【四象心法】bug修改
parent
e91140175f
commit
38947760c1
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@ -1717,6 +1717,7 @@ HELP_TYPE = {
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ShanHeShiLian = 96,--山河试炼
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XunBaoMiZong = 103,--寻宝迷踪
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AgeTip = 104,--适龄提示
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FourQuadrant=108,--四象心法
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}
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NumToComplexFont = {
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@ -9,6 +9,7 @@ local ProfessionType = {
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[3] = 3,--控制
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[4] = 4,--辅助
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}
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--职业id对应职业名称
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local ProfessionName={
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[1] = "肉盾",
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@ -17,6 +18,12 @@ local ProfessionName={
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[4] = "辅助",
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}
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local propertyType = {
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[1] = 2,--攻击
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[2] = 1,--生命
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[3] = 3,--护甲
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[4] = 4,--魔抗
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}
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--属性id对应属性名称
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local PropertyName={
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[1] = "生命",
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@ -101,21 +108,22 @@ function this.SetPropAdd(_propAddObj,_gongmingLv,isNext)
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local curFourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",_gongmingLv)
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if curFourQuadConfig then
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_propAddObj.transform.parent.gameObject:SetActive(true)
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for i = 1, #PropertyName do
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for i = 1, #propertyType do
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local propertyObj=_propAddObj.transform:GetChild(i-1)
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local propertyId=propertyType[i]
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local propertyText=propertyObj:GetComponent("Text")
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local propertyIcon= Util.GetGameObject(propertyObj,"Image"):GetComponent("Image")
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local addNum=0
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if curFourQuadConfig.PropResonance then
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addNum=curFourQuadConfig.PropResonance[i][2]/10000*100
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addNum=curFourQuadConfig.PropResonance[propertyId][2]/10000*100
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end
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if isNext then
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propertyText.text=string.format("全体神将%s <color=#5AC283>+%s%%</color>",PropertyName[i],addNum)
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propertyText.text=string.format("全体神将%s <color=#5AC283>+%s%%</color>",PropertyName[propertyId],addNum)
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else
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propertyText.text=string.format("全体神将%s +%s%%",PropertyName[i],addNum)
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propertyText.text=string.format("全体神将%s +%s%%",PropertyName[propertyId],addNum)
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end
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propertyIcon.sprite= this.spLoader:LoadSprite(PropertyTypeIconDef[i])
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propertyIcon.sprite= this.spLoader:LoadSprite(PropertyTypeIconDef[propertyId])
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end
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else
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_propAddObj.transform.parent.gameObject:SetActive(false)
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@ -8,6 +8,13 @@ local ProfessionType = {
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[3] = 3,--控制
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[4] = 4,--辅助
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}
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local propertyType = {
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[1] = 2,--攻击
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[2] = 1,--生命
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[3] = 3,--护甲
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[4] = 4,--魔抗
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}
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--职业id对应职业名称
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local ProfessionName={
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[1] = "肉盾",
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@ -112,6 +119,9 @@ function this:BindEvent()
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end)
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Util.AddClick(this.upBtn, function()
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if this.CheckIsUpStar() then
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return
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end
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local costArr=fourQuadConfig.LvupCost
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for i = 1, #costArr do
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if BagManager.GetTotalItemNum(costArr[i][1])<costArr[i][2]then
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@ -138,16 +148,20 @@ function this:BindEvent()
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end)
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Util.AddClick(this.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Practice, self.helpPosition.x,self.helpPosition.y)
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LogYellow("点击帮助按钮")
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.FourQuadrant, self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddClick(this.upStarPropBtn, function()
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this.upStarPropWin:SetActive(true);
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for i = 0, this.propWinGrid.transform.childCount-1 do
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local _propText= this.propWinGrid.transform:GetChild(i):GetComponent("Text")
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local _index=i+1;
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_propText.text=string.format("%s神将%s+%s",ProfessionName[this.professionId],PropertyName[_index],upStarProperty[_index])
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for i = 1, #propertyType do
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local objIndex=i-1
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local propertyId=propertyType[i]
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local _propText= this.propWinGrid.transform:GetChild(objIndex):GetComponent("Text")
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local addProp=0
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if upStarProperty[propertyId] then
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addProp=upStarProperty[propertyId]
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end
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_propText.text=string.format("%s神将%s+%s",ProfessionName[this.professionId],PropertyName[propertyId],addProp)
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end
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end)
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@ -226,16 +240,10 @@ function this.UpdateData(_professionId)
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this.titleText.text="四象心法-"..this.curProfessionName
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local professionInfo=PracticeManager.FourQuadrantData[_professionId]
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this.professionLv=professionInfo and professionInfo.level or 0
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this.upStarPropBtn:SetActive(this.professionLv>0)
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local propertyList=professionInfo and professionInfo.propertyList or nil
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fourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",this.professionLv)
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this.upStarCostitem= ConfigManager.GetConfigData(ConfigName.ItemConfig,fourQuadConfig.RankupCost[1][1])
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local itemName=this.upStarCostitem.Name
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local itemIcon=GetResourcePath(this.upStarCostitem.ResourceID)
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LogRed("icon:"..itemIcon)
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this.limitHint.text=string.format("四种属性强化至上限后使用 <color=#24F604>%s</color>进阶",itemName)
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this.limitCost.sprite=this.spLoader:LoadSprite(itemIcon)
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this.itemView:OnOpen(false, {this.upStarCostitem.Id,1}, 0, false,false,false)
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upStarProperty=PracticeManager.fourQuadrantUpStarPropMap[_professionId]
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---获取属性上限(属性id:属性上限值)
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for i = 1, #fourQuadConfig.PropLimit do
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propertyLimit[fourQuadConfig.PropLimit[i][1]]=fourQuadConfig.PropLimit[i][2]
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@ -243,13 +251,28 @@ function this.UpdateData(_professionId)
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if this.professionLv>0 then
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local lastStarLv=this.professionLv-1
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local lastFourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",lastStarLv)
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---获取属性上限(属性id:属性上限值)
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---获取上一级属性上限(属性id:属性上限值)
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for i = 1, #lastFourQuadConfig.PropLimit do
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lastPropertyLimit[lastFourQuadConfig.PropLimit[i][1]]=lastFourQuadConfig.PropLimit[i][2]
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end
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else
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lastPropertyLimit={}
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end
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this.upStarCostitem= ConfigManager.GetConfigData(ConfigName.ItemConfig,fourQuadConfig.RankupCost[1][1])
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if this.CheckIsUpStar() then
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this.limitCost.gameObject:SetActive(false)
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this.limitHint.text=string.format("<color=#24F604>进阶后,四种属性全部提升%s%%</color>",10)
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else
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local itemName=this.upStarCostitem.Name
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local itemIcon=GetResourcePath(this.upStarCostitem.ResourceID)
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this.limitHint.text=string.format("四种属性强化至上限后使用 <color=#24F604>%s</color>进阶",itemName)
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this.limitCost.gameObject:SetActive(true)
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this.limitCost.sprite=this.spLoader:LoadSprite(itemIcon)
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this.itemView:OnOpen(false, {this.upStarCostitem.Id,1}, 0, false,false,false)
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end
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upStarProperty=PracticeManager.fourQuadrantUpStarPropMap[_professionId]
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this.UpdateBtnStateAndCostShow()
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this.UpdateProperty(propertyList)
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this.UpdateStarLv()
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@ -326,23 +349,25 @@ function this.UpdateProperty(_propertyInfoList)
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_propertyInfoMap[_propertyInfoList[i].propertyId]=_propertyInfoList[i].propertyNum
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end
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end
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for key,limitValue in ipairs(propertyLimit)do
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local obj=this.propertyGrid.transform:GetChild(key-1)
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for i = 1, #propertyType do
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local obj=this.propertyGrid.transform:GetChild(i-1)
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local bar=Util.GetGameObject(obj.gameObject,"progressBg/progressBar"):GetComponent("Image")
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local propertyValueText=Util.GetGameObject(obj.gameObject,"propertyValue"):GetComponent("Text")
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local propertyNameText=Util.GetGameObject(obj.gameObject,"propertyName"):GetComponent("Text")
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local propertyIcon=Util.GetGameObject(obj.gameObject,"propertyIcon"):GetComponent("Image")
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propertyIcon.sprite=this.spLoader:LoadSprite(PropertyTypeIconDef[key])
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propertyNameText.text=string.format("%s神将%s",this.curProfessionName,PropertyName[key])
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local propertyNum=_propertyInfoMap[key] and _propertyInfoMap[key] or 0;
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local propertyId=propertyType[i]
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propertyIcon.sprite=this.spLoader:LoadSprite(PropertyTypeIconDef[propertyId])
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propertyNameText.text=string.format("%s神将%s",this.curProfessionName,PropertyName[propertyId])
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local propertyNum=_propertyInfoMap[propertyId] and _propertyInfoMap[propertyId] or 0;
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local curPropLimit=propertyLimit[propertyId]
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if this.professionLv>0 then
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local progressNum=_propertyInfoMap[key]-lastPropertyLimit[key]
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local progressLimit=limitValue-lastPropertyLimit[key]
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local progressNum=_propertyInfoMap[propertyId]-lastPropertyLimit[propertyId]
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local progressLimit=curPropLimit-lastPropertyLimit[propertyId]
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bar.fillAmount = progressNum/progressLimit
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else
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bar.fillAmount = propertyNum/limitValue
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bar.fillAmount = propertyNum/curPropLimit
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end
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propertyValueText.text=string.format("%s/%s",propertyNum,limitValue)
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propertyValueText.text=string.format("%s/%s",propertyNum,curPropLimit)
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end
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this.UpdateBtnStateAndCostShow()
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_isReqLvUp = false
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@ -502,6 +502,17 @@ function this.HeroCalculateFourQuaWarForce(_professionId)
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end
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end
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end
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if this.GetFourQuadrantGongmingLv()>0 then
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local fourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",this.GetFourQuadrantGongmingLv())
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for i = 1, #fourQuadConfig.PropResonance do
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local propAdd=fourQuadConfig.PropResonance[i]
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if addAllProVal[propAdd[1]] then
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addAllProVal[propAdd[1]]=addAllProVal[propAdd[1]]+propAdd[2]
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else
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addAllProVal[propAdd[1]]=propAdd[2]
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end
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end
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end
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return addAllProVal
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end
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