【七界试炼】提交
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ad9bcaa2fa
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@ -69,7 +69,7 @@ function this.RefreshConditon(choosedList)
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for i = 1, #this.goalList do
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local text = Util.GetGameObject(this.goalList[i],"Text"):GetComponent("Text")
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local image = Util.GetGameObject(this.goalList[i],"Image"):GetComponent("Image")
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local state = QiJieShiLianManager.CheckGoalIsFinish(this.nodeData.ConditionValue[i],text,choosedList)--检测是否完成此条目(顺便设置文字)
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local state = QiJieShiLianManager.CheckGoalIsFinish(this.nodeData.ConditionValue[i][1],text,choosedList)--检测是否完成此条目(顺便设置文字)
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local imgname = state and "q_qjsl_wfzjm_yjh" or "q_qjsl_wfzjm_wjh"
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image.sprite = this.spLoader:LoadSprite(imgname)
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end
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@ -35,7 +35,7 @@ function this.InitTreasureData()
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data.Position = configInfo.Position
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data.AttriType = configInfo.AttriType
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data.Cost = configInfo.Cost
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data.Addition = configInfo.Addition
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-- data.ConditionValue[1][2] = configInfo.ConditionValue[1][2]
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data.Desc = configInfo.Desc
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data.Buff = configInfo.Buff
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data.state = 2 --0未激活,1已激活,2未购买
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@ -75,7 +75,7 @@ end
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function this.CheckCurStageNum()
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local data = ConfigManager.GetAllConfigsDataByKey(ConfigName.QijieStage,"QijieType",this.QijieType)
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LogGreen(tostring(#data)..LengthOfTable(data))
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-- LogGreen(tostring(#data)..LengthOfTable(data))
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-- return ConfigManager.GetAllConfigsDataByKey(ConfigName.QijieStage,"QijieType",this.QijieType)
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end
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@ -102,9 +102,9 @@ function this.CheckGoalIsFinish(_dataId,_obj,_formationList)
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-- LogYellow("final = false0")
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final = false
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end
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LogRed("##heroList:"..tostring(#heroList))
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-- LogRed("##heroList:"..tostring(#heroList))
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for i = 1, #heroList do
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LogGreen("heroList[i].heroId:"..tostring(heroList[i].heroId))
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-- LogGreen("heroList[i].heroId:"..tostring(heroList[i].heroId))
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table.insert(tempList,HeroConfig[HeroManager.GetSingleHeroData(heroList[i].heroId).id])
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end
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if #tempList > 0 and final and goalData.PropertyName and goalData.PropertyName > 0 then
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@ -192,7 +192,7 @@ end
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function this.GetBattleResult()
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local config = QijieStage[this.curLevelId]
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local data = {}
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data[1] = string.format( "阵容加成: %s%\n(%s条)",(#this.battleResult.teamBuffIds)*(config.Addition[2]/100),#this.battleResult.teamBuffIds)
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data[1] = string.format( "阵容加成: %s%\n(%s条)",(#this.battleResult.teamBuffIds)*(config.ConditionValue[1][2]/100),#this.battleResult.teamBuffIds)
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data[2] = string.format( "遗物加成: %s%\n(%s条)",(#this.battleResult.relicIds)*10,#this.battleResult.relicIds)
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local bonue = config.RoundReward[1][2]
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for i = 1, #config.RoundReward do
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@ -216,7 +216,7 @@ function this.GetTreasureEffect(treasureList)
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-- LogYellow("treasureList[i]"..tostring(treasureList[i]))
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local tData = QijieHolyConfig[treasureList[i]]
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--界灵数量加成
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moneyNum = moneyNum + tData.Addition[2]
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moneyNum = moneyNum + tData.Addition
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-- LogYellow("moneyNum"..tostring(moneyNum))
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--属性加成
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if not attriList1[tData.AttriType] then
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@ -229,18 +229,18 @@ end
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--设置下方挑战信息和奖励信息
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function QiJieShiLianPanel:SetBottomBar()
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--设置挑战加成数据
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self.addNum.text = string.format( "能满足一种获得界灵数量+%s",self.configData.Addition[2]/100).."%"
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self.addNum.text = string.format( "能满足一种获得界灵数量+%s",self.configData.ConditionValue[1][2]/100).."%"
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for i = 1, #self.goalList do
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local text = Util.GetGameObject(self.goalList[i],"Text"):GetComponent("Text")
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local image = Util.GetGameObject(self.goalList[i],"Image"):GetComponent("Image")
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local state = QiJieShiLianManager.CheckGoalIsFinish(self.configData.ConditionValue[i],text)--检测是否完成此条目(顺便设置文字)
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local state = QiJieShiLianManager.CheckGoalIsFinish(self.configData.ConditionValue[i][1],text)--检测是否完成此条目(顺便设置文字)
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local imgname = state and "q_qjsl_wfzjm_yjh" or "q_qjsl_wfzjm_wjh"
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image.sprite = self.spLoader:LoadSprite(imgname)
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end
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--拿取奖励列表
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local rewardList = {}
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table.insert(rewardList,self.configData.JielingReward)
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table.insert(rewardList,self.configData.JielingReward[1])
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for i = 1, #self.configData.Reward do
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table.insert(rewardList,self.configData.Reward[i])
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end
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