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m_RootOrder: 15 + m_RootOrder: 13 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} diff --git a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua index 104e7a8083..d63c29e6ad 100644 --- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua +++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua @@ -2907,6 +2907,13 @@ PropertyType = { [4] = "道系", } +ProfessionType = { + [1] = "肉盾", + [2] = "输出", + [3] = "控制", + [4] = "辅助", +} + PropertyTypeImageBySiYuan = { [1] = {image3 = "y_yuansu_ren01_zh",Image1 = "y_yuansu_ren",property = "人"}, [2] = {image3 = "y_yuansu_fou01_zh",Image1 = "y_yuansu_fou",property = "佛"}, diff --git a/Assets/ManagedResources/~Lua/Common/functions.lua b/Assets/ManagedResources/~Lua/Common/functions.lua index d7f75d9ddf..bfabcf385e 100644 --- a/Assets/ManagedResources/~Lua/Common/functions.lua +++ b/Assets/ManagedResources/~Lua/Common/functions.lua @@ -484,6 +484,7 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot for i = 1, 23 do if i == star - 4 then starPre.transform:GetChild(i - 1).gameObject:SetActive(true) + starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize else starPre.transform:GetChild(i - 1).gameObject:SetActive(false) end @@ -492,6 +493,7 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot for i = 1, 23 do if i > 11 and i == star + 2 then starPre.transform:GetChild(i - 1).gameObject:SetActive(true) + starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize else starPre.transform:GetChild(i - 1).gameObject:SetActive(false) end @@ -500,6 +502,7 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot for i = 1, 23 do if i == star - 4 then starPre.transform:GetChild(i - 1).gameObject:SetActive(true) + starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize else starPre.transform:GetChild(i - 1).gameObject:SetActive(false) end diff --git a/Assets/ManagedResources/~Lua/Data/UIData.lua b/Assets/ManagedResources/~Lua/Data/UIData.lua index 781b22f34e..a7a9a45648 100644 --- a/Assets/ManagedResources/~Lua/Data/UIData.lua +++ b/Assets/ManagedResources/~Lua/Data/UIData.lua @@ -425,6 +425,7 @@ UIName = { TreasureStoreSeason2 = 431,--新百宝商会 PracticeSkillInfoPanel = 430, --修行主角技能信息界面 DemonSlayerNewPanel = 432, --新版三界降魔 + RoleGodSoulLayout = 434, } SubUIConfig = { diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RoleGodSoulUp.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RoleGodSoulUp.lua index dca2230809..ed7ae8401c 100644 --- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RoleGodSoulUp.lua +++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RoleGodSoulUp.lua @@ -5,6 +5,7 @@ local parent local sortingOrder=0 local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) local curList = {} +local oldSelect = 0 --初始化组件(用于子类重写) function GeneralBigPopup_RoleGodSoulUp:InitComponent(gameObject) self.spLoader = SpriteLoader.New() @@ -25,6 +26,23 @@ function GeneralBigPopup_RoleGodSoulUp:InitComponent(gameObject) self.oneKeyBtn = Util.GetGameObject(gameObject, "oneKey") self.sureBtn = Util.GetGameObject(gameObject, "sure") + self.bglist = Util.GetGameObject(gameObject,"bglist") + self.heroSelect = Util.GetGameObject(gameObject,"heroSelect") + self.select = Util.GetGameObject(gameObject,"select") + self.reSelectList = {} + for i = 1,self.bglist.transform.childCount do + if not self.reSelectList[i] then + self.reSelectList[i] = {} + end + self.reSelectList[i].go = Util.GetGameObject(self.bglist,"itemPre"..i) + self.reSelectList[i].btn = Util.GetGameObject(self.reSelectList[i].go,"HeroPre") + self.reSelectList[i].frame = Util.GetGameObject(self.reSelectList[i].btn,"frame"):GetComponent("Image") + self.reSelectList[i].icon = Util.GetGameObject(self.reSelectList[i].btn,"icon"):GetComponent("Image") + self.reSelectList[i].posIcon = Util.GetGameObject(self.reSelectList[i].btn,"posIcon"):GetComponent("Image") + self.reSelectList[i].proIcon = Util.GetGameObject(self.reSelectList[i].btn,"proIcon"):GetComponent("Image") + self.reSelectList[i].star = Util.GetGameObject(self.reSelectList[i].btn,"star") + self.reSelectList[i].name = Util.GetGameObject(self.reSelectList[i].btn,"name"):GetComponent("Text") + end self.itemlist = {} self.costItemlist = {} self.choosedIdList = {} @@ -32,43 +50,43 @@ end --绑定事件(用于子类重写) function GeneralBigPopup_RoleGodSoulUp:BindEvent() - Util.AddClick(self.oneKeyBtn,function () - local isenuough,enoughNums,enoughDatas,oldEnoughDatas = false,nil,nil,nil - self.choosedIdList = {} - for i = 1,#self.allDatas do - table.insert(self.choosedIdList,self.allDatas[i].herodata.dynamicId) - isenuough,enoughNums,enoughDatas = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,self.lv,self.choosedIdList) - if isenuough then - self:RefreshCostItemNums() - self:RefreshItemDatas() - break - else - if not oldEnoughDatas then - oldEnoughDatas = enoughDatas - else - local ismove = true - for k,v in pairs(oldEnoughDatas) do - if v ~= enoughDatas[k] then - ismove = false - break - end - end - if ismove then - table.remove(self.choosedIdList,#self.choosedIdList) - end - oldEnoughDatas = enoughDatas - end - end - end - if not isenuough then - PopupTipPanel.ShowTip("无法满足激活条件!") - return - end - end) + -- Util.AddClick(self.oneKeyBtn,function () + -- local isenuough,enoughNums,enoughDatas,oldEnoughDatas = false,nil,nil,nil + -- self.choosedIdList = {} + -- for i = 1,#self.allDatas do + -- table.insert(self.choosedIdList,self.allDatas[i].herodata.dynamicId) + -- isenuough,enoughNums,enoughDatas = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,self.lv,self.choosedIdList) + -- if isenuough then + -- self:RefreshCostItemNums() + -- self:RefreshItemDatas() + -- break + -- else + -- if not oldEnoughDatas then + -- oldEnoughDatas = enoughDatas + -- else + -- local ismove = true + -- for k,v in pairs(oldEnoughDatas) do + -- if v ~= enoughDatas[k] then + -- ismove = false + -- break + -- end + -- end + -- if ismove then + -- table.remove(self.choosedIdList,#self.choosedIdList) + -- end + -- oldEnoughDatas = enoughDatas + -- end + -- end + -- end + -- if not isenuough then + -- PopupTipPanel.ShowTip("无法满足激活条件!") + -- return + -- end + -- end) Util.AddClick(self.sureBtn,function() local isSave = false - if self.isenuough then - if #curList == #self.choosedIdList then + if LengthOfTable(self.choosedIdList) >= #self.costItems then + if #curList == LengthOfTable(self.choosedIdList) then for i = 1,#curList do if self:CheckIsChooseId(curList[i]) < 1 then isSave = true @@ -85,12 +103,23 @@ function GeneralBigPopup_RoleGodSoulUp:BindEvent() else parent:ClosePanel() end - elseif #self.choosedIdList == 0 then + elseif LengthOfTable(self.choosedIdList) == 0 then PopupTipPanel.ShowTip("请选择神将!") else PopupTipPanel.ShowTip("所选神将无法激活神魂效果!") end end) + + for i = 1,self.bglist.transform.childCount do + Util.AddClick(self.reSelectList[i].btn,function() + if i == self.curPage then + return + end + self.curPage = i + self:SetSeclet(self.select,self.reSelectList[self.curPage].go.transform,Vector3.New(0,-75,0)) + self:Refresh(true,false) + end) + end end --添加事件监听(用于子类重写) @@ -110,13 +139,62 @@ function GeneralBigPopup_RoleGodSoulUp:OnShow(_parent,_Data) self.costItems = _Data[1] self.curHeroData = _Data[2] self.lv = _Data[3] - self.allDatas = GodSoulManager.GetGodSoulData(self.curHeroData,self.lv) + self.curPage = _Data[4] or 1 self.choosedIdList = GodSoulManager.GetBindHeroDatasByLevel(self.curHeroData.dynamicId,self.lv) curList = GodSoulManager.GetBindHeroDatasByLevel(self.curHeroData.dynamicId,self.lv) self:Refresh(true,true) + self:SetCostItem(true) + self:SetSeclet(self.select,self.reSelectList[self.curPage].go.transform,Vector3.New(0,-75,0)) +end + +function GeneralBigPopup_RoleGodSoulUp:SetCostItem(isAllRefresh) + for i = 1, math.max(#self.reSelectList,#self.costItems) do + if not self.costItems[i] then + self.reSelectList[i].go.gameObject:SetActive(false) + else + if not self.reSelectList[i] then + self.reSelectList[i] = {} + self.reSelectList[i].go = newObjToParent(self.reSelectList[1].go,self.bglist.transform) + self.reSelectList[i].btn = Util.GetGameObject(self.reSelectList[i].go,"HeroPre") + self.reSelectList[i].frame = Util.GetGameObject(self.reSelectList[i].btn,"frame"):GetComponent("Image") + self.reSelectList[i].icon = Util.GetGameObject(self.reSelectList[i].btn,"icon"):GetComponent("Image") + self.reSelectList[i].posIcon = Util.GetGameObject(self.reSelectList[i].btn,"posIcon"):GetComponent("Image") + self.reSelectList[i].proIcon = Util.GetGameObject(self.reSelectList[i].btn,"proIcon"):GetComponent("Image") + self.reSelectList[i].star = Util.GetGameObject(self.reSelectList[i].btn,"star") + self.reSelectList[i].name = Util.GetGameObject(self.reSelectList[i].btn,"name"):GetComponent("Text") + end + self.reSelectList[i].go.gameObject:SetActive(true) + end + end + self:RefreshCostItemNums2(true) +end + +function GeneralBigPopup_RoleGodSoulUp:SetSeclet(select,selectPar,pos) + select.gameObject:SetActive(true) + select.transform:SetParent(selectPar) + select.gameObject:GetComponent("RectTransform").anchoredPosition3D = pos + select.transform.localScale = Vector3.one end function GeneralBigPopup_RoleGodSoulUp:Refresh(isTop,isAni) + self.allDatas = GodSoulManager.GetGodSoulData(self.curHeroData,self.lv,self.curPage) + if self.choosedIdList[self.curPage] and self.choosedIdList[self.curPage] ~= "" then + for i = 1,#self.allDatas do + if self.allDatas[i].herodata.dynamicId == self.choosedIdList[self.curPage] then + self.allDatas[i].state = 999 + end + end + table.sort(self.allDatas,function(a,b) + if a.state == b.state then + if a.herodata.star == b.herodata.star then + return a.herodata.star > b.herodata.star + end + return a.herodata.heroConfig.Sort < b.herodata.heroConfig.Sort + end + return a.state > b.state + end) + end + if not self.itemlist then self.itemlist = {} end @@ -125,8 +203,7 @@ function GeneralBigPopup_RoleGodSoulUp:Refresh(isTop,isAni) end self.ScrollView:SetData(self.allDatas, function(index, go) self:SetSingleData(index,go,self.allDatas[index]) - end,not isTop,not isAni) - self:UpdateCostItem() + end,not isTop,not isAni) end function GeneralBigPopup_RoleGodSoulUp:RefreshItemDatas() @@ -144,6 +221,7 @@ function GeneralBigPopup_RoleGodSoulUp:SetSingleData(index,go,heroData) self.itemlist[index] = {} self.itemlist[index].go = go self.itemlist[index].mask = Util.GetGameObject(go,"mask") + self.itemlist[index].allSelect = Util.GetGameObject(go,"allSelect") self.itemlist[index].select = Util.GetGameObject(go,"select") self.itemlist[index].using = Util.GetGameObject(go,"using") self.itemlist[index]._go = Util.GetGameObject(go,"HeroPre") @@ -158,7 +236,7 @@ function GeneralBigPopup_RoleGodSoulUp:SetSingleData(index,go,heroData) self.itemlist[index]._data = heroData self.itemlist[index].data = heroData.herodata self.itemlist[index].frame.sprite=self.spLoader:LoadSprite(GetHeroQuantityImageByquality(self.itemlist[index].data.heroConfig.Quality,self.itemlist[index].data.star)) - self.itemlist[index].icon.sprite=self.spLoader:LoadSprite(self.itemlist[index].data.icon) + SetHeroIcon(self.spLoader,self.itemlist[index]._data,self.itemlist[index].icon,self.itemlist[index].data.heroConfig) self.itemlist[index].go.gameObject:SetActive(true) if HarmonyManager.IsChangeColor(self.itemlist[index].data.dynamicId) then self.itemlist[index].lv.text=""..self.itemlist[index].data.lv.."" @@ -180,22 +258,29 @@ function GeneralBigPopup_RoleGodSoulUp:SetSingleData(index,go,heroData) end SetHeroStars(self.spLoader, self.itemlist[index].starGrid, star,starType,starSize,starScale) - self.itemlist[index].select.gameObject:SetActive(false) self.itemlist[index].mask.gameObject:SetActive(false) self.itemlist[index].using.gameObject:SetActive(false) - if self:CheckIsChooseId(self.itemlist[index].data.dynamicId) > 0 then - self.itemlist[index].select.gameObject:SetActive(true) + self.itemlist[index].allSelect.gameObject:SetActive(false) + self.itemlist[index].select.gameObject:SetActive(false) + local location = self:CheckIsChooseId(self.itemlist[index].data.dynamicId) + if location > 0 and location == self.curPage then + oldSelect = index + self:SetSeclet(self.itemlist[index].select,self.itemlist[index].go.transform,Vector3.New(0,-75,0)) + elseif location > 0 then + self.itemlist[index].allSelect.gameObject:SetActive(true) elseif self.itemlist[index]._data.state == -1 then self.itemlist[index].mask.gameObject:SetActive(true) elseif self.itemlist[index]._data.state == 0 or self.itemlist[index]._data.state == 664 then self.itemlist[index].using.gameObject:SetActive(true) self.itemlist[index].mask.gameObject:SetActive(true) + else + end -- 点击事件 Util.AddOnceClick(self.itemlist[index]._go, function() if self.itemlist[index]._data.state == -1 then - PopupTipPanel.ShowTip("该神将不满足神魂激活条件!") + PopupTipPanel.ShowTip("该神将无法放入所选格子中!") return end if self.itemlist[index]._data.state == 0 or self.itemlist[index]._data.state == 664 then @@ -203,14 +288,23 @@ function GeneralBigPopup_RoleGodSoulUp:SetSingleData(index,go,heroData) return end local isChoosed = self:CheckIsChooseId(self.itemlist[index].data.dynamicId) + if isChoosed > 0 and isChoosed ~= self.curPage then + PopupTipPanel.ShowTip("该神将正处于其他格子中,无法选择!") + return + end + if isChoosed > 0 then - table.remove(self.choosedIdList,isChoosed) + self.choosedIdList[self.curPage] = "" self.itemlist[index].select.gameObject:SetActive(false) else - table.insert(self.choosedIdList,self.itemlist[index].data.dynamicId) - self.itemlist[index].select.gameObject:SetActive(true) + self.choosedIdList[self.curPage] = self.itemlist[index].data.dynamicId + if self.itemlist[oldSelect] then + self.itemlist[oldSelect].select.gameObject:SetActive(false) + end + oldSelect = index + self:SetSeclet(self.itemlist[index].select,self.itemlist[index].go.transform,Vector3.New(0,-72,0)) end - self:RefreshCostItemNums() + self:RefreshCostItemNums2(false) end) Util.AddLongPressClick(self.itemlist[index]._go, function() @@ -220,9 +314,9 @@ end function GeneralBigPopup_RoleGodSoulUp:CheckIsChooseId(heroId) local index = 0 - for i = 1,#self.choosedIdList do - if heroId == self.choosedIdList[i] then - index = i + for k,v in pairs(self.choosedIdList) do + if heroId == v then + index = k return index end end @@ -282,9 +376,70 @@ function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums() ForceRebuildLayout(self.costItem1.transform) end +function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums2(isAllRefresh) + for i = 1, #self.costItems do + if isAllRefresh or (not isAllRefresh and i == self.curPage) then + local str = "" + if self.costItems[i].star > 11 then + str = "觉醒" + else + str = "十星" + end + if self.costItems[i].id > 0 then + str = str..heroConfig[self.costItems[i].id].ReadingName + elseif self.costItems[i].property > 0 then + str = PropertyType[self.costItems[i].property]..str.."神将" + elseif self.costItems[i].profession > 0 then + str = str..ProfessionType[self.costItems[i].profession].."神将" + else + str = "任意"..str.."神将" + end + if self.choosedIdList[self.curPage] and self.choosedIdList[self.curPage] ~= "" then + self.reSelectList[i].name.text = string.format("%s",str) + self.reSelectList[i].posIcon.gameObject:SetActive(true) + self.reSelectList[i].proIcon.gameObject:SetActive(true) + local tempHeroData = HeroManager.GetSingleHeroData(self.choosedIdList[i]) + self.reSelectList[i].frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(tempHeroData.heroConfig.Quality,tempHeroData.star)) + SetHeroIcon(self.spLoader,tempHeroData,self.reSelectList[i].icon,tempHeroData.heroConfig) + local star,starType = tempHeroData.GetStar(1) + local starSize = Vector2.New(30,30) + local starScale = -8 + if starType == 3 then + starSize = Vector2.New(33.43,83.61) + starScale = -13.77 + end + SetHeroStars(self.spLoader,self.reSelectList[i].star,star,starType) + self.reSelectList[i].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(tempHeroData.heroConfig.PropertyName)) + self.reSelectList[i].posIcon.sprite = self.spLoader:LoadSprite(tempHeroData.professionIcon) + else + self.reSelectList[i].name.text = string.format("%s",str) + self.reSelectList[i].frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(self.costItems[i].star,self.costItems[i].star)) + SetHeroStars(self.spLoader,self.reSelectList[i].star,self.costItems[i].star,1) + self.reSelectList[i].posIcon.gameObject:SetActive(false) + self.reSelectList[i].proIcon.gameObject:SetActive(false) + if self.costItems[i].id > 0 then + self.reSelectList[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroConfig[self.costItems[i].id].Icon)) + else + self.reSelectList[i].icon.sprite = self.spLoader:LoadSprite("r_hero_jinjie-touxiang2") + if self.costItems[i].property > 0 then + self.reSelectList[i].proIcon.gameObject:SetActive(true) + self.reSelectList[i].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(self.costItems[i].property)) + elseif self.costItems[i].profession > 0 then + self.reSelectList[i].posIcon.gameObject:SetActive(true) + self.reSelectList[i].posIcon.sprite = self.spLoader:LoadSprite(GetHeroPosStr(self.costItems[i].profession)) + else + end + end + end + end + end +end + --界面关闭时调用(用于子类重写) function GeneralBigPopup_RoleGodSoulUp:OnClose() - + self.heroSelect.gameObject:SetActive(false) + self.select.gameObject:SetActive(false) + self.choosedIdList = {} end --界面销毁时调用(用于子类重写) diff --git a/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua b/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua index be87a5828d..a79fc630a2 100644 --- a/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua @@ -29,7 +29,7 @@ function this.InitializeTableData() end local data = {} data.index = v.Soul[i][2] - data.num = v.Soul[i][4] + data.num = 1 --v.Soul[i][4] local config = heroRankupGroup[v.Soul[i][3]] if config.Issame == 1 then data.id = v.Id @@ -53,7 +53,9 @@ function this.InitializeTableData() end end data.star = config.StarLimit - table.insert(this.GodSoulTableData[v.Id][v.Soul[i][1]],data) + for j = 1,v.Soul[i][4] do + table.insert(this.GodSoulTableData[v.Id][v.Soul[i][1]],data) + end end end end @@ -193,7 +195,7 @@ function this.DeleteHeroId(heroId) end --获取id,lv级绑定的神将 -function this.GetBindHeroDatasByLevel(id,lv) +function this.GetBindHeroDatasByLevel(id,lv,conditionIndex) local data = {} if not this.heroDatas[id] then return data @@ -204,7 +206,11 @@ function this.GetBindHeroDatasByLevel(id,lv) for k,v in pairs(this.heroDatas[id].BindHeroDatas) do if k == lv then for i = 1,#v do - table.insert(data,v[i]) + if conditionIndex and i == conditionIndex then + table.insert(data,v[i]) + elseif not conditionIndex then + table.insert(data,v[i]) + end end break end @@ -213,12 +219,17 @@ function this.GetBindHeroDatasByLevel(id,lv) end --获取激活神魂所需的神将条件 -function this.GetGodSoulDataByLv(id,lv) +function this.GetGodSoulDataByLv(id,lv,conditionIndex) if lv == 0 then return this.GodSoulTableData[id] or {} end if this.GodSoulTableData[id] and this.GodSoulTableData[id][lv] and #this.GodSoulTableData[id][lv] > 0 then - return this.GodSoulTableData[id][lv] + if conditionIndex and conditionIndex > 0 then + return {this.GodSoulTableData[id][lv][conditionIndex]} + else + return this.GodSoulTableData[id][lv] + end + end return {} end @@ -235,9 +246,9 @@ function this.CheckRedPointGodSoul(curHeroData) end --筛选符合条件的所有神将 -function this.GetGodSoulData(curHeroData,lv) +function this.GetGodSoulData(curHeroData,lv,conditionIndex) local datas = HeroManager.GetAllHeroList() - local godData = this.GetGodSoulDataByLv(curHeroData.heroConfig.Id,lv) + local godData = this.GetGodSoulDataByLv(curHeroData.heroConfig.Id,lv,conditionIndex) local haveDatas = {} if godData then for k,v in pairs(datas) do @@ -245,7 +256,6 @@ function this.GetGodSoulData(curHeroData,lv) local index = -1 --无法使用 for j = 1,#godData do local isChoosed = this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,v.dynamicId) - --LogGreen("isChoosed:"..isChoosed.." lv:"..lv.." v.heroConfig.Id:"..v.heroConfig.Id.." index:"..index) if godData[j].id > 0 and v.heroConfig.Id == godData[j].id then if isChoosed and isChoosed == lv then index = 666 @@ -256,10 +266,9 @@ function this.GetGodSoulData(curHeroData,lv) end break elseif isChoosed > 0 and isChoosed ~= lv then - --LogYellow("isChoosed:"..isChoosed.." lv:"..lv.." v.heroConfig.Id:"..v.heroConfig.Id.." index:"..index) index = 0 break - elseif (v.star >= godData[j].star) then + elseif (v.star >= godData[j].star) and godData[j].id < 1 then if (godData[j].property > 0 and v.property == godData[j].property) or (godData[j].profession > 0 and v.profession == godData[j].profession) or (godData[j].property == 0 and godData[j].profession == 0) then @@ -278,7 +287,6 @@ function this.GetGodSoulData(curHeroData,lv) end end - --LogGreen("index:"..index.." v.heroConfig.Id:"..v.heroConfig.Id) table.insert(haveDatas,{state = index,herodata = v}) end end diff --git a/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua index 7ea0440339..f46c9cc442 100644 --- a/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua @@ -79,6 +79,10 @@ function HandBookHeroInfoPanel:InitComponent() this.btnMask = Util.GetGameObject(self.transform, "btnMask") this.btnMask.gameObject:SetActive(false) + + --神魂 + this.godSoulBtn=Util.GetGameObject(self.transform,"godSoulBtn") + this.godSoulBtnIcon=Util.GetGameObject(this.godSoulBtn,"icon"):GetComponent("Image") end --绑定事件(用于子类重写) @@ -103,6 +107,10 @@ function HandBookHeroInfoPanel:BindEvent() Util.AddClick(this.posBtn, function() UIManager.OpenPanel(UIName.RolePosInfoPopup,heroConFigData,_curStar) end) + + Util.AddClick(this.godSoulBtn,function() + UIManager.OpenPanel(UIName.RoleGodSoulLayout,heroConFigData) + end) end local heroDatas = {} @@ -245,6 +253,7 @@ function this:UpdateHeroInfoData() elseif _CurPageIndex == RoleInfoPanelIndex.shenhun then if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) and heroConFigData.IsSoulOpen == 1 and _curStar > 10 then + _CurPageIndex = RoleInfoPanelIndex.qingbao else _CurPageIndex = RoleInfoPanelIndex.qingbao end @@ -288,7 +297,7 @@ function HandBookHeroInfoPanel:UpdateBtnList() elseif k == RoleInfoPanelIndex.shenhun then if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) and heroConFigData.IsSoulOpen == 1 and _curStar > 10 then - tabsList[k].gameObject:SetActive(true) + tabsList[k].gameObject:SetActive(false) else tabsList[k].gameObject:SetActive(false) end diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua index 4d7c6bfa37..f9dba05d25 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua @@ -1,55 +1,71 @@ require("Base/BasePanel") RoleGodSoulLayout = Inherit(BasePanel) local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) -function RoleGodSoulLayout:New(gameObject) - local b = {} - b.gameObject = gameObject - b.transform = gameObject.transform - setmetatable(b, { __index = RoleGodSoulLayout }) - return b -end --初始化组件(用于子类重写) function RoleGodSoulLayout:InitComponent() self.spLoader = SpriteLoader.New() - self.help = Util.GetGameObject(self.gameObject,"bgdi/help") + self.closeBtn = Util.GetGameObject(self.gameObject,"mask") + + self.help = Util.GetGameObject(self.gameObject,"bgdi/topLayout/help") self.helpPosition = self.help:GetComponent("RectTransform").localPosition + self.curHeroName = Util.GetGameObject(self.gameObject,"bgdi/topLayout/name"):GetComponent("Text") + self.curHeroGo = Util.GetGameObject(self.gameObject,"bgdi/topLayout/itemPre/HeroPre") self.godPre = Util.GetGameObject(self.gameObject,"bgdi/godPre") self.costPre = Util.GetGameObject(self.gameObject,"bgdi/costPre") + self.heroPre = Util.GetGameObject(self.gameObject,"bgdi/HeroPre") self.singlePre = Util.GetGameObject(self.gameObject,"bgdi/singlePre") self.grid = Util.GetGameObject(self.gameObject,"bgdi/scroll/grid") self.gridPos = self.grid:GetComponent("RectTransform").anchoredPosition self.gridList = {} end +function RoleGodSoulLayout:OnSortingOrderChange() +end --绑定事件(用于子类重写) function RoleGodSoulLayout:BindEvent() Util.AddClick(self.help, function() UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.shenhun,self.helpPosition.x,self.helpPosition.y - 500) end) + Util.AddClick(self.closeBtn, function() + self:ClosePanel() + end) end --添加事件监听(用于子类重写) function RoleGodSoulLayout:AddListener() - + Game.GlobalEvent:AddEvent(GameEvent.Role.UpdateSodSoulLayout, self.SetData,self) end --移除事件监听(用于子类重写) function RoleGodSoulLayout:RemoveListener() + Game.GlobalEvent:RemoveEvent(GameEvent.Role.UpdateSodSoulLayout, self.SetData,self) +end + +--界面打开时调用(用于子类重写) +function RoleGodSoulLayout:OnOpen(_curHerodata) + self.curHeroData = _curHerodata + if self.curHeroData.dynamicId then + self.lv = GodSoulManager.GetGodSoulLv(self.curHeroData.dynamicId) + self.addShow = true + self.heroConfig = self.curHeroData.heroConfig + else + self.lv = 0 + self.addShow = false + self.heroConfig = self.curHeroData + end end function RoleGodSoulLayout:OnShow() self.gameObject:SetActive(true) + self:SetData() end -function RoleGodSoulLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas) - self.sortingOrder = _sortinglayer - self.curHeroData = _curHerodata - self.parent = _parent - self.isUpZhen = _isUpZhen - self.herodatas = _heroDatas +function RoleGodSoulLayout:SetData() self:UpdateGodList() + self:SetHeroData(self.curHeroGo,self.curHeroData,true) + self.curHeroName.text = self.heroConfig.ReadingName local pos = Vector3.New(self.gridPos.x,self.gridPos.y,self.gridPos.z) for i = 1,self.lv - 1 do pos.y = pos.y + GetPreferredHeight(self.gridList[i].go.transform) @@ -60,19 +76,41 @@ function RoleGodSoulLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen, end end -function RoleGodSoulLayout:UpdateGodList() - if self.curHeroData.dynamicId then - self.lv = GodSoulManager.GetGodSoulLv(self.curHeroData.dynamicId) - self.addShow = true - self.heroConfig = self.curHeroData.heroConfig +function RoleGodSoulLayout:SetHeroData(heroGo,heroData,isCur) + local frame = Util.GetGameObject(heroGo,"frame"):GetComponent("Image") + local icon = Util.GetGameObject(heroGo,"icon"):GetComponent("Image") + local proIcon = Util.GetGameObject(heroGo,"proIcon"):GetComponent("Image") + local starGrid = Util.GetGameObject(heroGo,"star") + if self.addShow then + if isCur then + local lv = Util.GetGameObject(heroGo,"lv/Text"):GetComponent("Text") + lv.text = heroData.lv + end + frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star)) + proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName)) + SetHeroIcon(self.spLoader,heroData,icon,heroData.heroConfig) + local star,starType = heroData.GetStar(1) + local starSize = Vector2.New(30,30) + local starScale = -8 + if starType == 3 then + starSize = Vector2.New(33.43,83.61) + starScale = -13.77 + end + SetHeroStars(self.spLoader, starGrid, star,starType,starSize,starScale) else - self.lv = 0 - self.addShow = false - self.heroConfig = self.curHeroData + local lv = Util.GetGameObject(heroGo,"lv/Text"):GetComponent("Text") + lv.text = heroData.Level + frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quality,heroData.star)) + proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName)) + SetHeroIcon(self.spLoader,heroData,icon,heroData) + SetHeroStars(self.spLoader, starGrid, heroData.Star,1) end +end + +function RoleGodSoulLayout:UpdateGodList() + self.godDatas = GodSoulManager.GetGodSoulDataByLv(self.heroConfig.Id,0) - if not self.gridList then self.gridList = {} end @@ -92,6 +130,13 @@ function RoleGodSoulLayout:UpdateGodList() self.gridList[i].red = Util.GetGameObject(self.gridList[i].add,"red") self.gridList[i].red.gameObject:SetActive(false) self.gridList[i].des = Util.GetGameObject(self.gridList[i].go,"bottom/des"):GetComponent("Text") + self.gridList[i].upHero = Util.GetGameObject(self.gridList[i].go,"upHero") + self.gridList[i].upHeroList = {} + end + if self.addShow then + self.gridList[i].upHeroDataList = GodSoulManager.GetBindHeroDatasByLevel(self.curHeroData.dynamicId,i) + else + self.gridList[i].upHeroDataList = {} end self.gridList[i].go.gameObject:SetActive(true) self:UpdataSingleGod(i) @@ -111,8 +156,9 @@ function RoleGodSoulLayout:UpdataSingleGod(index) end end --绿色 - + self.gridList[index].tip.text = string.format("需要:") for i = 1,math.max(#self.gridList[index].costList,#self.godDatas[index]) do + --LogGreen("#self.godDatas[index]:"..#self.godDatas[index]) if not self.godDatas[index][i] then self.gridList[index].costList[i].go.gameObject:SetActive(false) else @@ -146,7 +192,7 @@ function RoleGodSoulLayout:UpdataSingleGod(index) if not self.addShow then self.gridList[index].costList[i].num.text = string.format("×%s",self.godDatas[index][i].num) Util.SetGray(self.gridList[index].costList[i].frame.gameObject,false) - elseif index == self.lv + 1 then --未激活时红色,图标置灰 + elseif index >= self.lv + 1 then --未激活时红色,图标置灰 self.gridList[index].costList[i].num.text = string.format("×%s",self.godDatas[index][i].num) Util.SetGray(self.gridList[index].costList[i].frame.gameObject,true) else --激活时绿色,图标不置灰 @@ -155,17 +201,39 @@ function RoleGodSoulLayout:UpdataSingleGod(index) end end end + + if self.addShow then + if #self.gridList[index].upHeroDataList < 1 then + self.gridList[index].upHero.gameObject:SetActive(false) + else + self.gridList[index].upHero.gameObject:SetActive(true) + for i = 1,math.max(#self.gridList[index].upHeroList,#self.gridList[index].upHeroDataList) do + if not self.gridList[index].upHeroDataList[i] then + self.gridList[index].upHeroList[i].gameObject:SetActive(false) + else + if not self.gridList[index].upHeroList[i] then + self.gridList[index].upHeroList[i] = newObjToParent(self.heroPre,self.gridList[index].upHero) + end + self.gridList[index].upHeroList[i].gameObject:SetActive(true) + local tempHeroData = HeroManager.GetSingleHeroData(self.gridList[index].upHeroDataList[i]) + self:SetHeroData(self.gridList[index].upHeroList[i],tempHeroData,false) + Util.AddOnceClick(self.gridList[index].upHeroList[i],function() + UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ShenHun,self.godDatas[index],self.curHeroData,index,i) + end) + end + end + end + else + self.gridList[index].upHero.gameObject:SetActive(false) + end + self.gridList[index].red.gameObject:SetActive(false) if not self.addShow then - self.gridList[index].tip.text = "需要:" --未解锁红色 - self.gridList[index].costGrid.gameObject:SetActive(true) self.gridList[index].add.gameObject:SetActive(false) Util.SetGray(self.gridList[index].godGrid,false) --Util.SetGray(self.gridList[index].des.gameObject,false) self.gridList[index].des.text = string.format("%s",self.godDatas[index].skill) --神魂效果 绿色 未激活时置灰 elseif index <= self.lv + 1 then - self.gridList[index].tip.text = "需要:" --未解锁红色 - self.gridList[index].costGrid.gameObject:SetActive(true) self.gridList[index].add.gameObject:SetActive(true) if index == self.lv + 1 then Util.SetGray(self.gridList[index].godGrid,true) --勾魂图标 未激活时置灰 @@ -180,10 +248,8 @@ function RoleGodSoulLayout:UpdataSingleGod(index) end Util.SetGray(self.gridList[index].add,false) else - self.gridList[index].costGrid.gameObject:SetActive(false) self.gridList[index].add.gameObject:SetActive(true) --红色 - self.gridList[index].tip.text = string.format("激活%s级神魂后解锁:",index - 1) Util.SetGray(self.gridList[index].godGrid,true) --Util.SetGray(self.gridList[index].des.gameObject,true) self.gridList[index].des.text = string.format("%s",self.godDatas[index].skill) --神魂效果 绿色 未激活时置灰 @@ -194,7 +260,7 @@ function RoleGodSoulLayout:UpdataSingleGod(index) if index <= self.lv + 1 then UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ShenHun,self.godDatas[index],self.curHeroData,index) else - PopupTipPanel.ShowTip("所选神魂尚未解锁!") + PopupTipPanel.ShowTip("需要激活上一个神魂才可解锁!") end end) end @@ -203,8 +269,12 @@ function RoleGodSoulLayout:OnHide() self.gameObject:SetActive(false) end -function RoleGodSoulLayout:OnClose() +function RoleGodSoulLayout:OnDestroy() self.gridList = {} end +function RoleGodSoulLayout:OnClose() + self.gameObject:SetActive(false) +end + return RoleGodSoulLayout \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua index 1a6d41dc55..b6c7ab822c 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua @@ -98,13 +98,15 @@ function RoleInfoPanel:InitComponent() this.lockImage:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_suoding_zh") this.unlockImage=Util.GetGameObject(this.lockBtn.transform,"unlock") this.unlockImage:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_jiesuo_zh") - this.talentBtn=Util.GetGameObject(self.transform,"talentBtn") - this.talentProgress=Util.GetGameObject(self.transform,"talentBtn/progress"):GetComponent("Text") - this.talentTipStr=Util.GetGameObject(self.transform,"talentBtn/tipStr"):GetComponent("Text") - this.talentTipStrGo=Util.GetGameObject(self.transform,"talentBtn/tipStr") + this.talentBtn=Util.GetGameObject(self.transform,"leftGrid/talentBtn") + this.talentBtnIcon=Util.GetGameObject(this.talentBtn,"icon"):GetComponent("Image") + this.talentProgress=Util.GetGameObject(this.talentBtn,"progress"):GetComponent("Text") + this.talentTipStr=Util.GetGameObject(this.talentBtn,"tipStr"):GetComponent("Text") + this.talentTipStrGo=Util.GetGameObject(this.talentBtn,"tipStr") --神印 - this.imprintBtn=Util.GetGameObject(self.transform,"imprintBtn") - this.imprintImg=Util.GetGameObject(self.transform,"imprintBtn/Image"):GetComponent("Image") + this.imprintBtn=Util.GetGameObject(self.transform,"leftGrid/imprintBtn") + this.imprintBtnIcon=Util.GetGameObject(this.imprintBtn,"icon"):GetComponent("Image") + this.imprintImg=Util.GetGameObject(this.imprintBtn,"Image"):GetComponent("Image") this.force = Util.GetGameObject(self.transform, "powerBtn/value"):GetComponent("Text") Util.GetGameObject(self.transform, "powerBtn"):GetComponent("Image").sprite = this.spLoader:LoadSprite("t_tongyong-zhanli_zh") @@ -137,6 +139,12 @@ function RoleInfoPanel:InitComponent() this.btnMask = Util.GetGameObject(self.transform, "btnMask") this.btnMask.gameObject:SetActive(false) + + + --神魂 + this.godSoulBtn=Util.GetGameObject(self.transform,"leftGrid/godSoulBtn") + this.godSoulBtnIcon=Util.GetGameObject(this.godSoulBtn,"icon"):GetComponent("Image") + this.godSoulBtnRed=Util.GetGameObject(this.godSoulBtn,"redPoint"):GetComponent("Image") end --绑定事件(用于子类重写) @@ -230,6 +238,9 @@ function RoleInfoPanel:BindEvent() Util.AddClick(this.talentBtn,function() UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId) end) + Util.AddClick(this.godSoulBtn,function() + UIManager.OpenPanel(UIName.RoleGodSoulLayout,curHeroData) + end) end --添加事件监听(用于子类重写) @@ -259,7 +270,7 @@ function RoleInfoPanel:OnOpen(_curHeroData, _heroDatas,_isUpZhen,_index) if _index and _index > 0 then _CurPageIndex = _index else - _CurPageIndex = 1 + _CurPageIndex = RoleInfoPanelIndex.qingbao end end @@ -454,7 +465,7 @@ function this:UpdateBtnList() elseif k == RoleInfoPanelIndex.shenhun then if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) and curHeroData.heroConfig.IsSoulOpen == 1 and curHeroData.star > 10 then - tabsList[k].gameObject:SetActive(true) + tabsList[k].gameObject:SetActive(false) else tabsList[k].gameObject:SetActive(false) end @@ -510,9 +521,9 @@ function this:SetSelectBtn(index) this.selectBtn.transform.localPosition=Vector3.zero this.selectBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_001") Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and tabs[index].title or ""..tabs[index].title..""--tabs[index].title-- - Util.GetGameObject(self.transform,"talentBtn/tipStr"):SetActive(false) + this.talentTipStrGo:SetActive(false) if index == RoleInfoPanelIndex.jinjie then - Util.GetGameObject(self.transform,"talentBtn/tipStr"):SetActive(true) + this.talentTipStrGo:SetActive(true) end end @@ -549,23 +560,24 @@ function this:UpdateHeroInfoData() end end if LengthOfTable(HeoSkin) < 2 then - _CurPageIndex = 1 + _CurPageIndex = RoleInfoPanelIndex.qingbao end elseif _CurPageIndex == RoleInfoPanelIndex.jinjie then if (curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake)) or (not (curHeroData.star < 10)) then - _CurPageIndex = 1 + _CurPageIndex = RoleInfoPanelIndex.qingbao end elseif _CurPageIndex == RoleInfoPanelIndex.juexing then if (curHeroData.star < 10) or not (curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake)) then - _CurPageIndex = 1 + _CurPageIndex = RoleInfoPanelIndex.qingbao end elseif _CurPageIndex == RoleInfoPanelIndex.shenhun then if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) and curHeroData.heroConfig.IsSoulOpen == 1 and curHeroData.star > 10 then + _CurPageIndex = RoleInfoPanelIndex.qingbao else - _CurPageIndex = 1 + _CurPageIndex = RoleInfoPanelIndex.qingbao end end this:SetSelectBtn(_CurPageIndex) @@ -657,7 +669,7 @@ function this:UpdateHeroInfoData() --天赋 this.talentBtn:SetActive(curHeroData.heroConfig.OpenPassiveSkillRules ~= nil) local talentBtnImage = curHeroData.star == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh" - this.talentBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(talentBtnImage) + this.talentBtnIcon.sprite = this.spLoader:LoadSprite(talentBtnImage) local OpenPassiveSkillRules = curHeroData.star == HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules if OpenPassiveSkillRules then local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId) @@ -688,6 +700,10 @@ function this:UpdateHeroInfoData() this.imprintBtn:SetActive(false) end ForceRebuildLayout(this.starGrid.transform) + + this.godSoulBtn.gameObject:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) and curHeroData.heroConfig.IsSoulOpen == 1 and curHeroData.star > 10) + local upStarRedPointState = GodSoulManager.CheckRedPointGodSoul(curHeroData) + this.godSoulBtnRed.gameObject:SetActive(upStarRedPointState) end function this:ChangeCurentHeroSkinLive(herodata)