Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
ZhangBiao 2020-07-10 19:03:03 +08:00
commit 7279a7edd1
20 changed files with 5971 additions and 4463 deletions

View File

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m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
m_ColorMultiplier: 1
m_FadeDuration: 0.1
m_SpriteState:
m_HighlightedSprite: {fileID: 0}
m_PressedSprite: {fileID: 0}
m_DisabledSprite: {fileID: 0}
m_AnimationTriggers:
m_NormalTrigger: Normal
m_HighlightedTrigger: Highlighted
m_PressedTrigger: Pressed
m_DisabledTrigger: Disabled
m_Interactable: 1
m_TargetGraphic: {fileID: 3458749916127019874}
m_OnClick:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
--- !u!1 &850958531354495639
GameObject:
m_ObjectHideFlags: 0
@ -19978,6 +20077,123 @@ Animator:
m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorControllerStateOnDisable: 0
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m_AnchoredPosition: {x: -284.9, y: 0}
m_SizeDelta: {x: 40, y: 42}
m_Pivot: {x: 0.5, y: 0.5}
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File diff suppressed because it is too large Load Diff

View File

@ -100,6 +100,11 @@ function this.GetItemCountById(_itemId)
return have
end
--通过物品id获取物品数量
function this.GetItemById(_itemId)
return this.bagDatas[_itemId]
end
-- 通过物品ID获得临时背包物品
function this.GetTempBagCountById(_itemId)
if this.mapShotTimeItemData[_itemId] then
@ -336,6 +341,39 @@ function this.GetAllSoulPrintData(quality)
return items
end
--通过品质和星级获取装备列表
function this.GetEquipDataByEquipQualityAndStar(qualityList,starList)
local equips = this.GetBagItemDataByItemType(ItemBaseType.Equip)
if (not qualityList or LengthOfTable(qualityList) < 1) and (not starList or LengthOfTable(starList) < 1) then
return equips
end
local tempEquips = {}
local index = 1
if qualityList and LengthOfTable(qualityList) > 0 then
for n,v in ipairs(equips) do
if equipConfig[v.id] and qualityList[equipConfig[v.id].Quality]
and qualityList[equipConfig[v.id].Quality] == equipConfig[v.id].Quality then
tempEquips[index] = v
index = index + 1
end
end
end
local finalEquips = {}
index = 1
if starList and LengthOfTable(starList) > 0 then
for n,v in ipairs(tempEquips) do
if equipConfig[v.id] then
local equipstars = ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,equipConfig[v.id].Star)
if equipstars and starList[equipstars.Stars] and starList[equipstars.Stars] == equipstars.Stars then
finalEquips[index] = v
index = index + 1
end
end
end
end
return finalEquips
end
--通过职业和位置获得装备list
function this.GetEquipDataByEquipPosition(_profession,_position)
local equips=this.GetEquipDataByEquipProfession(_profession)

View File

@ -55,6 +55,7 @@ function BagPanel:InitComponent()
this.noneImage=Util.GetGameObject(self.gameObject,"NoneImage")
end
--绑定事件(用于子类重写)
function BagPanel:BindEvent()
@ -77,7 +78,9 @@ function BagPanel:BindEvent()
end)
end
Util.AddClick(this.fenJieBtn, function()
if sortIndex == ItemBaseType.EquipTreasure then
if sortIndex == ItemBaseType.Equip then
UIManager.OpenPanel(UIName.EquipSellSelectPopup)--宝器
elseif sortIndex == ItemBaseType.EquipTreasure then
UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 3)--宝器
elseif sortIndex == ItemBaseType.SoulPrint then
UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 4)--魂印
@ -114,7 +117,7 @@ function this:SetSelectBtn(_btn)
else
this.selectBtn1:SetActive(false)
end
this.fenJieBtn:SetActive(sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.EquipTreasure)--装备 法宝
this.fenJieBtn:SetActive(sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.Equip)--装备
this.itemNumText:SetActive(sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.EquipTreasure)--装备 法宝
end
@ -245,6 +248,7 @@ function this:SetSoulPrintData(_go, _itemData)
quality.sprite = Util.LoadSprite(GetQuantityImageByquality(_itemData.quality))
icon.sprite = Util.LoadSprite(_itemData.icon)
name.text = _itemData.name
num.gameObject.SetActive(false)
level.text = "+" .. _itemData.level
propertyText.text = ""
propertyText2.text = ""
@ -358,6 +362,7 @@ function this.SingleItemDataShow(_go, _itemData)
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/Icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circle)
UI_Effect_Kuang_JinSe.gameObject:SetActive(true)
num:SetActive(false)
-- Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):GetComponent("Text").text = "+" .. _itemData.level
end
end

View File

@ -83,7 +83,10 @@ function BagResolveAnCompoundPanel:BindEvent()
UIManager.ClosePanel(UIName.RewardEquipSingleShowPopup)
if equipData then
curResolveAllItemList={}
table.insert(curResolveAllItemList,tonumber(equipData.id))
local equip = {}
equip.itemId = equipData.id
equip.itemNum = 1
table.insert(curResolveAllItemList,equip)
local type=1
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)

View File

@ -4,6 +4,7 @@ local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local equipStarsConfig = ConfigManager.GetConfig(ConfigName.EquipStarsConfig)
local rewardGroupConfig=ConfigManager.GetConfig(ConfigName.RewardGroup)
--已装备的
this.equipDatas = {}
@ -378,4 +379,25 @@ function this.GetMainProList(equipConfig)
return propList
end
function this.GetEquipRewardList(equiplist)
local rewardlist = {}
for k,v in ipairs(equiplist) do
if v.itemConfig.ResolveReward and v.itemConfig.ResolveReward ~="" then
local rewardGroup =rewardGroupConfig[tonumber(v.itemConfig.ResolveReward)]
if rewardGroup and rewardGroup.ShowItem and #rewardGroup.ShowItem > 0 then
for i = 1,#rewardGroup.ShowItem do
local rewardId = rewardGroup.ShowItem[i][1]
local rewardNum = rewardGroup.ShowItem[i][2]
if rewardlist[rewardId] then
rewardlist[rewardId] = rewardlist[rewardId] + v.num * rewardNum
else
rewardlist[rewardId] = v.num * rewardNum
end
end
end
end
end
return rewardlist
end
return this

View File

@ -75,7 +75,7 @@ function GuildMemberInfoPopup:InitComponent()
-- end
this.Demons = {}
for i = 1, 6 do
table.insert(this.Demons, Util.GetGameObject(self.gameObject, "tipImage/panel/defendbox/demons/item"..i))
table.insert(this.Demons, Util.GetGameObject(self.gameObject, "tipImage/panel/defendbox/Demons/heroPro (" .. i .. ")"))
end
this.boxLine = Util.GetGameObject(self.transform, "tipImage/panel/defendbox/line")
@ -275,60 +275,88 @@ function this.FormationAdapter(teamInfo)
this.memPower.text = teamInfo.totalForce
-- 妖灵师
for i, demon in ipairs(this.Demons) do
if(teamInfo.team[i]) then
demon:SetActive(true)
local demonId = teamInfo.team[i].heroTid
local starGrid=Util.GetGameObject(demon, "starGrid")
local proImage=Util.GetGameObject(demon, "heroShow/proIcon"):GetComponent("Image")
Util.GetGameObject(demon, "heroShow/posIcon"):SetActive(false)
-- local posImage=Util.GetGameObject(demon, "heroShow/posIcon"):GetComponent("Image")
-- local heroStage = Util.GetGameObject(demon, "heroShow/heroStage"):GetComponent("Image")
local UI_Effect_Kuang_JinSe=Util.GetGameObject(demon, "effects/UI_Effect_Kuang_JinSe")
local UI_Effect_Kuang_HongSe=Util.GetGameObject(demon, "effects/UI_Effect_Kuang_HongSe")
local roleLevel=Util.GetGameObject(demon, "lvbg/levelText"):GetComponent("Text")
local frameBtn=Util.GetGameObject(demon, "frame")
if demonId then
demon:SetActive(true)
local demonData = ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId)
Util.GetGameObject(demon, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(demonData.Icon))
local heroTData = ConfigManager.GetConfigData(ConfigName.HeroConfig,teamInfo.team[i].heroTid)
Util.GetGameObject(demon, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroTData.Quality))
SetHeroStars(starGrid, teamInfo.team[i].star)
proImage.sprite = Util.LoadSprite(GetProStrImageByProNum(demonData.PropertyName))
-- posImage.sprite = Util.LoadSprite(GetJobSpriteStrByJobNum(demonData.Profession))
-- heroStage.sprite = Util.LoadSprite(HeroStageSprite[demonData.HeroStage])
roleLevel.text=teamInfo.team[i].level
--if effectLayer > 0 then
-- self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Star == 5 or _itemData.configData.Star == 7)
-- self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Star == 6)
--end
-- 血量显示
Util.SetGray(demon, false)
local hpSlider = Util.GetGameObject(demon, "Slider")
hpSlider:SetActive(false)
if this._ViewType == GUILD_MEM_POPUP_TYPE.ATTACK_ENEMY_DEFEND or this._ViewType == GUILD_MEM_POPUP_TYPE.ATTACK_MY_DEFEND then
hpSlider:SetActive(true)
local remainHp = teamInfo.remainHp[i]
remainHp = remainHp or 0
Util.SetGray(demon, remainHp == 0)
hpSlider:GetComponent("Slider").value = remainHp/10000
local txt = Util.GetGameObject(hpSlider, "Text"):GetComponent("Text")
txt.text = (remainHp/100).."%"
end
--
Util.AddOnceClick(frameBtn, function()
if this._ViewType ~= GUILD_MEM_POPUP_TYPE.INFORMATION then return end
NetManager.ViewHeroInfoRequest(this._MemId,teamInfo.team[i].heroid,function(msg)
local heroData= GoodFriendManager.GetHeroDatas(msg.hero,msg.force,msg.SpecialEffects)
GoodFriendManager.InitEquipData(msg.equip,heroData)
UIManager.OpenPanel(UIName.RoleInfoPopup, heroData,true)
end)
Util.GetGameObject(demon, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetQuantityImageByquality(1))
Util.GetGameObject(demon, "hero"):SetActive(false)
end
for i, hero in ipairs(teamInfo.team) do
local demonId = teamInfo.team[i].heroTid
if demonId then
local heroGo = Util.GetGameObject(this.Demons[hero.position], "hero")
heroGo:SetActive(true)
SetHeroStars(Util.GetGameObject(heroGo, "starGrid"), hero.star)
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId)
Util.GetGameObject(heroGo, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
Util.GetGameObject(heroGo, "lvbg/levelText"):GetComponent("Text").text = hero.level
Util.GetGameObject(this.Demons[hero.position], "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetQuantityImageByquality(heroConfig.Quality))
Util.GetGameObject(heroGo, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroConfig.Icon))
local frameBtn = Util.GetGameObject(this.Demons[hero.position], "frame")
local heroData = {}
Util.AddOnceClick(frameBtn, function()
NetManager.ViewHeroInfoRequest(this._PlayerId,hero.heroid,function(msg)
heroData= GoodFriendManager.GetHeroDatas(msg.hero,msg.force,msg.SpecialEffects,msg.guildSkill)
GoodFriendManager.InitEquipData(msg.equip,heroData)--HeroManager.GetSingleHeroData(heroData.dynamicId)
UIManager.OpenPanel(UIName.RoleInfoPopup, heroData,true)
end)
end
else
demon:SetActive(false)
end)
end
end
-- for i, demon in ipairs(this.Demons) do
-- if(teamInfo.team[i]) then
-- demon:SetActive(true)
-- local demonId = teamInfo.team[i].heroTid
-- local starGrid=Util.GetGameObject(demon, "starGrid")
-- local proImage=Util.GetGameObject(demon, "heroShow/proIcon"):GetComponent("Image")
-- Util.GetGameObject(demon, "heroShow/posIcon"):SetActive(false)
-- -- local posImage=Util.GetGameObject(demon, "heroShow/posIcon"):GetComponent("Image")
-- -- local heroStage = Util.GetGameObject(demon, "heroShow/heroStage"):GetComponent("Image")
-- local UI_Effect_Kuang_JinSe=Util.GetGameObject(demon, "effects/UI_Effect_Kuang_JinSe")
-- local UI_Effect_Kuang_HongSe=Util.GetGameObject(demon, "effects/UI_Effect_Kuang_HongSe")
-- local roleLevel=Util.GetGameObject(demon, "lvbg/levelText"):GetComponent("Text")
-- local frameBtn=Util.GetGameObject(demon, "frame")
-- if demonId then
-- demon:SetActive(true)
-- local demonData = ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId)
-- Util.GetGameObject(demon, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(demonData.Icon))
-- local heroTData = ConfigManager.GetConfigData(ConfigName.HeroConfig,teamInfo.team[i].heroTid)
-- Util.GetGameObject(demon, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroTData.Quality))
-- SetHeroStars(starGrid, teamInfo.team[i].star)
-- proImage.sprite = Util.LoadSprite(GetProStrImageByProNum(demonData.PropertyName))
-- -- posImage.sprite = Util.LoadSprite(GetJobSpriteStrByJobNum(demonData.Profession))
-- -- heroStage.sprite = Util.LoadSprite(HeroStageSprite[demonData.HeroStage])
-- roleLevel.text=teamInfo.team[i].level
-- --if effectLayer > 0 then
-- -- self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Star == 5 or _itemData.configData.Star == 7)
-- -- self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Star == 6)
-- --end
-- -- 血量显示
-- Util.SetGray(demon, false)
-- local hpSlider = Util.GetGameObject(demon, "Slider")
-- hpSlider:SetActive(false)
-- if this._ViewType == GUILD_MEM_POPUP_TYPE.ATTACK_ENEMY_DEFEND or this._ViewType == GUILD_MEM_POPUP_TYPE.ATTACK_MY_DEFEND then
-- hpSlider:SetActive(true)
-- local remainHp = teamInfo.remainHp[i]
-- remainHp = remainHp or 0
-- Util.SetGray(demon, remainHp == 0)
-- hpSlider:GetComponent("Slider").value = remainHp/10000
-- local txt = Util.GetGameObject(hpSlider, "Text"):GetComponent("Text")
-- txt.text = (remainHp/100).."%"
-- end
-- --
-- Util.AddOnceClick(frameBtn, function()
-- if this._ViewType ~= GUILD_MEM_POPUP_TYPE.INFORMATION then return end
-- NetManager.ViewHeroInfoRequest(this._MemId,teamInfo.team[i].heroid,function(msg)
-- local heroData= GoodFriendManager.GetHeroDatas(msg.hero,msg.force,msg.SpecialEffects)
-- GoodFriendManager.InitEquipData(msg.equip,heroData)
-- UIManager.OpenPanel(UIName.RoleInfoPopup, heroData,true)
-- end)
-- end)
-- end
-- else
-- demon:SetActive(false)
-- end
-- end
-- 异妖
-- for i, diffDemon in ipairs(this.DiffDemons) do
-- local demonId = teamInfo.PokemonInfos[i]

View File

@ -257,6 +257,7 @@ function this.GetAllHeroDataMsinusUpWar(_sortTypeId) --0全部 1-6属性 7-9 3
local heros = {}
local heros2 = {}
for i, v in pairs(heroDatas) do
--队伍名称 以、 连接
v.isFormation = ""
table.insert(heros, v)
end
@ -267,6 +268,7 @@ function this.GetAllHeroDataMsinusUpWar(_sortTypeId) --0全部 1-6属性 7-9 3
for n, w in pairs(FormationManager.formationList) do
for m = 1, #w.teamHeroInfos do
if v.dynamicId == w.teamHeroInfos[m].heroId then
--队伍名称 队伍id
local isFormationStr = ""
local curFormationId = 0
if heros[i].isFormation and heros[i].isFormation == "" then
@ -280,22 +282,25 @@ function this.GetAllHeroDataMsinusUpWar(_sortTypeId) --0全部 1-6属性 7-9 3
end
end
end
--所有的所在队伍id
heros[i].isFormations = isFormations
end
end
--筛选
if heros and LengthOfTable(heros) > 0 then
for i, v in pairs(heros) do
if _sortTypeId == 0 then
table.insert(heros2, v)
elseif _sortTypeId >= 7 then
if v.star == _sortTypeId - 4 then
if v.lv > 1 then
if _sortTypeId == 0 then
table.insert(heros2, v)
end
else
if v.property == _sortTypeId then
table.insert(heros2, v)
end
-- elseif _sortTypeId >= 7 then
-- if v.star == _sortTypeId - 4 then
-- table.insert(heros2, v)
-- end
else
if v.property == _sortTypeId then
table.insert(heros2, v)
end
end
end
end
end

View File

@ -56,7 +56,6 @@ function this:InsertNewText(btn)
end
--初始化组件(用于子类重写)
function this:InitComponent()
orginLayer = 0
self.bg = Util.GetGameObject(self.gameObject, "bg")
self.sceneTran = Util.GetGameObject(self.gameObject, "scene"):GetComponent("RectTransform")

View File

@ -98,7 +98,10 @@ function RewardPreview:CalculateInterval(count)
-- end
local interval = 0
if count >= data[5].Values[1][1] then
interval = 1
interval = intervalDatas[5] + (curtimes - data[5].Values[1][1]) * (1-intervalDatas[5])/(500-data[5].Values[1][1])
if interval > 1 then
interval = 1
end
elseif count >= data[4].Values[1][1] then
interval = intervalDatas[4] +(count - data[4].Values[1][1]) * (intervalDatas[5] - intervalDatas[4]) / (data[5].Values[1][1] - data[4].Values[1][1])
elseif count >= data[3].Values[1][1] then

View File

@ -35,10 +35,10 @@ local contentScripts = {
[14]={view=require("Modules/Popup/View/GeneralPopup_TrialToNextFloor"),panelName="GeneralPopup_TrialToNextFloor",type=GENERAL_POPUP_TYPE.TrialToNextFloor},
--宝物分解
[15] = {view = require("Modules/Popup/View/GeneralPopup_ResolveEquipTreasure"), panelName = "GeneralPopup_ResolveEquipTreasure",type=GENERAL_POPUP_TYPE.ResolveEquipTreasure},
-- --装备批量出售
-- [16] = {view = require("Modules/Popup/View/GeneralPopup_EquipBatchSell"), panelName = "GeneralPopup_EquipBatchSell",type=GENERAL_POPUP_TYPE.EquipBatchSell},
-- --装备单种出售 拉条
-- [17] = {view = require("Modules/Popup/View/GeneralPopup_EquipSingleSell"), panelName = "GeneralPopup_EquipSingleSell",type=GENERAL_POPUP_TYPE.EquipSingleSell},
--装备批量出售
[16] = {view = require("Modules/Popup/View/GeneralPopup_EquipBatchSell"), panelName = "GeneralPopup_EquipBatchSell",type=GENERAL_POPUP_TYPE.EquipBatchSell},
--装备单种出售 拉条
[17] = {view = require("Modules/Popup/View/GeneralPopup_EquipSingleSell"), panelName = "GeneralPopup_EquipSingleSell",type=GENERAL_POPUP_TYPE.EquipSingleSell},
}
--子模块预设
local contentPrefabs={}

View File

@ -142,7 +142,7 @@ end
function PlayerInfoPopup:OnShow()
this.RefreshBtnShow()
-- 请求数据
--LogGreen(this._PlayerId.." "..this._Config.formationType)
-- LogGreen(this._PlayerId.." "..this._Config.formationType)
NetManager.RequestPlayerInfo(this._PlayerId, this._Config.formationType, function(msg)
-- 如果是好友更新好友数据
GoodFriendManager.UpdateFriendData(this._PlayerId, msg.teamInfo.level, msg.teamInfo.name, msg.teamInfo.head, msg.teamInfo.headFrame)

View File

@ -62,21 +62,27 @@ function RewardEquipSingleShowPopup:BindEvent()
end
end)
Util.AddClick(this.btnSure, function()
if equipData.itemConfig.Quantity>=4 then
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel,2,equipData.itemConfig.ItemBaseType,equipData,function ()
if func then
func()
end
end)
if BagManager.GetItemCountById(equipData.id) > 1 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipSingleSell,equipData)
else
local curResolveAllItemList={}
table.insert(curResolveAllItemList,tonumber(equipData.id))
--0使用 1 分解物品 2 分解装备 3 分解妖灵师
local type = 2
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
if equipData.itemConfig.Quantity>=4 then
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel,2,equipData.itemConfig.ItemBaseType,equipData,function ()
if func then
func()
end
end)
else
local curResolveAllItemList={}
local equip = {}
equip.itemId = equipData.id
equip.itemNum = 1
table.insert(curResolveAllItemList,equip)
local type = 1
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end
end)
Util.AddClick(this.btnLock, function()
self:OnLockClickEvent()

View File

@ -10,12 +10,13 @@ local dropList = {}
--item容器
local itemList = {}
--传入选择英雄
local selectEquipTreasureData
local selectEquipsData
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.bodyText=Util.GetGameObject(gameObject,"BodyText"):GetComponent("Text")
this.BodyText2=Util.GetGameObject(gameObject,"BodyText2")
this.cancelBtn=Util.GetGameObject(gameObject,"CancelBtn")
this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
@ -28,19 +29,12 @@ function this:BindEvent()
parent:ClosePanel()
end)
Util.AddClick(this.confirmBtn,function()
-- local data={}
-- for k,v in pairs(selectEquipTreasureData) do
-- table.insert(data,v.idDyn)
-- end
-- NetManager.UseAndPriceItemRequest(4, data, function(msg)
-- for i = 1, #data do
-- EquipTreasureManager.RemoveTreasureByIdDyn(data[i])
-- end
-- parent:ClosePanel()
-- UIManager.OpenPanel(UIName.RewardItemPopup,msg,1,function ()
-- ResolvePanel.SwitchView(3)
-- end)
-- end)
NetManager.UseAndPriceItemRequest(1, selectEquipsData, function(msg)
parent:ClosePanel()
UIManager.OpenPanel(UIName.RewardItemPopup,msg,1,function ()
BagManager.OnShowTipDropNumZero(msg)
end)
end)
end)
end
@ -54,18 +48,27 @@ function this:OnShow(_parent,...)
parent=_parent
sortingOrder =_parent.sortingOrder
local args = {...}
dropList = args[1]
selectEquipTreasureData=args[2]
this.titleText.text=Language[11643]
selectEquipsData=args[1]
dropList = EquipManager.GetEquipRewardList(selectEquipsData)
this.titleText.text="装备出售"
--返还比
local num = 100--tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,35).Value)/100
this.bodyText.text=string.format( Language[11644],num,"%")
local data={}
for i, v in pairs(dropList) do
data[i]={v.id,v.num}
local num = 0
local isShow=false
for k,v in ipairs(selectEquipsData) do
num = num + v.num
if v.itemConfig.Quantity > 4 and not isShow then
isShow=true
end
end
this.bodyText.text=string.format("本次出售包含%s件装备可得如下奖励:",num)
this.BodyText2.gameObject:SetActive(isShow)
local data={}
local index = 1
for i, v in pairs(dropList) do
data[index]={i,v}
index = index + 1
end
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,4,1,sortingOrder,false,data)
end

View File

@ -11,36 +11,79 @@ local dropList = {}
local itemList = {}
--传入选择英雄
local selectEquipTreasureData
local count = 0
function this:SetCount(value)
if value == count then
return
end
if value < 0 then
count = 0
elseif value > selectEquipTreasureData.num then
count = selectEquipTreasureData.num
else
count = value
end
this.slider.value = count*1.00/selectEquipTreasureData.num
this.bodyText.text=string.format("出售%s个%s",count,selectEquipTreasureData.itemConfig.Name)
end
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.bodyText=Util.GetGameObject(gameObject,"BodyText"):GetComponent("Text")
this.cancelBtn=Util.GetGameObject(gameObject,"CancelBtn")
this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
this.addBtn=Util.GetGameObject(gameObject,"slider/add")
this.reduceBtn=Util.GetGameObject(gameObject,"slider/reduce")
this.slider=Util.GetGameObject(gameObject,"slider"):GetComponent("Slider")
--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root")
end
--道具 和 装备分解 发送请求后 回调
function this.SendBackResolveReCallBack(drop)
local isShowReward=false
if drop.itemlist~=nil and #drop.itemlist>0 then
for i = 1, #drop.itemlist do
if drop.itemlist[i].itemNum>0 then
isShowReward=true
break
end
end
end
if isShowReward then
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function ()
BagManager.OnShowTipDropNumZero(drop)
end)
else
BagManager.OnShowTipDropNumZero(drop)
end
this:ClosePanel()
end
function this:BindEvent()
Util.AddClick(this.cancelBtn,function()
parent:ClosePanel()
end)
Util.AddClick(this.confirmBtn,function()
-- local data={}
-- for k,v in pairs(selectEquipTreasureData) do
-- table.insert(data,v.idDyn)
-- end
-- NetManager.UseAndPriceItemRequest(4, data, function(msg)
-- for i = 1, #data do
-- EquipTreasureManager.RemoveTreasureByIdDyn(data[i])
-- end
-- parent:ClosePanel()
-- UIManager.OpenPanel(UIName.RewardItemPopup,msg,1,function ()
-- ResolvePanel.SwitchView(3)
-- end)
-- end)
if selectEquipTreasureData.itemConfig.Quantity>=4 then
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel,2,selectEquipTreasureData.itemConfig.ItemBaseType,selectEquipTreasureData)
else
local curResolveAllItemList={}
local equip = {}
equip.itemId = selectEquipTreasureData.id
equip.itemNum = count
table.insert(curResolveAllItemList,equip)
local type = 1
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end)
Util.AddClick(this.addBtn,function()
this:SetCount(count + 1)
end)
Util.AddClick(this.reduceBtn,function()
this:SetCount(count - 1)
end)
end
@ -53,23 +96,26 @@ end
function this:OnShow(_parent,...)
parent=_parent
sortingOrder =_parent.sortingOrder
local args = {...}
dropList = args[1]
selectEquipTreasureData=args[2]
local args={...}
this.titleText.text="出售装备"
this.titleText.text=Language[11643]
--返还比
local num = 100--tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,35).Value)/100
this.bodyText.text=string.format( Language[11644],num,"%")
local data={}
for i, v in pairs(dropList) do
data[i]={v.id,v.num}
local equip = args[1]
selectEquipTreasureData = BagManager.GetItemById(equip.id)
count = this:SetCount(selectEquipTreasureData.num)
if not itemList or #itemList < 1 then
local item = SubUIManager.Open(SubUIConfig.ItemView, this.root.transform)
table.insert(itemList,item)
end
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,4,1,sortingOrder,false,data)
itemList[1].gameObject:SetActive(true)
itemList[1]:OnOpen(false,{selectEquipTreasureData.id,selectEquipTreasureData.num},1,true,false)
this.slider.onValueChanged:AddListener(function()
this:SetCount(math.floor(this.slider.value * selectEquipTreasureData.num))
end)
end
function this:OnClose()
end
function this:OnDestroy()

View File

@ -20,7 +20,8 @@ local sartTextStringSeting = {
[2] = {name = "2星", defaultState = true},
[3] = {name = "3星", defaultState = false},
[4] = {name = "4星", defaultState = false},
[5] = {name = "5星", defaultState = false}
[5] = {name = "5星", defaultState = false},
--[6] = {name = "6星", defaultState = false}
}
--初始化组件(用于子类重写)
function EquipSellSelectPopup:InitComponent()
@ -65,7 +66,23 @@ function EquipSellSelectPopup:BindEvent()
Util.AddClick(
this.sellBtn,
function()
local qualityList = {}
local starList = {}
for i=1,#quaStateTable do
LogBlue(tostring(quaStateTable[i]))
if quaStateTable[i] then
qualityList[i + 1] = i + 1
end
end
for i=1,#starStateTable do
LogBlue(tostring(starStateTable[i]))
if starStateTable[i] then
starList[i] = i
end
end
self:ClosePanel()
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipBatchSell,
BagManager.GetEquipDataByEquipQualityAndStar(qualityList,starList))
end
)
for i = 1, #quaGrid do

View File

@ -73,15 +73,16 @@ function ResolvePanel:BindEvent()
isSha=not isSha
this.RewardGridGoMov(isSha)
end)
for i = 1, 6 do
Util.AddClick( heroEndBtns[i], function()
if tabSortType == i then
if tabSortType == i-1 then
tabSortType = 0
this.contents[curIndex].view.SortTypeClick(0)--全部
this.EndTabBtnSelect()
else
tabSortType = i
this.contents[curIndex].view.SortTypeClick(i)
tabSortType = i-1
this.contents[curIndex].view.SortTypeClick(i-1)
this.EndTabBtnSelect(heroEndBtns[i])
end

View File

@ -7,6 +7,8 @@ local selectHeroData={}--选择的英雄list did = data
local oldChoosed=nil--上一个选中英雄
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local costItemId = 0
function this:InitComponent(gameObject)
this.helpBtn=Util.GetGameObject(gameObject,"HelpBtn")
this.helpPos=this.helpBtn:GetComponent("RectTransform").localPosition
@ -33,9 +35,8 @@ function this:BindEvent()
if tonumber(LengthOfTable(selectHeroData))==0 then
PopupTipPanel.ShowTip(Language[11792])
else
if BagManager.GetItemCountById(70)==0 then
--PopupTipPanel.ShowTip("返元露道具不足!")
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,70)
if BagManager.GetItemCountById(costItemId)==0 then
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costItemId)
return
end
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveRecall,
@ -94,14 +95,11 @@ end
--获取筛选后的英雄数据
function this.GetHeroData(_sortType)
--筛选6星以上英雄
local tempHeros={}
for i=10,19 do
local data=HeroManager.GetAllHeroDataMsinusUpWar(i)
local data=HeroManager.GetAllHeroDataMsinusUpWar(_sortType)
for n=1,#data do
tempHeros[#tempHeros+1]=data[n]
end
end
--筛选非狗粮Hero
local noDogHeros={}
for k, v in pairs(tempHeros) do
@ -109,17 +107,16 @@ function this.GetHeroData(_sortType)
noDogHeros[#noDogHeros+1]=v
end
end
--根据元素筛选
local heros={}
if noDogHeros and LengthOfTable(noDogHeros)>0 then
for i, v in pairs(noDogHeros) do
if _sortType ==0 then
table.insert(heros,v)
elseif _sortType>=7 then
if v.star==_sortType-4 then
table.insert(heros,v)
end
-- elseif _sortType>=7 then
-- if v.star==_sortType-4 then
-- table.insert(heros,v)
-- end
else
if v.property==_sortType then
table.insert(heros,v)
@ -127,6 +124,7 @@ function this.GetHeroData(_sortType)
end
end
end
--end
return heros
end
@ -148,7 +146,6 @@ function this.SingleHeroDataShow(go,_heroData)
formationMask:SetActive(heroData.isFormation ~= "" )
local lockMask =Util.GetGameObject(_go.transform, "lockMask")
lockMask:SetActive(heroData.lockState == 1)
choosed:SetActive(selectHeroData[heroData.dynamicId] ~= nil)
local cardclickBtn = Util.GetGameObject(_go.transform, "icon")
@ -157,7 +154,7 @@ function this.SingleHeroDataShow(go,_heroData)
oldChoosed:SetActive(false)
end
if oldChoosed==choosed then
LogColor("green",Language[11794])
--LogColor("green",Language[11794])
oldChoosed:SetActive(LengthOfTable(selectHeroData)==0)
oldChoosed=nil
selectHeroData={}
@ -166,18 +163,17 @@ function this.SingleHeroDataShow(go,_heroData)
this.usePropInfo.fontSize=25
end
else
LogColor("red",Language[11795])
--LogColor("red",Language[11795])
choosed:SetActive(true)
oldChoosed=choosed
selectHeroData = {}
selectHeroData[heroData.dynamicId]=heroData
this.usePropInfo.fontSize=35
--持有道具数量
local itemNum=BagManager.GetItemCountById(70)
--英雄消耗道具数量
local heroUseCount=0
local heroUseItemId=0
--等表配全后再启用
for k,v in pairs(selectHeroData) do
local curHeroData =HeroManager.GetSingleHeroData(v.dynamicId)
@ -187,8 +183,11 @@ function this.SingleHeroDataShow(go,_heroData)
heroUseItemId = heroReturnConfig.ReturnConsume[1][1]
break
end
--持有道具数量
costItemId = heroUseItemId
local itemNum = BagManager.GetItemCountById(heroUseItemId)
if heroUseItemId > 0 then
this.usePropIcon.sprite = Util.LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,heroUseItemId).ResourceID))
this.usePropIcon.sprite = Util.LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,heroUseItemId).ResourceID))
end
if itemNum<heroUseCount then
this.usePropInfo.text="<color=red> "..itemNum.."/"..heroUseCount.."</color>"

View File

@ -116,7 +116,7 @@ local orginLayer = 0
function SoulPrintPanel:OnSortingOrderChange()
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], self.sortingOrder- orginLayer)
Util.AddParticleSortLayer(list[i], self.sortingOrder - orginLayer)
end
orginLayer = self.sortingOrder
end