Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
gaoxin 2022-01-13 11:39:15 +08:00
commit 4ffae70799
34 changed files with 1760 additions and 836 deletions

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View File

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extension: .png
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resAbNameIndex: 63
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extension: .png
resPathIndex: 130
resAbNameIndex: 63
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extension: .jpg
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extension: .png
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extension: .png
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resAbNameIndex: 789
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View File

@ -54,35 +54,30 @@ function TimeLimitUpHero:InitComponent()
self.sliderText2=Util.GetGameObject(self.slider.gameObject,"Text"):GetComponent("Text")
self.nextReward = Util.GetGameObject(self.getBtn, "reward")
self.effect=Util.GetGameObject(self.nextReward,"juneng_chenggong")
self.heroPar=Util.GetGameObject(self.gameObject,"Bg2/curObj")
self.dragView=Util.GetGameObject(self.gameObject,"Bg2/dragView")
self.Bg = Util.GetGameObject(self.gameObject,"Bg2"):GetComponent("Image")
self.mask1=Util.GetGameObject(self.gameObject,"Bg2/mask")
self.heroPar=Util.GetGameObject(self.mask1,"curObj")
self.dragView=Util.GetGameObject(self.mask1,"dragView")
self.btn_hero=Util.GetGameObject(self.gameObject,"btngroup/btn_hero")
self.heroIcon=Util.GetGameObject(self.btn_hero,"Icon"):GetComponent("Image")
self.textInfo1=Util.GetGameObject(self.btn_hero,"Text"):GetComponent("Text")
self.textInfo1.text="选择神将"
self.titleImg=Util.GetGameObject(self.gameObject,"Bg2/Image (3)"):GetComponent("Image")
self.titleImg.gameObject:SetActive(false)
self.callTimeImg=Util.GetGameObject(self.gameObject,"callTimeImg"):GetComponent("Image")
self.callTimeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_28zi_zh")
self.callTimeTxt=Util.GetGameObject(self.gameObject,"callTimeImg/Text"):GetComponent("Text")
self.heroNameTxt=Util.GetGameObject(self.gameObject,"Bg2/PreviewBtn/di/Name/Text"):GetComponent("Text")
self.heroProImg=Util.GetGameObject(self.gameObject,"Bg2/PreviewBtn/di/Image"):GetComponent("Image")
self.starPar=Util.GetGameObject(self.gameObject,"Bg2/PreviewBtn/di/Image"):GetComponent("Image")
self.previewBtn = Util.GetGameObject(self.mask1,"PreviewBtn")
self.heroNameTxt=Util.GetGameObject(self.previewBtn,"di/Name/Text"):GetComponent("Text")
self.heroProImg=Util.GetGameObject(self.previewBtn,"di/Image"):GetComponent("Image")
self.starPar=Util.GetGameObject(self.previewBtn,"di/Image"):GetComponent("Image")
self.gailvImg=Util.GetGameObject(self.btn_hero,"InfoImg2"):GetComponent("Image")
self.changeImg=Util.GetGameObject(self.btn_hero,"InfoImg"):GetComponent("Image")
self.changeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_icondi_ghwj_zh")
-- self.changeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_icondi_ghwj_zh")
self.gailvImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_gailv_zh")
self.xianshishangshiBtn = Util.GetGameObject(self.gameObject,"btngroup/xianshishangshiBtn")
self.xxssEffect = Util.GetGameObject(self.xianshishangshiBtn,"Fx_Circle 1")
self.xianshishangshiBtn:SetActive(false)
self.mask2 = Util.GetGameObject(self.gameObject,"Bg2/mask2")
self.mask2Img = Util.GetGameObject(self.mask2,"curObj/Image"):GetComponent("Image")
end
--绑定事件(用于子类重写)
function TimeLimitUpHero:BindEvent()
-- Util.AddOnceClick(self.xianshishangshiBtn, function()
-- JumpManager.GoJump(40014)
-- end)
Util.AddClick(self.btn_hero.gameObject, function()
-- 制作数据
local upConfig=ConfigManager.GetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId", self.actId)
@ -92,7 +87,7 @@ function TimeLimitUpHero:BindEvent()
local str=upConfig.UpList
local heros={}
for i = 1, #str do
table.insert(heros,str[i][1])
table.insert(heros,{str[i][1],str[i][5]})
end
-- 打开选择界面
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ChooseUpHero,heros, curHeroId, function(chooseId)
@ -148,7 +143,6 @@ function TimeLimitUpHero:OnShow(_sortingOrder)
self.gameObject:SetActive(true)
sortingOrder = _sortingOrder
Util.SetParticleSortLayer(self.effect, sortingOrder+1)
Util.SetParticleSortLayer(self.xxssEffect, sortingOrder+1)
self.actId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
if self.actConfig.IfBack == 1 then
@ -172,8 +166,7 @@ function TimeLimitUpHero:OnShow(_sortingOrder)
end
-- LogError(" actid===="..self.actId)
wishConfig=ConfigManager.GetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",self.actId)
-- self.titleImg.sprite=self.spLoader:LoadSprite(self.actConfig.Icon[3])
Setting= ConfigManager.GetConfigData(ConfigName.WishActivitySetting,1)
Setting= ConfigManager.GetConfigData(ConfigName.WishActivitySetting,1)
self.freeTimesId=Setting.FreeTimes
self.maxtimesId=Setting.MaxTimes
self.yaojingMaxTimeId =Setting.DiamondMaxTimes
@ -189,16 +182,31 @@ function TimeLimitUpHero:OnShow(_sortingOrder)
end
local lastLiveName
function TimeLimitUpHero:RefreshHeroData()
curConfig=ConfigManager.GetConfigData(ConfigName.HeroConfig,curHeroId)
self.heroIcon.sprite=self.spLoader:LoadSprite(artResourcesConfig[curConfig.Icon].Name)
self.heroNameTxt.text=curConfig.ReadingName
self.heroProImg.sprite=self.spLoader:LoadSprite(GetProStrImageByProNum(curConfig.PropertyName))
if heroLiveObj then
poolManager:UnLoadLive(lastLiveName, heroLiveObj)
Log("curHeroId:"..tostring(curHeroId))
local bool = not not heroConfig[curHeroId]--判断是神将还是什么
curConfig = bool and heroConfig[curHeroId] or itemConfig[curHeroId]
self.mask1:SetActive(bool)
self.mask2:SetActive(not bool)
if bool then--是神将
self.heroIcon.sprite=self.spLoader:LoadSprite(artResourcesConfig[curConfig.Icon].Name)
self.heroNameTxt.text=curConfig.ReadingName
self.heroProImg.sprite=self.spLoader:LoadSprite(GetProStrImageByProNum(curConfig.PropertyName))
if heroLiveObj then
poolManager:UnLoadLive(lastLiveName, heroLiveObj)
end
lastLiveName=GetResourcePath(curConfig.Live)
heroLiveObj=HeroManager.LoadHerolive1(curConfig,self.heroPar)
SetHEeroLiveToward(heroLiveObj,curConfig.Toward,curConfig.Position)
self.Bg.sprite = self.spLoader:LoadSprite("x_xinjiangzhaohuan_beijin")
self.callTimeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_28zi_zh")
else--不是神将
self.heroIcon.sprite=self.spLoader:LoadSprite(artResourcesConfig[curConfig.ResourceID].Name)
self.Bg.sprite = self.spLoader:LoadSprite("f_feishengshi_beijing")
self.mask2Img.sprite = self.spLoader:LoadSprite("f_feishengshi_daicon")
self.callTimeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_feishengshi")
end
lastLiveName=GetResourcePath(curConfig.Live)
heroLiveObj=HeroManager.LoadHerolive1(curConfig,self.heroPar)
SetHEeroLiveToward(heroLiveObj,curConfig.Toward,curConfig.Position)
local reMaintimes = ActivityGiftManager.GetActivityValueInfo(self.actId)
local totalTimes = 0
for i = 1, #wishConfig.UpList do

View File

@ -199,15 +199,20 @@ function this:Refresh(_data,_item)
if #formation.teamHeroInfos < 1 then
else
if FormationManager.GetFormationPower(_data.formationId) > this.mapData.force then
--打开时间弹窗
if GuideManager.IsFunctionGuideExist() then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.SelectExploreTime,this.mapData,_data)
else
MsgPanel.ShowTwo("所选队伍战力小于推荐战力,是否仍要进行探索?", function()end, function()
--打开时间弹窗
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.SelectExploreTime,this.mapData,_data)
end, "取消", "确定", "提示",false,"")
end
else
if FormationManager.GetFormationPower(_data.formationId) > this.mapData.force then
--打开时间弹窗
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.SelectExploreTime,this.mapData,_data)
else
MsgPanel.ShowTwo("所选队伍战力小于推荐战力,是否仍要进行探索?", function()end, function()
--打开时间弹窗
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.SelectExploreTime,this.mapData,_data)
end, "取消", "确定", "提示",false,"")
end
end
end
end)
end

View File

@ -77,7 +77,7 @@ end
--添加事件监听(用于子类重写)
function this:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Explore.UpdateFormation,this.OnShow)
Game.GlobalEvent:AddEvent(GameEvent.Explore.UpdateFormation,this.Init)
end
--移除事件监听(用于子类重写)
@ -100,10 +100,11 @@ function this:OnOpen(_parent,...)
this.mapTimeTipLayer.overrideSorting = true
this.mapTimeTipLayer.sortingOrder = sortingOrder + 1
this.mask.sortingOrder = sortingOrder + 1
this:Init()
end
--界面打开时调用(用于子类重写)
function this:OnShow()
function this:Init()
this.icon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(Explore[1].Cost[1]))
--队伍
for i = 1,math.max(#this.itemList,#this.data) do
@ -191,6 +192,10 @@ function this:OnShow()
this:TimeCountDown()
end
function this:OnShow()
this.RefreshFormations()
end
function this.RefreshMapNameColor()
--红 fe5757 黄 f3e168 绿 58f567
for k,v in pairs(this.mapDatas) do
@ -204,7 +209,7 @@ function this.RefreshMapNameColor()
end
end
function this.SetMapName(id)
function this.SetMapName(id)
local forId = id or this.formationId
if FormationManager.GetFormationPower(forId)/Explore[this.formationList[forId].mapId].Force < 0.8 then
this.itemList[this.formationList[forId].index].targgetBtnText.text = string.format("<color=#%s>%s</color>","fe5757", Explore[this.formationList[forId].mapId].Name)
@ -273,11 +278,14 @@ function this.SetPos(gobj,pos,formationId)
end
end
function this:Refresh(_data,_item,index)
_item.data = _data
_item.go.gameObject:SetActive(true)
_item.formation.gameObject:SetActive(true)
_item.name.text = string.format("队伍%s",_data.index)
function this.RefreshFormations()
--队伍
for i = 1,#this.itemList do
this.RefreshFormation(this.itemList[i],this.itemList[i].data)
end
end
function this.RefreshFormation(_item,_data)
for j, demon in ipairs(_item.heroList) do
_item.heroList[j].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(1))
_item.heroList[j].hero:SetActive(false)
@ -322,7 +330,15 @@ function this:Refresh(_data,_item,index)
_item.heroList[pos].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
_item.heroList[pos].heroData = heroData
end
this.SetMapName(_data.formationId)
end
function this:Refresh(_data,_item,index)
_item.data = _data
_item.go.gameObject:SetActive(true)
_item.formation.gameObject:SetActive(true)
_item.name.text = string.format("队伍%s",_data.index)
local formation = FormationManager.GetFormationByID(_data.formationId)
this.formationList[_data.formationId] = {} --formationId 为索引 预设index,mapId,exploreTime,formationId
this.formationList[_data.formationId].index = index
this.formationList[_data.formationId].formationId = _data.formationId
@ -347,7 +363,7 @@ function this:Refresh(_data,_item,index)
this.formationList[_data.formationId].exploreTime = this.mapDatas[1].exploreTime
_item.targgetTimeBtn.gameObject:SetActive(false)
end
this.SetMapName(_data.formationId)
this.RefreshFormation(_item,_data)
this.SetExploreTime(_data.formationId)
_item.selectIma.gameObject:SetActive(this.formationList[_data.formationId].select == 1)
Util.AddOnceClick(_item.select,function()
@ -418,7 +434,7 @@ function this:OnClose()
end
this.SetPos(this.mapTip,nil,this.formationId)
this.SetPos(this.mapTimeTip,nil,this.formationId)
Game.GlobalEvent:RemoveEvent(GameEvent.Explore.UpdateFormation,this.OnShow)
Game.GlobalEvent:RemoveEvent(GameEvent.Explore.UpdateFormation,this.Init)
end
--界面销毁时调用(用于子类重写)
@ -427,6 +443,7 @@ function this:OnDestroy()
this.itemList = {}
this.mapTipPreList = {}
this.mapTimeTipPreList = {}
this.formationList = {}
end
return this

View File

@ -296,6 +296,11 @@ end
function HomeLand:OnSortingOrderChange()
for i = 1, 7 do
local curObj = self.mapData[i]
Util.SetParticleSortLayer(curObj.effect1,self.sortingOrder + 1)
Util.SetParticleSortLayer(curObj.effect2,self.sortingOrder + 1)
end
end
function HomeLand:OnShow()
@ -312,7 +317,7 @@ end
--初始化详细信息列表
function HomeLand:InitDetailBar()
local targetPos = bool and Vector3.zero or Vector3.New(863,81,0)
local targetPos = bool and Vector3.zero or Vector3.New(863,-722,0)
self.Kuang:GetComponent("RectTransform").localPosition = targetPos
self.maskBtn:SetActive(bool)
@ -364,7 +369,7 @@ end
--详细信息列表的移动
function HomeLand:SetDetailBar()
self.maskBtn:SetActive(bool)
local targetPos = bool and Vector3.New(216,81,0) or Vector3.New(863,81,0)
local targetPos = bool and Vector3.New(216,-722,0) or Vector3.New(863,-722,0)
local rotation = bool and Vector3.New(0,180,0) or Vector3.zero
self.Kuang.transform:DOLocalMove(targetPos, 0.8)
self.BtnImage.transform:DORotate(rotation,0.8)

View File

@ -149,7 +149,11 @@ function IncarnationLottery:contentShow()
self.reward[str1] = i
self.rewardWeight[str1] = data[i].WeightShow
Util.AddOnceClick(self.icons[i].kuang,function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,data[i].Reward[1])
if itemConfig[data[i].Reward[1]].ItemType == ItemType.SelfBox then
UIManager.OpenPanel(UIName.RewardBoxPanel,nil,data[i].Reward[1])
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,data[i].Reward[1])
end
end)
end
end

View File

@ -103,14 +103,22 @@ end
function this:BindEvent()
Util.AddClick(this.BtnBack, function()
NetManager.RequestTrialReward(function(msg)
if msg.drop and #msg.drop.itemlist > 0 then
UIManager.OpenPanel(UIName.TrialRewardBackPopup,msg.drop,function()
if CarbonManager.difficulty ~= 4 then
if msg.drop and #msg.drop.itemlist > 0 then
UIManager.OpenPanel(UIName.TrialRewardBackPopup,msg.drop,function()
if ctrlView.GetCallListCount() > 1 then
PopupTipPanel.ShowTip(Language[11258])
return
end
this.SetEndlessShow()
end)
else
if ctrlView.GetCallListCount() > 1 then
PopupTipPanel.ShowTip(Language[11258])
return
end
this.SetEndlessShow()
end)
end
else
if ctrlView.GetCallListCount() > 1 then
PopupTipPanel.ShowTip(Language[11258])

View File

@ -36,7 +36,7 @@ function this:InitComponent(gameObject)
this.selectBar = Util.GetGameObject(gameObject,"selectBar")
this.light = Util.GetGameObject(this.selectBar,"selectBtn")
this.btnList = {}
for i = 1, 4 do
for i = 1, 5 do
this.btnList[i] = Util.GetGameObject(this.selectBar,"btn"..i)
end
this.choosedList = {}
@ -52,7 +52,7 @@ function this:BindEvent()
end
parent:ClosePanel()
end)
for i = 1, 4 do
for i = 1, 5 do
Util.AddClick(this.btnList[i],function()
if curPage ~= i then
this:Refresh(i)
@ -78,8 +78,14 @@ function this:OnShow(_parent,_args)
parent=_parent
sortingOrder =_parent.sortingOrder
local default = 1
local UpList = ConfigManager.GetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.LimitUpHero)).UpList
if currHeroId and currHeroId ~= 0 then
default = heroConfig[currHeroId].PropertyName
for index, value in ipairs(UpList) do
if value[1] == currHeroId then
default = value[5]
break
end
end
end
this:Refresh(default)
end
@ -90,8 +96,9 @@ function this:Refresh(_page)
local heroDatas={}
for i = 1, #heros do
if _page == heroConfig[heros[i]].PropertyName then
table.insert(heroDatas,heroConfig[heros[i]])
local CONFIG = heros[i][2] == 5 and itemConfig or heroConfig
if _page == heros[i][2] and CONFIG[heros[i][1]] then
table.insert(heroDatas,{CONFIG[heros[i][1]],heros[i][2]})
end
end
this.ScrollView:SetData(heroDatas, function(index, go)
@ -101,30 +108,52 @@ end
--英雄单个数据展示
function this.SingleHeroDataShow(go,_heroData,_index)
local heroData = _heroData
local heroData = _heroData[1]
local itemType = _heroData[2]
local _go = go
_go.gameObject:SetActive(true)
Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quality,heroData.Star))
Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text = SubString2(GetLanguageStrById(heroData.ReadingName),8)
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(artResourcesConfig[_heroData.Icon].Name)
Util.GetGameObject(_go.transform, "posIcon"):SetActive(false)
Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
local frame = Util.GetGameObject(_go.transform, "frame"):GetComponent("Image")
local name = Util.GetGameObject(_go.transform, "Text"):GetComponent("Text")
local icon = Util.GetGameObject(_go.transform, "icon"):GetComponent("Image")
local proIcon = Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image")
proIcon.gameObject:SetActive(true)
local starGrid = Util.GetGameObject(_go.transform, "star")
starGrid:SetActive(true)
local choosed = Util.GetGameObject(_go.transform, "choosed")
this.choosedList[go] = choosed
this.choosedList[go]:SetActive( _heroData.Id==currHeroId)
SetHeroStars(this.spLoader, starGrid, heroData.Star,1,nil,-15)
local cardclickBtn = Util.GetGameObject(_go.transform, "icon")
if itemType ~= 5 then
frame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quality,heroData.Star))
name.text = SubString2(GetLanguageStrById(heroData.ReadingName),8)
icon.sprite = this.spLoader:LoadSprite(artResourcesConfig[heroData.Icon].Name)
proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
SetHeroStars(this.spLoader, starGrid, heroData.Star,1,nil,-15)
else
frame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quantity1))
name.text = SubString2(GetLanguageStrById(heroData.Name),8)
icon.sprite = this.spLoader:LoadSprite(artResourcesConfig[heroData.ResourceID].Name)
proIcon.gameObject:SetActive(false)
starGrid:SetActive(false)
end
this.choosedList[go] = choosed
this.choosedList[go]:SetActive( heroData.Id==currHeroId)
Util.AddOnceClick(cardclickBtn, function()
currHeroId=_heroData.Id
currHeroId=heroData.Id
for k,v in pairs(this.choosedList) do
v:SetActive(false)
end
choosed:SetActive(true)
end)
end)
Util.AddLongPressClick(cardclickBtn, function()
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroData.Id, heroData.Star)
end, 0.5)
if itemType ~= 5 then
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroData.Id, heroData.Star)
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,heroData.Id)
end
end, 0.5)
end

View File

@ -20,12 +20,11 @@ local upStarRankUpConfig={}--即将要升星的数据
local curStarRankUpConfig={}--当前升星的数据
local curTuPoRankUpConfig={}--当前突破的数据
--长按升级状态
local _isClicked = false
local _isClicked = false --是否点击
local _isReqLvUp = false
local _isLongPress = false
local _isLongPress = false --是否长按
this.timePressStarted = 0--监听长按事件
this.priThread = nil--协同程序播放升级属性提升值动画用
local isTriggerLongClick = false--长按是否升过级
local oldLv = 0
local curHeroData--当前英雄信息
local parent = {}
@ -33,7 +32,7 @@ local isUpZhen = false--当前英雄是否上阵
local isHeroUpStar
local herodatas = {}
this.isPressed = false
local timer = 0
local proSort = {
[1] = HeroProType.Attack,
[2] = HeroProType.Hp,
@ -68,6 +67,7 @@ function RoleInfoLayout:InitComponent()
this.posInfo = Util.GetGameObject(this.posBtn,"PosInfo"):GetComponent("Text")
this.proTip = Util.GetGameObject(self.gameObject,"content/pro/tishi")
this.skillGrid=Util.GetGameObject(self.gameObject,"content/skill")
this.skillGridCanvas = this.skillGrid:GetComponent("Canvas")
this.selsectSkillImage=Util.GetGameObject(this.skillGrid,"selsectSkillImage")
this.skillList = {}
for i = 1,6 do
@ -138,34 +138,32 @@ function RoleInfoLayout:BindEvent()
PopupTipPanel.ShowTip("神将正在共鸣中,无法升级!")
return
end
if Time.realtimeSinceStartup - RoleInfoLayout.timePressStarted <= 0.4 then
this:LvUpClick(true)
end
end)
--长按升级按下状态
this._onPointerDown = function(Pointgo, data)
if this.isGongMing then
return
end
isTriggerLongClick = false
_isLongPress = false
_isClicked = true
RoleInfoLayout.timePressStarted = Time.realtimeSinceStartup
this.timePressStarted = Time.realtimeSinceStartup
oldLv = curHeroData.lv
this.isPressed = true
timer = 0
_isReqLvUp = false
end
--长按升级抬起状态
this._onPointerUp = function(Pointgo, data)
if this.isGongMing then
PopupTipPanel.ShowTip("神将正在共鸣中,无法升级!")
return
if Time.realtimeSinceStartup - RoleInfoLayout.timePressStarted <= 0.4 then
this:LvUpClick(false)
end
if _isLongPress and isTriggerLongClick then
--连续升级抬起请求升级
if _isReqLvUp then
this:LongLvUpClick(oldLv)
end
end
_isClicked = false
_isLongPress = false
this.isPressed = false
timer = 0
end
this.upLvTrigger.onPointerDown = this.upLvTrigger.onPointerDown + this._onPointerDown
this.upLvTrigger.onPointerUp = this.upLvTrigger.onPointerUp + this._onPointerUp
@ -192,6 +190,7 @@ function this.SkillInfoPopupClose(panelType, p)
if panelType == UIName.SkillInfoPopup and this.skillPanel == p then --监听到SkillInfoPopup关闭把层级设回去
this.selsectSkillImage:SetActive(false)
this.skillPanel = nil
this.skillGridCanvas.sortingOrder = this.sortingOrder + 1
end
end
@ -373,6 +372,7 @@ end
--单个技能显示
function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills)
this.skillGridCanvas.sortingOrder = this.sortingOrder + 1
this.skillData = this.GetSkillsData()
for i = 1,math.max(#this.skillList,#this.skillData) do
this.skillList[i].icon.gameObject:GetComponent("Button").onClick:RemoveAllListeners()
@ -400,7 +400,6 @@ function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills
this.skillList[i].skillName.text= GetLanguageStrById(this.skillData[i].skillConfig.Name)--(curSkillData.skillId % 10)
this.skillList[i].icon.sprite=this.spLoader:LoadSprite(GetResourcePath(this.skillData[i].skillConfig.Icon))--被动技
if this.skillData[i].state == 0 then
LogGreen("this.skillData[i].star:"..this.skillData[i].star)
local str = NumToChinese[this.skillData[i].star]..""
if this.skillData[i].star > 11 then
str = "飞升"..NumToChinese[this.skillData[i].star - 11]
@ -419,6 +418,7 @@ function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills
local awakenSkillList = this.GetAwakenSkill()
this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId),awakenSkillList[i-2])
end
this.skillGridCanvas.sortingOrder = this.skillPanel.sortingOrder + 1
end)
end
end
@ -500,20 +500,21 @@ function RoleInfoLayout:GetCurHeroUpLvOrUpStarSData()
if v.Star==curHeroData.heroConfig.Star then--初始星级相等
if v.Show==1 then -- 1 突破
if v.Id ~= curHeroData.breakId and curHeroData.lv == v.LimitLevel then--and curHeroData.star == v.LimitStar
--Log("突破 "..v.Id)
-- Log("突破 "..v.Id)
isHeroUpTuPo = true
upTuPoRankUpConfig = v
end
end
if v.Show==2 then -- 2 升星
if v.Id ~= curHeroData.upStarId and curHeroData.star == v.LimitStar then
--Log("升星 "..v.Id)
-- Log("升星 "..v.Id)
upStarRankUpConfig=v
isHeroUpStar=true
end
end
end
end
-- Log("isHeroUpTuPo"..tostring(isHeroUpTuPo).." isHeroUpStar:"..tostring(isHeroUpStar))
end
--更新英雄升级 和 突破数据
@ -530,15 +531,14 @@ function this:UpdateHeroUpLvAndBreakData()
_isReqLvUp = false
else
this.itemGrid.gameObject:SetActive(true)
-- if curHeroData.lv < 30 then--策划规定三十级之前一直显示持续长按可快速升级
-- this.tipUpLv.gameObject:SetActive(false)
-- this.tipUpLv.text = Language[11807]
-- else
-- this.tipUpLv.gameObject:SetActive(false)
-- end
this.tipUpLv.gameObject:SetActive(false)
this.upLvBtnText.text=Language[11063]
this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_002")
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
this.upLvBtnText.text=Language[11805]
this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_001")--r_chouka_button_004
else
this.upLvBtnText.text=Language[11063]
this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_002")
end
if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass==1 and curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then--当前突破全部完成
if curStarRankUpConfig then--进阶过处理
if curHeroData.lv == curStarRankUpConfig.OpenLevel then
@ -560,24 +560,25 @@ end
--升级按钮点击事件处理
function RoleInfoLayout:LvUpClick(isSingleLvUp)
--是否为最大等级
-- --LogGreen("isSingleLvUp "..tostring(isSingleLvUp))
if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
PopupTipPanel.ShowTip(Language[11788])
_isClicked = false
_isReqLvUp = false
_isLongPress = false
this.isPressed = false
timer = 0
return
end
--如果此时需要进阶 每次都要跳转
--可以升星 是当前星级突破已满,等级也到了突破最大等级
if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass==1 and curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then--当前突破全部完成
if curStarRankUpConfig then--进阶过处理
--等级到达当前星级开放的最大等级
if curHeroData.lv == curStarRankUpConfig.OpenLevel then
--是否能升星
if curHeroData.star >= curHeroData.heroConfig.MaxRank then
MsgPanel.ShowOne("当前神将已达最大星级")
return
end
_isClicked = false
_isReqLvUp = false
local showTipStr = Language[11808]
local showIndex = RoleInfoPanelIndex.jinjie
local showBtnTipStr = Language[11809]
@ -603,17 +604,9 @@ function RoleInfoLayout:LvUpClick(isSingleLvUp)
end
else
if isUpLvMaterials then
if isSingleLvUp then--是否是单次升级
NetManager.HeroLvUpEvent(curHeroData.dynamicId,curHeroData.lv + 1,curHeroData.lv,function (msg)
this:DeleteLvUpMaterials(isSingleLvUp,msg)
end)
else
isTriggerLongClick = true
this:DeleteLvUpMaterials(isSingleLvUp)
end
this:DeleteLvUpMaterials()
else
_isClicked = false
_isReqLvUp = false
if isHeroUpTuPo and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
PopupTipPanel.ShowTip(Language[11813])
else
@ -623,36 +616,34 @@ function RoleInfoLayout:LvUpClick(isSingleLvUp)
end
else--从未进阶过处理
_isClicked = false
_isReqLvUp = false
MsgPanel.ShowTwo(Language[11808], nil, function()
parent:SetSelectBtn(RoleInfoPanelIndex.jinjie)
parent:OnPageTabChange(RoleInfoPanelIndex.jinjie)
end,Language[10731],Language[11809])
end
else
elseif isHeroUpTuPo and oldLv == upTuPoRankUpConfig.LimitLevel then --点击按钮之前的等级 == 突破最大等级 说明是突破
_isClicked = false
_isLongPress = false
this.isPressed = false
timer = 0
if isUpLvMaterials then
if isSingleLvUp then--是否是单次升级
local curUpLv = curHeroData.lv
if isHeroUpTuPo and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
curUpLv = curHeroData.lv
else
curUpLv = curHeroData.lv + 1
end
NetManager.HeroLvUpEvent(curHeroData.dynamicId,curUpLv,curHeroData.lv,function (msg)
this:DeleteLvUpMaterials(isSingleLvUp,msg)
end)
else
isTriggerLongClick = true
this:DeleteLvUpMaterials(isSingleLvUp)
end
this:DeleteLvUpMaterials()
else
PopupTipPanel.ShowTip(Language[11813])
end
_isClicked = false
_isLongPress = false
this.isPressed = false
timer = 0
elseif not isHeroUpTuPo or curHeroData.lv < upTuPoRankUpConfig.LimitLevel then
if isUpLvMaterials then
this:DeleteLvUpMaterials()
else
PopupTipPanel.ShowTip(Language[11814])
_isClicked = false
_isReqLvUp = false
if isHeroUpTuPo and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
PopupTipPanel.ShowTip(Language[11813])
else
PopupTipPanel.ShowTip(Language[11814])
end
_isLongPress = false
this.isPressed = false
timer = 0
end
end
end
@ -663,40 +654,26 @@ function RoleInfoLayout:LongLvUpClick(oldLv)
end)
end
--扣除升级 突破 消耗的材料 更新英雄数据
function RoleInfoLayout:DeleteLvUpMaterials(isSingleLvUp,msg)
if isSingleLvUp == false then--连续升级的时候需要自己先扣除
for i = 1, #costItemList do
--Log(string.format("扣除id=%s 数量=%s",costItemList[i][1],costItemList[i][2]))
BagManager.HeroLvUpUpdateItemsNum(costItemList[i][1],costItemList[i][2])
end
function RoleInfoLayout:DeleteLvUpMaterials()
_isReqLvUp = true
for i = 1, #costItemList do
--Log(string.format("扣除id=%s 数量=%s",costItemList[i][1],costItemList[i][2]))
BagManager.HeroLvUpUpdateItemsNum(costItemList[i][1],costItemList[i][2])
end
-- for i, v in pairs(heroDatas) do
-- if curHeroData == v then
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
UIManager.OpenPanel(UIName.RoleUpLvBreakSuccessPanel,curHeroData,upTuPoRankUpConfig.Id,upTuPoRankUpConfig.OpenLevel)
curHeroData.breakId=upTuPoRankUpConfig.Id
curHeroData.breakId=curHeroData.breakId
--突破有可能会升星
if curHeroData.star<upTuPoRankUpConfig.OpenStar then
curHeroData.star=upTuPoRankUpConfig.OpenStar
curHeroData.star=curHeroData.star
end
_isClicked = false
_isReqLvUp = false
else
if msg then
curHeroData.lv=msg.targetLevel
-- Log("后端更新猎妖师技术前端刷新界面targetLevel "..msg.targetLevel)
else
curHeroData.lv=curHeroData.lv + 1
-- Log("后端更新猎妖师技术前端刷新界面curHeroData.lv "..curHeroData.lv)
end
-- curHeroData.lv=curHeroData.lv
-- PopupTipPanel.ShowTip("升级成功!")
PopupTipPanel.ShowTip(Language[11867])
end
-- end
-- end
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
UIManager.OpenPanel(UIName.RoleUpLvBreakSuccessPanel,curHeroData,upTuPoRankUpConfig.Id,upTuPoRankUpConfig.OpenLevel)
curHeroData.breakId=upTuPoRankUpConfig.Id
curHeroData.breakId=curHeroData.breakId
if curHeroData.star<upTuPoRankUpConfig.OpenStar then
curHeroData.star=upTuPoRankUpConfig.OpenStar
curHeroData.star=curHeroData.star
end
else
curHeroData.lv=curHeroData.lv + 1
PopupTipPanel.ShowTip(Language[11867])
end
--Log("刷新英雄库里单个英雄数据 "..curHeroData.dynamicId.." "..curHeroData.lv.." "..curHeroData.star.." "..curHeroData.breakId.." "..curHeroData.upStarId)
--刷新英雄库里单个英雄数据
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
@ -708,22 +685,10 @@ function RoleInfoLayout:DeleteLvUpMaterials(isSingleLvUp,msg)
-- 升级音效
PlaySoundWithoutClick(SoundConfig.Sound_Upgrade)
end
if msg then
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,msg.targetLevel,curHeroData.star,curHeroData.breakId,curHeroData.upStarId,isSingleLvUp)
else
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.lv,curHeroData.star,curHeroData.breakId,curHeroData.upStarId,isSingleLvUp)
end
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.lv,curHeroData.star,curHeroData.breakId,curHeroData.upStarId,true)
local allAddProValOld = allAddProVal
parent:UpdateHeroInfoData()--刷新界面
this.ShowProAddVal(allAddProValOld)
if isSingleLvUp then
parent.upLvEffect:SetActive(false)
parent.upLvEffect:SetActive(true)
end
-- _isReqLvUp = false
Timer.New(function()
_isReqLvUp = false
end, 0.1):Start()
end
--连续升级更新后端英雄数据
@ -746,17 +711,23 @@ function RoleInfoLayout:DeleteLvUpMaterials2(msg)
parent.upLvEffect:SetActive(false)
parent.upLvEffect:SetActive(true)
end
local oldFrame = 0
--长按升级处理
function this.OnUpdate()
if _isClicked then
if Time.realtimeSinceStartup - RoleInfoLayout.timePressStarted > 0.4 then
_isLongPress = true
if not _isReqLvUp then
_isReqLvUp = true
this:LvUpClick(false)
--长按
if Time.realtimeSinceStartup - this.timePressStarted > 0.4 then
if timer <= 0 then
timer = timer + 0.2
_isLongPress = true
this:LvUpClick(false)
end
if Time.frameCount - oldFrame > 0 then
oldFrame = Time.frameCount
timer = timer - Time.deltaTime
end
end
end
end
end
--播放升级 属性提升动画
function this.ShowProAddVal(allAddProValOld)

View File

@ -161,6 +161,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
-- 卸载头像框特效
self:UnLoadFrameEffect()
-- LogGreen("itemType:"..tostring(_itemData.itemType).." Name:"..tostring(_itemData.configData.Name).." 数量:"..tostring(_itemData.num))
if _itemData.itemType == 1 or _itemData.itemType == 0 then--物品
--item
if effectLayer > 0 and _itemData.configData.Quantity1 then
@ -272,8 +273,10 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self.heroShowGo:SetActive(true)
local propertyName=itemConfig[_itemData.backData.itemId].PropertyName
if(propertyName~=0) then
self.fragmentIcon:SetActive(true)
self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(propertyName))
self.proImage.gameObject:SetActive(true)
self.proImage.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(propertyName))
else
self.proImage.gameObject:SetActive(false)
end
self.starGrid:SetActive(true)
local star = _itemData.configData.HeroStar[1]
@ -836,6 +839,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
self.gameObject:GetComponent("RectTransform").localScale = Vector2.New(self.scale, self.scale)
end
function ItemView:OnBtnCkickEvent(itemSId)
Log("ItemView:OnBtnCkickEvent("..tostring(itemSId)..")")
local itemDataConFig = ConfigManager.GetConfigData(ConfigName.ItemConfig, itemSId)
if itemDataConFig.ItemType == ItemType.Hero then
-- 1角色