【ID1008675】

【图鉴优化】增加神将皮肤预览
dev_chengFeng
jiaoyangna 2021-04-08 17:24:36 +08:00
parent 39144c20c6
commit 5740120f53
8 changed files with 13973 additions and 1353 deletions

View File

@ -5213,7 +5213,7 @@ ParticleSystem:
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ParticleSystemRenderer:
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@ -10421,7 +10421,7 @@ ParticleSystem:
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ParticleSystemRenderer:
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@ -15340,7 +15340,7 @@ ParticleSystem:
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@ -20115,7 +20115,7 @@ ParticleSystem:
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@ -24925,7 +24925,7 @@ ParticleSystem:
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@ -30400,7 +30400,7 @@ ParticleSystem:
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@ -30965,7 +30965,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_AnchoredPosition: {x: 125.3, y: 0}
m_SizeDelta: {x: 0, y: 100.75}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &222314792653266900
@ -36463,7 +36463,7 @@ ParticleSystem:
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@ -41219,7 +41219,7 @@ ParticleSystem:
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@ -46256,7 +46256,7 @@ ParticleSystem:
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@ -51012,7 +51012,7 @@ ParticleSystem:
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@ -55886,7 +55886,7 @@ ParticleSystem:
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View File

@ -1,26 +1,42 @@
require("Base/BasePanel")
HandBookHeroInfoPanel = Inherit(BasePanel)
local this = HandBookHeroInfoPanel
local RoleInfoLayout = require("Modules/HandBook/HandBookRoleInfoLayout")
local RoleStoryLayout = require("Modules/RoleInfo/RoleStoryLayout")
local RoleSkinPanel = require("Modules/RoleInfo/HandBookRoleSkinPanel")
local tabs = {
[1] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11093]
},
[2] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11095]
},
[3] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11816]
},
}
local index = {1,2,3,4,5,6,9,10,11}
local heroConFigData
local leftHeroData
local rightHeroData
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local heroLevelConfig = ConfigManager.GetConfig(ConfigName.HeroLevelConfig)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local allAddProVal = {}
local isClickLeftOrRightBtn = true
local index=0
local leftIndex=0
local rightIndex=0
local starType = 1
local type = 1
local _leftStar=0
local _curStar=0
local _rightStar=0
local breakId,upStarId
local tabsList = {}
local _CurPageIndex = 1
--初始化组件(用于子类重写)
function HandBookHeroInfoPanel:InitComponent()
self.btnBack = Util.GetGameObject(self.transform, "btnBack")
this.bgImageList = {}
for i = 1, 4 do
@ -29,10 +45,10 @@ function HandBookHeroInfoPanel:InitComponent()
self.curObj= Util.GetGameObject(self.transform, "curObj")
self.leftObj= Util.GetGameObject(self.transform, "leftObj")
self.rightObj= Util.GetGameObject(self.transform, "rightObj")
self.leftBtn = Util.GetGameObject(self.transform, "leftBtn/GameObject")
self.rightBtn = Util.GetGameObject(self.transform, "rightBtn/GameObject")
self.dragView = SubUIManager.Open(SubUIConfig.DragView, self.gameObject.transform)
self.dragView.transform:SetSiblingIndex(1)
@ -44,88 +60,31 @@ function HandBookHeroInfoPanel:InitComponent()
self.posBgImage=Util.GetGameObject(self.transform,"pos"):GetComponent("Image")
self.posImage=Util.GetGameObject(self.transform,"pos/posImage"):GetComponent("Image")
self.posText=Util.GetGameObject(self.transform,"pos/posText"):GetComponent("Text")
--详情
Util.GetGameObject(self.transform,"roleInfoLayout/pro/atk/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[2].Info)
Util.GetGameObject(self.transform,"roleInfoLayout/pro/hp/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[1].Info)
Util.GetGameObject(self.transform,"roleInfoLayout/pro/phyDef/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[3].Info)
Util.GetGameObject(self.transform,"roleInfoLayout/pro/magDef/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[4].Info)
-- Util.GetGameObject(self.transform,"roleInfoLayout/pro/speed/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[5].Info)
self.atkPro=Util.GetGameObject(self.transform,"roleInfoLayout/pro/atk/proValue"):GetComponent("Text")
self.hpPro=Util.GetGameObject(self.transform,"roleInfoLayout/pro/hp/proValue"):GetComponent("Text")
self.phyDef=Util.GetGameObject(self.transform,"roleInfoLayout/pro/phyDef/proValue"):GetComponent("Text")
self.magDef=Util.GetGameObject(self.transform,"roleInfoLayout/pro/magDef/proValue"):GetComponent("Text")
-- self.speed=Util.GetGameObject(self.transform,"roleInfoLayout/pro/speed/proValue"):GetComponent("Text")
self.skillGrid=Util.GetGameObject(self.transform,"roleInfoLayout/Panel/Skill/skill")
self.selsectSkillImage=Util.GetGameObject(self.transform,"roleInfoLayout/selsectSkillImage")
self.allProButton=Util.GetGameObject(self.transform,"roleInfoLayout/allProButton")
--定位
-- self.location=Util.GetGameObject(self.transform,"roleInfoLayout/Location")
-- self.infoText=Util.GetGameObject(self.location,"Info"):GetComponent("Text")
-- self.radar = Util.GetGameObject(self.location, "ProRadarImage/Radar"):GetComponent("RadarChart")
self.skillName=Util.GetGameObject(self.transform,"roleInfoLayout/skillName")
self.skillLine=Util.GetGameObject(self.transform,"roleInfoLayout/skillLine")
self.talismanBtn=Util.GetGameObject(self.transform,"roleInfoLayout/Panel/Other/TalismanBtn")
-- self.talismanFrame=Util.GetGameObject(self.transform,"roleInfoLayout/Panel/Other/TalismanBtn"):GetComponent("Image")
self.talismanIcon=Util.GetGameObject(self.transform,"roleInfoLayout/Panel/Other/TalismanBtn/Icon"):GetComponent("Image")
-- self.talismanInfo=Util.GetGameObject(self.transform,"roleInfoLayout/Panel/Other/TalismanInfo")
self.btnStart = Util.GetGameObject(self.transform, "btnList/btnStart")
self.btnMaxStar = Util.GetGameObject(self.transform, "btnList/btnMaxStar")
self.btnMaxStar.gameObject:SetActive(false)
self.btnSkin = Util.GetGameObject(self.transform, "btnList/btnSkin")
self.selectBtn = Util.GetGameObject(self.transform, "btnList/selectBtn")
self.roleInfoLayout = Util.GetGameObject(self.transform,"roleInfoLayout")
self.roleStoryLayout = Util.GetGameObject(self.transform,"roleStoryLayout")
--传记
self.btnStory = Util.GetGameObject(self.transform, "btnList/btnStory")
self.infoTextStory = Util.GetGameObject(self.transform,"roleStoryLayout/infoBg/infoRect/infoText"):GetComponent("Text")
self.PageList = {
[1] = RoleInfoLayout:InitComponent(Util.GetGameObject(self.transform, "roleInfoLayout")),
[2] = RoleStoryLayout:InitComponent(Util.GetGameObject(self.transform, "roleStoryLayout")),
[3] = RoleSkinPanel:InitComponent(Util.GetGameObject(self.transform, "roleSkinLayout")),
}
this.trigger=Util.GetEventTriggerListener(self.dragView.gameObject)
this.trigger.onBeginDrag = this.trigger.onBeginDrag + this.OnBeginDrag
this.trigger.onDrag = this.trigger.onDrag + this.OnDrag
this.trigger.onEndDrag = this.trigger.onEndDrag + this.OnEndDrag
this.talentBtn=Util.GetGameObject(self.transform,"roleInfoLayout/Panel/Other/talentBtn")
this.talentProgress=Util.GetGameObject(self.transform,"roleInfoLayout/Panel/Other/talentBtn/progress"):GetComponent("Text")
this.posBtn=Util.GetGameObject(self.gameObject,"posBtn")--定位按钮
this.btnList = Util.GetGameObject(self.transform,"btnList")
this.btnPre = Util.GetGameObject(self.transform,"btnInfo")
this.select = Util.GetGameObject(self.transform, "selectBtn")
end
--绑定事件(用于子类重写)
function HandBookHeroInfoPanel:BindEvent()
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
Util.AddClick(self.allProButton, function()
UIManager.OpenPanel(UIName.RoleProInfoPopup,allAddProVal,heroConFigData,false)
end)
Util.AddClick(self.btnStart, function()
self:SetSelectBtn(self.btnStart, Language[11093])
if _curStar and _curStar>5 then
self:OnShowHeroData(1,2,_curStar)
else
self:OnShowHeroData(1,1,heroConFigData.Star)
end
end)
Util.AddClick(self.btnMaxStar, function()
self:SetSelectBtn(self.btnMaxStar, Language[11094])
if heroConFigData.RankupConsumeMaterial and #heroConFigData.RankupConsumeMaterial > 0 then
self:OnShowHeroData(1,2,heroConFigData.RankupConsumeMaterial[#heroConFigData.RankupConsumeMaterial][1])
else
self:OnShowHeroData(1,2,heroConFigData.Star)
end
end)
Util.AddClick(self.btnStory, function()
self:SetSelectBtn(self.btnStory, Language[11095])
self:OnShowHeroData(2,1,heroConFigData.Star)
end)
Util.AddClick(self.btnSkin, function()
PopupTipPanel.ShowTip(Language[11096])
end)
Util.AddClick(this.leftBtn, function()
self:LeftBtnOnClick()
end)
@ -143,167 +102,217 @@ local heroDatas = {}
--界面打开时调用(用于子类重写) 第一个参数 英雄数据 第二个参数 属性id
function HandBookHeroInfoPanel:OnOpen(...)
local temp={...}
heroDatas = {}
--[[for id, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroConfig)) do
if (temp[2]==0 or v.PropertyName == temp[2]) then
table.insert(heroDatas,v)
end
end
self:SortHeroNatural(heroDatas)]]
heroDatas = {}
heroConFigData = temp[1]
if(temp[3]) then
_curStar=temp[3]
end
heroDatas=PlayerManager.heroHandBookListData[_curStar]
for n,m in ipairs(heroDatas) do
if heroConFigData.Id==m.Id then
index=n
else
index=1
end
end
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function HandBookHeroInfoPanel:OnShow()
isClickLeftOrRightBtn = true
_CurPageIndex = 1
heroDatas = PlayerManager.heroHandBookListData[_curStar]
for i = 1, #heroDatas do
if heroConFigData.Id == heroDatas[i].Id then
index = i
end
end
end
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function HandBookHeroInfoPanel:OnShow()
--先清除之前的立绘
if this.leftLiveObj then
poolManager:UnLoadLive(this.leftLiveObj.name, this.leftLiveObj)
this.leftLiveObj = nil
end
if this.rightLiveObj then
poolManager:UnLoadLive(this.rightLiveObj.name, this.rightLiveObj)
this.rightLiveObj = nil
end
if this.curLiveObj then
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
this.curLiveObj = nil
end
Util.ClearChild(self.curObj.transform)
Util.ClearChild(self.leftObj.transform)
Util.ClearChild(self.rightObj.transform)
self:RefreshHeroLive()
end
--刷新英雄界面信息
function HandBookHeroInfoPanel:RefreshHeroLive()
self:UpdateLiveList()
this.leftLiveObj = this:LoadHerolive(leftHeroData,self.leftObj)
this.rightLiveObj = this:LoadHerolive(rightHeroData,self.rightObj)
this.curLiveObj = this:LoadHerolive(heroConFigData,self.curObj)
if _curStar and _curStar > 5 then
self:OnShowHeroData(1,2,_curStar)
--加载当前英雄的立绘
this.leftLiveObj = self:LoadHerolive(leftHeroData,self.leftObj)
this.rightLiveObj = self:LoadHerolive(rightHeroData,self.rightObj)
this.curLiveObj = self:LoadHerolive(heroConFigData,self.curObj)
if this.curLiveObj then
self.dragView.gameObject:SetActive(true)
self.dragView:SetDragGO(this.curLiveObj)
else
self:OnShowHeroData(1,1,heroConFigData.Star)
end
self:SetSelectBtn(self.btnStart, Language[11093])
--self.curLiveObj = self:LoadHerolive(heroConFigData,self.curObj)
self.dragView:SetDragGO(this.curLiveObj)
this.SetPanelBg(heroConFigData)
self.dragView.gameObject:SetActive(false)
end
self:UpdateHeroInfoData()
end
--展示英雄信息 第一个参数1 属性面板 2 故事面板 第二个参数 1初始 2 6星和10星 第三个参数 显示星级
function HandBookHeroInfoPanel:OnShowHeroData(_type,_starType,_star)
self.dragView:SetDragGO(this.curLiveObj)
type = _type
self.roleInfoLayout:SetActive( _type == 1)
self.roleStoryLayout:SetActive( _type == 2)
local starSize = Vector2.New(60,60)
SetHeroStars(self.starGrid, _star,2,starSize,-10,Vector2.New(0.5,0.5))
self.heroName.text = GetLanguageStrById(heroConFigData.ReadingName)
self.profession.sprite =Util.LoadSprite(GetProStrImageByProNum(heroConFigData.PropertyName))
--定位描述相关
self.posBgImage.sprite=Util.LoadSprite(GetHeroPosBgStr(heroConFigData.Profession))
self.posImage.sprite=Util.LoadSprite(GetHeroPosStr(heroConFigData.Profession))
self.posText.text=GetLanguageStrById(heroConFigData.HeroLocation)
SetTextVerTial(self.posText,Vector3.New(72,0,0))
--计算面板属性
allAddProVal=self:CalculateHeroAllProValList(_starType,_star)
self.atkPro.text=allAddProVal[HeroProType.Attack]
self.hpPro.text=allAddProVal[HeroProType.Hp]
self.phyDef.text=allAddProVal[HeroProType.PhysicalDefence]
self.magDef.text=allAddProVal[HeroProType.MagicDefence]
--天赋
this.talentBtn:SetActive(heroConFigData.OpenPassiveSkillRules ~= nil)
local talentBtnImage = _star == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
this.talentBtn:GetComponent("Image").sprite = Util.LoadSprite(talentBtnImage)
local OpenPassiveSkillRules = _star == HeroManager.awakeNextStarIndex and heroConFigData.Awaken or heroConFigData.OpenPassiveSkillRules
if OpenPassiveSkillRules then
local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroConFigData,breakId,upStarId)
this.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
end
--技能点击特殊处理
self.selsectSkillImage:SetActive(false)
self.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
local triggerCallBack
local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas(heroConFigData.Id,_star)
for i = 1, self.skillGrid.transform.childCount do
self.skillGrid.transform:GetChild(i-1).gameObject:SetActive(false)
end
for i = 1, #skillList do
if skillList[i] and skillList[i].skillConfig and GetLanguageStrById(skillList[i].skillConfig.Name) then
local go = self.skillGrid.transform:GetChild(i-1).gameObject
go:SetActive(true)
Util.GetGameObject(go.transform,"s"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(skillList[i].skillConfig.Icon))
if GetCurLanguage() ~= 0 and LengthString(GetLanguageStrById(skillList[i].skillConfig.Name)) > 10 then
Util.GetGameObject(go.transform,"s/Text"):GetComponent("Text").text = SubString(GetLanguageStrById(skillList[i].skillConfig.Name),10).."..."
else
Util.GetGameObject(go.transform,"s/Text"):GetComponent("Text").text=GetLanguageStrById(skillList[i].skillConfig.Name)--Language[10453].. 1(skillList[i].skillConfig.Id % 10)
--刷新左右两边的英雄星级和index
function HandBookHeroInfoPanel:UpdateLiveList()
local starIndex = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) and 11 or 10
if index - 1 > 0 then
_leftStar = _curStar
leftIndex = index - 1
leftHeroData=heroDatas[leftIndex]
else
_leftStar = _curStar + 1
while(not PlayerManager.heroHandBookListData[_leftStar] or #PlayerManager.heroHandBookListData[_leftStar] < 1) do
if _leftStar >= starIndex then
_leftStar = 0
end
Util.GetGameObject(go.transform,"SkillTypeImage"):GetComponent("Image").sprite=Util.LoadSprite(GetSkillType(skillList[i]))
Util.AddOnceClick(Util.GetGameObject(go.transform,"s"), function()
if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
end
self.selsectSkillImage:SetActive(true)
self.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"s").transform.position
local skillData = {}
skillData.skillConfig = skillList[i].skillConfig
local maxLv= HeroManager.GetHeroSkillMaxLevel(heroConFigData.Id,skillData.skillConfig.Type)
local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i)
self.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
triggerCallBack = function (panelType, p)
if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭把层级设回去
self.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
self.selsectSkillImage:SetActive(false)
end
end
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
end)
_leftStar = _leftStar + 1
end
leftIndex = #PlayerManager.heroHandBookListData[_leftStar]
leftHeroData = PlayerManager.heroHandBookListData[_leftStar][leftIndex]
end
--定位
this.posBtn.gameObject:SetActive(heroConFigData.ShowHeroLocation==1)
-- self.infoText.text = heroConFigData.HeroLocation
-- self.radar:SetEdges({heroConFigData.AttackScale/100,heroConFigData.DefenseScale/100,heroConFigData.AssistScale/100})
-- self.radar.color = Color.New(238/255,211/255,156/255,102/255)
-- PlayUIAnim(self.location,function ()
--Log("end!!!!!")
-- end)
--技能 布局变动
self.skillLine.gameObject:SetActive(not (heroConFigData.OpenPassiveSkillRules == nil and heroConFigData.EquipTalismana==nil))
if heroConFigData.OpenPassiveSkillRules == nil and heroConFigData.EquipTalismana==nil then
Util.GetGameObject(self.transform,"roleInfoLayout/Panel/Skill"):GetComponent("LayoutElement").minWidth=500
Util.GetGameObject(self.transform,"roleInfoLayout/Panel/Skill/skill"):GetComponent("GridLayoutGroup").startAxis=0
self.skillName.transform:DOAnchorPos(Vector3.New(442,308,0),0)
else
Util.GetGameObject(self.transform,"roleInfoLayout/Panel/Skill"):GetComponent("LayoutElement").minWidth=150
Util.GetGameObject(self.transform,"roleInfoLayout/Panel/Skill/skill"):GetComponent("GridLayoutGroup").startAxis=1
self.skillName.transform:DOAnchorPos(Vector3.New(274,308,0),0)
end
--法宝
self.talismanBtn.gameObject:SetActive(heroConFigData.EquipTalismana~=nil)
-- self.talismanInfo.gameObject:SetActive(heroConFigData.EquipTalismana==nil)
if heroConFigData.EquipTalismana~=nil then
-- self.talismanFrame.sprite=Util.LoadSprite(TalismanBubble[itemConfig[heroConFigData.EquipTalismana[2]].Quantity])
self.talismanIcon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[heroConFigData.EquipTalismana[2]].ResourceID))
end
--法宝
Util.AddOnceClick(self.talismanBtn.gameObject,function()
if starType==1 then
UIManager.OpenPanel(UIName.TalismanInfoPopup,heroConFigData,1,1)
elseif starType==2 then
UIManager.OpenPanel(UIName.TalismanInfoPopup,heroConFigData,1,75)
if index + 1 <= #heroDatas then
_rightStar = _curStar
rightIndex = index + 1
rightHeroData=heroDatas[rightIndex]
else
_rightStar = _curStar - 1
while(not PlayerManager.heroHandBookListData[_rightStar] or #PlayerManager.heroHandBookListData[_rightStar] < 1) do
if _rightStar < 1 then
_rightStar = starIndex + 1
end
_rightStar = _rightStar - 1
end
end)
--传记
Util.GetGameObject(self.transform,"roleStoryLayout/infoBg/infoRect/infoText"):GetComponent("RectTransform").anchoredPosition = Vector2.New(-2, 0)
local stroyStr = string.gsub(GetLanguageStrById(heroConFigData.HeroStory),"#","\n")
self.infoTextStory.text = string.gsub(stroyStr,"|","  ")--传记
rightIndex = 1
rightHeroData=PlayerManager.heroHandBookListData[_rightStar][rightIndex]
end
end
function HandBookHeroInfoPanel:SetPanelBg(heroData)
for i = 1, 4 do
if heroData.PropertyName == i then
this.bgImageList[i]:SetActive(true)
else
this.bgImageList[i]:SetActive(false)
end
end
end
--刷新页签数据
function this:UpdateHeroInfoData()
local starSize = Vector2.New(60,60)
SetHeroStars(this.starGrid, _curStar,2,starSize,-10,Vector2.New(0.5,0.5))
this.heroName.text = GetLanguageStrById(heroConFigData.ReadingName)
this.profession.sprite =Util.LoadSprite(GetProStrImageByProNum(heroConFigData.PropertyName))
--定位描述相关
this.posBgImage.sprite=Util.LoadSprite(GetHeroPosBgStr(heroConFigData.Profession))
this.posImage.sprite=Util.LoadSprite(GetHeroPosStr(heroConFigData.Profession))
this.posText.text=GetLanguageStrById(heroConFigData.HeroLocation)
SetTextVerTial(self.posText,Vector3.New(72,0,0))
if _CurPageIndex == 3 then
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",heroConFigData.Id)
local HeoSkin = {}
for i = 1 ,#configs do
if not HeoSkin[configs[i].Type] then
HeoSkin[configs[i].Type] = configs[i]
end
end
if LengthOfTable(HeoSkin) < 2 then
_CurPageIndex = 1
end
end
self:SetPanelBg(heroConFigData)
self:UpdateBtnList()
self:SetSelectBtn(_CurPageIndex)
self:OnPageTabChange(_CurPageIndex)
end
--加载页签内容
function HandBookHeroInfoPanel:UpdateBtnList()
if not tabsList then
tabsList = {}
end
for k,v in pairs(tabsList) do
tabsList[k].gameObject:SetActive(false)
end
for k,v in ipairs(tabs) do
if not tabsList[k] then
tabsList[k] = newObjToParent(this.btnPre,this.btnList)
end
if k == 3 then
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",heroConFigData.Id)
local HeoSkin = {}
for i = 1 ,#configs do
if not HeoSkin[configs[i].Type] then
HeoSkin[configs[i].Type] = configs[i]
end
end
if LengthOfTable(HeoSkin) > 1 then
tabsList[k].gameObject:SetActive(true)
else
tabsList[k].gameObject:SetActive(false)
end
else
tabsList[k].gameObject:SetActive(true)
end
local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text")
title.text = GetCurLanguage() == 0 and v.title or "<size=45>"..v.title.."</size>"
Util.AddOnceClick(tabsList[k],function()
if k == _CurPageIndex then
else
self:SetSelectBtn(k)
self:OnPageTabChange(k)
end
end)
end
end
--页签选中效果设置
function HandBookHeroInfoPanel:SetSelectBtn(index)
this.select.transform:SetParent(tabsList[index].transform)
this.select.transform.localScale = Vector3.one
this.select.transform.localPosition=Vector3.zero
this.select.transform:SetAsFirstSibling()
end
-- tab改变事件
function HandBookHeroInfoPanel:OnPageTabChange(index)
self:ChangeCurentHeroSkinLive()
_CurPageIndex = index
for i = 1, #this.PageList do
if this.PageList[i] then
this.PageList[i]:OnHide()
end
end
this.PageList[index]:OnShow(this.sortingOrder,self,heroConFigData,_curStar)
end
function HandBookHeroInfoPanel:ChangeCurentHeroSkinLive(herodata)
if this.curLiveObj then
poolManager:UnLoadLive(this.curLiveObj.name, this.curLiveObj)
this.curLiveObj = nil
end
if herodata then
this.curLiveObj=self:LoadHerolive(herodata,this.curObj)
else
this.curLiveObj=self:LoadHerolive(heroConFigData,this.curObj)
end
self:SetDragView()
end
function HandBookHeroInfoPanel:SetDragView()
if this.curLiveObj then
this.dragView.gameObject:SetActive(true)
this.dragView:SetDragGO(this.curLiveObj)
else
this.dragView.gameObject:SetActive(false)
end
end
function this:OnSortingOrderChange()
this.sortingOrder = this.sortingOrder
end
--根据界面数据加载动态立绘
function HandBookHeroInfoPanel:LoadHerolive(_heroData, _objPoint)
--TODO:动态加载立绘
@ -318,115 +327,6 @@ function HandBookHeroInfoPanel:LoadHerolive(_heroData, _objPoint)
return testLive
end
--计算英雄属性 1 初始 2 指定星级 _starNum星级变化
function HandBookHeroInfoPanel:CalculateHeroAllProValList(_starType,_starNum)
local allAddProVal = {}
for i, v in ConfigPairs(propertyConfig) do
allAddProVal[i] = 0
end
local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "OpenStar", _starNum)
local curLvNum=1
breakId = 0
upStarId = 0
if _starType == 2 then
--等级
curLvNum = heroRankupConfig.OpenLevel
--解锁天赋
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
if v.OpenStar == _starNum and v.Star==heroConFigData.Star then
if v.Type == 1 then
breakId = v.Id
end
if v.Type == 2 then
upStarId = v.Id
end
end
end
if breakId==0 then
breakId=6
end
end
local allOpenPassiveSkillIds = HeroManager.GetAllPassiveSkillIds(heroConFigData, breakId, upStarId)
--单体加成 --单体等级限制加成 --团体加成 --减乘
local singleHeroProVal, lvProVal, allHeroProVal, specialProVal =
HeroManager.CalculatePassiveSkillsValList(WarPowerType.Hero, allOpenPassiveSkillIds)
HeroManager.DoubleTableCompound(allAddProVal, singleHeroProVal)
HeroManager.DoubleTableCompound(allAddProVal, lvProVal)
HeroManager.DoubleTableCompound(allAddProVal, allHeroProVal)
for k, v in pairs(allAddProVal) do
allAddProVal[k] = allAddProVal[k] / 100
end
allAddProVal[HeroProType.Attack]=HeroManager.CalculateProVal(heroConFigData.Attack, curLvNum, breakId,upStarId,HeroProType.Attack) + allAddProVal[HeroProType.Attack]
allAddProVal[HeroProType.Hp]=HeroManager.CalculateProVal(heroConFigData.Hp, curLvNum, breakId,upStarId,HeroProType.Hp) + allAddProVal[HeroProType.Hp]
allAddProVal[HeroProType.PhysicalDefence]=HeroManager.CalculateProVal(heroConFigData.PhysicalDefence, curLvNum, breakId,upStarId,HeroProType.PhysicalDefence) + allAddProVal[HeroProType.PhysicalDefence]
allAddProVal[HeroProType.MagicDefence]=HeroManager.CalculateProVal(heroConFigData.MagicDefence, curLvNum, breakId,upStarId,HeroProType.MagicDefence) + allAddProVal[HeroProType.MagicDefence]
--allAddProVal[HeroProType.Speed]= math.floor(((curSpeedFormulaData[1] * math.pow(breakId, 3) + curSpeedFormulaData[2] * math.pow(breakId, 2) + curSpeedFormulaData[3] * breakId + curSpeedFormulaData[4]) + heroConFigData.Speed * speedNum))
--for i = 1, #heroConFigData.SecondaryFactor do
-- local proId = heroConFigData.SecondaryFactor[i][1]
-- if propertyConfig[proId].Style ==2 then
-- allAddProVal[heroConFigData.SecondaryFactor[i][1]] = heroConFigData.SecondaryFactor[i][2]/10000
-- else
-- allAddProVal[heroConFigData.SecondaryFactor[i][1]] = heroConFigData.SecondaryFactor[i][2]
-- end
--end
Util.AddOnceClick(this.talentBtn,function()
UIManager.OpenPanel(UIName.RoleTalentPopup,heroConFigData,breakId,upStarId)
end)
for key, value in pairs(allAddProVal) do
allAddProVal[key] = math.floor(value)
end
return allAddProVal
end
--页签选中效果设置
function HandBookHeroInfoPanel:SetSelectBtn(_btn, btnText)
self.selectBtn.transform:SetParent(_btn.transform)
self.selectBtn.transform.localScale = Vector3.one
self.selectBtn.transform.localPosition=Vector3.zero
Util.GetGameObject(self.selectBtn.transform, "Text"):GetComponent("Text").text = btnText
end
function HandBookHeroInfoPanel:UpdateLiveList()
local starIndex = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) and 11 or 10
if index - 1 > 0 then
_leftStar = _curStar
leftIndex = index - 1
leftHeroData=heroDatas[leftIndex]
else
if _curStar==starIndex then
_leftStar = 1
elseif _curStar==6 then
_leftStar = 10
else
_leftStar = _curStar+1
end
leftIndex=#PlayerManager.heroHandBookListData[_leftStar]
leftHeroData=PlayerManager.heroHandBookListData[_leftStar][leftIndex]
end
if index + 1 <= #heroDatas then
_rightStar = _curStar
rightIndex = index + 1
rightHeroData=heroDatas[rightIndex]
else
if _curStar==10 then
_rightStar = 6
elseif _curStar==1 then
_rightStar = starIndex
else
_rightStar = _curStar - 1
end
rightIndex = 1
rightHeroData=PlayerManager.heroHandBookListData[_rightStar][rightIndex]
end
end
--右切换按钮点击
function HandBookHeroInfoPanel:RightBtnOnClick()
if isClickLeftOrRightBtn == false then
@ -441,36 +341,31 @@ function HandBookHeroInfoPanel:RightBtnOnClick()
heroDatas = PlayerManager.heroHandBookListData[_curStar]
end
heroConFigData = heroDatas[index]
this.SetPanelBg(heroConFigData)
if this.leftLiveObj then
poolManager:UnLoadLive(GetResourcePath(leftHeroData.Live), this.leftLiveObj)
this.leftLiveObj = nil
end
this.curLiveObj.transform:SetParent(self.leftObj.transform)
this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(oldIndexConfigData.Position[1],oldIndexConfigData.Position[2]), 0.5, false):SetEase(Ease.Linear)
this.rightLiveObj.transform:SetParent(self.curObj.transform)
this.rightLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(rightHeroData.Position[1],rightHeroData.Position[2]), 0.5, false):OnComplete(function ()
this:UpdateLiveList()
this.leftLiveObj = this.curLiveObj
this.curLiveObj = this.rightLiveObj
this.rightLiveObj = this:LoadHerolive(rightHeroData,self.rightObj)
if _curStar and _curStar > 5 then
--[[ if heroConFigData.RankupConsumeMaterial and #heroConFigData.RankupConsumeMaterial > 0 then
self:OnShowHeroData(type,2,heroConFigData.RankupConsumeMaterial[#heroConFigData.RankupConsumeMaterial][1])
else]]
self:OnShowHeroData(type,2,_curStar)
--end
else
self:OnShowHeroData(type,1,heroConFigData.Star)
if this.curLiveObj then
poolManager:UnLoadLive(this.curLiveObj.name, this.leftLiveObj)
this.curLiveObj = nil
end
Util.ClearChild(self.leftObj.transform)
this.leftLiveObj = this:LoadHerolive(leftHeroData,self.leftObj)
this.curLiveObj = this.rightLiveObj
this.rightLiveObj = this:LoadHerolive(rightHeroData,self.rightObj)
local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
this.rightBtn:GetComponent("Button").enabled = true
isClickLeftOrRightBtn = true
this:UpdateHeroInfoData()
end):SetEase(Ease.Linear)
end
--左切换按钮点击
function HandBookHeroInfoPanel:LeftBtnOnClick()
if isClickLeftOrRightBtn == false then
@ -485,7 +380,6 @@ function HandBookHeroInfoPanel:LeftBtnOnClick()
heroDatas = PlayerManager.heroHandBookListData[_curStar]
end
heroConFigData = heroDatas[index]
this.SetPanelBg(heroConFigData)
if this.rightLiveObj then
poolManager:UnLoadLive(GetResourcePath(rightHeroData.Live), this.rightLiveObj)
this.rightLiveObj = nil
@ -495,27 +389,22 @@ function HandBookHeroInfoPanel:LeftBtnOnClick()
this.leftLiveObj.transform:SetParent(self.curObj.transform)
this.leftLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(leftHeroData.Position[1],leftHeroData.Position[2]), 0.5, false):OnComplete(function ()
this:UpdateLiveList()
this.rightLiveObj = this.curLiveObj
if this.curLiveObj then
poolManager:UnLoadLive(this.curLiveObj.name, this.rightLiveObj)
this.curLiveObj = nil
end
Util.ClearChild(self.rightObj.transform)
this.rightLiveObj = this:LoadHerolive(rightHeroData,self.rightObj)
this.curLiveObj = this.leftLiveObj
this.leftLiveObj = this:LoadHerolive(leftHeroData,self.leftObj)
if _curStar and _curStar > 5 then
--[[if heroConFigData.RankupConsumeMaterial and #heroConFigData.RankupConsumeMaterial > 0 then
self:OnShowHeroData(type,2,heroConFigData.RankupConsumeMaterial[#heroConFigData.RankupConsumeMaterial][1])
else]]
self:OnShowHeroData(type,2,_curStar)
--end
else
self:OnShowHeroData(type,1,heroConFigData.Star)
end
local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
this.leftBtn:GetComponent("Button").enabled = true
isClickLeftOrRightBtn = true
this:UpdateHeroInfoData()
end):SetEase(Ease.Linear)
end
--手指滑动
local beginV3
local endV3
@ -529,9 +418,9 @@ end
function HandBookHeroInfoPanel:OnEndDrag(Pointgo, data)
endV3=this.curLiveObj.transform.anchoredPosition
if distance>250 and endV3.x<0 then
this:RightBtnOnClick()
self:RightBtnOnClick()
elseif distance>250 and endV3.x>0 then
this:LeftBtnOnClick()
self:LeftBtnOnClick()
else
this.curLiveObj:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(heroConFigData.Position[1],heroConFigData.Position[2]), 0.5, false):SetEase(Ease.Linear)
end
@ -555,34 +444,19 @@ function HandBookHeroInfoPanel:OnClose()
end
this.leftBtn:GetComponent("Button").enabled = true
this.rightBtn:GetComponent("Button").enabled = true
Util.ClearChild(this.curObj.transform)
Util.ClearChild(this.leftObj.transform)
Util.ClearChild(this.rightObj.transform)
end
function HandBookHeroInfoPanel:SortHeroNatural(heroList)
table.sort(heroList, function(a, b)
if a.Star == b.Star then
if a.Natural == b.Natural then
return a.Id < b.Id
else
return a.Natural > b.Natural
end
else
return a.Star > b.Star
end
end)
end
function this.SetPanelBg(heroData)
for i = 1, 4 do
if heroData.PropertyName == i then
this.bgImageList[i]:SetActive(true)
else
this.bgImageList[i]:SetActive(false)
end
end
end
--界面销毁时调用(用于子类重写)
function HandBookHeroInfoPanel:OnDestroy()
SubUIManager.Close(SubUIConfig.DragView, self.dragView)
for _, page in pairs(this.PageList) do
if page.OnDestroy then
page:OnDestroy()
end
end
end
return HandBookHeroInfoPanel

View File

@ -0,0 +1,211 @@
require("Base/BasePanel")
HandBookRoleInfoLayout = Inherit(BasePanel)
local self = HandBookRoleInfoLayout
local heroConFigData
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local heroLevelConfig = ConfigManager.GetConfig(ConfigName.HeroLevelConfig)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local allAddProVal = {}
local breakId,upStarId
--初始化组件(用于子类重写)
function HandBookRoleInfoLayout:InitComponent(gameObject)
self.gameobject = gameObject.gameObject
--详情
Util.GetGameObject(gameObject,"pro/atk/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[2].Info)
Util.GetGameObject(gameObject,"pro/hp/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[1].Info)
Util.GetGameObject(gameObject,"pro/phyDef/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[3].Info)
Util.GetGameObject(gameObject,"pro/magDef/proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig[4].Info)
self.atkPro=Util.GetGameObject(gameObject,"pro/atk/proValue"):GetComponent("Text")
self.hpPro=Util.GetGameObject(gameObject,"pro/hp/proValue"):GetComponent("Text")
self.phyDef=Util.GetGameObject(gameObject,"pro/phyDef/proValue"):GetComponent("Text")
self.magDef=Util.GetGameObject(gameObject,"pro/magDef/proValue"):GetComponent("Text")
self.allProButton=Util.GetGameObject(gameObject,"allProButton")
self.skillGrid=Util.GetGameObject(gameObject,"Panel/Skill/skill")
self.selsectSkillImage=Util.GetGameObject(gameObject,"selsectSkillImage")
self.talismanBtn=Util.GetGameObject(gameObject,"Panel/Other/TalismanBtn")
self.talismanIcon=Util.GetGameObject(gameObject,"Panel/Other/TalismanBtn/Icon"):GetComponent("Image")
self.talentBtn=Util.GetGameObject(gameObject,"Panel/Other/talentBtn")
self.talentProgress=Util.GetGameObject(gameObject,"Panel/Other/talentBtn/progress"):GetComponent("Text")
return self
end
--绑定事件(用于子类重写)
function HandBookRoleInfoLayout:BindEvent()
Util.AddClick(self.allProButton, function()
UIManager.OpenPanel(UIName.RoleProInfoPopup,allAddProVal,heroConFigData,false)
end)
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function HandBookRoleInfoLayout:OnShow(sortingOrder,parent,_heroConFigData,_curStar)
self.gameobject:SetActive(true)
self.sortingOrder = sortingOrder
heroConFigData = _heroConFigData
if _curStar and _curStar > 5 then
self:OnShowHeroData(2,_curStar)
else
self:OnShowHeroData(1,heroConFigData.Star)
end
end
--展示英雄信息 第一个参数 1初始 2 6星和10星 第三个参数 显示星级
function HandBookRoleInfoLayout:OnShowHeroData(_starType,_star)
--计算面板属性
allAddProVal=self:CalculateHeroAllProValList(_starType,_star)
self.atkPro.text=allAddProVal[HeroProType.Attack]
self.hpPro.text=allAddProVal[HeroProType.Hp]
self.phyDef.text=allAddProVal[HeroProType.PhysicalDefence]
self.magDef.text=allAddProVal[HeroProType.MagicDefence]
--天赋
self.talentBtn:SetActive(heroConFigData.OpenPassiveSkillRules ~= nil)
local talentBtnImage = _star == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
self.talentBtn:GetComponent("Image").sprite = Util.LoadSprite(talentBtnImage)
local OpenPassiveSkillRules = _star == HeroManager.awakeNextStarIndex and heroConFigData.Awaken or heroConFigData.OpenPassiveSkillRules
if OpenPassiveSkillRules then
local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroConFigData,breakId,upStarId)
self.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
end
--技能点击特殊处理
self.selsectSkillImage:SetActive(false)
self.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
local triggerCallBack
local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas(heroConFigData.Id,_star)
for i = 1, self.skillGrid.transform.childCount do
self.skillGrid.transform:GetChild(i-1).gameObject:SetActive(false)
end
for i = 1, #skillList do
if skillList[i] and skillList[i].skillConfig and GetLanguageStrById(skillList[i].skillConfig.Name) then
local go = self.skillGrid.transform:GetChild(i-1).gameObject
go:SetActive(true)
Util.GetGameObject(go.transform,"s"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(skillList[i].skillConfig.Icon))
if GetCurLanguage() ~= 0 and LengthString(GetLanguageStrById(skillList[i].skillConfig.Name)) > 10 then
Util.GetGameObject(go.transform,"s/Text"):GetComponent("Text").text = SubString(GetLanguageStrById(skillList[i].skillConfig.Name),10).."..."
else
Util.GetGameObject(go.transform,"s/Text"):GetComponent("Text").text=GetLanguageStrById(skillList[i].skillConfig.Name)--Language[10453].. 1(skillList[i].skillConfig.Id % 10)
end
Util.GetGameObject(go.transform,"SkillTypeImage"):GetComponent("Image").sprite=Util.LoadSprite(GetSkillType(skillList[i]))
Util.AddOnceClick(Util.GetGameObject(go.transform,"s"), function()
if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
end
self.selsectSkillImage:SetActive(true)
self.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"s").transform.position
local skillData = {}
skillData.skillConfig = skillList[i].skillConfig
local maxLv= HeroManager.GetHeroSkillMaxLevel(heroConFigData.Id,skillData.skillConfig.Type)
local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i)
self.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
triggerCallBack = function (panelType, p)
if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭把层级设回去
self.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
self.selsectSkillImage:SetActive(false)
end
end
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
end)
end
end
--法宝
self.talismanBtn.gameObject:SetActive(heroConFigData.EquipTalismana~=nil)
if heroConFigData.EquipTalismana~=nil then
self.talismanIcon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[heroConFigData.EquipTalismana[2]].ResourceID))
end
--法宝
Util.AddOnceClick(self.talismanBtn.gameObject,function()
if _starType == 1 then
UIManager.OpenPanel(UIName.TalismanInfoPopup,heroConFigData,1,1)
else
UIManager.OpenPanel(UIName.TalismanInfoPopup,heroConFigData,1,75)
end
end)
end
--计算英雄属性 1 初始 2 指定星级 _starNum星级变化
function HandBookRoleInfoLayout:CalculateHeroAllProValList(_starType,_starNum)
local allAddProVal = {}
for i, v in ConfigPairs(propertyConfig) do
allAddProVal[i] = 0
end
local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "OpenStar", _starNum)
local curLvNum=1
breakId = 0
upStarId = 0
if _starType == 2 then
--等级
curLvNum = heroRankupConfig.OpenLevel
--解锁天赋
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
if v.OpenStar == _starNum and v.Star==heroConFigData.Star then
if v.Type == 1 then
breakId = v.Id
end
if v.Type == 2 then
upStarId = v.Id
end
end
end
if breakId==0 then
breakId=6
end
end
local allOpenPassiveSkillIds = HeroManager.GetAllPassiveSkillIds(heroConFigData, breakId, upStarId)
--单体加成 --单体等级限制加成 --团体加成 --减乘
local singleHeroProVal, lvProVal, allHeroProVal, specialProVal =
HeroManager.CalculatePassiveSkillsValList(WarPowerType.Hero, allOpenPassiveSkillIds)
HeroManager.DoubleTableCompound(allAddProVal, singleHeroProVal)
HeroManager.DoubleTableCompound(allAddProVal, lvProVal)
HeroManager.DoubleTableCompound(allAddProVal, allHeroProVal)
for k, v in pairs(allAddProVal) do
allAddProVal[k] = allAddProVal[k] / 100
end
allAddProVal[HeroProType.Attack]=HeroManager.CalculateProVal(heroConFigData.Attack, curLvNum, breakId,upStarId,HeroProType.Attack) + allAddProVal[HeroProType.Attack]
allAddProVal[HeroProType.Hp]=HeroManager.CalculateProVal(heroConFigData.Hp, curLvNum, breakId,upStarId,HeroProType.Hp) + allAddProVal[HeroProType.Hp]
allAddProVal[HeroProType.PhysicalDefence]=HeroManager.CalculateProVal(heroConFigData.PhysicalDefence, curLvNum, breakId,upStarId,HeroProType.PhysicalDefence) + allAddProVal[HeroProType.PhysicalDefence]
allAddProVal[HeroProType.MagicDefence]=HeroManager.CalculateProVal(heroConFigData.MagicDefence, curLvNum, breakId,upStarId,HeroProType.MagicDefence) + allAddProVal[HeroProType.MagicDefence]
--allAddProVal[HeroProType.Speed]= math.floor(((curSpeedFormulaData[1] * math.pow(breakId, 3) + curSpeedFormulaData[2] * math.pow(breakId, 2) + curSpeedFormulaData[3] * breakId + curSpeedFormulaData[4]) + heroConFigData.Speed * speedNum))
--for i = 1, #heroConFigData.SecondaryFactor do
-- local proId = heroConFigData.SecondaryFactor[i][1]
-- if propertyConfig[proId].Style ==2 then
-- allAddProVal[heroConFigData.SecondaryFactor[i][1]] = heroConFigData.SecondaryFactor[i][2]/10000
-- else
-- allAddProVal[heroConFigData.SecondaryFactor[i][1]] = heroConFigData.SecondaryFactor[i][2]
-- end
--end
Util.AddOnceClick(self.talentBtn,function()
UIManager.OpenPanel(UIName.RoleTalentPopup,heroConFigData,breakId,upStarId)
end)
for key, value in pairs(allAddProVal) do
allAddProVal[key] = math.floor(value)
end
return allAddProVal
end
function HandBookRoleInfoLayout:OnHide()
self.gameobject:SetActive(false)
end
--界面关闭时调用(用于子类重写)
function HandBookRoleInfoLayout:OnClose()
end
--界面销毁时调用(用于子类重写)
function HandBookRoleInfoLayout:OnDestroy()
end
return HandBookRoleInfoLayout

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: b3032f89b986be54194e08b9dab90fd8
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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@ -0,0 +1,146 @@
require("Base/BasePanel")
HandBookRoleSkinPanel = Inherit(BasePanel)
local this = HandBookRoleSkinPanel
local porpertyConfigs = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local artResConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local skinPres = {}
local porpertys = {}
local curHeroData = {}
local curSkinId = 0
local parent = nil
local skins = {}
function HandBookRoleSkinPanel:InitComponent(gameObject)
this.gameObject = gameObject
this.skinPre = Util.GetGameObject(gameObject,"skinPre")
this.Select = Util.GetGameObject(gameObject,"selectLight")
this.skinGrid = Util.GetGameObject(gameObject,"skinGrid")
for i = 1, this.skinGrid.transform.childCount do
skinPres[i] = {}
skinPres[i].obj = this.skinGrid.transform:GetChild(i - 1)
skinPres[i].data = nil
end
return this
end
function HandBookRoleSkinPanel:BindEvent()
end
--添加事件监听(用于子类重写)
function HandBookRoleSkinPanel:AddListener()
end
--移除事件监听(用于子类重写)
function HandBookRoleSkinPanel:RemoveListener()
end
this.UpdateShow = this:OnShow()
--界面打开时调用
function HandBookRoleSkinPanel:OnShow(_sortinglayer,_parent,_curHerodata)
this.gameObject:SetActive(true)
curHeroData = _curHerodata
parent = _parent
curSkinId = 0
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",curHeroData.Id)
local tempskins = {}
for i = 1 ,#configs do
LogGreen("configs[i].Type:"..configs[i].Type)
if not tempskins[configs[i].Type] then
tempskins[configs[i].Type] = configs[i]
end
end
skins = {}
for i,v in pairs(tempskins) do
table.insert(skins,v)
end
table.sort(skins,function(a,b)
if a.Type == b.Type then
return a.Id < b.Id
else
return a.Type < b.Type
end
end)
this:UpdateView()
end
function HandBookRoleSkinPanel:UpdateView()
for k,v in pairs(skinPres) do
v.obj.gameObject:SetActive(false)
v.data = nil
end
local index = 1
for i,v in ipairs(skins) do
if not skinPres[index] then
skinPres[index] = {}
end
if not skinPres[index].obj then
skinPres[index].obj = newObjToParent(this.skinPre,this.skinGrid)
end
skinPres[index].data = v
skinPres[index].obj.gameObject:SetActive(true)
self:SetSingleData(skinPres[index].obj,v)
index = index + 1
end
end
function HandBookRoleSkinPanel:SetSingleData(go,data)
local icon = Util.GetGameObject(go,"skinIcon"):GetComponent("Image")
local lock = Util.GetGameObject(go,"skinState").gameObject:SetActive(false)
local infoPre = Util.GetGameObject(go,"skinInfo/infoPre")
local infoGrid = Util.GetGameObject(go,"skinInfo/grid")
local skinName = Util.GetGameObject(go,"skinName/name"):GetComponent("Text")
skinName.text = GetLanguageStrById(data.ReadingName)
if data.IsDefault == 1 then
skinName.text = Language[11828]
end
icon.sprite = Util.LoadSprite(artResConfig[data.Painting].Name)
if not porpertys then
porpertys = {}
end
if not porpertys[go] then
porpertys[go] = {}
end
for i = 1, infoGrid.transform.childCount do
porpertys[go][i] = infoGrid.transform:GetChild(i - 1)
porpertys[go][i].gameObject:SetActive(false)
end
if data.MonomerProperty and #data.MonomerProperty > 0 then
for i = 1, #data.MonomerProperty do
if not porpertys[go][i] then
porpertys[go][i] = newObjToParent(infoPre,infoGrid)
end
porpertys[go][i].gameObject:SetActive(true)
local tempProData = porpertyConfigs[data.MonomerProperty[i][1]]
Util.GetGameObject(porpertys[go][i],"info"):GetComponent("Text").text = GetLanguageStrById(tempProData.Info) .. "+" ..GetPropertyFormatStr(tempProData.Style,data.MonomerProperty[i][2])
porpertys[go][i]:GetComponent("Button").enabled = false
end
end
Util.AddOnceClick(go.gameObject,function()
local skinId = data.IsDefault == 1 and 0 or data.Type
this:BtnAction(skinId,data)
end)
end
function HandBookRoleSkinPanel:BtnAction(skinId,data)
if skinId == curSkinId then
return
end
curSkinId = skinId
parent:ChangeCurentHeroSkinLive(data)
end
function HandBookRoleSkinPanel:OnHide()
this.gameObject:SetActive(false)
if parent then
parent:ChangeCurentHeroSkinLive()
end
end
function HandBookRoleSkinPanel:OnClose()
end
function HandBookRoleSkinPanel:OnDestroy()
skinPres = {}
porpertys = {}
curHeroData = {}
end
return HandBookRoleSkinPanel

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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 83fb645f83afa2e4f871f3989dc3c456
timeCreated: 1545907222
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -23,13 +23,11 @@ end
--添加事件监听(用于子类重写)
function RoleStoryLayout:AddListener()
end
--移除事件监听(用于子类重写)
function RoleStoryLayout:RemoveListener()
end
function RoleStoryLayout:OnSortingOrderChange()
@ -39,8 +37,9 @@ end
function RoleStoryLayout:OnShow(_sortinglayer,_parent,_curHerodata)
this.gameObject:SetActive(true)
curHeroData = _curHerodata
local story = curHeroData.heroConfig and curHeroData.heroConfig.HeroStory or curHeroData.HeroStory
this.infoTextStory:GetComponent("RectTransform").anchoredPosition = Vector2.New(-2, 0)
local stroyStr = string.gsub(GetLanguageStrById(curHeroData.heroConfig.HeroStory),"#","\n")
local stroyStr = string.gsub(GetLanguageStrById(story),"#","\n")
this.infoTextStory.text = string.gsub(stroyStr,"|","  ")--传记
end