dev_chengFeng
ZhangBiao 2021-03-09 10:27:28 +08:00
parent 2f9e47fd1f
commit 7fb0a9f84a
9 changed files with 5726 additions and 11922 deletions

View File

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m_SizeDelta: {x: 150.41, y: 30}
m_AnchoredPosition: {x: -50.748997, y: -56.083}
m_SizeDelta: {x: 37.098, y: 26.42}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &872506643904101074
CanvasRenderer:
@ -164551,13 +165017,13 @@ MonoBehaviour:
m_BestFit: 0
m_MinSize: 3
m_MaxSize: 40
m_Alignment: 4
m_Alignment: 3
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 1
m_VerticalOverflow: 1
m_LineSpacing: 1
m_Text: 6666
m_Text: 66
--- !u!1 &7731943825810536164
GameObject:
m_ObjectHideFlags: 0
@ -191392,6 +191858,7 @@ RectTransform:
- {fileID: 2578826049685985751}
- {fileID: 1479702943450310725}
- {fileID: 9114126172663038642}
- {fileID: 583449996415140177}
- {fileID: 5025433249560352553}
m_Father: {fileID: 224461338842806296}
m_RootOrder: 3
@ -191780,6 +192247,7 @@ RectTransform:
- {fileID: 7627404294267082902}
- {fileID: 6727488448984557519}
- {fileID: 5801844036821418840}
- {fileID: 616989202426481784}
- {fileID: 1931370538587404644}
m_Father: {fileID: 224737750581944100}
m_RootOrder: 3

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: ab80274e04679574b9afa63651fa3efd
guid: c109db57d7683fc4982d3dc22b0e24cc
timeCreated: 1552895521
licenseType: Pro
NativeFormatImporter:

View File

@ -1,10 +0,0 @@
fileFormatVersion: 2
guid: c109db57d7683fc4982d3dc22b0e24cc
timeCreated: 1552895521
licenseType: Pro
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 100100000
userData:
assetBundleName:
assetBundleVariant:

View File

@ -2397,7 +2397,7 @@ MonoBehaviour:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 21300000, guid: 9ed299d510310514aa0f29b1ecd648fd, type: 3}
m_Sprite: {fileID: 21300000, guid: c0e2ff0e5cbd6384ea4afd24a076c9f8, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1

View File

@ -988,7 +988,7 @@ MonoBehaviour:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 21300000, guid: 8d77d34f73df56343b95033e5c3cf6ce, type: 3}
m_Sprite: {fileID: 21300000, guid: 21c9fa29e1d6bfa47bb92633fa653e3f, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@ -1280,7 +1280,7 @@ MonoBehaviour:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 21300000, guid: 0afcaaf43a0c4744bb8b70d268045136, type: 3}
m_Sprite: {fileID: 21300000, guid: 0146c9a83b59e4744b38c5182880535e, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1

View File

@ -7,115 +7,96 @@ local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local this=RoleEquipTreasureChangePopup
local type--1 穿装备 2 卸装备 3 替换装备
local curHeroData
local curEquipData
local nextEquipData
local equipData
local openThisPanel
local equipIdList
local equipDataList
local position
local isGongMing = false
--基础属性
local curBasePropertyList={}
local nextBasePropertyList={}
--精炼属性
local curRefinePropertyList={}
local nextRefinePropertyList={}
--神应属性
local curTreePropertyList={}
local nextTreePropertyList={}
--初始化组件(用于子类重写)
function RoleEquipTreasureChangePopup:InitComponent()
equipData = {}
this.btnBack= Util.GetGameObject(self.transform, "btnBack")
this.bg1= Util.GetGameObject(self.transform, "GameObject/bg1")
this.desc1= Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/Text"):GetComponent("Text")
this.currEquipProImg=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/proImg"):GetComponent("Image")
this.curEquipName=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/name/text"):GetComponent("Text")
this.curEquipFrame=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/frame"):GetComponent("Image")
this.curEquipIcon=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/icon"):GetComponent("Image")
this.curEquipTypeText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/equipTypeText"):GetComponent("Text")
this.curEquipLvText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/lvTxt"):GetComponent("Text")
this.curEquipRefineLvTxt=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/starTxt"):GetComponent("Text")
this.treeImg1=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/treeImg")
this.curEquipTreeLvTxt=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/treeImg/treeTxt"):GetComponent("Text")
this.curEquipBtns=Util.GetGameObject(self.transform, "GameObject/bg1/btns")
this.curEquipBtnStrong=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnStrong")
this.curEquipBtnRefine=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnRefine")
this.curEquipBtnRemove=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnRemove")
this.curEquipBtnAdd=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnAdd")
this.curEquipBtnChange=Util.GetGameObject(self.transform, "GameObject/bg1/btns/btnChange")
this.qualityText=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/qualityText"):GetComponent("Text")
this.powerNum1=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/powerNum"):GetComponent("Text")
this.powerUPorDown1=Util.GetGameObject(self.transform, "GameObject/bg1/equipInfo/powerUPorDown")
this.GameObject=Util.GetGameObject(self.transform, "GameObject")
this.treasurePanel = {}
for i = 1, 2 do
if not this.treasurePanel[i] then
this.treasurePanel[i] = {}
--信息
this.treasurePanel[i].bg = Util.GetGameObject(self.transform, "GameObject/bg"..i)
this.treasurePanel[i].desc = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/Text"):GetComponent("Text")
this.treasurePanel[i].EquipProImg = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/proImg"):GetComponent("Image")
this.treasurePanel[i].EquipName = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/name/text"):GetComponent("Text")
this.treasurePanel[i].EquipFrame = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/frame"):GetComponent("Image")
this.treasurePanel[i].EquipIcon = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/icon"):GetComponent("Image")
this.treasurePanel[i].EquipTypeText = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/equipTypeText"):GetComponent("Text")
this.treasurePanel[i].powerUPorDown = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/powerUPorDown")
this.treasurePanel[i].qualityText = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/qualityText"):GetComponent("Text")
this.treasurePanel[i].powerNum = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/powerNum"):GetComponent("Text")
--按钮
this.treasurePanel[i].EquipBtns = Util.GetGameObject(self.transform, "GameObject/bg"..i.."/btns")
this.treasurePanel[i].EquipBtnStrong = Util.GetGameObject(this.treasurePanel[i].EquipBtns, "btnStrong")
this.treasurePanel[i].EquipBtnRefine = Util.GetGameObject(this.treasurePanel[i].EquipBtns, "btnRefine")
this.treasurePanel[i].EquipBtnRemove = Util.GetGameObject(this.treasurePanel[i].EquipBtns, "btnRemove")
this.treasurePanel[i].EquipBtnAdd = Util.GetGameObject(this.treasurePanel[i].EquipBtns, "btnAdd")
this.treasurePanel[i].EquipBtnChange = Util.GetGameObject(this.treasurePanel[i].EquipBtns, "btnChange")
--属性
this.treasurePanel[i].EquipLvText = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/lvTxt"):GetComponent("Text")
this.treasurePanel[i].EquipRefineLvTxt = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/starTxt"):GetComponent("Text")
this.treasurePanel[i].EquipTreeLvTxt = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/treeImg/treeTxt"):GetComponent("Text")
this.treasurePanel[i].treeImg = Util.GetGameObject(this.treasurePanel[i].bg, "equipInfo/treeImg")
--属性信息
this.treasurePanel[i].bgScroll = Util.GetGameObject(this.treasurePanel[i].bg, "Scroll")
--基础
this.treasurePanel[i].BaseAttri = Util.GetGameObject(this.treasurePanel[i].bg, "Scroll/grid/baseAttri")
this.treasurePanel[i].BaseAttriNum = Util.GetGameObject(this.treasurePanel[i].BaseAttri, "name/attriNum"):GetComponent("Text")
this.treasurePanel[i].BaseAttriGrid = Util.GetGameObject(this.treasurePanel[i].BaseAttri, "grid")
--精炼
this.treasurePanel[i].RefineAttri = Util.GetGameObject(this.treasurePanel[i].bgScroll, "grid/refineAttri")
this.treasurePanel[i].RefineAttriNum = Util.GetGameObject(this.treasurePanel[i].RefineAttri, "name/attriNum"):GetComponent("Text")
this.treasurePanel[i].RefineAttriGrid = Util.GetGameObject(this.treasurePanel[i].RefineAttri, "grid")
--神应
this.treasurePanel[i].TreeAttri = Util.GetGameObject(this.treasurePanel[i].bgScroll, "grid/treeAttri")
this.treasurePanel[i].TreeAttriNum = Util.GetGameObject(this.treasurePanel[i].TreeAttri, "name/attriNum"):GetComponent("Text")
this.treasurePanel[i].TreeAttriGrid = Util.GetGameObject(this.treasurePanel[i].TreeAttri, "grid")
end
end
--其他
this.propertyPre=Util.GetGameObject(self.transform, "GameObject/bg1/PropertyTxt")
this.curEquipSign=Util.GetGameObject(self.transform, "GameObject/bg1/Text")
this.bg2= Util.GetGameObject(self.transform, "GameObject/bg2")
this.desc2= Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/Text"):GetComponent("Text")
this.nextEquipName=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/name/text"):GetComponent("Text")
this.nextEquipFrame=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/frame"):GetComponent("Image")
this.nextEquipIcon=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/icon"):GetComponent("Image")
this.nextEquipTypeText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/equipTypeText"):GetComponent("Text")
this.nextEquipLvText=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/lvTxt"):GetComponent("Text")
this.nextEquipBtns=Util.GetGameObject(self.transform, "GameObject/bg2/btns")
this.nextEquipBtns:SetActive(false)
this.nextEquipProImg=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/proImg"):GetComponent("Image")
this.nextEquipBtnStrong=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnStrong")
this.nextEquipBtnRefine=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnRefine")
this.nextEquipBtnRemove=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnRemove")
this.nextEquipBtnAdd=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnAdd")
this.nextEquipBtnChange=Util.GetGameObject(self.transform, "GameObject/bg2/btns/btnChange")
this.qualityText2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/qualityText"):GetComponent("Text")
this.GameObject=Util.GetGameObject(self.transform, "GameObject")
this.powerNum2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/powerNum"):GetComponent("Text")
this.powerUPorDown2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/powerUPorDown")
this.nextEquipRefineLvTxt=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/starTxt"):GetComponent("Text")
this.treeImg2=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/treeImg")
this.nextEquipTreeLvTxt=Util.GetGameObject(self.transform, "GameObject/bg2/equipInfo/treeImg/treeTxt"):GetComponent("Text")
this.TextPre = Util.GetGameObject(self.transform, "GameObject/bg1/TextPre")
this.space = Util.GetGameObject(self.transform, "GameObject/bg1/space")
this.bg1Scroll = Util.GetGameObject(self.transform, "GameObject/bg1/Scroll")
this.curBaseAttri = Util.GetGameObject(self.transform, "GameObject/bg1/Scroll/grid/baseAttri")
this.curBaseAttriNum = Util.GetGameObject(this.curBaseAttri, "name/attriNum"):GetComponent("Text")
this.curBaseAttriGrid = Util.GetGameObject(this.curBaseAttri, "grid")
this.curRefineAttri = Util.GetGameObject(self.transform, "GameObject/bg1/Scroll/grid/refineAttri")
this.curRefineAttriNum = Util.GetGameObject(this.curRefineAttri, "name/attriNum"):GetComponent("Text")
this.curRefineAttriGrid = Util.GetGameObject(this.curRefineAttri, "grid")
this.curTreeAttri = Util.GetGameObject(self.transform, "GameObject/bg1/Scroll/grid/treeAttri")
this.curTreeAttriNum = Util.GetGameObject(this.curTreeAttri, "name/attriNum"):GetComponent("Text")
this.curTreeAttriGrid = Util.GetGameObject(this.curTreeAttri, "grid")
this.nextBaseAttri = Util.GetGameObject(self.transform, "GameObject/bg2/Scroll/grid/baseAttri")
this.nextBaseAttriNum = Util.GetGameObject(this.nextBaseAttri, "name/attriNum"):GetComponent("Text")
this.nextBaseAttriGrid = Util.GetGameObject(this.nextBaseAttri, "grid")
this.nextRefineAttri = Util.GetGameObject(self.transform, "GameObject/bg2/Scroll/grid/refineAttri")
this.nextRefineAttriNum = Util.GetGameObject(this.nextRefineAttri, "name/attriNum"):GetComponent("Text")
this.nextRefineAttriGrid = Util.GetGameObject(this.nextRefineAttri, "grid")
this.nextTreeAttri = Util.GetGameObject(self.transform, "GameObject/bg2/Scroll/grid/treeAttri")
this.nextTreeAttriNum = Util.GetGameObject(this.nextTreeAttri, "name/attriNum"):GetComponent("Text")
this.nextTreeAttriGrid = Util.GetGameObject(this.nextTreeAttri, "grid")
end
local isGongMing = false
--绑定事件(用于子类重写)
function RoleEquipTreasureChangePopup:BindEvent()
Util.AddClick(this.btnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.curEquipBtnRemove, function()
Util.AddClick(this.treasurePanel[1].EquipBtnRemove, function()
equipIdList={}
equipDataList={}
table.insert(equipIdList,curEquipData.idDyn)
table.insert(equipDataList,curEquipData)
table.insert(equipIdList,equipData[1].idDyn)
table.insert(equipDataList,equipData[1])
NetManager.EquipUnLoadOptRequest(curHeroData.dynamicId,equipIdList ,2,function ()
self:ClosePanel()
openThisPanel.UpdateEquipPosHeroData(2,type,equipDataList)
end)
end)
Util.AddClick(this.curEquipBtnAdd, function()
Util.AddClick(this.treasurePanel[1].EquipBtnAdd, function()
local config=spcialConfig[40]
if config then
local limits = string.split(config.Value, "|")
@ -138,42 +119,40 @@ function RoleEquipTreasureChangePopup:BindEvent()
end
equipIdList={}
equipDataList={}
table.insert(equipIdList,curEquipData.idDyn)
table.insert(equipDataList,curEquipData)
table.insert(equipIdList,equipData[1].idDyn)
table.insert(equipDataList,equipData[1])
NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,2,function ()
self:ClosePanel()
openThisPanel.UpdateEquipPosHeroData(2,type,equipDataList,0,position)
end)
end)
Util.AddClick(this.nextEquipBtnChange, function()
Util.AddClick(this.treasurePanel[2].EquipBtnChange, function()
equipIdList={}
equipDataList={}
table.insert(equipIdList,nextEquipData.idDyn)
table.insert(equipDataList,nextEquipData)
table.insert(equipIdList,equipData[1].idDyn)
table.insert(equipDataList,equipData[1])
NetManager.EquipWearRequest(curHeroData.dynamicId,equipIdList,2,function ()
self:ClosePanel()
openThisPanel.UpdateEquipPosHeroData(2,type,equipDataList,curEquipData,position)
openThisPanel.UpdateEquipPosHeroData(2,type,equipDataList,equipData[1],position)
end)
end)
Util.AddClick(this.nextEquipBtnStrong, function()
UIManager.OpenPanel(UIName.EquipTreasureStrongPopup,nextEquipData,1)
Util.AddClick(this.treasurePanel[2].EquipBtnStrong, function()
UIManager.OpenPanel(UIName.EquipTreasureStrongPopup,equipData[1],1)
end)
Util.AddClick(this.curEquipBtnStrong, function()
Util.AddClick(this.treasurePanel[1].EquipBtnStrong, function()
if isGongMing then
-- body
PopupTipPanel.ShowTip(Language[12184])
else
UIManager.OpenPanel(UIName.EquipTreasureStrongPopup,curEquipData,1)
UIManager.OpenPanel(UIName.EquipTreasureStrongPopup,equipData[1],1)
end
end)
Util.AddClick(this.nextEquipBtnRefine, function()
UIManager.OpenPanel(UIName.EquipTreasureStrongPopup,nextEquipData,2)
Util.AddClick(this.treasurePanel[2].EquipBtnRefine, function()
UIManager.OpenPanel(UIName.EquipTreasureStrongPopup,equipData[1],2)
end)
Util.AddClick(this.curEquipBtnRefine, function()
UIManager.OpenPanel(UIName.EquipTreasureStrongPopup,curEquipData,2)
Util.AddClick(this.treasurePanel[1].EquipBtnRefine, function()
UIManager.OpenPanel(UIName.EquipTreasureStrongPopup,equipData[1],2)
end)
end
@ -190,10 +169,10 @@ end
function this.CurrEquipDataChange()
--替换
if type==3 then
nextEquipData = EquipTreasureManager.GetSingleEquipTreasreData(nextEquipData.idDyn)
equipData[1] = EquipTreasureManager.GetSingleEquipTreasreData(equipData[1].idDyn)
this.NextCurEquipData()
else
curEquipData = EquipTreasureManager.GetSingleEquipTreasreData(curEquipData.idDyn)
equipData[1] = EquipTreasureManager.GetSingleEquipTreasreData(equipData[1].idDyn)
this.ShowCurEquipData()
end
@ -205,82 +184,57 @@ function RoleEquipTreasureChangePopup:OnOpen(_openThisPanel,_type,_curHeroData,_
openThisPanel = _openThisPanel
type = _type--1 穿戴 2 卸下 3 替换 4显示信息
curHeroData = _curHeroData
curEquipData = _curEquipData
nextEquipData = _nextEquipData
position = _position
equipData[1] = _curEquipData--lv
equipData[2] = _nextEquipData--refinelv
position = _position--treelv
if HarmonyManager.IsInfo(curEquipData.upHeroDid) then
-- bod
isGongMing = true
Util.SetGray(this.curEquipBtnStrong, true)
else
isGongMing = false
Util.SetGray(this.curEquipBtnStrong, false)
LogGreen("equipData[1].upHeroDid:"..tostring(equipData[1]))
if equipData[1] and equipData[1] ~= 0 then
isGongMing = HarmonyManager.IsInfo(equipData[1].upHeroDid)
Util.SetGray(this.treasurePanel[1].EquipBtnStrong, isGongMing)
end
end
function RoleEquipTreasureChangePopup:OnShow()
this.bg1:SetActive(false)
this.bg2:SetActive(false)
this.curEquipBtns:SetActive(false)
this.curEquipBtnStrong:SetActive(false)
this.curEquipBtnRefine:SetActive(false)
this.curEquipBtnRemove:SetActive(false)
this.curEquipBtnAdd:SetActive(false)
this.curEquipBtnChange:SetActive(false)
this.nextEquipBtns:SetActive(false)
this.nextEquipBtnStrong:SetActive(false)
this.nextEquipBtnRefine:SetActive(false)
this.nextEquipBtnRemove:SetActive(false)
this.nextEquipBtnAdd:SetActive(false)
this.nextEquipBtnChange:SetActive(false)
LogRed("type:"..type)
--初始化
for i = 1, 2 do
this.treasurePanel[i].bg:SetActive(false)
this.treasurePanel[i].EquipBtns:SetActive(false)
this.treasurePanel[i].EquipBtnStrong:SetActive(false)
this.treasurePanel[i].EquipBtnRefine:SetActive(false)
this.treasurePanel[i].EquipBtnRemove:SetActive(false)
this.treasurePanel[i].EquipBtnAdd:SetActive(false)
this.treasurePanel[i].EquipBtnChange:SetActive(false)
end
this.space:SetActive(false)
this.curBaseAttri:SetActive(true)
this.treasurePanel[1].BaseAttri:SetActive(true)
if type==1 then
this.ShowCurEquipData()
this.bg1:SetActive(true)
this.curEquipBtns:SetActive(true)
this.curEquipBtnAdd:SetActive(true)
this.curEquipBtnStrong:SetActive(true)
this.curEquipBtnRefine:SetActive(true)
this.curEquipSign.gameObject:SetActive(false)
elseif type==2 then
this.ShowCurEquipData()
this.bg1:SetActive(true)
this.curEquipBtns:SetActive(true)
this.curEquipBtnStrong:SetActive(true)
this.curEquipBtnRefine:SetActive(true)
this.curEquipBtnRemove:SetActive(true)
this.curEquipSign.gameObject:SetActive(false)
elseif type==3 then
this.ShowCurEquipData()
this.NextCurEquipData()
this.curEquipSign.gameObject:SetActive(true)
this.bg1:SetActive(true)
this.bg2:SetActive(true)
this.nextEquipBtns:SetActive(true)
this.nextEquipBtnChange:SetActive(true)
this.nextEquipBtnStrong:SetActive(true)
this.nextEquipBtnRefine:SetActive(true)
elseif type==4 then
this.ShowCurEquipData()
this.bg1:SetActive(true)
this.curEquipBtns:SetActive(false)
this.curEquipBtnStrong:SetActive(true)
this.curEquipBtnRefine:SetActive(true)
this.curEquipBtnRemove:SetActive(true)
this.curEquipSign.gameObject:SetActive(false)
if type==3 then
this.ShowEquipData(1)
this.ShowEquipData(2)
elseif type==5 then
this.resetData()
this.ShowCurEquipData()
this.bg1:SetActive(true)
this.curEquipBtns:SetActive(false)
this.curEquipBtnStrong:SetActive(false)
this.curEquipBtnRefine:SetActive(false)
this.curEquipBtnRemove:SetActive(false)
this.curEquipSign.gameObject:SetActive(false)
this.space:SetActive(true)
this.ShowEquipData(1)
else
this.ShowEquipData(1)
end
this.treasurePanel[1].bg:SetActive(true)
this.treasurePanel[1].EquipBtns:SetActive((type == 1) or (type == 2))
this.treasurePanel[2].EquipBtns:SetActive(type == 3)
this.treasurePanel[1].EquipBtnAdd:SetActive(type == 1)
this.treasurePanel[1].EquipBtnStrong:SetActive(type == 1 or (type == 2) or (type == 4))
this.treasurePanel[1].EquipBtnRefine:SetActive(type == 1 or (type == 2) or (type == 4))
this.treasurePanel[1].EquipBtnRemove:SetActive((type == 2) or (type == 4))
this.curEquipSign.gameObject:SetActive(type == 3)
this.treasurePanel[2].bg:SetActive(type == 3)
this.treasurePanel[2].EquipBtnChange:SetActive(type == 3)
this.treasurePanel[2].EquipBtnStrong:SetActive(type == 3)
this.treasurePanel[2].EquipBtnRefine:SetActive(type == 3)
this.space:SetActive(type == 5)
end
function this.resetData()
@ -290,8 +244,8 @@ function this.resetData()
local currJewel = jewelConfig[staticId]
single.id = staticId
-- single.idDyn = _singleData.id
single.lv = curEquipData
single.refineLv = nextEquipData
single.lv = equipData[1]
single.refineLv = equipData[2]
single.maxLv = currJewel.Max[1]
single.maxRefineLv = currJewel.Max[2]
single.maxTreeLv = currJewel.GodHoodMaxlv
@ -315,175 +269,129 @@ function this.resetData()
single.type = Language[10506]
end
single.icon = GetResourcePath(itemConfig[staticId].ResourceID)
-- single.strongConfig = this.GetCurrTreasureLvConfig(1, currJewel.LevelupPool, curEquipData)
-- single.refineConfig = this.GetCurrTreasureLvConfig(2, currJewel.RankupPool, nextEquipData)
curEquipData = single
equipData[1] = single
end
--展示当前宝物
function this.ShowCurEquipData()
local equipConfigData=ConfigManager.GetConfigData(ConfigName.JewelConfig, curEquipData.id)
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, curEquipData.id)
local curPower = 0
if not curEquipData.idDyn then
curPower = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id, curEquipData.lv, curEquipData.refineLv, curEquipData.treeLv)
function this.ShowEquipData(i)
LogGreen("equipData[i].id:"..tostring(equipData[i].id))
LogGreen("equipData[i].idDyn:"..tostring(equipData[i].idDyn))
local equipConfigData = ConfigManager.GetConfigData(ConfigName.JewelConfig, equipData[i].id)
local itemConfigData = ConfigManager.GetConfigData(ConfigName.ItemConfig, equipData[i].id)
local Power = {}
Power[1] = 0
Power[2] = 0
--计算战力
if type == 5 then
if i == 1 then
if not equipData[i].idDyn then
Power[1] = EquipTreasureManager.CalculateWarForceBySid(equipData[1].id, equipData[1].lv, equipData[1].refineLv, equipData[1].treeLv)
else
curPower = EquipTreasureManager.CalculateWarForce(curEquipData.idDyn)
Power[1] = EquipTreasureManager.CalculateWarForce(equipData[1].idDyn)
end
this.powerNum1.text=curPower
this.desc1.text=GetLanguageStrById(itemConfigData.ItemDescribe)
if type==3 and nextEquipData~=nil then
local nextPower=EquipTreasureManager.CalculateWarForce(nextEquipData.idDyn)
if(curPower>nextPower) then
this.powerUPorDown1:SetActive(true)
this.powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
elseif(curPower<nextPower )then
this.powerUPorDown1:SetActive(true)
this.powerUPorDown1:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
else
this.powerUPorDown1:SetActive(false)
elseif i == 2 then
Power[2] = EquipTreasureManager.CalculateWarForce(equipData[2].idDyn)
end
elseif type == 3 then
if not equipData[i].idDyn then
Power[1] = EquipTreasureManager.CalculateWarForceBySid(equipData[1].id, equipData[1].lv, equipData[1].refineLv, equipData[1].treeLv)
else
this.powerUPorDown1:SetActive(false)
Power[1] = EquipTreasureManager.CalculateWarForce(equipData[1].idDyn)
end
Power[2] = EquipTreasureManager.CalculateWarForce(equipData[2].idDyn)
else
if not equipData[i].idDyn then
Power[1] = EquipTreasureManager.CalculateWarForceBySid(equipData[1].id, equipData[1].lv, equipData[1].refineLv, equipData[1].treeLv)
else
Power[1] = EquipTreasureManager.CalculateWarForce(equipData[1].idDyn)
end
end
this.qualityText.text=GetStringByEquipQua(equipConfigData.Level,GetQuaStringByEquipQua(equipConfigData.Level))
this.curEquipName.text=GetLanguageStrById(itemConfigData.Name)
this.curEquipTypeText.text=string.format(Language[11803],EquipTreasureTypeStr[equipConfigData.Location])
this.curEquipFrame.sprite = Util.LoadSprite(curEquipData.frame)
this.curEquipIcon.sprite = Util.LoadSprite(curEquipData.icon)
this.currEquipProImg.sprite=Util.LoadSprite(curEquipData.proIcon)
this.treasurePanel[i].powerNum.text = Power[i]
--装备描述
this.treasurePanel[i].desc.text = GetLanguageStrById(itemConfigData.ItemDescribe)
if type==3 and equipData[2] ~= nil and i == 1 then
if(Power[1] > Power[2]) then
this.treasurePanel[1].powerUPorDown:SetActive(true)
this.treasurePanel[1].powerUPorDown:GetComponent("Image").sprite = Util.LoadSprite(PowerChangeIconDef[1])
elseif(Power[1] < Power[2] )then
this.treasurePanel[1].powerUPorDown:SetActive(true)
this.treasurePanel[1].powerUPorDown:GetComponent("Image").sprite = Util.LoadSprite(PowerChangeIconDef[2])
else
this.treasurePanel[1].powerUPorDown:SetActive(false)
end
elseif type==3 and equipData[1] ~= nil and i == 2 then
if Power[2] > Power[1] then
this.treasurePanel[2].powerUPorDown:SetActive(true)
this.treasurePanel[2].powerUPorDown:GetComponent("Image").sprite = Util.LoadSprite(PowerChangeIconDef[1])
elseif Power[2] < Power[1] then
this.treasurePanel[2].powerUPorDown:SetActive(true)
this.treasurePanel[2].powerUPorDown:GetComponent("Image").sprite = Util.LoadSprite(PowerChangeIconDef[2])
else
this.treasurePanel[2].powerUPorDown:SetActive(false)
end
else
this.treasurePanel[1].powerUPorDown:SetActive(false)
end
this.treasurePanel[i].qualityText.text = GetStringByEquipQua(equipConfigData.Level,GetQuaStringByEquipQua(equipConfigData.Level))
this.treasurePanel[i].EquipName.text = GetLanguageStrById(itemConfigData.Name)
this.treasurePanel[i].EquipTypeText.text = string.format(Language[11803],EquipTreasureTypeStr[equipConfigData.Location])
this.treasurePanel[i].EquipFrame.sprite = Util.LoadSprite(equipData[i].frame)
this.treasurePanel[i].EquipIcon.sprite = Util.LoadSprite(equipData[i].icon)
this.treasurePanel[i].EquipProImg.sprite = Util.LoadSprite(equipData[i].proIcon)
--强化等级
local lv=curEquipData.lv
if lv==0 then
this.curEquipLvText.gameObject:SetActive(false)
local lv = equipData[i].lv
if lv == 0 then
this.treasurePanel[i].EquipLvText.gameObject:SetActive(false)
else
this.curEquipLvText.gameObject:SetActive(true)
this.curEquipLvText.text=lv
this.treasurePanel[i].EquipLvText.gameObject:SetActive(true)
this.treasurePanel[i].EquipLvText.text = lv
end
--精良等级
local refine=curEquipData.refineLv
if refine==0 then
this.curEquipRefineLvTxt.gameObject:SetActive(false)
local refine=equipData[i].refineLv
if refine == 0 then
this.treasurePanel[i].EquipRefineLvTxt.gameObject:SetActive(false)
else
this.curEquipRefineLvTxt.gameObject:SetActive(true)
this.curEquipRefineLvTxt.text="+"..refine
this.treasurePanel[i].EquipRefineLvTxt.gameObject:SetActive(true)
this.treasurePanel[i].EquipRefineLvTxt.text="+"..refine
end
--神应等级
local treeLv=curEquipData.treeLv
if curEquipData.upHeroDid == "" or curEquipData.upHeroDid == "0" or treeLv == 0 then
this.treeImg1:SetActive(false)
local treeLv = equipData[i].treeLv
if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" or treeLv == 0 then
this.treasurePanel[i].treeImg:SetActive(false)
else
this.treeImg1:SetActive(true)
this.curEquipTreeLvTxt.text=treeLv
this.treasurePanel[i].treeImg:SetActive(true)
this.treasurePanel[i].EquipTreeLvTxt.text = treeLv
end
--(基础属性)
this.bg1Scroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,100)
local baseInfo=EquipTreasureManager.GetCurLvPropertyValue(1,curEquipData.levelPool,curEquipData.lv)
this.curBaseAttriNum.text = "[强化等级:"..curEquipData.lv.."/"..curEquipData.maxLv.."]"
this.SetPropertyShow1(baseInfo,curBasePropertyList,this.curBaseAttriGrid)
this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,100)
local baseInfo = EquipTreasureManager.GetCurLvPropertyValue(1,equipData[i].levelPool,equipData[i].lv)
this.treasurePanel[i].BaseAttriNum.text = "[强化等级:"..equipData[i].lv.."/"..equipData[i].maxLv.."]"
this.SetPropertyShow1(baseInfo,curBasePropertyList,this.treasurePanel[i].BaseAttriGrid)
--(精炼属性)
local refineInfo=EquipTreasureManager.GetCurLvPropertyValue(2,curEquipData.refinePool,curEquipData.refineLv)
this.curRefineAttriNum.text = "[精炼等级:"..curEquipData.refineLv.."/"..curEquipData.maxRefineLv.."]"
if LengthOfTable(refineInfo)==0 or refineInfo==nil then
this.curRefineAttri:SetActive(false)
local refineInfo = EquipTreasureManager.GetCurLvPropertyValue(2,equipData[i].refinePool,equipData[i].refineLv)
this.treasurePanel[i].RefineAttriNum.text = "[精炼等级:"..equipData[i].refineLv.."/"..equipData[i].maxRefineLv.."]"
if LengthOfTable(refineInfo) == 0 or refineInfo == nil then
this.treasurePanel[i].RefineAttri:SetActive(false)
else
this.curRefineAttri:SetActive(true)
this.bg1Scroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,250)
this.SetPropertyShow1(refineInfo,curRefinePropertyList,this.curRefineAttriGrid)
this.treasurePanel[i].RefineAttri:SetActive(true)
this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,250)
this.SetPropertyShow1(refineInfo,curRefinePropertyList,this.treasurePanel[i].RefineAttriGrid)
end
--(神应属性)
local treeInfo=EquipTreasureManager.GetCurLvPropertyValue(3,curEquipData.treePool,curEquipData.treeLv)
-- LogBlue("curEquipData.treeLv:"..tostring(curEquipData.treeLv))
this.curTreeAttriNum.text = "[神应等级:"..curEquipData.treeLv.."/"..curEquipData.maxTreeLv.."]"
if curEquipData.upHeroDid == "" or curEquipData.upHeroDid == "0" or treeLv == 0 then
this.curTreeAttri:SetActive(false)
local treeInfo=EquipTreasureManager.GetCurLvPropertyValue(3,equipData[i].treePool,equipData[i].treeLv)
this.treasurePanel[i].TreeAttriNum.text = "[神应等级:"..equipData[i].treeLv.."/"..equipData[i].maxTreeLv.."]"
if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" or treeLv == 0 then
this.treasurePanel[i].TreeAttri:SetActive(false)
else
this.curTreeAttri:SetActive(true)
this.bg1Scroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,500)
this.SetPropertyShow2(treeInfo,curTreePropertyList,this.curTreeAttriGrid)
end
end
--展示对比宝物
function this.NextCurEquipData()
local equipConfigData=ConfigManager.GetConfigData(ConfigName.JewelConfig, nextEquipData.id)
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, nextEquipData.id)
local nextPower=EquipTreasureManager.CalculateWarForce(nextEquipData.idDyn)
local curPower=0
if curEquipData~=nil then
curPower=EquipTreasureManager.CalculateWarForce(curEquipData.idDyn)
end
this.powerNum2.text=nextPower
this.powerUPorDown2:SetActive(false)
if type==3 and curEquipData~=null then
if nextPower>curPower then
this.powerUPorDown2:SetActive(true)
this.powerUPorDown2:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[1])
elseif nextPower<curPower then
this.powerUPorDown2:SetActive(true)
this.powerUPorDown2:GetComponent("Image").sprite=Util.LoadSprite(PowerChangeIconDef[2])
else
this.powerUPorDown2:SetActive(false)
end
else
this.powerUPorDown1:SetActive(false)
end
this.qualityText2.text=GetStringByEquipQua(equipConfigData.Level,GetQuaStringByEquipQua(equipConfigData.Level))
this.nextEquipName.text=nextEquipData.name
this.desc2.text=GetLanguageStrById(itemConfigData.ItemDescribe)
local lv=nextEquipData.lv
if lv==0 then
this.nextEquipLvText.gameObject:SetActive(false)
else
this.nextEquipLvText.gameObject:SetActive(true)
this.nextEquipLvText.text=lv
end
--精炼
local refine=nextEquipData.refineLv
if refine==0 then
this.nextEquipRefineLvTxt.gameObject:SetActive(false)
else
this.nextEquipRefineLvTxt.gameObject:SetActive(true)
this.nextEquipRefineLvTxt.text="+" ..refine
end
--神应等级
local treeLv=nextEquipData.treeLv
if nextEquipData.upHeroDid == "" or nextEquipData.upHeroDid == "0" or treeLv == 0 then
this.treeImg2:SetActive(false)
else
this.treeImg2:SetActive(true)
this.nextEquipTreeLvTxt.text=treeLv
end
this.nextEquipFrame.sprite = Util.LoadSprite(nextEquipData.frame)
this.nextEquipIcon.sprite = Util.LoadSprite(nextEquipData.icon)
this.nextEquipProImg.sprite=Util.LoadSprite(nextEquipData.proIcon)
this.nextEquipTypeText.text=string.format(Language[11831],EquipTreasureTypeStr[equipConfigData.Location])
--(基础属性)
local baseInfo=EquipTreasureManager.GetCurLvPropertyValue(1,nextEquipData.levelPool,nextEquipData.lv)
this.nextBaseAttriNum.text = "[强化等级:"..nextEquipData.lv.."/"..nextEquipData.maxLv.."]"
this.SetPropertyShow1(baseInfo,nextBasePropertyList,this.nextBaseAttriGrid)
--(精炼属性)
local refineInfo=EquipTreasureManager.GetCurLvPropertyValue(2,nextEquipData.refinePool,nextEquipData.refineLv)
this.nextRefineAttriNum.text = "[精炼等级:"..nextEquipData.refineLv.."/"..nextEquipData.maxRefineLv.."]"
if LengthOfTable(refineInfo)==0 or refineInfo==nil then
this.nextRefineAttri:SetActive(false)
else
this.nextRefineAttri:SetActive(true)
this.SetPropertyShow1(refineInfo,nextRefinePropertyList,this.nextRefineAttriGrid)
end
--(神应属性)
local treeInfo=SacredTreeManager.GetCurLvPropertyValue(3,nextEquipData.treePool,nextEquipData.treeLv)
this.nextTreeAttriNum.text = "[神应等级:"..nextEquipData.treeLv.."/"..nextEquipData.maxTreeLv.."]"
if nextEquipData.upHeroDid == "" or nextEquipData.upHeroDid == "0" or treeLv == 0 then
this.nextTreeAttri:SetActive(false)
else
this.nextTreeAttri:SetActive(true)
this.SetPropertyShow2(treeInfo,nextTreePropertyList,this.nextTreeAttriGrid)
this.treasurePanel[i].TreeAttri:SetActive(true)
this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,500)
this.SetPropertyShow2(treeInfo,curTreePropertyList,this.treasurePanel[i].TreeAttriGrid)
end
end
@ -568,8 +476,7 @@ end
function RoleEquipTreasureChangePopup:OnDestroy()
type=0--1 穿装备 2 卸装备 3 替换装备
curHeroData=nil
curEquipData=nil
nextEquipData=nil
equipData=nil
openThisPanel=nil
equipIdList=nil
equipDataList=nil

View File

@ -40,7 +40,7 @@ function SacredTreePanel:BindEvent()
else
local num = BagManager.GetTotalItemNum(treeLevelConfig[curTreeLevel].LvupCost[1])
if num < treeLevelConfig[curTreeLevel].LvupCost[2] then
PopupTipPanel.ShowTip(Language[11197])
PopupTipPanel.ShowTip(string.format("%s不足!",itemConfig[treeLevelConfig[curTreeLevel].LvupCost[1]].Name))
else
local oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
NetManager.UpgradeGodTreeRequest(function ()
@ -74,10 +74,10 @@ function SacredTreePanel:OnShow()
Util.SetGray(self.upgradeBtn,curTreeLevel >= length)
if curTreeLevel > 0 and curTreeLevel < length then
self.treeLevel.text = "等级:"..curTreeLevel
self.upGrade.text = Language[11090]
self.treeLevel.text = string.format(GetLanguageStrById("等级:%s"),curTreeLevel)
self.upGrade.text = Language[11063]
elseif curTreeLevel >= length then
self.treeLevel.text = "等级:"..length
self.treeLevel.text = string.format(GetLanguageStrById("等级:%s"),length)
self.upGrade.text = "等级已满"
elseif curTreeLevel <= 0 then
self.treeLevel.text = "未解锁"