【角色信息】修复角色信息界面滑动立绘报错的问题
parent
39e8e1f894
commit
3baf785576
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@ -300,10 +300,9 @@ function this:RightBtnOnClick()
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this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(oldIndexConfigData.position[1],oldIndexConfigData.position[2]), 0.5, false):SetEase(Ease.Linear)
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this.rightLiveObj.transform:SetParent(this.curObj.transform)
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this.rightLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(rightHeroData.position[1],rightHeroData.position[2]), 0.5, false):OnComplete(function ()
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this:UpdateLiveList()
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this:UpdateHeroInfoData()
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this:UpdateLiveList()
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if this.curLiveObj then
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poolManager:UnLoadLive(this.curLiveObj.name, this.leftLiveObj)
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poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
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this.curLiveObj = nil
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end
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Util.ClearChild(this.leftObj.transform)
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@ -314,6 +313,8 @@ function this:RightBtnOnClick()
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SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
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this.rightBtn:GetComponent("Button").enabled = true
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isClickLeftOrRightBtn = true
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-- 更新显示,以及拖动组件目标
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this:UpdateHeroInfoData()
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end):SetEase(Ease.Linear)
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this:SetPanelBg(curHeroData.heroConfig)
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end
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@ -328,6 +329,7 @@ function this:LeftBtnOnClick()
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local oldIndexConfigData = heroDatas[index]
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index = (index - 1 > 0 and index - 1 or #heroDatas)
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curHeroData = heroDatas[index]
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--
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if this.rightLiveObj then
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poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj)
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this.rightLiveObj = nil
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@ -336,20 +338,25 @@ function this:LeftBtnOnClick()
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this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(oldIndexConfigData.position[1],oldIndexConfigData.position[2]), 0.5, false):SetEase(Ease.Linear)
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this.leftLiveObj.transform:SetParent(this.curObj.transform)
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this.leftLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(leftHeroData.position[1],leftHeroData.position[2]), 0.5, false):OnComplete(function ()
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this:UpdateLiveList()
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this:UpdateHeroInfoData()
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-- 更新数据
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this:UpdateLiveList()
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-- 销毁
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if this.curLiveObj then
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poolManager:UnLoadLive(this.curLiveObj.name, this.rightLiveObj)
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poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
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this.curLiveObj = nil
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end
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Util.ClearChild(this.rightObj.transform)
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-- 创建新的live
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this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData,this.rightObj)
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this.curLiveObj = this.leftLiveObj
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this.leftLiveObj = HeroManager.LoadHerolive(leftHeroData,this.leftObj)
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-- 播放一次动画
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local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
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this.leftBtn:GetComponent("Button").enabled = true
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isClickLeftOrRightBtn = true
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-- 更新显示,以及拖动组件目标
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this:UpdateHeroInfoData()
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end):SetEase(Ease.Linear)
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this:SetPanelBg(curHeroData.heroConfig)
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end
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@ -466,56 +473,56 @@ function this:UpdateHeroInfoData()
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this:OnPageTabChange(_CurPageIndex)
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local EquipSignUnlock = ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipSignUnlock
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if teamHero[curHeroData.dynamicId] then
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isUpZhen = true
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this.equipBtnRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0)
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this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData))
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this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData))
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else
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isUpZhen = false
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this.equipBtnRedPoint:SetActive(false)
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this.talismanBtnRedPoint:SetActive(false)
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this.soulPrintBtnRedPoint:SetActive(false)
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if teamHero[curHeroData.dynamicId] then
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isUpZhen = true
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this.equipBtnRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0)
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this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData))
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this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData))
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else
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isUpZhen = false
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this.equipBtnRedPoint:SetActive(false)
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this.talismanBtnRedPoint:SetActive(false)
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this.soulPrintBtnRedPoint:SetActive(false)
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end
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--角色定位按钮
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this.posBtn.gameObject:SetActive(curHeroData.heroConfig.ShowHeroLocation==1)
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--法宝按钮逻辑
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this.talismanBtn.gameObject:SetActive(TalismanManager.CheckTalismanIsInConfig(curHeroData))
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if TalismanManager.CheckTalismanIsInConfig(curHeroData) then
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talismanIsOpen = TalismanManager.GetCurHeroIsOpenTalisman(curHeroData)
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this.talismanInfo.gameObject:SetActive(not talismanIsOpen)
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Util.SetGray(this.talismanClick, not talismanIsOpen)
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Util.GetGameObject(this.talismanClick.transform, "lock"):SetActive(not talismanIsOpen)
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if not talismanIsOpen then
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Util.GetGameObject(this.talismanClick, "lock/Text"):GetComponent("Text").text = TalismanManager.GetCurHeroIsOpenTalismanStr()
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end
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--角色定位按钮
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this.posBtn.gameObject:SetActive(curHeroData.heroConfig.ShowHeroLocation==1)
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--法宝按钮逻辑
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this.talismanBtn.gameObject:SetActive(TalismanManager.CheckTalismanIsInConfig(curHeroData))
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if TalismanManager.CheckTalismanIsInConfig(curHeroData) then
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talismanIsOpen = TalismanManager.GetCurHeroIsOpenTalisman(curHeroData)
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this.talismanInfo.gameObject:SetActive(not talismanIsOpen)
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Util.SetGray(this.talismanClick, not talismanIsOpen)
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Util.GetGameObject(this.talismanClick.transform, "lock"):SetActive(not talismanIsOpen)
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if not talismanIsOpen then
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Util.GetGameObject(this.talismanClick, "lock/Text"):GetComponent("Text").text = TalismanManager.GetCurHeroIsOpenTalismanStr()
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end
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end
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--魂印按钮逻辑
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if curHeroData.heroConfig.RankupConsumeMaterial then
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this.soulPrintBtn:SetActive(PlayerManager.level>=EquipSignUnlock[1][2] and (#curHeroData.heroConfig.RankupConsumeMaterial + curHeroData.heroConfig.Star) >= EquipSignUnlock[2][2])
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else
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this.soulPrintBtn:SetActive(PlayerManager.level>=EquipSignUnlock[1][2] and curHeroData.heroConfig.Star >= EquipSignUnlock[2][2])
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end
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end
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--魂印按钮逻辑
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if curHeroData.heroConfig.RankupConsumeMaterial then
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this.soulPrintBtn:SetActive(PlayerManager.level>=EquipSignUnlock[1][2] and (#curHeroData.heroConfig.RankupConsumeMaterial + curHeroData.heroConfig.Star) >= EquipSignUnlock[2][2])
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else
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this.soulPrintBtn:SetActive(PlayerManager.level>=EquipSignUnlock[1][2] and curHeroData.heroConfig.Star >= EquipSignUnlock[2][2])
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end
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if this.curLiveObj then
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this.dragView.gameObject:SetActive(true)
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this.dragView:SetDragGO(this.curLiveObj)
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else
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this.dragView.gameObject:SetActive(false)
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end
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if this.curLiveObj then
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this.dragView.gameObject:SetActive(true)
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this.dragView:SetDragGO(this.curLiveObj)
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else
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this.dragView.gameObject:SetActive(false)
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end
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local starSize = Vector2.New(60,60)
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SetHeroStars(this.starGrid, curHeroData.star,2,starSize,-10,Vector2.New(0.5,0.5))
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this.posImage.sprite =Util.LoadSprite(curHeroData.professionIcon)
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this.posText.text = GetJobStrByJobNum(curHeroData.profession)
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this.heroName.text = curHeroData.name
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this.profession.sprite =Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
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--定位描述相关
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this.posBgImage.sprite=Util.LoadSprite(GetHeroPosBgStr(curHeroData.heroConfig.Profession))
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this.posImage.sprite=Util.LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
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this.posText.text=curHeroData.heroConfig.HeroLocation
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this.unlockImage:SetActive(curHeroData.lockState == 0)
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this.lockImage:SetActive(curHeroData.lockState == 1)
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local starSize = Vector2.New(60,60)
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SetHeroStars(this.starGrid, curHeroData.star,2,starSize,-10,Vector2.New(0.5,0.5))
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this.posImage.sprite =Util.LoadSprite(curHeroData.professionIcon)
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this.posText.text = GetJobStrByJobNum(curHeroData.profession)
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this.heroName.text = curHeroData.name
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this.profession.sprite =Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
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--定位描述相关
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this.posBgImage.sprite=Util.LoadSprite(GetHeroPosBgStr(curHeroData.heroConfig.Profession))
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this.posImage.sprite=Util.LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
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this.posText.text=curHeroData.heroConfig.HeroLocation
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this.unlockImage:SetActive(curHeroData.lockState == 0)
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this.lockImage:SetActive(curHeroData.lockState == 1)
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--魂印
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soulPrintIsOpen=SoulPrintManager.GetSoulPrintIsOpen(curHeroData)
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Util.GetGameObject(this.soulPrintBtn, "lock"):SetActive(not soulPrintIsOpen)
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