神印修改提交

dev_chengFeng
wangzhenxing 2022-04-24 14:20:11 +08:00
parent fed9afed62
commit 7cdf302e90
7 changed files with 206 additions and 66 deletions

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@ -1926,6 +1926,7 @@ HELP_TYPE = {
jingjishilian = 122,
HomeLand = 126,
PowerRice = 127,--战力冲刺
GodPrint=129,--神印
}
NumToComplexFont = {

View File

@ -19,6 +19,7 @@ local heroId=nil
function this:InitComponent(gameObject)
self.spLoader = SpriteLoader.New()
this.titleTxt=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.titleTxt.text="神印升品"
this.frame=Util.GetGameObject(gameObject,"curGem"):GetComponent("Image")
this.icon=Util.GetGameObject(gameObject,"curGem/icon"):GetComponent("Image")
this.quan=Util.GetGameObject(gameObject,"curGem/quan"):GetComponent("Image")
@ -45,11 +46,9 @@ function this:BindEvent()
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
PopupTipPanel.ShowTip("升品成功")
parent:ClosePanel()
LogError("--11111111111111")
--删除魂印
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
-- this.StartCompoundSoulPrint(curSelectSoulPrint, true)
LogError("22222222")
-- this.StartCompoundSoulPrint(curSelectSoulPrint, true)
if func then
func()
end
@ -87,7 +86,8 @@ function this:OnShow(_parent,_args)
if i<=#list then
this.costList[i]:SetActive(true)
this.costList[i]:GetComponent("Image").sprite=self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[list[i][1]].Quantity))
Util.GetGameObject(this.costList[i],"Obj"):GetComponent("Image").sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig[list[i][1]].ResourceID))
local btnObj=Util.GetGameObject(this.costList[i],"Obj")
btnObj:GetComponent("Image").sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig[list[i][1]].ResourceID))
local quan=Util.GetGameObject(this.costList[i],"quan"):GetComponent("Image")
quan.gameObject:SetActive(itemConfig[list[i][1]].ItemBaseType==6)
quan.sprite=self.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[list[i][1]].Quantity].circle)
@ -102,6 +102,9 @@ function this:OnShow(_parent,_args)
else
numTxt.text=string.format("<color=#FFFFFFFF>%s/%s</color>",bagNum,list[i][2])
end
Util.AddClick(btnObj,function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,itemConfig[list[i][1]].Id,nil)
end)
else
this.costList[i]:SetActive(false)
end

View File

@ -80,7 +80,7 @@ end
function GodPrintPanel:BindEvent()
--帮助按钮
Util.AddClick(this.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.SoulPrint,this.helpPosition.x,this.helpPosition.y)
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.GodPrint,this.helpPosition.x,this.helpPosition.y)
end)
--向左切换英雄数据
Util.AddClick(this.leftBtn, function()

View File

@ -48,6 +48,8 @@ function GodPrintPopUp:InitComponent()
--魂印效果
self.midBar = Util.GetGameObject(self.transform, "Panel/midBar")
self.effectText=Util.GetGameObject(self.midBar,"basePro/Info"):GetComponent("Text")
self.desText=Util.GetGameObject(self.midBar,"basePro/PropertyName"):GetComponent("Text")
self.desText.text="神印效果:"
--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

View File

@ -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