特训建筑修改
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95649114b4
commit
37b4489aed
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@ -241,6 +241,15 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
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end
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--设置英雄特训数据
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function this.SetHeroTraining(dyn,data)
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if heroDatas[dyn] then
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heroDatas[dyn].HeroTraining=data
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end
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end
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function this.SetPotentialData(msg,dyn)
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local list={}
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for i =1,#msg do
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@ -58,16 +58,15 @@ function TrainBuildPanel:InitComponent()
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self.mapData[i].upgradeImg:SetActive(true)
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self.mapData[i].updateTime = Util.GetGameObject(self.mapData[i].Obj,"updateTime")
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self.mapData[i].updateTimeText = Util.GetGameObject(self.mapData[i].updateTime,"updateText"):GetComponent("Text")
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self.mapData[i].trainTime = Util.GetGameObject(self.mapData[i].Obj,"trainTime")
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self.mapData[i].trainTimeTxt = Util.GetGameObject(self.mapData[i].Obj,"trainTime/updateText"):GetComponent("Text")
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self.mapData[i].timeSlide = Util.GetGameObject(self.mapData[i].updateTime,"Slide/Image"):GetComponent("Image")
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self.mapData[i].btnDetail = Util.GetGameObject(self.mapData[i].Btns,"Detail")
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self.mapData[i].btnUpgrade = Util.GetGameObject(self.mapData[i].Btns,"Upgrade")
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self.mapData[i].upGradeRed = Util.GetGameObject(self.mapData[i].btnUpgrade,"upGradeRed")
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self.mapData[i].btnCancel = Util.GetGameObject(self.mapData[i].Btns,"Cancel")
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self.mapData[i].btnCancel:SetActive(false)
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self.mapData[i].btnSpeedUp = Util.GetGameObject(self.mapData[i].Btns,"Speed")
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self.mapData[i].leftTime = -1
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self.mapData[i].showTime = -1
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self.mapData[i].trainLeftTime = -1
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self.mapData[i].effect1 = Util.GetGameObject(self.mapData[i].upgradeImg,"c_jianzao")
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self.mapData[i].effect2 = Util.GetGameObject(self.mapData[i].upgradeImg,"c_shengji")
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self.mapData[i].effect1:SetActive(false)
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@ -124,33 +123,7 @@ function TrainBuildPanel:BindEvent()
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UIManager.OpenPanel(UIName.TrainSelectHeroPanel,TrainBuildManager.BuildData[i])
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end)
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--打开加速
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Util.AddOnceClick(self.mapData[i].btnSpeedUp,function ()
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local value = math.ceil((HomeLandManager.BuildData[i].endTime - GetTimeStamp())/tonumber(costStr[1]))*tonumber(costStr[3])
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-- LogGreen("需要16:"..tostring(value).." 现有:"..tostring(BagManager.GetTotalItemNum(16)))
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if BagManager.GetTotalItemNum(16) >= value then
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MsgPanel.ShowTwo(string.format("是否花费%s妖晶立即升级?",value),function() end,function()
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if BagManager.GetTotalItemNum(16) < value then
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PopupTipPanel.ShowTip("妖晶不足!")
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return
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end
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NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},2,0,function ()
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self.mapData[i].leftTime = -1
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PopupTipPanel.ShowTip(string.format("<color=#00FF00>%s</color>已升级至<color=#00FF00>%s</color>级",HomeLandManager.BuildData[i].dataMain.Name,HomeLandManager.BuildData[i].dataSingle.level))
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--特效
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self.mapData[i].effect2:SetActive(true)
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Timer.New(function ()
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self.mapData[i].effect2:SetActive(false)
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end,1):Start()
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NetManager.HomeInfoRequest(function ()
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self:OnShow()
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end)
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end)
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end,"取消","确定")
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else
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PopupTipPanel.ShowTip("妖晶不足!")
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end
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end)
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end
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@ -161,13 +134,12 @@ end
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function TrainBuildPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.UI.OnUpdateData, self.OnShow,self)
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.OnShow,self)
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Game.GlobalEvent:AddEvent(GameEvent.Privilege.OnPrivilegeZeroUpdate, self.OnShow,self)
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end
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function TrainBuildPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnUpdateData, self.OnShow,self)
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.OnShow,self)
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Game.GlobalEvent:RemoveEvent(GameEvent.Privilege.OnPrivilegeZeroUpdate, self.OnShow,self)
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end
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--待功能扩展(试图打开某个状态)
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@ -208,14 +180,14 @@ function TrainBuildPanel:SetBuildsState()
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curObj.OpenLimit:SetActive(true)
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curObj.Lock:SetActive(true)
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curObj.btnUpgrade:SetActive(false)
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-- curObj.btnCancel:SetActive(false)
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curObj.btnSpeedUp:SetActive(false)
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curObj.levelImg:SetActive(false)
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curObj.Name.text=data.dataMain.Name
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Util.SetGray(curObj.NameImg,true)
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curObj.effect1:SetActive(false)
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curObj.updateTime:SetActive(false)
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curObj.CanGet:SetActive(false)
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curObj.btnDetail:SetActive(data.dataSingle.Position>0)
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curObj.trainTime:SetActive(false)
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Util.SetParticleSortLayer(curObj.effect1,self.sortingOrder + 1)
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Util.SetParticleSortLayer(curObj.effect2,self.sortingOrder + 1)
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curObj.BtnsCanvas.overrideSorting = true
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@ -237,8 +209,6 @@ function TrainBuildPanel:SetBuildsState()
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end
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if data.dataSingle then
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if data.endTime > GetTimeStamp() then--如果有结束时间说明在升级,可以取消,可以加速
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-- curObj.btnCancel:SetActive(true)
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curObj.btnSpeedUp:SetActive(true)
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curObj.effect1:SetActive(true)
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curObj.updateTime:SetActive(true)
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curObj.leftTime = data.endTime - GetTimeStamp() >= 0 and data.endTime - GetTimeStamp() or -1
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@ -256,12 +226,35 @@ function TrainBuildPanel:SetBuildsState()
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LogError("data.heroid====================="..data.heroId)
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local heroData=HeroManager.GetSingleHeroData(data.heroId)
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curObj.Icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.heroConfig.Icon))
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local pos=data.dataSingle.Position
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local max=0
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local curValue=0
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local train=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.Train,"HeroID",heroData.heroConfig.Id,"Level",heroData.HeroTraining.trainingLv)
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if train then
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local aaa=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.TrainSetting,"PoolID",train.TrainSettingID,"Level",heroData.HeroTraining.trainingLv)
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if pos==1 then
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max=aaa.TrainExp1
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curValue=heroData.HeroTraining.attackExp
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elseif pos==2 then
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max=aaa.TrainExp2
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curValue=heroData.HeroTraining.defenseExp
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elseif pos==3 then
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max=aaa.TrainExp3
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curValue=heroData.HeroTraining.hpExp
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end
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end
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LogError("curvalue==========================="..curValue)
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local endTime=data.heroStarTime+math.ceil((max-curValue)/data.dataSingle.Gain)*60
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-- if not curObj.OpenLimit.activeInHierarchy then
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-- curObj.showTime = data.startTime + 60
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-- curObj.CanGet:SetActive(data.startTime + 60 < GetTimeStamp())
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-- end
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curObj.trainLeftTime=endTime-GetTimeStamp()
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LogError("endtime=================================="..endTime.." trainLeftTime=="..curObj.trainLeftTime)
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curObj.CanGet:SetActive(true)
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PlayUIAnim(curObj.CanGet)
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else
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curObj.trainLeftTime=-1
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end
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else
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curObj.limitText.text = "暂未开放"
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@ -302,12 +295,17 @@ function TrainBuildPanel:SetTime()
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end)
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end
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end
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--curObj.CanGet:SetActive(curObj.showTime > 0 and curObj.showTime < GetTimeStamp())
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if curObj.showTime > 0 then
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--local bool = (GetTimeStamp() - curObj.data.startTime)/60*curObj.data.dataSingle.Gain[2] >= curObj.data.dataSingle.Storage[1][2]
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local img = bool and "f_fushengmeni_qipaohuang" or "f_fushengmeni_qipao"
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--curObj.CanGet:GetComponent("Image").sprite = self.spLoader:LoadSprite(img)
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if curObj.trainLeftTime >= 0 then
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LogError("curObj.trainLeftTime==="..curObj.trainLeftTime)
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curObj.trainTimeTxt.text = TimeToFelaxible(curObj.trainLeftTime)
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curObj.trainLeftTime = curObj.trainLeftTime -1
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curObj.trainTime:SetActive(true)
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if curObj.trainLeftTime < 0 then
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--curObj.effect2:SetActive(true)
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curObj.trainTimeTxt.text="已完成"
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end
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end
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end
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end, 1, -1, true)
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@ -70,12 +70,15 @@ function this:BindEvent()
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end
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NetManager.TrainingRequest(buildData.dataMain.Id,curHeroId,1,function ()
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self:Refresh()
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Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData)
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end)
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end)
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Util.AddOnceClick(self.btn_end,function ()
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if buildData.heroId and buildData.heroId~="" then
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NetManager.TrainingRequest(buildData.dataMain.Id,buildData.heroId,2,function ()
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curHeroId=nil
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self:Refresh()
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Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData)
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end)
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end
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end)
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@ -198,6 +201,7 @@ function this:ShowSingleHero(go,data,index)
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end
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function this:OnClose()
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end
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function this:OnDestroy()
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@ -7632,6 +7632,9 @@ function NetManager.TrainingRequest(_id,_heroId,_type,_func)
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elseif _type==2 then
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table.remove(TrainBuildManager.trainHeroId,_heroId)
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end
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if msg.training then
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HeroManager.SetHeroTraining(msg.training)
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end
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TrainBuildManager.SetBuildInfo(msg.info)
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if _func then
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_func()
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