【觉醒】 觉醒添加图鉴
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@ -78222,6 +78330,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -746,7 +746,7 @@ function GetQuantityImageByquality(quality,star)
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elseif star >= 6 and star <=10 then
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elseif star >= 6 and star <=10 then
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return "r_characterbg_gules"
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return "r_characterbg_gules"
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elseif star > 10 then
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elseif star > 10 then
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return "r_characterbg_gules"
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return "t_tongyong_topkaung"
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end
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end
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else
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else
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if quality == 0 or quality == 1 then
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if quality == 0 or quality == 1 then
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@ -841,7 +841,7 @@ function GetHeroQuantityImageByquality(quality,star)
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elseif star >= 6 and star <=10 then
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elseif star >= 6 and star <=10 then
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return "r_characterbg_gules"
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return "r_characterbg_gules"
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elseif star > 10 then
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elseif star > 10 then
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return "r_characterbg_gules"
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return "t_tongyong_topkaung"
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end
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end
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else
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else
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if quality == 0 or quality == 1 then
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if quality == 0 or quality == 1 then
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@ -355,6 +355,8 @@ UIName = {
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PokemonSingleResultPanel=354,--灵兽
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PokemonSingleResultPanel=354,--灵兽
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GeneralRewardPopup = 355,--通用奖励领取弹窗
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GeneralRewardPopup = 355,--通用奖励领取弹窗
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GeneralBigPopup = 357,--通用大弹窗界面
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GeneralBigPopup = 357,--通用大弹窗界面
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RoleAwakeTalentPopup = 358,--通用大弹窗界面
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RoleAwakeSuccessPanel = 359,--通用大弹窗界面
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}
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}
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SubUIConfig = {
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SubUIConfig = {
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@ -199,6 +199,7 @@ end
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function HandBookHeroAndEquipListPanel:GetHeroData()
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function HandBookHeroAndEquipListPanel:GetHeroData()
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--得到所有的对应星级的英雄
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--得到所有的对应星级的英雄
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local elevenHeroList = {}
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local tenHeroList = {}
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local tenHeroList = {}
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local sexHeroList = {}
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local sexHeroList = {}
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local fiveHeroList = {}
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local fiveHeroList = {}
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@ -210,6 +211,9 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
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--5星最高星级是10的要在十星里面显示出来
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--5星最高星级是10的要在十星里面显示出来
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if v.Star == 5 and v.MaxRank >= 10 and (proId == 0 or v.PropertyName == proId) then
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if v.Star == 5 and v.MaxRank >= 10 and (proId == 0 or v.PropertyName == proId) then
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table.insert(tenHeroList,v)
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table.insert(tenHeroList,v)
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if v.MaxRank >= 11 then
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table.insert(elevenHeroList,v)
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end
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end
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end
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--所有的5星都要在六星里面显示出来
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--所有的5星都要在六星里面显示出来
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if v.Star == 5 and (proId == 0 or v.PropertyName == proId) then
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if v.Star == 5 and (proId == 0 or v.PropertyName == proId) then
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@ -225,6 +229,7 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
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table.insert(oneHeroList,v)
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table.insert(oneHeroList,v)
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end
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end
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end
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end
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self:SortHeroNatural(elevenHeroList)
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self:SortHeroNatural(tenHeroList)
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self:SortHeroNatural(tenHeroList)
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self:SortHeroNatural(sexHeroList)
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self:SortHeroNatural(sexHeroList)
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self:SortHeroNatural(fiveHeroList)
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self:SortHeroNatural(fiveHeroList)
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@ -234,6 +239,7 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
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self:SortHeroNatural(oneHeroList)
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self:SortHeroNatural(oneHeroList)
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--设置图鉴的循环列表
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--设置图鉴的循环列表
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local herodatas={}
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local herodatas={}
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herodatas[11]=elevenHeroList
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herodatas[10]=tenHeroList
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herodatas[10]=tenHeroList
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herodatas[6]=sexHeroList
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herodatas[6]=sexHeroList
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herodatas[5]=fiveHeroList
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herodatas[5]=fiveHeroList
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@ -292,6 +298,7 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
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end
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end
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function HandBookHeroAndEquipListPanel:HeroHaveNum()
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function HandBookHeroAndEquipListPanel:HeroHaveNum()
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local curelevenStarActiveNum = 0
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local curtenStarActiveNum = 0
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local curtenStarActiveNum = 0
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local cursexStarActiveNum = 0
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local cursexStarActiveNum = 0
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local curfiveStarActiveNum = 0
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local curfiveStarActiveNum = 0
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@ -302,7 +309,10 @@ function HandBookHeroAndEquipListPanel:HeroHaveNum()
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--计算玩家拥有的英雄中对应星级的英雄的数量
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--计算玩家拥有的英雄中对应星级的英雄的数量
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for i, v in pairs(PlayerManager.heroHandBook) do
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for i, v in pairs(PlayerManager.heroHandBook) do
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local conFig = ConfigManager.GetConfigData(ConfigName.HeroConfig,i)
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local conFig = ConfigManager.GetConfigData(ConfigName.HeroConfig,i)
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if conFig then
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if conFig then
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if PlayerManager.GetHeroDataByStar(11,conFig.Id) and (proId == 0 or conFig.PropertyName == proId) then
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curelevenStarActiveNum = curelevenStarActiveNum + 1
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end
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if PlayerManager.GetHeroDataByStar(10,conFig.Id) and (proId == 0 or conFig.PropertyName == proId) then
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if PlayerManager.GetHeroDataByStar(10,conFig.Id) and (proId == 0 or conFig.PropertyName == proId) then
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curtenStarActiveNum = curtenStarActiveNum + 1
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curtenStarActiveNum = curtenStarActiveNum + 1
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end
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end
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@ -329,6 +339,7 @@ function HandBookHeroAndEquipListPanel:HeroHaveNum()
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heroNumList[5] = curfiveStarActiveNum
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heroNumList[5] = curfiveStarActiveNum
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heroNumList[6] = cursexStarActiveNum
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heroNumList[6] = cursexStarActiveNum
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heroNumList[10] = curtenStarActiveNum
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heroNumList[10] = curtenStarActiveNum
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heroNumList[11] = curelevenStarActiveNum
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end
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end
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--英雄展示
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--英雄展示
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@ -630,6 +641,8 @@ function HandBookHeroAndEquipListPanel:OnShowSingleHeroData(...)
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lv = 145
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lv = 145
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elseif star == 10 then
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elseif star == 10 then
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lv = 155
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lv = 155
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elseif star == 11 then
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lv = 330
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else
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else
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lv = 1
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lv = 1
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end
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end
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@ -312,7 +312,7 @@ function HandBookHeroInfoPanel:CalculateHeroAllProValList(_starType,_starNum)
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for i, v in ConfigPairs(propertyConfig) do
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for i, v in ConfigPairs(propertyConfig) do
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allAddProVal[i] = 0
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allAddProVal[i] = 0
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end
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end
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local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "LimitStar", _starNum)
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local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "OpenStar", _starNum)
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local curLvNum=1
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local curLvNum=1
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local breakId = 0
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local breakId = 0
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local upStarId = 0
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local upStarId = 0
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@ -387,7 +387,7 @@ function HandBookHeroInfoPanel:UpdateLiveList()
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leftIndex = index - 1
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leftIndex = index - 1
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leftHeroData=heroDatas[leftIndex]
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leftHeroData=heroDatas[leftIndex]
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else
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else
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if _curStar==10 then
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if _curStar==11 then
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_leftStar = 1
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_leftStar = 1
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elseif _curStar==6 then
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elseif _curStar==6 then
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_leftStar = 10
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_leftStar = 10
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@ -406,7 +406,7 @@ function HandBookHeroInfoPanel:UpdateLiveList()
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if _curStar==10 then
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if _curStar==10 then
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_rightStar = 6
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_rightStar = 6
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elseif _curStar==1 then
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elseif _curStar==1 then
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_rightStar = 10
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_rightStar = 11
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else
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else
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_rightStar = _curStar - 1
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_rightStar = _curStar - 1
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end
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end
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@ -34,6 +34,7 @@ function this:InitComponent(gameObject)
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this.talent1Progress = Util.GetGameObject(this.gameObject,"talent/talent (1)/progress"):GetComponent("Text")
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this.talent1Progress = Util.GetGameObject(this.gameObject,"talent/talent (1)/progress"):GetComponent("Text")
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this.talent2Image = Util.GetGameObject(this.gameObject,"talent/talent (2)"):GetComponent("Image")
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this.talent2Image = Util.GetGameObject(this.gameObject,"talent/talent (2)"):GetComponent("Image")
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this.talent2Progress = Util.GetGameObject(this.gameObject,"talent/talent (2)/progress"):GetComponent("Text")
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this.talent2Progress = Util.GetGameObject(this.gameObject,"talent/talent (2)/progress"):GetComponent("Text")
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this.talentBtn = Util.GetGameObject(this.gameObject,"talent/talentBtn")
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this.curLvEnd = Util.GetGameObject(this.gameObject,"lvUp/curLvEnd"):GetComponent("Text")
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this.curLvEnd = Util.GetGameObject(this.gameObject,"lvUp/curLvEnd"):GetComponent("Text")
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this.nextLvEnd = Util.GetGameObject(this.gameObject,"lvUp/nextLvEnd"):GetComponent("Text")
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this.nextLvEnd = Util.GetGameObject(this.gameObject,"lvUp/nextLvEnd"):GetComponent("Text")
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@ -89,6 +90,9 @@ function this.UpdateHeroUpStarData()
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--进阶属性提升
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--进阶属性提升
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this.curLvEnd.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData)
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this.curLvEnd.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData)
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this.nextLvEnd.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id)
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this.nextLvEnd.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id)
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Util.AddOnceClick(this.talentBtn, function()
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UIManager.OpenPanel(UIName.RoleAwakeTalentPopup,curHeroData.heroConfig)
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end)
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--进阶吞英雄条件
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--进阶吞英雄条件
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Util.ClearChild(this.upStarGrid.transform)
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Util.ClearChild(this.upStarGrid.transform)
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local curUpStarData= HeroManager.GetHeroCurUpStarInfo(curHeroData.dynamicId)
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local curUpStarData= HeroManager.GetHeroCurUpStarInfo(curHeroData.dynamicId)
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@ -229,7 +233,7 @@ function this.AutoSelectUpStarHeroList(_curUpStarData)
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table.insert(curSelectHeroList,upStarHeroListData.heroList[i])
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table.insert(curSelectHeroList,upStarHeroListData.heroList[i])
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end
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end
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end
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end
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||||||
this.UpdateUpStarPosHeroData(curSelectHeroList)
|
this:UpdateUpStarPosHeroData(curSelectHeroList)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -242,7 +246,7 @@ end
|
||||||
|
|
||||||
|
|
||||||
--刷新当前升星坑位英雄的信息
|
--刷新当前升星坑位英雄的信息
|
||||||
function this.UpdateUpStarPosHeroData(curSelectHeroList)
|
function this:UpdateUpStarPosHeroData(curSelectHeroList)
|
||||||
if LengthOfTable(curSelectHeroList)<curSelectUpStarData.upStarData[4] then
|
if LengthOfTable(curSelectHeroList)<curSelectUpStarData.upStarData[4] then
|
||||||
upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=2
|
upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=2
|
||||||
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
|
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
|
||||||
|
@ -325,7 +329,7 @@ function this.StarUpClick()
|
||||||
end
|
end
|
||||||
if isUpStarMaterials and isUpStarMaterialsHero then
|
if isUpStarMaterials and isUpStarMaterialsHero then
|
||||||
NetManager.HeroUpStarEvent(curHeroData.dynamicId,upStarConsumeMaterial ,function (msg)
|
NetManager.HeroUpStarEvent(curHeroData.dynamicId,upStarConsumeMaterial ,function (msg)
|
||||||
UIManager.OpenPanel(UIName.RoleUpStarSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
|
UIManager.OpenPanel(UIName.RoleAwakeSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
|
||||||
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
|
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
|
||||||
if #dropItemTabs > 0 then
|
if #dropItemTabs > 0 then
|
||||||
BagManager.SetDropIsSHowEquipPrint(false)
|
BagManager.SetDropIsSHowEquipPrint(false)
|
||||||
|
@ -340,7 +344,7 @@ function this.StarUpClick()
|
||||||
-- 进阶音效
|
-- 进阶音效
|
||||||
PlaySoundWithoutClick(SoundConfig.Sound_Recruit3)
|
PlaySoundWithoutClick(SoundConfig.Sound_Recruit3)
|
||||||
else
|
else
|
||||||
PopupTipPanel.ShowTip(Language[11852])
|
PopupTipPanel.ShowTip("材料不足无法觉醒!")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
--扣除升星 消耗的材料 更新英雄数据
|
--扣除升星 消耗的材料 更新英雄数据
|
||||||
|
|
|
@ -7,6 +7,7 @@ local orginLayer = 20
|
||||||
local callBack = nil
|
local callBack = nil
|
||||||
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
|
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
|
||||||
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
|
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
|
||||||
|
local passiveSkillLogicConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
|
||||||
--初始化组件(用于子类重写)
|
--初始化组件(用于子类重写)
|
||||||
function RoleAwakeSuccessPanel:InitComponent()
|
function RoleAwakeSuccessPanel:InitComponent()
|
||||||
|
|
||||||
|
|
|
@ -183,8 +183,7 @@ function RoleInfoPanel:BindEvent()
|
||||||
this:HeroLockEvent()
|
this:HeroLockEvent()
|
||||||
end)
|
end)
|
||||||
Util.AddClick(this.talentBtn,function()
|
Util.AddClick(this.talentBtn,function()
|
||||||
-- UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
||||||
UIManager.OpenPanel(UIName.RoleAwakeTalentPopup,curHeroData.heroConfig)
|
|
||||||
end)
|
end)
|
||||||
|
|
||||||
for i = 1, #this.PageList do
|
for i = 1, #this.PageList do
|
||||||
|
|
|
@ -39,6 +39,9 @@ function RoleUpStarListPanel:BindEvent()
|
||||||
Util.AddClick(this.BtnSure, function()
|
Util.AddClick(this.BtnSure, function()
|
||||||
self:ClosePanel()
|
self:ClosePanel()
|
||||||
Log("curSelectHeroList "..LengthOfTable(curSelectHeroList))
|
Log("curSelectHeroList "..LengthOfTable(curSelectHeroList))
|
||||||
|
for i, v in pairs(curSelectHeroList) do
|
||||||
|
LogPink("v.dynamicId "..v.dynamicId)
|
||||||
|
end
|
||||||
openThisPanel:UpdateUpStarPosHeroData(curSelectHeroList)
|
openThisPanel:UpdateUpStarPosHeroData(curSelectHeroList)
|
||||||
end)
|
end)
|
||||||
Util.AddClick(this.btnAutoSelect, function()
|
Util.AddClick(this.btnAutoSelect, function()
|
||||||
|
|
Loading…
Reference in New Issue