【装备】======添加蓝白装备
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m_PrefabAsset: {fileID: 0}
|
||||
|
|
@ -59442,7 +59443,7 @@ ParticleSystem:
|
|||
--- !u!199 &8190610699073711227
|
||||
ParticleSystemRenderer:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
||||
m_ObjectHideFlags: 2
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
|
|
@ -64127,7 +64128,7 @@ ParticleSystem:
|
|||
--- !u!199 &8190588626320395787
|
||||
ParticleSystemRenderer:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
||||
m_ObjectHideFlags: 2
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
|
|
@ -68699,7 +68700,7 @@ ParticleSystem:
|
|||
--- !u!199 &8191231073530852077
|
||||
ParticleSystemRenderer:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
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m_ObjectHideFlags: 2
|
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
||||
|
|
@ -73384,7 +73385,7 @@ ParticleSystem:
|
|||
--- !u!199 &8191020021858336645
|
||||
ParticleSystemRenderer:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
||||
m_ObjectHideFlags: 2
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
|
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|
|
@ -74000,3 +74001,143 @@ Transform:
|
|||
type: 3}
|
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m_PrefabInstance: {fileID: 2987332810791492156}
|
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m_PrefabAsset: {fileID: 0}
|
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--- !u!1001 &4436566966890578084
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PrefabInstance:
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m_ObjectHideFlags: 0
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serializedVersion: 2
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m_Modification:
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m_TransformParent: {fileID: 4523474928375603261}
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m_Modifications:
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- target: {fileID: 8904198713981393339, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_Name
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value: c_ui_qinyan_duan
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393339, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_IsActive
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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propertyPath: m_LocalPosition.x
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_LocalPosition.y
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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propertyPath: m_LocalPosition.z
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value: 265
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_LocalRotation.x
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_LocalRotation.y
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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propertyPath: m_LocalRotation.z
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_LocalRotation.w
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_RootOrder
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value: 7
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_LocalEulerAnglesHint.x
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_LocalEulerAnglesHint.y
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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propertyPath: m_AnchoredPosition.x
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value: -15.8
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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propertyPath: m_AnchoredPosition.y
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value: 22.8
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_SizeDelta.x
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value: 100
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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propertyPath: m_SizeDelta.y
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value: 100
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_AnchorMin.x
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value: 0.5
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_AnchorMin.y
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value: 0.5
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_AnchorMax.x
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value: 0.5
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_AnchorMax.y
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value: 0.5
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_Pivot.x
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value: 0.5
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_Pivot.y
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value: 0.5
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objectReference: {fileID: 0}
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
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propertyPath: m_LocalScale.x
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value: 0.9
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objectReference: {fileID: 0}
|
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- target: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
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type: 3}
|
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propertyPath: m_LocalScale.y
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value: 0.9
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objectReference: {fileID: 0}
|
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m_RemovedComponents: []
|
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m_SourcePrefab: {fileID: 100100000, guid: bd194af093bc5564ba7ae00a6f664c2d, type: 3}
|
||||
--- !u!224 &5045099944225478942 stripped
|
||||
RectTransform:
|
||||
m_CorrespondingSourceObject: {fileID: 8904198713981393338, guid: bd194af093bc5564ba7ae00a6f664c2d,
|
||||
type: 3}
|
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m_PrefabInstance: {fileID: 4436566966890578084}
|
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m_PrefabAsset: {fileID: 0}
|
||||
|
|
|
|||
|
|
@ -247,7 +247,8 @@ QualityNameDef = {
|
|||
[4] = Language[10178],
|
||||
[5] = Language[10176], --原橙色改为金色
|
||||
[6] = Language[10177],
|
||||
[7] = "白金"
|
||||
[7] = "白金",
|
||||
[8] = "蓝白",
|
||||
}
|
||||
|
||||
--装备类型描述定义
|
||||
|
|
|
|||
|
|
@ -390,6 +390,10 @@ function this.SingleItemDataShow(_go, _itemData)
|
|||
if UI_effect_WuCai_Kuang then
|
||||
UI_effect_WuCai_Kuang:SetActive(false)
|
||||
end
|
||||
local c_ui_qinyan_duan = Util.GetGameObject(_go.transform, "GameObject/effects/c_ui_qinyan_duan")
|
||||
if c_ui_qinyan_duan then
|
||||
c_ui_qinyan_duan:SetActive(false)
|
||||
end
|
||||
local UI_Effect_Kuang_JinSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_JinSe")
|
||||
if UI_Effect_Kuang_JinSe then
|
||||
UI_Effect_Kuang_JinSe:SetActive(false)
|
||||
|
|
|
|||
|
|
@ -8,6 +8,7 @@ local _TabData={ [1] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name =
|
|||
[2] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10392] },
|
||||
[3] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10393] },
|
||||
[4] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10394] },
|
||||
[5] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = "神装" },
|
||||
--[5] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "戒指" },
|
||||
--[6] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "腰带" }
|
||||
}
|
||||
|
|
@ -29,6 +30,7 @@ local needGoldNum = 0
|
|||
local needOtherNum=0
|
||||
local otherId=1258
|
||||
local allGo = {}
|
||||
local allUp={}
|
||||
function this:InitComponent(gameObject)
|
||||
this.spLoader = SpriteLoader.New()
|
||||
this.tabBox = Util.GetGameObject(gameObject, "CompoundPanel_Equip/TabBox")
|
||||
|
|
@ -61,7 +63,12 @@ function this:BindEvent()
|
|||
end)
|
||||
--
|
||||
Util.AddClick(this.autoCompoundBtn, function()
|
||||
this.AutoCompound(curIndex)
|
||||
if curIndex==5 then
|
||||
this.AutoAllCompound()
|
||||
else
|
||||
this.AutoCompound(curIndex)
|
||||
end
|
||||
|
||||
end)
|
||||
Util.AddClick(this.addBtn, function()
|
||||
this.CompoundNumChange(1)
|
||||
|
|
@ -138,23 +145,36 @@ end
|
|||
local sortingOrder = 0
|
||||
function this:OnSortingOrderChange(_sortingOrder)
|
||||
sortingOrder = _sortingOrder
|
||||
for i, v in pairs(allUp) do
|
||||
--LogError("2222222222222222222")
|
||||
-- Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
|
||||
SetParticleSortLayer(v,sortingOrder+2)
|
||||
end
|
||||
for i, v in pairs(allGo) do
|
||||
Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
|
||||
end
|
||||
--Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
|
||||
SetParticleSortLayer(v,sortingOrder+2)
|
||||
end
|
||||
|
||||
end
|
||||
function this.OnClickTabBtn(_curIndex, isNotTop,isNotAni)
|
||||
curIndex = _curIndex
|
||||
local equipDatas=nil
|
||||
if curIndex==5 then
|
||||
equipDatas = EquipManager.GetAllGodEquips()
|
||||
this.autoCompoundBtn:SetActive(false)
|
||||
else
|
||||
equipDatas = EquipManager.GetAllSEquipsByPosition(curIndex)
|
||||
this.autoCompoundBtn:SetActive(true)
|
||||
end
|
||||
bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(curIndex)
|
||||
local equipDatas = EquipManager.GetAllSEquipsByPosition(curIndex)
|
||||
LogError("equipDatas len=="..#equipDatas)
|
||||
if equipDatas and #equipDatas > 0 then
|
||||
curSelectEquip = equipDatas[1]
|
||||
end
|
||||
|
||||
this.ShowTitleData(equipStarsConfig[curSelectEquip.Star])
|
||||
this.ScrollView:SetData(equipDatas, function (index, go)
|
||||
this.SingleItemDataShow(go, equipDatas[index],equipStarsConfig[equipDatas[index].Star])
|
||||
end, isNotTop, isNotAni)
|
||||
this.ShowTitleData(equipStarsConfig[curSelectEquip.Star])
|
||||
|
||||
end
|
||||
|
||||
function this.ShowTitleData(curEquipStarsConfig)
|
||||
|
|
@ -240,7 +260,13 @@ function this.ShowTitleEquipData(_go,_itemData,curEquipStarsConfig)
|
|||
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[_itemData.Id].ResourceID))
|
||||
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text = GetLanguageStrById(itemConfig[_itemData.Id].Name)
|
||||
local effect=Util.GetGameObject(_go.transform,"UI_effect_WuCai_Kuang")
|
||||
effect:SetActive(curEquipStarsConfig.Quality>=7)
|
||||
local effect2=Util.GetGameObject(_go.transform,"c_ui_qinyan_duan")
|
||||
effect:SetActive(curEquipStarsConfig.Quality==7)
|
||||
effect2:SetActive(curEquipStarsConfig.Quality==8)
|
||||
SetParticleSortLayer(effect,sortingOrder+2)
|
||||
SetParticleSortLayer(effect2,sortingOrder+2)
|
||||
table.insert(allUp,effect)
|
||||
table.insert(allUp,effect2)
|
||||
--Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.Name
|
||||
SetHeroStars(this.spLoader, Util.GetGameObject(_go.transform, "star"), curEquipStarsConfig.Stars,1,nil,-15)
|
||||
Util.AddClick(Util.GetGameObject(_go.transform,"icon"), function()
|
||||
|
|
@ -262,6 +288,7 @@ function this.SingleItemDataShow(_go,_itemData,curEquipStarsConfig)
|
|||
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[_itemData.Id].ResourceID))
|
||||
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=SubString2(GetLanguageStrById(_itemData.Name),8)
|
||||
Util.GetGameObject(_go.transform,"UI_effect_WuCai_Kuang"):SetActive(curEquipStarsConfig.Quality==7)
|
||||
Util.GetGameObject(_go.transform,"c_ui_qinyan_duan"):SetActive(curEquipStarsConfig.Quality==8)
|
||||
SetHeroStars(this.spLoader, Util.GetGameObject(_go.transform, "star"), curEquipStarsConfig.Stars,1,nil,-15)
|
||||
local choosed =Util.GetGameObject(_go.transform, "choosed")
|
||||
choosed:SetActive(curSelectEquip.Id == _itemData .Id)
|
||||
|
|
@ -444,6 +471,114 @@ function this.AutoCompound(_position)
|
|||
end)
|
||||
end
|
||||
|
||||
|
||||
function this.AutoAllCompound()
|
||||
--进度剩余的的装备材料的数量
|
||||
|
||||
--进度需要的消耗金币的数量
|
||||
local shengGoldNum = 0
|
||||
--进度需要消耗其他物品的数量
|
||||
local shengOtherNum = 0
|
||||
--进度剩余的的消耗材料的数量
|
||||
local bagNums = {}
|
||||
local curRewards = {}
|
||||
local isNoGold = false--是否缺金币
|
||||
for aaa = 1, 4 do
|
||||
if isNoGold then
|
||||
break
|
||||
end
|
||||
local curPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(aaa)
|
||||
local bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(aaa)
|
||||
|
||||
--已有的消耗材料数量
|
||||
for i = 1, #curPosEquips do
|
||||
if equipStarsConfig[i].RankupResources then
|
||||
for j = 1, #equipStarsConfig[i].RankupResources do
|
||||
bagNums[equipStarsConfig[i].RankupResources[j][1]] = BagManager.GetItemCountById(equipStarsConfig[i].RankupResources[j][1])
|
||||
end
|
||||
end
|
||||
end
|
||||
--一种装备一种装备的循环检测 金币能合成的数量 与 背包装备能合成的数量 取最小值 然后扣除临时消耗道具
|
||||
--最后所有装备存在curPosEquips 与 之前背包 bagPosEquips 作比较 看合成了什么装备 删除了什么装备 和计算消耗材料
|
||||
|
||||
for i = 1, #curPosEquips do
|
||||
local materialEndNum = -1
|
||||
--合成的1个 下一个装备的需要的消耗材料的数量
|
||||
local materialNums = {}
|
||||
--当前已有的消耗材料能合成的下一个装备的数量最大数量
|
||||
if equipStarsConfig[i].RankupResources then
|
||||
for j = 1, #equipStarsConfig[i].RankupResources do
|
||||
local itemId = equipStarsConfig[i].RankupResources[j][1]
|
||||
materialNums[itemId] = equipStarsConfig[i].RankupResources[j][2]
|
||||
local curItmeCompoundNums =math.floor( bagNums[itemId] / equipStarsConfig[i].RankupResources[j][2])
|
||||
if materialEndNum == -1 then
|
||||
materialEndNum = curItmeCompoundNums
|
||||
elseif materialEndNum > curItmeCompoundNums then
|
||||
materialEndNum = curItmeCompoundNums
|
||||
end
|
||||
end
|
||||
end
|
||||
if i < #curPosEquips or i == 1 then
|
||||
--当前拥有的装备材料能合成的下一个装备的数量
|
||||
local curQuEquipCompoundNum = math.floor(curPosEquips[i] / equipStarsConfig[i].RankupCount)
|
||||
local endCompoundNum = materialEndNum > curQuEquipCompoundNum and curQuEquipCompoundNum or materialEndNum
|
||||
if not isNoGold and materialEndNum < 1 and curQuEquipCompoundNum > 0 then
|
||||
isNoGold = true
|
||||
end
|
||||
for itemId, num in pairs(materialNums) do
|
||||
bagNums[itemId] = bagNums[itemId] - endCompoundNum * num
|
||||
if itemId==14 then
|
||||
shengGoldNum = shengGoldNum + endCompoundNum * num
|
||||
else
|
||||
shengOtherNum = shengOtherNum + endCompoundNum * num
|
||||
end
|
||||
|
||||
end
|
||||
curPosEquips[i] = curPosEquips[i] - endCompoundNum * equipStarsConfig[i].RankupCount
|
||||
if curPosEquips[i + 1] then
|
||||
curPosEquips[i + 1] = curPosEquips[i + 1] + endCompoundNum
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for i = 1, #curPosEquips do
|
||||
local str = ""
|
||||
if curPosEquips[i] - bagPosEquips[i] > 0 then
|
||||
str = Language[10396]..i.." "..curPosEquips[i] - bagPosEquips[i]
|
||||
local singleEquipData = {}
|
||||
singleEquipData.id = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipConfig,"Position",aaa,"Star",i).Id
|
||||
singleEquipData.num = curPosEquips[i] - bagPosEquips[i]
|
||||
table.insert(curRewards,{singleEquipData.id,singleEquipData.num})
|
||||
else
|
||||
str = str .. Language[10397]..bagPosEquips[i] - curPosEquips[i]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if isNoGold and #curRewards <= 0 then
|
||||
PopupTipPanel.ShowTip(Language[10395])
|
||||
return
|
||||
end
|
||||
if shengGoldNum <= 0 then
|
||||
PopupTipPanel.ShowTip(Language[10398])
|
||||
return
|
||||
end
|
||||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipCompound,
|
||||
shengGoldNum,shengOtherNum,curRewards,function ()
|
||||
NetManager.ComplexEquipRequest(curIndex,0,0,function(msg)
|
||||
SoundManager.PlaySound(SoundConfig.UI_Duanzao)
|
||||
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
|
||||
this.OnClickTabBtn(curIndex, true, true)
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
-- tab节点显示自定义
|
||||
function this.TabAdapter(tab, index, status)
|
||||
local tabLab = Util.GetGameObject(tab, "Text")
|
||||
|
|
@ -467,6 +602,7 @@ function this:OnDestroy()
|
|||
this.spLoader:Destroy()
|
||||
needGoldNum=0
|
||||
allGo = {}
|
||||
allUp={}
|
||||
end
|
||||
|
||||
return this
|
||||
|
|
|
|||
|
|
@ -344,6 +344,7 @@ function this.GetEquipCompoundDataByEquipPosition1(_position)
|
|||
)
|
||||
|
||||
local num = starEquips[1].Star
|
||||
LogError("num==="..num)
|
||||
--LogBlue(num)
|
||||
local equips = {}
|
||||
for i = 1, num do
|
||||
|
|
@ -387,7 +388,7 @@ function this.GetAllSEquipsByPosition(_position)
|
|||
|
||||
local equips = {}
|
||||
for i = 1, #starEquips do
|
||||
if starEquips[i].Star and starEquips[i].Star > 0 and starEquips[i].Star ~= 1 then --最低等级的装备 合成不了
|
||||
if starEquips[i].Star and starEquips[i].Star > 0 and starEquips[i].Star < 18 and starEquips[i].Star ~= 1 then --最低等级的装备 合成不了
|
||||
table.insert(equips, starEquips[i])
|
||||
end
|
||||
end
|
||||
|
|
@ -407,6 +408,40 @@ function this.GetAllSEquipsByPosition(_position)
|
|||
-- end
|
||||
return equips
|
||||
end
|
||||
function this.GetAllGodEquips()
|
||||
local starEquips = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipConfig, "Quality", 7)
|
||||
local starEquips2 = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipConfig, "Quality", 8)
|
||||
local equips = {}
|
||||
for i = 1, #starEquips do
|
||||
if starEquips[i].Star and starEquips[i].Star > 0 and starEquips[i].Star ~= 1 then --最低等级的装备 合成不了
|
||||
table.insert(equips, starEquips[i])
|
||||
end
|
||||
end
|
||||
for i = 1, #starEquips2 do
|
||||
if starEquips2[i].Star and starEquips2[i].Star > 0 and starEquips2[i].Star ~= 1 then --最低等级的装备 合成不了
|
||||
table.insert(equips, starEquips2[i])
|
||||
end
|
||||
end
|
||||
table.sort(
|
||||
equips,
|
||||
function(a, b)
|
||||
if a.Star == b.Star then
|
||||
return a.Id < b.Id
|
||||
else
|
||||
return a.Star < b.Star
|
||||
end
|
||||
end
|
||||
)
|
||||
-- LogBlue(#equips)
|
||||
-- for i = 1, #equips do
|
||||
-- LogBlue(equips[i].Id.." "..equips[i].Star)
|
||||
-- end
|
||||
return equips
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
function this.SetEquipStarShow(spLoader, starGrid, equipId)
|
||||
if equipConfig[equipId] then
|
||||
|
|
|
|||
|
|
@ -237,7 +237,11 @@ function RewardEquipSingleShowPopup2:OnShow()
|
|||
self:SetBtns()
|
||||
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(self.equipData.id))
|
||||
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(self.equipData.id))
|
||||
self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..equipConfigData.Quality)
|
||||
local aaa=equipConfigData.Quality
|
||||
if equipConfigData.Quality==8 then
|
||||
aaa=7
|
||||
end
|
||||
self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..aaa)
|
||||
self.equipQuaText.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
|
||||
self.eqiopName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
|
||||
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(equipConfigData.Quality))
|
||||
|
|
|
|||
|
|
@ -64,7 +64,7 @@ function ItemView:InitComponent()
|
|||
self.UI_Effect_jinkuang_Yuan = Util.GetGameObject(self.gameObject, "effects/UI_Effect_jinkuang_Yuan")
|
||||
self.UI_effect_ItemView_saoguang = Util.GetGameObject(self.gameObject, "effects/UI_effect_ItemView_saoguang")
|
||||
self.UI_effect_WuCai_Kuang = Util.GetGameObject(self.gameObject, "effects/UI_effect_WuCai_Kuang")
|
||||
|
||||
self.c_ui_qinyan_duan = Util.GetGameObject(self.gameObject, "effects/c_ui_qinyan_duan")
|
||||
self:InitFrameEffect()
|
||||
end
|
||||
|
||||
|
|
@ -135,6 +135,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
|
|||
self.UI_Effect_jinkuang_Yuan:SetActive(false)
|
||||
self.UI_effect_ItemView_saoguang:SetActive(false)
|
||||
self.UI_effect_WuCai_Kuang:SetActive(false)
|
||||
self.c_ui_qinyan_duan:SetActive(false)
|
||||
self.frame.sprite = self.spLoader:LoadSprite(_itemData.frame)
|
||||
self.icon.sprite = self.spLoader:LoadSprite(_itemData.icon)
|
||||
self.num:GetComponent("Text").text = PrintWanNum(_itemData.num)
|
||||
|
|
@ -153,6 +154,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
|
|||
Util.AddParticleSortLayer(self.UI_Effect_jinkuang_Yuan, effectLayer - self.EffectOrginLayerQu)
|
||||
Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu)
|
||||
Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu)
|
||||
Util.AddParticleSortLayer(self.c_ui_qinyan_duan, effectLayer - self.EffectOrginLayerQu)
|
||||
self.EffectOrginLayerQu = effectLayer
|
||||
Util.GetGameObject(self.UI_effect_ItemView_saoguang, "saoguang"):GetComponent("RectTransform").localScale =
|
||||
Vector2.New(self.scale * 0.48,self.scale * 0.48)
|
||||
|
|
@ -168,6 +170,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
|
|||
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5)
|
||||
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
|
||||
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
|
||||
self.c_ui_qinyan_duan:SetActive(_itemData.configData.Quantity1 == 8)
|
||||
end
|
||||
if _itemData.configData == nil then
|
||||
_itemData.configData = _itemData.itemConfig
|
||||
|
|
@ -231,6 +234,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
|
|||
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5 or _itemData.configData.Quantity1 == 4)
|
||||
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
|
||||
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
|
||||
self.c_ui_qinyan_duan:SetActive(_itemData.configData.Quantity1 == 8)
|
||||
end
|
||||
--摘星阁加成
|
||||
if self.allData and self.allData.homeEquipLv and self.allData.homeEquipLv[1] > 0 then
|
||||
|
|
@ -349,6 +353,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
|
|||
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Star == 5)
|
||||
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Star == 6)
|
||||
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Star == 7)
|
||||
self.c_ui_qinyan_duan:SetActive(_itemData.configData.Quantity1 == 8)
|
||||
end
|
||||
--摘星阁加成
|
||||
if self.allData and self.allData.homeEquipLv and self.allData.homeEquipLv[1] > 0 then
|
||||
|
|
@ -445,6 +450,7 @@ function ItemView:SetEffectLayer(effectLayer)
|
|||
Util.AddParticleSortLayer(self.UI_Effect_Kuang_HongSe, effectLayer - self.EffectOrginLayerQu)
|
||||
Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu)
|
||||
Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu)
|
||||
Util.AddParticleSortLayer(self.c_ui_qinyan_duan,effectLayer-self.EffectOrginLayerQu)
|
||||
Util.SetParticleSortLayer(self.starGrid,effectLayer + 1)
|
||||
self:SetFrameEffectLayer(effectLayer)
|
||||
|
||||
|
|
@ -477,6 +483,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
|
|||
self.UI_Effect_jinkuang_Yuan:SetActive(false)
|
||||
self.UI_effect_ItemView_saoguang:SetActive(false)
|
||||
self.UI_effect_WuCai_Kuang:SetActive(false)
|
||||
self.c_ui_qinyan_duan:SetActive(false)
|
||||
self.rightUplv.gameObject:SetActive(false)
|
||||
self.middleDownLv.gameObject:SetActive(false)
|
||||
self.iconGo:SetActive(true)
|
||||
|
|
@ -490,6 +497,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
|
|||
Util.AddParticleSortLayer(self.UI_Effect_jinkuang_Yuan, effectLayer - self.EffectOrginLayerQu )
|
||||
Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu)
|
||||
Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu)
|
||||
Util.AddParticleSortLayer(self.c_ui_qinyan_duan, effectLayer - self.EffectOrginLayerQu)
|
||||
self.EffectOrginLayerQu = effectLayer
|
||||
Util.GetGameObject(self.UI_effect_ItemView_saoguang, "saoguang"):GetComponent("RectTransform").localScale =
|
||||
Vector2.New(self.scale * 0.48,self.scale * 0.48)
|
||||
|
|
@ -594,6 +602,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
|
|||
self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity1 == 5 or itemDataConFig.Quantity1 == 4)
|
||||
self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity1 == 6)
|
||||
self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity1 == 7)
|
||||
self.c_ui_qinyan_duan:SetActive(itemDataConFig.Quantity1 == 8)
|
||||
end
|
||||
Util.AddOnceClick(self.frameBtn, function()
|
||||
-- UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, itemSId)
|
||||
|
|
|
|||
Loading…
Reference in New Issue