From 5d41ecc114a3f7f52c194564d3881535cf7e9380 Mon Sep 17 00:00:00 2001 From: wangzhenxing Date: Tue, 14 Jun 2022 15:58:18 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90=E8=A3=85=E5=A4=87=E3=80=91=3D=3D=3D?= =?UTF-8?q?=3D=3D=3D=E6=B7=BB=E5=8A=A0=E8=93=9D=E7=99=BD=E8=A3=85=E5=A4=87?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Prefabs/UI/Bag/BagPanel.prefab | 126 ++++++ .../Prefabs/UI/Compound/CompoundPanel.prefab | 406 +++++++++++++++++- .../Prefabs/UI/ItemView/ItemView.prefab | 171 +++++++- .../~Lua/Common/GlobalDefine.lua | 3 +- .../~Lua/Modules/Bag/BagPanel.lua | 4 + .../Compound/view/CompoundPanel_Equip.lua | 152 ++++++- .../~Lua/Modules/Equip/EquipManager.lua | 37 +- .../Popup/RewardEquipSingleShowPopup2.lua | 6 +- .../ManagedResources/~Lua/View/ItemView.lua | 11 +- 9 files changed, 875 insertions(+), 41 deletions(-) diff --git a/Assets/ManagedResources/Prefabs/UI/Bag/BagPanel.prefab b/Assets/ManagedResources/Prefabs/UI/Bag/BagPanel.prefab index 75c87cbdbf..7233ea4fe1 100644 --- a/Assets/ManagedResources/Prefabs/UI/Bag/BagPanel.prefab +++ b/Assets/ManagedResources/Prefabs/UI/Bag/BagPanel.prefab @@ -39109,6 +39109,7 @@ RectTransform: - 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[7] = "白金" + [7] = "白金", + [8] = "蓝白", } --装备类型描述定义 diff --git a/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua b/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua index 1c7bf09278..b10eea2374 100644 --- a/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua @@ -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) diff --git a/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_Equip.lua b/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_Equip.lua index d4a43ed8c2..ccbd7746ba 100644 --- a/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_Equip.lua +++ b/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_Equip.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Equip/EquipManager.lua b/Assets/ManagedResources/~Lua/Modules/Equip/EquipManager.lua index 8dada16e1d..74b180da7e 100644 --- a/Assets/ManagedResources/~Lua/Modules/Equip/EquipManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Equip/EquipManager.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua index 0b7783231b..3e5d263f63 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua @@ -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)) diff --git a/Assets/ManagedResources/~Lua/View/ItemView.lua b/Assets/ManagedResources/~Lua/View/ItemView.lua index a1a47dc7d1..2d0db948ab 100644 --- a/Assets/ManagedResources/~Lua/View/ItemView.lua +++ b/Assets/ManagedResources/~Lua/View/ItemView.lua @@ -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)