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commit
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@ -140201,7 +140201,7 @@ MonoBehaviour:
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@ -179070,7 +179070,7 @@ MonoBehaviour:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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@ -2832,13 +2832,33 @@ function this.GetFormationHeroRedPoint()
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local teamHero = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
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local teamHero = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
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for i, v in pairs(teamHero) do
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for i, v in pairs(teamHero) do
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local curHeroData = HeroManager.GetSingleHeroData(i)
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local curHeroData = HeroManager.GetSingleHeroData(i)
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local isCanUpEquipTreasure
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local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,40)
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if config then
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local limits = string.split(config.Value, "|")
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if limits then
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local heroConfig = curHeroData.heroConfig
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local lvs = string.split(limits[1], "#")
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local stars = string.split(limits[2], "#")
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if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= tonumber(stars[2]) then
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isCanUpEquipTreasure = true
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else
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isCanUpEquipTreasure = false
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end
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else
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isCanUpEquipTreasure = false
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end
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else
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isCanUpEquipTreasure = false
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end
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if
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if
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this.GetCurHeroUpLvOrUpStarSData(curHeroData) or this.LvUpBtnRedPoint(curHeroData) or
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this.GetCurHeroUpLvOrUpStarSData(curHeroData) or this.LvUpBtnRedPoint(curHeroData) or
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this.IsShowUpStarRedPoint(curHeroData) or
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this.IsShowUpStarRedPoint(curHeroData) or
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#this.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or
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#this.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or
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this.GetIsShowSoulPrintRedPoint(curHeroData) or
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this.GetIsShowSoulPrintRedPoint(curHeroData) or
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this.GetIsShowTalismanRedPoint(curHeroData)
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this.GetIsShowTalismanRedPoint(curHeroData) or
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then
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(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0)
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then
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return true
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return true
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end
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end
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end
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end
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@ -2859,11 +2879,32 @@ function this.GetAllHeroCompoundRedPoint()
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end
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end
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--单个英雄所有红点判断
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--单个英雄所有红点判断
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function this.GetCurHeroIsShowRedPoint(curHeroData)
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function this.GetCurHeroIsShowRedPoint(curHeroData)
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local isCanUpEquipTreasure
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local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,40)
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if config then
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local limits = string.split(config.Value, "|")
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if limits then
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local heroConfig = curHeroData.heroConfig
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local lvs = string.split(limits[1], "#")
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local stars = string.split(limits[2], "#")
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if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= tonumber(stars[2]) then
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isCanUpEquipTreasure = true
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else
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isCanUpEquipTreasure = false
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end
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else
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isCanUpEquipTreasure = false
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end
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else
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isCanUpEquipTreasure = false
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end
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return this.GetCurHeroUpLvOrUpStarSData(curHeroData) or this.LvUpBtnRedPoint(curHeroData) or
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return this.GetCurHeroUpLvOrUpStarSData(curHeroData) or this.LvUpBtnRedPoint(curHeroData) or
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this.IsShowUpStarRedPoint(curHeroData) or
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this.IsShowUpStarRedPoint(curHeroData) or
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#this.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or
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#this.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or
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this.GetIsShowSoulPrintRedPoint(curHeroData) or
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this.GetIsShowSoulPrintRedPoint(curHeroData) or
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this.GetIsShowTalismanRedPoint(curHeroData)
|
this.GetIsShowTalismanRedPoint(curHeroData) or
|
||||||
|
(#this.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0 and isCanUpEquipTreasure)
|
||||||
end
|
end
|
||||||
--获取当前英雄的下一突破 和 升星 静态数据
|
--获取当前英雄的下一突破 和 升星 静态数据
|
||||||
function this.GetCurHeroUpLvOrUpStarSData(curHeroData)
|
function this.GetCurHeroUpLvOrUpStarSData(curHeroData)
|
||||||
|
@ -3047,6 +3088,7 @@ function this.GetHeroIsUpEquip(heroDid)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
--有同系 且未在英雄身上的装备
|
--有同系 且未在英雄身上的装备
|
||||||
local equips = BagManager.GetEquipDataByEquipPosition(heroData.heroConfig.Profession)
|
local equips = BagManager.GetEquipDataByEquipPosition(heroData.heroConfig.Profession)
|
||||||
|
|
||||||
|
@ -3094,6 +3136,77 @@ function this.GetHeroIsUpEquip(heroDid)
|
||||||
end
|
end
|
||||||
return {}
|
return {}
|
||||||
end
|
end
|
||||||
|
--宝物
|
||||||
|
function this.GetHeroIsUpTreasure(heroDid,pos)
|
||||||
|
if heroDatas[heroDid] then
|
||||||
|
local heroData = heroDatas[heroDid]
|
||||||
|
local lackEquips = {}
|
||||||
|
for i = 1, 2 do
|
||||||
|
local equipIdAndWarPower = {}
|
||||||
|
equipIdAndWarPower.pos = i
|
||||||
|
equipIdAndWarPower.id = "0"
|
||||||
|
equipIdAndWarPower.warPower = 0
|
||||||
|
lackEquips[i] = equipIdAndWarPower
|
||||||
|
end
|
||||||
|
|
||||||
|
-- 有装备的位置赋值装备id及战力
|
||||||
|
if heroData.jewels and #heroData.jewels > 0 then
|
||||||
|
for i = 1, #heroData.jewels do
|
||||||
|
if not heroData.jewels[i] then
|
||||||
|
else
|
||||||
|
local curEquipConFigData =
|
||||||
|
EquipTreasureManager.GetSingleTreasureByIdDyn(heroData.jewels[i])
|
||||||
|
if not curEquipConFigData then
|
||||||
|
LogBlue("-------------------------"..heroData.jewels[i] .. " " .. heroDid)
|
||||||
|
else
|
||||||
|
lackEquips[curEquipConFigData.equipType].id = heroData.jewels[i]
|
||||||
|
lackEquips[curEquipConFigData.equipType].warPower =
|
||||||
|
EquipTreasureManager.CalculateWarForce(heroData.jewels[i])
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
local allEquipTreasures = EquipTreasureManager.GetAllTreasuresByLocation(pos, heroData.heroConfig.PropertyName)
|
||||||
|
for k, v in ipairs(allEquipTreasures) do
|
||||||
|
--比较战力 高战力的装备add
|
||||||
|
if lackEquips[v.equipType].id == "0" then
|
||||||
|
lackEquips[v.equipType].id = v.idDyn
|
||||||
|
lackEquips[v.equipType].warPower = EquipTreasureManager.CalculateWarForce(v.idDyn)
|
||||||
|
else
|
||||||
|
local nextEquipWarPower = EquipTreasureManager.CalculateWarForce(v.idDyn)
|
||||||
|
if nextEquipWarPower > lackEquips[v.equipType].warPower then
|
||||||
|
lackEquips[v.equipType].id = v.idDyn
|
||||||
|
lackEquips[v.equipType].warPower = EquipTreasureManager.CalculateWarForce(v.idDyn)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--去掉与自己本身自带的重合装备
|
||||||
|
local allUpEquipDidTabs = {}
|
||||||
|
for k,v in pairs(lackEquips) do
|
||||||
|
if v.id ~= "0" then
|
||||||
|
local isAdd = true
|
||||||
|
for j = 1, #heroData.jewels do
|
||||||
|
if heroData.jewels[j] == v.id then
|
||||||
|
isAdd = false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if isAdd then
|
||||||
|
table.insert(allUpEquipDidTabs, v.id)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if #allUpEquipDidTabs > 0 then
|
||||||
|
return allUpEquipDidTabs
|
||||||
|
end
|
||||||
|
return {}
|
||||||
|
end
|
||||||
|
return {}
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
--单个英雄魂印红点
|
--单个英雄魂印红点
|
||||||
--获取魂印环形布局数据 didMaxLen最大槽位数量 didLen可装备槽位数量 didLv最大动态等级 maxLv配置最大等级
|
--获取魂印环形布局数据 didMaxLen最大槽位数量 didLen可装备槽位数量 didLv最大动态等级 maxLv配置最大等级
|
||||||
function this.GetSoulPrintLoopUIMaxData()
|
function this.GetSoulPrintLoopUIMaxData()
|
||||||
|
@ -3603,4 +3716,8 @@ function this.GetEquipedEquipList()
|
||||||
end
|
end
|
||||||
return EquipedEquipList
|
return EquipedEquipList
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function this.CheckIsUp()
|
||||||
|
|
||||||
|
end
|
||||||
return this
|
return this
|
|
@ -388,7 +388,7 @@ function this.GetAllTreasuresByLocation(Location, PropertyName)
|
||||||
local curAllEquipTreasure = {}
|
local curAllEquipTreasure = {}
|
||||||
for key, value in pairs(allTreasures) do
|
for key, value in pairs(allTreasures) do
|
||||||
if
|
if
|
||||||
(value.upHeroDid == "" or value.upHeroDid == "0" ) and jewelConfig[value.id].Location == Location and
|
(value.upHeroDid == "" or value.upHeroDid == "0" ) and (Location == 0 or jewelConfig[value.id].Location == Location) and
|
||||||
jewelConfig[value.id].Race == PropertyName
|
jewelConfig[value.id].Race == PropertyName
|
||||||
then
|
then
|
||||||
table.insert(curAllEquipTreasure, value)
|
table.insert(curAllEquipTreasure, value)
|
||||||
|
@ -508,6 +508,7 @@ function this.CalculateWarForce(Did)
|
||||||
if curTreasure then
|
if curTreasure then
|
||||||
return this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv)
|
return this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv)
|
||||||
end
|
end
|
||||||
|
return 0
|
||||||
end
|
end
|
||||||
function this.CalculateWarForceBase(sId, lv, rlv)
|
function this.CalculateWarForceBase(sId, lv, rlv)
|
||||||
local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.JewelConfig, sId)
|
local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.JewelConfig, sId)
|
||||||
|
|
|
@ -235,12 +235,14 @@ function EquipTreasureStrongPopup:SetScrollPre(go,data,_index)
|
||||||
end
|
end
|
||||||
go.gameObject:SetActive(true)
|
go.gameObject:SetActive(true)
|
||||||
local btn = Util.GetGameObject(go,"btn")
|
local btn = Util.GetGameObject(go,"btn")
|
||||||
|
local red = Util.GetGameObject(go,"red")
|
||||||
if not this.treasureDatas[_index] then
|
if not this.treasureDatas[_index] then
|
||||||
this.treasureDatas[_index] = SubUIManager.Open(SubUIConfig.ItemView,go.transform)
|
this.treasureDatas[_index] = SubUIManager.Open(SubUIConfig.ItemView,go.transform)
|
||||||
this.treasureDatas[_index].transform:SetAsFirstSibling()
|
this.treasureDatas[_index].transform:SetAsFirstSibling()
|
||||||
end
|
end
|
||||||
this.treasureDatas[_index]:OnOpen(false, {data.id,0}, 1, true, false, false, 0,data.idDyn)
|
this.treasureDatas[_index]:OnOpen(false, {data.id,0}, 1, true, false, false, 0,data.idDyn)
|
||||||
this.treasureDatas[_index].name:GetComponent("Text").text = HeroManager.GetSingleHeroData(data.upHeroDid).heroConfig.ReadingName
|
this.treasureDatas[_index].name:GetComponent("Text").text = HeroManager.GetSingleHeroData(data.upHeroDid).heroConfig.ReadingName
|
||||||
|
red.gameObject:SetActive(false)
|
||||||
Util.AddOnceClick(btn,function()
|
Util.AddOnceClick(btn,function()
|
||||||
this.select.transform:SetParent(go.transform)
|
this.select.transform:SetParent(go.transform)
|
||||||
this.select:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(-8.5,6.8,0)
|
this.select:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(-8.5,6.8,0)
|
||||||
|
|
|
@ -1079,7 +1079,10 @@ function this.UpdateEquipPosHeroData(_equipOrTreasure, _type, _selectEquipDataLi
|
||||||
--刷新界面
|
--刷新界面
|
||||||
this.ShowHeroEquip()
|
this.ShowHeroEquip()
|
||||||
--上阵刷新红点
|
--上阵刷新红点
|
||||||
this.allEquipUpRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 and isUpZhen)
|
this.allEquipUpRedPoint:SetActive((#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or (isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0)) and isUpZhen)
|
||||||
|
this.equipBTn5Add.gameObject:SetActive(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,1) > 0)
|
||||||
|
this.equipBtn6Add.gameObject:SetActive(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,2) > 0)
|
||||||
|
|
||||||
this:OnClickTabBtn(indexBtnNum)
|
this:OnClickTabBtn(indexBtnNum)
|
||||||
-- --刷新当前英雄可穿装备
|
-- --刷新当前英雄可穿装备
|
||||||
-- if indexBtnNum == PosIdConst.All then
|
-- if indexBtnNum == PosIdConst.All then
|
||||||
|
@ -1119,9 +1122,13 @@ end
|
||||||
function this:SortEquipDatas(_equipDatas)
|
function this:SortEquipDatas(_equipDatas)
|
||||||
if teamHero[curHeroData.dynamicId] then
|
if teamHero[curHeroData.dynamicId] then
|
||||||
isUpZhen = true
|
isUpZhen = true
|
||||||
this.allEquipUpRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0)
|
this.equipBTn5Add.gameObject:SetActive(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,1) > 0)
|
||||||
|
this.equipBtn6Add.gameObject:SetActive(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,2) > 0)
|
||||||
|
this.allEquipUpRedPoint:SetActive((#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or (isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0)) and isUpZhen)
|
||||||
curHeroCanUpEquipTabs = HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId)
|
curHeroCanUpEquipTabs = HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId)
|
||||||
else
|
else
|
||||||
|
this.equipBTn5Add.gameObject:SetActive(false)
|
||||||
|
this.equipBtn6Add.gameObject:SetActive(false)
|
||||||
isUpZhen = false
|
isUpZhen = false
|
||||||
this.allEquipUpRedPoint:SetActive(false)
|
this.allEquipUpRedPoint:SetActive(false)
|
||||||
curHeroCanUpEquipTabs = {}
|
curHeroCanUpEquipTabs = {}
|
||||||
|
|
|
@ -554,7 +554,26 @@ function this:UpdateHeroInfoData()
|
||||||
local EquipSignUnlockTwo = ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,87).OpenRules[2]
|
local EquipSignUnlockTwo = ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,87).OpenRules[2]
|
||||||
if teamHero[curHeroData.dynamicId] then
|
if teamHero[curHeroData.dynamicId] then
|
||||||
isUpZhen = true
|
isUpZhen = true
|
||||||
this.equipBtnRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0)
|
local isCanUpEquipTreasure
|
||||||
|
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,40)
|
||||||
|
if config then
|
||||||
|
local limits = string.split(config.Value, "|")
|
||||||
|
if limits then
|
||||||
|
local heroConfig = curHeroData.heroConfig
|
||||||
|
local lvs = string.split(limits[1], "#")
|
||||||
|
local stars = string.split(limits[2], "#")
|
||||||
|
if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= tonumber(stars[2]) then
|
||||||
|
isCanUpEquipTreasure = true
|
||||||
|
else
|
||||||
|
isCanUpEquipTreasure = false
|
||||||
|
end
|
||||||
|
else
|
||||||
|
isCanUpEquipTreasure = false
|
||||||
|
end
|
||||||
|
else
|
||||||
|
isCanUpEquipTreasure = false
|
||||||
|
end
|
||||||
|
this.equipBtnRedPoint:SetActive((#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or (isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0)))
|
||||||
this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData))
|
this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData))
|
||||||
this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData))
|
this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData))
|
||||||
else
|
else
|
||||||
|
|
Loading…
Reference in New Issue