[神将信息展示]======神将信息修改

dev_chengFeng
wangzhenxing 2022-05-19 16:38:52 +08:00
parent 0cad7e593a
commit 3b4e771d16
20 changed files with 8014 additions and 2901 deletions

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@ -2188,6 +2188,7 @@ SkillType={
Pu = 1 ,--普技
Jue = 2 ,--绝技
Bei = 3 ,--被动技
Fei = 4, --飞升被动
}
SkillTypeStr={
[1] = Language[12083] ,--普技
@ -2725,6 +2726,7 @@ EquipTreasureTypeStr = {
{"r_hero_pu_zh",
"r_hero_jue_zh",
"r_hero_bei_zh",
"r_hero_fei_zh",
"r_hero_jineng_fahong", --法宝 4
"r_hero_jineng_tianjin", --天赋角标 9
"r_hero_jineng_tianhong", --天赋角标 10

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@ -585,18 +585,13 @@ function GetPassiveByMaxStar2(heroConfig,list,star)
for i = 1,#list do
local id=list[i][2]
if id<=heroRankUp.Id then
--table.insert(aaa,list[i])
-- if skillList[id] then
-- skillList[id]=
-- else
-- end
skillList[id]=list[i]
table.insert(aaa,list[i])
--skillList[id]=list[i]
end
end
for key, value in pairs(skillList) do
table.insert(aaa,value)
end
-- for key, value in pairs(skillList) do
-- table.insert(aaa,value)
-- end
end
return aaa
end
@ -1439,13 +1434,15 @@ end
--获取技能类型 data 当前技能数据
function GetSkillType(data)
local SkillIconType={"r_hero_pu_zh","r_hero_jue_zh","r_hero_bei_zh"}
local SkillIconType={"r_hero_pu_zh","r_hero_jue_zh","r_hero_bei_zh","r_hero_fei_zh"}
if data.skillConfig.Type == SkillType.Pu then
return SkillIconType[SkillType.Pu]--普技
elseif data.skillConfig.Type == SkillType.Jue then
return SkillIconType[SkillType.Jue]--绝技
elseif data.skillConfig.Type == SkillType.Bei then
return SkillIconType[SkillType.Bei]--被动技
elseif data.skillConfig.Type == SkillType.Fei then
return SkillIconType[SkillType.Fei]--被动技
end
end

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@ -301,8 +301,8 @@ function this:UpdateHeroInfoData()
end
--天赋
self.talentBtn:SetActive(false)
local talentBtnImage = heroStar == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
self.talentBtn:SetActive(true)
local talentBtnImage ="r_hero_tianfu_zh" -- heroStar == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
self.talentBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(talentBtnImage)
local OpenPassiveSkillRules = heroStar >= HeroManager.awakeNextStarIndex and heroConFigData.Awaken or heroConFigData.OpenPassiveSkillRules
OpenPassiveSkillRules=GetPassiveByMaxStar(heroConFigData,OpenPassiveSkillRules)

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@ -36,6 +36,7 @@ function HandBookRoleInfoLayout:InitComponent()
self.allProButton=Util.GetGameObject(self.gameObject,"allProButton")
self.skillGrid=Util.GetGameObject(self.gameObject,"skill")
self.skillGrid2=Util.GetGameObject(self.gameObject,"skill2")
self.line1=Util.GetGameObject(self.skillGrid,"line1")
self.line2=Util.GetGameObject(self.skillGrid,"line2")
self.line3=Util.GetGameObject(self.gameObject,"skillBtns/line3")
@ -65,7 +66,7 @@ function HandBookRoleInfoLayout:BindEvent()
end
local curStar
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function HandBookRoleInfoLayout:OnShow(sortingOrder,parent,_heroConFigData,_curStar)
self.gameObject:SetActive(true)
@ -76,6 +77,7 @@ function HandBookRoleInfoLayout:SetData(sortingOrder,parent,_heroConFigData,_cur
orginLayer=self.sortingOrder+2
self.btnsLayer.sortingOrder=orginLayer
heroConFigData = _heroConFigData
curStar=_curStar
if _curStar and _curStar > 5 then
self:OnShowHeroData(2,_curStar,_lv)
else
@ -292,6 +294,7 @@ function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv)
Util.AddClick(self.posBtn, function()
UIManager.OpenPanel(UIName.RolePosInfoPopup,heroConFigData,star)
end)
self:SkillInfo()
end
function HandBookRoleInfoLayout:SetBtnsLayer()
@ -363,6 +366,69 @@ function HandBookRoleInfoLayout:OnHide()
self.gameObject:SetActive(false)
end
function HandBookRoleInfoLayout:SkillInfo()
self.skillGrid2:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroConFigData.Id,curStar)
local skillList2 = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroConFigData.Id,12)
for i = 1, self.skillGrid2.transform.childCount do
self.skillGrid2.transform:GetChild(i-1).gameObject:SetActive(false)
end
for i = 1, #skillList do
if skillList[i] and skillList[i].skillConfig and GetLanguageStrById(skillList[i].skillConfig.Name) then
local go = self.skillGrid2.transform:GetChild(i-1).gameObject
go:SetActive(true)
Util.GetGameObject(go.transform,"s"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(skillList[i].skillConfig.Icon))
local typeImg=Util.GetGameObject(go.transform,"SkillTypeImage")
typeImg:GetComponent("Image").sprite=this.spLoader:LoadSprite(GetSkillType(skillList[i]))
local sText = Util.GetGameObject(go.transform,"s/Text"):GetComponent("Text")
sText.text=GetLanguageStrById(skillList[i].skillConfig.Name)
sText.fontSize = GetCurLanguage() ~= 2 and 30 or 25
Util.SetGray(go,skillList[i].isOpen)
if skillList[i].isOpen then
LogError("skillList[i].needStar=="..skillList[i].needStar)
sText.text=NumToSimplenessFont[skillList[i].needStar].."星解锁"
end
local pro=Util.GetGameObject(go.transform,"pro")
local proText=Util.GetGameObject(go.transform,"pro/Text"):GetComponent("Text")
if skillList[i].skillConfig.Skilltips and skillList[i].skillConfig.Skilltips~=0 then
pro:SetActive(true)
proText.text=SkillProType[skillList[i].skillConfig.Skilltips]
else
pro:SetActive(false)
end
Util.AddOnceClick(Util.GetGameObject(go.transform,"s"), function()
if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
end
self.selsectSkillImage:SetActive(true)
self.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"s").transform.position
local skillData = {}
skillData.skillConfig = skillList[i].skillConfig
local nextData=nil
if curStar<11 and i>2 then
nextData=skillList2[i]
end
local maxLv= HeroManager.GetHeroSkillMaxLevel(heroConFigData.Id,skillData.skillConfig.Type)
local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i,nextData)
self.skillGrid2:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
triggerCallBack = function (panelType, p)
if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭把层级设回去
self.skillGrid2:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
self.selsectSkillImage:SetActive(false)
end
end
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
end)
end
end
end
--界面关闭时调用(用于子类重写)
function HandBookRoleInfoLayout:OnClose()

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@ -2471,6 +2471,7 @@ function this.GetCurHeroSidAndCurStarAllSkillDatas2(sid, star)
local allSkillDatas = {}
local skillIndex = 1
local curHeroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, sid)
local heroRankUp = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig,"Type",2,"OpenStar",star)
if curHeroConfig.OpenSkillRules then
for i = 1, #curHeroConfig.OpenSkillRules do
if curHeroConfig.OpenSkillRules[i][1] == star then
@ -2488,7 +2489,7 @@ function this.GetCurHeroSidAndCurStarAllSkillDatas2(sid, star)
if OpenPassiveSkillRules then
local list={}
for i = 1, #OpenPassiveSkillRules do
if OpenPassiveSkillRules[i][1] <= star then
if OpenPassiveSkillRules[i][1] <=heroRankUp.Id then
local heroSkill = {}
heroSkill.skillId = OpenPassiveSkillRules[i][3]
local index=OpenPassiveSkillRules[i][2]

View File

@ -75,7 +75,8 @@ function RewardItemSingleShowPopup:BindEvent()
if rg.ShowItem then
local id = rg.ShowItem[1][1]
if itemConfigData.ItemType == ItemType.HeroDebris then
local star = itemConfig[id].Quantity
local hero = ConfigManager.GetConfigData(ConfigName.HeroConfig, id)
local star =hero.MaxRank
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, id, star)
elseif itemConfigData.ItemType == ItemType.LingShouChip then
UIManager.OpenPanel(UIName.PokemonGetInfoPopup, false,id)

View File

@ -151,10 +151,13 @@ function RoleGetInfoPopup:OnOpen(...)
heroSId=data[2]
heroStar=data[3]
end
end
function RoleGetInfoPopup:OnShow()
allSkillDatas = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroSId,10)
allSkillDatas = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroSId,heroStar)
local heroSData=ConfigManager.GetConfigData(ConfigName.HeroConfig, heroSId)
--heroStar=heroSData.MaxRank
if isGet then
this.GetShowPanelData()
--天赋
@ -165,15 +168,15 @@ function RoleGetInfoPopup:OnShow()
else
this.NoGetShowPanelData()
end
LogError("breakid=="..breakId.." upstarid=="..upStarId)
local talentBtnImage = heroStar == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
this.talentBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(talentBtnImage)
local OpenPassiveSkillRules = heroStar == HeroManager.awakeNextStarIndex and heroSData.Awaken or heroSData.OpenPassiveSkillRules
local OpenPassiveSkillRules = heroStar >= HeroManager.awakeNextStarIndex and heroSData.Awaken or heroSData.OpenPassiveSkillRules
if OpenPassiveSkillRules then
local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroSData,breakId,upStarId)
this.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
end
--技能 布局变动
self.skillLine.gameObject:SetActive(not (heroSData.OpenPassiveSkillRules == nil and heroSData.EquipTalismana==nil))
if heroSData.OpenPassiveSkillRules == nil and heroSData.EquipTalismana==nil then
@ -190,13 +193,19 @@ function RoleGetInfoPopup:OnShow()
this.selsectSkillImage:SetActive(false)
this.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
local triggerCallBack
local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroSData.Id,10)
local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroSData.Id,heroStar)
local skillList2=nil
local isAwake=false
if heroStar>11 then
isAwake=true
skillList2 = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroSData.Id,10)
else
end
for i = 1, this.skillGrid.transform.childCount do
this.skillGrid.transform:GetChild(i-1).gameObject:SetActive(false)
end
LogError("skill len=="..#skillList)
local passList=GetPassiveByMaxStar(heroSData,heroSData.OpenPassiveSkillRules)
LogError("pass len=="..#passList)
for i = 1, #skillList do
if skillList[i] and skillList[i].skillConfig and GetLanguageStrById(skillList[i].skillConfig.Name) then
local go = this.skillGrid.transform:GetChild(i-1).gameObject
@ -215,7 +224,19 @@ function RoleGetInfoPopup:OnShow()
local skillData = {}
skillData.skillConfig = skillList[i].skillConfig
local maxLv= HeroManager.GetHeroSkillMaxLevel(heroSData.Id,skillData.skillConfig.Type)
local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i)
local nextData
local panel
if skillList2 then
nextData=skillList2[i]
--飞升技能
if i==6 then
panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i)
else
panel = UIManager.OpenPanel(UIName.SkillInfoPopup,nextData,1,10,maxLv,i,skillData)
end
else
panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i)
end
this.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
triggerCallBack = function (panelType, p)
if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭把层级设回去

View File

@ -20,7 +20,7 @@ function this:InitComponent()
this.desList[i].go = Util.GetGameObject(this.desGrid, "des"..i)
this.desList[i].des = Util.GetGameObject(this.desList[i].go, "Text"):GetComponent("Text")
end
this.hintTxt=Util.GetGameObject(self.transform,"Content/Text"):GetComponent("Text")
this.rect=Util.GetGameObject(self.transform,"Content"):GetComponent("RectTransform")
end
@ -78,13 +78,14 @@ function this:OnOpen(...)
--获取RoleInfoPanel的curUpStarData以获取妖灵师最高等级
this.skillTypeText.gameObject:SetActive(false)
this.skillTypeImage.enabled = true
if curSkillData.skillConfig.Type == SkillType.Pu then
this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Pu])--普技
elseif curSkillData.skillConfig.Type == SkillType.Jue then
this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Jue])--绝技
elseif curSkillData.skillConfig.Type == SkillType.Bei then
this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Bei])--被动技
end
-- if curSkillData.skillConfig.Type == SkillType.Pu then
-- this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Pu])--普技
-- elseif curSkillData.skillConfig.Type == SkillType.Jue then
-- this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Jue])--绝技
-- elseif curSkillData.skillConfig.Type == SkillType.Bei then
-- this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Bei])--被动技
-- end
this.skillTypeImage.sprite=this.spLoader:LoadSprite(GetSkillType(curSkillData))
-- this.cureffect.transform:DOAnchorPosY(0,0,true)
-- this.cureffect.text = GetCurrSkillConfigDesc(curSkillData.skillConfig,soulLv)
for i = 1,#this.desList do
@ -100,6 +101,14 @@ function this:OnOpen(...)
this.desList[2].go.gameObject:SetActive(true)
this.desList[2].des.text = "觉醒后效果:\n"..GetCurrSkillConfigDesc(nextCfg.skillConfig,soulLv)
end
if curSkillData.isOpen then
--LogError("skillList[i].needStar=="..skillList[i].needStar)
this.hintTxt.gameObject:SetActive(true)
this.hintTxt.text=" "..NumToSimplenessFont[curSkillData.needStar].."星解锁"
else
this.hintTxt.gameObject:SetActive(false)
end
end
--界面关闭时调用(用于子类重写)

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@ -385,6 +385,8 @@ function this.SkillInfo()
this.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"icon").transform.position
local skillData = {}
skillData.skillConfig = skillList[i].skillConfig
skillData.isOpen=skillList[i].isOpen
skillData.needStar=skillList[i].needStar
local nextData=nil
if curHeroData.star<11 and i>2 then
nextData=skillList2[i]
@ -496,6 +498,7 @@ function this.GetSkillsData()
local OpenPassiveSkillRules = curHeroData.star >= HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
OpenPassiveSkillRules=GetPassiveByMaxStar(curHeroData.heroConfig,OpenPassiveSkillRules)
LogError("breakid=="..curHeroData.breakId.." upstarid=="..curHeroData.upStarId)
if OpenPassiveSkillRules then
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
-- LogError("#OpenPassiveSkillRules=="..#OpenPassiveSkillRules.." compoundNum=="..compoundNum)

View File

@ -866,6 +866,7 @@ function this:UpdateHeroInfoData()
tianfuIcon = "r_tongyong_tianfu_icon" --10星
end
this.tianfuClick:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_tianfu_zh")
LogError("breakid=="..curHeroData.breakId.." upstarid=="..curHeroData.upStarId)
if OpenPassiveSkillRules then
this.tianfuBtn:SetActive(true)
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)