[神将信息展示]======神将信息修改
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@ -2188,6 +2188,7 @@ SkillType={
|
||||||
Pu = 1 ,--普技
|
Pu = 1 ,--普技
|
||||||
Jue = 2 ,--绝技
|
Jue = 2 ,--绝技
|
||||||
Bei = 3 ,--被动技
|
Bei = 3 ,--被动技
|
||||||
|
Fei = 4, --飞升被动
|
||||||
}
|
}
|
||||||
SkillTypeStr={
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SkillTypeStr={
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||||||
[1] = Language[12083] ,--普技
|
[1] = Language[12083] ,--普技
|
||||||
|
@ -2725,6 +2726,7 @@ EquipTreasureTypeStr = {
|
||||||
{"r_hero_pu_zh",
|
{"r_hero_pu_zh",
|
||||||
"r_hero_jue_zh",
|
"r_hero_jue_zh",
|
||||||
"r_hero_bei_zh",
|
"r_hero_bei_zh",
|
||||||
|
"r_hero_fei_zh",
|
||||||
"r_hero_jineng_fahong", --法宝 4
|
"r_hero_jineng_fahong", --法宝 4
|
||||||
"r_hero_jineng_tianjin", --天赋角标 9
|
"r_hero_jineng_tianjin", --天赋角标 9
|
||||||
"r_hero_jineng_tianhong", --天赋角标 10
|
"r_hero_jineng_tianhong", --天赋角标 10
|
||||||
|
|
|
@ -585,18 +585,13 @@ function GetPassiveByMaxStar2(heroConfig,list,star)
|
||||||
for i = 1,#list do
|
for i = 1,#list do
|
||||||
local id=list[i][2]
|
local id=list[i][2]
|
||||||
if id<=heroRankUp.Id then
|
if id<=heroRankUp.Id then
|
||||||
--table.insert(aaa,list[i])
|
table.insert(aaa,list[i])
|
||||||
-- if skillList[id] then
|
--skillList[id]=list[i]
|
||||||
-- skillList[id]=
|
|
||||||
-- else
|
|
||||||
|
|
||||||
-- end
|
|
||||||
skillList[id]=list[i]
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
for key, value in pairs(skillList) do
|
-- for key, value in pairs(skillList) do
|
||||||
table.insert(aaa,value)
|
-- table.insert(aaa,value)
|
||||||
end
|
-- end
|
||||||
end
|
end
|
||||||
return aaa
|
return aaa
|
||||||
end
|
end
|
||||||
|
@ -1439,13 +1434,15 @@ end
|
||||||
|
|
||||||
--获取技能类型 data 当前技能数据
|
--获取技能类型 data 当前技能数据
|
||||||
function GetSkillType(data)
|
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
|
if data.skillConfig.Type == SkillType.Pu then
|
||||||
return SkillIconType[SkillType.Pu]--普技
|
return SkillIconType[SkillType.Pu]--普技
|
||||||
elseif data.skillConfig.Type == SkillType.Jue then
|
elseif data.skillConfig.Type == SkillType.Jue then
|
||||||
return SkillIconType[SkillType.Jue]--绝技
|
return SkillIconType[SkillType.Jue]--绝技
|
||||||
elseif data.skillConfig.Type == SkillType.Bei then
|
elseif data.skillConfig.Type == SkillType.Bei then
|
||||||
return SkillIconType[SkillType.Bei]--被动技
|
return SkillIconType[SkillType.Bei]--被动技
|
||||||
|
elseif data.skillConfig.Type == SkillType.Fei then
|
||||||
|
return SkillIconType[SkillType.Fei]--被动技
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
|
@ -301,8 +301,8 @@ function this:UpdateHeroInfoData()
|
||||||
end
|
end
|
||||||
|
|
||||||
--天赋
|
--天赋
|
||||||
self.talentBtn:SetActive(false)
|
self.talentBtn:SetActive(true)
|
||||||
local talentBtnImage = heroStar == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
|
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)
|
self.talentBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(talentBtnImage)
|
||||||
local OpenPassiveSkillRules = heroStar >= HeroManager.awakeNextStarIndex and heroConFigData.Awaken or heroConFigData.OpenPassiveSkillRules
|
local OpenPassiveSkillRules = heroStar >= HeroManager.awakeNextStarIndex and heroConFigData.Awaken or heroConFigData.OpenPassiveSkillRules
|
||||||
OpenPassiveSkillRules=GetPassiveByMaxStar(heroConFigData,OpenPassiveSkillRules)
|
OpenPassiveSkillRules=GetPassiveByMaxStar(heroConFigData,OpenPassiveSkillRules)
|
||||||
|
|
|
@ -36,6 +36,7 @@ function HandBookRoleInfoLayout:InitComponent()
|
||||||
self.allProButton=Util.GetGameObject(self.gameObject,"allProButton")
|
self.allProButton=Util.GetGameObject(self.gameObject,"allProButton")
|
||||||
|
|
||||||
self.skillGrid=Util.GetGameObject(self.gameObject,"skill")
|
self.skillGrid=Util.GetGameObject(self.gameObject,"skill")
|
||||||
|
self.skillGrid2=Util.GetGameObject(self.gameObject,"skill2")
|
||||||
self.line1=Util.GetGameObject(self.skillGrid,"line1")
|
self.line1=Util.GetGameObject(self.skillGrid,"line1")
|
||||||
self.line2=Util.GetGameObject(self.skillGrid,"line2")
|
self.line2=Util.GetGameObject(self.skillGrid,"line2")
|
||||||
self.line3=Util.GetGameObject(self.gameObject,"skillBtns/line3")
|
self.line3=Util.GetGameObject(self.gameObject,"skillBtns/line3")
|
||||||
|
@ -65,7 +66,7 @@ function HandBookRoleInfoLayout:BindEvent()
|
||||||
|
|
||||||
|
|
||||||
end
|
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)
|
--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)
|
function HandBookRoleInfoLayout:OnShow(sortingOrder,parent,_heroConFigData,_curStar)
|
||||||
self.gameObject:SetActive(true)
|
self.gameObject:SetActive(true)
|
||||||
|
@ -76,6 +77,7 @@ function HandBookRoleInfoLayout:SetData(sortingOrder,parent,_heroConFigData,_cur
|
||||||
orginLayer=self.sortingOrder+2
|
orginLayer=self.sortingOrder+2
|
||||||
self.btnsLayer.sortingOrder=orginLayer
|
self.btnsLayer.sortingOrder=orginLayer
|
||||||
heroConFigData = _heroConFigData
|
heroConFigData = _heroConFigData
|
||||||
|
curStar=_curStar
|
||||||
if _curStar and _curStar > 5 then
|
if _curStar and _curStar > 5 then
|
||||||
self:OnShowHeroData(2,_curStar,_lv)
|
self:OnShowHeroData(2,_curStar,_lv)
|
||||||
else
|
else
|
||||||
|
@ -292,6 +294,7 @@ function HandBookRoleInfoLayout:OnShowHeroData(_starType,star,_lv)
|
||||||
Util.AddClick(self.posBtn, function()
|
Util.AddClick(self.posBtn, function()
|
||||||
UIManager.OpenPanel(UIName.RolePosInfoPopup,heroConFigData,star)
|
UIManager.OpenPanel(UIName.RolePosInfoPopup,heroConFigData,star)
|
||||||
end)
|
end)
|
||||||
|
self:SkillInfo()
|
||||||
end
|
end
|
||||||
|
|
||||||
function HandBookRoleInfoLayout:SetBtnsLayer()
|
function HandBookRoleInfoLayout:SetBtnsLayer()
|
||||||
|
@ -363,6 +366,69 @@ function HandBookRoleInfoLayout:OnHide()
|
||||||
self.gameObject:SetActive(false)
|
self.gameObject:SetActive(false)
|
||||||
end
|
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)
|
--界面关闭时调用(用于子类重写)
|
||||||
function HandBookRoleInfoLayout:OnClose()
|
function HandBookRoleInfoLayout:OnClose()
|
||||||
|
|
||||||
|
|
|
@ -2471,6 +2471,7 @@ function this.GetCurHeroSidAndCurStarAllSkillDatas2(sid, star)
|
||||||
local allSkillDatas = {}
|
local allSkillDatas = {}
|
||||||
local skillIndex = 1
|
local skillIndex = 1
|
||||||
local curHeroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, sid)
|
local curHeroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, sid)
|
||||||
|
local heroRankUp = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig,"Type",2,"OpenStar",star)
|
||||||
if curHeroConfig.OpenSkillRules then
|
if curHeroConfig.OpenSkillRules then
|
||||||
for i = 1, #curHeroConfig.OpenSkillRules do
|
for i = 1, #curHeroConfig.OpenSkillRules do
|
||||||
if curHeroConfig.OpenSkillRules[i][1] == star then
|
if curHeroConfig.OpenSkillRules[i][1] == star then
|
||||||
|
@ -2488,7 +2489,7 @@ function this.GetCurHeroSidAndCurStarAllSkillDatas2(sid, star)
|
||||||
if OpenPassiveSkillRules then
|
if OpenPassiveSkillRules then
|
||||||
local list={}
|
local list={}
|
||||||
for i = 1, #OpenPassiveSkillRules do
|
for i = 1, #OpenPassiveSkillRules do
|
||||||
if OpenPassiveSkillRules[i][1] <= star then
|
if OpenPassiveSkillRules[i][1] <=heroRankUp.Id then
|
||||||
local heroSkill = {}
|
local heroSkill = {}
|
||||||
heroSkill.skillId = OpenPassiveSkillRules[i][3]
|
heroSkill.skillId = OpenPassiveSkillRules[i][3]
|
||||||
local index=OpenPassiveSkillRules[i][2]
|
local index=OpenPassiveSkillRules[i][2]
|
||||||
|
|
|
@ -75,7 +75,8 @@ function RewardItemSingleShowPopup:BindEvent()
|
||||||
if rg.ShowItem then
|
if rg.ShowItem then
|
||||||
local id = rg.ShowItem[1][1]
|
local id = rg.ShowItem[1][1]
|
||||||
if itemConfigData.ItemType == ItemType.HeroDebris then
|
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)
|
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, id, star)
|
||||||
elseif itemConfigData.ItemType == ItemType.LingShouChip then
|
elseif itemConfigData.ItemType == ItemType.LingShouChip then
|
||||||
UIManager.OpenPanel(UIName.PokemonGetInfoPopup, false,id)
|
UIManager.OpenPanel(UIName.PokemonGetInfoPopup, false,id)
|
||||||
|
|
|
@ -151,10 +151,13 @@ function RoleGetInfoPopup:OnOpen(...)
|
||||||
heroSId=data[2]
|
heroSId=data[2]
|
||||||
heroStar=data[3]
|
heroStar=data[3]
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
function RoleGetInfoPopup:OnShow()
|
function RoleGetInfoPopup:OnShow()
|
||||||
allSkillDatas = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroSId,10)
|
allSkillDatas = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroSId,heroStar)
|
||||||
local heroSData=ConfigManager.GetConfigData(ConfigName.HeroConfig, heroSId)
|
local heroSData=ConfigManager.GetConfigData(ConfigName.HeroConfig, heroSId)
|
||||||
|
--heroStar=heroSData.MaxRank
|
||||||
|
|
||||||
if isGet then
|
if isGet then
|
||||||
this.GetShowPanelData()
|
this.GetShowPanelData()
|
||||||
--天赋
|
--天赋
|
||||||
|
@ -165,10 +168,10 @@ function RoleGetInfoPopup:OnShow()
|
||||||
else
|
else
|
||||||
this.NoGetShowPanelData()
|
this.NoGetShowPanelData()
|
||||||
end
|
end
|
||||||
|
LogError("breakid=="..breakId.." upstarid=="..upStarId)
|
||||||
local talentBtnImage = heroStar == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
|
local talentBtnImage = heroStar == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
|
||||||
this.talentBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(talentBtnImage)
|
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
|
if OpenPassiveSkillRules then
|
||||||
local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroSData,breakId,upStarId)
|
local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroSData,breakId,upStarId)
|
||||||
this.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
|
this.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
|
||||||
|
@ -190,13 +193,19 @@ function RoleGetInfoPopup:OnShow()
|
||||||
this.selsectSkillImage:SetActive(false)
|
this.selsectSkillImage:SetActive(false)
|
||||||
this.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
|
this.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
|
||||||
local triggerCallBack
|
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
|
for i = 1, this.skillGrid.transform.childCount do
|
||||||
this.skillGrid.transform:GetChild(i-1).gameObject:SetActive(false)
|
this.skillGrid.transform:GetChild(i-1).gameObject:SetActive(false)
|
||||||
end
|
end
|
||||||
LogError("skill len=="..#skillList)
|
|
||||||
local passList=GetPassiveByMaxStar(heroSData,heroSData.OpenPassiveSkillRules)
|
|
||||||
LogError("pass len=="..#passList)
|
|
||||||
for i = 1, #skillList do
|
for i = 1, #skillList do
|
||||||
if skillList[i] and skillList[i].skillConfig and GetLanguageStrById(skillList[i].skillConfig.Name) then
|
if skillList[i] and skillList[i].skillConfig and GetLanguageStrById(skillList[i].skillConfig.Name) then
|
||||||
local go = this.skillGrid.transform:GetChild(i-1).gameObject
|
local go = this.skillGrid.transform:GetChild(i-1).gameObject
|
||||||
|
@ -215,7 +224,19 @@ function RoleGetInfoPopup:OnShow()
|
||||||
local skillData = {}
|
local skillData = {}
|
||||||
skillData.skillConfig = skillList[i].skillConfig
|
skillData.skillConfig = skillList[i].skillConfig
|
||||||
local maxLv= HeroManager.GetHeroSkillMaxLevel(heroSData.Id,skillData.skillConfig.Type)
|
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
|
this.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
|
||||||
triggerCallBack = function (panelType, p)
|
triggerCallBack = function (panelType, p)
|
||||||
if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭,把层级设回去
|
if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭,把层级设回去
|
||||||
|
|
|
@ -20,7 +20,7 @@ function this:InitComponent()
|
||||||
this.desList[i].go = Util.GetGameObject(this.desGrid, "des"..i)
|
this.desList[i].go = Util.GetGameObject(this.desGrid, "des"..i)
|
||||||
this.desList[i].des = Util.GetGameObject(this.desList[i].go, "Text"):GetComponent("Text")
|
this.desList[i].des = Util.GetGameObject(this.desList[i].go, "Text"):GetComponent("Text")
|
||||||
end
|
end
|
||||||
|
this.hintTxt=Util.GetGameObject(self.transform,"Content/Text"):GetComponent("Text")
|
||||||
this.rect=Util.GetGameObject(self.transform,"Content"):GetComponent("RectTransform")
|
this.rect=Util.GetGameObject(self.transform,"Content"):GetComponent("RectTransform")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -78,13 +78,14 @@ function this:OnOpen(...)
|
||||||
--获取RoleInfoPanel的curUpStarData,以获取妖灵师最高等级
|
--获取RoleInfoPanel的curUpStarData,以获取妖灵师最高等级
|
||||||
this.skillTypeText.gameObject:SetActive(false)
|
this.skillTypeText.gameObject:SetActive(false)
|
||||||
this.skillTypeImage.enabled = true
|
this.skillTypeImage.enabled = true
|
||||||
if curSkillData.skillConfig.Type == SkillType.Pu then
|
-- if curSkillData.skillConfig.Type == SkillType.Pu then
|
||||||
this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Pu])--普技
|
-- this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Pu])--普技
|
||||||
elseif curSkillData.skillConfig.Type == SkillType.Jue then
|
-- elseif curSkillData.skillConfig.Type == SkillType.Jue then
|
||||||
this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Jue])--绝技
|
-- this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Jue])--绝技
|
||||||
elseif curSkillData.skillConfig.Type == SkillType.Bei then
|
-- elseif curSkillData.skillConfig.Type == SkillType.Bei then
|
||||||
this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Bei])--被动技
|
-- this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Bei])--被动技
|
||||||
end
|
-- end
|
||||||
|
this.skillTypeImage.sprite=this.spLoader:LoadSprite(GetSkillType(curSkillData))
|
||||||
-- this.cureffect.transform:DOAnchorPosY(0,0,true)
|
-- this.cureffect.transform:DOAnchorPosY(0,0,true)
|
||||||
-- this.cureffect.text = GetCurrSkillConfigDesc(curSkillData.skillConfig,soulLv)
|
-- this.cureffect.text = GetCurrSkillConfigDesc(curSkillData.skillConfig,soulLv)
|
||||||
for i = 1,#this.desList do
|
for i = 1,#this.desList do
|
||||||
|
@ -100,6 +101,14 @@ function this:OnOpen(...)
|
||||||
this.desList[2].go.gameObject:SetActive(true)
|
this.desList[2].go.gameObject:SetActive(true)
|
||||||
this.desList[2].des.text = "觉醒后效果:\n"..GetCurrSkillConfigDesc(nextCfg.skillConfig,soulLv)
|
this.desList[2].des.text = "觉醒后效果:\n"..GetCurrSkillConfigDesc(nextCfg.skillConfig,soulLv)
|
||||||
end
|
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
|
end
|
||||||
|
|
||||||
--界面关闭时调用(用于子类重写)
|
--界面关闭时调用(用于子类重写)
|
||||||
|
|
|
@ -385,6 +385,8 @@ function this.SkillInfo()
|
||||||
this.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"icon").transform.position
|
this.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"icon").transform.position
|
||||||
local skillData = {}
|
local skillData = {}
|
||||||
skillData.skillConfig = skillList[i].skillConfig
|
skillData.skillConfig = skillList[i].skillConfig
|
||||||
|
skillData.isOpen=skillList[i].isOpen
|
||||||
|
skillData.needStar=skillList[i].needStar
|
||||||
local nextData=nil
|
local nextData=nil
|
||||||
if curHeroData.star<11 and i>2 then
|
if curHeroData.star<11 and i>2 then
|
||||||
nextData=skillList2[i]
|
nextData=skillList2[i]
|
||||||
|
@ -496,6 +498,7 @@ function this.GetSkillsData()
|
||||||
|
|
||||||
local OpenPassiveSkillRules = curHeroData.star >= HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
|
local OpenPassiveSkillRules = curHeroData.star >= HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
|
||||||
OpenPassiveSkillRules=GetPassiveByMaxStar(curHeroData.heroConfig,OpenPassiveSkillRules)
|
OpenPassiveSkillRules=GetPassiveByMaxStar(curHeroData.heroConfig,OpenPassiveSkillRules)
|
||||||
|
LogError("breakid=="..curHeroData.breakId.." upstarid=="..curHeroData.upStarId)
|
||||||
if OpenPassiveSkillRules then
|
if OpenPassiveSkillRules then
|
||||||
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
||||||
-- LogError("#OpenPassiveSkillRules=="..#OpenPassiveSkillRules.." compoundNum=="..compoundNum)
|
-- LogError("#OpenPassiveSkillRules=="..#OpenPassiveSkillRules.." compoundNum=="..compoundNum)
|
||||||
|
|
|
@ -866,6 +866,7 @@ function this:UpdateHeroInfoData()
|
||||||
tianfuIcon = "r_tongyong_tianfu_icon" --10星
|
tianfuIcon = "r_tongyong_tianfu_icon" --10星
|
||||||
end
|
end
|
||||||
this.tianfuClick:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_tianfu_zh")
|
this.tianfuClick:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_tianfu_zh")
|
||||||
|
LogError("breakid=="..curHeroData.breakId.." upstarid=="..curHeroData.upStarId)
|
||||||
if OpenPassiveSkillRules then
|
if OpenPassiveSkillRules then
|
||||||
this.tianfuBtn:SetActive(true)
|
this.tianfuBtn:SetActive(true)
|
||||||
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
||||||
|
|