【觉醒】 觉醒添加图鉴

dev_chengFeng
zhangqiang 2020-11-09 20:05:51 +08:00
parent 85b21b27f0
commit 6a1693939c
9 changed files with 143 additions and 12 deletions

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@ -746,7 +746,7 @@ function GetQuantityImageByquality(quality,star)
elseif star >= 6 and star <=10 then elseif star >= 6 and star <=10 then
return "r_characterbg_gules" return "r_characterbg_gules"
elseif star > 10 then elseif star > 10 then
return "r_characterbg_gules" return "t_tongyong_topkaung"
end end
else else
if quality == 0 or quality == 1 then if quality == 0 or quality == 1 then
@ -841,7 +841,7 @@ function GetHeroQuantityImageByquality(quality,star)
elseif star >= 6 and star <=10 then elseif star >= 6 and star <=10 then
return "r_characterbg_gules" return "r_characterbg_gules"
elseif star > 10 then elseif star > 10 then
return "r_characterbg_gules" return "t_tongyong_topkaung"
end end
else else
if quality == 0 or quality == 1 then if quality == 0 or quality == 1 then

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@ -355,6 +355,8 @@ UIName = {
PokemonSingleResultPanel=354,--灵兽 PokemonSingleResultPanel=354,--灵兽
GeneralRewardPopup = 355,--通用奖励领取弹窗 GeneralRewardPopup = 355,--通用奖励领取弹窗
GeneralBigPopup = 357,--通用大弹窗界面 GeneralBigPopup = 357,--通用大弹窗界面
RoleAwakeTalentPopup = 358,--通用大弹窗界面
RoleAwakeSuccessPanel = 359,--通用大弹窗界面
} }
SubUIConfig = { SubUIConfig = {

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@ -199,6 +199,7 @@ end
function HandBookHeroAndEquipListPanel:GetHeroData() function HandBookHeroAndEquipListPanel:GetHeroData()
--得到所有的对应星级的英雄 --得到所有的对应星级的英雄
local elevenHeroList = {}
local tenHeroList = {} local tenHeroList = {}
local sexHeroList = {} local sexHeroList = {}
local fiveHeroList = {} local fiveHeroList = {}
@ -210,6 +211,9 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
--5星最高星级是10的要在十星里面显示出来 --5星最高星级是10的要在十星里面显示出来
if v.Star == 5 and v.MaxRank >= 10 and (proId == 0 or v.PropertyName == proId) then if v.Star == 5 and v.MaxRank >= 10 and (proId == 0 or v.PropertyName == proId) then
table.insert(tenHeroList,v) table.insert(tenHeroList,v)
if v.MaxRank >= 11 then
table.insert(elevenHeroList,v)
end
end end
--所有的5星都要在六星里面显示出来 --所有的5星都要在六星里面显示出来
if v.Star == 5 and (proId == 0 or v.PropertyName == proId) then if v.Star == 5 and (proId == 0 or v.PropertyName == proId) then
@ -225,6 +229,7 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
table.insert(oneHeroList,v) table.insert(oneHeroList,v)
end end
end end
self:SortHeroNatural(elevenHeroList)
self:SortHeroNatural(tenHeroList) self:SortHeroNatural(tenHeroList)
self:SortHeroNatural(sexHeroList) self:SortHeroNatural(sexHeroList)
self:SortHeroNatural(fiveHeroList) self:SortHeroNatural(fiveHeroList)
@ -234,6 +239,7 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
self:SortHeroNatural(oneHeroList) self:SortHeroNatural(oneHeroList)
--设置图鉴的循环列表 --设置图鉴的循环列表
local herodatas={} local herodatas={}
herodatas[11]=elevenHeroList
herodatas[10]=tenHeroList herodatas[10]=tenHeroList
herodatas[6]=sexHeroList herodatas[6]=sexHeroList
herodatas[5]=fiveHeroList herodatas[5]=fiveHeroList
@ -292,6 +298,7 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
end end
function HandBookHeroAndEquipListPanel:HeroHaveNum() function HandBookHeroAndEquipListPanel:HeroHaveNum()
local curelevenStarActiveNum = 0
local curtenStarActiveNum = 0 local curtenStarActiveNum = 0
local cursexStarActiveNum = 0 local cursexStarActiveNum = 0
local curfiveStarActiveNum = 0 local curfiveStarActiveNum = 0
@ -302,7 +309,10 @@ function HandBookHeroAndEquipListPanel:HeroHaveNum()
--计算玩家拥有的英雄中对应星级的英雄的数量 --计算玩家拥有的英雄中对应星级的英雄的数量
for i, v in pairs(PlayerManager.heroHandBook) do for i, v in pairs(PlayerManager.heroHandBook) do
local conFig = ConfigManager.GetConfigData(ConfigName.HeroConfig,i) local conFig = ConfigManager.GetConfigData(ConfigName.HeroConfig,i)
if conFig then if conFig then
if PlayerManager.GetHeroDataByStar(11,conFig.Id) and (proId == 0 or conFig.PropertyName == proId) then
curelevenStarActiveNum = curelevenStarActiveNum + 1
end
if PlayerManager.GetHeroDataByStar(10,conFig.Id) and (proId == 0 or conFig.PropertyName == proId) then if PlayerManager.GetHeroDataByStar(10,conFig.Id) and (proId == 0 or conFig.PropertyName == proId) then
curtenStarActiveNum = curtenStarActiveNum + 1 curtenStarActiveNum = curtenStarActiveNum + 1
end end
@ -329,6 +339,7 @@ function HandBookHeroAndEquipListPanel:HeroHaveNum()
heroNumList[5] = curfiveStarActiveNum heroNumList[5] = curfiveStarActiveNum
heroNumList[6] = cursexStarActiveNum heroNumList[6] = cursexStarActiveNum
heroNumList[10] = curtenStarActiveNum heroNumList[10] = curtenStarActiveNum
heroNumList[11] = curelevenStarActiveNum
end end
--英雄展示 --英雄展示
@ -630,6 +641,8 @@ function HandBookHeroAndEquipListPanel:OnShowSingleHeroData(...)
lv = 145 lv = 145
elseif star == 10 then elseif star == 10 then
lv = 155 lv = 155
elseif star == 11 then
lv = 330
else else
lv = 1 lv = 1
end end

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@ -312,7 +312,7 @@ function HandBookHeroInfoPanel:CalculateHeroAllProValList(_starType,_starNum)
for i, v in ConfigPairs(propertyConfig) do for i, v in ConfigPairs(propertyConfig) do
allAddProVal[i] = 0 allAddProVal[i] = 0
end end
local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "LimitStar", _starNum) local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "OpenStar", _starNum)
local curLvNum=1 local curLvNum=1
local breakId = 0 local breakId = 0
local upStarId = 0 local upStarId = 0
@ -387,7 +387,7 @@ function HandBookHeroInfoPanel:UpdateLiveList()
leftIndex = index - 1 leftIndex = index - 1
leftHeroData=heroDatas[leftIndex] leftHeroData=heroDatas[leftIndex]
else else
if _curStar==10 then if _curStar==11 then
_leftStar = 1 _leftStar = 1
elseif _curStar==6 then elseif _curStar==6 then
_leftStar = 10 _leftStar = 10
@ -406,7 +406,7 @@ function HandBookHeroInfoPanel:UpdateLiveList()
if _curStar==10 then if _curStar==10 then
_rightStar = 6 _rightStar = 6
elseif _curStar==1 then elseif _curStar==1 then
_rightStar = 10 _rightStar = 11
else else
_rightStar = _curStar - 1 _rightStar = _curStar - 1
end end

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@ -34,6 +34,7 @@ function this:InitComponent(gameObject)
this.talent1Progress = Util.GetGameObject(this.gameObject,"talent/talent (1)/progress"):GetComponent("Text") this.talent1Progress = Util.GetGameObject(this.gameObject,"talent/talent (1)/progress"):GetComponent("Text")
this.talent2Image = Util.GetGameObject(this.gameObject,"talent/talent (2)"):GetComponent("Image") this.talent2Image = Util.GetGameObject(this.gameObject,"talent/talent (2)"):GetComponent("Image")
this.talent2Progress = Util.GetGameObject(this.gameObject,"talent/talent (2)/progress"):GetComponent("Text") this.talent2Progress = Util.GetGameObject(this.gameObject,"talent/talent (2)/progress"):GetComponent("Text")
this.talentBtn = Util.GetGameObject(this.gameObject,"talent/talentBtn")
this.curLvEnd = Util.GetGameObject(this.gameObject,"lvUp/curLvEnd"):GetComponent("Text") this.curLvEnd = Util.GetGameObject(this.gameObject,"lvUp/curLvEnd"):GetComponent("Text")
this.nextLvEnd = Util.GetGameObject(this.gameObject,"lvUp/nextLvEnd"):GetComponent("Text") this.nextLvEnd = Util.GetGameObject(this.gameObject,"lvUp/nextLvEnd"):GetComponent("Text")
@ -89,6 +90,9 @@ function this.UpdateHeroUpStarData()
--进阶属性提升 --进阶属性提升
this.curLvEnd.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData) this.curLvEnd.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData)
this.nextLvEnd.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id) this.nextLvEnd.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id)
Util.AddOnceClick(this.talentBtn, function()
UIManager.OpenPanel(UIName.RoleAwakeTalentPopup,curHeroData.heroConfig)
end)
--进阶吞英雄条件 --进阶吞英雄条件
Util.ClearChild(this.upStarGrid.transform) Util.ClearChild(this.upStarGrid.transform)
local curUpStarData= HeroManager.GetHeroCurUpStarInfo(curHeroData.dynamicId) local curUpStarData= HeroManager.GetHeroCurUpStarInfo(curHeroData.dynamicId)
@ -229,7 +233,7 @@ function this.AutoSelectUpStarHeroList(_curUpStarData)
table.insert(curSelectHeroList,upStarHeroListData.heroList[i]) table.insert(curSelectHeroList,upStarHeroListData.heroList[i])
end end
end end
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

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@ -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()

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@ -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

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@ -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()