【神将觉醒】 效果图 资源 提交
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||||
m_Type: 1
|
||||
m_PreserveAspect: 0
|
||||
m_FillCenter: 1
|
||||
m_FillMethod: 4
|
||||
m_FillAmount: 1
|
||||
m_FillClockwise: 1
|
||||
m_FillOrigin: 0
|
||||
m_UseSpriteMesh: 0
|
||||
--- !u!1 &7144014731021211502
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -852,8 +852,8 @@ RectTransform:
|
|||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||
m_AnchoredPosition: {x: -208.91, y: -33.8}
|
||||
m_SizeDelta: {x: 417.8, y: 1009.2}
|
||||
m_AnchoredPosition: {x: -234.16, y: -4.32}
|
||||
m_SizeDelta: {x: 459.35, y: 664.79}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!222 &308686713713538024
|
||||
CanvasRenderer:
|
||||
|
@ -951,7 +951,7 @@ MonoBehaviour:
|
|||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_Material: {fileID: 0}
|
||||
m_Color: {r: 0, g: 0, b: 0, a: 0.47058824}
|
||||
m_Color: {r: 0, g: 0, b: 0, a: 0.003921569}
|
||||
m_RaycastTarget: 1
|
||||
m_OnCullStateChanged:
|
||||
m_PersistentCalls:
|
||||
|
@ -1164,7 +1164,7 @@ MonoBehaviour:
|
|||
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
|
||||
m_FontData:
|
||||
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
|
||||
m_FontSize: 40
|
||||
m_FontSize: 35
|
||||
m_FontStyle: 0
|
||||
m_BestFit: 0
|
||||
m_MinSize: 2
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -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 = {
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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")
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue