Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
429bbb32cd
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@ -1570,21 +1570,18 @@ function SetRankNumFrame(spLoader, rankNum)
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end
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function SetSoulEffect(quality,root)
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local effect = Util.GetGameObject(root,"UI_Effect_Kuang_JinSe")
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local effect1 = Util.GetGameObject(root,"UI_Effect_jinkuang_Fang")
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local effect2 = Util.GetGameObject(root,"UI_Effect_jinkuang_Yuan")
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-- if quality >= 7 then
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-- effect1.gameObject:SetActive(true)
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-- effect2.gameObject:SetActive(true)
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-- effect.gameObject:SetActive(false)
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-- else
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-- effect1.gameObject:SetActive(false)
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-- effect2.gameObject:SetActive(false)
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-- effect.gameObject:SetActive(true)
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-- end
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effect1.gameObject:SetActive(false)
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effect2.gameObject:SetActive(false)
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effect.gameObject:SetActive(true)
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local effect1 = Util.GetGameObject(root,"UI_Effect_Kuang_JinSe")
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local effect2 = Util.GetGameObject(root,"UI_Effect_Kuang_HongSe")
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local effect3 = Util.GetGameObject(root,"UI_effect_WuCai_Kuang")
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if quality then
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effect1:SetActive(quality == 5)
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effect2:SetActive(quality == 6)
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effect3:SetActive(quality == 7)
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else
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effect1:SetActive(false)
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effect2:SetActive(false)
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effect3:SetActive(false)
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end
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end
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--- 本方法适用滚动条中 生成item的使用 (主要适用每条滚动条item数量不定的滚动条中)
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@ -265,16 +265,16 @@ function this.SingleItemDataShow(_go, _itemData)
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Util.GetGameObject(_go.gameObject, "GameObject/name"):GetComponent("Text").text = str
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local upHeroInage = Util.GetGameObject(_go.transform, "GameObject/item/upHeroInage")
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local UI_Effect_jinkuang_Fang = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_jinkuang_Fang")
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if(UI_Effect_jinkuang_Fang) then
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UI_Effect_jinkuang_Fang:SetActive(false)
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local UI_Effect_Kuang_HongSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_HongSe")
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if UI_Effect_Kuang_HongSe then
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UI_Effect_Kuang_HongSe:SetActive(false)
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end
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local UI_Effect_jinkuang_Yuan = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_jinkuang_Yuan")
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if(UI_Effect_jinkuang_Yuan) then
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UI_Effect_jinkuang_Yuan:SetActive(false)
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local UI_effect_WuCai_Kuang = Util.GetGameObject(_go.transform, "GameObject/effects/UI_effect_WuCai_Kuang")
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if UI_effect_WuCai_Kuang then
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UI_effect_WuCai_Kuang:SetActive(false)
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end
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local UI_Effect_Kuang_JinSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_JinSe")
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if(UI_Effect_Kuang_JinSe) then
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if UI_Effect_Kuang_JinSe then
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UI_Effect_Kuang_JinSe:SetActive(false)
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end
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upHeroInage:SetActive(false)
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@ -355,7 +355,7 @@ function this.SingleItemDataShow(_go, _itemData)
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(true)
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName))
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elseif _itemData.itemConfig.ItemType == ItemType.HunYin then
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SetSoulEffect(itemConfig[_itemData.itemConfig.Id].Quantity,Util.GetGameObject(_go.transform, "GameObject/effects"))
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SetSoulEffect(itemConfig[_itemData.itemConfig.Id].Quantity1,Util.GetGameObject(_go.transform, "GameObject/effects"))
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Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false)
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Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):SetActive(false)
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Util.GetGameObject(_go.gameObject, "GameObject/item/circleFrameBg"):SetActive(true)
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@ -65,11 +65,10 @@ end
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function this:RemoveListener()
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end
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local sortingOrder = 0
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local sortingOrder2 = 0
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function this:OnSortingOrderChange(_sortingOrder)
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sortingOrder = _sortingOrder
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for i, v in pairs(allGo) do
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Util.AddParticleSortLayer( Util.GetGameObject(v,"UI_effect_WuCai_Kuang/juneng_chenggong (1)"),_sortingOrder - sortingOrder )
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Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
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end
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end
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function this:OnShow(_openThisPanel)
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@ -97,7 +96,6 @@ function this.OnShowData()
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-- PlayUIAnim(go.gameObject)
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-- end, 0.001 * (index - 1)):Start()
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-- end)
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sortingOrder2 = sortingOrder
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end
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function this.ShowGoldNum(equipSign)
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for i = 1, #needGold do
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@ -144,7 +142,10 @@ function this.ShowTitleEquipData(_go,equipSign,index)
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end
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function this.SingleItemDataShow(_go,_curequipSign)
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allGo[_go] = _go
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if not allGo[_go] then
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allGo[_go] = _go
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Util.AddParticleSortLayer(_go, sortingOrder)
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end
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local curequipSign = _curequipSign
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(curequipSign.Quality))
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--Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID))
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@ -153,7 +154,6 @@ function this.SingleItemDataShow(_go,_curequipSign)
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Util.GetGameObject(_go.transform,"circleFrameBg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circleBg2)
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Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text= SubString2(string.gsub(GetLanguageStrById(curequipSign.Name),Language[11520],""),6);--curequipSign.Name
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Util.GetGameObject(_go.transform, "UI_effect_WuCai_Kuang"):SetActive(curequipSign.Quality == 7)
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Util.AddParticleSortLayer( Util.GetGameObject(_go,"UI_effect_WuCai_Kuang/juneng_chenggong (1)"), sortingOrder - sortingOrder2 )
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local choosed =Util.GetGameObject(_go.transform, "choosed")
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choosed:SetActive(curSelectSoulPrint.Id == curequipSign.Id)
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--local redPoint = Util.GetGameObject(_go.transform,"redPoint")
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@ -70,8 +70,8 @@ end
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function SoulPrintHandBook:OnSortingOrderChange()
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--特效层级重设
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for i=1,#list do
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Util.SetParticleSortLayer(list[i], this.sortingOrder+1)
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for _, v in pairs(list) do
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Util.SetParticleSortLayer(v, this.sortingOrder+1)
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end
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orginLayer = self.sortingOrder
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end
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@ -152,23 +152,19 @@ function this.OnRefresh(index)
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end
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--预设容器
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list={}
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this.scrollView:SetData(tempData,function(index,root)
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this.SetScrollPre(root,tempData[index])
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table.insert(list,root)
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list[root] = root
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end)
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this.scrollView:SetIndex(1)
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--特效层级重设
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for i=1,#list do
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Util.SetParticleSortLayer(list[i], this.sortingOrder+1)
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end
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orginLayer2 = this.sortingOrder
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orginLayer = this.sortingOrder
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end
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--设置预设
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function this.SetScrollPre(root,data)
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SetSoulEffect(data.Quality,root)
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Util.SetParticleSortLayer(root, this.sortingOrder+1)
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SetSoulEffect(itemConfig[data.Id].Quantity1,root)
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local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image")
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local icon=Util.GetGameObject(root,"circleFrameBg/Icon"):GetComponent("Image")
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local name=Util.GetGameObject(root,"Name"):GetComponent("Text")
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@ -117,8 +117,8 @@ function SoulPrintPanel:RemoveListener()
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end
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function SoulPrintPanel:OnSortingOrderChange()
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--特效层级重设
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for i=1,#list do
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Util.SetParticleSortLayer(list[i], self.sortingOrder)
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for _, v in pairs(list) do
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Util.SetParticleSortLayer(v, self.sortingOrder)
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end
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end
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@ -353,10 +353,9 @@ function this.SetScrollData()
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this.empty:SetActive(#data==0)
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this.ShowRedPotDataAndSort(data)
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list={}
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this.scrollView:SetData(data,function(index,root)
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this.SetScrollPre(root,data[index])
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table.insert(list,root)
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list[root] = root
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end)
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if isPlayAnim then
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if isFristOpenTime then
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@ -370,10 +369,6 @@ function this.SetScrollData()
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SecTorPlayAnimByScroll(this.scrollView)
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isPlayAnim = false
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end
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--特效层级重设
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for i=1,#list do
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Util.SetParticleSortLayer(list[i], this.sortingOrder)
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end
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this.scrollView:SetIndex(1)
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end
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--设置魂印列表预设
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@ -383,7 +378,8 @@ function this.SetScrollPre(root,data)
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-- else
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-- root.gameObject:SetActive(true)
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-- end
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SetSoulEffect(equipConfig[data.id].Quality,root)
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Util.SetParticleSortLayer(root, this.sortingOrder + 1)
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SetSoulEffect(itemConfig[data.id].Quantity1, root)
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local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image")
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local icon=Util.GetGameObject(root,"Icon"):GetComponent("Image")
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