[礼物]====================礼物修改提交
parent
24cc12ddc8
commit
7904ac0594
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File diff suppressed because it is too large
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@ -210,9 +210,33 @@ function this.GetHeroPotencyLvById(did)
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--LogError("礼物增加 潜能 lv====================================="..lv)
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return lv
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end
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--获取主角礼物添加的潜能等级
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function this.GetPlayerGiftAddPotencyLv()
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local lv=0
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if this.playerGifts and #this.playerGifts>0 then
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for i=1,#this.playerGifts do
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local id=this.playerGifts[i]
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if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew>0 and type(equipConfig[id].PotentialNew[1])~="userdata" then
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lv=lv+equipConfig[id].PotentialNew[2]
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end
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end
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end
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return lv
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end
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--获取英雄礼物添加的潜能等级
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function this.GetHeroGiftAddPotencyLv()
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local lv=0
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if this.playerGifts and #this.playerGifts>0 then
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for i=1,#this.playerGifts do
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local id=this.playerGifts[i]
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if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew>0 and type(equipConfig[id].PotentialNew[1])~="userdata" then
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lv=lv+equipConfig[id].PotentialNew[2]
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end
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end
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end
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return lv
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end
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--获取主角礼物增加的属性
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@ -37,17 +37,16 @@ function PlayerGiftPanel:InitComponent()
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this.titleTxt.text="主角礼物"
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this.selectBtn = Util.GetGameObject(self.gameObject, "selectBtn")
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this.btnPrant = Util.GetGameObject(self.gameObject, "Tabs")
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this.btnPrant:SetActive(false)
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this.equipPreList2 = {}
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this.equipPreList = {}
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this.equipPre = Util.GetGameObject(self.gameObject, "equipPre")
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this.upItemPre = Util.GetGameObject(self.gameObject, "upItemPre")
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this.grid = Util.GetGameObject(self.gameObject, "scroll/grid")
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this.selsectSkillImage = Util.GetGameObject(self.gameObject, "selsectSkillImage")
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this.ScrollBar = Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
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this.ScrollBar = Util.GetGameObject(self.gameObject, "listObj/bg/Scrollbar"):GetComponent("Scrollbar")
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local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "scroll").transform,
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this.equipPre, this.ScrollBar,Vector2.New(v2.width, v2.height),1 , 5, Vector2.New(40, 15))
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "listObj/bg/scroll").transform,
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this.equipPre, this.ScrollBar,Vector2.New(v2.width, v2.height),1 , 4, Vector2.New(40, 15))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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@ -61,7 +60,7 @@ function PlayerGiftPanel:InitComponent()
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this.itemNumText = Util.GetGameObject(self.transform, "itemNumText"):GetComponent("Text")
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this.upLvEffect = Util.GetGameObject(self.transform, "powerBtn/effect")
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this.emptyObj = Util.GetGameObject(self.transform, "emptyObj")
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this.emptyObj = Util.GetGameObject(self.transform, "listObj/bg/emptyObj")
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this.emptyObj.gameObject:SetActive(false)
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this.mask = Util.GetGameObject(self.gameObject, "mask")
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this.mask:SetActive(false)
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@ -71,23 +70,40 @@ function PlayerGiftPanel:InitComponent()
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this.barImg=Util.GetGameObject(self.gameObject, "progressbar/progress1"):GetComponent("Image")
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this.barNum=Util.GetGameObject(self.gameObject, "progressbar/num"):GetComponent("Text")
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this.btn_help=Util.GetGameObject(self.gameObject, "btn_help")
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this.listObj = Util.GetGameObject(self.transform, "listObj")
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this.listCloseBtn = Util.GetGameObject(self.transform, "listObj/bg/btn_close")
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Util.GetGameObject(self.transform, "listObj/bg/title (1)"):GetComponent("Text").text="主角礼物"
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this.proTitle = Util.GetGameObject(self.transform, "proTitle/name/text"):GetComponent("Text")
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this.proTitle.text="当前礼物总加成"
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this.proGrid = Util.GetGameObject(self.transform, "pro")
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this.proPre=Util.GetGameObject(self.transform, "pro/name")
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this.tipInfo = Util.GetGameObject(self.transform, "tipInfo"):GetComponent("Text")
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this.proEmptyObj = Util.GetGameObject(self.transform, "proEmptyObj")
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Util.GetGameObject(self.transform, "proEmptyObj/TextImage/Text"):GetComponent("Text").text="暂无加成属性"
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end
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--绑定事件(用于子类重写)
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function PlayerGiftPanel:BindEvent()
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Util.AddClick(this.listCloseBtn,function()
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this.listObj:SetActive(false)
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end)
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Util.AddClick(this.btn_help,function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Gift,0,0)
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end)
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Util.AddClick(this.collectImg.gameObject,function()
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local data = {}
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local singData = {}
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singData.title = "当前礼物总加成"
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singData.pro = IncarnationManager.GetproDesLst(GiftManager.GetPlayerGiftAddPro(),"00FF00")
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singData.tip ="" --"总加成包括化身之力提供的属性"
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table.insert(data,singData)
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
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-- local data = {}
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-- local singData = {}
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-- singData.title = "当前礼物总加成"
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-- singData.pro = IncarnationManager.GetproDesLst(GiftManager.GetPlayerGiftAddPro(),"00FF00")
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-- singData.tip ="" --"总加成包括化身之力提供的属性"
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-- table.insert(data,singData)
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-- UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
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end)
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Util.AddClick(this.btnBack,function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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@ -132,6 +148,7 @@ end
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--界面打开时调用(用于子类重写)
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function PlayerGiftPanel:OnOpen(...)
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local data = {...}
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this.listObj:SetActive(false)
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end
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function PlayerGiftPanel:OnShow()
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teamHero = FormationManager.GetAllMainFormationHeroId()
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@ -156,6 +173,7 @@ function this.RefreshWindowData()
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this.ChangePowerValue()
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--显示上面赠送的
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local list=GiftManager.GetPlayerGifts()
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LogError("#list============================="..#list)
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local maxNum=16
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if #list>maxNum then
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maxNum=#list+4
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@ -167,6 +185,7 @@ function this.RefreshWindowData()
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data.type=1
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data.qua=0
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data.id=0
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data.isRed=false
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if i<=#list then
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data.id=list[i]
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data.type=2
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@ -176,7 +195,9 @@ function this.RefreshWindowData()
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LogError("equipConfig[data.id].Gift=="..equipConfig[data.id].Gift)
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end
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table.insert(allUpIds,data.id)
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end
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else
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data.isRed=GiftManager.CheckPlayerRedPoint()
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end
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table.insert(giftDatas,data)
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end
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table.sort(giftDatas,function(a,b)
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@ -215,6 +236,32 @@ function this.RefreshWindowData()
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this.barImg.fillAmount=collectNum/maxValue
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--显示下面可赠送的
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this:OnClickTabBtn(1)
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local proList=IncarnationManager.GetproDesLst(GiftManager.GetPlayerGiftAddPro(),"00FF00")
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if proList and #proList>0 then
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this.proGrid:SetActive(true)
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this.proEmptyObj:SetActive(false)
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local len=this.proGrid.transform.childCount
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local create=#proList-len
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if create>0 then
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for i=1,create do
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newObjToParent(this.proPre,this.proGrid)
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end
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end
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len=this.proGrid.transform.childCount
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for i=1,len do
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if i<=#proList then
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this.proGrid.transform:GetChild(i-1).gameObject:SetActive(true)
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this.proGrid.transform:GetChild(i-1):GetComponent("Text").text=proList[i]
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else
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this.proGrid.transform:GetChild(i-1).gameObject:SetActive(false)
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end
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end
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else
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this.proGrid:SetActive(false)
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this.proEmptyObj:SetActive(true)
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end
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this.tipInfo.text=string.format("潜能等级+%s",GiftManager.GetPlayerGiftAddPotencyLv())
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end
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@ -226,6 +273,8 @@ function this.SingleUpItemShow(_go,data)
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local icon=Util.GetGameObject(_go,"icon"):GetComponent("Image")
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local name=Util.GetGameObject(_go,"name"):GetComponent("Text")
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local add=Util.GetGameObject(_go,"add")
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local red=Util.GetGameObject(_go,"red")
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red:SetActive(data.isRed)
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if data.id and data.id~=0 then
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frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[data.id].Quantity))
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icon.gameObject:SetActive(true)
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@ -244,6 +293,9 @@ function this.SingleUpItemShow(_go,data)
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name.gameObject:SetActive(false)
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add:SetActive(true)
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end
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Util.AddOnceClick(add,function()
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this.listObj:SetActive(true)
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end)
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end
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@ -55,10 +55,10 @@ function RoleGiftPanel:InitComponent()
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this.allEquipDown = Util.GetGameObject(self.transform, "allEquipDown")
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this.allEquipUpRedPoint = Util.GetGameObject(self.transform, "allEquipUp/redPoint")
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this.allEquipUpRedPoint:SetActive(false)
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this.ScrollBar = Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
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local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "scroll").transform,
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this.equipPre, this.ScrollBar,Vector2.New(v2.width, v2.height),1 , 5, Vector2.New(40, 15))
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this.ScrollBar = Util.GetGameObject(self.gameObject, "listObj/bg/Scrollbar"):GetComponent("Scrollbar")
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local v2 = Util.GetGameObject(self.gameObject, "listObj/bg/scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "listObj/bg/scroll").transform,
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this.equipPre, this.ScrollBar,Vector2.New(v2.width, v2.height),1 , 4, Vector2.New(40, 15))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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@ -72,7 +72,7 @@ function RoleGiftPanel:InitComponent()
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this.itemNumText = Util.GetGameObject(self.transform, "itemNumText"):GetComponent("Text")
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this.upLvEffect = Util.GetGameObject(self.transform, "powerBtn/effect")
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this.emptyObj = Util.GetGameObject(self.transform, "emptyObj")
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this.emptyObj = Util.GetGameObject(self.transform, "listObj/bg/emptyObj")
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this.emptyObj.gameObject:SetActive(false)
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this.mask = Util.GetGameObject(self.gameObject, "mask")
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this.mask:SetActive(false)
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@ -81,24 +81,38 @@ function RoleGiftPanel:InitComponent()
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this.collectImg.sprite=this.spLoader:LoadSprite("gh_tt_8")
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this.btn_help=Util.GetGameObject(self.gameObject, "btn_help")
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this.listObj = Util.GetGameObject(self.transform, "listObj")
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this.listCloseBtn = Util.GetGameObject(self.transform, "listObj/bg/btn_close")
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Util.GetGameObject(self.transform, "listObj/bg/title (1)"):GetComponent("Text").text="神将礼物"
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this.proTitle = Util.GetGameObject(self.transform, "proTitle/name/text"):GetComponent("Text")
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this.proTitle.text="当前礼物加成"
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this.proGrid = Util.GetGameObject(self.transform, "pro")
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this.proPre=Util.GetGameObject(self.transform, "pro/name")
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this.tipInfo = Util.GetGameObject(self.transform, "tipInfo"):GetComponent("Text")
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this.proEmptyObj = Util.GetGameObject(self.transform, "proEmptyObj")
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Util.GetGameObject(self.transform, "proEmptyObj/TextImage/Text"):GetComponent("Text").text="暂无加成属性"
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end
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--绑定事件(用于子类重写)
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function RoleGiftPanel:BindEvent()
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Util.AddClick(this.listCloseBtn,function()
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this.listObj:SetActive(false)
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end)
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Util.AddClick(this.btn_help,function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Gift,0,0)
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end)
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Util.AddClick(this.collectImg.gameObject,function()
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local data = {}
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local singData = {}
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singData.title = "当前礼物总加成"
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singData.pro = IncarnationManager.GetproDesLst(GiftManager.GetHeroGiftAddPro(curHeroData.dynamicId),"00FF00")
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singData.tip ="" --"总加成包括化身之力提供的属性"
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table.insert(data,singData)
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
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-- local data = {}
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-- local singData = {}
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-- singData.title = "当前礼物总加成"
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-- singData.pro = IncarnationManager.GetproDesLst(GiftManager.GetHeroGiftAddPro(curHeroData.dynamicId),"00FF00")
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-- singData.tip ="" --"总加成包括化身之力提供的属性"
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-- table.insert(data,singData)
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-- UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
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end)
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Util.AddClick(this.btnBack,function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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@ -176,6 +190,7 @@ function RoleGiftPanel:OnOpen(...)
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else
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heroListData = HeroManager.GetAllHeroDatas()
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end
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this.listObj:SetActive(false)
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end
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function RoleGiftPanel:OnShow()
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for i = 1, #heroListData do
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@ -218,11 +233,14 @@ function this.RefreshWindowData()
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data.type=1
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data.qua=0
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data.id=0
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data.isRed=false
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if i<=#list then
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data.type=2
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data.id=list[i]
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data.qua=itemConfig[list[i]].Quantity
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table.insert(allUpIds,data.id)
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else
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data.isRed=GiftManager.CheckRoleRedPointById(curHeroData.dynamicId)
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end
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table.insert(giftDatas,data)
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end
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@ -244,6 +262,32 @@ function this.RefreshWindowData()
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this.SingleUpItemShow(go, giftDatas[index],index)
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end
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)
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local proList=IncarnationManager.GetproDesLst(GiftManager.GetHeroGiftAddPro(curHeroData.dynamicId),"00FF00")
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if proList and #proList>0 then
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this.proGrid:SetActive(true)
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this.proEmptyObj:SetActive(false)
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local len=this.proGrid.transform.childCount
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local create=#proList-len
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if create>0 then
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for i=1,create do
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newObjToParent(this.proPre,this.proGrid)
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end
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end
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len=this.proGrid.transform.childCount
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for i=1,len do
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if i<=#proList then
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this.proGrid.transform:GetChild(i-1).gameObject:SetActive(true)
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this.proGrid.transform:GetChild(i-1):GetComponent("Text").text=proList[i]
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else
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this.proGrid.transform:GetChild(i-1).gameObject:SetActive(false)
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end
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end
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else
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this.proGrid:SetActive(false)
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this.proEmptyObj:SetActive(true)
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end
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this.tipInfo.text=string.format("潜能等级+%s",GiftManager.GetHeroGiftAddPotencyLv())
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--显示下面可赠送的
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this:OnClickTabBtn(1)
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end
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@ -259,7 +303,10 @@ function this.SingleUpItemShow(_go,data,_index)
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local lockObj=Util.GetGameObject(_go,"lock")
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local lockText=Util.GetGameObject(_go,"Text"):GetComponent("Text")
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local add=Util.GetGameObject(_go,"add")
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local red=Util.GetGameObject(_go,"red")
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if data.id and data.id~=0 then
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red:SetActive(false)
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frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[data.id].Quantity))
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icon.gameObject:SetActive(true)
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name.gameObject:SetActive(true)
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@ -283,16 +330,20 @@ function this.SingleUpItemShow(_go,data,_index)
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if _index>curNum then
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lockObj:SetActive(true)
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add:SetActive(false)
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red:SetActive(false)
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lockText.gameObject:SetActive(true)
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lockText.text="收集度"..lv+1 .."级解锁"
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else
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lockObj:SetActive(false)
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lockText.gameObject:SetActive(false)
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add:SetActive(true)
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red:SetActive(data.isRed)
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end
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end
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Util.AddOnceClick(add,function()
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this.listObj:SetActive(true)
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end)
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end
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--点击装备按钮
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@ -325,7 +376,7 @@ function this:OnClickTabBtn(_index)
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--"装备数量:"
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this.itemNumText.text = "礼物种类:" .. count
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this:SetItemData(allEquip)
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--this.CheckRedTab()
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end
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