Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
commit
70c580bb57
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@ -494,7 +494,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 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: 475.025, y: -47.1}
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m_AnchoredPosition: {x: 470.025, y: -47.1}
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m_SizeDelta: {x: 112.7, y: 94.2}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1803534990402327839
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@ -967,7 +967,7 @@ 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: 0, y: -385}
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m_AnchoredPosition: {x: 0, y: 401}
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m_SizeDelta: {x: 912.33, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &6916295169242205314
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@ -1385,7 +1385,7 @@ 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: 342, y: 0}
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m_AnchoredPosition: {x: 373.4, y: 0}
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m_SizeDelta: {x: 160, y: 94.2}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &699583724842077893
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@ -1514,7 +1514,7 @@ 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: 0, y: 0}
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m_AnchoredPosition: {x: -20, y: 0}
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m_SizeDelta: {x: 534.47, y: 94.2}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &4813092285352941563
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@ -1543,7 +1543,7 @@ MonoBehaviour:
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m_Top: 0
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m_Bottom: 0
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m_ChildAlignment: 4
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m_Spacing: 50
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m_Spacing: 40
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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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@ -1730,7 +1730,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 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: 185.885, y: -47.1}
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m_AnchoredPosition: {x: 190.885, y: -47.1}
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m_SizeDelta: {x: 365.58, y: 94.2}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5718212465335177630
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@ -13044,6 +13044,10 @@ MonoBehaviour:
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extension: .mp3
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resPathIndex: 85
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resAbNameIndex: 159
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- resName: Audio_c_fm_0027_skeff_slidesk_screeneff
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extension: .mp3
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resPathIndex: 85
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resAbNameIndex: 159
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- resName: Audio_c_ft_00026_attack_01
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extension: .mp3
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resPathIndex: 85
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@ -13324,6 +13328,10 @@ MonoBehaviour:
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extension: .mp3
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resPathIndex: 85
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resAbNameIndex: 229
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- resName: Audio_c_skr_0028_skeff_slidesk_attacked
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extension: .mp3
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resPathIndex: 85
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resAbNameIndex: 229
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- resName: Audio_c_sq_0019_attack_01
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extension: .mp3
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resPathIndex: 85
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@ -13340,6 +13348,10 @@ MonoBehaviour:
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extension: .mp3
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resPathIndex: 85
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resAbNameIndex: 233
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- resName: Audio_c_syf_0016_skeff_slidesk_attacked
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extension: .mp3
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resPathIndex: 85
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resAbNameIndex: 233
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- resName: Audio_c_ttjz_00048_attack_01
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extension: .mp3
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resPathIndex: 85
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@ -13372,6 +13384,10 @@ MonoBehaviour:
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extension: .mp3
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resPathIndex: 85
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resAbNameIndex: 241
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- resName: Audio_c_xhht_0017_skeff_slidesk_attacked
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extension: .mp3
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resPathIndex: 85
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resAbNameIndex: 241
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- resName: Audio_c_xjr_0003_attack_01
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extension: .mp3
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resPathIndex: 85
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@ -13388,6 +13404,10 @@ MonoBehaviour:
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extension: .mp3
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resPathIndex: 85
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resAbNameIndex: 245
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- resName: Audio_c_xy_0012_skeff_slidesk_attacked
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extension: .mp3
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resPathIndex: 85
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resAbNameIndex: 245
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- resName: Audio_c_xy_0026_attack_01
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extension: .mp3
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resPathIndex: 85
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@ -13440,6 +13460,10 @@ MonoBehaviour:
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extension: .mp3
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resPathIndex: 85
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resAbNameIndex: 258
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- resName: Audio_c_yl_0014_skeff_slidesk_ballistic
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extension: .mp3
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resPathIndex: 85
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resAbNameIndex: 258
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- resName: Audio_c_yl_0035_attack_01
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extension: .mp3
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resPathIndex: 85
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@ -266,7 +266,7 @@ function this.SetScrollPre(root,data,curRankType)
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elseif curRankType==RANK_TYPE.GUILD_DEATHPOS_PERSON then
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name.text=string.format("%s",data.userName)
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end
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hurt.text= data.rankInfo.param1
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hurt.text= DeathPosManager.ChangeDamageForm(data.rankInfo.param1)
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end
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--设置我的名次
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function this.SetMyRank(data,curRankType)
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@ -277,7 +277,7 @@ function this.SetMyRank(data,curRankType)
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elseif curRankType==RANK_TYPE.GUILD_DEATHPOS_PERSON then
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this.mRName.text=PlayerManager.nickName
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end
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this.mRHurt.text=data.param1 --param1 伤害
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this.mRHurt.text= DeathPosManager.ChangeDamageForm(data.param1) --param1 伤害
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end
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--设置名次 isMy 是否是设置我的名次
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function this.SetRankingNum(root,rank,isMy)
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@ -133,6 +133,18 @@ function this.GetIsGeted(d)
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return isGet
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end
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--伤害位数转换
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function this.ChangeDamageForm(_damage)
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local damage = _damage
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if damage/100000000 >= 1 then
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return tostring(math.floor(damage/1000000)/100).."亿"
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end
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if damage/100000 >= 1 then
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return tostring(math.floor(damage/10000)).."万"
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end
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return damage
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end
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--红点检测
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function this.CheckDeathPosRedPoint()
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local b=false
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@ -142,7 +142,7 @@ function this.SetScrollPre(root,data,curRankType)
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elseif curRankType==RANK_TYPE.GUILD_DEATHPOS_ALLPERSON then
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name.text=data.userName
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end
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hurt.text= data.rankInfo.param1
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hurt.text= DeathPosManager.ChangeDamageForm(data.rankInfo.param1)
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end
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--设置我的名次
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function this.SetMyRank(data,curRankType)
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@ -155,7 +155,7 @@ function this.SetMyRank(data,curRankType)
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elseif curRankType==RANK_TYPE.GUILD_DEATHPOS_ALLPERSON then
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this.mRName.text=PlayerManager.nickName
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end
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this.mRHurt.text=data.param1 --param1 伤害
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this.mRHurt.text= DeathPosManager.ChangeDamageForm(data.param1) --param1 伤害
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end
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--设置名次 isMy 是否是设置我的名次
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function this.SetRankingNum(root,rank,isMy)
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@ -68,6 +68,7 @@ function this:OnShow(_parent,...)
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end
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end
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this.bodyText.text=string.format(Language[12234],num)
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this.BodyText2:GetComponent("Text").text="(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>装备!)"
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this.BodyText2.gameObject:SetActive(isShow)
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local data={}
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local index = 1
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@ -84,16 +84,19 @@ function this:OnShow(_parent,...)
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end
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end
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this.bodyText.text="宝物将分解为宝魂,若宝物已强化或精炼,分解后将清空强化和精炼等级,并100%返还养成材料。"
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this.bodyText2:GetComponent("Text").text="(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>宝器!)"
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this.bodyText2.gameObject:SetActive(isEquipShowSure)
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this.tipText.text = "分解后获得:"
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local data={}
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local index = 1
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for i, v in pairs(dropList) do
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LogBlue(v.id.." "..v.num)
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data[index]={v.id,v.num}
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index = index + 1
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end
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FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,#data,1,sortingOrder,false,data)
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LogBlue(#data)
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FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,60,1,sortingOrder,false,data)
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end
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function this:OnClose()
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@ -556,13 +556,14 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
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local allRewardData = {}
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local specificValue = 1--tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/10000
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ShowItemlist = {}
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LogBlue(LengthOfTable(selectEquipTreasureData))
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for i, v in pairs(selectEquipTreasureData) do
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local curEquipTreasureData = allTreasures[i]
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if not curEquipTreasureData then return end
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--先把精炼的材料放进去 因为有宝器 放前边
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if curEquipTreasureData.refineLv > 0 then
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for i=0,curEquipTreasureData.refineLv-1 do
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local refineJewelRankupConfig =ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",2,"Level",i,"PoolID",curEquipTreasureData.quantity)
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local refineJewelRankupConfig =ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",2,"Level",i,"PoolID",curEquipTreasureData.refinePool)
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if refineJewelRankupConfig then
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--精炼消耗的法宝
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if refineJewelRankupConfig.JewelExpend then
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@ -585,7 +586,7 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
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end
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if curEquipTreasureData.lv > 0 then
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for i=0,curEquipTreasureData.lv - 1 do
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local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",1,"Level",i,"PoolID",curEquipTreasureData.quantity)
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local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",1,"Level",i,"PoolID",curEquipTreasureData.LevelupPool)
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if lvJewelRankupConfig then
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--强化消耗的材料
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if lvJewelRankupConfig.UpExpend then
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Reference in New Issue