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

View File

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View File

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

View File

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

View File

@ -80,7 +80,7 @@ end
function GodPrintPanel:BindEvent() function GodPrintPanel:BindEvent()
--帮助按钮 --帮助按钮
Util.AddClick(this.helpBtn, function() 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) end)
--向左切换英雄数据 --向左切换英雄数据
Util.AddClick(this.leftBtn, function() Util.AddClick(this.leftBtn, function()

View File

@ -48,6 +48,8 @@ function GodPrintPopUp:InitComponent()
--魂印效果 --魂印效果
self.midBar = Util.GetGameObject(self.transform, "Panel/midBar") self.midBar = Util.GetGameObject(self.transform, "Panel/midBar")
self.effectText=Util.GetGameObject(self.midBar,"basePro/Info"):GetComponent("Text") 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) --适用范围(还没做具体内容)
self.trialScope=Util.GetGameObject(self.midBar,"TrialScope") self.trialScope=Util.GetGameObject(self.midBar,"TrialScope")
@ -263,46 +265,51 @@ function GodPrintPopUp:RefreshShow(type)
end end
end end
--适用范围 --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 -- 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 -- if isOpenTrialScope then
self.trialScopeText.text = "以下神将可装备:" -- self.trialScopeText.text = "以下神将可装备:"
self.scroll_1:SetActive(#equipConfig[soulId].Range<=3) -- self.scroll_1:SetActive(#equipConfig[soulId].Range<=3)
self.scroll_2: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 -- --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 -- if #equipConfig[soulId].Range<=3 then
for j = 0, self.scroll_1.transform.childCount-1 do -- for j = 0, self.scroll_1.transform.childCount-1 do
self.scroll_1.transform:GetChild(j).gameObject:SetActive(false) -- self.scroll_1.transform:GetChild(j).gameObject:SetActive(false)
end -- end
for i = 1, #equipConfig[soulId].Range do--遍历每个适用英雄 -- for i = 1, #equipConfig[soulId].Range do--遍历每个适用英雄
local item= proList[i] -- local item= proList[i]
if not item then -- if not item then
item= newObjToParent(self.trialScopePre,self.scroll_1) -- item= newObjToParent(self.trialScopePre,self.scroll_1)
item.name="ProPre"..i -- item.name="ProPre"..i
proList[i]=item -- proList[i]=item
end -- end
proList[i].gameObject:SetActive(true) -- proList[i].gameObject:SetActive(true)
local _heroId=equipConfig[soulId].Range[i] -- local _heroId=equipConfig[soulId].Range[i]
local frame=Util.GetGameObject(item,"Head/Frame"):GetComponent("Image") -- local frame=Util.GetGameObject(item,"Head/Frame"):GetComponent("Image")
local icon=Util.GetGameObject(item,"Head/Icon"):GetComponent("Image") -- local icon=Util.GetGameObject(item,"Head/Icon"):GetComponent("Image")
local name=Util.GetGameObject(item,"Name"):GetComponent("Text") -- local name=Util.GetGameObject(item,"Name"):GetComponent("Text")
local info=Util.GetGameObject(item,"Info"):GetComponent("Text") -- local info=Util.GetGameObject(item,"Info"):GetComponent("Text")
frame.sprite=self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[_heroId].Quantity)) -- frame.sprite=self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[_heroId].Quantity))
icon.sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig[_heroId].ResourceID)) -- icon.sprite=self.spLoader:LoadSprite(GetResourcePath(itemConfig[_heroId].ResourceID))
name.text=GetLanguageStrById(itemConfig[_heroId].Name) -- name.text=GetLanguageStrById(itemConfig[_heroId].Name)
info.text=x(i) -- info.text=x(i)
end -- end
else -- else
self.scrollView:SetData(equipConfig[soulId].Range,function(index,root) -- self.scrollView:SetData(equipConfig[soulId].Range,function(index,root)
self:SetScrollPre(root,equipConfig[soulId].Range[index],index) -- self:SetScrollPre(root,equipConfig[soulId].Range[index],index)
end) -- end)
self.scrollView:SetIndex(1) -- self.scrollView:SetIndex(1)
end -- end
else -- else
self.scroll_1:SetActive(false) -- self.scroll_1:SetActive(false)
self.scroll_2:SetActive(false) -- self.scroll_2:SetActive(false)
self.trialScopeText.text = "以下神将可装备:所有神将" -- 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 end
--获取途径 --获取途径
self.howGet:SetActive(type==Type.Access) self.howGet:SetActive(type==Type.Access)
--获取途径 --获取途径

View File

@ -85,10 +85,10 @@ end
--刷新面板 --刷新面板
function this.RefreshShow(type) function this.RefreshShow(type)
if type==Type.Detail then if type==Type.Detail then
this.title.text=Language[11906] this.title.text="神印详情"
this.empty.gameObject:SetActive(#curHeroData.godPrintList==0) this.empty.gameObject:SetActive(#curHeroData.godPrintList==0)
elseif type==Type.Replace then 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) this.empty.gameObject:SetActive(false)
end end
--数据是无序的 需要按位置排序下 --数据是无序的 需要按位置排序下