角色特训

xiejun 2023-11-28 21:31:01 +08:00
parent 1d2d96d64b
commit 4e6e0f29bd
23 changed files with 13244 additions and 230 deletions

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m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 840.8, y: -92.7}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &7653972578598394088
GameObject:
@ -239722,10 +239722,10 @@ RectTransform:
m_Father: {fileID: 3273770615315225594}
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 355, y: -231.55}
m_SizeDelta: {x: 135, y: 135}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &7738539717228930362
GameObject:
@ -261839,10 +261839,10 @@ RectTransform:
m_Father: {fileID: 4695500235552396171}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 382.6, y: -60.84}
m_SizeDelta: {x: 110, y: 110}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &8620079886234826472
GameObject:
@ -263610,10 +263610,10 @@ RectTransform:
m_Father: {fileID: 3273770615315225594}
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 516.65, y: -231.55}
m_SizeDelta: {x: 135, y: 135}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &8968110427106007469
GameObject:

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: cb8154e2c1e94c7499aa69d775f7af9d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 32b7149293aefd2499c3266ea4d8d1fa
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 1853df6c3544a7f43bdf7dc762fd63c7
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -2816,7 +2816,64 @@ ExpeditionNodeType = {
Greed = 10,--贪婪节点
Reward = 11,--最后奖励节点
}
ItemTypeName = {
[0] = "无特殊分类",
[1] = "角色",
[2] = "角色碎片",
[3] = "装备",
[4] = "异妖配件",
[5] = "随机道具",
[6] = "符文",
[7] = "蓝图",
[8] = "铁矿石",
[9] = "天赋材料",
[10] = "宝箱",
[11] = "玩家头像框",
[12] = "改名卡",
[13] = "霸气",
[14] = "法宝",
[15] = "头像",
[16] = "称号",
[17] = "皮肤",
[18] = "坐骑",
[19] = "宝器",
[20] = "自选箱",
[21] = "灵兽",
[22] = "灵兽碎片",
[24] = "时装",
[25] = "万能狗粮",
[26] = "玲珑开门",
[27] = "好感度礼物",
[28] = "坐骑碎片",
[29] = "化身卡",
[30] = "生命卡碎片",
[31] = "命石",
[32] = "挂机时长资源包",
[33] = "法相",
[34] = "神印",
[35] = "好感度碎片",
[36] = "装备碎片",
[37] = "潜能石",
[38] = "gvg公会资源",
[39] = "gvg公会体力",
[40] = "gvg公会守备",
[41] = "gvg公会宣战",
[42] = "GM直充卡",
[43] = "真充券",
[44] = "现金卡",
[45] = "仙充卡",
[46] = "限时真充券",
[47] = "限时现金卡",
[48] = "限时仙充卡",
[49] = "大额直充卡",
[50] = "万能碎片",
[51] = "法相",
[52] = "置换卡",
[53] = "神兵",
[54] = "神兵碎片",
[55] = "法术",
[56] = "礼物",
}
--- 奖池预览类型
PRE_REWARD_POOL_TYPE = {
RECRUIT = 1,--钻石

View File

@ -2324,4 +2324,5 @@ Language = {
[12323] = GetLanguageStrById("进度:"),
[12324] = GetLanguageStrById("第%d天"),
[12325] = GetLanguageStrById("暂无神印!"),
[12326] = GetLanguageStrById("特训"),
}

View File

@ -516,7 +516,8 @@ UIName = {
TrainBuildPanel = 524,
TrainBuildLvUpPanel = 525,
TrainSelectHeroPanel = 526,
SpecailTrainingInfoPopup=527.--角色特训弹窗
SpecailTrainingInfoPopup=527,--角色特训弹窗
TrainingItemListPanel=528.--角色特训弹窗
}
SubUIConfig = {

View File

@ -353,7 +353,20 @@ function this.GetBagItemDataByItemTypeV2(_itemType,_itemType1,_itemType2)
end
return items
end
--通过物品类型和品质获得物品list
function this.GetBagItemDataByItemTypeV3(_itemType,_itemType2,_itemQuality )
local items = {}
local index = 1
--LogError("_itemType ".._itemType)
for i, v in pairs(this.bagDatas) do
--LogError(v.itemConfig.Name.." ".._itemType.." "..v.type.." "..v.num)
if (v.type == _itemType and v.itemType == _itemType2) and v.itemConfig.BackpackOrNot and v.quality == _itemQuality and v.num > 0 then
items[index] = v
index = index + 1
end
end
return items
end
--通过物品类型获得物品list
function this.GetItemDataByItemType(_itemType)
local items = {}

View File

@ -35,6 +35,9 @@ function this.GetCollectLvAndNum()
collect=collect+equipConfig[id].Gift
end
end
if CheckFunctionOpen(FUNCTION_OPEN_TYPE.Train) then
collect=collect+HeroManager.ReturnGiftCount()
end
for k, v in ConfigPairs(giftConfig) do
if collect>=v.Gift then
lv=v.Id
@ -44,6 +47,7 @@ function this.GetCollectLvAndNum()
break
end
end
if maxNum==0 then
maxNum=curNum
end
@ -118,6 +122,12 @@ function this.GetHeroGiftAddPro(_id)
end
end
end
if CheckFunctionOpen(FUNCTION_OPEN_TYPE.Train) then
local t=HeroManager.ReturnGiftAtt()
for k, v in ipairs(data) do
data[k]=data[k]*(1+t)
end
end
--英雄礼物不会加成主角属性
-- local pro2 = equipConfig[id].PlayerProperty
-- if pro2 and #pro2>0 then

View File

@ -228,16 +228,16 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
--特训数据
heroData.HeroTraining=_msgHeroData.training
if not heroData.HeroTraining then
heroData.HeroTraining={
heroId=heroData.dynamicId,
trainingLv=1,
attackExp=0,
defenseExp=0,
hpExp=0,
unlockIds=nil,
isTraining=0, }
end
-- if not heroData.HeroTraining then
-- heroData.HeroTraining={
-- heroId=heroData.dynamicId,
-- trainingLv=1,
-- attackExp=0,
-- defenseExp=0,
-- hpExp=0,
-- unlockIds=nil,
-- isTraining=0, }
-- end
LogError("heroData.id=="..heroData.dynamicId)
LogError("heroData.HeroTraining.attackExp=="..heroData.HeroTraining.attackExp)
LogError("heroData.HeroTraining.defenseExp=="..heroData.HeroTraining.defenseExp)
@ -4956,7 +4956,8 @@ function this.GetHeroTrainingAddPro(_id)
end
end
elseif trainingsetting[i].Level==level then
if hero.HeroTraining.attackExp==trainingsetting[i].TrainExp1 then
LogError("trainfinfo"..hero.HeroTraining.attackExp..trainingsetting[i].TrainExp1 )
if hero.HeroTraining.attackExp>=trainingsetting[i].TrainExp1 then
for j=1 ,#trainingsetting[i].AttackProperty do
local tAttack=trainingsetting[i].AttackProperty[j]
if not datas[tAttack[1]] then
@ -4966,7 +4967,7 @@ function this.GetHeroTrainingAddPro(_id)
end
end
end
if hero.HeroTraining.defenseExp==trainingsetting[i].TrainExp2 then
if hero.HeroTraining.defenseExp>=trainingsetting[i].TrainExp2 then
for j=1 ,#trainingsetting[i].PhProperty do
local tAttack=trainingsetting[i].PhProperty[j]
if not datas[tAttack[1]] then
@ -4976,7 +4977,7 @@ function this.GetHeroTrainingAddPro(_id)
end
end
end
if hero.HeroTraining.hpExp==trainingsetting[i].TrainExp3 then
if hero.HeroTraining.hpExp>=trainingsetting[i].TrainExp3 then
for j=1 ,#trainingsetting[i].HpProperty do
local tAttack=trainingsetting[i].HpProperty[j]
if not datas[tAttack[1]] then
@ -4991,24 +4992,87 @@ function this.GetHeroTrainingAddPro(_id)
return datas
end
--判断是否能解锁特训技能
function this.CheckTrainingSKillCanUnlock(trainingData)
function this.CheckTrainingCanLevelUp(heroData,trainingData)
if not trainingData then
return false
end
local lock=false
local OtherCondition=trainingData.trainingData
local OtherCondition=trainingData.OtherCondition
local conditioncheckCount=0
if heroData.star>=trainingData.MyselfCondition then
lock=true
end
if type(OtherCondition[1][1])== "userdata" then
return true
end
for i=1,#OtherCondition do
local t=OtherCondition[i]
for j=1,#this.heroDataLists do
if this.heroDataLists[j].HeroTraining.level>=t[2] and #this.heroDataLists[j].HeroTraining.unlockIds >=t[3] then
if this.heroDataLists[j].id==t[1] and this.heroDataLists[j].HeroTraining.trainingLv>=t[2] and #this.heroDataLists[j].HeroTraining.unlockIds >=t[3] then
conditioncheckCount=conditioncheckCount+1
end
end
end
if conditioncheckCount==#OtherCondition then
lock=true
else
lock=false
end
return lock
end
--判断是否特训满了
function this.IsHeroTrainingMax(heroData)
local t=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.Train,"HeroID",heroData.id)
if #t==0 then
return false
end
table.sort(t, function(a, b)
return a.Level > b.Level
end)
if t[1].Level<=heroData.HeroTraining.trainingLv then
return true
end
return false
end
--礼物格子
function this.ReturnGiftCount()
local count=0
if not CheckFunctionOpen(FUNCTION_OPEN_TYPE.Train) then
return count
end
for i=1,#this.heroDataLists do
local hero=this.heroDataLists[i]
if this.IsHeroTrainingMax(hero) then
count=count+1
end
end
local specail=ConfigManager.TryGetConfigData(ConfigName.SpecialConfig,172)
if count>tonumber(specail.Value) then
count=tonumber(specail.Value)
end
return count
end
function this.ReturnGiftAtt()
local count=0
if not CheckFunctionOpen(FUNCTION_OPEN_TYPE.Train) then
return count
end
for i=1,#this.heroDataLists do
local hero=this.heroDataLists[i]
if this.IsHeroTrainingMax(hero) then
count=count+1
end
end
local specail1=ConfigManager.TryGetConfigData(ConfigName.SpecialConfig,172)
if count>tonumber(specail1.Value) then
count=tonumber(specail1.Value)
end
local specail2=ConfigManager.TryGetConfigData(ConfigName.SpecialConfig,171)
if not specail2 then
return 0
end
return count*tonumber(specail2.Value)/10000
end
return this

View File

@ -7652,6 +7652,7 @@ function NetManager.TrainingRequest(_id,_heroId,_type,_func)
if msg.training then
HeroManager.SetHeroTraining(_heroId,msg.training)
HeroPropManager.SetDirtyByType(_heroId,Hero_Prop_Type.Training)
HeroPropManager.RefreshHeroProp(_heroId)
local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
--获取新战力
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
@ -7702,15 +7703,31 @@ function NetManager.TrainingUpLvRequest(_heroid,_func)
end)
end
-- 英雄特训技能解锁请求
function NetManager.TrainingUnlockSkillRequest(_heroid,_unlockId,pokemonIds,magicSoldierIds,TrainingUnlockSkillHeroItem,incarnationCards,playerGifts,_func)
function NetManager.TrainingUnlockSkillRequest(_heroid,_unlockId,pockemensId,TrainingUnlockSkillHeroItem,item,_func)
local data=HeroInfoProto_pb.TrainingUnlockSkillRequest()
data.heroId= _heroid
data.unlockId= _unlockId
data.pokemonIds= pokemonIds
data.magicSoldierIds= magicSoldierIds
data.TrainingUnlockSkillHeroItem= TrainingUnlockSkillHeroItem
data.incarnationCards= incarnationCards
data.playerGifts= playerGifts
-- data.pokemonIds= pokemonIds
--data.magicSoldierIds= magicSoldierIds
if TrainingUnlockSkillHeroItem then
for i = 1, #TrainingUnlockSkillHeroItem do
local info = data.consumeHeroIds:add()
info.type = TrainingUnlockSkillHeroItem[i].type
info.id =tostring( TrainingUnlockSkillHeroItem[i].id)
info.num = TrainingUnlockSkillHeroItem[i].num
end
end
--data.incarnationCards= incarnationCards
if item.itemtype==56 then
data.playerGifts.itemId = item.id
data.playerGifts.itemNum = item.itemNum
end
if item.itemtype==29 then
data.incarnationCards.itemId = item.id
data.incarnationCards.itemNum = item.itemNum
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.TrainingUnlockSkillRequest,MessageTypeProto_pb.TrainingUnlockSkillResponse,msg,function(buffer)
local data = buffer:DataByte()
@ -7721,6 +7738,9 @@ function NetManager.TrainingUnlockSkillRequest(_heroid,_unlockId,pokemonIds,magi
if msg.training then
HeroManager.SetHeroTraining(_heroid,msg.training)
HeroPropManager.SetDirtyByType(_heroid,Hero_Prop_Type.Training)
if HeroManager.IsHeroTrainingMax then
HeroPropManager.SetDirtyByType(_heroid,Hero_Prop_Type.Gift)
end
local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
--获取新战力
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
@ -7730,9 +7750,9 @@ function NetManager.TrainingUnlockSkillRequest(_heroid,_unlockId,pokemonIds,magi
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
end
end
if _func then
_func()
_func(msg)
end
end)

View File

@ -151,7 +151,9 @@ function RoleInfoPanel:InitComponent()
this.btnMask = Util.GetGameObject(self.transform, "btnMask")
this.btnMask.gameObject:SetActive(false)
this.tianfuBtn=Util.GetGameObject(self.transform,"rightGrid/tianfuBtn") --该按钮控制入口显隐
this.tianfuBtn=Util.GetGameObject(self.transform,"rolePanel/tianfuBtn") --该按钮控制入口显隐
this.trainingBtn=Util.GetGameObject(self.transform,"rightGrid/trainingBtn") --该按钮控制入口显隐
this.trainingClick=Util.GetGameObject(self.transform,"rightGrid/trainingBtn/panel") --该按钮控制入口显隐
this.tianfuClick=Util.GetGameObject(this.tianfuBtn,"panel") --控制按钮的点击事件 置灰
this.tianfuInfo=Util.GetGameObject(this.tianfuBtn,"info/Text"):GetComponent("Text") --查看法宝特性按钮
@ -261,6 +263,10 @@ function RoleInfoPanel:BindEvent()
Util.AddClick(this.tianfuClick, function()
UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
end)
--特训
Util.AddClick(this.trainingClick, function()
UIManager.OpenPanel(UIName.SpecailTrainingInfoPopup,curHeroData)
end)
--魂印
Util.AddClick(this.soulPrintBtn, function()
if soulPrintIsOpen then

View File

@ -6,12 +6,16 @@ SpecailTrainingInfoPopup = Inherit(BasePanel)
local parent
local _HeroTraining
local Training = ConfigManager.GetConfig(ConfigName.Train)
local TrainingSetting = ConfigManager.GetConfig(ConfigName.TrainSetting)
local SkillConfig = ConfigManager.GetConfig(ConfigName.SkillConfig)
local selectSkillUnlockItems1={}
local selectSkillUnlockItems2={}
function SpecailTrainingInfoPopup:InitComponent()
self.spLoader = SpriteLoader.New()
self.titleText = Util.GetGameObject(self.gameObject,"Panel/Title"):GetComponent("Text")
self.itemPre = Util.GetGameObject(self.gameObject,"Panel/Pre")
self.GameObject = Util.GetGameObject(self.gameObject,"Panel/Scroll")
self.BackBtn = Util.GetGameObject(self.gameObject, "BackBtn")
local rootHight = self.GameObject.transform.rect.height
local width = self.GameObject.transform.rect.width
self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollFitterView, self.GameObject.transform,
@ -21,10 +25,15 @@ function SpecailTrainingInfoPopup:InitComponent()
self.preList = {}
self.textList = {}
self.attList={}
self.attSkill={}
end
function SpecailTrainingInfoPopup:BindEvent()
Util.AddClick(self.BackBtn, function()
self:ClosePanel()
end)
end
function SpecailTrainingInfoPopup:AddListener()
@ -32,108 +41,362 @@ end
function SpecailTrainingInfoPopup:RemoveListener()
end
function SpecailTrainingInfoPopup:OnOpen(curHeroData)
self._curHerodata = curHeroData
self._HeroTraining=curHeroData.HeroTraining
self.showList={}
self.curLevelData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.Train,"HeroID",self._curHerodata.id,"Level",self._HeroTraining.trainingLv)
end
function SpecailTrainingInfoPopup:OnShow(_args)
function SpecailTrainingInfoPopup:OnShow()
_HeroTraining = _args
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
self.titleText.text = "特训"
--self.previewData = PracticeManager.GetPreViewData()
local showList={}
local tData=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.Train,"Id",_HeroTraining.HeroId)
local tData=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.Train,"HeroID",self._curHerodata.id)
if tData then
for k,v in ipairs(tData) do
if not showList[v.Id] then
showList[v.Id]=v
if not self.showList[k] then
self.showList[k]={data=v,curTrainingLevel=self._curHerodata.HeroTraining.trainingLv}
end
end
end
self.ScrollView:SetData(self.previewData, function(index, go)
self:SetSingleData(index,go,showList)
HeroManager.GetHeroTrainingAddPro(self._curHerodata.dynamicId)
self.ScrollView:SetData(self.showList, function(index, go)
self:SetSingleData(index,go,self.showList[index])
end)
ForceRebuildLayout(self.GameObject.transform)
-- self.ScrollView:SetIndex(PracticeManager.PracticeBigLevel)
self.ScrollView:SetIndex(1)
end
--
--_data=TrainingConfig
--
function SpecailTrainingInfoPopup:SetSingleData(index,_go,_data)
-- local title = Util.GetGameObject(_go,"title/Text"):GetComponent("Text")
-- local specialText = Util.GetGameObject(_go,"SpecialText"):GetComponent("Text")
-- local textPre = Util.GetGameObject(_go,"Content/Text")
-- local content = Util.GetGameObject(_go,"Content")
-- local star = Util.GetGameObject(_go,"title/Star"):GetComponent("Text")
-- local starImg = Util.GetGameObject(_go,"title/Image")
-- if not self.textList[_go] then
-- self.textList[_go] = {}
-- end
-- local singleTextList = self.textList[_go]
-- for k,v in ipairs(singleTextList) do
-- v.gameObject:SetActive(false)
-- end
-- --进行排序
-- local templist = {}
-- for key, value in pairs(_data.AddList) do
-- local sData = {}
-- sData.id = key
-- sData.value = value
-- table.insert(templist,sData)
-- end
-- table.sort(templist,function (a,b)
-- return a.id < b.id
-- end)
-- --显示文字
-- for i = 1, #templist do
-- if not singleTextList[i] then
-- singleTextList[i] = newObject(textPre)
-- singleTextList[i].transform:SetParent(content.transform)
-- singleTextList[i].transform.localScale = Vector3.one
-- singleTextList[i].transform.localPosition = Vector3.zero
-- end
-- local Text = singleTextList[i]:GetComponent("Text")
-- local num = Util.GetGameObject(singleTextList[i],"num"):GetComponent("Text")
-- local string,string2 = PracticeManager.GetPreviewSingleText(templist[i].id,templist[i].value)
-- singleTextList[i]:SetActive(true)
-- Text.text = string
-- num.text = string2
-- if _data.IsActive == 2 then
-- Text.text = string.format("<color=#00ff00>%s</color>",string)
-- num.text = string.format("<color=#00ff00>%s</color>",string2)
-- elseif _data.IsActive == 1 and not XiuXianConfig[PracticeManager.PracticeLevel].LevelUpCost then
-- Text.text = string.format("<color=#00ff00>%s</color>",string)
-- num.text = string.format("<color=#00ff00>%s</color>",string2)
-- end
-- end
-- if _data.RealmDesc then
-- specialText.gameObject:SetActive(true)
-- specialText.text = _data.RealmDesc
-- if _data.IsActive == 1 or _data.IsActive == 2 then
-- specialText.text = string.format("<color=#00ff00>%s</color>",_data.RealmDesc)
-- end
-- else
-- specialText.gameObject:SetActive(false)
-- end
-- title.text = string.format("%s期",_data.RealmName)
-- if _data.NeedStarNum ~= 0 then
-- star.gameObject:SetActive(true)
-- starImg.gameObject:SetActive(true)
-- if _data.NeedStarNum > PracticeManager.StarNum then
-- star.text = string.format("<color=red>需要%s</color>",_data.NeedStarNum)
-- else
-- star.text = string.format("<color=#00ff00>需要%s</color>",_data.NeedStarNum)
-- end
-- else
-- star.gameObject:SetActive(false)
-- starImg.gameObject:SetActive(false)
-- end
-- ForceRebuildLayout(_go.transform)
-- _go:SetActive(true)
local tData=_data.data
local curLevel=_data.curTrainingLevel
local title = Util.GetGameObject(_go,"HeroInfo/title/Text"):GetComponent("Text")
title.text= Language[12326]..Language[10000+tData.Level]..Language[10065]
local heroContion= Util.GetGameObject(_go,"HeroInfo/heroContion")
local condition= Util.GetGameObject(_go,"HeroInfo/title/condition"):GetComponent("Text")
local Content=Util.GetGameObject(_go,"Content")
local SkillContent=Util.GetGameObject(_go,"SkillContent")
local attPre=Util.GetGameObject(_go,"Content/attPre")
local numPre= Util.GetGameObject(_go,"Content/attPre/numPre")
local mySelfCondition= Util.GetGameObject(_go,"HeroInfo/mySelfCondition"):GetComponent("Text")
local isOpen=self._curHerodata.star>=tData.MyselfCondition and curLevel>=tData.Level
mySelfCondition.gameObject:SetActive(tData.MyselfCondition~=0)
mySelfCondition.text=NumToChinese[tData.MyselfCondition==0 and 1 or tData.MyselfCondition].."星开启"
if tData.OtherCondition then
if type(tData.OtherCondition[1][1])=="userdata" then
heroContion:SetActive(false)
else
heroContion:SetActive(true)
for i=1, #tData.OtherCondition do
local t= Util.GetGameObject(heroContion.transform,"HeroList/hero"..tostring(i).."/hero/icon"):GetComponent("Image")
t.sprite=self.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigDataByKey(ConfigName.HeroConfig,"Id",tData.OtherCondition[i][1]).Icon))
end
end
else
heroContion:SetActive(false)
end
condition.gameObject:SetActive(tData.Desc~="")
condition.text=tData.Desc
--最外层Pre
if not self.attList[_go] then
self.attList[_go] = {}
end
if not self.attSkill[_go] then
self.attSkill[_go] = {}
end
local singleAttList = self.attList[_go]
for k,v in ipairs(singleAttList) do
if v[1]then
v[1].gameObject:SetActive(false)
end
end
local ActiveButton = Util.GetGameObject(_go,"HeroInfo/ActiveBtn")
local TrainingSetting=ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrainSetting,"PoolID",tData.TrainSettingID,"Level",tData.Level)
for i = 1, 3 do
if not singleAttList[i] then
local t={}
local prefab=newObject(attPre)
prefab.transform:SetParent(Content.transform)
prefab.transform.localScale = Vector3.one
prefab.transform.localPosition = Vector3.zero
t[1]=prefab
singleAttList[i] = t
end
local Text = Util.GetGameObject( singleAttList[i][1],"Text"):GetComponent("Text")
local NoOpen = Util.GetGameObject( singleAttList[i][1],"NoOpen")
local Finishi = Util.GetGameObject( singleAttList[i][1],"Finishi")
local Button = Util.GetGameObject( singleAttList[i][1],"Button")
Util.AddOnceClick(Button,function()
if not CheckFunctionOpen(FUNCTION_OPEN_TYPE.TrainBuild) then
PopupTipPanel.ShowTip("功能未开启")
return
end
if (ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.TrainBuild)) then
NetManager.TrainingArchitectureInfoRequest(function()
UIManager.OpenPanel(UIName.TrainBuildPanel)
end)
else
local tip = ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.TrainBuild)
PopupTipPanel.ShowTip(tip)
end
end)
NoOpen:SetActive(not isOpen);
Finishi:SetActive(false);
Button.gameObject:SetActive(isOpen);
-- local string,string2 = PracticeManager.GetPreviewSingleText(templist[i].id,templist[i].value)
local tAtt={}
local trainExp=100000
local curExp=0
if not singleAttList[i][2] then
singleAttList[i][2]={}
end
local singleTextList= singleAttList[i][2]
if i==1 then
tAtt=TrainingSetting.AttackProperty
trainExp=TrainingSetting.TrainExp1
curExp=self._curHerodata.HeroTraining.attackExp
elseif i==2 then
tAtt=TrainingSetting.HpProperty
trainExp=TrainingSetting.TrainExp2
curExp=self._curHerodata.HeroTraining.defenseExp
elseif i==3 then
tAtt=TrainingSetting.PhProperty
trainExp=TrainingSetting.TrainExp3
curExp=self._curHerodata.HeroTraining.hpExp
end
for j=1 ,#tAtt do
local str1,str2=HeroManager.GetAttSingleText(tAtt[j][1],tAtt[j][2]);
if not singleTextList[j] then
singleTextList[j] = newObject(numPre)
singleTextList[j].transform:SetParent( singleAttList[i][1].transform)
singleTextList[j].transform.localScale = Vector3.one
singleTextList[j].transform.localPosition = Vector3.zero
end
singleTextList[j]:GetComponent("Text").text=str1..str2
singleTextList[j]:SetActive(true)
end
if tData.Level>curLevel then
curExp=0
end
local size = curExp/trainExp
if curExp>=trainExp then
Button.gameObject:SetActive(false);
Finishi:SetActive(true);
end
if curLevel>tData.Level then
size=1
curExp=trainExp
Finishi:SetActive(true)
NoOpen:SetActive(false)
Button.gameObject:SetActive(false);
end
size = size > 1 and 1 or size
Util.GetGameObject( singleAttList[i][1],"Progress/Image"):GetComponent("RectTransform").sizeDelta = Vector3.New(360*size,25,0)
Util.GetGameObject( singleAttList[i][1],"Progress/Text"):GetComponent("Text").text = string.format("%s/%s",curExp,trainExp)
-- ForceRebuildLayout( singleAttList[i][1].transform)
singleAttList[i][1]:SetActive(true)
end
local activeIsOpen=false
if (tData.Level-curLevel==1) and (self._curHerodata.HeroTraining.attackExp>=TrainingSetting.TrainExp1 and self._curHerodata.HeroTraining.defenseExp>=TrainingSetting.TrainExp2 and self._curHerodata.HeroTraining.hpExp>=TrainingSetting.TrainExp3 )and HeroManager.CheckTrainingCanLevelUp(self._curHerodata,self.curLevelData) then
activeIsOpen=true
else
activeIsOpen=false
end
ActiveButton:SetActive(activeIsOpen)
Util.AddOnceClick(ActiveButton, function()
NetManager.TrainingUpLvRequest(tostring( self._curHerodata.dynamicId),function()
self.curLevelData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.Train,"HeroID",self._curHerodata.id,"Level",self._curHerodata.HeroTraining.trainingLv)
local t=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.Train,"HeroID",self._curHerodata.id)
if t then
for k,v in ipairs(t) do
if not self.showList[k] then
self.showList[k]={data=v,curTrainingLevel=self._curHerodata.HeroTraining.trainingLv}
else
self.showList[k].curTrainingLevel=self._curHerodata.HeroTraining.trainingLv
end
end
end
self.ScrollView:SetData(self.showList, function(index, go)
self:SetSingleData(index,go,self.showList[index])
end)
end)
end)
local singleSkillList = self.attSkill[_go]
for k,v in ipairs(singleSkillList) do
if v then
v.gameObject:SetActive(false)
end
end
if tData.PassiveSkill and type(tData.PassiveSkill[1])~="userdata" then
SkillContent:SetActive(true)
local skill=ConfigManager.GetConfigData( ConfigName.PassiveSkillConfig,tData.PassiveSkill[1])
local icon=Util.GetGameObject( SkillContent,"IconBG/Icon"):GetComponent("Image")
local Name=Util.GetGameObject( SkillContent,"IconBG/Text"):GetComponent("Text")
local Desc=Util.GetGameObject( SkillContent,"IconBG/des1/Text"):GetComponent("Text")
local itemPre=Util.GetGameObject( SkillContent,"Chose/Content/itemPre")
local skillBtn=Util.GetGameObject( SkillContent,"Chose/Button")
Util.AddOnceClick(skillBtn,function()
if curLevel==tData.Level and (TrainingSetting.TrainExp1>self._curHerodata.HeroTraining.attackExp or TrainingSetting.TrainExp2>self._curHerodata.HeroTraining.defenseExp or TrainingSetting.TrainExp3>self._curHerodata.HeroTraining.hpExp )then
PopupTipPanel.ShowTip(Language[12268])
return
end
if tData.Level<=curLevel then
if #selectSkillUnlockItems1==0 or #selectSkillUnlockItems2==0 then
PopupTipPanel.ShowTip(Language[10054])
return
end
local item={}
item.id=selectSkillUnlockItems1[1].itemData.id
item.itemNum=1
item.itemtype=selectSkillUnlockItems1[1].itemData.itemType
local TrainingUnlockSkillHeroItem={}
for i=1,#selectSkillUnlockItems2 do
local t=selectSkillUnlockItems2[i]
local Heroitem={}
Heroitem.type=t.type
if t.type==1 then
Heroitem.id= t.dynamicId
else
Heroitem.id= t.id
end
Heroitem.num=1
TrainingUnlockSkillHeroItem[i]=Heroitem
end
local pokemenons={}
pokemenons[1]=""
local magicSoldierIds={}
magicSoldierIds[1]=""
NetManager.TrainingUnlockSkillRequest( self._curHerodata.dynamicId,tData.Id,nil,TrainingUnlockSkillHeroItem,item,function (msg)
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1)
end)
end
end
)
icon.sprite=self.spLoader:LoadSprite(GetResourcePath(skill.Icon))
Name.text=skill.Name
Desc.text=skill.Desc
local tmpData={}
for i=1,#tData.NeedItem1 do
tmpData[i]={}
tmpData[i].data=tData.NeedItem1[i]
tmpData[i].type=1---Item 栏位
tmpData[i].Name= ItemTypeName[tData.NeedItem1[i][1]]
end
local index=#tmpData
for i=index+1,index+#tData.NeedHero do
-- local HeroGroup=ConfigManager.GetConfigData(ConfigName.HeroRankupGroup,tData.NeedHero[i-index][1])
tmpData[i]={}
-- if HeroGroup then
tmpData[i].heroGroupData=tData.NeedHero[i-index]
tmpData[i].type=2--hero烂尾
tmpData[i].Name= ItemTypeName[1]
-- end
tmpData[i].NeedHeroOther=tData.NeedHeroOther
end
for i = 1, #tmpData do
if not singleSkillList[i] then
singleSkillList[i]=newObject(itemPre)
singleSkillList[i].transform:SetParent(Util.GetGameObject( SkillContent,"Chose/Content").transform)
singleSkillList[i].transform.localScale = Vector3.one
singleSkillList[i].transform.localPosition = Vector3.zero
end
local curData=tmpData[i]
Util.GetGameObject(singleSkillList[i],"Name"):GetComponent("Text").text=curData.Name
local needNum= Util.GetGameObject(singleSkillList[i],"hero/lvbg/CountText"):GetComponent("Text")
local neednum=1
if curData.type==1 then
needNum.text="0".."/"..curData.data[4]
neednum=curData.data[4]
else
needNum.text="0".."/"..curData.heroGroupData[2]
neednum=curData.heroGroupData[2]
end
local itemIcon= Util.GetGameObject(singleSkillList[i],"hero/icon"):GetComponent("Image")
local Btn=Util.GetGameObject(singleSkillList[i],"frame")
Util.AddOnceClick(Btn, function()
UIManager.OpenPanel(UIName.TrainingItemListPanel,curData,
function(selectItems,selectHeroOrItems)
itemIcon.gameObject:SetActive(true)
if curData.type==1 then
selectSkillUnlockItems1={}
if #selectItems>0 then
selectSkillUnlockItems1={}
itemIcon.sprite=self.spLoader:LoadSprite(selectItems[1].itemData.icon)
needNum.text=#selectItems.."/"..neednum
for i=1 ,#selectItems do
selectSkillUnlockItems1[i]=selectItems[i]
end
else
itemIcon.gameObject:SetActive(false)
needNum.text="0".."/"..neednum
end
elseif curData.type==2 then
selectSkillUnlockItems2={}
if #selectHeroOrItems>0 then
if selectHeroOrItems[1].type==1 then
itemIcon.sprite=self.spLoader:LoadSprite(selectHeroOrItems[1].icon)
else
local itemConfig = ConfigManager.TryGetConfigData(ConfigName.ItemConfig,selectHeroOrItems[1].id)
if not itemConfig then return end
-- icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig.ResourceID))
itemIcon.sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig.ResourceID))
needNum.text=#selectHeroOrItems.."/"..neednum
end
for i=1 ,#selectHeroOrItems do
selectSkillUnlockItems2[i]=selectHeroOrItems[i]
end
else
itemIcon.gameObject:SetActive(false)
needNum.text="0".."/"..neednum
end
end
end
,neednum, selectSkillUnlockItems1 ,selectSkillUnlockItems2,self )
end)
singleSkillList[i]:SetActive(true)
end
else
SkillContent:SetActive(false)
end
ForceRebuildLayout(_go.transform)
_go:SetActive(true)
end
function SpecailTrainingInfoPopup:SetSingleData2(index,_go,_data)
end
function SpecailTrainingInfoPopup:CheckCanLvUp(curLevel,tdLevel)
end
function SpecailTrainingInfoPopup:OnClose()
selectSkillUnlockItems1={}
selectSkillUnlockItems2={}
end
function SpecailTrainingInfoPopup:OnDestroy()
self.textList = {}
end
return SpecailTrainingInfoPopup

View File

@ -0,0 +1,483 @@
require("Base/BasePanel")
TrainingItemListPanel = Inherit(BasePanel)
local this = TrainingItemListPanel
local curSelectItemOrHeroList={}
local heroOrItemDataList={}
local curNeedRoleNum=1
local openThisPanel
local curData = {}
local openType=0
local currentSelectItems={}
local currentSelectItem={}
local curSelectGO
local sendFunc=nil
local openPanel=nil
--初始化组件(用于子类重写)
function TrainingItemListPanel:InitComponent()
this.spLoader = SpriteLoader.New()
curSelectGO=nil
this.BtnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.mask = Util.GetGameObject(self.gameObject, "mask")
this.BtnSure = Util.GetGameObject(self.gameObject, "btnSure")
this.BtnSure:SetActive(true)
this.btnAutoSelect = Util.GetGameObject(self.gameObject, "btnAutoSelect")
this.cardPre = Util.GetGameObject(self.gameObject, "item")
--this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
local v = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
--LogGreen("v.width:".. v.width.." v.height:"..v.height)
this.Scrollbar= Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,Util.GetGameObject(self.gameObject, "scroll").transform,
this.cardPre, this.Scrollbar, Vector2.New(v.width, v.height), 1, 5, Vector2.New(19.32,40))
this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(6.78, 27)
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
this.NoneImage= Util.GetGameObject(self.gameObject, "NoneImage")
this.NoneImage.gameObject:SetActive(false)
end
--绑定事件(用于子类重写)
function TrainingItemListPanel:BindEvent()
Util.AddClick(this.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.mask, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.BtnSure, function()
if sendFunc then
sendFunc(currentSelectItems,curSelectItemOrHeroList)
-- openPanel:UpdateUpStarPosHeroData(cu)
self:ClosePanel()
end
end)
-- Util.AddClick(this.btnAutoSelect, function()
-- self:AutoSelectHero()
-- end)
end
--添加事件监听(用于子类重写)
function TrainingItemListPanel:AddListener()
end
--移除事件监听(用于子类重写)
function TrainingItemListPanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function TrainingItemListPanel:OnOpen(_curData,_func,NeedNum,selectItems1,selectItems2,_openPanel)
sendFunc=_func
openPanel=_openPanel
curSelectItemOrHeroList={}
currentSelectItems={}
curNeedRoleNum=NeedNum
heroOrItemDataList={}
for i = 1, #selectItems1 do
-- curSelectHeroList[_curSelectHeroList[i]]=_curSelectHeroList[i]
table.insert(currentSelectItems,selectItems1[i])
end
for i = 1, #selectItems2 do
-- curSelectHeroList[_curSelectHeroList[i]]=_curSelectHeroList[i]
table.insert(curSelectItemOrHeroList,selectItems2[i])
end
-- print(#_curSelectHeroList)
-- for i = 1, #_curSelectHeroList do
-- -- curSelectHeroList[_curSelectHeroList[i]]=_curSelectHeroList[i]
-- table.insert(curSelectHeroList,_curSelectHeroList[i])
-- end
curData = _curData
-- heroDataList = heroData
if _curData.type==1 then
local itemDatas = BagManager.GetBagItemDataByItemTypeV3(_curData.data[2],_curData.data[1],_curData.data[3])
local index =0
for i=1,#itemDatas do
local haveNum = BagManager.GetItemCountById(itemDatas[i].id)
if haveNum > 0 then
for j = 1+index, haveNum +index do
local v = {}
v.id = itemDatas[i].id
v.itemData= itemDatas[i]
v.index = j--用于祭品选择界面 查看是否选中
table.insert(heroOrItemDataList,v)
end
end
index=haveNum
-- heroOrItemDataList[i]=itemDatas[i]
end
else
local titemDatas={}
if _curData.NeedHeroOther ~=0 then
local itemId = _curData.NeedHeroOther
local haveNum = BagManager.GetItemCountById(itemId)
if haveNum > 0 then
for i = 1, haveNum do
local v = {}
v.id = itemId
v.type = 2--1道具 2 英雄 需要传给后端
v.index = i--用于祭品选择界面 查看是否选中
table.insert(titemDatas,v)
end
end
end
if #titemDatas>0 then
local HeroDatas=HeroManager.GetAllNumStarData(curData.heroGroupData[1])
for i=1 ,#titemDatas do
heroOrItemDataList[i]=titemDatas[i]
end
local index=#titemDatas
for i=1+index,#HeroDatas+index do
heroOrItemDataList[i]=HeroDatas[i-index]
heroOrItemDataList[i].type=1
end
else
local HeroDatas=HeroManager.GetAllNumStarData(curData.heroGroupData[1])
for i=1,#HeroDatas do
heroOrItemDataList[i]=HeroDatas[i]
heroOrItemDataList[i].type=1
end
end
end
this.ScrollView:SetData(heroOrItemDataList, function (index, go)
this.OnShowSingleCardData(go, heroOrItemDataList[index])
end,false,false)
end
function this.OnClickEnterHero(go,heroData,type)
-- this.OnShowSingleCardData(go,heroData,type)
end
function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
local choosed = Util.GetGameObject(go.transform, "choosed")
choosed:SetActive(false)
local frame = Util.GetGameObject(go.transform, "frame"):GetComponent("Image")
local lvGo = Util.GetGameObject(go.transform, "lv"):GetComponent("Text")
local icon = Util.GetGameObject(go.transform, "icon"):GetComponent("Image")
local name = Util.GetGameObject(go.transform, "name"):GetComponent("Text")
local formationMask = Util.GetGameObject(go.transform, "formationMask")
-- local formationImage = Util.GetGameObject(formationMask.transform, "formationImage")
-- local lockImage = Util.GetGameObject(formationMask.transform, "lockImage")
-- local noumenon = Util.GetGameObject(go, "noumenon")
-- local starGrid = Util.GetGameObject(go.transform, "star")
local cardBtn = Util.GetGameObject(go.transform, "icon")
if curData.type~=1 then
-- icon.sprite = this.spLoader:LoadSprite(heroData.icon)
local choosed = Util.GetGameObject(go.transform, "choosed")
choosed:SetActive(false)
-- if curSelectHeroList[heroData.dynamicId] then
-- curSelectHeroList[heroData.dynamicId]=heroData
-- choosed:SetActive(true)
-- end
for i = 1, #curSelectItemOrHeroList do
if curSelectItemOrHeroList[i].type == RoleUpStarMatType.hero then
if curSelectItemOrHeroList[i].dynamicId == heroData.dynamicId then
choosed:SetActive(true)
end
elseif curSelectItemOrHeroList[i].type == RoleUpStarMatType.item then
if curSelectItemOrHeroList[i].id == heroData.id and curSelectItemOrHeroList[i].index == heroData.index then
choosed:SetActive(true)
end
end
end
Util.GetGameObject(go.transform, "posIcon"):SetActive(false)
local frame = Util.GetGameObject(go.transform, "frame"):GetComponent("Image")
local lvGo = Util.GetGameObject(go.transform, "lv")
local icon = Util.GetGameObject(go.transform, "icon"):GetComponent("Image")
local proIcon = Util.GetGameObject(go.transform, "proIcon")
local name = Util.GetGameObject(go.transform, "name"):GetComponent("Text")
local formationMask = Util.GetGameObject(go.transform, "formationMask")
local formationImage = Util.GetGameObject(formationMask.transform, "formationImage")
local lockImage = Util.GetGameObject(formationMask.transform, "lockImage")
local noumenon = Util.GetGameObject(go, "noumenon")
local starGrid = Util.GetGameObject(go.transform, "star")
local cardBtn = Util.GetGameObject(go.transform, "icon")
local GongMingMask = Util.GetGameObject(go.transform, "GongMingMask")
if heroData.type == RoleUpStarMatType.hero then
frame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
lvGo:SetActive(true)
lvGo:GetComponent("Text").text = heroData.lv
icon.sprite = this.spLoader:LoadSprite(heroData.icon)
proIcon:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.changeProId))
formationMask:SetActive((heroData.isFormation ~= "" and heroData.isFormation ~= Language[10410]) or heroData.lockState == 1)
formationImage:SetActive(heroData.isFormation ~= "" )
lockImage:SetActive( heroData.lockState == 1)
--noumenon:SetActive( heroData.id == curHeroData.id )
name.text = SubString2(GetLanguageStrById(heroData.heroConfig.ReadingName),8)
local star,starType = heroData.GetStar(1)
SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
LogError("hero star=="..star)
-- local effect=SetHeroFlyEffect(go,this.spLoader,heroData.star,this.sortingOrder+1,1)
-- if effect then
-- local particles=effect:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
-- for key, value in pairs(particles:ToTable()) do
-- local mat=value:GetComponent(typeof(UnityEngine.Renderer))
-- if mat.material.shader.name=="YXZ/Effect/Mix Masking(Without Moving)_alphablend" then
-- mat.material.shader=poolManager:LoadAsset("YXZ_MixMaskingWithoutMoving_alphablend_1",poolManager.AssetType.Other)
-- end
-- end
-- end
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
GongMingMask:SetActive(false)--最后检测是否共鸣
if heroData.lockState == 1 or (heroData.isFormation ~= "" and heroData.isFormation ~= Language[10410]) then
else
if HarmonyManager.IsChangeColor(heroData.dynamicId) then
Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = "<color=#0f0>"..heroData.lv.."</color>"
GongMingMask:SetActive(true)
elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) then
if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0 then
-- body
Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = "<color=#ffbe22>"..heroData.lv.."</color>"
GongMingMask:SetActive(true)
end
end
end
Util.AddOnceClick(GongMingMask, function()
PopupTipPanel.ShowTip(Language[12184])
end)
Util.AddOnceClick(cardBtn, function()
local isSelect = false
local selectIndex = 0
for i = 1, #curSelectItemOrHeroList do
if curSelectItemOrHeroList[i].type == RoleUpStarMatType.hero then
if curSelectItemOrHeroList[i].dynamicId == heroData.dynamicId then
isSelect = true
selectIndex = i
end
end
end
if isSelect then
choosed:SetActive(false)
-- curSelectHeroList[heroData.dynamicId]=nil
table.remove(curSelectItemOrHeroList,selectIndex)
-- this.numText.text=string.format("%s/%s",LengthOfTable(curSelectItemOrHeroList),curNeedRoleNum)
return
end
if LengthOfTable(curSelectItemOrHeroList)>=curNeedRoleNum then
PopupTipPanel.ShowTip(Language[10403])
return
end
-- curSelectHeroList[heroData.dynamicId]=heroData
table.insert(curSelectItemOrHeroList,heroData)
choosed:SetActive(true)
-- this.numText.text=string.format("%s/%s",LengthOfTable(currentSelectItems),curNeedRoleNum)
end)
Util.AddOnceClick(formationMask, function()
if heroData.isFormation ~= "" then
PopupTipPanel.ShowTip( heroData.isFormation)
return
end
if heroData.lockState == 1 then
PopupTipPanel.ShowTip(Language[10413])
return
end
end)
Util.AddLongPressClick(cardBtn, function()
UIManager.OpenPanel(UIName.RoleInfoPopup,heroData)
end, 0.5)
elseif heroData.type == RoleUpStarMatType.item then
LogError("22222222222")
local itemConfig = ConfigManager.TryGetConfigData(ConfigName.ItemConfig,heroData.id)
if not itemConfig then return end
frame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(itemConfig.Quantity,itemConfig.HeroStar[1]))
lvGo:SetActive(false)
icon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig.ResourceID))
if itemConfig.PropertyName and itemConfig.PropertyName > 0 then
proIcon:SetActive(true)
proIcon:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig.PropertyName))
else
proIcon:SetActive(false)
end
formationMask:SetActive(false)
formationImage:SetActive(false)
lockImage:SetActive(false)
noumenon:SetActive(false)
GongMingMask:SetActive(false)
name.text = SubString2(GetLanguageStrById(itemConfig.Name),8)
SetHeroStars(this.spLoader,starGrid, itemConfig.HeroStar[1] or 6,1,nil,nil,Vector2.New(0,1))
local effect=SetHeroFlyEffect(go,this.spLoader,itemConfig.HeroStar[1] or 6,this.sortingOrder+1,1)
if effect then
local particles=effect:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
for key, value in pairs(particles:ToTable()) do
local mat=value:GetComponent(typeof(UnityEngine.Renderer))
if mat.material.shader.name=="YXZ/Effect/Mix Masking(Without Moving)_alphablend" then
mat.material.shader=poolManager:LoadAsset("YXZ_MixMaskingWithoutMoving_alphablend_1",poolManager.AssetType.Other)
end
end
end
-- local meshs1=starGrid:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
-- for key, value in pairs(meshs1:ToTable()) do
-- local mat=value:GetComponent(typeof(UnityEngine.Renderer))
-- if mat.material.shader.name=="UI Particles/Additive" then
-- mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
-- end
-- end
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
Util.AddOnceClick(cardBtn, function()
local isSelect = false
local selectIndex = 0
for i = 1, #curSelectItemOrHeroList do
if curSelectItemOrHeroList[i].type == RoleUpStarMatType.item then
if curSelectItemOrHeroList[i].id == heroData.id and curSelectItemOrHeroList[i].index == heroData.index then
isSelect = true
selectIndex = i
choosed:SetActive(true)
end
end
end
if isSelect then
choosed:SetActive(false)
-- curSelectHeroList[heroData.dynamicId]=nil
table.remove(curSelectItemOrHeroList,selectIndex)
-- this.numText.text=string.format("%s/%s",LengthOfTable(curSelectItemOrHeroList),curNeedRoleNum)
return
end
if LengthOfTable(curSelectItemOrHeroList)>=curNeedRoleNum then
PopupTipPanel.ShowTip(Language[10403])
return
end
-- curSelectHeroList[heroData.dynamicId]=heroData
table.insert(curSelectItemOrHeroList,heroData)
choosed:SetActive(true)
-- this.numText.text=string.format("%s/%s",LengthOfTable(curSelectItemOrHeroList),curNeedRoleNum)
end)
Util.AddLongPressClick(cardBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, heroData.id)
end, 0.5)
end
-- if curData.type~=1 then
-- local itemConfig=heroData.heroConfig
-- -- frame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.quality,heroData.star))
-- if heroData.lv>0 then
-- lvGo.gameObject:SetActive(true)
-- lvGo.text=heroData.lv
-- else
-- lvGo.gameObject:SetActive(false)
-- end
-- formationMask:SetActive(false)
-- formationImage:SetActive(false)
-- lockImage:SetActive(false)
-- name.text = SubString2(GetLanguageStrById(itemConfig.Name),8)
-- -- local talismana=ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",heroData.staticId,"Level",heroData.lv)
-- local star=heroData.star
-- if star>0 then
-- starGrid:SetActive(true)
-- local starType=1
-- local starSize=nil
-- starType=3
-- star=star+11
-- starSize = Vector2.New(0.8,-20)
-- local starScale = -20
-- SetHeroStars(this.spLoader,starGrid, star,starType,starSize,starScale)
-- Util.SetParticleSortLayer(starGrid, this.sortingOrder + 3)
-- else
-- starGrid:SetActive(false)
-- end
-- -- local isSelect = CheckListIsContainValue1(curSelectItemOrHeroList,heroData.did)
-- -- choosed:SetActive(isSelect)
-- Util.AddOnceClick(cardBtn, function()
-- -- if isSelect then
-- -- choosed:SetActive(false)
-- -- table.removebyvalue(curSelectItemOrHeroList,heroData.did)
-- -- isSelect=false
-- -- return
-- -- end
-- -- if LengthOfTable(curSelectItemOrHeroList)>=curNeedRoleNum then
-- -- PopupTipPanel.ShowTip(Language[10403])
-- -- return
-- -- end
-- -- table.insert(curSelectItemOrHeroList,heroData.did)
-- -- isSelect=true
-- -- choosed:SetActive(true)
-- if currentSelectItem and currentSelectItem.Did == heroData .Did then
-- return
-- else
-- currentSelectItem = heroData
-- choosed:SetActive(true)
-- if curSelectGO then
-- Util.GetGameObject(curSelectGO.transform, "choosed"):SetActive(false)
-- curSelectGO = go
-- else
-- curSelectGO = go
-- end
-- choosed:SetActive(true)
-- end
-- end)
else
for i = 1, #currentSelectItems do
if currentSelectItems[i].itemData.id == heroData.itemData.id and currentSelectItems[i].index == heroData.index then
choosed:SetActive(true)
end
end
icon.sprite = this.spLoader:LoadSprite(heroData.itemData.icon)
local proIcon = Util.GetGameObject(go.transform, "proIcon")
proIcon:SetActive(false)
lvGo.gameObject:SetActive(true)
lvGo.text=heroData.index
name.text = heroData.itemData.name
frame.sprite = this.spLoader:LoadSprite(heroData.itemData.frame)
local isSelect = CheckListIsContainValue1(curSelectItemOrHeroList,heroData.itemData.did)
Util.AddOnceClick(cardBtn, function()
local isSelect = false
local selectIndex = 0
for i = 1, #currentSelectItems do
if currentSelectItems[i].index == heroData.index then
isSelect = true
selectIndex = i
end
end
if isSelect then
choosed:SetActive(false)
-- curSelectHeroList[heroData.dynamicId]=nil
table.remove(currentSelectItems,selectIndex)
-- this.numText.text=string.format("%s/%s",LengthOfTable(currentSelectItems),curNeedRoleNum)
return
end
if LengthOfTable(currentSelectItems)>=curNeedRoleNum then
PopupTipPanel.ShowTip(Language[10403])
return
end
-- curSelectHeroList[heroData.dynamicId]=heroData
table.insert(currentSelectItems,heroData)
choosed:SetActive(true)
-- this.numText.text=string.format("%s/%s",LengthOfTable(currentSelectItems),curNeedRoleNum)
end)
end
end
--界面关闭时调用(用于子类重写)
function TrainingItemListPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function TrainingItemListPanel:OnDestroy()
this.spLoader:Destroy()
sendFunc=nil
heroOrItemDataList={}
currentSelectItem=nil
this.ScrollView = nil
end
return TrainingItemListPanel

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