color1,PropertyConfig[configData.Property[i][1]].Info,configData.Property[i][2]/100).."%</color>"
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end
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-- LogPink("configNextData:"..tostring(configNextData))
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if configNextData then
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if PropertyConfig[configNextData.Property[i][1]].Style == 1 then
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data[i].text2 = string.format("<color=%s>+%s</color>",color2,configNextData.Property[i][2])
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elseif PropertyConfig[configNextData.Property[i][1]].Style == 2 then
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data[i].text2 = string.format("<color=%s>+%s",color2,configNextData.Property[i][2]/100).."%</color>"
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end
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else
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data[i].text2 = "<color=#F3D98F>已达上限</color>"
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end
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-- LogGreen(data[i].text1.." "..data[i].text2)
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end
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return data
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end
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return this
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return this
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@ -8,6 +8,24 @@ local orginLayer = 0
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local curTreeLevel = 0
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local curTreeLevel = 0
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local length = 0
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local length = 0
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local t = 3 --用来区分长按和点击的临界值
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local t = 3 --用来区分长按和点击的临界值
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local lastSelect = 5
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local COLOR = {
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[1] = "#00FF00",
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[2] = "#0000FF",
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[3] = "#FF00FF",
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[4] = "#FFCA00",
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[5] = "#FF0000",
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}
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local Trans = {
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[1] = 5,
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[2] = 4,
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[3] = 3,
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[4] = 2,
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[5] = 1,
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}
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function SacredTreePanel:InitComponent()
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function SacredTreePanel:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.spLoader = SpriteLoader.New()
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--button
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--button
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@ -16,18 +34,44 @@ function SacredTreePanel:InitComponent()
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self.helpBtn = Util.GetGameObject(self.transform, "helpBtn")
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self.helpBtn = Util.GetGameObject(self.transform, "helpBtn")
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self.helpPos = self.helpBtn:GetComponent("RectTransform").localPosition
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self.helpPos = self.helpBtn:GetComponent("RectTransform").localPosition
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self.attriBtn = Util.GetGameObject(self.transform, "attriBtn")
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self.attriBtn = Util.GetGameObject(self.transform, "attriBtn")
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self.upgradeBtn = Util.GetGameObject(self.transform, "upgradeBtn")
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self.attriNum = Util.GetGameObject(self.attriBtn, "num"):GetComponent("Text")
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self.treeRed = Util.GetGameObject(self.transform, "upgradeBtn/redPoint")
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--show
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self.treeLevel = Util.GetGameObject(self.transform, "bg/level"):GetComponent("Text")
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self.treeLevel = Util.GetGameObject(self.transform, "bg/level"):GetComponent("Text")
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self.needIcon = Util.GetGameObject(self.transform, "tips/Image"):GetComponent("Image")
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self.needNum = Util.GetGameObject(self.transform, "tips/num"):GetComponent("Text")
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self.upGrade = Util.GetGameObject(self.transform, "upgradeBtn/Text"):GetComponent("Text")
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self.attriNum = Util.GetGameObject(self.transform, "attriBtn/num"):GetComponent("Text")
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--btn
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self.bottom = Util.GetGameObject(self.transform, "bottom")
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self.upgradeBtn = Util.GetGameObject(self.bottom, "upgradeBtn")
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self.treeRed = Util.GetGameObject(self.upgradeBtn, "redPoint")
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self.upGrade = Util.GetGameObject(self.upgradeBtn, "Text"):GetComponent("Text")
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--tips
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self.tips = Util.GetGameObject(self.bottom, "tips")
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self.needIcon = Util.GetGameObject(self.tips, "Image"):GetComponent("Image")
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self.needNum = Util.GetGameObject(self.tips, "num"):GetComponent("Text")
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--详细信息部分
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self.attriDetail = Util.GetGameObject(self.transform, "attriDetail")
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self.title = Util.GetGameObject(self.attriDetail, "Grid/Top/Title"):GetComponent("Text")
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self.btnChange = Util.GetGameObject(self.attriDetail, "Grid/Top/btnChange")
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self.attriGrid = Util.GetGameObject(self.attriDetail, "Grid/Attributions")
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self.attriPre = Util.GetGameObject(self.attriGrid, "attriPre")
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self.jtBtn = Util.GetGameObject(self.transform, "jtBtn")
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self.jtImg = Util.GetGameObject(self.jtBtn, "Image")
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self.attriList = {}
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self.bool = true--箭头按钮
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self.selectIndex = 5
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self.selectMask = Util.GetGameObject(self.transform, "Mask")
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self.selectGrid = Util.GetGameObject(self.selectMask, "selectGrid")
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self.selectList = {}
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for i = 1, 5 do
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self.selectList[i] = {}
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self.selectList[i].btn1 = Util.GetGameObject(self.selectMask, "selectGrid/Pre ("..i..")/Image")
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self.selectList[i].btn2 = Util.GetGameObject(self.selectMask, "selectGrid/Pre ("..i..")/Text")
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self.selectList[i].select = Util.GetGameObject(self.selectMask, "selectGrid/Pre ("..i..")/Select")
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self.selectList[i].select:SetActive(false)
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end
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--特效加长按
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self.UI_effect_RecruitPanel_particle = Util.GetGameObject(self.transform, "UI_effect_RecruitPanel_particle")
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self.UI_effect_RecruitPanel_particle = Util.GetGameObject(self.transform, "UI_effect_RecruitPanel_particle")
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self.trigger = Util.GetEventTriggerListener(self.upgradeBtn)
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self.trigger = Util.GetEventTriggerListener(self.upgradeBtn)
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self.OnPointerDo = function(go, data)
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self.OnPointerDo = function(go, data)
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self:OnPointerDown1(go, data)
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self:OnPointerDown1(go, data)
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@ -93,7 +137,6 @@ function SacredTreePanel:Refresh(isSend)
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end
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end
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-- 重新计算宝物评分
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-- 重新计算宝物评分
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EquipTreasureManager.SetAllTreasureDirty()
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EquipTreasureManager.SetAllTreasureDirty()
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SacredTreeManager.OnPowerChange(oldPower)
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SacredTreeManager.OnPowerChange(oldPower)
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end
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end
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self.isShortPress = false
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self.isShortPress = false
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@ -129,7 +172,6 @@ function SacredTreePanel:Refresh(isSend)
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self:Refresh(true)
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self:Refresh(true)
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return
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return
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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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end
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@ -150,25 +192,47 @@ function SacredTreePanel:BindEvent()
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Util.AddClick(self.attriBtn, function()
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Util.AddClick(self.attriBtn, function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ShenYingShuXing)
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ShenYingShuXing)
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end)
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end)
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-- Util.AddClick(self.upgradeBtn, function()
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Util.AddClick(self.jtBtn, function()
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-- if curTreeLevel >= length then
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self.bool = not self.bool
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-- PopupTipPanel.ShowTip("神树已达最大等级~")
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self:ResetDetailPos()
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-- else
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end)
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-- local num = BagManager.GetTotalItemNum(treeLevelConfig[curTreeLevel].LvupCost[1])
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-- if num < treeLevelConfig[curTreeLevel].LvupCost[2] then
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Util.AddClick(self.btnChange, function()
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-- PopupTipPanel.ShowTip(string.format("%s不足!",itemConfig[treeLevelConfig[curTreeLevel].LvupCost[1]].Name))
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local length = self.bool and SacredTreeManager.CulAttri()*50 - 700 or #attriConfig.PropertyUnlcokLevels*50 - 700
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-- else
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self.selectGrid:GetComponent("RectTransform").localPosition = Vector3.New(0,length,0)
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-- local oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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self.selectMask:SetActive(true)
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-- NetManager.UpgradeGodTreeRequest(function ()
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PlayUIAnim(self.selectGrid)
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-- if curTreeLevel == 0 then
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end)
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-- PopupTipPanel.ShowTip("成功解锁神树~")
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for i = 1, 5 do
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-- end
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Util.AddClick(self.selectList[i].btn1, function()
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-- SacredTreeManager.OnPowerChange(oldPower)
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for j = 1, 5 do
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-- SacredTreePanel:OnShow()
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self.selectList[j].select:SetActive(false)
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-- end)
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end
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-- end
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self.selectList[i].select:SetActive(true)
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-- end
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self.selectIndex = Trans[i]
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-- end)
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end)
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Util.AddClick(self.selectList[i].btn2, function()
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for j = 1, 5 do
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self.selectList[j].select:SetActive(false)
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end
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self.selectList[i].select:SetActive(true)
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self.selectIndex = Trans[i]
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end)
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end
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Util.AddClick(self.selectMask, function()
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self.selectMask:SetActive(false)
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if lastSelect == self.selectIndex then
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return
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end
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lastSelect = self.selectIndex
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for index, value in ipairs(self.attriList) do
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value.transform:DORotate(Vector3.New(90,0,0),0.3):OnComplete(function ()
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-- value.transform.rotation=Vector3.New(-90,0,0)
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self:SetAttriDetail()
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end)
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end
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end)
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BindRedPointObject(RedPointType.Sacred,self.treeRed)
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BindRedPointObject(RedPointType.Sacred,self.treeRed)
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FixedUpdateBeat:Add(self.OnUpdate, self)--长按方法注册
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FixedUpdateBeat:Add(self.OnUpdate, self)--长按方法注册
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end
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end
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@ -227,6 +291,49 @@ function SacredTreePanel:OnShow()
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self.needNum.gameObject:SetActive(curTreeLevel < length)
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self.needNum.gameObject:SetActive(curTreeLevel < length)
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end
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end
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self.attriNum.text = SacredTreeManager.CulAttri().."/"..#attriConfig.PropertyUnlcokLevels
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self.attriNum.text = SacredTreeManager.CulAttri().."/"..#attriConfig.PropertyUnlcokLevels
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--设置中间属性
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self:SetAttriDetail()
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end
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function SacredTreePanel:SetAttriDetail()
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local curSelectIndex = self.selectIndex
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if curTreeLevel <= 0 then
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self.attriDetail:SetActive(false)
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else
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self.attriDetail:SetActive(true)
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self.title.text = string.format("<color=%s>%s宝物神应属性</color>",COLOR[curSelectIndex],QualityNameDef[curSelectIndex+1])
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local data = SacredTreeManager.GetAttriDetail(curSelectIndex)
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for index, value in ipairs(data) do
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local go = self.attriList[index]
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if not go then
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go = newObjToParent(self.attriPre,self.attriGrid.transform)
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self.attriList[index] = go
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go:SetActive(true)
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end
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PlayUIAnim(go)
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Util.GetGameObject(go,"curAttri"):GetComponent("Text").text = value.text1
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Util.GetGameObject(go,"nextAttri"):GetComponent("Text").text = value.text2
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end
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self:InitDetailPos()
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end
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end
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function SacredTreePanel:InitDetailPos()
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self.selectMask:SetActive(false)
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self.selectList[Trans[self.selectIndex]].select:SetActive(true)
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local rotation = self.bool and Vector3.zero or Vector3.New(179,0,0)
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local length = self.bool and 170 + SacredTreeManager.CulAttri()*50 or 170 + #attriConfig.PropertyUnlcokLevels*50
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self.jtImg:GetComponent("RectTransform").rotation = Quaternion.Euler(rotation)
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self.attriDetail:GetComponent("RectTransform").sizeDelta = Vector3(0,length,0)
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end
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function SacredTreePanel:ResetDetailPos()
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local length = self.bool and 170 + SacredTreeManager.CulAttri()*50 or 170 + #attriConfig.PropertyUnlcokLevels*50
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local size = Vector2.New(1080,length)
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local rotation = self.bool and 0 or 179
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self.attriDetail.transform:DOSizeDelta(size, 0.8)
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self.jtImg.transform:DORotateQuaternion(Quaternion.Euler(Vector3.New(rotation,0,0)),0.8)
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end
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end
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function SacredTreePanel:OnClose()
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function SacredTreePanel:OnClose()
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@ -234,6 +341,8 @@ function SacredTreePanel:OnClose()
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-- body
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-- body
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end
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end
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function SacredTreePanel:OnDestroy()
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function SacredTreePanel:OnDestroy()
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self.selectIndex = 5
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self.attriList = {}
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FixedUpdateBeat:Remove(self.OnUpdate, self)
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FixedUpdateBeat:Remove(self.OnUpdate, self)
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SubUIManager.Close(self.UpView)
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SubUIManager.Close(self.UpView)
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self.spLoader:Destroy()
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self.spLoader:Destroy()
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