Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
563587e640
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@ -3822,7 +3822,7 @@ RectTransform:
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m_Children:
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m_AnchorMax: {x: 0.5, y: 0.5}
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@ -6902,6 +6902,7 @@ RectTransform:
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m_Color: {r: 0.9647059, g: 0.88235295, b: 0.7137255, a: 1}
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_FontData:
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m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
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m_FontSize: 40
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m_BestFit: 0
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m_MinSize: 4
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m_MaxSize: 40
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m_Alignment: 4
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m_RichText: 1
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@ -7786,6 +7867,81 @@ CanvasRenderer:
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m_GameObject: {fileID: 7229491252151889507}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 0.5, y: 0.5}
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CanvasRenderer:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_Sprite: {fileID: 21300000, guid: 477ecd3af8f109449a1c3a27c5e8d047, type: 3}
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillClockwise: 1
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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GameObject:
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m_ObjectHideFlags: 0
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@ -8949,7 +9105,7 @@ MonoBehaviour:
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m_SelectOnDown: {fileID: 0}
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m_SelectOnLeft: {fileID: 0}
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m_SelectOnRight: {fileID: 0}
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m_Transition: 1
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m_Transition: 0
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m_Colors:
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m_NormalColor: {r: 1, g: 1, b: 1, a: 1}
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m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
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@ -43,7 +43,7 @@ function PracticeStatePreview:OnShow(_parent,_args)
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self:SetSingleData(index,go,self.previewData[index])
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end)
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ForceRebuildLayout(self.GameObject.transform)
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self.ScrollView:SetIndex(PracticeManager.PracticeBigLevel - 1 > 0 and PracticeManager.PracticeBigLevel - 1 or 1)
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self.ScrollView:SetIndex(PracticeManager.PracticeBigLevel > 0 and PracticeManager.PracticeBigLevel - 1 or 1)
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end
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function PracticeStatePreview:SetSingleData(index,_go,_data)
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@ -88,9 +88,14 @@ function PracticeStatePreview:SetSingleData(index,_go,_data)
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num.text = string.format("<color=#00ff00>%s</color>",string2)
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end
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end
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specialText.text = _data.RealmDesc
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if _data.IsActive then
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specialText.text = string.format("<color=#00ff00>%s</color>",_data.RealmDesc)
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if _data.RealmDesc then
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specialText.gameObject:SetActive(true)
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specialText.text = _data.RealmDesc
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if _data.IsActive then
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specialText.text = string.format("<color=#00ff00>%s</color>",_data.RealmDesc)
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end
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else
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specialText.gameObject:SetActive(false)
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end
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title.text = string.format("%s期",_data.RealmName)
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ForceRebuildLayout(_go.transform)
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@ -26,7 +26,8 @@ function this:InitComponent(gameObject)
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self.scrollView.moveTween.Strength = 2
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self.heroList={}
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self.itemList = {}
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self.maskList = {}
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self.maskList = {}--对勾的list
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self.maskImprintList = {}--附身中的list
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end
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function this:BindEvent()
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@ -102,16 +103,31 @@ function this:ShowSingleData(go,heroData,index)
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Util.GetGameObject(go, "proIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
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local starGrid = Util.GetGameObject(go, "star")
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local starPre = Util.GetGameObject(go, "starPre")
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self.maskList[index] = Util.GetGameObject(go, "choosed")
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-- LogGreen("data.UnlockId:"..tostring(data.UnlockId))
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self.maskList[index]:SetActive(tostring(PracticeManager.ImprintServerData[data.Id].subId) == tostring(heroData.dynamicId))
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self.maskImprintList[index] = {}
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self.maskImprintList[index].heroDid = heroData.dynamicId
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self.maskImprintList[index].obj = Util.GetGameObject(go, "imprint")
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if self.maskList[index].activeInHierarchy then
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self.maskImprintList[index].obj:SetActive(false)
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else
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self.maskImprintList[index].obj:SetActive(PracticeManager.CheckHeroHaveImprintAndActive(heroData.dynamicId))
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end
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SetHeroStars(self.spLoader,starGrid, heroData.star)
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Util.AddOnceClick(go, function()
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-- LogGreen("subId:"..tostring(PracticeManager.ImprintServerData[data.Id].subId).." did:"..tostring(heroData.dynamicId))
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for i = 1, #self.maskList do
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self.maskList[i]:SetActive(false)
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end
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for i = 1, #self.maskImprintList do
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self.maskImprintList[i].obj:SetActive(PracticeManager.CheckHeroHaveImprintAndActive(self.maskImprintList[i].heroDid))
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end
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if self.maskImprintList[index].obj.activeInHierarchy then
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self.maskImprintList[index].obj:SetActive(false)
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end
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self.maskList[index]:SetActive(true)
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self.heroD = heroData
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end)
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@ -125,6 +141,7 @@ function this:OnClose()
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self.selectId = nil
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self.heroList={}
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self.maskList = {}
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self.maskImprintList = {}
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end
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function this:OnDestroy()
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@ -280,7 +280,8 @@ function PracticeImprint:Animation(num)
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trigger = false
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elseif num == 2 then--刷新界面
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self.ImprintInfo:SetActive(true)
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ScrollTrans.sizeDelta = self.sizeDelta[1]
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ScrollTrans.sizeDelta = self.sizeDelta[2]
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ImprintTrans.localPosition = endPos
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trigger = false
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elseif num == 3 then--关闭界面
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self.ImprintInfo:SetActive(false)
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@ -141,11 +141,13 @@ end
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function this.GetPreViewData()
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local AddListData = this.GetAddsListWithOutTemplate()
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local previewList = {}
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for i = 2, #AddListData do
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for i = 1, #AddListData do
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local data = {}
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local configData = ConfigManager.GetConfigDataByKey(ConfigName.XiuXianConfig,"RealmId",i)
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data.RealmName = configData.RealmName
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data.RealmDesc = configData.RealmDesc
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if configData.RealmDesc then
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data.RealmDesc = configData.RealmDesc
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end
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data.IsActive = this.PracticeBigLevel >= i
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data.AddList = AddListData[i]
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table.insert(previewList,data)
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@ -363,4 +365,16 @@ function this.PracticeCheckImprint()
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return false
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end
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--检测英雄是否附身中并且神印已激活
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function this.CheckHeroHaveImprintAndActive(heroDid)
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if this.HeroWithImprintList[heroDid] then
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if this.ImprintServerData[this.HeroWithImprintList[heroDid]] then
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if this.ImprintServerData[this.HeroWithImprintList[heroDid]].state == 1 then
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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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return false
|
||||
end
|
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|
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return PracticeManager
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Loading…
Reference in New Issue