【神将觉醒】 效果图 资源 提交

dev_chengFeng
zhangqiang 2020-11-10 17:29:38 +08:00
parent 7f5287baa2
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File diff suppressed because it is too large Load Diff

View File

@ -1296,6 +1296,7 @@ FUNCTION_OPEN_TYPE = {
COMPOUND_HERO=78,--神将合成、置换
POKEMON=79,--灵兽山
XiaoYaoYou = 80, -- 逍遥游
RoleAwake = 81, -- 神将觉醒
}
TaskGetBtnIconDef = {

View File

@ -211,7 +211,7 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
--5星最高星级是10的要在十星里面显示出来
if v.Star == 5 and v.MaxRank >= 10 and (proId == 0 or v.PropertyName == proId) then
table.insert(tenHeroList,v)
if v.MaxRank >= 11 then
if v.MaxRank >= 11 and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
table.insert(elevenHeroList,v)
end
end

View File

@ -30,7 +30,7 @@ function RoleAwakeSuccessPanel:InitComponent()
this.prefab = Util.GetGameObject(self.gameObject, "proInfo/pre")
this.ScrollParentView1 = Util.GetGameObject(self.gameObject, "proInfo/ScrollFitter")
this.ScrollView1 = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.ScrollParentView1.transform,
this.prefab, Vector2.New(1017.6, 345.8), 1, 1)
this.prefab, Vector2.New(1017.6, 287.5), 1, 1)
end
--绑定事件(用于子类重写)
@ -59,10 +59,10 @@ function RoleAwakeSuccessPanel:OnSortingOrderChange()
this.mask:GetComponent("Canvas").sortingOrder = self.sortingOrder - 30
orginLayer = self.sortingOrder
end
local curHeroData
--界面打开时调用(用于子类重写)
function RoleAwakeSuccessPanel:OnOpen(_curHeroData,_nextHeroUpStarId,_curHeroRankUpConfigOpenLevel,_callBack)
local curHeroData=_curHeroData
curHeroData=_curHeroData
local nextHeroUpStarId=_nextHeroUpStarId
local curHeroRankUpConfigOpenLevel=_curHeroRankUpConfigOpenLevel
callBack = _callBack
@ -78,6 +78,7 @@ function RoleAwakeSuccessPanel:OnOpen(_curHeroData,_nextHeroUpStarId,_curHeroRan
this.posText.text=curHeroData.heroConfig.HeroLocation
this.lvEndInfo.text=string.format(Language[11867],curHeroRankUpConfigOpenLevel)
local TalentData = this.GetNewTalentDataShow()
LogPink("TalentData "..#TalentData)
this.ScrollView1:SetData(TalentData, function(index, go)
this.SingOldTalentDataShow(go, TalentData[index])
end)
@ -86,21 +87,21 @@ end
function this.GetNewTalentDataShow()
local breakSkillDataList = {}
local upStarSkillDataList = {}
if heroConfig.Awaken then
for i = 1, #heroConfig.Awaken do
local Desc = passiveSkillConfig[heroConfig.Awaken[i][3]].Desc
if heroConfig.Awaken[i][1] == 1 then--突破
local titleStr = NumToSimplenessFont[heroRankupConfig[heroConfig.Awaken[i][2]].Phase[2]] .. Language[11864]
local curBreakId = heroConfig.Awaken[i][2]
if breakSkillDataList[curBreakId] then
breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str = breakSkillDataList[curBreakId].str .. "  <color=#66FF00>"..Desc.."</color>"}
else
breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
end
if curHeroData.heroConfig.Awaken then
for i = 1, #curHeroData.heroConfig.Awaken do
local Desc = passiveSkillConfig[curHeroData.heroConfig.Awaken[i][3]].Desc
if curHeroData.heroConfig.Awaken[i][1] == 1 then--突破
-- local titleStr = NumToSimplenessFont[heroRankupConfig[curHeroData.heroConfig.Awaken[i][2]].Phase[2]] .. Language[11864]
-- local curBreakId = curHeroData.heroConfig.Awaken[i][2]
-- if breakSkillDataList[curBreakId] then
-- breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str = breakSkillDataList[curBreakId].str .. "  <color=#66FF00>"..Desc.."</color>"}
-- else
-- breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
-- end
else--升星
local curUpStarId = heroConfig.Awaken[i][2]
local curUpStarId = curHeroData.heroConfig.Awaken[i][2]
local titleStr = NumToSimplenessFont[heroRankupConfig[curUpStarId].Phase[2]] .. Language[11865]
local _passiveSkillId = passiveSkillConfig[heroConfig.Awaken[i][3]].Id
local _passiveSkillId = passiveSkillConfig[curHeroData.heroConfig.Awaken[i][3]].Id
if upStarSkillDataList[curUpStarId] then
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str = upStarSkillDataList[curUpStarId].str .. "  <color=#66FF00>"..Desc.."</color>"}
else
@ -109,11 +110,11 @@ function this.GetNewTalentDataShow()
end
end
end
local breakSkillDataList2 = {}
for i, v in pairs(breakSkillDataList) do
table.insert(breakSkillDataList2,v)
end
table.sort(breakSkillDataList2, function(a,b) return a.index<b.index end)
-- local breakSkillDataList2 = {}
-- for i, v in pairs(breakSkillDataList) do
-- table.insert(breakSkillDataList2,v)
-- end
-- table.sort(breakSkillDataList2, function(a,b) return a.index<b.index end)
local upStarSkillDataList2 = {}
for i, v in pairs(upStarSkillDataList) do
@ -121,10 +122,10 @@ function this.GetNewTalentDataShow()
end
table.sort(upStarSkillDataList2, function(a,b) return a.index<b.index end)
for i = 1, #upStarSkillDataList2 do
table.insert(breakSkillDataList2,upStarSkillDataList2[i])
end
return breakSkillDataList2
-- for i = 1, #upStarSkillDataList2 do
-- table.insert(breakSkillDataList2,upStarSkillDataList2[i])
-- end
return upStarSkillDataList2
end
function this.SingOldTalentDataShow(go,data)
local breakGo = Util.GetGameObject(go, "breakSkillTextPre")

View File

@ -12,11 +12,11 @@ function RoleAwakeTalentPopup:InitComponent()
this.prefab = Util.GetGameObject(self.gameObject, "pre")
this.ScrollParentView1 = Util.GetGameObject(self.gameObject, "bg1/ScrollFitter")
this.ScrollView1 = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.ScrollParentView1.transform,
this.prefab, Vector2.New(417.8, 870.1), 1, 1)
this.prefab, Vector2.New(417.8, 552.7), 1, 1)
this.ScrollParentView2 = Util.GetGameObject(self.gameObject, "bg2/ScrollFitter")
this.ScrollView2 = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.ScrollParentView2.transform,
this.prefab, Vector2.New(417.8, 870.1), 1, 1)
this.prefab, Vector2.New(417.8, 552.7), 1, 1)
end
--绑定事件(用于子类重写)

View File

@ -416,12 +416,24 @@ function this:UpdateBtnList()
--根据星级决定叶签现隐
if tabsList[2] and tabsList[3] then
if curHeroData.star < 10 then
if _CurPageIndex == 3 then
_CurPageIndex = 1
this:OnPageTabChange(_CurPageIndex)
end
tabsList[2].gameObject:SetActive(true)
tabsList[3].gameObject:SetActive(false)
elseif curHeroData.star == 10 and curHeroData.heroConfig.Awaken and #curHeroData.heroConfig.Awaken > 0 then
if _CurPageIndex == 2 then
_CurPageIndex = 1
this:OnPageTabChange(_CurPageIndex)
end
tabsList[2].gameObject:SetActive(false)
tabsList[3].gameObject:SetActive(true)
else
if _CurPageIndex == 2 or _CurPageIndex == 3 then
_CurPageIndex = 1
this:OnPageTabChange(_CurPageIndex)
end
tabsList[2].gameObject:SetActive(false)
tabsList[3].gameObject:SetActive(false)
end