【鸿蒙阵修改】
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f28818d4aa
commit
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@ -76,7 +76,7 @@ function EnvoyItem:OnOpen()
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end
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self.timer_text.text = ""
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self.data.time = 0
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self.AddImage:SetActive(true)
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end,"取消","确认")
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end)
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-- body
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@ -124,9 +124,11 @@ function EnvoyItem:SetItem(go,data)
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self.Empty:SetActive(true)
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if self.data.time-GetTimeStamp() > 0 then
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-- body
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print("进错了....."..self.data.time-GetTimeStamp())
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self.AddImage:SetActive(false)
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self.RedPoint:SetActive(false)
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else
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print("进错了")
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self.AddImage:SetActive(true)
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self.RedPoint:SetActive(true)
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end
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@ -206,9 +206,10 @@ function this:SetInitList()
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local list = {}
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local count = 0;
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--LogBlue("this.GuardList长度:"..LengthOfTable(this.GuardList))
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for key, value in pairs(this.GuardList) do
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for key, value in pairs(this.hongmengGuards) do
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if value.heroId ~= "" then
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table.insert(list,value)
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local singleHero = HeroManager.GetSingleHeroData(value.heroId)
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table.insert(list,singleHero)
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end
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end
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@ -255,10 +256,9 @@ function this:SetTowerInit()
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for key, value in pairs(this.hongmengGuards) do
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if value.heroId ~= "" then
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local data = HeroManager.GetSingleHeroData(value.heroId)
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table.insert(list,data)
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local singleHero = HeroManager.GetSingleHeroData(value.heroId)
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table.insert(list,singleHero)
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end
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end
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--LogBlue("#this.hongmengHeroInfos"..#this.hongmengHeroInfos)
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@ -397,10 +397,11 @@ function this:GetAdditions()
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end
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function this.GetSingleAdditions(type)
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if this.hongmengAdditions then
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if this.hongmengAdditions then
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-- body
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for i = 1, #this.hongmengAdditions do
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if this.hongmengAdditions[i].additionType == type then
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--print("!!!!!!!"..this.hongmengAdditions[i].value.."####"..type)
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return this.hongmengAdditions[i].value
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end
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end
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@ -487,7 +488,6 @@ function this:IsShowGongMingEqiup(id)
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if id == this.hongmengHeroInfos[i].heroId then
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return true
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else
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end
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end
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@ -164,19 +164,23 @@ function GongMingResultTips:OnOpen(flag)
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if EquipTreasureManager.GetSingleTreasureByIdDyn(herodata.jewels[2]) then
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-- body
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if EquipTreasureManager.GetSingleTreasureByIdDyn(herodata.jewels[2]).lv then
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if EquipTreasureManager.GetSingleTreasureByIdDyn(herodata.jewels[2]).lv > 0 then
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Util.GetGameObject(this.TextOneAll,"textHun"):GetComponent("Text").text = string.format("%d",EquipTreasureManager.GetSingleTreasureByIdDyn(herodata.jewels[2]).lv)
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HunDegree = EquipTreasureManager.GetSingleTreasureByIdDyn(herodata.jewels[2]).lv
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else
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Util.GetGameObject(this.TextOneAll,"textHun"):GetComponent("Text").text = "无"
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end
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else
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Util.GetGameObject(this.TextOneAll,"textHun"):GetComponent("Text").text = "无"
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end
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if EquipTreasureManager.GetSingleTreasureByIdDyn(herodata.jewels[1]) then
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-- body
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if EquipTreasureManager.GetSingleTreasureByIdDyn(herodata.jewels[1]).lv then
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if EquipTreasureManager.GetSingleTreasureByIdDyn(herodata.jewels[1]).lv > 0 then
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-- bodyLingDegree
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Util.GetGameObject(this.TextOneAll,"textLing"):GetComponent("Text").text = string.format("%d",EquipTreasureManager.GetSingleTreasureByIdDyn(herodata.jewels[1]).lv)
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LingDegree = EquipTreasureManager.GetSingleTreasureByIdDyn(herodata.jewels[1]).lv
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else
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Util.GetGameObject(this.TextOneAll,"textLing"):GetComponent("Text").text = "无"
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end
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else
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Util.GetGameObject(this.TextOneAll,"textLing"):GetComponent("Text").text = "无"
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@ -80,7 +80,7 @@ function GongMingResultTips:OnOpen(skinId)
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elseif data[i].additionType == 2 then
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if data[i].value == -1 then
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-- body
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self.upStarSkillTextPreEquip:GetComponent("Text").text = string.format("\t\t\t\t\t\t\t<color=red>无</color>")
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self.upStarSkillTextPreEquip:GetComponent("Text").text = string.format("\t\t\t\t\t\t<color=red>无</color>")
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else
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local equip = ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,data[i].value)
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@ -101,7 +101,7 @@ function GongMingResultTips:OnOpen(skinId)
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self.upStarSkillTextPreHun:GetComponent("Text").text = ""
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else
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self.upStarSkillTextPreHun:SetActive(true)
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self.upStarSkillTextPreHun:GetComponent("Text").text = string.format("\t\t\t\t\t\t\t<color=red>无</color>")
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self.upStarSkillTextPreHun:GetComponent("Text").text = string.format("\t\t\t\t\t\t<color=red>无</color>")
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end
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end
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@ -122,7 +122,7 @@ function GongMingResultTips:OnOpen(skinId)
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self.upStarSkillTextPreSoul:GetComponent("Text").text =""
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else
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self.upStarSkillTextPreSoul:SetActive(true)
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self.upStarSkillTextPreSoul:GetComponent("Text").text = string.format("\t\t\t\t\t\t\t<color=red>无</color>")
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self.upStarSkillTextPreSoul:GetComponent("Text").text = string.format("\t\t\t\t\t\t<color=red>无</color>")
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end
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@ -135,7 +135,7 @@ function GongMingResultTips:OnOpen(skinId)
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print(data[i].heroTid )
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self.upStarSkillTextPreFa:GetComponent("Text").text =string.format("\t\t\t\t\t\t<color=green>%d</color>(%s)",data[i].value,ConfigManager.TryGetConfigData(ConfigName.HeroConfig, data[i].heroTid).ReadingName)
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else
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self.upStarSkillTextPreFa:GetComponent("Text").text =string.format("\t\t\t\t\t\t\t<color=red>无</color>")
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self.upStarSkillTextPreFa:GetComponent("Text").text =string.format("\t\t\t\t\t\t<color=red>无</color>")
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end
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end
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@ -288,10 +288,36 @@ function HongMengEnvoyPanel:OnOpen(equipSId)
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self.GradeText.text = string.format("%d/%d", HarmonyManager.hongmengAdditions[1].value, sum)
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self:IsUpBtnGray()
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self:InitTextMum()
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self:CheckEvoyEquip()
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self:RunTimerFun()
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-- self.timerEffect:Start()
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end
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--检测鸿蒙守卫装备是否够24件
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function HongMengEnvoyPanel:CheckEvoyEquip()
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-- body
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local list= {}
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HarmonyManager.equipCount = 0
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for i = 1, #HarmonyManager.hongmengGuards do
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-- body
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if HarmonyManager.hongmengGuards[i].heroId ~= "" then
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-- body
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local singleHero = HeroManager.GetSingleHeroData(HarmonyManager.hongmengGuards[i].heroId)
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table.insert(list,singleHero)
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end
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end
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for i = 1, #list do
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-- body
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if list[i].equipIdList then
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-- body
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for i = 1, #list[i].equipIdList do
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-- body
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HarmonyManager.equipCount = HarmonyManager.equipCount + 1
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end
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end
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end
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print(HarmonyManager.equipCount)
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end
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function HongMengEnvoyPanel:InitTextMum()
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local HeroCount = 0
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local Box = #HarmonyManager.hongmengHeroInfos + #HarmonyManager.hongmengGuards
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@ -64,7 +64,7 @@ end
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--装备
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HeroData.__get__.equipIdList = function(self)
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local equipStar = HarmonyManager.GetSingleAdditions(HarmonyAddType.AddEquip)
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--LogPink("self._equipIdList "..equipStar )
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--LogPink("self._equipIdList "..equipStar.." @@@@@@"..#self._equipIdList )
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if #self._equipIdList > 0 then
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self.harmonyGongMing = false
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return self._equipIdList
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@ -76,7 +76,7 @@ HeroData.__get__.equipIdList = function(self)
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end
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self.harmonyGongMing = true
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return curEquipIdList
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else
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else
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self.harmonyGongMing = false
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return self._equipIdList
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end
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@ -92,7 +92,7 @@ HeroData.__get__.talismanList = function(self)
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--LogPink("法宝2 `````````` "..self._id)
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if heroConfig and not heroConfig.EquipTalismana then
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self.harmonyGongMing = false
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self.harmonyFaGongMing = false
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-- LogPink("法宝3 `````````` "..self._talismanList)
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return 0
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end
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@ -100,11 +100,11 @@ HeroData.__get__.talismanList = function(self)
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if Equip > 0 and HarmonyManager.IsInfo(self.dynamicId) then
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--print(curlvEen," "..self.heroConfig.ReadingName)
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local endLv = Equip > self._talismanList and Equip or self._talismanList
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self.harmonyGongMing = true
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self.harmonyFaGongMing = true
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--LogPink("法宝4 `````````` "..endLv)
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return endLv
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else
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self.harmonyGongMing = false
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self.harmonyFaGongMing = false
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--LogPink("法宝5 `````````` "..self._talismanList)
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return self._talismanList
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end
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@ -74,13 +74,14 @@ function RoleChooseListPanel:BindEvent()
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NetManager.SendGongMingBox(TempData.dynamicId,HarmonyManager.GongMingBox,4,function (msg)
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-- body
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Game.GlobalEvent:DispatchEvent(GameEvent.HongMeng.UpHongMengEnvoy,data)
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UIManager.OpenPanel(UIName.GongMingResultPanel,self.flag)
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--UIManager.OpenPanel(UIName.GongMingResultPanel,self.flag)
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HarmonyManager.WarPowerChangeNotify(TempData.dynamicId)
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end)
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else
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HarmonyManager:SetGongMingList(TempData.dynamicId)
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if HarmonyManager.equipCount == 24 then
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LogGreen("脱装备")
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for i = 1, #TempData.equipIdList do
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HeroManager.SetHeroEquipIdList(TempData.dynamicId, {})
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EquipManager.DeleteSingleEquip(TempData.equipIdList[i],TempData.dynamicId)
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@ -175,6 +175,8 @@ function RoleEquipPanel:BindEvent()
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Util.AddOnceClick(
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this.allEquipDown,
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function()
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--HarmonyManager:IsShowGongMingEqiup(curHeroData.dnyamicId) and
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print(tostring(HarmonyManager:IsShowGongMingEqiup(curHeroData.dnyamicId)),tostring(curHeroData.harmonyGongMing))
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if HarmonyManager:IsShowGongMingEqiup(curHeroData.dynamicId) and curHeroData.harmonyGongMing then
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-- body
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PopupTipPanel.ShowTip("共鸣装备,无法一键卸下")
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@ -425,7 +427,7 @@ function this:AllEquipUpBtnOnClick()
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-- LogYellow("isCanUpEquipTreasure:"..tostring(isCanUpEquipTreasure))
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if (allEquipIds and #allEquipIds > 0) or (isCanUpEquipTreasure and allTreasureIds and #allTreasureIds > 0) then
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--isCanUpEquipTreasure
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if allEquipIds and #allEquipIds > 0 then
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if allEquipIds and #allEquipIds > 0 and not curHeroData.harmonyGongMing then
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-- for i = 1, #allEquipIds do
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-- LogGreen("一键装备"..allEquipIds[i])
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-- end
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@ -446,6 +448,9 @@ function this:AllEquipUpBtnOnClick()
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end
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)
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end
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if curHeroData.harmonyGongMing then
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PopupTipPanel.ShowTip("装备共鸣中,不可一键装备!")
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end
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--穿戴宝物
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if isCanUpEquipTreasure and allTreasureIds and #allTreasureIds > 0 then
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-- for i = 1, #allTreasureIds do
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@ -501,7 +501,7 @@ function this:UpdateHeroInfoData()
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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.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData) and (not HarmonyManager.IsChangeColor(curHeroData.dynamicId)))
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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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@ -78,7 +78,7 @@ function RoleTalismanPanelV2:BindEvent()
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end)
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--进阶按钮
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Util.AddClick(this.advanceBtn, function()
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if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
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if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
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PopupTipPanel.ShowTip("无法对共鸣神将进行此操作!")
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return
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end
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@ -152,7 +152,8 @@ end
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--刷新界面
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function this.OnShowHeroAndTalisman()
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this.advanceBtnRedPot:SetActive(teamHero[curHeroData.dynamicId] and HeroManager.GetIsShowTalismanRedPoint(curHeroData))
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--print(tostring(curHeroData.harmonyFaGongMing))
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this.advanceBtnRedPot:SetActive(teamHero[curHeroData.dynamicId] and HeroManager.GetIsShowTalismanRedPoint(curHeroData) and (not HarmonyManager.IsChangeColor(curHeroData.dynamicId)))
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this.content:DOAnchorPosY(0, 0)
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local data = ConfigManager.GetConfigData(ConfigName.HeroConfig,curHeroData.id).EquipTalismana--当前法宝数据 data[1]星级 data[2]法宝ID
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--获取法宝最大等级
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@ -164,7 +165,7 @@ function this.OnShowHeroAndTalisman()
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curTalismanConFig= ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",data[2],"Level",curLv)
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--判断共鸣状态 置灰按钮
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if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
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if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
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Util.SetGray(this.advanceBtn,true)
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else
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Util.SetGray(this.advanceBtn,false)
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@ -111,7 +111,7 @@ function HarmonyView:OnOpen()
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end
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end
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HarmonyManager.equipCount = 0
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for i = 1, #self.HongMengData do
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if self.HongMengData[i] then
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-- body
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@ -125,6 +125,7 @@ function HarmonyView:OnOpen()
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end
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end
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print("装备个数"..HarmonyManager.equipCount)
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-- for i = 0, #self.GongMingTable do
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-- if i == 5 then
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-- self:SetItem(self.HongMengData[i+1],self.GongMingTable[i],1)
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