神应修改提交
parent
1ea100ed83
commit
4801852d88
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@ -1359,7 +1359,7 @@ MonoBehaviour:
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m_Left: 0
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m_Left: 0
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m_Right: 0
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m_Right: 0
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m_Top: 0
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m_Top: 0
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m_Bottom: 0
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m_Bottom: 30
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m_ChildAlignment: 4
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m_ChildAlignment: 4
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m_Spacing: 0
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m_Spacing: 0
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m_ChildForceExpandWidth: 1
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m_ChildForceExpandWidth: 1
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@ -3749,7 +3749,7 @@ MonoBehaviour:
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m_Left: 0
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m_Left: 0
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m_Right: 0
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m_Right: 0
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m_Top: 0
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m_Top: 0
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m_Bottom: 0
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m_Bottom: 30
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m_ChildAlignment: 4
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m_ChildAlignment: 4
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m_Spacing: 0
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m_Spacing: 0
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m_ChildForceExpandWidth: 1
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m_ChildForceExpandWidth: 1
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@ -370,16 +370,14 @@ function this.InitSingleTreasureData(_singleData,_fourTotal,_treeLevel)
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single.id=staticId
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single.id=staticId
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single.idDyn=_singleData.id
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single.idDyn=_singleData.id
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single.lv=_singleData.exp
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single.lv=_singleData.exp
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LogGreen("single.lv:"..single.lv)
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single.refineLv=_singleData.rebuildLevel
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single.refineLv=_singleData.rebuildLevel
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LogGreen("single.refineLv:"..single.refineLv)
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single.maxLv=currJewel.Max[1]
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single.maxLv=currJewel.Max[1]
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single.maxRefineLv=currJewel.Max[2]
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single.maxRefineLv=currJewel.Max[2]
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single.upHeroDid=""
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single.upHeroDid=""
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single.maxTreeLv = currJewel.GodHoodMaxlv
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single.maxTreeLv = currJewel.GodHoodMaxlv
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single.treeLv = _treeLevel
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single.treeLv = _treeLevel
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single.treePool = currJewel.GodHoodPool
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single.fourTotal = _fourTotal
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single.fourTotal = _fourTotal
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LogGreen("_treeLevel:"..single.treeLv.." single.fourTotal:"..single.fourTotal)
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local quantity=currJewel.Level
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local quantity=currJewel.Level
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single.quantity=quantity
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single.quantity=quantity
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single.frame=GetQuantityImageByquality(quantity)
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single.frame=GetQuantityImageByquality(quantity)
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@ -529,6 +529,15 @@ end
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--计算战斗力
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--计算战斗力
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function this.CalculateWarForce(Did)
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function this.CalculateWarForce(Did)
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local curTreasure = allTreasures[Did]
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local curTreasure = allTreasures[Did]
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if not curTreasure then
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curTreasure = MonsterCampManager.GetSingleTreasureByIdDyn(Did)
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end
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if not curTreasure then
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curTreasure = ExpeditionManager.GetSingleTreasureByIdDyn(Did)
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end
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if not curTreasure then
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GoodFriendManager.GetSingleTreasureByIdDyn(Did)
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end
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if curTreasure then
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if curTreasure then
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return this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv, curTreasure.treeLv)
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return this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv, curTreasure.treeLv)
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end
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end
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@ -188,14 +188,14 @@ end
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--界面打开时调用(用于子类重写)
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--界面打开时调用(用于子类重写)
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function RoleEquipTreasureChangePopup:OnOpen(_openThisPanel,_type,_curHeroData,_curEquipData,_nextEquipData,_position,isShowBtn)
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function RoleEquipTreasureChangePopup:OnOpen(_openThisPanel,_type,_curHeroData,_curEquipData,_nextEquipData,_position,_isShowBtn)
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openThisPanel = _openThisPanel
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openThisPanel = _openThisPanel
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type = _type--1 穿戴 2 卸下 3 替换 4显示信息
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type = _type--1 穿戴 2 卸下 3 替换 4显示信息
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curHeroData = _curHeroData
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curHeroData = _curHeroData
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equipData[1] = _curEquipData--lv
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equipData[1] = _curEquipData--lv
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equipData[2] = _nextEquipData--refinelv
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equipData[2] = _nextEquipData--refinelv
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position = _position--treelv
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position = _position--treelv
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isShowBtn = isShowBtn
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isShowBtn = _isShowBtn
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end
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end
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function RoleEquipTreasureChangePopup:OnShow()
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function RoleEquipTreasureChangePopup:OnShow()
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Log("openType:"..tostring(type))
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Log("openType:"..tostring(type))
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@ -393,9 +393,9 @@ function this.ShowEquipData(i)
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this.SetPropertyShow1(refineInfo,this.RefinePropertyList[i],this.treasurePanel[i].RefineAttriGrid)
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this.SetPropertyShow1(refineInfo,this.RefinePropertyList[i],this.treasurePanel[i].RefineAttriGrid)
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end
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end
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--(神应属性)
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--(神应属性)
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local treeInfo=SacredTreeManager.GetCurLvPropertyValue(3,equipData[i].treePool,equipData[i].treeLv)
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local treeInfo=SacredTreeManager.GetCurLvPropertyValue(3,equipData[i].treePool,equipData[i].treeLv or 0)
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this.treasurePanel[i].TreeAttriNum.text = string.format("[神应等级:%s/%s]",equipData[i].treeLv,equipData[i].maxTreeLv)
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this.treasurePanel[i].TreeAttriNum.text = string.format("[神应等级:%s/%s]",equipData[i].treeLv,equipData[i].maxTreeLv)
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if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" or treeLv == 0 then
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if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" or (equipData[i].treeLv < 1 and SacredTreeManager.CulAttri(equipData[1]) < 1) then
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this.treasurePanel[i].TreeAttri:SetActive(false)
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this.treasurePanel[i].TreeAttri:SetActive(false)
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else
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else
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this.treasurePanel[i].TreeAttri:SetActive(true)
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this.treasurePanel[i].TreeAttri:SetActive(true)
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@ -410,7 +410,7 @@ end
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--神应专用
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--神应专用
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function this.SetPropertyShow2(_infos,_preList,_grid)
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function this.SetPropertyShow2(_infos,_preList,_grid)
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local curTree = SacredTreeManager.CulAttri()
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local curTree = SacredTreeManager.CulAttri(equipData[1])
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local attriConfig = ConfigManager.GetConfigDataByKey(ConfigName.GodHoodTreeSetting,"Id",0).PropertyUnlcokLevelForClient
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local attriConfig = ConfigManager.GetConfigDataByKey(ConfigName.GodHoodTreeSetting,"Id",0).PropertyUnlcokLevelForClient
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local dataCount=LengthOfTable(_infos)
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local dataCount=LengthOfTable(_infos)
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local preCount=#_preList
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local preCount=#_preList
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@ -60,8 +60,13 @@ function this.GetUnLockNewProperty(trailWaves)
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end
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end
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--计算神应等级
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--计算神应等级
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function this.CulAttri()
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function this.CulAttri(dadta)
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local wave = this.GetTowerLevel()
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local wave
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if not dadta or EquipTreasureManager.GetSingleTreasureByIdDyn(dadta.idDyn) then
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wave = this.GetTowerLevel()
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else
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wave = dadta.fourTotal or 0
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end
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local attriConfig = ConfigManager.GetConfigDataByKey(ConfigName.GodHoodTreeSetting,"Id",0)
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local attriConfig = ConfigManager.GetConfigDataByKey(ConfigName.GodHoodTreeSetting,"Id",0)
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local level = 0
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local level = 0
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for i = 1, #attriConfig.PropertyUnlcokLevels do
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for i = 1, #attriConfig.PropertyUnlcokLevels do
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@ -118,9 +123,10 @@ function this.GetCurLvPropertyValue(_type, _id, _lv)
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local index = info[1]
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local index = info[1]
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local skillValue = {}
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local skillValue = {}
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skillValue.currValue = info[2]
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skillValue.currValue = info[2]
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if info[2] ~= 0 then
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proList[index] = skillValue
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proList[index] = skillValue
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-- if info[2] ~= 0 then
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end
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-- proList[index] = skillValue
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-- end
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end
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end
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end
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end
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end
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end
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@ -607,7 +607,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
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end
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end
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if data.treeLv > 0 then
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if data.treeLv > 0 then
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self.middleDownLv.gameObject:SetActive(true)
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self.middleDownLv.gameObject:SetActive(true)
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self.middleDownLvText.text =string.format("<color=#F7AA43>+%s</color>", data.treeLv)
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self.middleDownLvText.text =string.format("<color=#F7AA43>%s</color>", data.treeLv)
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else
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else
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self.middleDownLv.gameObject:SetActive(false)
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self.middleDownLv.gameObject:SetActive(false)
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end
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end
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