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diff --git a/Assets/ManagedResources/Prefabs/UI/SpecailTraining/TrainingItemListPanel.prefab.meta b/Assets/ManagedResources/Prefabs/UI/SpecailTraining/TrainingItemListPanel.prefab.meta
new file mode 100644
index 0000000000..506764d25f
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diff --git a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua
index 9ba3237c9d..14517f1a98 100644
--- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua
+++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/Common/Language.lua b/Assets/ManagedResources/~Lua/Common/Language.lua
index 0ba6e60bb6..799c72b9b5 100644
--- a/Assets/ManagedResources/~Lua/Common/Language.lua
+++ b/Assets/ManagedResources/~Lua/Common/Language.lua
@@ -2324,4 +2324,5 @@ Language = {
[12323] = GetLanguageStrById("进度:"),
[12324] = GetLanguageStrById("第%d天"),
[12325] = GetLanguageStrById("暂无神印!"),
+ [12326] = GetLanguageStrById("特训"),
}
diff --git a/Assets/ManagedResources/~Lua/Data/UIData.lua b/Assets/ManagedResources/~Lua/Data/UIData.lua
index 3461c77303..f129ce5608 100644
--- a/Assets/ManagedResources/~Lua/Data/UIData.lua
+++ b/Assets/ManagedResources/~Lua/Data/UIData.lua
@@ -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 = {
diff --git a/Assets/ManagedResources/~Lua/Modules/Bag/BagManager.lua b/Assets/ManagedResources/~Lua/Modules/Bag/BagManager.lua
index f81819d7ce..d94a1a3a05 100644
--- a/Assets/ManagedResources/~Lua/Modules/Bag/BagManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Bag/BagManager.lua
@@ -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 = {}
diff --git a/Assets/ManagedResources/~Lua/Modules/Gem/GiftManager.lua b/Assets/ManagedResources/~Lua/Modules/Gem/GiftManager.lua
index 6d90a4c705..a28f237b93 100644
--- a/Assets/ManagedResources/~Lua/Modules/Gem/GiftManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Gem/GiftManager.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua
index 58e7ab0dc3..1013293541 100644
--- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua
@@ -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
\ No newline at end of file
diff --git a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua
index 4347df2a2e..ebf69426d4 100644
--- a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua
@@ -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)
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua
index 10dedc4a0b..47f78d6fa1 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/SpecailTrainingInfoPopup.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/SpecailTrainingInfoPopup.lua
index d4bef94038..1b79d06851 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/SpecailTrainingInfoPopup.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/SpecailTrainingInfoPopup.lua
@@ -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("%s",string)
- -- num.text = string.format("%s",string2)
- -- elseif _data.IsActive == 1 and not XiuXianConfig[PracticeManager.PracticeLevel].LevelUpCost then
- -- Text.text = string.format("%s",string)
- -- num.text = string.format("%s",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("%s",_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("需要%s",_data.NeedStarNum)
- -- else
- -- star.text = string.format("需要%s",_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
\ No newline at end of file
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/TrainingItemListPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/TrainingItemListPanel.lua
new file mode 100644
index 0000000000..25f2af463e
--- /dev/null
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/TrainingItemListPanel.lua
@@ -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 = ""..heroData.lv..""
+ 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 = ""..heroData.lv..""
+ 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
+
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/TrainingItemListPanel.lua.meta b/Assets/ManagedResources/~Lua/Modules/RoleInfo/TrainingItemListPanel.lua.meta
new file mode 100644
index 0000000000..f8ea5949cd
--- /dev/null
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/TrainingItemListPanel.lua.meta
@@ -0,0 +1,7 @@
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+guid: 93ef450e1a0a38740bd9fadc160f3f08
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant: