【主角修为】完成提交
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a387432369
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|
||||
Practice_fourQua = 5003,--四象心法
|
||||
Practice_Cultivation = 5004,--主角修为
|
||||
|
||||
wujinMission = 8500,
|
||||
wujinTreasure = 8501,
|
||||
|
|
@ -1758,6 +1759,7 @@ HELP_TYPE = {
|
|||
QiJieShiLian = 106,--七界试炼
|
||||
YuXu = 107,--玉虚
|
||||
FourQuadrant=108,--四象心法
|
||||
Cultivation=112,--主角修为
|
||||
}
|
||||
|
||||
NumToComplexFont = {
|
||||
|
|
|
|||
|
|
@ -14,6 +14,7 @@ Func_Prop_Type = {
|
|||
FourQua = 11, -- 四象心法
|
||||
LikeAbility = 12, -- 好感度
|
||||
EquipFetter = 13, -- 白金装备羁绊
|
||||
Cultivation = 14, -- 主角修为
|
||||
}
|
||||
|
||||
-- 计算需要缓存数据的方法
|
||||
|
|
@ -90,6 +91,11 @@ Func_Prop_Func = {
|
|||
local allPro = TianShuMiJuanManger.GetAllFetterAddProsBy(4)
|
||||
return allPro
|
||||
end,
|
||||
-- 主角修为属性加成
|
||||
[Func_Prop_Type.Cultivation] = function()
|
||||
local allPro = PracticeManager.GetCultivationPros()
|
||||
return allPro
|
||||
end,
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -152,7 +158,11 @@ Func_Prop_Filter = {
|
|||
return funcData
|
||||
end,
|
||||
-- 魂印羁绊属性加成
|
||||
[Func_Prop_Type.EquipFetter] = function(funcData, heroData)
|
||||
[Func_Prop_Type.EquipFetter] = function(funcData, heroData)
|
||||
return funcData
|
||||
end,
|
||||
end,
|
||||
-- 主角修为属性加成
|
||||
[Func_Prop_Type.Cultivation] = function(funcData, heroData)
|
||||
return funcData
|
||||
end,
|
||||
}
|
||||
|
|
@ -5921,8 +5921,9 @@ function NetManager.PlayerCultivationRequest(func)
|
|||
local msg = HeroInfoProto_pb.XiuxianLevelUpResponse()
|
||||
msg:ParseFromString(data)
|
||||
PracticeManager.SetCultivationLevel(msg.xiuxianLevel)
|
||||
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Cultivation)
|
||||
if func then
|
||||
func()
|
||||
func(msg.xiuxianLevel)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
|
|
|||
|
|
@ -300,6 +300,7 @@ function this.InitRedPointAllRelate()
|
|||
RPData:SetParent(RedPointType.Practice_upgrade,RedPointType.Practice)
|
||||
RPData:SetParent(RedPointType.Practice_imprint,RedPointType.Practice)
|
||||
RPData:SetParent(RedPointType.Practice_fourQua,RedPointType.Practice)
|
||||
RPData:SetParent(RedPointType.Practice_Cultivation,RedPointType.Practice)
|
||||
--主界面右上角
|
||||
RPData:SetParent(RedPointType.FirstRecharge,RedPointType.RightUp2)
|
||||
RPData:SetParent(RedPointType.DailyRecharge,RedPointType.RightUp2)
|
||||
|
|
@ -560,6 +561,7 @@ function this.RegisterRedCheckFunc()
|
|||
RPData:AddCheckFunc(RedPointType.Practice_upgrade,PracticeManager.PracticeCheckUpgrade,FUNCTION_OPEN_TYPE.PRACTICE)
|
||||
RPData:AddCheckFunc(RedPointType.Practice_imprint,PracticeManager.PracticeCheckImprint,FUNCTION_OPEN_TYPE.PRACTICE)
|
||||
RPData:AddCheckFunc(RedPointType.Practice_fourQua,PracticeManager.CheckFourQuadrantRed,FUNCTION_OPEN_TYPE.PRACTICE)
|
||||
RPData:AddCheckFunc(RedPointType.Practice_Cultivation,PracticeManager.CheckPlayerCultivetionRed,FUNCTION_OPEN_TYPE.PRACTICE)
|
||||
RPData:AddCheckFunc(RedPointType.chaofanrushengRed,ActivityGiftManager.CheckRedPointChaofanRuSheng)
|
||||
--山河试炼
|
||||
RPData:AddCheckFunc(RedPointType.FightLevelTrial,FightLevelManager.CheckTrialRedPoint)
|
||||
|
|
|
|||
|
|
@ -7,32 +7,36 @@ local IMAGE = {
|
|||
[4] = "r_hero_jinengdian01",
|
||||
}
|
||||
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
|
||||
local specialData = ConfigManager.GetConfigData(ConfigName.SpecialConfig,134)
|
||||
local maxLevel = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,133).Value)
|
||||
local statePower = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,134).Value)
|
||||
|
||||
function Cultivation:InitComponent()
|
||||
self.spLoader = SpriteLoader.New()
|
||||
self.mask = Util.GetGameObject(self.gameObject,"Mask")
|
||||
self.backBtn = Util.GetGameObject(self.gameObject,"Frame/backBtn")
|
||||
self.helpBtn = Util.GetGameObject(self.gameObject,"Frame/helpBtn")
|
||||
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
|
||||
self.grid = Util.GetGameObject(self.gameObject,"Frame/Grid")
|
||||
self.textPre = Util.GetGameObject(self.grid,"TextPre")
|
||||
self.textPre:SetActive(false)
|
||||
|
||||
self.Slide = Util.GetGameObject(self.gameObject,"Frame/Slide")
|
||||
self.value = Util.GetGameObject(self.Slide,"Text"):GetComponent("Text")
|
||||
self.level = Util.GetGameObject(self.Slide,"level"):GetComponent("Text")
|
||||
self.power = Util.GetGameObject(self.Slide,"powerBtn/value"):GetComponent("Text")
|
||||
self.fill = Util.GetGameObject(self.Slide,"fill"):GetComponent("Image")
|
||||
|
||||
self.value = Util.GetGameObject(self.Slide,"Text"):GetComponent("Text")
|
||||
self.fill = Util.GetGameObject(self.Slide,"fill")
|
||||
self.upGradeBtn = Util.GetGameObject(self.Slide,"Button")
|
||||
self.btnText = Util.GetGameObject(self.upGradeBtn,"Text"):GetComponent("Text")
|
||||
self.btnRed = Util.GetGameObject(self.upGradeBtn,"RedPoint")
|
||||
self.textPreList = {}
|
||||
self.changeList = {}
|
||||
end
|
||||
|
||||
function Cultivation:BindEvent()
|
||||
--帮助按钮
|
||||
-- Util.AddOnceClick(self.helpBtn, function()
|
||||
-- UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Cultivation, self.helpPosition.x,self.helpPosition.y)
|
||||
-- end)
|
||||
Util.AddOnceClick(self.helpBtn, function()
|
||||
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Cultivation, self.helpPosition.x,self.helpPosition.y)
|
||||
end)
|
||||
Util.AddOnceClick(self.mask, function()
|
||||
self:ClosePanel()
|
||||
end)
|
||||
|
|
@ -40,19 +44,28 @@ function Cultivation:BindEvent()
|
|||
self:ClosePanel()
|
||||
end)
|
||||
Util.AddOnceClick(self.upGradeBtn, function()
|
||||
PopupTipPanel.ShowTip("升级")
|
||||
if (self.curPower-PracticeManager.CultivationLevel*self.statePower) < self.statePower then
|
||||
if (self.curMaxPower-PracticeManager.CultivationLevel*statePower) < statePower then
|
||||
PopupTipPanel.ShowTip("战力不足无法升级!")
|
||||
return
|
||||
end
|
||||
NetManager.PlayerCultivationRequest(function ()
|
||||
if maxLevel <= PracticeManager.CultivationLevel then
|
||||
PopupTipPanel.ShowTip("等级已达上限!")
|
||||
return
|
||||
end
|
||||
NetManager.PlayerCultivationRequest(function (_level)
|
||||
local tempLevel = _level - self.lastLevel
|
||||
for i = 1, #self.changeList do
|
||||
self.changeList[i]:GetComponent("Text").text = string.format( " + %s",self.configData.ProLevel[i][2]*tempLevel)
|
||||
PlayUIAnim(self.changeList[i])
|
||||
end
|
||||
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
|
||||
local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
|
||||
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = self.lastPower,newValue = tempPower})
|
||||
self.lastPower = tempPower
|
||||
self:OnShow()
|
||||
end)
|
||||
end)
|
||||
BindRedPointObject(RedPointType.Practice_Cultivation,self.btnRed)
|
||||
end
|
||||
|
||||
function Cultivation:AddListener()
|
||||
|
|
@ -68,12 +81,14 @@ function Cultivation:OnOpen()
|
|||
end
|
||||
|
||||
function Cultivation:OnShow()
|
||||
CheckRedPointStatus(RedPointType.Practice_Cultivation)
|
||||
--获取当前修行等级的表数据
|
||||
FormationManager.UserPowerChanged()
|
||||
self.configData = PracticeManager.GetCurConfigData()
|
||||
--战力
|
||||
self.curPower = PlayerManager.maxForce
|
||||
self.statePower = tonumber(specialData.Value)
|
||||
self.curMaxPower = PlayerManager.maxForce
|
||||
self.lastLevel = PracticeManager.CultivationLevel--上次的等级
|
||||
self.lastPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
|
||||
--设置四个属性
|
||||
for i = 1, #self.configData.ProRank do
|
||||
local go = self.textPreList[i]
|
||||
|
|
@ -86,10 +101,22 @@ function Cultivation:OnShow()
|
|||
end
|
||||
--设置等级
|
||||
self.level.text = string.format("%s级",PracticeManager.CultivationLevel)
|
||||
self.power.text = self.curPower
|
||||
self.power.text = self.curMaxPower
|
||||
--数字
|
||||
self.value.text = string.format("%s/%s",self.curPower-self.statePower*PracticeManager.CultivationLevel,self.statePower)
|
||||
self.fill.fillAmount = (self.curPower%self.statePower)/self.statePower
|
||||
if maxLevel > PracticeManager.CultivationLevel then
|
||||
self.value.text = string.format("%s/%s",self.curMaxPower-statePower*PracticeManager.CultivationLevel,statePower)
|
||||
if self.curMaxPower-statePower*PracticeManager.CultivationLevel > statePower then
|
||||
self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445,26,0)
|
||||
else
|
||||
local size = (self.curMaxPower%statePower)/statePower
|
||||
self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445*size,26,0)
|
||||
end
|
||||
self.btnText.text = "升 级"
|
||||
else
|
||||
self.value.text = string.format("")
|
||||
self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445,26,0)
|
||||
self.btnText.text = "已达上限"
|
||||
end
|
||||
end
|
||||
|
||||
--设置单个数据
|
||||
|
|
@ -108,7 +135,7 @@ function Cultivation:SetSingleData(_go,data1,_data2,_index)
|
|||
else
|
||||
proName.text = string.format("%s:",propertyConfig[data1[1]].Info)
|
||||
Value.text = string.format("%s",data1[2]+_data2[2]*PracticeManager.CultivationLevel)
|
||||
Calculate.text = string.format("(%s + %s×%s)",data1[2],_data2[2],PracticeManager.CultivationLevel)
|
||||
Calculate.text = string.format(" (%s + %s×%s)",data1[2],_data2[2],PracticeManager.CultivationLevel)
|
||||
end
|
||||
ForceRebuildLayout(_go.transform)
|
||||
end
|
||||
|
|
@ -119,6 +146,8 @@ end
|
|||
function Cultivation:OnDestroy()
|
||||
self.spLoader:Destroy()
|
||||
self.textPreList = {}
|
||||
self.changeList = {}
|
||||
ClearRedPointObject(RedPointType.Practice_Cultivation,self.btnRed)
|
||||
end
|
||||
|
||||
return Cultivation
|
||||
|
|
@ -408,6 +408,8 @@ function this.ShowTipsOnUpgrade()
|
|||
end
|
||||
end
|
||||
|
||||
--=====================四象心法部分的代码===============================
|
||||
|
||||
--初始化四象心法数据
|
||||
function this.InitFourQuadrantData(_dataList)
|
||||
for i = 1, #_dataList do
|
||||
|
|
@ -628,11 +630,34 @@ function this.CheckIsUpStarCondition(_professionId)
|
|||
return true
|
||||
end
|
||||
|
||||
--============================主角修为部分代码===========================================
|
||||
--============================主角修为部分的代码===========================================
|
||||
function this.SetCultivationLevel(_level,func)
|
||||
this.CultivationLevel = _level
|
||||
if func then
|
||||
func()
|
||||
end
|
||||
end
|
||||
|
||||
function this.CheckPlayerCultivetionRed()
|
||||
local maxLevel = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,133).Value)
|
||||
local statePower = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,134).Value)
|
||||
if maxLevel > this.CultivationLevel then
|
||||
FormationManager.UserPowerChanged()
|
||||
if (PlayerManager.maxForce - statePower*this.CultivationLevel) > statePower then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function this.GetCultivationPros()
|
||||
local allPros = {}
|
||||
local data1 = this.GetCurConfigData().ProRank
|
||||
local data2 = this.GetCurConfigData().ProLevel
|
||||
for i = 1, #data1 do
|
||||
allPros[data1[i][1]] = data1[i][2] + data2[i][2]*this.CultivationLevel
|
||||
end
|
||||
return allPros
|
||||
end
|
||||
|
||||
return PracticeManager
|
||||
|
|
@ -143,6 +143,7 @@ function Practice:BindEvent()
|
|||
UIManager.OpenPanel(UIName.CultivationPanel)
|
||||
end)
|
||||
|
||||
BindRedPointObject(RedPointType.Practice_Cultivation,self.cultivationRed)
|
||||
BindRedPointObject(RedPointType.Practice_upgrade,self.redPoint)
|
||||
BindRedPointObject(RedPointType.Practice_imprint,self.imprintRedPoint)
|
||||
BindRedPointObject(RedPointType.Practice_fourQua,self.fourQuadrantRedPoint)
|
||||
|
|
@ -231,6 +232,7 @@ function Practice:OnShow()
|
|||
CheckRedPointStatus(RedPointType.Practice_imprint)
|
||||
CheckRedPointStatus(RedPointType.Practice_upgrade)
|
||||
CheckRedPointStatus(RedPointType.Practice_fourQua)
|
||||
CheckRedPointStatus(RedPointType.Practice_Cultivation)
|
||||
FormationManager.RefreshMainFormationPower()
|
||||
self.curLevelConfig = PracticeManager.GetCurConfigData()
|
||||
Log("当前修行等级Id:"..tostring(PracticeManager.PracticeLevel))
|
||||
|
|
@ -400,6 +402,7 @@ function Practice:OnDestroy()
|
|||
ClearRedPointObject(RedPointType.Practice_upgrade,self.redPoint)
|
||||
ClearRedPointObject(RedPointType.Practice_imprint,self.imprintRedPoint)
|
||||
ClearRedPointObject(RedPointType.Practice_fourQua,self.fourQuadrantRedPoint)
|
||||
ClearRedPointObject(RedPointType.Practice_Cultivation,self.cultivationRed)
|
||||
self.itemList = {}
|
||||
self.pointList = {}
|
||||
self.lineList = {}
|
||||
|
|
|
|||
Loading…
Reference in New Issue