【ID1017815】

【魂印分解】一键选择,优先选择了品质高的魂印
dev_chengFeng
jiaoyangna 2021-07-29 15:01:58 +08:00
parent 1cff130e45
commit 856f03b494
2 changed files with 25 additions and 8 deletions

View File

@ -3750,8 +3750,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0} m_AnchorMin: {x: 0.5, y: 0}
m_AnchorMax: {x: 0.5, y: 1} m_AnchorMax: {x: 0.5, y: 1}
m_AnchoredPosition: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 81.42493}
m_SizeDelta: {x: 938.6, y: -533} m_SizeDelta: {x: 938.6, y: -370.15}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &5302233718222194868 --- !u!222 &5302233718222194868
CanvasRenderer: CanvasRenderer:
@ -11744,7 +11744,7 @@ ParticleSystem:
--- !u!199 &803831904554332959 --- !u!199 &803831904554332959
ParticleSystemRenderer: ParticleSystemRenderer:
serializedVersion: 6 serializedVersion: 6
m_ObjectHideFlags: 2 m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
@ -17327,7 +17327,7 @@ ParticleSystem:
--- !u!199 &175963871488439658 --- !u!199 &175963871488439658
ParticleSystemRenderer: ParticleSystemRenderer:
serializedVersion: 6 serializedVersion: 6
m_ObjectHideFlags: 2 m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}

View File

@ -33,6 +33,7 @@ local _PanelType = {
local list={} local list={}
local orginLayer2=0 local orginLayer2=0
local orginLayer=0 local orginLayer=0
local isPlayanim,isTop = true,true
--初始化组件(用于子类重写) --初始化组件(用于子类重写)
function HeroAndEquipResolvePanel:InitComponent() function HeroAndEquipResolvePanel:InitComponent()
this.spLoader = SpriteLoader.New() this.spLoader = SpriteLoader.New()
@ -214,11 +215,14 @@ end
--界面打开时调用(用于子类重写) --界面打开时调用(用于子类重写)
function HeroAndEquipResolvePanel:OnOpen(_tabType) function HeroAndEquipResolvePanel:OnOpen(_tabType)
tabType=_tabType tabType=_tabType
isPlayanim = true
isTop = true
end end
function HeroAndEquipResolvePanel:OnShow() function HeroAndEquipResolvePanel:OnShow()
tabSortType=0 tabSortType=0
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = _PanelType[tabType] }) this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = _PanelType[tabType] })
this.GetTabTypeShoePanel(tabType) this.GetTabTypeShoePanel(tabType)
end end
--隐藏 grid --隐藏 grid
function this.GetTabTypeShoePanel(_tabType) function this.GetTabTypeShoePanel(_tabType)
@ -267,6 +271,13 @@ function this.SortTypeClick(_sortType,_btn)
if tabType == 4 then if tabType == 4 then
list={} list={}
soulPrintData= BagManager.GetAllSoulPrintData(tabSortType) soulPrintData= BagManager.GetAllSoulPrintData(tabSortType)
table.sort(soulPrintData,function(a,b)
if a.quality == b.quality then
return a.id < b.id
else
return a.quality < b.quality
end
end)
this.soulPrintChooseType=tabSortType this.soulPrintChooseType=tabSortType
if(not soulPrintData or #soulPrintData<1) then if(not soulPrintData or #soulPrintData<1) then
this.noneImage:SetActive(true) this.noneImage:SetActive(true)
@ -277,8 +288,13 @@ function this.SortTypeClick(_sortType,_btn)
this.ScrollView3:SetData(soulPrintData, function (index, go) this.ScrollView3:SetData(soulPrintData, function (index, go)
this:SetSoulPrintData(go, soulPrintData[index],index) this:SetSoulPrintData(go, soulPrintData[index],index)
table.insert(list,go) table.insert(list,go)
end) end,not isTop,not isPlayanim)
if isPlayanim then
isPlayanim = false
end
if isTop then
isTop = false
end
--特效层级重设 --特效层级重设
for i=1,#list do for i=1,#list do
Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer2) Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer2)
@ -444,7 +460,7 @@ function this.QuickSelectListData()
end end
this.ScrollView3:SetData(soulPrintData, function (index, go) this.ScrollView3:SetData(soulPrintData, function (index, go)
this:SetSoulPrintData(go, soulPrintData[index],index) this:SetSoulPrintData(go, soulPrintData[index],index)
end) end,not isTop,not isPlayanim)
end end
this.UpdataPanelRewardAndSelectText() this.UpdataPanelRewardAndSelectText()
end end
@ -581,7 +597,8 @@ function this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
end end
--界面关闭时调用(用于子类重写) --界面关闭时调用(用于子类重写)
function HeroAndEquipResolvePanel:OnClose() function HeroAndEquipResolvePanel:OnClose()
isPlayanim = true
isTop = true
tabSortType = 0 tabSortType = 0
end end