宝物分解界面提交

dev_chengFeng
zhangqiang 2020-07-06 16:27:27 +08:00
parent 903cd68134
commit 4b8bae38b3
17 changed files with 5118 additions and 2226 deletions

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@ -1681,6 +1681,7 @@ GENERAL_POPUP_TYPE={
TrialGain=12, --试练增益
ExpeditionReply=13, --大闹天宫 回复 和 复活节点
TrialToNextFloor=14,--试炼副本进入下一层
ResolveEquipTreasure=15,--分解宝物
}
--抽卡类型

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@ -1644,7 +1644,7 @@
[11643] = "确认送神",
[11644] = "恭送神将会获得仙缘余尘,若神将已升级,突破或进阶,还会返还%s%s消耗的金币、成长护符和九转金丹是否确定恭送所选神将\n\n\t\t\t\t\t\t\t送神后获得:",
[11645] = "确认归元",
[11646] = "归元神将会返还%s%s的成长材料神将重置为1级此操作不可逆是否确认归元\n\n\t\t\t\t\t\t\t归元后获得:",
[11646] = "归元神将会返还所有的升级材料神将重置为1级此操作不可逆是否确认归元\n\n\t\t\t\t\t\t\t归元后获得:",
[11647] = "幻境增益",
[11648] = "%s加成%s",
[11649] = "设 置",
@ -1783,8 +1783,8 @@
[11782] = "资源已达上限,超出部分将无法获得,是否分解?",
[11783] = "资源已达上限,超出部分将无法获得,是否分解",
[11784] = "资源已达上限超出部分将无法获得是否分解222",
[11785] = "归元",
[11786] = "送神",
[11785] = "神将归元",
[11786] = "送神",
[11787] = "请选择需要恭送的神将!",
[11788] = "此神将已在",
[11789] = "队伍内,是否前往编队界面将其下阵?",
@ -2208,4 +2208,10 @@
[12207] = "未知",
[12208] = "已被淘汰",
[12209] = "等待其他战斗结束",
[12210] = "神将归元成功!",
[12211] = "最多选择%s个神将",
[12212] = "宝物分解",
[12213] = "无可分解宝物!",
[12214] = "最多选择%s个宝物",
[12215] = "请选择需要分解的宝器!",
}

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@ -33,6 +33,8 @@ local contentScripts = {
[13]={view=require("Modules/Popup/View/GeneralPopup_ExpeditionReply"),panelName="GeneralPopup_ExpeditionReply",type=GENERAL_POPUP_TYPE.ExpeditionReply},
--试炼副本进入下一层
[14]={view=require("Modules/Popup/View/GeneralPopup_TrialToNextFloor"),panelName="GeneralPopup_TrialToNextFloor",type=GENERAL_POPUP_TYPE.TrialToNextFloor},
--宝物分解
[15] = {view = require("Modules/Popup/View/GeneralPopup_ResolveEquipTreasure"), panelName = "GeneralPopup_ResolveEquipTreasure",type=GENERAL_POPUP_TYPE.ResolveDismantle},
}
--子模块预设
local contentPrefabs={}

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@ -39,6 +39,7 @@ function this:BindEvent()
parent:ClosePanel()
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
ResolvePanel.SwitchView(1)
PopupTipPanel.ShowTip(Language[12210])
end)
end)
end)
@ -61,7 +62,7 @@ function this:OnShow(_parent,...)
this.titleText.text=Language[11645]
--返还比
local num=tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/100
this.bodyText.text = string.format(Language[11646], num, "%")
this.bodyText.text = Language[11646]--string.format(Language[11646], num, "%")
local _data={}
for i=1,#dropList do

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@ -6,7 +6,9 @@ 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] }}
[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 _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
@ -15,13 +17,15 @@ this.contents = {
[1] = {view = require("Modules/Resolve/View/Resolve_Recall"), panelName = "Resolve_Recall"},
--献祭
[2] = {view = require("Modules/Resolve/View/Resolve_Dismantle"), panelName = "Resolve_Dismantle"},
--宝物分解
[3] = {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"}
local titleImageName={"guiyuan","gongsong","h_xianji_fenjie"}
local heroEndBtns = {}
local tabSortType
@ -152,6 +156,9 @@ function this.SwitchView(index)
elseif index==2 then
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeartFireStone})
this.title.sprite=Util.LoadSprite(titleImageName[2])
elseif index==3 then
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeartFireStone})
this.title.sprite=Util.LoadSprite(titleImageName[3])
end
this.title:SetNativeSize()

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@ -4,6 +4,7 @@ local sortingOrder=0
local tabSortType = 0
local tarHero
local selectHeroData={}--选择的英雄list did = data
local maxSelectNum = 30--最大选择数量
function this:InitComponent(gameObject)
--上部内容
this.helpBtn=Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/HelpBtn")
@ -116,6 +117,10 @@ function this.SingleHeroDataShow(go,_heroData)
this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectHeroData)>0)
return
end
if LengthOfTable(selectHeroData) >= maxSelectNum then
PopupTipPanel.ShowTip(string.format(Language[12211],maxSelectNum))
return
end
selectHeroData[heroData.dynamicId]=heroData
choosed:SetActive(true)
this.selectText.text = Language[11775]..LengthOfTable(selectHeroData).."/"..#tarHero
@ -187,7 +192,7 @@ function this.QuickSelectListData(type)
if type == 1 then
selectHeroData={}
for k, v in pairs(tarHero) do
if LengthOfTable(selectHeroData)<30 and v.isFormation == "" and v.lockState == 0 then
if LengthOfTable(selectHeroData)<maxSelectNum and v.isFormation == "" and v.lockState == 0 then
selectHeroData[v.dynamicId]=v
else
break

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@ -0,0 +1,147 @@
----- 宝器分解 -----
local this = {}
local sortingOrder=0
local tabSortType = 0
local tarEquipTreasure
local selectEquipTreasureData={}--选择的宝器list did = data
local maxSelectNum = 30--最大选择数量
function this:InitComponent(gameObject)
--上部内容
this.helpBtn=Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/HelpBtn")
this.helpPos=this.helpBtn:GetComponent("RectTransform").localPosition
--回溯按钮
this.confirmBtn=Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/ConfirmBtn")
this.shopBtn=Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/shopBtn")
this.selectText = Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/selectNumText"):GetComponent("Text")
this.selectBtn = Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/btns/selectBtn")
this.noSelectBtn = Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/btns/noSelectBtn")
this.cardPre = Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/equipTreasurePre")
this.scrollbar = Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/Scrollbar"):GetComponent("Scrollbar")
this.Empty = Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/Empty")
this.EmptyText = Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/Empty/Bg/Text"):GetComponent("Text")
this.EmptyText.text = Language[12213]
local v21 = Util.GetGameObject(gameObject, "Content/Resolve_EquipTreasure/ItemListRoot"):GetComponent("RectTransform").rect
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "Content/Resolve_EquipTreasure/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_Dismantle,this.helpPos.x,this.helpPos.y)
end)
Util.AddClick(this.confirmBtn,function()
if tonumber(LengthOfTable(selectEquipTreasureData))==0 then
PopupTipPanel.ShowTip(Language[12215])
else
-- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveEquipTreasure,
-- HeroManager.GetHeroReturnItems(selectEquipTreasureData,GENERAL_POPUP_TYPE.ResolveDismantle),selectEquipTreasureData)
end
end)
Util.AddClick(this.selectBtn, function()
this.QuickSelectListData(1)
if LengthOfTable(selectEquipTreasureData) > 0 then
this.noSelectBtn.gameObject:SetActive(true)
end
end)
Util.AddClick(this.noSelectBtn, function()
this.QuickSelectListData(2)
this.noSelectBtn.gameObject:SetActive(false)
end)
Util.AddClick(this.confirmBtn, function()
--this.ResolveBtnClickEvent()
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(...)
sortingOrder =0
this.SortTypeClick(sortingOrder)
end
--展示数据
function this.SortTypeClick(_sortType)
tabSortType=_sortType
selectEquipTreasureData={}
if tabSortType == 0 then
tarEquipTreasure=EquipTreasureManager.GetAllTreasures()
else
tarEquipTreasure=EquipTreasureManager.GetAllTreasures(tabSortType)
end
this.selectText.text = Language[11775].."0/"..#tarEquipTreasure
this.noSelectBtn.gameObject:SetActive(false)
-- this.SortHeroDatas(tarEquipTreasure)
this.Empty:SetActive(#tarEquipTreasure <= 0)
this.ScrollView:SetData(tarEquipTreasure, function (index, go)
this.SingleHeroDataShow(go, tarEquipTreasure[index])
end)
end
--英雄单个数据展示
function this.SingleHeroDataShow(go,_equipTreasureData)
local _go = go
Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(_equipTreasureData.itemConfig.Quantity))
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(_equipTreasureData.itemConfig.ResourceID))
Util.GetGameObject(_go.transform, "equipTreaseureStoringLv"):GetComponent("Text").text = _equipTreasureData.lv > 0 and _equipTreasureData.lv or ""
Util.GetGameObject(_go.transform, "equipTreaseureRefine"):GetComponent("Text").text = _equipTreasureData.refineLv > 0 and _equipTreasureData.refineLv or ""
Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text = _equipTreasureData.itemConfig.Name
Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(_equipTreasureData.itemConfig.PropertyName))
local choosed =Util.GetGameObject(_go.transform, "choosed")
choosed:SetActive(selectEquipTreasureData[_equipTreasureData.idDyn] ~= nil)
local cardclickBtn = Util.GetGameObject(_go.transform, "icon")
this.selectText.text = Language[11775]..LengthOfTable(selectEquipTreasureData).."/"..#tarEquipTreasure
Util.AddOnceClick(cardclickBtn, function()
if selectEquipTreasureData[_equipTreasureData.idDyn] then
choosed:SetActive(false)
selectEquipTreasureData[_equipTreasureData.idDyn] = nil
this.selectText.text = Language[11775]..LengthOfTable(selectEquipTreasureData).."/"..#tarEquipTreasure
this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectEquipTreasureData)>0)
return
end
if LengthOfTable(selectEquipTreasureData) >= maxSelectNum then
PopupTipPanel.ShowTip(string.format(Language[12214],maxSelectNum))
return
end
selectEquipTreasureData[_equipTreasureData.idDyn]=_equipTreasureData
choosed:SetActive(true)
this.selectText.text = Language[11775]..LengthOfTable(selectEquipTreasureData).."/"..#tarEquipTreasure
this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectEquipTreasureData)>0)
end)
end
--快速选择英雄 或者 装备
function this.QuickSelectListData(type)
if type == 1 then
selectEquipTreasureData={}
for k, v in pairs(tarEquipTreasure) do
if LengthOfTable(selectEquipTreasureData)<maxSelectNum then
selectEquipTreasureData[v.idDyn]=v
else
break
end
end
this.ScrollView:SetData(tarEquipTreasure, function (index, go)
this.SingleHeroDataShow(go, tarEquipTreasure[index])
end)
else
selectEquipTreasureData={}
this.ScrollView:SetData(tarEquipTreasure, function (index, go)
this.SingleHeroDataShow(go, tarEquipTreasure[index])
end)
end
end
function this:OnClose()
end
function this:OnDestroy()
end
return this

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@ -177,14 +177,19 @@ function this.SingleHeroDataShow(go,_heroData)
local itemNum=BagManager.GetItemCountById(70)
--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 curHeroData =HeroManager.GetSingleHeroData(v.dynamicId)
if not curHeroData then return end
local heroReturnConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.HeroReturn,"HeroId",curHeroData.id,"Star",curHeroData.star)
heroUseCount= heroReturnConfig.ReturnConsume[1][2]
heroUseItemId = heroReturnConfig.ReturnConsume[1][1]
break
end
if heroUseItemId > 0 then
this.usePropIcon.sprite = Util.LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,heroUseItemId).ResourceID))
end
if itemNum<heroUseCount then
this.usePropInfo.text="<color=red> "..itemNum.."/"..heroUseCount.."</color>"
else

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@ -1643,7 +1643,7 @@
11643,确认送神
11644,恭送神将会获得仙缘余尘,若神将已升级,突破或进阶,还会返还%s%s消耗的金币、成长护符和九转金丹是否确定恭送所选神将\n\n\t\t\t\t\t\t\t送神后获得:
11645,确认归元
11646,归元神将会返还%s%s的成长材料神将重置为1级此操作不可逆是否确认归元\n\n\t\t\t\t\t\t\t归元后获得:
11646,归元神将会返还所有的升级材料神将重置为1级此操作不可逆是否确认归元\n\n\t\t\t\t\t\t\t归元后获得:
11647,幻境增益
11648,%s加成%s
11649,设 置
@ -1782,8 +1782,8 @@
11782,资源已达上限,超出部分将无法获得,是否分解?
11783,资源已达上限,超出部分将无法获得,是否分解
11784,资源已达上限超出部分将无法获得是否分解222
11785,归元
11786,送神
11785,神将归元
11786,送神
11787,请选择需要恭送的神将!
11788,此神将已在
11789,队伍内,是否前往编队界面将其下阵?
@ -2207,3 +2207,9 @@
12207,未知
12208,已被淘汰
12209,等待其他战斗结束
12210,神将归元成功!
12211,最多选择%s个神将
12212,宝物分解
12213,无可分解宝物!
12214,最多选择%s个宝物
12215,请选择需要分解的宝器!

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
1643 11643 确认送神
1644 11644 恭送神将会获得仙缘余尘,若神将已升级,突破或进阶,还会返还%s%s消耗的金币、成长护符和九转金丹,是否确定恭送所选神将?\n\n\t\t\t\t\t\t\t送神后获得:
1645 11645 确认归元
1646 11646 归元神将会返还%s%s的成长材料,神将重置为1级,此操作不可逆,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得: 归元神将会返还所有的升级材料,神将重置为1级,此操作不可逆,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得:
1647 11647 幻境增益
1648 11648 %s加成:%s
1649 11649 设 置
1782 11782 资源已达上限,超出部分将无法获得,是否分解?
1783 11783 资源已达上限,超出部分将无法获得,是否分解
1784 11784 资源已达上限,超出部分将无法获得,是否分解222
1785 11785 归元 神将归元
1786 11786 送神 恭送神将
1787 11787 请选择需要恭送的神将!
1788 11788 此神将已在
1789 11789 队伍内,是否前往编队界面将其下阵?
2207 12207 未知
2208 12208 已被淘汰
2209 12209 等待其他战斗结束
2210 12210 神将归元成功!
2211 12211 最多选择%s个神将!
2212 12212 宝物分解
2213 12213 无可分解宝物!
2214 12214 最多选择%s个宝物!
2215 12215 请选择需要分解的宝器!