神魂提交
parent
358f9e13ba
commit
6f0d51ddb2
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@ -51,8 +51,11 @@ Material:
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@ -63,7 +66,8 @@ Material:
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@ -4728,7 +4728,7 @@ ParticleSystemRenderer:
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@ -5118,7 +5118,7 @@ ParticleSystem:
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@ -637,7 +637,7 @@ MonoBehaviour:
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m_Bottom: 0
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File diff suppressed because it is too large
Load Diff
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@ -413,8 +413,9 @@ end
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function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rotation)
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local starSize
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if not _starSize and type == 3 then
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starSize = Vector2.New(35.75,89.42)
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elseif not _starSize and type == 2 then
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--第一个值代表缩放,第二个值代表y轴移动到的y轴的位置
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starSize = Vector3.New(0.5,0)
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elseif not _starSize and star >= 10 then
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starSize = Vector2(60,57)
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else
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starSize = Vector2(35,35)
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@ -434,10 +435,13 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
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pivot = _pivot
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end
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local starPre
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local isHave = false
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if Util.GetGameObject(starGrid, "starGrid(Clone)") then
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starPre = Util.GetGameObject(starGrid, "starGrid(Clone)")
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isHave = true
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else
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starPre = poolManager:LoadAsset("starGrid", PoolManager.AssetType.GameObject)
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isHave = false
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end
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local size = starPre:GetComponent("RectTransform").sizeDelta
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size.y = starSize.y
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@ -448,17 +452,28 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
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starPre.transform:SetAsFirstSibling()
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starPre:GetComponent("LayoutGroup").spacing = scale
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starPre:GetComponent("RectTransform").pivot = pivot
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starPre.transform:GetChild(0).gameObject:SetActive(false)
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if star < 7 and type and type == 3 then
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for i = 1, 23 do
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if i > 17 and i <= star + 17 then
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starPre.transform:GetChild(0).gameObject:SetActive(true)
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for i = 2, 24 do
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if i > 18 and i <= star + 18 then
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starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
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starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
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--starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
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if not isHave then
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local fx_shenhun = Util.GetGameObject(starPre.transform:GetChild(i - 1),"fx_shenhun")
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if fx_shenhun then
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Util.SetParticleScale(fx_shenhun,starSize.x)
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local pos = fx_shenhun.transform.localPosition
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pos.y = starSize.y
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fx_shenhun.transform.localPosition = pos
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end
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end
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else
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starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
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end
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end
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elseif star < 6 then
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for i = 1, 23 do
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elseif star < 6 then
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for i = 2, 24 do
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if i <= star then
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starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[1])
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starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
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@ -471,8 +486,8 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
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end
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end
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elseif star > 5 and star < 10 then
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for i = 1, 23 do
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if i <= star - 5 then
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for i = 2, 24 do
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if i <= star - 4 then
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starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[2])
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starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
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if rotation then
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@ -485,8 +500,8 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
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end
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elseif star > 9 then
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if type and type == 1 then
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for i = 1, 23 do
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if i == star - 4 then
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for i = 2, 24 do
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if i == star - 3 then
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starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
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starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
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else
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@ -494,7 +509,7 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
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end
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end
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-- elseif type and type == 2 then
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-- for i = 1, 23 do
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-- for i = 2, 24 do
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-- if i > 11 and i == star + 2 then
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-- starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
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-- starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
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@ -503,8 +518,8 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
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-- end
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-- end
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else
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for i = 1, 23 do
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if i == star - 4 then
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for i = 2, 24 do
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if i == star - 3 then
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starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
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starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
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else
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@ -229,6 +229,9 @@ function this:OnSortingOrderChange()
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for _,o in pairs(heroListGo) do
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Util.AddParticleSortLayer(o, self.sortingOrder - orginLayer)
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end
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this.scrollView:ForeachItemGO(function (index, go)
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Util.SetParticleSortLayer(go, self.sortingOrder + 1)
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end)
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orginLayer = self.sortingOrder
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end
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@ -622,6 +625,10 @@ function this.SetRoleList(_roleDatas, isTop,isAni)
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this.scrollView:SetData(_roleDatas, function(index, go)
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this.SingleHeroDataShow(go, _roleDatas[index])
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end, not isTop,not isAni)
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this.scrollView:ForeachItemGO(function (index, go)
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Util.SetParticleSortLayer(go, this.sortingOrder + 1)
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end)
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end
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@ -776,8 +783,8 @@ function this.SingleHeroDataShow(_go, _heroData)
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local starSize = Vector2.New(30,30)
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local starScale = -8
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if starType == 3 then
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starSize = Vector2.New(33.43,83.61)
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starScale = -13.77
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starSize = Vector2.New(1,-8.4)
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starScale = -15.8
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elseif starType == 2 then
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starSize = Vector2.New(60,57)
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end
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|
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@ -83,49 +83,39 @@ function GeneralBigPopup_RoleGodSoulUp:BindEvent()
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-- return
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-- end
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-- end)
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Util.AddClick(self.sureBtn,function()
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Util.AddClick(self.sureBtn,function()
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if self:CheckEmptyList() then
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PopupTipPanel.ShowTip("请选择神将!")
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return
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end
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if self:CheckEmptyList() then
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PopupTipPanel.ShowTip("所选神将无法激活神魂效果!")
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return
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end
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local isSave = false
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--已激活
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if #curList > 0 then
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if self:CheckHaveEmptyValue() then
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parent:ClosePanel()
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else
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if LengthOfTable(self.choosedIdList) >= #self.costItems then
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if #curList == LengthOfTable(self.choosedIdList) then
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for i = 1,#curList do
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if self:CheckIsChooseId(curList[i]) < 1 then
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isSave = true
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break
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end
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end
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else
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if #curList == LengthOfTable(self.choosedIdList) then
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for i = 1,#curList do
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if self:CheckIsChooseId(curList[i]) < 1 then
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isSave = true
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break
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end
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if isSave then
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NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function()
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parent:ClosePanel()
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end)
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else
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parent:ClosePanel()
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end
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end
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end
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else
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if LengthOfTable(self.choosedIdList) >= #self.costItems then
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if not self:CheckHaveEmptyValue() then
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NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function()
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parent:ClosePanel()
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end)
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else
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PopupTipPanel.ShowTip("所选神将无法激活神魂效果!")
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end
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else
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if self:CheckEmptyList() then
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PopupTipPanel.ShowTip("请选择神将!")
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else
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PopupTipPanel.ShowTip("所选神将无法激活神魂效果!")
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end
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isSave = true
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end
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if isSave then
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NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function()
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parent:ClosePanel()
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end)
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else
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parent:ClosePanel()
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end
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else
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NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function()
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parent:ClosePanel()
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end)
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end
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end)
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|
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@ -48,7 +48,7 @@ function RoleGodSoulLayout:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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function RoleGodSoulLayout:OnOpen(_curHerodata,_star,_lv)
|
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function RoleGodSoulLayout:OnOpen(_curHerodata,_star)
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self.curHeroData = _curHerodata
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if self.curHeroData.dynamicId then
|
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self.level = self.curHeroData.lv
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|
@ -123,7 +123,7 @@ function RoleGodSoulLayout:SetHeroData(heroGo,heroData,isCur)
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starSize = Vector2.New(34.4,86.1)
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starScale = -13.77
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elseif starType == 2 then
|
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starSize = Vector2.New(34.485,32.76)
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starSize = Vector2.New(60,60)
|
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end
|
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else
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if starType == 3 then
|
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|
@ -139,7 +139,7 @@ function RoleGodSoulLayout:SetHeroData(heroGo,heroData,isCur)
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SetHeroStars(self.spLoader, starGrid, star,starType,starSize,starScale)
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else
|
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local lv = Util.GetGameObject(heroGo,"lv/Text"):GetComponent("Text")
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lv.text = self.lv
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lv.text = self.level
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frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quality,heroData.star))
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proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
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SetHeroIcon(self.spLoader,heroData,icon,heroData)
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|
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@ -645,10 +645,11 @@ function this:UpdateHeroInfoData()
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local star,starType = curHeroData.GetStar(1)
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local starScale = -10
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if starType == 3 then
|
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starSize = Vector2.New(55.3,138.2)
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starScale = -13.2
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starSize = Vector2.New(1.2,1.84)
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starScale = 7
|
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end
|
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SetHeroStars(this.spLoader, this.starGrid, star,starType,starSize,starScale)--,Vector2.New(0.5,0.5))
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Util.SetParticleSortLayer(this.starGrid,this.sortingOrder + 1)
|
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this.posImage.sprite =this.spLoader:LoadSprite(curHeroData.professionIcon)
|
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this.heroName.text = curHeroData.name
|
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this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
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|
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@ -136,7 +136,7 @@ end
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|||
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function this:OnSortingOrderChange()
|
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this.ScrollView:ForeachItemGO(function (index, go)
|
||||
Util.AddParticleSortLayer(go, self.sortingOrder - orginLayer)
|
||||
Util.SetParticleSortLayer(go, self.sortingOrder + 1)
|
||||
end)
|
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orginLayer = self.sortingOrder
|
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this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
|
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|
@ -145,6 +145,8 @@ function this:OnSortingOrderChange()
|
|||
if this.playerInfoView then
|
||||
this.playerInfoView:SetLayer(self.sortingOrder)
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
|
@ -219,7 +221,7 @@ function this:SetRoleList(_roleDatas)
|
|||
end, 0.8):Start()
|
||||
end
|
||||
this.ScrollView:ForeachItemGO(function (index, go)
|
||||
Util.AddParticleSortLayer(go, self.sortingOrder - orginLayer2)
|
||||
Util.SetParticleSortLayer(go, self.sortingOrder + 1)
|
||||
end)
|
||||
orginLayer2 =self.sortingOrder
|
||||
orginLayer = self.sortingOrder
|
||||
|
@ -255,7 +257,7 @@ function this.SingleHeroDataShow(_go,_heroData)
|
|||
local starSize = Vector2.New(32.5,32.5)
|
||||
local starScale = -10
|
||||
if starType == 3 then
|
||||
starSize = Vector2.New(35.75,89.42)
|
||||
starSize = Vector2.New(1,-16.12)
|
||||
starScale = -13.2
|
||||
elseif starType == 2 then
|
||||
starSize = Vector2.New(60,57)
|
||||
|
|
Loading…
Reference in New Issue