Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
jiaoyangna 2020-08-04 18:41:22 +08:00
commit 802286d743
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m_OnCullStateChanged:
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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GameObject:
m_ObjectHideFlags: 0
@ -4221,10 +4286,10 @@ RectTransform:
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m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
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m_Pivot: {x: 0.5, y: 0.5}
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CanvasRenderer:
@ -5386,10 +5451,10 @@ RectTransform:
m_Father: {fileID: 1280518217681842888}
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 1080, y: 1897}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &3499889165284746162
CanvasRenderer:
@ -5875,10 +5940,10 @@ RectTransform:
m_Father: {fileID: 1280518217681842888}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 1080, y: 1897}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &4013470453203785711
CanvasRenderer:
@ -10097,6 +10162,8 @@ GameObject:
m_Component:
- component: {fileID: 777787707364229898}
- component: {fileID: 3426556763394578584}
- component: {fileID: 3226995555382308334}
- component: {fileID: 7380704027587842329}
m_Layer: 5
m_Name: c1
m_TagString: Untagged
@ -10118,6 +10185,7 @@ RectTransform:
- {fileID: 6138740248572394673}
- {fileID: 8343060592706080390}
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m_Father: {fileID: 7769278599016104259}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@ -10134,6 +10202,68 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5531769749249215547}
m_CullTransparentMesh: 0
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
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m_OnClick:
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m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
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GameObject:
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@ -10431,10 +10561,10 @@ RectTransform:
m_Father: {fileID: 3017325564524252201}
m_RootOrder: 1
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m_SizeDelta: {x: 1080, y: 1897}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
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m_Pivot: {x: 0.5, y: 0.5}
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@ -14043,10 +14173,10 @@ RectTransform:
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m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
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@ -14972,7 +15102,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &462780920467324558
CanvasRenderer:

View File

@ -1004,7 +1004,7 @@
[11003] = "援助次数(",
[11004] = "免费援助",
[11005] = "援 助",
[11006] = "元宝或援助次数不足!",
[11006] = "妖晶或援助次数不足!",
[11007] = "您还未进行求援!",
[11008] = "求助发送成功!",
[11009] = "每日凌晨5点重置求援次数",
@ -2279,4 +2279,6 @@
[12278] = "%d天%02d时",
[12279] = "妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力",
[12280] = "巅峰赛阵容",
[12281] = "属性提升",
[12282] = "解锁天赋",
}

View File

@ -77,5 +77,5 @@ SoundConfig = {
Ambient_WorkShop = "Amb_01",
Ambient_Carbon = "Amb_02",
Ambient_Login = "Amb_03",
Sound_UnlockLevel ="UI_UnlockLevel_01",
}

View File

@ -244,13 +244,9 @@ function this.AutoCompound(_position)
end
end
end
-- LogBlue("bagNums:"..LengthOfTable(bagNums))
-- for k,v in pairs(bagNums) do
-- LogBlue(k.." "..v)
-- end
--一种装备一种装备的循环检测 金币能合成的数量 与 背包装备能合成的数量 取最小值 然后扣除临时消耗道具
--最后所有装备存在curPosEquips 与 之前背包 bagPosEquips 作比较 看合成了什么装备 删除了什么装备 和计算消耗材料
local isNoGold = false--是否缺金币
for i = 1, #curPosEquips do
local materialEndNum = -1
--合成的1个 下一个装备的需要的消耗材料的数量
@ -268,64 +264,52 @@ function this.AutoCompound(_position)
end
end
end
--LogBlue("materialEndNum "..materialEndNum)
if i < #curPosEquips or i == 1 then
--当前拥有的装备材料能合成的下一个装备的数量
--LogBlue("equipStarsConfig[i].RankupCount:"..equipStarsConfig[i].RankupCount)
local curQuEquipCompoundNum = math.floor(curPosEquips[i] / equipStarsConfig[i].RankupCount)
local endCompoundNum = materialEndNum > curQuEquipCompoundNum and curQuEquipCompoundNum or materialEndNum
--LogBlue("curQuEquipCompoundNum "..curQuEquipCompoundNum)
--LogBlue("endCompoundNum "..endCompoundNum)
if not isNoGold and materialEndNum < 1 and curQuEquipCompoundNum > 0 then
isNoGold = true
end
for itemId, num in pairs(materialNums) do
bagNums[itemId] = bagNums[itemId] - endCompoundNum * num
shengGoldNum = shengGoldNum + endCompoundNum * num
end
--LogBlue("curPosEquips[i] before:"..curPosEquips[i])
--LogBlue("equipStarsConfig[i].RankupCount:"..equipStarsConfig[i].RankupCount)
curPosEquips[i] = curPosEquips[i] - endCompoundNum * equipStarsConfig[i].RankupCount
--LogBlue("curPosEquips[i] after:"..curPosEquips[i])
if curPosEquips[i + 1] then
--LogBlue("curPosEquips[i + 1] before:"..curPosEquips[i + 1])
curPosEquips[i + 1] = curPosEquips[i + 1] + endCompoundNum
--LogBlue("curPosEquips[i + 1] after:"..curPosEquips[i + 1])
end
end
end
local curRewards = {}
for i = 1, #curPosEquips do
--LogError("curPosEquips 剩余 "..i.." "..curPosEquips[i])
local str = ""
if curPosEquips[i] - bagPosEquips[i] > 0 then
str = Language[10432]..i.." "..curPosEquips[i] - bagPosEquips[i]
--LogBlue(str)
local singleEquipData = {}
singleEquipData.id = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipConfig,"Position",curIndex,"Star",i).Id
singleEquipData.num = curPosEquips[i] - bagPosEquips[i]
--LogError("singleEquipData.id "..singleEquipData.id.." "..singleEquipData.num)
table.insert(curRewards,{singleEquipData.id,singleEquipData.num})
else
str = str .. Language[10433]..bagPosEquips[i] - curPosEquips[i]
--LogBlue(str)
end
--LogError(str)
end
--LogBlue(#curRewards)
--LogError("shengGoldNum "..shengGoldNum)
if isNoGold then
PopupTipPanel.ShowTip(Language[10431])
return
end
if shengGoldNum <= 0 then
PopupTipPanel.ShowTip(Language[10434])
return
end
--BagManager.GetItemCountById(14) -
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipCompound,
shengGoldNum,curRewards,function ()
NetManager.ComplexEquipRequest(curIndex,0,0,function(msg)
this.OnClickTabBtn(curIndex)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
end)
end)
shengGoldNum,curRewards,function ()
NetManager.ComplexEquipRequest(curIndex,0,0,function(msg)
this.OnClickTabBtn(curIndex)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
end)
end)
end)
end
-- tab节点显示自定义

View File

@ -55,6 +55,13 @@ function this.SetShowFindTreasureVipRedPoint(isShow)
CheckRedPointStatus(RedPointType.SecretTer_FindTreasure)
end
function this.GetShowFindTreasureVipRedPoint()
if this.isShowFindTreasureVipRedPoint then
local gaoState = PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.GoFindTreasure)
local haoState = PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.HaoFindTreasure)
if gaoState and haoState then
this.isShowFindTreasureVipRedPoint = false
end
end
return this.isShowFindTreasureVipRedPoint
end
return this

View File

@ -38,7 +38,10 @@ function this.On_Btn1_Click()
PopupTipPanel.ShowTip(string.format(Language[10701], 1))
return
end
if DeathPosManager.battleTime<=0 then
PopupTipPanel.ShowTip(Language[11048])
return
end
NetManager.ChallengeDeathPathRequest(curIndex,function(msg)
LogBlue(Language[10730]..msg.damage..Language[10731]..msg.historyMax)
local fightData = BattleManager.GetBattleServerData(msg)

View File

@ -801,11 +801,21 @@ end
--获取我的公会援助红点
function MyGuildManager.GetMyGuildHelpRedPoint()
if not PlayerManager.familyId or PlayerManager.familyId == 0 then return false end
--是否还有援助次数
local isShowRedPoint = false
if this.MyFeteInfo.guildHelpInfo then
return #this.MyFeteInfo.guildHelpInfo < ConfigManager.GetConfigData(ConfigName.GuildHelpConfig,1).RecourseTime[1]
isShowRedPoint = #this.MyFeteInfo.guildHelpInfo < ConfigManager.GetConfigData(ConfigName.GuildHelpConfig,1).RecourseTime[1]
else
return true
isShowRedPoint = true
end
if not isShowRedPoint then
for i = 1, #this.MyFeteInfo.guildHelpInfo do
if this.MyFeteInfo.guildHelpInfo[i].num > this.MyFeteInfo.guildHelpInfo[i].hadtakenum then
isShowRedPoint = true
end
end
end
return isShowRedPoint
end
--获取公会军团援助红点
function MyGuildManager.GetMyAidOtherGuildHelpRedPoint()

View File

@ -65,11 +65,10 @@ function GuildSkillUpLvPopup:BindEvent()
return
end
NetManager.SinGleGuildSkillUpLv(curIndex,function(msg)
CheckRedPointStatus(RedPointType.Guild_Skill)
PopupTipPanel.ShowTip(Language[11086])
GuildSkillManager.SetSkillDataLv(curIndex,curSeletSkill.id,curSeletSkill.level + 1)
this.OnClickTabBtn(curIndex)
this.RefreshTabRedPoint()
this.OnClickTabBtn(curIndex,true)
this.RefreshTabRedPoint(curIndex)
newWarPowerValue = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if oldWarPowerValue ~= newWarPowerValue then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPowerValue,newValue = newWarPowerValue})
@ -77,6 +76,7 @@ function GuildSkillUpLvPopup:BindEvent()
oldWarPowerValue = newWarPowerValue
end
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
-- CheckRedPointStatus(RedPointType.Guild_Skill)
end)
end)
Util.AddClick(this.btnRest,function()
@ -86,9 +86,9 @@ function GuildSkillUpLvPopup:BindEvent()
end
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.GuildSkill,
GuildSkillManager.GetResetGetDrop(curIndex),curIndex,function()
CheckRedPointStatus(RedPointType.Guild_Skill)
-- CheckRedPointStatus(RedPointType.Guild_Skill)
GuildSkillManager.ResetGuildSkillData(curIndex)
this.OnClickTabBtn(curIndex)
this.OnClickTabBtn(curIndex,true)
this.RefreshTabRedPoint()
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
end)
@ -131,7 +131,7 @@ end
function this.SwitchView(index)
this.OnClickTabBtn(index)
end
function this.OnClickTabBtn(index)
function this.OnClickTabBtn(index,isNoLoadSprite)
--数据组拼
curIndex = index
GuildSkillManager.SetGuildSkillRedPlayers(curIndex,1)
@ -149,11 +149,11 @@ function this.OnClickTabBtn(index)
if isMaxLv and curSeletSkill.level ~= #allCurSkillConfig - 1 then
isMaxLv = false
end
this.ShowSkillsAndPros()--展示技能 展示属性
this.ShowSkillsAndPros(isNoLoadSprite)--展示技能 展示属性
this.ShowMaterials()--展示消耗材料 及 按钮状态
end
--展示技能
function this.ShowSkillsAndPros()
function this.ShowSkillsAndPros(isNoLoadSprite)
this.titleText.text = Language[11088].._TabData[curIndex].name
local isEqualityLv,maxLv
endLv,isEqualityLv,maxLv = GuildSkillManager.GetAllGuildSkillLv(curIndex)
@ -171,7 +171,9 @@ function this.ShowSkillsAndPros()
for i = 1, #allSkillData do
local skillGo = skills[i]
if skillGo then
Util.GetGameObject(skillGo,"icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(allSkillData[i].config.Icon))
if not isNoLoadSprite then
Util.GetGameObject(skillGo,"icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(allSkillData[i].config.Icon))
end
Util.GetGameObject(skillGo,"lvImage/Text"):GetComponent("Text").text = allSkillData[i].level
if isEqualityLv then
Util.SetGray(skillGo, true)
@ -234,10 +236,14 @@ function this.ShowMaterials()
end
end
end
function this.RefreshTabRedPoint()
function this.RefreshTabRedPoint(index)
if index then
tabRedPotList[index]:SetActive(false)
else
for i = 1, #tabRedPotList do
tabRedPotList[i]:SetActive(GuildSkillManager.GuildSkillRedPoint(i))
end
end
end
--界面关闭时调用(用于子类重写)
function GuildSkillUpLvPopup:OnClose()

View File

@ -454,22 +454,11 @@ function this.ExecuteLoading()
end
StoryManager.EventTrigger(100001, exBattle)
else
if PlayerManager.curMapId ~= 0 then
NetManager.MapInfoRequest(PlayerManager.curMapId, FormationTypeDef.FORMATION_DREAMLAND, function(msg)
MapManager.isReloadEnter = false
MapTrialManager.firstEnter = true
MapManager.SetViewSize(20)--设置视野范围(明雷形式)
MapManager.curAreaId =FormationTypeDef.FORMATION_DREAMLAND
MapManager.trialHeroInfo=msg.infos
UIManager.OpenPanelAsync(UIName.MapPanel, LoadingPanel.End)
end)
else
PatFaceManager.isLogin = true
UIManager.OpenPanelAsync(UIName.MainPanel, function ()
UIManager.OpenPanel(UIName.FightPointPassMainPanel)
LoadingPanel.End()
end)
end
PatFaceManager.isLogin = true
UIManager.OpenPanelAsync(UIName.MainPanel, function ()
UIManager.OpenPanel(UIName.FightPointPassMainPanel)
LoadingPanel.End()
end)
end
else
UIManager.OpenPanelAsync(UIName.MainPanel, function()

View File

@ -34,9 +34,7 @@ function this:InitComponent()
this.btnReward=Util.GetGameObject(self.gameObject,"leftCenter/btnReward")
this.item = Util.GetGameObject(self.gameObject, "item")
-- 显示死亡计时时间
-- this.deadRoot = Util.GetGameObject(self.gameObject, "RevivePanel")
-- this.deadTime = Util.GetGameObject(self.gameObject, "RevivePanel/bg/Time"):GetComponent("Text")
-- buff显示
this.propList = Util.GetGameObject(self.transform, "centerDown/bufflist")
@ -47,8 +45,8 @@ function this:InitComponent()
this.propInfo:SetActive(false)
this.propList:SetActive(true)
-- 行动力警告显示
this.warn = Util.GetGameObject(self.gameObject, "EndLessEffect/effect")
this.warnRoot = Util.GetGameObject(self.gameObject, "EndLessEffect")
-- this.warn = Util.GetGameObject(self.gameObject, "EndLessEffect/effect")
-- this.warnRoot = Util.GetGameObject(self.gameObject, "EndLessEffect")
-- 面板遮罩, 没有接地图任务前不可点击
this.Mask = Util.GetGameObject(self.gameObject, "Mask")
@ -79,14 +77,6 @@ function this:BindEvent()
this.SetEliteBackShow()
this.SetEndlessShow()
end)
-- Util.AddClick(this.BtnBack2, function ()
-- if ctrlView.GetCallListCount() > 1 then
-- PopupTipPanel.ShowTip(Language[11232])
-- return
-- end
-- this.SetEliteBackShow()
-- this.SetEndlessShow()
-- end)
-- 功绩按钮
Util.AddClick(this.btnAchive, function ()
@ -96,10 +86,10 @@ function this:BindEvent()
Util.AddClick(this.btnRank, function ()
UIManager.OpenPanel(UIName.CarbonScoreSortPanel,1)
end)
--回春散
Util.AddClick(this.btnXingYao,function()
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialXingYao)
end)
-- --回春散
-- Util.AddClick(this.btnXingYao,function()
-- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialXingYao)
-- end)
--奖励
Util.AddClick(this.btnReward,function()
UIManager.OpenPanel(UIName.TrialRewardPopup)
@ -188,7 +178,7 @@ function this:OnShow()
if amb and amb ~= "" then
SoundManager.PlayAmbient(amb)
end
this.xingYaoNum.text = BagManager.GetItemCountById(31)
-- this.xingYaoNum.text = BagManager.GetItemCountById(31)
playerView.OnShow()
endLessMapView.OnShow()

View File

@ -2,7 +2,6 @@
local this = TrialMapPanel
local istrialMap = false
local MapPanel
local bombNum = 0
local powerValue = 0
local ctrlView = require("Modules/Map/View/MapControllView")
local targetPos = Vector2.New(109, 289)
@ -48,6 +47,10 @@ function TrialMapPanel:InitComponent(root, mapPanel)
this.normalShop = Util.GetGameObject(root, "rightDown/shop")
this.shopNum = Util.GetGameObject(this.normalShop, "num"):GetComponent("Text")
--回春散
this.btnXingYao=Util.GetGameObject(root,"rightDown/btnXingYao")
this.xingYaoNum=Util.GetGameObject(this.btnXingYao,"num"):GetComponent("Text")
this.effectRoot = Util.GetGameObject(root, "fireRoot")
this.fire = Util.GetGameObject(this.effectRoot, "UI_effect_shilian_huo")
this.guiji = Util.GetGameObject(this.effectRoot, "UI_effect_shilian_guiji")
@ -71,10 +74,16 @@ end
function TrialMapPanel:BindEvent()
--炸弹按钮
Util.AddClick(this.btnBomb, function ()
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialBomb)
end)
--回春散
Util.AddClick(this.btnXingYao,function()
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialXingYao)
end)
-- 打开补给点
Util.AddClick(this.buffShop, function()
-- 判断是否有保存的补给点
@ -156,8 +165,8 @@ function this.InitShowState()
MapPanel.btnRank.gameObject:SetActive(true)
MapPanel.btnXingYao.gameObject:SetActive(true)
MapPanel.btnReward.gameObject:SetActive(true)
MapPanel.warnRoot:SetActive(false)
MapPanel.warn:SetActive(false)
-- MapPanel.warnRoot:SetActive(false)
-- MapPanel.warn:SetActive(false)
this.CheckTrialHeroInfo()
this.InitTrialMission()
@ -217,6 +226,7 @@ function this.UpdatePowerValue()
--Log("更新数值")
this.powerPercent.text = _value
this.sliderValue.fillAmount = _value / 100
Game.GlobalEvent:DispatchEvent(GameEvent.Bag.OnTempBagChanged)
-- -1时召唤boss
if powerValue == -1 then
@ -322,10 +332,11 @@ function this.OnTempBagChanged()
end
end
-- 刷新砸炸弹数量
-- 刷新砸炸弹、回春散数量
function this.RefreshBombNum()
-- 试炼副本才执行
bombNum = 0
local bombNum = 0
local yaoNum = 0
if CarbonManager.difficulty ~= CARBON_TYPE.TRIAL then return end
if BagManager.GetItemCountById(43) == 0 or not BagManager.GetItemCountById(43) then
bombNum = 0
@ -334,6 +345,12 @@ function this.RefreshBombNum()
end
this.bombNum.text = bombNum
if BagManager.GetItemCountById(31) == 0 or not BagManager.GetItemCountById(31) then
yaoNum = 0
else
yaoNum = BagManager.GetItemCountById(31)
end
this.xingYaoNum.text = yaoNum
end

View File

@ -38,7 +38,7 @@ function this.Show()
_itemsList[index]:SetActive(true)
local data = ConfigManager.GetConfigDataByKey(ConfigName.HeroConfig,"Id",tonumber(answerId))
Util.GetGameObject(_itemsList[index], "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(data.Icon))
Util.GetGameObject(_itemsList[index], "btnAns/name"):GetComponent("Text").text = data.ReadingName
Util.GetGameObject(_itemsList[index], "name/name"):GetComponent("Text").text = data.ReadingName
Util.AddOnceClick(Util.GetGameObject(_itemsList[index], "btnAns"), function()
this.ChooseAnswer(index)
end)
@ -54,11 +54,7 @@ function this.ChooseAnswer(index)
else
PopupTipPanel.ShowTip(this.config.FalseFeedback)
end
-- UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1, function()
-- if TrialMiniGameManager.IsGameDone() then
-- TrialMiniGameManager.EndGame()
-- end
-- end)
if TrialMiniGameManager.IsGameDone() then
TrialMiniGameManager.EndGame()
end

View File

@ -190,8 +190,8 @@ function this.InitCompShow(carbonType)
this.btnReset:SetActive(carbonType == CARBON_TYPE.ENDLESS)
this.btnFormat:SetActive(carbonType == CARBON_TYPE.ENDLESS)
this.btnNote:SetActive(carbonType == CARBON_TYPE.ENDLESS)
this.warnRoot:SetActive(carbonType == CARBON_TYPE.ENDLESS)
this.warn:SetActive(false)
-- this.warnRoot:SetActive(carbonType == CARBON_TYPE.ENDLESS)
-- this.warn:SetActive(false)
this.btnSet:SetActive(carbonType == CARBON_TYPE.ENDLESS)
this.endLessTitleRoot:SetActive(carbonType == CARBON_TYPE.ENDLESS)
this.btnSet:SetActive(carbonType == CARBON_TYPE.ENDLESS)
@ -333,7 +333,7 @@ function this.RefreshEnergyValue(isInit, costType)
if ctrlView.GetCallListCount() > 1 then
ctrlView.StopWalk()
end
this.PlayWarnEffect()
-- this.PlayWarnEffect()
end
-- 死翘翘
elseif costType == COST_TYPE.DEAD then
@ -412,14 +412,14 @@ function this.OnRoleTransport(func)
end
-- 行动力警告特效
function this.PlayWarnEffect()
this.warn:SetActive(true)
-- function this.PlayWarnEffect()
-- this.warn:SetActive(true)
local timer = Timer.New(function ()
this.warn:SetActive(false)
end, 1.6)
timer:Start()
end
-- local timer = Timer.New(function ()
-- this.warn:SetActive(false)
-- end, 1.6)
-- timer:Start()
-- end
-- 行动力是否显示倒计时
function this.ShowCountTime()
@ -452,7 +452,7 @@ end
function this.OnClose()
if not this.IsEndLessMap() then return end
this.warn:SetActive(false)
-- this.warn:SetActive(false)
this.isPanelClose = true
EndLessMapManager.isUpdateOnClose = false
if this.timer then

View File

@ -52,7 +52,8 @@ end
--界面打开时调用(用于子类重写)
function UnlockCheckpointPopup:OnOpen(_configID,_callBack)
-- 解锁新章节音效
PlaySoundWithoutClick(SoundConfig.Sound_UnlockLevel)
configID = _configID
callBack = _callBack
local chapterId = math.floor(FightPointPassManager.lastPassFightId / 1000)

View File

@ -43,6 +43,7 @@ function this:BindEvent()
PopupTipPanel.ShowTip("炸弹使用已达最大次数~")
else
NetManager.RequestUseBomb(function (msg)--请求使用炸弹
MapTrialManager.bombUsed = MapTrialManager.bombUsed + 1
parent:ClosePanel()
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1,function()
MapTrialManager.UpdatePowerValue(msg.essenceValue)

View File

@ -5,6 +5,8 @@ this.skillConfig=ConfigManager.GetConfig(ConfigName.SkillConfig)
local passiveSkillConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
local orginLayer = 20
local callBack = nil
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
--初始化组件(用于子类重写)
function RoleUpStarSuccessPanel:InitComponent()
@ -25,28 +27,34 @@ function RoleUpStarSuccessPanel:InitComponent()
-- this.posImage=Util.GetGameObject(self.transform,"Pos/PosImage"):GetComponent("Image")
this.posText=Util.GetGameObject(self.transform,"Pos/PosText"):GetComponent("Text")
this.upLvMaskPanleProAtk=Util.GetGameObject(self.transform,"proInfo/curPros/mainPro/curProVale"):GetComponent("Text")
this.upLvMaskPanleProHp=Util.GetGameObject(self.transform,"proInfo/curPros/otherPro1/curProVale"):GetComponent("Text")
this.upLvMaskPanleProPhyDef=Util.GetGameObject(self.transform,"proInfo/curPros/otherPro2/curProVale"):GetComponent("Text")
this.upLvMaskPanleProMagDef=Util.GetGameObject(self.transform,"proInfo/curPros/otherPro3/curProVale"):GetComponent("Text")
this.upLvMaskPanleProSpeed=Util.GetGameObject(self.transform,"proInfo/curPros/otherPro4/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProAtk=Util.GetGameObject(self.transform,"proInfo/nextPros/mainPro/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProHp=Util.GetGameObject(self.transform,"proInfo/nextPros/otherPro1/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProPhyDef=Util.GetGameObject(self.transform,"proInfo/nextPros/otherPro2/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProMagDef=Util.GetGameObject(self.transform,"proInfo/nextPros/otherPro3/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProSpeed=Util.GetGameObject(self.transform,"proInfo/nextPros/otherPro4/curProVale"):GetComponent("Text")
this.s1=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo1")
this.s1MiddleImage=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo1/Image (2)")
this.s1nextSkill=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo1/nextSkill")
this.upLvMaskPanleProAtk=Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/curPros/mainPro/curProVale"):GetComponent("Text")
this.upLvMaskPanleProHp=Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/curPros/otherPro1/curProVale"):GetComponent("Text")
this.upLvMaskPanleProPhyDef=Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/curPros/otherPro2/curProVale"):GetComponent("Text")
this.upLvMaskPanleProMagDef=Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/curPros/otherPro3/curProVale"):GetComponent("Text")
this.upLvMaskPanleProSpeed=Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/curPros/otherPro4/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProAtk=Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/nextPros/mainPro/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProHp=Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/nextPros/otherPro1/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProPhyDef=Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/nextPros/otherPro2/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProMagDef=Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/nextPros/otherPro3/curProVale"):GetComponent("Text")
this.upLvMaskPanleNextProSpeed=Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/nextPros/otherPro4/curProVale"):GetComponent("Text")
this.upLvShowGoText=Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/Text"):GetComponent("Text")
this.s2=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo2")
this.s2MiddleImage=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo2/Image (2)")
this.s2nextSkill=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo2/nextSkill")
this.talentInfoText=Util.GetGameObject(self.transform,"proInfo/GameObject/talentInfo/Text"):GetComponent("Text")
this.curTalentVale=Util.GetGameObject(self.transform,"proInfo/GameObject/talentInfo/curTalentVale"):GetComponent("Text")
this.talentInfoShowGo=Util.GetGameObject(self.transform,"proInfo/GameObject/talentInfo")
-- this.s1=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo1")
-- this.s1MiddleImage=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo1/Image (2)")
-- this.s1nextSkill=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo1/nextSkill")
-- this.s2=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo2")
-- this.s2MiddleImage=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo2/Image (2)")
-- this.s2nextSkill=Util.GetGameObject(self.transform,"proInfo/skillGrid/skillInfo2/nextSkill")
this.lvEndInfo=Util.GetGameObject(self.transform, "proInfo/lvEndText"):GetComponent("Text")
this.UI_Effect_choukaSSR = Util.GetGameObject(self.transform, "UI_Effect_chouka_SSR")
this.UI_Effect_choukaSR = Util.GetGameObject(self.transform, "UI_Effect_chouka_SR")
this.UI_Effect_choukaR = Util.GetGameObject(self.transform, "UI_Effect_chouka_R")
this.skillTiShi = Util.GetGameObject(self.transform,"proInfo/skillTiShi"):GetComponent("Text")
-- this.skillTiShi = Util.GetGameObject(self.transform,"proInfo/skillTiShi"):GetComponent("Text")
end
--绑定事件(用于子类重写)
@ -81,8 +89,10 @@ end
--界面打开时调用(用于子类重写)
function RoleUpStarSuccessPanel:OnOpen(...)
Util.GetGameObject(self.transform,"proInfo/curPros/mainPro/curProName"):GetComponent("Text").text = Language[11873]
Util.GetGameObject(self.transform,"proInfo/nextPros/mainPro/curProName"):GetComponent("Text").text = Language[11873]
Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/curPros/mainPro/curProName"):GetComponent("Text").text = Language[11873]
Util.GetGameObject(self.transform,"proInfo/GameObject/proInfo/nextPros/mainPro/curProName"):GetComponent("Text").text = Language[11873]
this.upLvShowGoText.text = Language[12281]
local args = {...}
local curHeroData=args[1]
local nextHeroUpStarId=args[2]
@ -133,113 +143,143 @@ function RoleUpStarSuccessPanel:OnOpen(...)
this.upLvMaskPanleNextProPhyDef.text=curLvAllAddProVal[HeroProType.PhysicalDefence]
this.upLvMaskPanleNextProMagDef.text=curLvAllAddProVal[HeroProType.MagicDefence]
this.upLvMaskPanleNextProSpeed.text= curLvAllAddProVal[HeroProType.Speed]
--天赋2#7#127107
LogPink("curHeroData.upStarId "..nextHeroUpStarId)
local talentSKillsConFig = ConfigManager.GetConfigData(ConfigName.HeroConfig,curHeroData.id).OpenPassiveSkillRules
local upStarSkillDataList = {}
for i = 1, #talentSKillsConFig do
if talentSKillsConFig[i][1] == 2 then--升星
LogPink("talentSKillsConFig[i][2] "..talentSKillsConFig[i][2])
if nextHeroUpStarId == talentSKillsConFig[i][2] then
local _titleStr = NumToSimplenessFont[heroRankupConfig[nextHeroUpStarId].Phase[2]] .. Language[11865]
local _passiveSkillId = passiveSkillConfig[talentSKillsConFig[i][3]].Id
if upStarSkillDataList[nextHeroUpStarId] then
upStarSkillDataList[nextHeroUpStarId] = {titleStr = _titleStr,str = upStarSkillDataList[nextHeroUpStarId].str .. "  "..passiveSkillConfig[talentSKillsConFig[i][3]].Desc}
else
upStarSkillDataList[nextHeroUpStarId] = {titleStr = _titleStr,str = passiveSkillConfig[talentSKillsConFig[i][3]].Desc}
end
end
end
end
this.curTalentVale=Util.GetGameObject(self.transform,"proInfo/GameObject/talentInfo/curTalentVale"):GetComponent("Text")
this.talentInfoShowGo=Util.GetGameObject(self.transform,"proInfo/GameObject/talentInfo")
if upStarSkillDataList and LengthOfTable(upStarSkillDataList) > 0 then
this.talentInfoShowGo:SetActive(true)
this.talentInfoText.text = Language[12282]
this.curTalentVale.text = upStarSkillDataList[nextHeroUpStarId].str
else
this.talentInfoShowGo:SetActive(false)
end
--技能
this.skillTiShi.text = Language[11874]
local upskillIdList={}
local upIndex=1
local curIndex=1
local curskillIdList={}
if curHeroData.heroConfig.OpenSkillRules then
for i = 1, #curHeroData.heroConfig.OpenSkillRules do
if curHeroData.heroConfig.OpenSkillRules[i][1]==curHeroData.star then
local skilldata={}
Log(Language[11875]..curHeroData.heroConfig.OpenSkillRules[i][2])
skilldata.skillId=curHeroData.heroConfig.OpenSkillRules[i][2]
skilldata.skillConfig=this.skillConfig[curHeroData.heroConfig.OpenSkillRules[i][2]]
upskillIdList[upIndex]=skilldata
upIndex=upIndex+1
end
if curHeroData.heroConfig.OpenSkillRules[i][1]==curHeroData.star+1 then
local skilldata={}
Log(Language[11876]..curHeroData.heroConfig.OpenSkillRules[i][2])
skilldata.skillId=curHeroData.heroConfig.OpenSkillRules[i][2]
skilldata.skillConfig=this.skillConfig[curHeroData.heroConfig.OpenSkillRules[i][2]]
curskillIdList[curIndex]=skilldata
curIndex=curIndex+1
end
end
end
if curHeroData.heroConfig.OpenPassiveSkillRules then
for i = 1, #curHeroData.heroConfig.OpenPassiveSkillRules do
if curHeroData.heroConfig.OpenPassiveSkillRules[i][1]==curHeroData.star then
local skilldata={}
Log(Language[11877]..curHeroData.heroConfig.OpenPassiveSkillRules[i][2])
skilldata.skillId=curHeroData.heroConfig.OpenPassiveSkillRules[i][2]
skilldata.skillConfig=passiveSkillConfig[curHeroData.heroConfig.OpenPassiveSkillRules[i][2]]
upskillIdList[upIndex]=skilldata
upIndex=upIndex+1
end
if curHeroData.heroConfig.OpenPassiveSkillRules[i][1]==curHeroData.star+1 then
local skilldata={}
Log(Language[11878]..curHeroData.heroConfig.OpenPassiveSkillRules[i][2])
skilldata.skillId=curHeroData.heroConfig.OpenPassiveSkillRules[i][2]
skilldata.skillConfig=passiveSkillConfig[curHeroData.heroConfig.OpenPassiveSkillRules[i][2]]
curskillIdList[curIndex]=skilldata
curIndex=curIndex+1
end
end
end
if LengthOfTable(upskillIdList)>=1 then
if (upskillIdList[1].skillId % 10)<(curskillIdList[1].skillId % 10) then
if upskillIdList[1].skillConfig and upskillIdList[1].skillConfig.Name then
this.s1:SetActive(true)
this.s1MiddleImage:SetActive(true)
this.s1nextSkill:SetActive(true)
Util.GetGameObject(this.s1,"curSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(upskillIdList[1].skillConfig.Icon))
Util.GetGameObject(this.s1,"curSkill/skillLv"):GetComponent("Text").text=Language[10470]..upskillIdList[1].skillId % 10
Util.GetGameObject(this.s1,"nextSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curskillIdList[1].skillConfig.Icon))
Util.GetGameObject(this.s1,"nextSkill/skillLv"):GetComponent("Text").text=Language[10470]..curskillIdList[1].skillId % 10
else
this.s1:SetActive(false)
end
else
this.s1:SetActive(false)
end
else
this.s1:SetActive(false)
end
if LengthOfTable(upskillIdList)>=2 then
if (upskillIdList[2].skillId % 10)<(curskillIdList[2].skillId % 10) then
if upskillIdList[2].skillConfig and upskillIdList[2].skillConfig.Name then
Util.GetGameObject(this.s2,"curSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(upskillIdList[2].skillConfig.Icon))
Util.GetGameObject(this.s2,"curSkill/skillLv"):GetComponent("Text").text=Language[10470]..upskillIdList[2].skillId % 10
Util.GetGameObject(this.s2,"nextSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curskillIdList[2].skillConfig.Icon))
Util.GetGameObject(this.s2,"nextSkill/skillLv"):GetComponent("Text").text=Language[10470]..curskillIdList[2].skillId % 10
this.s2MiddleImage:SetActive(true)
this.s2nextSkill:SetActive(true)
this.s2:SetActive(true)
else
this.s2:SetActive(false)
end
else
this.s2:SetActive(false)
end
else
this.s2:SetActive(false)
end
-- this.skillTiShi.text = Language[11874]
-- local upskillIdList={}
-- local upIndex=1
-- local curIndex=1
-- local curskillIdList={}
-- if curHeroData.heroConfig.OpenSkillRules then
-- for i = 1, #curHeroData.heroConfig.OpenSkillRules do
-- if curHeroData.heroConfig.OpenSkillRules[i][1]==curHeroData.star then
-- local skilldata={}
-- Log(Language[11875]..curHeroData.heroConfig.OpenSkillRules[i][2])
-- skilldata.skillId=curHeroData.heroConfig.OpenSkillRules[i][2]
-- skilldata.skillConfig=this.skillConfig[curHeroData.heroConfig.OpenSkillRules[i][2]]
-- upskillIdList[upIndex]=skilldata
-- upIndex=upIndex+1
-- end
-- if curHeroData.heroConfig.OpenSkillRules[i][1]==curHeroData.star+1 then
-- local skilldata={}
-- Log(Language[11876]..curHeroData.heroConfig.OpenSkillRules[i][2])
-- skilldata.skillId=curHeroData.heroConfig.OpenSkillRules[i][2]
-- skilldata.skillConfig=this.skillConfig[curHeroData.heroConfig.OpenSkillRules[i][2]]
-- curskillIdList[curIndex]=skilldata
-- curIndex=curIndex+1
-- end
-- end
-- end
-- if curHeroData.heroConfig.OpenPassiveSkillRules then
-- for i = 1, #curHeroData.heroConfig.OpenPassiveSkillRules do
-- if curHeroData.heroConfig.OpenPassiveSkillRules[i][1]==curHeroData.star then
-- local skilldata={}
-- Log(Language[11877]..curHeroData.heroConfig.OpenPassiveSkillRules[i][2])
-- skilldata.skillId=curHeroData.heroConfig.OpenPassiveSkillRules[i][2]
-- skilldata.skillConfig=passiveSkillConfig[curHeroData.heroConfig.OpenPassiveSkillRules[i][2]]
-- upskillIdList[upIndex]=skilldata
-- upIndex=upIndex+1
-- end
-- if curHeroData.heroConfig.OpenPassiveSkillRules[i][1]==curHeroData.star+1 then
-- local skilldata={}
-- Log(Language[11878]..curHeroData.heroConfig.OpenPassiveSkillRules[i][2])
-- skilldata.skillId=curHeroData.heroConfig.OpenPassiveSkillRules[i][2]
-- skilldata.skillConfig=passiveSkillConfig[curHeroData.heroConfig.OpenPassiveSkillRules[i][2]]
-- curskillIdList[curIndex]=skilldata
-- curIndex=curIndex+1
-- end
-- end
-- end
-- if LengthOfTable(upskillIdList)>=1 then
-- if (upskillIdList[1].skillId % 10)<(curskillIdList[1].skillId % 10) then
-- if upskillIdList[1].skillConfig and upskillIdList[1].skillConfig.Name then
-- this.s1:SetActive(true)
-- this.s1MiddleImage:SetActive(true)
-- this.s1nextSkill:SetActive(true)
-- Util.GetGameObject(this.s1,"curSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(upskillIdList[1].skillConfig.Icon))
-- Util.GetGameObject(this.s1,"curSkill/skillLv"):GetComponent("Text").text=Language[10470]..upskillIdList[1].skillId % 10
-- Util.GetGameObject(this.s1,"nextSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curskillIdList[1].skillConfig.Icon))
-- Util.GetGameObject(this.s1,"nextSkill/skillLv"):GetComponent("Text").text=Language[10470]..curskillIdList[1].skillId % 10
-- else
-- this.s1:SetActive(false)
-- end
-- else
-- this.s1:SetActive(false)
-- end
-- else
-- this.s1:SetActive(false)
-- end
-- if LengthOfTable(upskillIdList)>=2 then
-- if (upskillIdList[2].skillId % 10)<(curskillIdList[2].skillId % 10) then
-- if upskillIdList[2].skillConfig and upskillIdList[2].skillConfig.Name then
-- Util.GetGameObject(this.s2,"curSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(upskillIdList[2].skillConfig.Icon))
-- Util.GetGameObject(this.s2,"curSkill/skillLv"):GetComponent("Text").text=Language[10470]..upskillIdList[2].skillId % 10
-- Util.GetGameObject(this.s2,"nextSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curskillIdList[2].skillConfig.Icon))
-- Util.GetGameObject(this.s2,"nextSkill/skillLv"):GetComponent("Text").text=Language[10470]..curskillIdList[2].skillId % 10
-- this.s2MiddleImage:SetActive(true)
-- this.s2nextSkill:SetActive(true)
-- this.s2:SetActive(true)
-- else
-- this.s2:SetActive(false)
-- end
-- else
-- this.s2:SetActive(false)
-- end
-- else
-- this.s2:SetActive(false)
-- end
--是否有新开的技能
local openNewSkillCound =LengthOfTable(curskillIdList) - LengthOfTable(upskillIdList)
if openNewSkillCound == 1 then
this.skillTiShi.text = Language[11879]
this.s1:SetActive(true)
this.s1MiddleImage:SetActive(false)
this.s1nextSkill:SetActive(false)
Util.GetGameObject(this.s1,"curSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curskillIdList[LengthOfTable(curskillIdList)].skillConfig.Icon))
Util.GetGameObject(this.s1,"curSkill/skillLv"):GetComponent("Text").text=Language[10470]..curskillIdList[LengthOfTable(curskillIdList)].skillId % 10
elseif openNewSkillCound == 2 then
this.skillTiShi.text = Language[11879]
this.s1:SetActive(true)
this.s1MiddleImage:SetActive(false)
this.s1nextSkill:SetActive(false)
Util.GetGameObject(this.s1,"curSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curskillIdList[1].skillConfig.Icon))
Util.GetGameObject(this.s1,"curSkill/skillLv"):GetComponent("Text").text=Language[10470]..curskillIdList[1].skillId % 10
this.s2:SetActive(true)
this.s2MiddleImage:SetActive(false)
this.s2nextSkill:SetActive(false)
Util.GetGameObject(this.s2,"curSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curskillIdList[2].skillConfig.Icon))
Util.GetGameObject(this.s2,"curSkill/skillLv"):GetComponent("Text").text=Language[10470]..curskillIdList[2].skillId % 10
end
Log("curHeroData.star+1 "..curHeroData.star+1)
-- local openNewSkillCound =LengthOfTable(curskillIdList) - LengthOfTable(upskillIdList)
-- if openNewSkillCound == 1 then
-- this.skillTiShi.text = Language[11879]
-- this.s1:SetActive(true)
-- this.s1MiddleImage:SetActive(false)
-- this.s1nextSkill:SetActive(false)
-- Util.GetGameObject(this.s1,"curSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curskillIdList[LengthOfTable(curskillIdList)].skillConfig.Icon))
-- Util.GetGameObject(this.s1,"curSkill/skillLv"):GetComponent("Text").text=Language[10470]..curskillIdList[LengthOfTable(curskillIdList)].skillId % 10
-- elseif openNewSkillCound == 2 then
-- this.skillTiShi.text = Language[11879]
-- this.s1:SetActive(true)
-- this.s1MiddleImage:SetActive(false)
-- this.s1nextSkill:SetActive(false)
-- Util.GetGameObject(this.s1,"curSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curskillIdList[1].skillConfig.Icon))
-- Util.GetGameObject(this.s1,"curSkill/skillLv"):GetComponent("Text").text=Language[10470]..curskillIdList[1].skillId % 10
-- this.s2:SetActive(true)
-- this.s2MiddleImage:SetActive(false)
-- this.s2nextSkill:SetActive(false)
-- Util.GetGameObject(this.s2,"curSkill/icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(curskillIdList[2].skillConfig.Icon))
-- Util.GetGameObject(this.s2,"curSkill/skillLv"):GetComponent("Text").text=Language[10470]..curskillIdList[2].skillId % 10
-- end
-- Log("curHeroData.star+1 "..curHeroData.star+1)
if curHeroData.heroConfig.Quality == 5 and curHeroData.heroConfig.Natural >= 13 then
if curHeroData.star+1 >= 5 and curHeroData.star+1 < 15 then
HeroManager.DetectionOpenFiveStarActivity(curHeroData.star+1)

View File

@ -1003,7 +1003,7 @@
11003,援助次数(
11004,免费援助
11005,援 助
11006,元宝或援助次数不足!
11006,妖晶或援助次数不足!
11007,您还未进行求援!
11008,求助发送成功!
11009,每日凌晨5点重置求援次数
@ -2278,3 +2278,5 @@
12278,%d天%02d时
12279,妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力
12280,巅峰赛阵容
12281,属性提升
12282,解锁天赋

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
1003 11003 援助次数(
1004 11004 免费援助
1005 11005 援 助
1006 11006 元宝或援助次数不足! 妖晶或援助次数不足!
1007 11007 您还未进行求援!
1008 11008 求助发送成功!
1009 11009 每日凌晨5点重置求援次数
2278 12278 %d天%02d时
2279 12279 妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力
2280 12280 巅峰赛阵容
2281 12281 属性提升
2282 12282 解锁天赋

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