法宝归元界面提交
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File diff suppressed because it is too large
Load Diff
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@ -1631,6 +1631,7 @@ FUNC_OPNE_STATE = {
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-- 地图中图标对应的ID
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@ -1769,6 +1771,7 @@ GENERAL_POPUP_TYPE={
|
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EquipSingleSell=17,--装备单种出售 拉条
|
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TrialBomb=18,--次元炸弹
|
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RecruitConfirm=19,----神将召唤、限时召唤、乾坤宝盒 二次确认界面
|
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TalismanResolve=20,--法宝回归
|
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}
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--抽卡类型
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|
|
@ -23,6 +23,7 @@ function this.Initialize()
|
|||
this.Insert(FUNCTION_OPEN_TYPE.COMPOUND, mainCity)
|
||||
this.Insert(FUNCTION_OPEN_TYPE.RECURITY, mainCity)
|
||||
this.Insert(FUNCTION_OPEN_TYPE.ELEMENT_RECURITY, mainCity)
|
||||
this.Insert(FUNCTION_OPEN_TYPE.COMPOUND_HERO, mainCity)
|
||||
-- this.Insert(FUNCTION_OPEN_TYPE.SECRETBOX, mainCity)
|
||||
-- this.Insert(FUNCTION_OPEN_TYPE.TALENT_TREE, mainCity)
|
||||
-- this.Insert(FUNCTION_OPEN_TYPE.DIFFER_DEMONS, mainCity)
|
||||
|
|
|
|||
|
|
@ -298,7 +298,7 @@ function this.GetAllHeroDataMsinusUpWar(_sortTypeId,type) --0全部 1-6属性 7
|
|||
--筛选
|
||||
if heros and LengthOfTable(heros) > 0 then
|
||||
for i, v in pairs(heros) do
|
||||
if (v.lv > 1 and type == 1) or (v.lv > 0 and type == 2) then
|
||||
if (v.lv > 1 and type == 1) or (v.lv > 0 and type == 2) or (v.talismanList > 1 and type == 3) then
|
||||
if _sortTypeId == 0 then
|
||||
table.insert(heros2, v)
|
||||
-- elseif _sortTypeId >= 7 then
|
||||
|
|
@ -2257,6 +2257,40 @@ function this.GetHeroReturnItems(selectHeroData, type)
|
|||
end
|
||||
)
|
||||
return dropList
|
||||
elseif type == GENERAL_POPUP_TYPE.TalismanResolve then --法宝回归
|
||||
local specificValue = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 35).Value) / 10000
|
||||
local ShowItemlist = {}
|
||||
for i, v in pairs(selectHeroData) do
|
||||
local curHeroData = heroDatas[i]
|
||||
local temp = {}
|
||||
if curHeroData.talismanList > 1 then
|
||||
local temp1 =tonumber(ConfigManager.GetConfigData(ConfigName.HeroConfig, curHeroData.id).EquipTalismana[2])
|
||||
for i = 1, curHeroData.talismanList - 1 do
|
||||
temp = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",temp1,"Level",i).RankupBasicMaterial
|
||||
for i = 1,#temp do
|
||||
if not ShowItemlist[temp[i][1]] then
|
||||
ShowItemlist[temp[i][1]] = {temp[i][1], temp[i][2] * specificValue}
|
||||
else
|
||||
ShowItemlist[temp[i][1]] = {temp[i][1],ShowItemlist[temp[i][1]][2] + temp[i][2] * specificValue}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local dropList = {}
|
||||
for k, v in pairs(ShowItemlist) do
|
||||
local curReward = {}
|
||||
curReward.id = v[1]
|
||||
curReward.num = math.floor(v[2])
|
||||
table.insert(dropList, curReward)
|
||||
end
|
||||
table.sort(
|
||||
dropList,
|
||||
function(a, b)
|
||||
return itemConfig[a.id].Quantity > itemConfig[b.id].Quantity
|
||||
end
|
||||
)
|
||||
return dropList
|
||||
end
|
||||
end
|
||||
function this.GetHeroReturnItems2(ShowItemlist, allRewardData)
|
||||
|
|
|
|||
|
|
@ -4329,5 +4329,20 @@ function this.TakeArenaBattleRewardRequest(missionId, func)
|
|||
end)
|
||||
end
|
||||
|
||||
|
||||
--法宝归元
|
||||
function NetManager.EspecialEquipBackRequest(_heroIdLsit,func)
|
||||
local data = HeroInfoProto_pb.EspecialEquipBackRequest()
|
||||
for i = 1, #_heroIdLsit do
|
||||
data.heroIdLsit:append(_heroIdLsit[i])
|
||||
end
|
||||
local msg = data:SerializeToString()
|
||||
Network:SendMessageWithCallBack(MessageTypeProto_pb.ESPECIAL_EQUIP_BACK_REQUEST, MessageTypeProto_pb.ESPECIAL_EQUIP_BACK_RESPONSE, msg, function(buffer)
|
||||
local data = buffer:DataByte()
|
||||
local msg = HeroInfoProto_pb.EspecialEquipBackResponse()
|
||||
msg:ParseFromString(data)
|
||||
if func then
|
||||
func(msg)
|
||||
end
|
||||
end)
|
||||
end
|
||||
return this
|
||||
|
|
@ -43,6 +43,8 @@ local contentScripts = {
|
|||
[18] = {view = require("Modules/Popup/View/GeneralPopup_TrialBomb"), panelName = "GeneralPopup_TrialBomb",type=GENERAL_POPUP_TYPE.TrialBomb},
|
||||
--神将召唤、限时召唤、乾坤宝盒 二次确认界面
|
||||
[19] = {view = require("Modules/Popup/View/GeneralPopup_RecruitConfirm"), panelName = "GeneralPopup_RecruitConfirm",type=GENERAL_POPUP_TYPE.RecruitConfirm},
|
||||
--法宝回归
|
||||
[20] = {view = require("Modules/Popup/View/GeneralPopup_TalismanResolve"), panelName = "GeneralPopup_TalismanResolve",type=GENERAL_POPUP_TYPE.TalismanResolve},
|
||||
}
|
||||
--子模块预设
|
||||
local contentPrefabs={}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,81 @@
|
|||
----- 归元弹窗 -----
|
||||
local this = {}
|
||||
--传入父脚本模块
|
||||
local parent
|
||||
--层级
|
||||
local sortingOrder = 0
|
||||
--传入不定参
|
||||
local _args = {}
|
||||
--传入选择英雄计算返回奖励数据列表
|
||||
local dropList = {}
|
||||
--item容器
|
||||
local itemList = {}
|
||||
--传入选择英雄
|
||||
local selectHeroData
|
||||
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
|
||||
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
|
||||
function this:InitComponent(gameObject)
|
||||
this.titleText = Util.GetGameObject(gameObject, "TitleText"):GetComponent("Text")
|
||||
this.bodyText = Util.GetGameObject(gameObject, "BodyText"):GetComponent("Text")
|
||||
this.cancelBtn = Util.GetGameObject(gameObject, "CancelBtn")
|
||||
this.confirmBtn = Util.GetGameObject(gameObject, "ConfirmBtn")
|
||||
--滚动条根节点
|
||||
this.root = Util.GetGameObject(gameObject, "Root/Viewport/Content")
|
||||
end
|
||||
|
||||
function this:BindEvent()
|
||||
Util.AddClick(this.cancelBtn,function()
|
||||
parent:ClosePanel()
|
||||
end)
|
||||
Util.AddClick(this.confirmBtn,function()
|
||||
local data = {}
|
||||
for k,v in pairs(selectHeroData) do
|
||||
table.insert(data,v.dynamicId)
|
||||
end
|
||||
NetManager.EspecialEquipBackRequest(data, function(msg)
|
||||
for i = 1, #data do
|
||||
HeroManager.SetTalismanLv(data[i], 1)
|
||||
end
|
||||
PopupTipPanel.ShowTip("法宝归元成功!")
|
||||
parent:ClosePanel()
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
|
||||
ResolvePanel.SwitchView(1)
|
||||
end,0,nil,nil,1)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
function this:AddListener()
|
||||
end
|
||||
|
||||
function this:RemoveListener()
|
||||
end
|
||||
|
||||
function this:OnShow(_parent,...)
|
||||
parent=_parent
|
||||
sortingOrder =_parent.sortingOrder
|
||||
local args = {...}
|
||||
dropList = args[1]
|
||||
selectHeroData=args[2]
|
||||
this.root.transform:GetComponent("RectTransform"):DOAnchorPosX(0, 0)
|
||||
|
||||
this.titleText.text="确定归元"
|
||||
--返还比
|
||||
local num=tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/100
|
||||
this.bodyText.text = string.format("%s的法宝会重置为1阶,并返还进阶时消耗的金币和陨铁,是否确认归元?", num, "%")
|
||||
|
||||
local _data={}
|
||||
for i=1,#dropList do
|
||||
_data[i] = {dropList[i].id,dropList[i].num,nil,dropList[i].star}
|
||||
end
|
||||
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,8,1,sortingOrder,false,_data)
|
||||
end
|
||||
|
||||
function this:OnClose()
|
||||
end
|
||||
|
||||
function this:OnDestroy()
|
||||
end
|
||||
|
||||
return this
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c712aa2aacfd2ab4a84ae63764e52c71
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -5,27 +5,31 @@ local this = ResolvePanel
|
|||
local isSha=false--筛选按钮状态
|
||||
--Tab
|
||||
local TabBox = require("Modules/Common/TabBox")
|
||||
local _TabData={ [1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11785] },
|
||||
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11786] },
|
||||
[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12212] },
|
||||
}
|
||||
local _TabData={
|
||||
[1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11786] },
|
||||
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11785] },
|
||||
[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "法宝归元" },
|
||||
[4] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12212] },
|
||||
}
|
||||
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
|
||||
select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
|
||||
--子模块脚本
|
||||
this.contents = {
|
||||
--回溯
|
||||
[1] = {view = require("Modules/Resolve/View/Resolve_Recall"), panelName = "Resolve_Recall"},
|
||||
--献祭
|
||||
[2] = {view = require("Modules/Resolve/View/Resolve_Dismantle"), panelName = "Resolve_Dismantle"},
|
||||
[1] = {view = require("Modules/Resolve/View/Resolve_Dismantle"), panelName = "Resolve_Dismantle"},
|
||||
--回溯
|
||||
[2] = {view = require("Modules/Resolve/View/Resolve_Recall"), panelName = "Resolve_Recall"},
|
||||
--法宝归元
|
||||
[3] = {view = require("Modules/Resolve/View/Resolve_Talisman"), panelName = "Resolve_Talisman"},
|
||||
--宝物分解
|
||||
[3] = {view = require("Modules/Resolve/View/Resolve_EquipTreasure"), panelName = "Resolve_EquipTreasure"},
|
||||
[4] = {view = require("Modules/Resolve/View/Resolve_EquipTreasure"), panelName = "Resolve_EquipTreasure"},
|
||||
}
|
||||
--子模块预设
|
||||
this.prefabs={}
|
||||
--上一子模块索引
|
||||
local curIndex=0
|
||||
--Title资源名
|
||||
local titleImageName={"guiyuan","gongsong","h_xianji_fenjie"}
|
||||
local titleImageName={"guiyuan","gongsong","h_guiyuan_zi","h_xianji_fenjie"}
|
||||
local heroEndBtns = {}
|
||||
local tabSortType
|
||||
|
||||
|
|
|
|||
|
|
@ -11,16 +11,16 @@ local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
|
|||
local costItemId = 0
|
||||
|
||||
function this:InitComponent(gameObject)
|
||||
this.helpBtn=Util.GetGameObject(gameObject,"HelpBtn")
|
||||
this.helpBtn=Util.GetGameObject(gameObject,"Content/Resolve_Recall/HelpBtn")
|
||||
this.helpPos=this.helpBtn:GetComponent("RectTransform").localPosition
|
||||
this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
|
||||
this.confirmBtn=Util.GetGameObject(gameObject,"Content/Resolve_Recall/ConfirmBtn")
|
||||
--道具数量信息
|
||||
this.usePropIcon=Util.GetGameObject(gameObject,"UseProps/Icon"):GetComponent("Image")
|
||||
this.usePropInfo=Util.GetGameObject(gameObject,"UseProps/Info"):GetComponent("Text")
|
||||
this.empty=Util.GetGameObject(gameObject,"Empty")
|
||||
this.usePropIcon=Util.GetGameObject(gameObject,"Content/Resolve_Recall/UseProps/Icon"):GetComponent("Image")
|
||||
this.usePropInfo=Util.GetGameObject(gameObject,"Content/Resolve_Recall/UseProps/Info"):GetComponent("Text")
|
||||
this.empty=Util.GetGameObject(gameObject,"Content/Resolve_Recall/Empty")
|
||||
|
||||
this.cardPre = Util.GetGameObject(gameObject,"item")
|
||||
this.scrollbar = Util.GetGameObject(gameObject,"Scrollbar"):GetComponent("Scrollbar")
|
||||
this.scrollbar = Util.GetGameObject(gameObject,"Content/Resolve_Recall/Scrollbar"):GetComponent("Scrollbar")
|
||||
local v21 = Util.GetGameObject(gameObject, "Content/Resolve_Recall/ItemListRoot"):GetComponent("RectTransform").rect
|
||||
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "Content/Resolve_Recall/ItemListRoot").transform,
|
||||
this.cardPre, this.scrollbar, Vector2.New(-v21.x*2, -v21.y*2), 1, 5, Vector2.New(45,15))
|
||||
|
|
|
|||
|
|
@ -0,0 +1,239 @@
|
|||
----- 回溯 -----
|
||||
local this = {}
|
||||
local sortType=0
|
||||
local sortingOrder=0
|
||||
local tarHero={}--当前筛选后显示英雄列表
|
||||
local selectHeroData={}--选择的英雄list did = data
|
||||
local oldChoosed=nil--上一个选中英雄
|
||||
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
|
||||
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
|
||||
function this:InitComponent(gameObject)
|
||||
this.helpBtn=Util.GetGameObject(gameObject,"Content/Resolve_Talisman/HelpBtn")
|
||||
this.helpPos=this.helpBtn:GetComponent("RectTransform").localPosition
|
||||
this.confirmBtn=Util.GetGameObject(gameObject,"Content/Resolve_Talisman/ConfirmBtn")
|
||||
--道具数量信息
|
||||
Util.GetGameObject(gameObject,"Content/Resolve_Talisman/UseProps/Info"):GetComponent("Text").text = "请选择一个"
|
||||
Util.GetGameObject(gameObject,"Content/Resolve_Talisman/UseProps/Info (1)"):GetComponent("Text").text = "需要法宝归元的神将"
|
||||
Util.GetGameObject(gameObject,"Content/Resolve_Talisman/Empty/Bg/Text"):GetComponent("Text").text = "无可归元的法宝!"
|
||||
this.empty=Util.GetGameObject(gameObject,"Content/Resolve_Talisman/Empty")
|
||||
|
||||
|
||||
this.cardPre = Util.GetGameObject(gameObject,"item")
|
||||
this.scrollbar = Util.GetGameObject(gameObject,"Content/Resolve_Talisman/Scrollbar"):GetComponent("Scrollbar")
|
||||
local v21 = Util.GetGameObject(gameObject, "Content/Resolve_Talisman/ItemListRoot"):GetComponent("RectTransform").rect
|
||||
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "Content/Resolve_Talisman/ItemListRoot").transform,
|
||||
this.cardPre, this.scrollbar, Vector2.New(-v21.x*2, -v21.y*2), 1, 5, Vector2.New(45,15))
|
||||
this.ScrollView.moveTween.MomentumAmount = 1
|
||||
this.ScrollView.moveTween.Strength = 1
|
||||
end
|
||||
|
||||
function this:BindEvent()
|
||||
Util.AddClick(this.helpBtn,function()
|
||||
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Resolve_Recall,this.helpPos.x,this.helpPos.y)
|
||||
end)
|
||||
Util.AddClick(this.confirmBtn,function()
|
||||
if tonumber(LengthOfTable(selectHeroData))==0 then
|
||||
PopupTipPanel.ShowTip(Language[11792])
|
||||
else
|
||||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TalismanResolve,
|
||||
HeroManager.GetHeroReturnItems(selectHeroData,GENERAL_POPUP_TYPE.TalismanResolve),selectHeroData)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function this:AddListener()
|
||||
end
|
||||
|
||||
function this:RemoveListener()
|
||||
end
|
||||
|
||||
function this:OnShow(...)
|
||||
local args={...}
|
||||
sortingOrder =args[1]
|
||||
sortType =0
|
||||
|
||||
|
||||
this.SortTypeClick(sortType)
|
||||
end
|
||||
|
||||
function this:OnClose()
|
||||
selectHeroData={}
|
||||
oldChoosed=nil
|
||||
end
|
||||
|
||||
function this:OnDestroy()
|
||||
end
|
||||
|
||||
|
||||
|
||||
--展示数据
|
||||
function this.SortTypeClick(_sortType)
|
||||
selectHeroData={}
|
||||
|
||||
tarHero={}
|
||||
tarHero=this.GetHeroData(_sortType)
|
||||
--设置empty
|
||||
this.empty:SetActive(#tarHero==0)
|
||||
--设置英雄显示
|
||||
this.SortHeroDatas(tarHero)
|
||||
this.ScrollView:SetData(tarHero, function (index, go)
|
||||
this.SingleHeroDataShow(go, tarHero[index])
|
||||
end)
|
||||
end
|
||||
|
||||
--获取筛选后的英雄数据
|
||||
function this.GetHeroData(_sortType)
|
||||
local tempHeros={}
|
||||
local data=HeroManager.GetAllHeroDataMsinusUpWar(_sortType,3)
|
||||
for n=1,#data do
|
||||
tempHeros[#tempHeros+1]=data[n]
|
||||
end
|
||||
--根据元素筛选
|
||||
local heros={}
|
||||
if tempHeros and LengthOfTable(tempHeros)>0 then
|
||||
for i, v in pairs(tempHeros) do
|
||||
if _sortType ==0 then
|
||||
table.insert(heros,v)
|
||||
else
|
||||
if v.property==_sortType then
|
||||
table.insert(heros,v)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--end
|
||||
return heros
|
||||
end
|
||||
|
||||
--英雄单个数据展示
|
||||
function this.SingleHeroDataShow(go,_heroData)
|
||||
local heroData = _heroData
|
||||
local _go = go
|
||||
Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
|
||||
Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = heroData.talismanList--heroData.lv
|
||||
Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text = heroData.heroConfig.ReadingName
|
||||
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.heroConfig.Icon))
|
||||
Util.GetGameObject(_go.transform, "posIcon"):SetActive(false)
|
||||
Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||||
local starGrid = Util.GetGameObject(_go.transform, "star")
|
||||
SetHeroStars(starGrid, heroData.star,1,nil,-15)
|
||||
local choosed =Util.GetGameObject(_go.transform, "choosed")
|
||||
local formationMask =Util.GetGameObject(_go.transform, "formationMask")
|
||||
formationMask:SetActive(heroData.isFormation ~= "" )
|
||||
local lockMask =Util.GetGameObject(_go.transform, "lockMask")
|
||||
lockMask:SetActive(heroData.lockState == 1)
|
||||
choosed:SetActive(selectHeroData[heroData.dynamicId] ~= nil)
|
||||
|
||||
local cardclickBtn = Util.GetGameObject(_go.transform, "icon")
|
||||
Util.AddOnceClick(cardclickBtn, function()
|
||||
if oldChoosed then
|
||||
oldChoosed:SetActive(false)
|
||||
end
|
||||
if oldChoosed==choosed then
|
||||
--LogColor("green",Language[11794])
|
||||
oldChoosed:SetActive(LengthOfTable(selectHeroData)==0)
|
||||
oldChoosed=nil
|
||||
selectHeroData={}
|
||||
|
||||
else
|
||||
--LogColor("red",Language[11795])
|
||||
choosed:SetActive(true)
|
||||
oldChoosed=choosed
|
||||
|
||||
selectHeroData = {}
|
||||
selectHeroData[heroData.dynamicId]=heroData
|
||||
--英雄消耗道具数量
|
||||
local heroUseCount=0
|
||||
local heroUseItemId=0
|
||||
|
||||
--等表配全后再启用
|
||||
for k,v in pairs(selectHeroData) do
|
||||
local pId
|
||||
local curHeroData =HeroManager.GetSingleHeroData(v.dynamicId)
|
||||
if not curHeroData then return end
|
||||
if curHeroData.breakId == 0 then
|
||||
pId=0
|
||||
else
|
||||
pId= heroRankupConfig[curHeroData.breakId].Phase[2]
|
||||
end
|
||||
local heroReturnConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.HeroReturn,"HeroId",curHeroData.id,"Star",pId)
|
||||
if not heroReturnConfig then
|
||||
LogRed("HeroId"..curHeroData.id.." Star"..pId.." curHeroData.breakId"..curHeroData.breakId)
|
||||
heroUseCount= 50
|
||||
heroUseItemId = 16
|
||||
else
|
||||
heroUseCount= heroReturnConfig.ReturnConsume[1][2]
|
||||
heroUseItemId = heroReturnConfig.ReturnConsume[1][1]
|
||||
end
|
||||
break
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
Util.AddOnceClick(formationMask, function()
|
||||
if heroData.isFormation ~= "" then
|
||||
-- 复位角色的状态
|
||||
MsgPanel.ShowTwo(Language[11788]..heroData.isFormation..Language[11789], nil, function()
|
||||
if heroData.isFormations[1] then
|
||||
if heroData.isFormations[1] == FormationTypeDef.FORMATION_NORMAL then
|
||||
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION)
|
||||
elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ARENA_DEFEND then
|
||||
JumpManager.GoJump(8001)
|
||||
elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ENDLESS_MAP then
|
||||
JumpManager.GoJump(57001)
|
||||
elseif heroData.isFormations[1] == FormationTypeDef.EXPEDITION then
|
||||
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION,FormationTypeDef.EXPEDITION)
|
||||
elseif heroData.isFormations[1] == FormationTypeDef.ARENA_TOM_MATCH then
|
||||
JumpManager.GoJump(57001)
|
||||
end
|
||||
end
|
||||
end)
|
||||
return
|
||||
end
|
||||
end)
|
||||
Util.AddOnceClick(lockMask, function()
|
||||
if heroData.lockState == 1 then
|
||||
MsgPanel.ShowTwo(Language[11790], nil, function()
|
||||
NetManager.HeroLockEvent(heroData.dynamicId,0,function ()
|
||||
PopupTipPanel.ShowTip(Language[11791])
|
||||
HeroManager.UpdateSingleHeroLockState(heroData.dynamicId,0)
|
||||
lockMask:SetActive(false)
|
||||
end)
|
||||
end)
|
||||
return
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
--英雄排序
|
||||
function this.SortHeroDatas(_heroDatas)
|
||||
--上阵最优先,星级优先,同星级等级优先,同星级同等级按sortId排序。排序时降序排序。
|
||||
table.sort(_heroDatas, function(a, b)
|
||||
if a ==nil or b == nil then
|
||||
return
|
||||
end
|
||||
if a.isFormation == "" and b.isFormation == "" then
|
||||
if a.lockState == b.lockState then
|
||||
if a.heroConfig.Natural ==b.heroConfig.Natural then
|
||||
if a.star == b.star then
|
||||
if a.lv == b.lv then
|
||||
return a.heroConfig.Id > b.heroConfig.Id
|
||||
else
|
||||
return a.lv < b.lv
|
||||
end
|
||||
else
|
||||
return a.star < b.star
|
||||
end
|
||||
else
|
||||
return a.heroConfig.Natural < b.heroConfig.Natural
|
||||
end
|
||||
else
|
||||
return a.lockState < b.lockState
|
||||
end
|
||||
else
|
||||
return a.isFormation == "" and not b.dynamicId ~= ""
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
return this
|
||||
|
|
@ -0,0 +1,7 @@
|
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||||
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Reference in New Issue