Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-07-09 18:38:19 +08:00
commit 429bbb32cd
8 changed files with 49586 additions and 533 deletions

File diff suppressed because it is too large Load Diff

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@ -1570,21 +1570,18 @@ function SetRankNumFrame(spLoader, rankNum)
end
function SetSoulEffect(quality,root)
local effect = Util.GetGameObject(root,"UI_Effect_Kuang_JinSe")
local effect1 = Util.GetGameObject(root,"UI_Effect_jinkuang_Fang")
local effect2 = Util.GetGameObject(root,"UI_Effect_jinkuang_Yuan")
-- if quality >= 7 then
-- effect1.gameObject:SetActive(true)
-- effect2.gameObject:SetActive(true)
-- effect.gameObject:SetActive(false)
-- else
-- effect1.gameObject:SetActive(false)
-- effect2.gameObject:SetActive(false)
-- effect.gameObject:SetActive(true)
-- end
effect1.gameObject:SetActive(false)
effect2.gameObject:SetActive(false)
effect.gameObject:SetActive(true)
local effect1 = Util.GetGameObject(root,"UI_Effect_Kuang_JinSe")
local effect2 = Util.GetGameObject(root,"UI_Effect_Kuang_HongSe")
local effect3 = Util.GetGameObject(root,"UI_effect_WuCai_Kuang")
if quality then
effect1:SetActive(quality == 5)
effect2:SetActive(quality == 6)
effect3:SetActive(quality == 7)
else
effect1:SetActive(false)
effect2:SetActive(false)
effect3:SetActive(false)
end
end
--- 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)
Util.GetGameObject(_go.gameObject, "GameObject/name"):GetComponent("Text").text = str
local upHeroInage = Util.GetGameObject(_go.transform, "GameObject/item/upHeroInage")
local UI_Effect_jinkuang_Fang = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_jinkuang_Fang")
if(UI_Effect_jinkuang_Fang) then
UI_Effect_jinkuang_Fang:SetActive(false)
local UI_Effect_Kuang_HongSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_HongSe")
if UI_Effect_Kuang_HongSe then
UI_Effect_Kuang_HongSe:SetActive(false)
end
local UI_Effect_jinkuang_Yuan = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_jinkuang_Yuan")
if(UI_Effect_jinkuang_Yuan) then
UI_Effect_jinkuang_Yuan:SetActive(false)
local UI_effect_WuCai_Kuang = Util.GetGameObject(_go.transform, "GameObject/effects/UI_effect_WuCai_Kuang")
if UI_effect_WuCai_Kuang then
UI_effect_WuCai_Kuang:SetActive(false)
end
local UI_Effect_Kuang_JinSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_JinSe")
if(UI_Effect_Kuang_JinSe) then
if UI_Effect_Kuang_JinSe then
UI_Effect_Kuang_JinSe:SetActive(false)
end
upHeroInage:SetActive(false)
@ -355,7 +355,7 @@ function this.SingleItemDataShow(_go, _itemData)
Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(true)
Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName))
elseif _itemData.itemConfig.ItemType == ItemType.HunYin then
SetSoulEffect(itemConfig[_itemData.itemConfig.Id].Quantity,Util.GetGameObject(_go.transform, "GameObject/effects"))
SetSoulEffect(itemConfig[_itemData.itemConfig.Id].Quantity1,Util.GetGameObject(_go.transform, "GameObject/effects"))
Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false)
Util.GetGameObject(_go.gameObject, "GameObject/item/icon"):SetActive(false)
Util.GetGameObject(_go.gameObject, "GameObject/item/circleFrameBg"):SetActive(true)

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@ -65,11 +65,10 @@ end
function this:RemoveListener()
end
local sortingOrder = 0
local sortingOrder2 = 0
function this:OnSortingOrderChange(_sortingOrder)
sortingOrder = _sortingOrder
for i, v in pairs(allGo) do
Util.AddParticleSortLayer( Util.GetGameObject(v,"UI_effect_WuCai_Kuang/juneng_chenggong (1)"),_sortingOrder - sortingOrder )
Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
end
end
function this:OnShow(_openThisPanel)
@ -97,7 +96,6 @@ function this.OnShowData()
-- PlayUIAnim(go.gameObject)
-- end, 0.001 * (index - 1)):Start()
-- end)
sortingOrder2 = sortingOrder
end
function this.ShowGoldNum(equipSign)
for i = 1, #needGold do
@ -144,7 +142,10 @@ function this.ShowTitleEquipData(_go,equipSign,index)
end
function this.SingleItemDataShow(_go,_curequipSign)
allGo[_go] = _go
if not allGo[_go] then
allGo[_go] = _go
Util.AddParticleSortLayer(_go, sortingOrder)
end
local curequipSign = _curequipSign
Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(curequipSign.Quality))
--Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID))
@ -153,7 +154,6 @@ function this.SingleItemDataShow(_go,_curequipSign)
Util.GetGameObject(_go.transform,"circleFrameBg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circleBg2)
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text= SubString2(string.gsub(GetLanguageStrById(curequipSign.Name),Language[11520],""),6);--curequipSign.Name
Util.GetGameObject(_go.transform, "UI_effect_WuCai_Kuang"):SetActive(curequipSign.Quality == 7)
Util.AddParticleSortLayer( Util.GetGameObject(_go,"UI_effect_WuCai_Kuang/juneng_chenggong (1)"), sortingOrder - sortingOrder2 )
local choosed =Util.GetGameObject(_go.transform, "choosed")
choosed:SetActive(curSelectSoulPrint.Id == curequipSign.Id)
--local redPoint = Util.GetGameObject(_go.transform,"redPoint")

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@ -70,8 +70,8 @@ end
function SoulPrintHandBook:OnSortingOrderChange()
--特效层级重设
for i=1,#list do
Util.SetParticleSortLayer(list[i], this.sortingOrder+1)
for _, v in pairs(list) do
Util.SetParticleSortLayer(v, this.sortingOrder+1)
end
orginLayer = self.sortingOrder
end
@ -152,23 +152,19 @@ function this.OnRefresh(index)
end
--预设容器
list={}
this.scrollView:SetData(tempData,function(index,root)
this.SetScrollPre(root,tempData[index])
table.insert(list,root)
list[root] = root
end)
this.scrollView:SetIndex(1)
--特效层级重设
for i=1,#list do
Util.SetParticleSortLayer(list[i], this.sortingOrder+1)
end
orginLayer2 = this.sortingOrder
orginLayer = this.sortingOrder
end
--设置预设
function this.SetScrollPre(root,data)
SetSoulEffect(data.Quality,root)
Util.SetParticleSortLayer(root, this.sortingOrder+1)
SetSoulEffect(itemConfig[data.Id].Quantity1,root)
local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image")
local icon=Util.GetGameObject(root,"circleFrameBg/Icon"):GetComponent("Image")
local name=Util.GetGameObject(root,"Name"):GetComponent("Text")

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@ -117,8 +117,8 @@ function SoulPrintPanel:RemoveListener()
end
function SoulPrintPanel:OnSortingOrderChange()
--特效层级重设
for i=1,#list do
Util.SetParticleSortLayer(list[i], self.sortingOrder)
for _, v in pairs(list) do
Util.SetParticleSortLayer(v, self.sortingOrder)
end
end
@ -353,10 +353,9 @@ function this.SetScrollData()
this.empty:SetActive(#data==0)
this.ShowRedPotDataAndSort(data)
list={}
this.scrollView:SetData(data,function(index,root)
this.SetScrollPre(root,data[index])
table.insert(list,root)
list[root] = root
end)
if isPlayAnim then
if isFristOpenTime then
@ -370,10 +369,6 @@ function this.SetScrollData()
SecTorPlayAnimByScroll(this.scrollView)
isPlayAnim = false
end
--特效层级重设
for i=1,#list do
Util.SetParticleSortLayer(list[i], this.sortingOrder)
end
this.scrollView:SetIndex(1)
end
--设置魂印列表预设
@ -383,7 +378,8 @@ function this.SetScrollPre(root,data)
-- else
-- root.gameObject:SetActive(true)
-- end
SetSoulEffect(equipConfig[data.id].Quality,root)
Util.SetParticleSortLayer(root, this.sortingOrder + 1)
SetSoulEffect(itemConfig[data.id].Quantity1, root)
local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image")
local icon=Util.GetGameObject(root,"Icon"):GetComponent("Image")