宝物分解界面提交
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903cd68134
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File diff suppressed because it is too large
Load Diff
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@ -1681,6 +1681,7 @@ GENERAL_POPUP_TYPE={
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TrialGain=12, --试练增益
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ExpeditionReply=13, --大闹天宫 回复 和 复活节点
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TrialToNextFloor=14,--试炼副本进入下一层
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ResolveEquipTreasure=15,--分解宝物
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}
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--抽卡类型
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@ -1644,7 +1644,7 @@
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[11643] = "确认送神",
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[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:",
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[11645] = "确认归元",
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[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:",
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[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:",
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[11647] = "幻境增益",
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[11648] = "%s加成:%s",
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[11649] = "设 置",
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@ -1783,8 +1783,8 @@
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[11782] = "资源已达上限,超出部分将无法获得,是否分解?",
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[11783] = "资源已达上限,超出部分将无法获得,是否分解",
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[11784] = "资源已达上限,超出部分将无法获得,是否分解222",
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[11785] = "归元",
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[11786] = "送神",
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[11785] = "神将归元",
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[11786] = "恭送神将",
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[11787] = "请选择需要恭送的神将!",
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[11788] = "此神将已在",
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[11789] = "队伍内,是否前往编队界面将其下阵?",
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@ -2208,4 +2208,10 @@
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[12207] = "未知",
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[12208] = "已被淘汰",
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[12209] = "等待其他战斗结束",
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[12210] = "神将归元成功!",
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[12211] = "最多选择%s个神将!",
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[12212] = "宝物分解",
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[12213] = "无可分解宝物!",
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[12214] = "最多选择%s个宝物!",
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[12215] = "请选择需要分解的宝器!",
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}
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@ -33,6 +33,8 @@ local contentScripts = {
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[13]={view=require("Modules/Popup/View/GeneralPopup_ExpeditionReply"),panelName="GeneralPopup_ExpeditionReply",type=GENERAL_POPUP_TYPE.ExpeditionReply},
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--试炼副本进入下一层
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[14]={view=require("Modules/Popup/View/GeneralPopup_TrialToNextFloor"),panelName="GeneralPopup_TrialToNextFloor",type=GENERAL_POPUP_TYPE.TrialToNextFloor},
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--宝物分解
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[15] = {view = require("Modules/Popup/View/GeneralPopup_ResolveEquipTreasure"), panelName = "GeneralPopup_ResolveEquipTreasure",type=GENERAL_POPUP_TYPE.ResolveDismantle},
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}
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--子模块预设
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local contentPrefabs={}
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@ -39,6 +39,7 @@ function this:BindEvent()
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parent:ClosePanel()
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
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ResolvePanel.SwitchView(1)
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PopupTipPanel.ShowTip(Language[12210])
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end)
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end)
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end)
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@ -61,7 +62,7 @@ function this:OnShow(_parent,...)
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this.titleText.text=Language[11645]
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--返还比
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local num=tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/100
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this.bodyText.text = string.format(Language[11646], num, "%")
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this.bodyText.text = Language[11646]--string.format(Language[11646], num, "%")
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local _data={}
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for i=1,#dropList do
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@ -6,7 +6,9 @@ local isSha=false--筛选按钮状态
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--Tab
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local TabBox = require("Modules/Common/TabBox")
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local _TabData={ [1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11785] },
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[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11786] }}
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[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11786] },
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[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12212] },
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}
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local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
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--子模块脚本
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@ -15,13 +17,15 @@ this.contents = {
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[1] = {view = require("Modules/Resolve/View/Resolve_Recall"), panelName = "Resolve_Recall"},
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--献祭
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[2] = {view = require("Modules/Resolve/View/Resolve_Dismantle"), panelName = "Resolve_Dismantle"},
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--宝物分解
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[3] = {view = require("Modules/Resolve/View/Resolve_EquipTreasure"), panelName = "Resolve_EquipTreasure"},
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}
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--子模块预设
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this.prefabs={}
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--上一子模块索引
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local curIndex=0
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--Title资源名
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local titleImageName={"guiyuan","gongsong"}
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local titleImageName={"guiyuan","gongsong","h_xianji_fenjie"}
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local heroEndBtns = {}
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local tabSortType
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@ -152,6 +156,9 @@ function this.SwitchView(index)
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elseif index==2 then
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this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeartFireStone})
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this.title.sprite=Util.LoadSprite(titleImageName[2])
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elseif index==3 then
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this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeartFireStone})
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this.title.sprite=Util.LoadSprite(titleImageName[3])
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end
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this.title:SetNativeSize()
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@ -4,6 +4,7 @@ local sortingOrder=0
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local tabSortType = 0
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local tarHero
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local selectHeroData={}--选择的英雄list did = data
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local maxSelectNum = 30--最大选择数量
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function this:InitComponent(gameObject)
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--上部内容
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this.helpBtn=Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/HelpBtn")
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@ -116,6 +117,10 @@ function this.SingleHeroDataShow(go,_heroData)
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this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectHeroData)>0)
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return
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end
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if LengthOfTable(selectHeroData) >= maxSelectNum then
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PopupTipPanel.ShowTip(string.format(Language[12211],maxSelectNum))
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return
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end
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selectHeroData[heroData.dynamicId]=heroData
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choosed:SetActive(true)
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this.selectText.text = Language[11775]..LengthOfTable(selectHeroData).."/"..#tarHero
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@ -187,7 +192,7 @@ function this.QuickSelectListData(type)
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if type == 1 then
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selectHeroData={}
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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
|
||||
|
|
|
@ -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
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 00488036065b75340b415cd531294d57
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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
|
||||
|
|
|
@ -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,恭送神将
|
||||
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!
|
||||
|
|
|
Loading…
Reference in New Issue