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m_AlignByGeometry: 0 m_RichText: 1 m_HorizontalOverflow: 1 diff --git a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua index 80ac4ab0e9..ac54cd0c51 100644 --- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua +++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua @@ -929,6 +929,7 @@ JumpType = { XuanYuanMirror=74 , --车迟斗法 CompoundHero = 78,--神将合成、置换 Pokemon = 79,--灵兽山 + SacredTree = 84,--建木神树 BuyVigor = 10000, --体力购买 BuyGold = 10001, --金币购买 diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua index 38d5133152..cca1f566d1 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua @@ -1175,6 +1175,20 @@ local function CalculateEquipTreaSureAddVal(_heroId) end end end + if + configInfo.PoolID == curEuipTreaSureConfig.GodHoodPool and configInfo.Type == 3 and + configInfo.Level == SacredTreeManager.treeLevel + then + for j = 1, SacredTreeManager.CulAttri() do + if addAllProVal[configInfo.Property[j][1]] then + addAllProVal[configInfo.Property[j][1]] = + addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2] + else + addAllProVal[configInfo.Property[j][1]] = configInfo.Property[j][2] + end + end + end + end if #curHeroData.jewels > 1 then --取 强化 精炼 最小值 diff --git a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua index dad9df8bac..283279341e 100644 --- a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua @@ -4786,6 +4786,7 @@ end function this.UpgradeGodTreeRequest(func) Network:SendMessageWithCallBack(MessageTypeProto_pb.UpgradeGodTreeRequest, MessageTypeProto_pb.UpgradeGodTreeResponse, nil, function(buffer) SacredTreeManager.treeLevel = SacredTreeManager.treeLevel + 1 + EquipTreasureManager.ChangeTreeLv() if func then func() end diff --git a/Assets/ManagedResources/~Lua/Modules/Player/JumpManager.lua b/Assets/ManagedResources/~Lua/Modules/Player/JumpManager.lua index 68fd8c77e4..d6abe99fc1 100644 --- a/Assets/ManagedResources/~Lua/Modules/Player/JumpManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Player/JumpManager.lua @@ -554,6 +554,13 @@ local jumpDic = { [JumpType.Pokemon] = function()--灵兽山(驭兽斋) UIManager.OpenPanel(UIName.PokemonSummonPanel) end, + [JumpType.SacredTree]=function(data)--建木神树 + if ActTimeCtrlManager.SingleFuncState(JumpType.SacredTree) then + UIManager.OpenPanel(UIName.SacredTreePanel) + else + PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.SACREDTREE)) + end + end, } function this.CheckJump(_jumpId) diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua index 51cbfd7d6b..79d14c2765 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua @@ -27,8 +27,10 @@ function this.InitSingleTreasureData(_singleData) single.idDyn = _singleData.id single.lv = _singleData.exp single.refineLv = _singleData.rebuildLevel + single.treeLv = SacredTreeManager.treeLevel single.maxLv = currJewel.Max[1] single.maxRefineLv = currJewel.Max[2] + single.maxTreeLv = currJewel.GodHoodMaxlv single.upHeroDid = "" local quantity = currJewel.Level single.quantity = quantity @@ -412,6 +414,12 @@ function this.GetAllTreasures(PropertyName) return curAllEquipTreasure end +--改变宝物神应等级 +function this.ChangeTreeLv() + for i, v in pairs(allTreasures) do + v.treeLv = SacredTreeManager.treeLevel + end +end --改变宝物的等级或精炼等级 function this.ChangeTreasureLv(_idDyn, _type) if allTreasures == nil then @@ -523,6 +531,20 @@ function this.CalculateWarForceBase(sId, lv, rlv) end end end + --神应属性 + if + configInfo.PoolID == curEuipTreaSureConfig.GodHoodPool and configInfo.Type == 3 and + configInfo.Level == SacredTreeManager.treeLevel + then + for j = 1, SacredTreeManager.CulAttri() do + if addAllProVal[configInfo.Property[j][1]] then + addAllProVal[configInfo.Property[j][1]] = + addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2] + else + addAllProVal[configInfo.Property[j][1]] = configInfo.Property[j][2] + end + end + end end local heroPropertyScore = {} for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.PropertyConfig)) do diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua index 4dd45179b2..598a723126 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua @@ -115,6 +115,7 @@ function RoleEquipPanel:InitComponent() this.itemNumText = Util.GetGameObject(self.transform, "itemNumText"):GetComponent("Text") this.upLvEffect = Util.GetGameObject(self.transform, "powerBtn/effect") this.equipTreasureBtn = Util.GetGameObject(self.transform, "equipTreasureBtn") + this.sacredTreeBtn = Util.GetGameObject(self.transform, "sacredTreeBtn") this.treasure1 = Util.GetGameObject(self.transform, "bg/equipInfo/equip5") this.treasure2 = Util.GetGameObject(self.transform, "bg/equipInfo/equip6") this.treasurePage1 = Util.GetGameObject(self.transform, "Tabs/Btn5") @@ -185,6 +186,9 @@ function RoleEquipPanel:BindEvent() UIManager.OpenPanel(UIName.EquipTreasureResonancePanel, curHeroData) end ) + Util.AddClick(this.sacredTreeBtn,function() + JumpManager.GoJump(3004) + end) end --添加事件监听(用于子类重写) @@ -539,6 +543,7 @@ function this.ShowHeroEquip() effectList[i] = effect local lvObj = Util.GetGameObject(go.transform, "lv") local refineObj = Util.GetGameObject(go.transform, "refine") + local treeObj = Util.GetGameObject(go.transform, "treeImg") if curHeroEquipDatas[i] then Util.GetGameObject(go.transform, "frame"):SetActive(true) Util.GetGameObject(go.transform, "mask"):SetActive(false) @@ -554,6 +559,9 @@ function this.ShowHeroEquip() if refineObj then refineObj:SetActive(false) end + if treeObj then + treeObj:SetActive(false) + end EquipManager.SetEquipStarShow( Util.GetGameObject(go.transform, "frame/star"), curHeroEquipDatas[i].itemConfig.Id @@ -583,6 +591,12 @@ function this.ShowHeroEquip() else refineObj:SetActive(false) end + if curEquipTreasureDatas[i].treeLv > 0 then + Util.GetGameObject(treeObj,"treeTxt"):GetComponent("Text").text = curEquipTreasureDatas[i].treeLv + treeObj:SetActive(true) + else + treeObj:SetActive(false) + end else Util.GetGameObject(go.transform, "frame"):SetActive(false) Util.GetGameObject(go.transform, "mask"):SetActive(true) diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua index a74650fd6b..14d4fa5dd5 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua @@ -27,6 +27,8 @@ function RoleEquipTreasureChangePopup:InitComponent() this.curEquipTypeText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/equipTypeText"):GetComponent("Text") this.curEquipLvText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/lvTxt"):GetComponent("Text") this.curEquipRefineLvTxt=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/starTxt"):GetComponent("Text") + this.treeImg1=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/treeImg") + this.curEquipTreeLvTxt=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/treeImg/treeTxt"):GetComponent("Text") this.curRefinePropertyTxt=Util.GetGameObject(self.transform, "GameObject/bg1/mainPro/Text2") this.curEquipBtns=Util.GetGameObject(self.transform, "GameObject/bg1/btns") this.curEquipBtnStrong=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnStrong") @@ -65,6 +67,8 @@ function RoleEquipTreasureChangePopup:InitComponent() this.powerNum2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/powerNum"):GetComponent("Text") this.powerUPorDown2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/powerUPorDown") this.nextEquipRefineLvTxt=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/starTxt"):GetComponent("Text") + this.treeImg2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/treeImg") + this.nextEquipTreeLvTxt=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/treeImg/treeTxt"):GetComponent("Text") end @@ -252,6 +256,7 @@ function this.ShowCurEquipData() this.curEquipFrame.sprite = Util.LoadSprite(curEquipData.frame) this.curEquipIcon.sprite = Util.LoadSprite(curEquipData.icon) this.currEquipProImg.sprite=Util.LoadSprite(curEquipData.proIcon) + --强化等级 local lv=curEquipData.lv if lv==0 then this.curEquipLvText.gameObject:SetActive(false) @@ -259,6 +264,7 @@ function this.ShowCurEquipData() this.curEquipLvText.gameObject:SetActive(true) this.curEquipLvText.text=lv end + --精良等级 local refine=curEquipData.refineLv if refine==0 then this.curEquipRefineLvTxt.gameObject:SetActive(false) @@ -266,6 +272,14 @@ function this.ShowCurEquipData() this.curEquipRefineLvTxt.gameObject:SetActive(true) this.curEquipRefineLvTxt.text="+"..refine end + --神应等级 + local treeLv=curEquipData.treeLv + if curEquipData.upHeroDid == "" or curEquipData.upHeroDid == "0" or treeLv == 0 then + this.treeImg1:SetActive(false) + else + this.treeImg1:SetActive(true) + this.curEquipTreeLvTxt.text=treeLv + end local info=EquipTreasureManager.GetCurLvPropertyValue(1,curEquipData.levelPool,curEquipData.lv) this.SetPropertyShow(info,curMainpropertyList,this.curMainPropertyGrid) local info1=EquipTreasureManager.GetCurLvPropertyValue(2,curEquipData.refinePool,curEquipData.refineLv) @@ -305,6 +319,7 @@ function this.NextCurEquipData() this.qualityText2.text=GetStringByEquipQua(equipConfigData.Level,GetQuaStringByEquipQua(equipConfigData.Level)) this.nextEquipName.text=nextEquipData.name this.desc2.text=itemConfigData.ItemDescribe + --强化 local lv=nextEquipData.lv if lv==0 then this.nextEquipLvText.gameObject:SetActive(false) @@ -312,6 +327,7 @@ function this.NextCurEquipData() this.nextEquipLvText.gameObject:SetActive(true) this.nextEquipLvText.text=lv end + --精炼 local refine=nextEquipData.refineLv if refine==0 then this.nextEquipRefineLvTxt.gameObject:SetActive(false) @@ -319,6 +335,14 @@ function this.NextCurEquipData() this.nextEquipRefineLvTxt.gameObject:SetActive(true) this.nextEquipRefineLvTxt.text="+" ..refine end + --神应等级 + local treeLv=curEquipData.treeLv + if curEquipData.upHeroDid == "" or curEquipData.upHeroDid == "0" or treeLv == 0 then + this.treeImg2:SetActive(false) + else + this.treeImg2:SetActive(true) + this.nextEquipTreeLvTxt.text=treeLv + end this.nextEquipFrame.sprite = Util.LoadSprite(nextEquipData.frame) this.nextEquipIcon.sprite = Util.LoadSprite(nextEquipData.icon) this.nextEquipProImg.sprite=Util.LoadSprite(nextEquipData.proIcon) diff --git a/Assets/ManagedResources/~Lua/Modules/SacredTree/SacredTreeManager.lua b/Assets/ManagedResources/~Lua/Modules/SacredTree/SacredTreeManager.lua index a573e6a8a4..18a34cdfd0 100644 --- a/Assets/ManagedResources/~Lua/Modules/SacredTree/SacredTreeManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/SacredTree/SacredTreeManager.lua @@ -5,7 +5,7 @@ local treeSetting = ConfigManager.GetConfig(ConfigName.GodHoodTreeSetting) function this.Initialize() this.treeLevel = 0 - this.towerLevel = 160 + this.towerLevel = 30 this.treeLevelConfig={} this.getGodHoodTreeLevelConfigData() @@ -15,10 +15,11 @@ function this.Initialize() end --当战力变化时 -function this.OnPowerChange() - local oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) - local newPower = 0 +function this.OnPowerChange(oldPower) + local newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) + LogYellow("oldPower:"..oldPower) + LogGreen("newPower:"..newPower) if oldPower ~= newPower and oldPower ~= 0 then UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower}) end @@ -53,7 +54,7 @@ function this.CulAttri() level = level + 1 end end - return level.."/"..#attriConfig.PropertyUnlcokLevels + return level end --计算开启下一神应等级还需要的层数 diff --git a/Assets/ManagedResources/~Lua/Modules/SacredTree/SacredTreePanel.lua b/Assets/ManagedResources/~Lua/Modules/SacredTree/SacredTreePanel.lua index 346b7b1cc6..cfa53ffeaf 100644 --- a/Assets/ManagedResources/~Lua/Modules/SacredTree/SacredTreePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/SacredTree/SacredTreePanel.lua @@ -3,6 +3,7 @@ SacredTreePanel = Inherit(BasePanel) local treeLevelConfig = ConfigManager.GetConfig(ConfigName.GodHoodTreeLevel) local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig) +local attriConfig = ConfigManager.GetConfigDataByKey(ConfigName.GodHoodTreeSetting,"Id",0) local curTreeLevel = 0 local curTowerLevel = 0 local length = 0 @@ -42,11 +43,12 @@ function SacredTreePanel:BindEvent() if num < treeLevelConfig[curTreeLevel].LvupCost[2] then PopupTipPanel.ShowTip(Language[11197]) else + local oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) NetManager.UpgradeGodTreeRequest(function () if curTreeLevel == 0 then PopupTipPanel.ShowTip("成功解锁神树~") end - SacredTreeManager.OnPowerChange() + SacredTreeManager.OnPowerChange(oldPower) SacredTreePanel:OnShow() end) end @@ -91,7 +93,7 @@ function SacredTreePanel:OnShow() self.needIcon.gameObject:SetActive(curTreeLevel < length) self.needNum.gameObject:SetActive(curTreeLevel < length) end - self.attriNum.text = SacredTreeManager.CulAttri() + self.attriNum.text = SacredTreeManager.CulAttri().."/"..#attriConfig.PropertyUnlcokLevels end function SacredTreePanel:OnClose()