神将合成部分显示代码
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@ -5,17 +5,16 @@ local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local curIndex = 0
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local curNeedHero = {}
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local curSelectHero = {}
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local curSelectHeroConfig = {}
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local curSelectGO
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local materidaIsCan = false
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local tabs={}
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local needHeros={}
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function this:InitComponent(gameObject)
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this.compoundBtn = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/compoundBtn")
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this.compoundHero = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/compoundHero/Hero")
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this.compoundHeroTipText = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/compoundHero/tipText")
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this.compoundHeroTipText:GetComponent("Text").text = "请选择需要合成的神将"
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needHeros = {}
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for i = 1, 4 do
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needHeros[i] = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Tabs/grid/needHero" .. i)
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needHeros[i] = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/needHero" .. i)
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end
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for i = 1, 5 do
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tabs[i] = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Tabs/grid/Btn" .. i)
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@ -28,6 +27,26 @@ function this:InitComponent(gameObject)
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this.heroPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(50,15))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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--up compound Hero info
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this.compoundHero = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/compoundHero/Hero")
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this.compoundHeroTipText = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/compoundHero/tipText")
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this.compoundHeroTipText:GetComponent("Text").text = "请选择需要合成的神将"
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this.compoundHerobg=Util.GetGameObject(this.compoundHero,"Bg1"):GetComponent("Image")
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this.compoundHerolv=Util.GetGameObject(this.compoundHero,"lv/Text"):GetComponent("Text")
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this.compoundHerohp = Util.GetGameObject(this.compoundHero,"hpProgress/hp"):GetComponent("Image")
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this.compoundHerohpPass = Util.GetGameObject(this.compoundHero,"hpProgress/hpPass"):GetComponent("Image")
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this.compoundHerorage = Util.GetGameObject(this.compoundHero,"rageProgress/rage"):GetComponent("Image")
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this.compoundHerofg=Util.GetGameObject(this.compoundHero,"Bg2"):GetComponent("Image")
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this.compoundHeropro=Util.GetGameObject(this.compoundHero,"Pro/Image"):GetComponent("Image")
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this.compoundHerostarGrid=Util.GetGameObject(this.compoundHero,"StarGrid")
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this.compoundHeroname=Util.GetGameObject(this.compoundHero,"Name/Text"):GetComponent("Text")
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this.compoundHeroyuanImage=Util.GetGameObject(this.compoundHero,"yuanImage")
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this.compoundHerolive = Util.GetGameObject(this.compoundHero, "Mask/icon"):GetComponent("RawImage")
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this.compoundHerozs = Util.GetGameObject(this.compoundHero, "zs")
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Util.GetGameObject(this.compoundHero,"hpProgress").gameObject:SetActive(false)
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Util.GetGameObject(this.compoundHero,"rageProgress").gameObject:SetActive(false)
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Util.GetGameObject(this.compoundHero,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
function this:BindEvent()
|
||||
|
@ -69,8 +88,7 @@ end
|
|||
--显示当前阵营的英雄
|
||||
function this.ShowCurrPosHeroCompound()
|
||||
local heroDatas = this.GetAllHeroCompoundData(curIndex)
|
||||
curSelectHero = nil
|
||||
this.ShowTitleData(curSelectHero)
|
||||
this.SelectHeroShow(nil)
|
||||
this.ScrollView:SetData(heroDatas, function (index, go)
|
||||
this.SingleHeroDataShow(go, heroDatas[index])
|
||||
end)
|
||||
|
@ -83,61 +101,155 @@ function this.SetBtnSelect(_parObj)
|
|||
this.selectBtn.transform.localScale = Vector3.one
|
||||
this.selectBtn.transform.localPosition=Vector3.zero
|
||||
end
|
||||
function this.ShowTitleData(_heroData,_star)
|
||||
if _heroData then
|
||||
LogGreen("_heroData ".._heroData.icon)
|
||||
function this.ShowTitleData(curHeroCompoundData)
|
||||
if curHeroCompoundData then
|
||||
local _star = curHeroCompoundData.star
|
||||
local heroData = curHeroCompoundData.haveHeroList[1][1]
|
||||
local heroConfig = heroData and heroData.heroConfig or curHeroCompoundData.config
|
||||
this.compoundHero:SetActive(true)
|
||||
this.compoundHeroTipText:SetActive(false)
|
||||
local heroData=_heroData
|
||||
local o = this.compoundHero
|
||||
local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image")
|
||||
local lv=Util.GetGameObject(o,"lv/Text"):GetComponent("Text")
|
||||
local hp = Util.GetGameObject(o,"hpProgress/hp"):GetComponent("Image")
|
||||
local hpPass = Util.GetGameObject(o,"hpProgress/hpPass"):GetComponent("Image")
|
||||
local rage = Util.GetGameObject(o,"rageProgress/rage"):GetComponent("Image")
|
||||
bg.sprite = Util.LoadSprite(GetHeroCardStarBg[_star])
|
||||
Util.GetGameObject(o,"hpProgress").gameObject:SetActive(false)
|
||||
Util.GetGameObject(o,"rageProgress").gameObject:SetActive(false)
|
||||
local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image")
|
||||
local pro=Util.GetGameObject(o,"Pro/Image"):GetComponent("Image")
|
||||
local starGrid=Util.GetGameObject(o,"StarGrid")
|
||||
local name=Util.GetGameObject(o,"Name/Text"):GetComponent("Text")
|
||||
local yuanImage=Util.GetGameObject(o,"yuanImage")
|
||||
local live = Util.GetGameObject(o, "Mask/icon"):GetComponent("RawImage")
|
||||
local liveName = GetResourcePath(heroData.heroConfig.Live)
|
||||
local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroData.heroConfig.Id)
|
||||
this.compoundHerobg.sprite = Util.LoadSprite(GetHeroCardStarBg[_star])
|
||||
local zsName = GetHeroCardStarZs[_star]
|
||||
this.compoundHerofg.sprite = Util.LoadSprite(GetHeroCardStarFg[_star])
|
||||
this.compoundHeroyuanImage:SetActive(false)
|
||||
SetCardStars(this.compoundHerostarGrid,_star)
|
||||
local curHeroHpVal = nil--FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId)
|
||||
this.compoundHerohp.fillAmount = curHeroHpVal or 1
|
||||
this.compoundHerohpPass.fillAmount = curHeroHpVal or 1
|
||||
this.compoundHerorage.fillAmount = 0.5
|
||||
local liveName = GetResourcePath(heroConfig.Live)
|
||||
local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroConfig.Id)
|
||||
local scale = roleConfig.play_liveScale
|
||||
local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
|
||||
live.texture = CardRendererManager.GetSpineTexture(1, liveName, Vector3.one * scale, livePos, true)
|
||||
live.transform.localScale = Vector3.one
|
||||
live.transform.localPosition = Vector3.zero
|
||||
local zs = Util.GetGameObject(o, "zs")
|
||||
local zsName = GetHeroCardStarZs[_star]
|
||||
this.compoundHerolive.texture = CardRendererManager.GetSpineTexture(1, liveName, Vector3.one * scale, livePos, true)
|
||||
this.compoundHerolive.transform.localScale = Vector3.one
|
||||
this.compoundHerolive.transform.localPosition = Vector3.zero
|
||||
this.compoundHeropro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||||
this.compoundHeroname.text=heroConfig.ReadingName
|
||||
if zsName == "" then
|
||||
zs:SetActive(false)
|
||||
this.compoundHerozs:SetActive(false)
|
||||
else
|
||||
zs:SetActive(true)
|
||||
zs:GetComponent("Image").sprite = Util.LoadSprite(zsName)
|
||||
this.compoundHerozs:SetActive(true)
|
||||
this.compoundHerozs:GetComponent("Image").sprite = Util.LoadSprite(zsName)
|
||||
end
|
||||
if heroData then--第一位是否有英雄
|
||||
this.compoundHerolv.text=heroData.lv
|
||||
else
|
||||
this.compoundHerolv.text=1
|
||||
end
|
||||
yuanImage:SetActive(heroData.createtype == 1)
|
||||
lv.text=heroData.lv
|
||||
fg.sprite = Util.LoadSprite(GetHeroCardStarFg[_star])
|
||||
pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||||
SetCardStars(starGrid,_star)
|
||||
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
|
||||
name.text=heroData.heroConfig.ReadingName
|
||||
local curHeroHpVal = FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId)
|
||||
hp.fillAmount = curHeroHpVal or 1
|
||||
hpPass.fillAmount = curHeroHpVal or 1
|
||||
rage.fillAmount = 0.5
|
||||
else
|
||||
LogGreen("_data nil ")
|
||||
this.compoundHero:SetActive(false)
|
||||
this.compoundHeroTipText:SetActive(true)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
local upStarConsumeMaterial = {}
|
||||
local upStarMaterialIsAll = {}
|
||||
--更新英雄进阶数据
|
||||
function this.UpdateHeroUpStarData(_curUpStarData)
|
||||
--进阶吞英雄条件
|
||||
if _curUpStarData then
|
||||
upStarConsumeMaterial={}
|
||||
upStarMaterialIsAll = {}
|
||||
for i = 1, #_curUpStarData.upStarMaterialsData do
|
||||
local upStarMaterialsData = _curUpStarData.upStarMaterialsData[i]
|
||||
local curUpStarData = _curUpStarData.upStarData[i]
|
||||
local go = needHeros[i + 1]
|
||||
go:SetActive(true)
|
||||
upStarConsumeMaterial[i]={}
|
||||
upStarMaterialIsAll[i]=false
|
||||
local proImage = Util.GetGameObject(go.transform, "iconbg/proImage")
|
||||
local iconDefault = Util.GetGameObject(go.transform,"iconDefault")
|
||||
local icon = Util.GetGameObject(go.transform,"icon")
|
||||
local frame = Util.GetGameObject(go.transform,"frame")
|
||||
local addBtn=Util.GetGameObject(go.transform,"add")
|
||||
local addBtnImage = Util.GetGameObject(go.transform,"add/add")
|
||||
local num = Util.GetGameObject(go.transform,"num")
|
||||
local num = Util.GetGameObject(go.transform,"num")
|
||||
local starGrid = Util.GetGameObject(go.transform, "iconbg/starGrid")
|
||||
proImage:SetActive(false)
|
||||
if upStarMaterialsData.Issame==1 or upStarMaterialsData.IsId>0 then
|
||||
iconDefault:SetActive(false)
|
||||
icon:SetActive(true)
|
||||
proImage:SetActive(true)
|
||||
if upStarMaterialsData.Issame==1 then
|
||||
icon:GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(_curUpStarData.config.Icon))
|
||||
frame:GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(_curUpStarData.config.Quality, upStarMaterialsData.StarLimit))
|
||||
proImage:GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(_curUpStarData.config.PropertyName))
|
||||
elseif upStarMaterialsData.IsId>0 then
|
||||
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, upStarMaterialsData.IsId)
|
||||
icon:GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(heroConfig.Icon))
|
||||
frame:GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroConfig.Quality, upStarMaterialsData.StarLimit))
|
||||
proImage:GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||||
end
|
||||
else
|
||||
if upStarMaterialsData.IsSameClan ==1 then
|
||||
proImage:SetActive(true)
|
||||
proImage:GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(_curUpStarData.config.PropertyName))
|
||||
end
|
||||
iconDefault:SetActive(true)
|
||||
icon:SetActive(false)
|
||||
frame:GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(nil,upStarMaterialsData.StarLimit))
|
||||
end
|
||||
-- local upStarHeroListData=HeroManager.GetUpStarHeroListData(curUpStarData.Id,curSelectHero)
|
||||
-- if upStarHeroListData.state>0 then
|
||||
-- addBtnImage:SetActive(true)
|
||||
-- else
|
||||
-- addBtnImage:SetActive(false)
|
||||
-- end
|
||||
if #_curUpStarData.haveHeroList[i + 1] >= curUpStarData[4] then
|
||||
num:GetComponent("Text").text=string.format("<color=#FFFFFF>%s/%s</color>",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
|
||||
else
|
||||
num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
|
||||
end
|
||||
SetHeroStars(starGrid, upStarMaterialsData.StarLimit,1,nil,-15.3)
|
||||
|
||||
Util.AddOnceClick(addBtn, function()
|
||||
-- curSelectUpStarData=curUpStarData[i]
|
||||
-- curSelectUpStarGo=go
|
||||
-- local curShowHeroListData=self:SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
|
||||
-- --参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
|
||||
-- UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,upStarMaterialsData,curUpStarData,this,upStarConsumeMaterial[i],curSelectHero)
|
||||
end)
|
||||
end
|
||||
else
|
||||
for i = 1, #needHeros do
|
||||
needHeros[i]:SetActive(false)
|
||||
end
|
||||
end
|
||||
--自动选择进阶妖灵师材料
|
||||
-- self:AutoSelectUpStarHeroList(curUpStarData)
|
||||
end
|
||||
--更新英雄进阶数据
|
||||
function this.UpdateFirstHeroUpStarData(curHeroCompoundData)
|
||||
local go = needHeros[1]
|
||||
local proImage = Util.GetGameObject(go.transform, "iconbg/proImage")
|
||||
local iconDefault = Util.GetGameObject(go.transform,"iconDefault")
|
||||
local icon = Util.GetGameObject(go.transform,"icon")
|
||||
local frame = Util.GetGameObject(go.transform,"frame")
|
||||
local addBtn=Util.GetGameObject(go.transform,"add")
|
||||
local addBtnImage = Util.GetGameObject(go.transform,"add/add")
|
||||
local num = Util.GetGameObject(go.transform,"num")
|
||||
local num = Util.GetGameObject(go.transform,"num")
|
||||
local starGrid = Util.GetGameObject(go.transform, "iconbg/starGrid")
|
||||
if curSelectHero or curHeroCompoundData then
|
||||
local heroConfig = curSelectHero and curSelectHero.heroConfig or curHeroCompoundData.config
|
||||
go:SetActive(true)
|
||||
proImage:SetActive(true)
|
||||
iconDefault:SetActive(false)
|
||||
addBtnImage:SetActive(false)
|
||||
icon:GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(heroConfig.Icon))
|
||||
frame:GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroConfig.Quality, heroConfig.Star))
|
||||
proImage:GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||||
SetHeroStars(starGrid, heroConfig.Star,1,nil,-15.3)
|
||||
if curSelectHero then
|
||||
num:GetComponent("Text").text=string.format("<color=#FFFFFF>%s/%s</color>",1,1)
|
||||
else
|
||||
num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,1)
|
||||
end
|
||||
else
|
||||
needHeros[1]:SetActive(false)
|
||||
end
|
||||
end
|
||||
--数据显示
|
||||
function this.SingleHeroDataShow(_go,_heroData)
|
||||
local go = _go
|
||||
|
@ -164,25 +276,33 @@ function this.SingleHeroDataShow(_go,_heroData)
|
|||
local cardBtn = Util.GetGameObject(go.transform, "icon")
|
||||
local choosed = Util.GetGameObject(go.transform, "choosed")
|
||||
choosed:SetActive(false)
|
||||
if curSelectHero and curSelectHero.config.Id == _heroData.config.Id then
|
||||
if curSelectHeroConfig and curSelectHeroConfig.config and curSelectHeroConfig.config.Id == _heroData.config.Id then
|
||||
choosed:SetActive(true)
|
||||
curSelectGO = choosed
|
||||
this.SelectHeroShow(curSelectHeroConfig)
|
||||
end
|
||||
Util.AddOnceClick(cardBtn, function()
|
||||
if curSelectHero and curSelectHero.config.Id == _heroData.config.Id then
|
||||
choosed:SetActive(false)
|
||||
curSelectHero = nil
|
||||
curSelectGO = nil
|
||||
this.SelectHeroShow(nil)
|
||||
return
|
||||
else
|
||||
curSelectHero = heroData
|
||||
choosed:SetActive(true)
|
||||
if curSelectGO then
|
||||
curSelectGO:SetActive(false)
|
||||
if curSelectHeroConfig and curSelectHeroConfig.config then
|
||||
if curSelectHeroConfig.config.Id == _heroData.config.Id then
|
||||
choosed:SetActive(false)
|
||||
curSelectHeroConfig = nil
|
||||
curSelectGO = nil
|
||||
this.SelectHeroShow(nil)
|
||||
return
|
||||
else
|
||||
curSelectHeroConfig = heroData
|
||||
if curSelectGO then
|
||||
curSelectGO:SetActive(false)
|
||||
end
|
||||
choosed:SetActive(true)
|
||||
curSelectGO = choosed
|
||||
this.SelectHeroShow(curSelectHeroConfig)
|
||||
end
|
||||
else
|
||||
curSelectHeroConfig = heroData
|
||||
choosed:SetActive(true)
|
||||
curSelectGO = choosed
|
||||
this.SelectHeroShow(curSelectHero)
|
||||
this.SelectHeroShow(curSelectHeroConfig)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
@ -221,6 +341,10 @@ function this.SwitchView(index)
|
|||
end
|
||||
|
||||
function this:OnClose()
|
||||
curNeedHero = {}
|
||||
curSelectHero = {}
|
||||
curSelectHeroConfig = {}
|
||||
curSelectGO = nil
|
||||
end
|
||||
|
||||
function this:OnDestroy()
|
||||
|
@ -243,6 +367,8 @@ function this.GetAllHeroCompoundData(index)
|
|||
curHeroCompoundData.needNum = 1--需要英雄数量 第一位先加上
|
||||
curHeroCompoundData.haveHeroList[1] = {}
|
||||
curHeroCompoundData.haveHeroList3[1] = {}
|
||||
curHeroCompoundData.upStarData = {}
|
||||
curHeroCompoundData.upStarMaterialsData = {}
|
||||
--其后几位加数量
|
||||
if configInfo.RankupConsumeMaterial then
|
||||
for i = 1, #configInfo.RankupConsumeMaterial do
|
||||
|
@ -250,6 +376,9 @@ function this.GetAllHeroCompoundData(index)
|
|||
curHeroCompoundData.needNum = curHeroCompoundData.needNum + configInfo.RankupConsumeMaterial[i][4]
|
||||
curHeroCompoundData.haveHeroList[configInfo.RankupConsumeMaterial[i][2] + 1] = {}
|
||||
curHeroCompoundData.haveHeroList3[configInfo.RankupConsumeMaterial[i][2] + 1] = {}
|
||||
curHeroCompoundData.upStarData[i] = configInfo.RankupConsumeMaterial[i]
|
||||
table.insert(curHeroCompoundData.upStarData,configInfo.RankupConsumeMaterial[i])
|
||||
table.insert(curHeroCompoundData.upStarMaterialsData,heroRankupGroup[configInfo.RankupConsumeMaterial[i][3]])
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -332,9 +461,9 @@ function this.GetAllHeroCompoundData2(configInfo,curHeroCompoundData,isGet)
|
|||
end
|
||||
end
|
||||
end
|
||||
|
||||
if #curHeroCompoundData.haveHeroList[configInfo.RankupConsumeMaterial[i][2] + 1] < configInfo.RankupConsumeMaterial[i][4] then
|
||||
if curNeedHeroData and not curHeroCompoundData[curNeedHeroData.dynamicId] then
|
||||
if curNeedHeroData and not curHeroCompoundData.haveHeroList2[curNeedHeroData.dynamicId] then
|
||||
-- LogGreen("SID "..curHeroCompoundData.config.Id.." pos "..configInfo.RankupConsumeMaterial[i][2] + 1 .." curNeedHeroData.dynamicId "..curNeedHeroData.dynamicId)
|
||||
table.insert(curHeroCompoundData.haveHeroList[configInfo.RankupConsumeMaterial[i][2] + 1],curNeedHeroData)
|
||||
curHeroCompoundData.haveHeroList2[curNeedHeroData.dynamicId] = curNeedHeroData
|
||||
end
|
||||
|
@ -352,6 +481,16 @@ function this.GetAllHeroCompoundData2(configInfo,curHeroCompoundData,isGet)
|
|||
end
|
||||
--点击获取数据
|
||||
function this.SelectHeroShow(curHeroCompoundData)
|
||||
this.ShowTitleData(curHeroCompoundData.haveHeroList[1][1],curHeroCompoundData.star)
|
||||
if curHeroCompoundData then
|
||||
curSelectHero = curHeroCompoundData.haveHeroList[1][1]
|
||||
this.ShowTitleData(curHeroCompoundData)
|
||||
this.UpdateFirstHeroUpStarData(curHeroCompoundData)
|
||||
this.UpdateHeroUpStarData(curHeroCompoundData)
|
||||
else
|
||||
curSelectHero = nil
|
||||
this.ShowTitleData(nil)
|
||||
this.UpdateFirstHeroUpStarData(nil)
|
||||
this.UpdateHeroUpStarData(nil)
|
||||
end
|
||||
end
|
||||
return this
|
Loading…
Reference in New Issue