【主角修为】完成提交

dev_chengFeng
ZhangBiao 2021-10-20 13:15:31 +08:00
parent a387432369
commit 76cfad3419
10 changed files with 559 additions and 77 deletions

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m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
@ -1454,7 +1764,7 @@ RectTransform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 5384439107411765516}
m_RootOrder: 1
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
@ -1570,7 +1880,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 12800000, guid: 6fa15837529b0e640af6620b07d3207d, type: 3}
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 45
m_FontStyle: 0
m_BestFit: 0
@ -1615,9 +1925,9 @@ RectTransform:
m_Father: {fileID: 1647878514035111214}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 26.5, y: -35}
m_SizeDelta: {x: 53, y: 52}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1089260692038593039
@ -1688,7 +1998,7 @@ RectTransform:
m_Children:
- {fileID: 4530411465237164117}
m_Father: {fileID: 4858508292037168258}
m_RootOrder: 5
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
@ -1763,7 +2073,7 @@ RectTransform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 4858508292037168258}
m_RootOrder: 2
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
@ -1799,9 +2109,9 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 12800000, guid: 6fa15837529b0e640af6620b07d3207d, type: 3}
m_FontSize: 28
m_FontStyle: 0
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 30
m_FontStyle: 1
m_BestFit: 0
m_MinSize: 2
m_MaxSize: 40
@ -1811,7 +2121,7 @@ MonoBehaviour:
m_HorizontalOverflow: 1
m_VerticalOverflow: 1
m_LineSpacing: 1
m_Text: 9999/100000
m_Text:
LanguageIndex: 0
--- !u!114 &6264303504714617271
MonoBehaviour:
@ -1858,7 +2168,7 @@ RectTransform:
- {fileID: 9126644114097491104}
- {fileID: 9126644112648943113}
m_Father: {fileID: 5384439107411765516}
m_RootOrder: 2
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 1}
m_AnchorMax: {x: 0.5, y: 1}
@ -1895,7 +2205,7 @@ RectTransform:
m_Children:
- {fileID: 1647878514035111214}
m_Father: {fileID: 5384439107411765516}
m_RootOrder: 3
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
@ -1951,18 +2261,18 @@ RectTransform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8681419315847516464}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 4858508292037168258}
m_RootOrder: 1
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -94, y: -13}
m_SizeDelta: {x: 450, y: 30}
m_Pivot: {x: 0.5, y: 0.5}
m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 0, y: 0.5}
m_AnchoredPosition: {x: 33.5, y: -13}
m_SizeDelta: {x: 445, y: 26}
m_Pivot: {x: 0, y: 0.5}
--- !u!222 &747022218076877589
CanvasRenderer:
m_ObjectHideFlags: 0
@ -1992,11 +2302,11 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 21300000, guid: e9e281c5fb3c9ab4f8c7d5777e7fe83b, type: 3}
m_Type: 3
m_Type: 1
m_PreserveAspect: 0
m_FillCenter: 1
m_FillMethod: 0
m_FillAmount: 0.52
m_FillAmount: 1
m_FillClockwise: 1
m_FillOrigin: 0
m_UseSpriteMesh: 0
@ -2031,6 +2341,7 @@ RectTransform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 3978168241704499989}
- {fileID: 1162621058501207163}
- {fileID: 5384439107411765516}
m_Father: {fileID: 0}
m_RootOrder: 0
@ -2152,7 +2463,7 @@ MonoBehaviour:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 21300000, guid: 3e714b09581eaae47badc070b3d5490f, type: 3}
m_Sprite: {fileID: 21300000, guid: f981c7325c7662a44a9360433bafd401, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@ -2195,7 +2506,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -115, y: -2}
m_AnchoredPosition: {x: 1, y: -2}
m_SizeDelta: {x: 414, y: 378}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &9126644114097491106

View File

@ -968,6 +968,7 @@ RedPointType = {
Practice_upgrade = 5001,--突破按钮
Practice_imprint = 5002,--神印按钮
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 = {

View File

@ -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,
}

View File

@ -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

View File

@ -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)

View File

@ -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

View File

@ -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

View File

@ -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 = {}