神将合成修改提交

dev_chengFeng
zhangqiang 2020-08-12 20:59:20 +08:00
parent c4938b7bd3
commit 783583404e
12 changed files with 6126 additions and 5537 deletions

View File

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@ -462,7 +462,7 @@ PanelType = {
Guild = {14, 16, 65}, -- 新法宝
TimelimitCall={87,16}, --限时召唤
QianKunBox={1002,1003,16},--乾坤包囊
HeroReplace={14,16,94},--神将置换
HeroReplace={14,16,92},--神将置换
}

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@ -2288,4 +2288,7 @@
[12287] = "确定归元",
[12288] = "<color=#6DFA55>%s</color>的法宝会重置为<color=#6DFA55>1</color>,并返还进阶时消耗的金币和陨铁,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得:",
[12289] = "请选择一个需要归元的法宝神将!",
[12290] = "前往化虚坛",
[12291] = "请选择需要合成的神将",
[12292] = "%s星同阵营神将",
}

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@ -704,8 +704,8 @@ function this.GetItemListFromTempBag(drop, isSave)
itemdata.frame = GetQuantityImageByquality(itemdata.configData.Quantity)
itemdata.icon = GetResourcePath(itemdata.configData.ResourceID)
itemdata.num = drop.itemlist[i].itemNum
-- LogGreen("itemdata.configData.ItemType "..itemdata.configData.ItemType.." this.dropIsSHowEquipPrint "..tostring(this.dropIsSHowEquipPrint))
if itemdata.configData.ItemType ~= ItemType.Equip or itemdata.configData.ItemType ~= ItemType.HunYin then
LogGreen("itemdata.configData.ItemType "..itemdata.configData.ItemType.." this.dropIsSHowEquipPrint "..tostring(this.dropIsSHowEquipPrint))
if itemdata.configData.ItemType ~= ItemType.Equip and itemdata.configData.ItemType ~= ItemType.HunYin then
table.insert(itemDataList, itemdata)
elseif this.dropIsSHowEquipPrint then--献祭 升星吞卡 掉落身上装备和魂印 但是不显示 前端做处理
table.insert(itemDataList, itemdata)

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@ -65,7 +65,7 @@ function CompoundHeroFirstUpStarListPanel:OnOpen(heroData,_openThisPanel,_curHer
curHeroData = _curHeroData
heroDataList = heroData
curSelectHeroList = {}
curSelectHeroList[_curHeroData.dynamicId] = _curHeroData
if _curHeroData.dynamicId then curSelectHeroList[_curHeroData.dynamicId] = _curHeroData end
this.HeroSortData(heroDataList)
for i, v in pairs(heroDataList) do
for n,w in pairs(FormationManager.formationList) do
@ -84,7 +84,7 @@ function CompoundHeroFirstUpStarListPanel:OnOpen(heroData,_openThisPanel,_curHer
end)
curNeedRoleNum=1
local str = _curHeroData.heroConfig.ReadingName
local str = _curHeroData.heroConfig and _curHeroData.heroConfig.ReadingName or _curHeroData.ReadingName
this.desText.text=string.format(Language[11872],curNeedRoleNum,str)--HeroRankupGroupData.Name)
this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList) ,curNeedRoleNum)
end
@ -148,10 +148,13 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
choosed:SetActive(true)
this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
end)
Util.AddOnceClick(formationMask, function()
if heroData.isFormation ~= "" then
PopupTipPanel.ShowTip( heroData.isFormation)
if #heroData.formationList ~= 0 then
local text = ""
for index, value in ipairs(heroData.formationList) do
text = HeroManager.GetHeroFormationStr(index)
end
PopupTipPanel.ShowTip(text)
return
end
if heroData.lockState == 1 then

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@ -163,8 +163,12 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
end)
Util.AddOnceClick(formationMask, function()
if heroData.isFormation ~= "" then
PopupTipPanel.ShowTip( heroData.isFormation)
if #heroData.formationList ~= 0 then
local text = ""
for index, value in ipairs(heroData.formationList) do
text = HeroManager.GetHeroFormationStr(index)
end
PopupTipPanel.ShowTip(text)
return
end
if heroData.lockState == 1 then

View File

@ -31,7 +31,7 @@ function this:InitComponent(gameObject)
--up compound Hero info
this.compoundHero = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/compoundHero/Hero")
this.compoundHeroTipText = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/compoundHero/tipText")
this.compoundHeroTipText:GetComponent("Text").text = "请选择需要合成的神将"
this.compoundHeroTipText:GetComponent("Text").text = Language[12291]
this.compoundHerobg=Util.GetGameObject(this.compoundHero,"Bg1"):GetComponent("Image")
this.compoundHerolv=Util.GetGameObject(this.compoundHero,"lv/Text"):GetComponent("Text")
this.compoundHerohp = Util.GetGameObject(this.compoundHero,"hpProgress/hp"):GetComponent("Image")
@ -172,9 +172,9 @@ function this.UpdateHeroUpStarData(_curUpStarData)
local frame = Util.GetGameObject(go.transform,"frame")
local addBtn=Util.GetGameObject(go.transform,"add")
local addBtnImage = Util.GetGameObject(go.transform,"add/add")
local num = Util.GetGameObject(go.transform,"num")
local num = Util.GetGameObject(go.transform,"num")
local num = Util.GetGameObject(go.transform,"lv/num")
local starGrid = Util.GetGameObject(go.transform, "iconbg/starGrid")
Util.GetGameObject(go.transform, "nameText"):GetComponent("Text").text = this.GetNeedHeroName(upStarMaterialsData)
proImage:SetActive(false)
if upStarMaterialsData.Issame==1 or upStarMaterialsData.IsId>0 then
iconDefault:SetActive(false)
@ -208,7 +208,7 @@ function this.UpdateHeroUpStarData(_curUpStarData)
num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,curUpStarData[4])
SetHeroStars(starGrid, upStarMaterialsData.StarLimit,1,nil,-15.3)
Util.AddOnceClick(addBtn, function()
if not curSelectHero then PopupTipPanel.ShowTip("没有本体") return end
if not curSelectHero then return end
curSelectUpStarData=curUpStarData
curSelectUpStarGo=go
local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,_curUpStarData.haveHeroList3[i + 1])
@ -282,7 +282,7 @@ function this.AutoSelectUpStarHeroList(_curUpStarData)
-- curSelectUpStarGo = needHeros[i + 1]
for j = 1, LengthOfTable(upStarHeroListData) do
if #curSelectHeroList < _curUpStarData.upStarData[i][4] then
if upStarHeroListData[j].lockState == 0 and (curSelectHero.heroConfig and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId) and upStarHeroListData[i].isFormation == "" then
if upStarHeroListData[j] and upStarHeroListData[j].dynamicId and upStarHeroListData[j].lockState == 0 and (curSelectHero.heroConfig and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId) and upStarHeroListData[i].isFormation == "" then
table.insert(curSelectHeroList,upStarHeroListData[j])
end
end
@ -358,11 +358,11 @@ function this.UpdateFirstHeroUpStarData(curHeroCompoundData)
local frame = Util.GetGameObject(go.transform,"frame")
local addBtn=Util.GetGameObject(go.transform,"add")
local addBtnImage = Util.GetGameObject(go.transform,"add/add")
local num = Util.GetGameObject(go.transform,"num")
local num = Util.GetGameObject(go.transform,"num")
local num = Util.GetGameObject(go.transform,"lv/num")
local starGrid = Util.GetGameObject(go.transform, "iconbg/starGrid")
if curSelectHero or curHeroCompoundData then
local heroConfig = curSelectHero and curSelectHero.heroConfig or curHeroCompoundData.config
Util.GetGameObject(go.transform, "nameText"):GetComponent("Text").text = heroConfig.ReadingName
go:SetActive(true)
proImage:SetActive(true)
iconDefault:SetActive(false)
@ -377,7 +377,7 @@ function this.UpdateFirstHeroUpStarData(curHeroCompoundData)
num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,1)
end
Util.AddOnceClick(addBtn, function()
if not curSelectHero or not curSelectHero.heroConfig then PopupTipPanel.ShowTip("没有本体") return end
if not curSelectHero then return end
curSelectUpStarData=nil
curSelectUpStarGo=go
local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,curHeroCompoundData.haveHeroList3[1],true)
@ -465,6 +465,7 @@ function this.Compound()
UIManager.OpenPanel(UIName.RoleUpStarSuccessPanel,curSelectHero,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
if #dropItemTabs > 0 then
BagManager.SetDropIsSHowEquipPrint(false)
UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function ()
this.DeleteUpStarMaterials()
end)
@ -679,4 +680,20 @@ function this.SelectHeroShow(curHeroCompoundData)
this.UpdateHeroUpStarData(nil)
end
end
function this.GetNeedHeroName(heroRankUpGroup)
if curSelectHero then
local curConFig = curSelectHero.heroConfig and curSelectHero.heroConfig or curSelectHero
if heroRankUpGroup.Issame == 1 then --需要同名卡
return curConFig.ReadingName
end
if heroRankUpGroup.IsId > 0 then --需要指定id
return ConfigManager.GetConfigData(ConfigName.HeroConfig,heroRankUpGroup.IsId).ReadingName
end
if heroRankUpGroup.IsSameClan == 1 then --需要是否同系
return string.format(Language[12292],heroRankUpGroup.StarLimit)
end
else
return ""
end
end
return this

View File

@ -37,6 +37,7 @@ function this:InitComponent(gameObject)
this.text = Util.GetGameObject(gameObject, "CompoundHeroPanel_Replace/heros/content/Text")
this.cost = Util.GetGameObject(gameObject, "CompoundHeroPanel_Replace/heros/content/cost")
this.costText = Util.GetGameObject(this.cost,"Text"):GetComponent("Text")
end
@ -147,6 +148,8 @@ function this:OnShow(...)
end)
end
this.HeroReplaceBtnClick(tabs[1],curIndex)
end
--英雄类型按钮点击事件
@ -234,7 +237,7 @@ function this.SingleHeroDataShow(_go,_heroData)
else
choosed:SetActive(true)
curSelectHero = heroData
this.ShowCostInfo()
this.needHero:SetActive(true)
this.replaceHero:SetActive(false)
this.needBg:SetActive(false)
@ -272,7 +275,9 @@ function this.SingleHeroDataShow(_go,_heroData)
end
for i = 1, #heroDatas do
heroSelectBtn[i]:SetActive(heroDatas[i].dynamicId == curSelectHero.dynamicId)
if heroSelectBtn[i] and heroDatas[i] then
heroSelectBtn[i]:SetActive(heroDatas[i].dynamicId == curSelectHero.dynamicId)
end
end
end)
@ -362,6 +367,22 @@ function this.SetBtnSelect(_parObj)
this.selectBtn.transform.localPosition=Vector3.zero
end
function this.ShowCostInfo()
local replaceItemIdConfig = ConfigManager.GetConfigData(ConfigName.SpecialConfig,68)
local replaceCostConfig = ConfigManager.GetConfigData(ConfigName.SpecialConfig,69)
if replaceItemIdConfig then
this.text:GetComponent("Text").text = BagManager.GetItemCountById(tonumber(replaceItemIdConfig.Value))
end
if curSelectHero and replaceCostConfig then
local getCostByStar = string.split(replaceCostConfig.Value,"|")
if curSelectHero.star == 4 then
this.costText.text = string.split(getCostByStar[1],"#")[2]
elseif curSelectHero.star == 5 then
this.costText.text = string.split(getCostByStar[2],"#")[2]
end
end
end
function this:OnClose()
curSelectHero = {}
curSelectHeroConfig = {}

View File

@ -2896,7 +2896,13 @@ function this.ByCompoundHeroGetAllHeros()
local downSoryHeroList = {}
for i, v in pairs(heroDatas) do
if v.star == 4 or v.star == 5 or v.star == 3 then--四星 五星 才能加 3星 是狗粮
v.isFormation = ""
if #v.formationList ~= 0 then
local text = ""
for index, value in ipairs(v.formationList) do
text = HeroManager.GetHeroFormationStr(index)
end
v.isFormation = text
end
table.insert(upSortHeroList,v)
table.insert(downSoryHeroList,v)
end

View File

@ -142,6 +142,8 @@ function RoleInfoPanel:InitComponent()
this.gold2Image=Util.GetGameObject(this.upStar,"goldGrid/gold2")
this.roleUpStarLayoutTip=Util.GetGameObject(this.upStar,"tip"):GetComponent("Text")
this.roleUpStarRedPoint=Util.GetGameObject(self.transform,"rolePanel/btnList/btnUpStar/redPoint")
this.goCompoundHero=Util.GetGameObject(this.upStar.transform, "goCompoundHero")
Util.GetGameObject(this.upStar.transform, "goCompoundHero/Text"):GetComponent("Text").text = Language[12290]
--升星属性
this.curStarGrid = Util.GetGameObject(this.upStar.transform, "upStarProInfo/curStarGrid")
this.nextStarGrid = Util.GetGameObject(this.upStar.transform, "upStarProInfo/nextStarGrid")
@ -266,6 +268,14 @@ function RoleInfoPanel:BindEvent()
--升星
Util.AddClick(this.upStarBtn, function()
self:StarUpClick()
end)
--前往化虚坛
Util.AddClick(this.goCompoundHero, function()
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.COMPOUND_HERO) then
JumpManager.GoJump(740001)
else
PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.COMPOUND_HERO))
end
end)
--回溯
-- Util.AddClick(this.upReturn, function()
@ -686,6 +696,7 @@ function this:UpdateHeroUpStarData(isNeedLoadLive)
upStarConsumeMaterial={}
upStarMaterialIsAll = {}
upStarPreList = {}
this.goCompoundHero:SetActive(curHeroData.star == 4 or curHeroData.star == 5)
for i = 1, #curUpStarData do
local go=newObject(this.upStarPre)
go.transform:SetParent(this.upStarGrid.transform)

View File

@ -2287,3 +2287,6 @@
12287,确定归元
12288,<color=#6DFA55>%s</color>的法宝会重置为<color=#6DFA55>1</color>,并返还进阶时消耗的金币和陨铁,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得
12289,请选择一个需要归元的法宝神将!
12290,前往化虚坛
12291,请选择需要合成的神将
12292,%s星同阵营神将

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
2287 12287 确定归元
2288 12288 <color=#6DFA55>%s</color>的法宝会重置为<color=#6DFA55>1</color>,并返还进阶时消耗的金币和陨铁,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得:
2289 12289 请选择一个需要归元的法宝神将!
2290 12290 前往化虚坛
2291 12291 请选择需要合成的神将
2292 12292 %s星同阵营神将