法宝归元界面提交

zhangqiang 2020-08-07 12:22:10 +08:00
parent 203514d85f
commit 4533695a3d
20 changed files with 7066 additions and 4151 deletions

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File diff suppressed because it is too large Load Diff

View File

@ -1631,6 +1631,7 @@ FUNC_OPNE_STATE = {
MAIN_DIFFER_DEMONS = "MAIN_DIFFER_DEMONS",
MAIN_FIGHT_ALIEN = "MAIN_FIGHT_ALIEN",
COMPOUND = "COMPOUND",
COMPOUND_HERO = "COMPOUND_HERO",
}
-- 开放功能ID作为索引键值索引对应的字符串
@ -1657,6 +1658,7 @@ FUNC_OPEN_STR = {
[FUNCTION_OPEN_TYPE.DIFFER_DEMONS] = FUNC_OPNE_STATE.MAIN_DIFFER_DEMONS,
[FUNCTION_OPEN_TYPE.FIGHT_ALIEN] = FUNC_OPNE_STATE.MAIN_FIGHT_ALIEN,
[FUNCTION_OPEN_TYPE.COMPOUND] = FUNC_OPNE_STATE.COMPOUND,
[FUNCTION_OPEN_TYPE.COMPOUND_HERO] = FUNC_OPNE_STATE.COMPOUND_HERO,
}
-- 地图中图标对应的ID
@ -1769,6 +1771,7 @@ GENERAL_POPUP_TYPE={
EquipSingleSell=17,--装备单种出售 拉条
TrialBomb=18,--次元炸弹
RecruitConfirm=19,----神将召唤、限时召唤、乾坤宝盒 二次确认界面
TalismanResolve=20,--法宝回归
}
--抽卡类型

View File

@ -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)

View File

@ -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)

View File

@ -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

View File

@ -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={}

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@ -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

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@ -0,0 +1,7 @@
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guid: c712aa2aacfd2ab4a84ae63764e52c71
DefaultImporter:
externalObjects: {}
userData:
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View File

@ -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

View File

@ -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))

View File

@ -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

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