神印修改提交
parent
fed9afed62
commit
7cdf302e90
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m_PersistentCalls:
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m_Calls: []
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@ -1926,6 +1926,7 @@ HELP_TYPE = {
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jingjishilian = 122,
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HomeLand = 126,
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PowerRice = 127,--战力冲刺
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GodPrint=129,--神印
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}
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NumToComplexFont = {
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@ -19,6 +19,7 @@ local heroId=nil
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function this:InitComponent(gameObject)
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self.spLoader = SpriteLoader.New()
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this.titleTxt=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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this.titleTxt.text="神印升品"
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this.frame=Util.GetGameObject(gameObject,"curGem"):GetComponent("Image")
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this.icon=Util.GetGameObject(gameObject,"curGem/icon"):GetComponent("Image")
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this.quan=Util.GetGameObject(gameObject,"curGem/quan"):GetComponent("Image")
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@ -45,11 +46,9 @@ function this:BindEvent()
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SoundManager.PlaySound(SoundConfig.UI_Baoqi)
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PopupTipPanel.ShowTip("升品成功")
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parent:ClosePanel()
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LogError("--11111111111111")
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--删除魂印
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
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-- this.StartCompoundSoulPrint(curSelectSoulPrint, true)
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LogError("22222222")
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-- this.StartCompoundSoulPrint(curSelectSoulPrint, true)
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if func then
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func()
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end
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@ -87,7 +86,8 @@ function this:OnShow(_parent,_args)
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if i<=#list then
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this.costList[i]:SetActive(true)
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this.costList[i]:GetComponent("Image").sprite=self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[list[i][1]].Quantity))
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Util.GetGameObject(this.costList[i],"Obj"):GetComponent("Image").sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig[list[i][1]].ResourceID))
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local btnObj=Util.GetGameObject(this.costList[i],"Obj")
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btnObj:GetComponent("Image").sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig[list[i][1]].ResourceID))
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local quan=Util.GetGameObject(this.costList[i],"quan"):GetComponent("Image")
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quan.gameObject:SetActive(itemConfig[list[i][1]].ItemBaseType==6)
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quan.sprite=self.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[list[i][1]].Quantity].circle)
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@ -102,6 +102,9 @@ function this:OnShow(_parent,_args)
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else
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numTxt.text=string.format("<color=#FFFFFFFF>%s/%s</color>",bagNum,list[i][2])
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end
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Util.AddClick(btnObj,function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,itemConfig[list[i][1]].Id,nil)
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end)
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else
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this.costList[i]:SetActive(false)
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end
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@ -80,7 +80,7 @@ end
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function GodPrintPanel:BindEvent()
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--帮助按钮
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Util.AddClick(this.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.SoulPrint,this.helpPosition.x,this.helpPosition.y)
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.GodPrint,this.helpPosition.x,this.helpPosition.y)
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end)
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--向左切换英雄数据
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Util.AddClick(this.leftBtn, function()
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@ -48,6 +48,8 @@ function GodPrintPopUp:InitComponent()
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--魂印效果
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self.midBar = Util.GetGameObject(self.transform, "Panel/midBar")
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self.effectText=Util.GetGameObject(self.midBar,"basePro/Info"):GetComponent("Text")
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self.desText=Util.GetGameObject(self.midBar,"basePro/PropertyName"):GetComponent("Text")
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self.desText.text="神印效果:"
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||||
--适用范围(还没做具体内容)
|
||||
self.trialScope=Util.GetGameObject(self.midBar,"TrialScope")
|
||||
|
@ -263,46 +265,51 @@ function GodPrintPopUp:RefreshShow(type)
|
|||
end
|
||||
end
|
||||
--适用范围
|
||||
local isOpenTrialScope=equipConfig[soulId].Range and equipConfig[soulId].Range[1]~=0 and equipConfig[soulId].Range[1]--是否开启适用
|
||||
if isOpenTrialScope then
|
||||
self.trialScopeText.text = "以下神将可装备:"
|
||||
self.scroll_1:SetActive(#equipConfig[soulId].Range<=3)
|
||||
self.scroll_2:SetActive(#equipConfig[soulId].Range>3)
|
||||
--适用英雄<=3时 固定长度生成(预设) 反之使用优化滚动条
|
||||
if #equipConfig[soulId].Range<=3 then
|
||||
for j = 0, self.scroll_1.transform.childCount-1 do
|
||||
self.scroll_1.transform:GetChild(j).gameObject:SetActive(false)
|
||||
end
|
||||
for i = 1, #equipConfig[soulId].Range do--遍历每个适用英雄
|
||||
local item= proList[i]
|
||||
if not item then
|
||||
item= newObjToParent(self.trialScopePre,self.scroll_1)
|
||||
item.name="ProPre"..i
|
||||
proList[i]=item
|
||||
end
|
||||
proList[i].gameObject:SetActive(true)
|
||||
local _heroId=equipConfig[soulId].Range[i]
|
||||
local frame=Util.GetGameObject(item,"Head/Frame"):GetComponent("Image")
|
||||
local icon=Util.GetGameObject(item,"Head/Icon"):GetComponent("Image")
|
||||
local name=Util.GetGameObject(item,"Name"):GetComponent("Text")
|
||||
local info=Util.GetGameObject(item,"Info"):GetComponent("Text")
|
||||
frame.sprite=self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[_heroId].Quantity))
|
||||
icon.sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig[_heroId].ResourceID))
|
||||
name.text=GetLanguageStrById(itemConfig[_heroId].Name)
|
||||
info.text=x(i)
|
||||
end
|
||||
else
|
||||
self.scrollView:SetData(equipConfig[soulId].Range,function(index,root)
|
||||
self:SetScrollPre(root,equipConfig[soulId].Range[index],index)
|
||||
end)
|
||||
self.scrollView:SetIndex(1)
|
||||
end
|
||||
else
|
||||
self.scroll_1:SetActive(false)
|
||||
self.scroll_2:SetActive(false)
|
||||
self.trialScopeText.text = "以下神将可装备:所有神将"
|
||||
-- local isOpenTrialScope=equipConfig[soulId].Range and equipConfig[soulId].Range[1]~=0 and equipConfig[soulId].Range[1]--是否开启适用
|
||||
-- if isOpenTrialScope then
|
||||
-- self.trialScopeText.text = "以下神将可装备:"
|
||||
-- self.scroll_1:SetActive(#equipConfig[soulId].Range<=3)
|
||||
-- self.scroll_2:SetActive(#equipConfig[soulId].Range>3)
|
||||
-- --适用英雄<=3时 固定长度生成(预设) 反之使用优化滚动条
|
||||
-- if #equipConfig[soulId].Range<=3 then
|
||||
-- for j = 0, self.scroll_1.transform.childCount-1 do
|
||||
-- self.scroll_1.transform:GetChild(j).gameObject:SetActive(false)
|
||||
-- end
|
||||
-- for i = 1, #equipConfig[soulId].Range do--遍历每个适用英雄
|
||||
-- local item= proList[i]
|
||||
-- if not item then
|
||||
-- item= newObjToParent(self.trialScopePre,self.scroll_1)
|
||||
-- item.name="ProPre"..i
|
||||
-- proList[i]=item
|
||||
-- end
|
||||
-- proList[i].gameObject:SetActive(true)
|
||||
-- local _heroId=equipConfig[soulId].Range[i]
|
||||
-- local frame=Util.GetGameObject(item,"Head/Frame"):GetComponent("Image")
|
||||
-- local icon=Util.GetGameObject(item,"Head/Icon"):GetComponent("Image")
|
||||
-- local name=Util.GetGameObject(item,"Name"):GetComponent("Text")
|
||||
-- local info=Util.GetGameObject(item,"Info"):GetComponent("Text")
|
||||
-- frame.sprite=self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[_heroId].Quantity))
|
||||
-- icon.sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig[_heroId].ResourceID))
|
||||
-- name.text=GetLanguageStrById(itemConfig[_heroId].Name)
|
||||
-- info.text=x(i)
|
||||
-- end
|
||||
-- else
|
||||
-- self.scrollView:SetData(equipConfig[soulId].Range,function(index,root)
|
||||
-- self:SetScrollPre(root,equipConfig[soulId].Range[index],index)
|
||||
-- end)
|
||||
-- self.scrollView:SetIndex(1)
|
||||
-- end
|
||||
-- else
|
||||
-- self.scroll_1:SetActive(false)
|
||||
-- self.scroll_2:SetActive(false)
|
||||
-- self.trialScopeText.text = "以下神将可装备:所有神将"
|
||||
-- end
|
||||
self.scroll_1:SetActive(false)
|
||||
self.scroll_2:SetActive(false)
|
||||
if equipConfig[soulId].Describe then
|
||||
self.trialScopeText.text = "以下神将可装备:"..equipConfig[soulId].Describe
|
||||
end
|
||||
|
||||
|
||||
--获取途径
|
||||
self.howGet:SetActive(type==Type.Access)
|
||||
--获取途径
|
||||
|
|
|
@ -85,10 +85,10 @@ end
|
|||
--刷新面板
|
||||
function this.RefreshShow(type)
|
||||
if type==Type.Detail then
|
||||
this.title.text=Language[11906]
|
||||
this.title.text="神印详情"
|
||||
this.empty.gameObject:SetActive(#curHeroData.godPrintList==0)
|
||||
elseif type==Type.Replace then
|
||||
this.title.text=Language[11907]
|
||||
this.title.text="选择替换下的神印"
|
||||
this.empty.gameObject:SetActive(false)
|
||||
end
|
||||
--数据是无序的 需要按位置排序下
|
||||
|
|
Loading…
Reference in New Issue