装备提交
parent
f25d5b7242
commit
69a2253d12
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@ -13,6 +13,7 @@ GameObject:
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- component: {fileID: 7877933586310554123}
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- component: {fileID: 3806713242549078602}
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- component: {fileID: 4190059311433089355}
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- component: {fileID: 8345547417658654548}
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m_Layer: 5
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m_Name: btnSelect
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m_TagString: Untagged
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@ -32,13 +33,13 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 5462669363254218556}
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m_Father: {fileID: 6928241519849257569}
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m_RootOrder: 9
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m_Father: {fileID: 6748934558503510367}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -144.2, y: -524.45}
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m_SizeDelta: {x: 52, y: 52}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 52}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &474084717380297565
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CanvasRenderer:
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@ -139,6 +140,20 @@ Animator:
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m_HasTransformHierarchy: 1
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m_AllowConstantClipSamplingOptimization: 1
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m_KeepAnimatorControllerStateOnDisable: 0
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--- !u!114 &8345547417658654548
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 815030254972688558}
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m_Script: {fileID: 1741964061, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_HorizontalFit: 2
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GameObject:
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m_ObjectHideFlags: 0
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@ -214,11 +229,72 @@ MonoBehaviour:
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m_Alignment: 4
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_HorizontalOverflow: 1
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m_Text: "\u9009\u62E9\u5408\u6210\u6750\u6599"
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LanguageIndex: 0
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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m_Layer: 5
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m_Name: toggleGrid
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m_NavMeshLayer: 0
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1248958939095715983}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 8277471902740616222}
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- {fileID: 6927380539429764823}
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m_Father: {fileID: 6928241519849257569}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -0.43823, y: -531.14}
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m_SizeDelta: {x: 934.2, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &221809778080117524
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1248958939095715983}
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m_ChildAlignment: 4
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m_Spacing: 0
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m_ChildForceExpandWidth: 0
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m_ChildForceExpandHeight: 0
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m_ChildControlWidth: 0
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m_ChildControlHeight: 0
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--- !u!1 &1557497547346106746
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GameObject:
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m_ObjectHideFlags: 0
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@ -383,8 +459,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -1.44, y: -1.72}
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m_SizeDelta: {x: 157.13, y: 65.07}
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m_AnchoredPosition: {x: 1, y: -1.72}
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m_SizeDelta: {x: 195.6, y: 65.1}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2114505179194122649
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CanvasRenderer:
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@ -418,9 +494,9 @@ MonoBehaviour:
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m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
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m_FontSize: 45
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m_BestFit: 0
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m_MinSize: 4
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m_MaxSize: 50
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m_BestFit: 1
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m_MinSize: 30
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m_MaxSize: 45
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m_Alignment: 4
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m_AlignByGeometry: 0
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m_RichText: 1
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@ -727,7 +803,7 @@ RectTransform:
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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@ -941,10 +1017,9 @@ RectTransform:
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- {fileID: 6927699558850651159}
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- {fileID: 6927813360046170605}
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- {fileID: 6270483855672431056}
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- {fileID: 6927380539429764823}
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- {fileID: 6928317560859605203}
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- {fileID: 6927347760244090731}
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- {fileID: 8277471902740616222}
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- {fileID: 6748934558503510367}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -1394,6 +1469,7 @@ GameObject:
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- component: {fileID: 6927380539429764823}
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- component: {fileID: 6930457928578917211}
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- component: {fileID: 1024967389240640205}
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- component: {fileID: 5060163326332903612}
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m_Layer: 5
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m_Name: desText
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m_TagString: Untagged
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@ -1412,13 +1488,13 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 6928241519849257569}
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m_RootOrder: 6
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m_Father: {fileID: 6748934558503510367}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 38}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &6930457928578917211
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CanvasRenderer:
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@ -1463,6 +1539,20 @@ MonoBehaviour:
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m_LineSpacing: 1
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m_Text: "\u663E\u793A\u88C5\u5907\u4E2D\u7684\u9B42\u5370"
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LanguageIndex: 0
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--- !u!114 &5060163326332903612
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7151151460984694921}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 1741964061, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_HorizontalFit: 2
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m_VerticalFit: 0
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--- !u!1 &7151485512445475187
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GameObject:
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m_ObjectHideFlags: 0
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@ -1493,7 +1583,7 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 6928241519849257569}
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m_RootOrder: 7
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m_RootOrder: 6
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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@ -1614,7 +1704,7 @@ RectTransform:
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m_Children:
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- {fileID: 2113076884951505027}
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m_Father: {fileID: 6928241519849257569}
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m_RootOrder: 8
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m_RootOrder: 7
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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@ -494,10 +494,10 @@ RectTransform:
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m_Father: {fileID: 959130899583045509}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 272, y: -50}
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m_SizeDelta: {x: 88, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &4384342381228905713
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CanvasRenderer:
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@ -4032,7 +4032,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!224 &1062007968270806171
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RectTransform:
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m_ObjectHideFlags: 0
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@ -4575,7 +4575,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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RectTransform:
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m_ObjectHideFlags: 0
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@ -5498,10 +5498,10 @@ RectTransform:
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m_Father: {fileID: 959130899583045509}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 440, y: -50}
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m_SizeDelta: {x: 88, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &6629764042666763793
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CanvasRenderer:
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@ -9418,10 +9418,10 @@ RectTransform:
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m_Father: {fileID: 959130899583045509}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 104, y: -50}
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m_SizeDelta: {x: 88, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &8038114891695328106
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CanvasRenderer:
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@ -10864,10 +10864,10 @@ RectTransform:
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m_Father: {fileID: 959130899583045509}
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m_RootOrder: 4
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 776, y: -50}
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m_SizeDelta: {x: 88, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &6460921918868668529
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CanvasRenderer:
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@ -13963,10 +13963,10 @@ RectTransform:
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m_Father: {fileID: 959130899583045509}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 608, y: -50}
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m_SizeDelta: {x: 88, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &3672810435793827373
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CanvasRenderer:
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|
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File diff suppressed because it is too large
Load Diff
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@ -20,66 +20,53 @@ local _NextProList = {}
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function RoleEquipChangePopup:InitComponent()
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this.btnBack= Util.GetGameObject(self.transform, "btnBack")
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this.bg1= Util.GetGameObject(self.transform, "GameObject/bg1")
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this.desc1= Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/Text"):GetComponent("Text")
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this.curEquipName=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/name/text"):GetComponent("Text")
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this.curEquipFrame=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/frame"):GetComponent("Image")
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this.curEquipIcon=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/icon"):GetComponent("Image")
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this.curEquipTypeText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proGrid/equipTypeText"):GetComponent("Text")
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this.curEquipLvText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proGrid/equipLvText")
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this.curEquipLvText:SetActive(false)
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this.curEquipOrOkText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proGrid/equipOrOkText"):GetComponent("Text")
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this.curEquipPosText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proGrid/equipPosText"):GetComponent("Text")
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this.mainProGrid = Util.GetGameObject(self.transform, "GameObject/bg1/mainPro/bg")
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this.mainProItem = Util.GetGameObject(self.transform, "GameObject/bg1/mainPro/bg/curProName")
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local go = Util.GetGameObject(self.transform, "GameObject")
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this.mainProItem = Util.GetGameObject(go,"curProName")
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this.mainProItem:SetActive(false)
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this.curotherProscroll=Util.GetGameObject(self.transform, "GameObject/bg1/scroll")
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this.otherProPre=Util.GetGameObject(self.transform, "GameObject/bg1/otherPro")
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this.otherProGrid=Util.GetGameObject(self.transform, "GameObject/bg1/scroll/grid")
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this.curCastInfo=Util.GetGameObject(self.transform, "GameObject/bg1/castInfoObject/castInfo"):GetComponent("Text")
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this.castInfoObject=Util.GetGameObject(self.transform, "GameObject/bg1/castInfoObject")
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this.castInfoObject:SetActive(false)
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this.btns = Util.GetGameObject(self.transform, "GameObject/bg1/btns")
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this.curEquipBtnRefresh=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnRefresh")
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this.curEquipBtnDown=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnDown")
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this.curEquipBtnUp=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnUp")
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this.curEquipText=Util.GetGameObject(self.transform, "GameObject/bg1/btns/curEquipText")
|
||||
this.qualityText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/qualityText"):GetComponent("Text")
|
||||
this.powerNum1=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/powerNum"):GetComponent("Text")
|
||||
this.powerUPorDown1=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/powerUPorDown")
|
||||
this.bg1Star=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/star")
|
||||
this.otherProPre=Util.GetGameObject(go,"otherPro")
|
||||
this.otherProPre:SetActive(false)
|
||||
this.equipPanel = {}
|
||||
for i = 1 ,2 do
|
||||
if not this.equipPanel[i] then
|
||||
this.equipPanel[i] = {}
|
||||
this.equipPanel[i].bg = Util.GetGameObject(go, "bg"..i)
|
||||
this.equipPanel[i].equipInfo = Util.GetGameObject(this.equipPanel[i].bg,"equipInfo")
|
||||
this.equipPanel[i].desc= Util.GetGameObject(this.equipPanel[i].equipInfo,"Text"):GetComponent("Text")
|
||||
this.equipPanel[i].curEquipName=Util.GetGameObject(this.equipPanel[i].equipInfo,"name/text"):GetComponent("Text")
|
||||
this.equipPanel[i].curEquipFrame=Util.GetGameObject(this.equipPanel[i].equipInfo,"frame"):GetComponent("Image")
|
||||
this.equipPanel[i].curEquipIcon=Util.GetGameObject(this.equipPanel[i].equipInfo,"icon"):GetComponent("Image")
|
||||
this.equipPanel[i].qualityText=Util.GetGameObject(this.equipPanel[i].equipInfo,"qualityText"):GetComponent("Text")
|
||||
this.equipPanel[i].powerNum1=Util.GetGameObject(this.equipPanel[i].equipInfo,"powerNum"):GetComponent("Text")
|
||||
this.equipPanel[i].powerUPorDown1=Util.GetGameObject(this.equipPanel[i].equipInfo,"powerUPorDown")
|
||||
this.equipPanel[i].bg1Star=Util.GetGameObject(this.equipPanel[i].equipInfo,"star")
|
||||
this.equipPanel[i].proGrid = Util.GetGameObject(this.equipPanel[i].equipInfo,"proGrid")
|
||||
|
||||
this.bg2= Util.GetGameObject(self.transform, "GameObject/bg2")
|
||||
this.desc2= Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/Text"):GetComponent("Text")
|
||||
this.nextEquipName=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/name/text"):GetComponent("Text")
|
||||
this.nextEquipFrame=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/frame"):GetComponent("Image")
|
||||
this.nextEquipIcon=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/icon"):GetComponent("Image")
|
||||
this.nextEquipTypeText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipTypeText"):GetComponent("Text")
|
||||
this.nextEquipLvText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipLvText")
|
||||
this.nextEquipLvText:SetActive(false)
|
||||
this.nextEquipOrOkText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipOrOkText"):GetComponent("Text")
|
||||
this.nextEquipPosText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proGrid/equipPosText"):GetComponent("Text")
|
||||
this.nextProGrid = Util.GetGameObject(self.transform, "GameObject/bg2/mainPro/bg")
|
||||
this.nextProItem = Util.GetGameObject(self.transform, "GameObject/bg2/mainPro/bg/curProName")
|
||||
this.nextProItem:SetActive(false)
|
||||
this.nexttherProscroll=Util.GetGameObject(self.transform, "GameObject/bg2/scroll")
|
||||
this.nextotherProPre=Util.GetGameObject(self.transform, "GameObject/bg2/otherPro")
|
||||
this.nextotherProGrid=Util.GetGameObject(self.transform, "GameObject/bg2/scroll/grid")
|
||||
this.nextCastInfo=Util.GetGameObject(self.transform, "GameObject/bg2/castInfoObject/castInfo"):GetComponent("Text")
|
||||
this.nextInfoObject=Util.GetGameObject(self.transform, "GameObject/bg2/castInfoObject")
|
||||
this.nextInfoObject:SetActive(false)
|
||||
this.nextEquipBtnRefresh=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnRefresh")
|
||||
this.nextEtnChange=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnChange")
|
||||
this.qualityText2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/qualityText"):GetComponent("Text")
|
||||
this.GameObject=Util.GetGameObject(self.transform, "GameObject")
|
||||
this.powerNum2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/powerNum"):GetComponent("Text")
|
||||
this.powerUPorDown2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/powerUPorDown")
|
||||
this.bg2Star=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/star")
|
||||
this.equipPanel[i].curEquipTypeText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipTypeText"):GetComponent("Text")
|
||||
this.equipPanel[i].curEquipLvText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipLvText")
|
||||
this.equipPanel[i].curEquipLvText:SetActive(false)
|
||||
this.equipPanel[i].curEquipOrOkText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipOrOkText"):GetComponent("Text")
|
||||
this.equipPanel[i].curEquipPosText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipPosText"):GetComponent("Text")
|
||||
|
||||
this.equipPanel[i].mainProGrid = Util.GetGameObject(this.equipPanel[i].bg,"mainPro/bg")
|
||||
|
||||
|
||||
this.curEquipBtnDown_inter = this.curEquipBtnDown:GetComponent("Button")
|
||||
this.equipPanel[i].curotherProscroll=Util.GetGameObject(this.equipPanel[i].bg,"scroll")
|
||||
this.equipPanel[i].otherProGrid=Util.GetGameObject(this.equipPanel[i].bg,"scroll/grid")
|
||||
|
||||
this.equipPanel[i].castInfoObject=Util.GetGameObject(this.equipPanel[i].bg,"castInfoObject")
|
||||
this.equipPanel[i].curCastInfo=Util.GetGameObject( this.equipPanel[i].castInfoObject,"castInfo"):GetComponent("Text")
|
||||
this.equipPanel[i].castInfoObject:SetActive(false)
|
||||
|
||||
this.equipPanel[i].curEquipBtnRefresh=Util.GetGameObject(this.equipPanel[i].bg,"btns/btnRefresh")
|
||||
this.equipPanel[i].curEquipBtnRefresh.gameObject:SetActive(false)
|
||||
this.equipPanel[i].curEquipBtnDown=Util.GetGameObject(this.equipPanel[i].bg,"btns/btnChange")
|
||||
this.equipPanel[i].curEquipBtnDownText=Util.GetGameObject(this.equipPanel[i].curEquipBtnDown,"Text"):GetComponent("Text")
|
||||
this.equipPanel[i].curEquipText=Util.GetGameObject(this.equipPanel[i].bg,"btns/curEquipText")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
function RoleEquipChangePopup:BindEvent()
|
||||
|
||||
|
@ -88,37 +75,34 @@ function RoleEquipChangePopup:BindEvent()
|
|||
self:ClosePanel()
|
||||
end)
|
||||
|
||||
Util.AddClick(this.curEquipBtnDown, function()
|
||||
equipIdList={}
|
||||
equipDataList={}
|
||||
table.insert(equipIdList,tostring(curEquipData.id))
|
||||
table.insert(equipDataList,curEquipData)
|
||||
NetManager.EquipUnLoadOptRequest(curHeroData.dynamicId,equipIdList ,1, function ()
|
||||
self:ClosePanel()
|
||||
openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList)
|
||||
end)
|
||||
end)
|
||||
Util.AddClick(this.curEquipBtnUp, function()
|
||||
|
||||
equipIdList={}
|
||||
equipDataList={}
|
||||
table.insert(equipIdList,tostring(curEquipData.id))
|
||||
table.insert(equipDataList,curEquipData)
|
||||
NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
|
||||
self:ClosePanel()
|
||||
openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,0,position)
|
||||
end)
|
||||
end)
|
||||
Util.AddClick(this.nextEtnChange, function()
|
||||
equipIdList={}
|
||||
equipDataList={}
|
||||
table.insert(equipIdList,tostring(nextEquipData.id))
|
||||
table.insert(equipDataList,nextEquipData)
|
||||
NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
|
||||
self:ClosePanel()
|
||||
openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,curEquipData,position)
|
||||
end)
|
||||
end)
|
||||
for i = 1,#this.equipPanel do
|
||||
Util.AddClick(this.equipPanel[i].curEquipBtnDown, function()
|
||||
equipIdList={}
|
||||
equipDataList={}
|
||||
if i == 1 then
|
||||
table.insert(equipIdList,tostring(curEquipData.id))
|
||||
table.insert(equipDataList,curEquipData)
|
||||
if type == 1 then
|
||||
NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
|
||||
self:ClosePanel()
|
||||
openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,0,position)
|
||||
end)
|
||||
else
|
||||
NetManager.EquipUnLoadOptRequest(curHeroData.dynamicId,equipIdList ,1, function ()
|
||||
self:ClosePanel()
|
||||
openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList)
|
||||
end)
|
||||
end
|
||||
elseif i == 2 then
|
||||
table.insert(equipIdList,tostring(nextEquipData.id))
|
||||
table.insert(equipDataList,nextEquipData)
|
||||
NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,1,function ()
|
||||
self:ClosePanel()
|
||||
openThisPanel.UpdateEquipPosHeroData(1,type,equipDataList,curEquipData,position)
|
||||
end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
|
@ -135,7 +119,6 @@ end
|
|||
function RoleEquipChangePopup:OnOpen(...)
|
||||
|
||||
local data={...}
|
||||
|
||||
openThisPanel=data[1]
|
||||
type=data[2]--1 穿戴 2 卸下 3 替换
|
||||
if type==1 or type==2 then
|
||||
|
@ -148,9 +131,6 @@ function RoleEquipChangePopup:OnOpen(...)
|
|||
nextEquipData=data[5]
|
||||
position=data[6]
|
||||
end
|
||||
--print(curHeroData.name)
|
||||
|
||||
|
||||
end
|
||||
|
||||
function RoleEquipChangePopup:OnShow()
|
||||
|
@ -158,120 +138,68 @@ function RoleEquipChangePopup:OnShow()
|
|||
equipSuit = HeroManager.GetCurHeroEquipSuitPros(curHeroData.equipIdList)
|
||||
end
|
||||
if type==1 then
|
||||
this.curEquipText:SetActive(false)
|
||||
this.curEquipBtnDown:SetActive(false)
|
||||
this.curEquipBtnUp:SetActive(true)
|
||||
this.curEquipBtnRefresh:SetActive(false)
|
||||
this.equipPanel[2].bg:SetActive(false)
|
||||
this.equipPanel[1].bg:SetActive(true)
|
||||
this.equipPanel[1].curEquipText:SetActive(false)
|
||||
this.equipPanel[1].curEquipBtnDown:SetActive(true)
|
||||
this.equipPanel[1].curEquipBtnDownText.text = "穿 戴"
|
||||
this.ShowCurEquipData(1)
|
||||
this.bg1:SetActive(true)
|
||||
this.bg2:SetActive(false)
|
||||
elseif type==2 then
|
||||
this.curEquipBtnRefresh:SetActive(false)
|
||||
this.equipPanel[2].bg:SetActive(false)
|
||||
this.equipPanel[1].bg:SetActive(true)
|
||||
this.curEquipText:SetActive(false)
|
||||
if HarmonyManager:IsShowGongMingEqiup(curHeroData.dynamicId) and curHeroData.harmonyGongMing then
|
||||
-- body
|
||||
this.curEquipBtnDown:SetActive(false)
|
||||
else
|
||||
this.curEquipBtnDown:SetActive(true)
|
||||
end
|
||||
--this.curEquipBtnDown:SetActive(true)
|
||||
this.curEquipBtnUp:SetActive(false)
|
||||
this.equipPanel[1].curEquipBtnDown:SetActive(true)
|
||||
this.equipPanel[1].curEquipBtnDownText.text = "卸 下"
|
||||
this.ShowCurEquipData(1)
|
||||
this.bg1:SetActive(true)
|
||||
this.bg2:SetActive(false)
|
||||
elseif type==3 then
|
||||
this.curEquipText:SetActive(true)
|
||||
this.curEquipBtnDown:SetActive(false)
|
||||
this.curEquipBtnUp:SetActive(false)
|
||||
this.curEquipBtnRefresh:SetActive(false)
|
||||
this.equipPanel[2].bg:SetActive(true)
|
||||
this.equipPanel[1].bg:SetActive(true)
|
||||
this.equipPanel[1].curEquipText:SetActive(true)
|
||||
this.equipPanel[2].curEquipText:SetActive(false)
|
||||
this.equipPanel[1].curEquipBtnDown:SetActive(false)
|
||||
this.equipPanel[2].curEquipBtnDown:SetActive(true)
|
||||
--"替 换"
|
||||
this.ShowCurEquipData(2)
|
||||
this.NextCurEquipData()
|
||||
this.bg1:SetActive(true)
|
||||
this.bg2:SetActive(true)
|
||||
end
|
||||
end
|
||||
function this.ShowCurEquipData(index)
|
||||
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, curEquipData.id)
|
||||
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, curEquipData.id)
|
||||
|
||||
this.powerNum1.text=EquipManager.CalculateWarForce(curEquipData.id)
|
||||
|
||||
EquipManager.SetEquipStarShow(this.bg1Star,curEquipData.id)
|
||||
|
||||
this.desc1.text=GetLanguageStrById(itemConfigData.ItemDescribe)
|
||||
this.powerUPorDown1:SetActive(false)
|
||||
if(nextEquipData~=nil and index==2) then
|
||||
if(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
|
||||
this.powerUPorDown1:SetActive(true)
|
||||
this.powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
|
||||
end
|
||||
if(EquipManager.CalculateWarForce(nextEquipData.id)>EquipManager.CalculateWarForce(curEquipData.id)) then
|
||||
this.powerUPorDown1:SetActive(true)
|
||||
this.powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
|
||||
end
|
||||
end
|
||||
this.qualityText.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
|
||||
this.curEquipName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
|
||||
this.curEquipFrame.sprite = Util.LoadSprite(curEquipData.frame)
|
||||
this.curEquipIcon.sprite = Util.LoadSprite(curEquipData.icon)
|
||||
|
||||
-- if curEquipData.skillId>0 then
|
||||
-- this.castInfoObject.gameObject:SetActive(true)
|
||||
-- --this.curCastInfo.text=GetLanguageStrById(HeroManager.passiveSkillConfig[equipConfigData.SkillId].Desc)
|
||||
-- this.curCastInfo.text=GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig, curEquipData.skillId).Desc)
|
||||
-- else
|
||||
-- this.curCastInfo.text=""
|
||||
-- this.castInfoObject.gameObject:SetActive(false)
|
||||
-- end
|
||||
|
||||
this.curEquipTypeText.text=string.format(Language[11476],GetEquipPosStrByEquipPosNum(equipConfigData.Position))
|
||||
--if equipConfigData.IfClear==0 then
|
||||
-- this.curEquipLvText:GetComponent("Text").text="不可重铸"
|
||||
-- Util.AddOnceClick(this.curEquipBtnRefresh, function()
|
||||
-- PopupTipPanel.ShowTip("当前装备不可重铸!")
|
||||
-- end)
|
||||
--elseif equipConfigData.IfClear==1 then
|
||||
-- Util.AddOnceClick(this.curEquipBtnRefresh, function()
|
||||
-- local isOpen = ActTimeCtrlManager.SingleFuncState(5)
|
||||
-- if isOpen then
|
||||
-- this:ClosePanel()
|
||||
-- Log("curHeroData "..curHeroData.dynamicId)
|
||||
-- if ActTimeCtrlManager.SingleFuncState(104) then
|
||||
-- local workMainPanel = UIManager.OpenPanel(UIName.WorkShopMainPanel,curHeroData)
|
||||
-- workMainPanel:OnClickMianTabBtn(4, 1)
|
||||
-- workMainPanel.UpdateEquipPosHeroData(1,curEquipData,0,position)
|
||||
-- else
|
||||
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(104))
|
||||
-- end
|
||||
-- else
|
||||
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(5))
|
||||
-- end
|
||||
-- end)
|
||||
-- this.curEquipLvText:GetComponent("Text").text="重铸等级:"..curEquipData.resetLv
|
||||
--end
|
||||
|
||||
function this.SetEquipData(index,data,equipConfigData,itemConfigData)
|
||||
this.equipPanel[index].powerNum1.text=EquipManager.CalculateWarForce(data.id)
|
||||
EquipManager.SetEquipStarShow(this.equipPanel[index].bg1Star,data.id)
|
||||
this.equipPanel[index].desc.text= GetLanguageStrById(itemConfigData.ItemDescribe)
|
||||
|
||||
this.equipPanel[index].qualityText.text= GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
|
||||
this.equipPanel[index].curEquipName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
|
||||
this.equipPanel[index].curEquipFrame.sprite = Util.LoadSprite(curEquipData.frame)
|
||||
this.equipPanel[index].curEquipIcon.sprite = Util.LoadSprite(curEquipData.icon)
|
||||
this.equipPanel[index].curEquipTypeText.text=string.format(Language[11555],GetEquipPosStrByEquipPosNum(equipConfigData.Position))
|
||||
local strPos=""
|
||||
if equipConfigData.ProfessionLimit==0 then
|
||||
strPos= Language[11090]
|
||||
strPos= Language[11094]
|
||||
else
|
||||
strPos= Language[11796]
|
||||
strPos= Language[11824]
|
||||
end
|
||||
this.curEquipPosText.text=string.format(strPos,GetJobStrByJobNum(equipConfigData.ProfessionLimit))
|
||||
--主属性
|
||||
for _, item in ipairs(_MainProList) do
|
||||
this.equipPanel[index].curEquipPosText.text=string.format(strPos,GetJobStrByJobNum(equipConfigData.ProfessionLimit))
|
||||
|
||||
if not this.mainProList then
|
||||
this.mainProList = {}
|
||||
end
|
||||
if not this.mainProList[index] then
|
||||
this.mainProList[index] = {}
|
||||
end
|
||||
for _, item in ipairs(this.mainProList[index]) do
|
||||
item:SetActive(false)
|
||||
end
|
||||
|
||||
local mainAttribute=EquipManager.GetMainProList(equipConfigData)
|
||||
for index, prop in ipairs(mainAttribute) do
|
||||
for key, prop in ipairs(mainAttribute) do
|
||||
local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop.propertyId)
|
||||
if proConfigData then
|
||||
if not _MainProList[index] then
|
||||
_MainProList[index] = newObjToParent(this.mainProItem, this.mainProGrid)
|
||||
if not this.mainProList[index][key] then
|
||||
this.mainProList[index][key] = newObjToParent(this.mainProItem, this.equipPanel[index].mainProGrid)
|
||||
end
|
||||
_MainProList[index]:SetActive(true)
|
||||
_MainProList[index]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
|
||||
local vText = Util.GetGameObject(_MainProList[index], "curProVale"):GetComponent("Text")
|
||||
this.mainProList[index][key]:SetActive(true)
|
||||
this.mainProList[index][key]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
|
||||
local vText = Util.GetGameObject(this.mainProList[index][key], "curProVale"):GetComponent("Text")
|
||||
if prop.propertyValue > 0 then
|
||||
vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
|
||||
else
|
||||
|
@ -279,9 +207,28 @@ function this.ShowCurEquipData(index)
|
|||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
-- 1 当前 2 下一个
|
||||
function this.ShowCurEquipData(index)
|
||||
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, curEquipData.id)
|
||||
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, curEquipData.id)
|
||||
this.SetEquipData(1,curEquipData,equipConfigData,itemConfigData)
|
||||
|
||||
this.equipPanel[1].powerUPorDown1:SetActive(false)
|
||||
if(nextEquipData~=nil and index==2) then
|
||||
if(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
|
||||
this.equipPanel[1].powerUPorDown1:SetActive(true)
|
||||
this.equipPanel[1].powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
|
||||
elseif(EquipManager.CalculateWarForce(nextEquipData.id)>EquipManager.CalculateWarForce(curEquipData.id)) then
|
||||
this.equipPanel[1].powerUPorDown1:SetActive(true)
|
||||
this.equipPanel[1].powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
|
||||
end
|
||||
end
|
||||
|
||||
--套装属性
|
||||
local endProList = {}
|
||||
local endProList = {}
|
||||
if type == 1 or #equipSuit <= 0 then
|
||||
LogGreen("equipConfigData.Star111111:"..equipConfigData.Star)
|
||||
if equipSuiteConfig[equipConfigData.Star] then
|
||||
for i = 1, #equipSuiteConfig[equipConfigData.Star].SuiteValue do
|
||||
table.insert(endProList,{equipConfigData.Star,equipSuiteConfig[equipConfigData.Star].SuiteValue[i]})
|
||||
|
@ -289,24 +236,14 @@ local endProList = {}
|
|||
end
|
||||
else
|
||||
endProList = equipSuit
|
||||
-- if equipSuit and #equipSuit > 0 then
|
||||
-- for i = 1, #equipSuit do
|
||||
-- table.insert(endProList,equipSuit[i])
|
||||
-- end
|
||||
-- end
|
||||
end
|
||||
if endProList and #endProList > 0 then
|
||||
this.curotherProscroll:SetActive(true)
|
||||
this.equipPanel[1].curotherProscroll:SetActive(true)
|
||||
for i = 1, math.max(#endProList, #curSuitProGo) do
|
||||
local go = curSuitProGo[i]
|
||||
if not go then
|
||||
go = newObject(this.otherProPre)
|
||||
go.transform:SetParent(this.otherProGrid.transform)
|
||||
go.transform.localScale = Vector3.one
|
||||
go.transform.localPosition = Vector3.zero
|
||||
curSuitProGo[i] = go
|
||||
if not curSuitProGo[i] then
|
||||
curSuitProGo[i] = newObjToParent(this.otherProPre,this.equipPanel[1].otherProGrid)
|
||||
end
|
||||
go.gameObject:SetActive(false)
|
||||
curSuitProGo[i].gameObject:SetActive(false)
|
||||
end
|
||||
for i = 1, #endProList do
|
||||
local go = curSuitProGo[i]
|
||||
|
@ -316,174 +253,54 @@ local endProList = {}
|
|||
local proVa = endProList[i][2][3]
|
||||
local suitNum = endProList[i][2][1]
|
||||
local Star = endProList[i][1]
|
||||
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(propertyConfig[proId].Info) .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
|
||||
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. propertyConfig[proId].Info .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
|
||||
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
|
||||
if type == 2 and #equipSuit > 0 then--激活的要变颜色
|
||||
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(propertyConfig[proId].Info) .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
|
||||
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#66FF00>" .. propertyConfig[proId].Info .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
|
||||
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
|
||||
end
|
||||
end
|
||||
else
|
||||
this.curotherProscroll:SetActive(false)
|
||||
this.equipPanel[1].curotherProscroll:SetActive(false)
|
||||
end
|
||||
|
||||
|
||||
--副属性
|
||||
--Util.ClearChild(this.otherProGrid.transform)
|
||||
--local equipCurAllPro={}
|
||||
--if #curEquipData.secondAttribute>0 then --
|
||||
-- this.curotherProscroll:SetActive(true)
|
||||
-- for i = 1, #curEquipData.secondAttribute do
|
||||
-- table.insert(equipCurAllPro,curEquipData.secondAttribute[i])
|
||||
-- end
|
||||
-- for i = 1, #equipCurAllPro do
|
||||
-- local go = newObject(this.otherProPre)
|
||||
-- go.transform:SetParent(this.otherProGrid.transform)
|
||||
-- go.transform.localScale = Vector3.one
|
||||
-- go.transform.localPosition = Vector3.zero
|
||||
-- go:SetActive(true)
|
||||
-- --Log("v.propertyId "..equipCurAllPro[i].propertyId)
|
||||
-- Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text =equipCurAllPro[i].PropertyConfig.Info
|
||||
-- Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "+"..GetEquipPropertyFormatStr(equipCurAllPro[i].PropertyConfig.Style,equipCurAllPro[i].propertyValue)
|
||||
--
|
||||
-- end
|
||||
--else
|
||||
-- this.curotherProscroll:SetActive(false)
|
||||
--end
|
||||
|
||||
end
|
||||
function this.NextCurEquipData()
|
||||
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, nextEquipData.id)
|
||||
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, nextEquipData.id)
|
||||
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, nextEquipData.id)
|
||||
this.SetEquipData(2,nextEquipData,equipConfigData,itemConfigData)
|
||||
|
||||
this.powerNum2.text=EquipManager.CalculateWarForce(nextEquipData.id)
|
||||
EquipManager.SetEquipStarShow(this.bg2Star,nextEquipData.id)
|
||||
this.powerUPorDown2:SetActive(false)
|
||||
this.equipPanel[2].powerUPorDown1:SetActive(false)
|
||||
if(EquipManager.CalculateWarForce(nextEquipData.id)>EquipManager.CalculateWarForce(curEquipData.id)) then
|
||||
this.powerUPorDown2:SetActive(true)
|
||||
this.powerUPorDown2:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
|
||||
end
|
||||
if(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
|
||||
this.powerUPorDown2:SetActive(true)
|
||||
this.powerUPorDown2:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
|
||||
end
|
||||
this.qualityText2.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
|
||||
this.nextEquipName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
|
||||
this.desc2.text=GetLanguageStrById(itemConfigData.ItemDescribe)
|
||||
--if equipConfigData.IfClear==0 then
|
||||
-- this.nextEquipLvText:GetComponent("Text").text="不可重铸"
|
||||
-- Util.AddOnceClick(this.nextEquipBtnRefresh, function()
|
||||
-- PopupTipPanel.ShowTip("当前装备不可重铸!")
|
||||
-- end)
|
||||
--elseif equipConfigData.IfClear==1 then
|
||||
-- Util.AddOnceClick(this.nextEquipBtnRefresh, function()
|
||||
-- local isOpen = ActTimeCtrlManager.SingleFuncState(5)
|
||||
-- if isOpen then
|
||||
-- this:ClosePanel()
|
||||
-- Log("curHeroData "..curHeroData.dynamicId)
|
||||
-- if ActTimeCtrlManager.SingleFuncState(104) then
|
||||
-- local workMainPanel = UIManager.OpenPanel(UIName.WorkShopMainPanel,curHeroData)
|
||||
-- workMainPanel:OnClickMianTabBtn(4, 1)
|
||||
-- workMainPanel.UpdateEquipPosHeroData(1,nextEquipData,0,position)
|
||||
-- else
|
||||
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(104))
|
||||
-- end
|
||||
-- else
|
||||
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(5))
|
||||
-- end
|
||||
-- end)
|
||||
-- this.nextEquipLvText:GetComponent("Text").text="重铸等级:"..nextEquipData.resetLv
|
||||
--end
|
||||
this.nextEquipFrame.sprite = Util.LoadSprite(nextEquipData.frame)
|
||||
this.nextEquipIcon.sprite = Util.LoadSprite(nextEquipData.icon)
|
||||
--if nextEquipData.skillId>0 then
|
||||
-- this.nextInfoObject.gameObject:SetActive(true)
|
||||
-- --this.nextCastInfo.text=GetLanguageStrById(HeroManager.passiveSkillConfig[equipConfigData.SkillId].Desc)
|
||||
-- this.nextCastInfo.text=GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig, nextEquipData.skillId).Desc)
|
||||
--else
|
||||
-- this.nextCastInfo.text=""
|
||||
-- this.nextInfoObject.gameObject:SetActive(false)
|
||||
--end
|
||||
this.nextEquipTypeText.text=string.format(Language[11476],GetEquipPosStrByEquipPosNum(equipConfigData.Position))
|
||||
local strPos=""
|
||||
if equipConfigData.ProfessionLimit==0 then
|
||||
strPos= Language[11090]
|
||||
else
|
||||
strPos= Language[11796]
|
||||
end
|
||||
this.nextEquipPosText.text=string.format(strPos,GetJobStrByJobNum(equipConfigData.ProfessionLimit))
|
||||
--主属性
|
||||
for _, item in ipairs(_NextProList) do
|
||||
item:SetActive(false)
|
||||
this.equipPanel[2].powerUPorDown1:SetActive(true)
|
||||
this.equipPanel[2].powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
|
||||
elseif(EquipManager.CalculateWarForce(nextEquipData.id)<EquipManager.CalculateWarForce(curEquipData.id)) then
|
||||
this.equipPanel[2].powerUPorDown1:SetActive(true)
|
||||
this.equipPanel[2].powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
|
||||
end
|
||||
|
||||
local mainAttribute=EquipManager.GetMainProList(equipConfigData)
|
||||
for index, prop in ipairs(mainAttribute) do
|
||||
local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop.propertyId)
|
||||
if proConfigData then
|
||||
if not _NextProList[index] then
|
||||
_NextProList[index] = newObjToParent(this.nextProItem, this.nextProGrid)
|
||||
end
|
||||
_NextProList[index]:SetActive(true)
|
||||
_NextProList[index]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
|
||||
local vText = Util.GetGameObject(_NextProList[index], "curProVale"):GetComponent("Text")
|
||||
if prop.propertyValue > 0 then
|
||||
vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
|
||||
else
|
||||
vText.text = GetPropertyFormatStr(proConfigData.Style, prop.propertyValue)
|
||||
end
|
||||
end
|
||||
end
|
||||
--套装属性
|
||||
LogGreen("equipConfigData.Star:"..equipConfigData.Star)
|
||||
if equipSuiteConfig[equipConfigData.Star] then
|
||||
this.nexttherProscroll:SetActive(true)
|
||||
this.equipPanel[2].curotherProscroll:SetActive(true)
|
||||
local curSuitConFig = equipSuiteConfig[equipConfigData.Star]
|
||||
if curSuitConFig then
|
||||
for i = 1, math.max(#curSuitConFig.SuiteValue, #nextSuitProGo) do
|
||||
local go = nextSuitProGo[i]
|
||||
if not go then
|
||||
go = newObject(this.nextotherProPre)
|
||||
go.transform:SetParent(this.nextotherProGrid.transform)
|
||||
go.transform.localScale = Vector3.one
|
||||
go.transform.localPosition = Vector3.zero
|
||||
nextSuitProGo[i] = go
|
||||
if not nextSuitProGo[i] then
|
||||
nextSuitProGo[i] = newObjToParent(this.otherProPre,this.equipPanel[2].otherProGrid)
|
||||
end
|
||||
go.gameObject:SetActive(false)
|
||||
nextSuitProGo[i].gameObject:SetActive(false)
|
||||
end
|
||||
for i = 1, #curSuitConFig.SuiteValue do
|
||||
local go = nextSuitProGo[i]
|
||||
go.gameObject:SetActive(true)
|
||||
--type=data[2]--1 穿戴 2 卸下 3 替换
|
||||
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(propertyConfig[curSuitConFig.SuiteValue[i][2]].Info) .."+ "..GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3]).. "</color>"
|
||||
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. propertyConfig[curSuitConFig.SuiteValue[i][2]].Info .."+ "..GetPropertyFormatStr(propertyConfig[curSuitConFig.SuiteValue[i][2]].Style,curSuitConFig.SuiteValue[i][3]).. "</color>"
|
||||
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#B9AC97>(+" .. GetEquipSuitStr(equipConfigData.Star,curSuitConFig.SuiteValue[i][1]) .. ")</color>"
|
||||
end
|
||||
end
|
||||
else
|
||||
this.nexttherProscroll:SetActive(false)
|
||||
this.equipPanel[2].curotherProscroll:SetActive(false)
|
||||
end
|
||||
--副属性
|
||||
--Util.ClearChild(this.nextotherProGrid.transform)
|
||||
--local equipCurAllPro={}
|
||||
--if #nextEquipData.secondAttribute>0 then --
|
||||
-- this.nexttherProscroll:SetActive(true)
|
||||
-- for i = 1, #nextEquipData.secondAttribute do
|
||||
-- table.insert(equipCurAllPro,nextEquipData.secondAttribute[i])
|
||||
-- end
|
||||
-- for i = 1, #equipCurAllPro do
|
||||
-- local go = newObject(this.nextotherProPre)
|
||||
-- go.transform:SetParent(this.nextotherProGrid.transform)
|
||||
-- go.transform.localScale = Vector3.one
|
||||
-- go.transform.localPosition = Vector3.zero
|
||||
-- go:SetActive(true)
|
||||
-- --Log("v.propertyId "..v.propertyId)
|
||||
-- Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = equipCurAllPro[i].PropertyConfig.Info
|
||||
-- Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "+"..GetEquipPropertyFormatStr(equipCurAllPro[i].PropertyConfig.Style,equipCurAllPro[i].propertyValue)
|
||||
--
|
||||
-- end
|
||||
--else
|
||||
-- this.nexttherProscroll:SetActive(false)
|
||||
--end
|
||||
|
||||
end
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function RoleEquipChangePopup:OnClose()
|
||||
|
@ -493,8 +310,7 @@ end
|
|||
function RoleEquipChangePopup:OnDestroy()
|
||||
curSuitProGo = {}
|
||||
nextSuitProGo = {}
|
||||
_MainProList = {}
|
||||
_NextProList = {}
|
||||
this.mainProList = {}
|
||||
end
|
||||
|
||||
return RoleEquipChangePopup
|
|
@ -670,18 +670,8 @@ function this.ShowHeroEquip()
|
|||
if curHeroEquipDatas[i] then
|
||||
|
||||
curSelectEquipData = curHeroEquipDatas[i]
|
||||
|
||||
|
||||
UIManager.OpenPanel(UIName.RoleEquipChangePopup, this, 2, curHeroData, curHeroEquipDatas[i])
|
||||
-- end
|
||||
|
||||
-- if HarmonyManager:IsShowGongMingEqiup(curHeroData.dynamicId) then
|
||||
-- -- body
|
||||
-- this:OpenTips()
|
||||
-- else
|
||||
|
||||
-- end
|
||||
|
||||
|
||||
elseif curEquipTreasureDatas[i] then
|
||||
if itemConfig[curEquipTreasureDatas[i].id].ItemType == ItemType.EquipTreasure then
|
||||
local pos = 0
|
||||
|
@ -992,16 +982,15 @@ function this.SingleItemDataShow(_go, _itemData)
|
|||
|
||||
else
|
||||
UIManager.OpenPanel(
|
||||
UIName.RoleEquipChangePopup,
|
||||
this,
|
||||
3,
|
||||
curHeroData,
|
||||
curHeroEquipDatas[equipConfig[_itemData.id].Position],
|
||||
nextEquipData,
|
||||
equipConfig[_itemData.id].Position
|
||||
UIName.RoleEquipChangePopup,
|
||||
this,
|
||||
3,
|
||||
curHeroData,
|
||||
curHeroEquipDatas[equipConfig[_itemData.id].Position],
|
||||
nextEquipData,
|
||||
equipConfig[_itemData.id].Position
|
||||
)
|
||||
end
|
||||
|
||||
end
|
||||
else
|
||||
print(Language[12214])
|
||||
UIManager.OpenPanel(
|
||||
|
|
Loading…
Reference in New Issue