法相显示修改提交
parent
0d44032d25
commit
91b13fb22c
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@ -193,7 +193,12 @@ function this.GetCurrLvAndNextLvPropertyValue(_id, _lv,_data)
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proList[i].nextValue = proList[i].currValue
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proList[i].nextValue = proList[i].currValue
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end
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end
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end
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end
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return proList
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local lvList={}
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for key, value in pairs(proList) do
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value.proId=key
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table.insert(lvList,value)
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end
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return lvList
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end
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end
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--获取当前星级的基础属性/精炼属性
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--获取当前星级的基础属性/精炼属性
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@ -235,12 +240,16 @@ function this.GetCurrStarAndNextStarPropertyValue(_id, _lv,_data)
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end
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end
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end
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end
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end
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end
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local starList={}
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table.insert(starList,{proId=100,currValue=Para,nextValue=nextPara })
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for key, value in pairs(proList) do
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for key, value in pairs(proList) do
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value.currValue=math.floor(value.currValue * (1 + Para))
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value.currValue=math.floor(value.currValue * (1 + Para))
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value.nextValue=math.floor(value.currValue * (1 + nextPara))
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value.nextValue=math.floor(value.currValue * (1 + nextPara))
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value.proId=key
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table.insert(starList,value)
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end
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end
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return proList
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return starList
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end
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end
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@ -252,6 +261,9 @@ function this.GetFaXiangLevelCost(_pool,_lv)
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local levelConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangLevelConfig,"PoolId",_pool,"Level",_lv)
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local levelConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangLevelConfig,"PoolId",_pool,"Level",_lv)
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if levelConfig then
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if levelConfig then
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local items={}
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local items={}
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if levelConfig.PropList==nil or #levelConfig.PropList==0 then
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return items
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end
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for i = 1,#levelConfig.PropList do
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for i = 1,#levelConfig.PropList do
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local id=levelConfig.PropList[i][1]
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local id=levelConfig.PropList[i][1]
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if itemConfig[id] then
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if itemConfig[id] then
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@ -533,7 +545,7 @@ function this.GetOneKeyUpFaXiangByType(_hero)
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for i, v in pairs(allTreasures) do
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for i, v in pairs(allTreasures) do
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if v.faXiangConfig.Type==0
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if v.faXiangConfig.Type==0
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and (v.faXiangConfig.Profession==0 or v.faXiangConfig.Profession==_hero.heroConfig.Profession)
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and (v.faXiangConfig.Profession==0 or v.faXiangConfig.Profession==_hero.heroConfig.Profession)
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and (v.faXiangConfig.Job==0 or v.faXiangConfig.Profession==_hero.heroConfig.Job) and v.upHeroDid=="" then
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and (v.faXiangConfig.Job==0 or v.faXiangConfig.Job==_hero.heroConfig.Job) and v.upHeroDid=="" then
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local power=this.CalculateEquipWarForce(v)
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local power=this.CalculateEquipWarForce(v)
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--LogError("power=========="..power)
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--LogError("power=========="..power)
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--table.insert(yinList,v)
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--table.insert(yinList,v)
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@ -546,7 +558,7 @@ function this.GetOneKeyUpFaXiangByType(_hero)
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for i, v in pairs(allTreasures) do
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for i, v in pairs(allTreasures) do
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if v.faXiangConfig.Type==1
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if v.faXiangConfig.Type==1
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and (v.faXiangConfig.Profession==0 or v.faXiangConfig.Profession==_hero.heroConfig.Profession)
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and (v.faXiangConfig.Profession==0 or v.faXiangConfig.Profession==_hero.heroConfig.Profession)
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and (v.faXiangConfig.Job==0 or v.faXiangConfig.Profession==_hero.heroConfig.Job) and v.upHeroDid=="" then
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and (v.faXiangConfig.Job==0 or v.faXiangConfig.Job==_hero.heroConfig.Job) and v.upHeroDid=="" then
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local power=this.CalculateEquipWarForce(v)
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local power=this.CalculateEquipWarForce(v)
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-- LogError("power=========="..power)
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-- LogError("power=========="..power)
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--table.insert(yinList,v)
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--table.insert(yinList,v)
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@ -637,6 +649,36 @@ function this.GetAllTreasures()
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return curAllEquipTreasure
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return curAllEquipTreasure
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end
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end
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--获取当前英雄所有能穿的宝物 不算英雄身上穿的
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function this.GetAllTreasuresCanUp(_heroData)
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local curAllEquipTreasure = {}
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for key, value in pairs(allTreasures) do
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if (value.upHeroDid == "" or value.upHeroDid == "0")
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and (value.faXiangConfig.Profession==0 or value.faXiangConfig.Profession==_heroData.heroConfig.Profession)
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and (value.faXiangConfig.Job==0 or value.faXiangConfig.Job==_heroData.heroConfig.Job) then
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table.insert(curAllEquipTreasure, value)
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end
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end
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if LengthOfTable(curAllEquipTreasure) > 0 then
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table.sort(curAllEquipTreasure,function(a, b)
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if a.quantity == b.quantity then
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if a.lv == b.lv then
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return a.refineLv > b.refineLv
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else
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return a.lv > b.lv
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end
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else
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return a.quantity > b.quantity
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end
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end)
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return curAllEquipTreasure
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end
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return curAllEquipTreasure
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end
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--设置法相穿戴的英雄
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--设置法相穿戴的英雄
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function this.SetEquipTreasureUpHeroDid(_equipTreasureDid, _heroDid)
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function this.SetEquipTreasureUpHeroDid(_equipTreasureDid, _heroDid)
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@ -119,7 +119,7 @@ function FaXiangStrongPopup:BindEvent()
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this.treasureDatas[curIndex]:OnOpen(false, {curEquipData.id,0}, 1, false, false, false, 0,curEquipData.idDyn)
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this.treasureDatas[curIndex]:OnOpen(false, {curEquipData.id,0}, 1, false, false, false, 0,curEquipData.idDyn)
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this:SetWindShow(type,0)
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this:SetWindShow(type,0)
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HeroPropManager.SetDirtyByType(curEquipData.upHeroDid, Hero_Prop_Type.FaXiang)
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HeroPropManager.SetDirtyByType(curEquipData.upHeroDid, Hero_Prop_Type.FaXiang)
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--this:RefreshRedPoint(0,true)
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this:RefreshRedPoint(0,true)
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if isMax then
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if isMax then
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PopupTipPanel.ShowTip(Language[11772])
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PopupTipPanel.ShowTip(Language[11772])
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else
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else
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@ -156,10 +156,10 @@ function FaXiangStrongPopup:BindEvent()
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FaXiangManager.ChangeTreasureLv(curEquipData.idDyn,2)
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FaXiangManager.ChangeTreasureLv(curEquipData.idDyn,2)
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this:SetWindShow(2,0)
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this:SetWindShow(2,0)
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HeroPropManager.SetDirtyByType(curEquipData.upHeroDid, Hero_Prop_Type.FaXiang)
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HeroPropManager.SetDirtyByType(curEquipData.upHeroDid, Hero_Prop_Type.FaXiang)
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--this:RefreshRedPoint(0,true)
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this:RefreshRedPoint(0,true)
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this.treasureDatas[curIndex]:OnOpen(false, {curEquipData.id,0}, 1, false, false, false, 0,curEquipData.idDyn)
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this.treasureDatas[curIndex]:OnOpen(false, {curEquipData.id,0}, 1, false, false, false, 0,curEquipData.idDyn)
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if isMax then
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if isMax then
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PopupTipPanel.ShowTip(Language[11774])
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PopupTipPanel.ShowTip("以提升至最高星级")
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else
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else
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--PopupTipPanel.ShowTip("精炼成功")
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--PopupTipPanel.ShowTip("精炼成功")
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end
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end
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@ -248,7 +248,7 @@ function FaXiangStrongPopup:OnShow()
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end)
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end)
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this:ShowTopDataList(datas)
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this:ShowTopDataList(datas)
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this:SetWindShow(type,0.2)
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this:SetWindShow(type,0.2)
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--this:RefreshRedPoint(0.5,true)
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this:RefreshRedPoint(0.5,true)
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end
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end
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function FaXiangStrongPopup:GetHeroIsMainFormation(HeroId)
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function FaXiangStrongPopup:GetHeroIsMainFormation(HeroId)
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@ -331,7 +331,7 @@ function FaXiangStrongPopup:SetWindShow(_index)
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this.properList[0].rightTxt.text = Language[11062]
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this.properList[0].rightTxt.text = Language[11062]
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this.btnStrong.gameObject:SetActive(false)
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this.btnStrong.gameObject:SetActive(false)
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else
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else
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this.btnStrongText.text = Language[11777]
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this.btnStrongText.text = "升 级"
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this.properList[0].rightTxt.text = string.format( "%d/%d",curEquipData.lv+1,curEquipData.maxLv)
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this.properList[0].rightTxt.text = string.format( "%d/%d",curEquipData.lv+1,curEquipData.maxLv)
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end
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end
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propertyShow = FaXiangManager.GetCurrLvAndNextLvPropertyValue(curEquipData.levelPool,curEquipData.lv,curEquipData)
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propertyShow = FaXiangManager.GetCurrLvAndNextLvPropertyValue(curEquipData.levelPool,curEquipData.lv,curEquipData)
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@ -359,7 +359,7 @@ function FaXiangStrongPopup:SetWindShow(_index)
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this.properList[0].rightTxt.text = Language[11062]
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this.properList[0].rightTxt.text = Language[11062]
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this.btnRefine.gameObject:SetActive(false)
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this.btnRefine.gameObject:SetActive(false)
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else
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else
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this.btnRefineText.text=Language[11781]
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this.btnRefineText.text="升 星"
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this.properList[0].rightTxt.text = string.format( "%d/%s",curEquipData.refineLv+1,curEquipData.maxRefineLv)
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this.properList[0].rightTxt.text = string.format( "%d/%s",curEquipData.refineLv+1,curEquipData.maxRefineLv)
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end
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end
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propertyShow = FaXiangManager.GetCurrStarAndNextStarPropertyValue(2,curEquipData.lv,curEquipData)
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propertyShow = FaXiangManager.GetCurrStarAndNextStarPropertyValue(2,curEquipData.lv,curEquipData)
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@ -382,19 +382,19 @@ function FaXiangStrongPopup:SetWindShow(_index)
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isGongMing = false
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isGongMing = false
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--if HarmonyManager.IsInfo(curEquipData.upHeroDid) and HarmonyManager.GetSingleAdditions(index) ~= -1 and _index == 1 then
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--if HarmonyManager.IsInfo(curEquipData.upHeroDid) and HarmonyManager.GetSingleAdditions(index) ~= -1 and _index == 1 then
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if HarmonyManager.IsInfo(curEquipData.upHeroDid) and _index == 1 then
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-- if HarmonyManager.IsInfo(curEquipData.upHeroDid) and _index == 1 then
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isGongMing = true
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-- isGongMing = true
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this.hintTxt.text = "共鸣中的宝物无法强化"
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-- this.hintTxt.text = "共鸣中的宝物无法强化"
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this.hintTxt.gameObject:SetActive(true)
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-- this.hintTxt.gameObject:SetActive(true)
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this.Image2.gameObject:SetActive(false)
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-- this.Image2.gameObject:SetActive(false)
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this.costItemGrid.gameObject:SetActive(false)
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-- this.costItemGrid.gameObject:SetActive(false)
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this.btnGrid.gameObject:SetActive(false)
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-- this.btnGrid.gameObject:SetActive(false)
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else
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-- else
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-- this.hintTxt.gameObject:SetActive(isMax)
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-- -- this.hintTxt.gameObject:SetActive(isMax)
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this.Image2.gameObject:SetActive(not isMax)
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-- this.Image2.gameObject:SetActive(not isMax)
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this.costItemGrid.gameObject:SetActive(not isMax)
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-- this.costItemGrid.gameObject:SetActive(not isMax)
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this.btnGrid.gameObject:SetActive(not isMax)
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-- this.btnGrid.gameObject:SetActive(not isMax)
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end
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-- end
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this:SetPropertyShow(propertyShow)
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this:SetPropertyShow(propertyShow)
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this:CostShow(items)
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this:CostShow(items)
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end
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end
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@ -459,6 +459,7 @@ function FaXiangStrongPopup:SetPropertyShow(_infos)
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end
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end
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local index = 1
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local index = 1
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for key, value in pairs(_infos) do
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for key, value in pairs(_infos) do
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--LogError("key======"..key)
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if not this.properList[index] then
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if not this.properList[index] then
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this.properList[index] = {}
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this.properList[index] = {}
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this.properList[index].go = newObjToParent(this.properItemPre,this.propertyGrid)
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this.properList[index].go = newObjToParent(this.properItemPre,this.propertyGrid)
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@ -466,7 +467,11 @@ function FaXiangStrongPopup:SetPropertyShow(_infos)
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this.properList[index].rightTxt = Util.GetGameObject(this.properList[index].go,"rightTxt"):GetComponent("Text")
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this.properList[index].rightTxt = Util.GetGameObject(this.properList[index].go,"rightTxt"):GetComponent("Text")
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end
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end
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this.properList[index].go.gameObject:SetActive(true)
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this.properList[index].go.gameObject:SetActive(true)
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local proper=ConfigManager.GetConfigData(ConfigName.PropertyConfig,key)
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if value.proId==100 then
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this.properList[index].leftTxt.text="属性加成 ".."+"..value.currValue*100 .."%"
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this.properList[index].rightTxt.text = isMax and Language[11062] or value.nextValue*100 .."%"
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else
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local proper=ConfigManager.GetConfigData(ConfigName.PropertyConfig,value.proId)
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if proper.Style==1 then
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if proper.Style==1 then
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this.properList[index].leftTxt.text=string.format("%s+%s",GetLanguageStrById(proper.Info),value.currValue)
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this.properList[index].leftTxt.text=string.format("%s+%s",GetLanguageStrById(proper.Info),value.currValue)
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this.properList[index].rightTxt.text= isMax and Language[11062] or value.nextValue
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this.properList[index].rightTxt.text= isMax and Language[11062] or value.nextValue
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@ -474,6 +479,8 @@ function FaXiangStrongPopup:SetPropertyShow(_infos)
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this.properList[index].leftTxt.text=GetLanguageStrById(proper.Info).."+"..value.currValue/100 .."%"
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this.properList[index].leftTxt.text=GetLanguageStrById(proper.Info).."+"..value.currValue/100 .."%"
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this.properList[index].rightTxt.text = isMax and Language[11062] or value.nextValue/100 .."%"
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this.properList[index].rightTxt.text = isMax and Language[11062] or value.nextValue/100 .."%"
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end
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end
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end
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index = index + 1
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index = index + 1
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end
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end
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LayoutRebuilder.ForceRebuildLayoutImmediate(this.secondScroll.transform)
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LayoutRebuilder.ForceRebuildLayoutImmediate(this.secondScroll.transform)
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@ -709,7 +709,7 @@ function this:OnClickTabBtn(_index)
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this:SetItemData(allEquipTreasure)
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this:SetItemData(allEquipTreasure)
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elseif _index==6 then
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elseif _index==6 then
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local allEquipTreasure
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local allEquipTreasure
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allEquipTreasure = FaXiangManager.GetAllTreasures()
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allEquipTreasure = FaXiangManager.GetAllTreasuresCanUp(curHeroData)
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this:SortEquipDatas1(allEquipTreasure)
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this:SortEquipDatas1(allEquipTreasure)
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--"装备数量:"
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--"装备数量:"
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this.itemNumText.text = Language[12181] .. LengthOfTable(allEquipTreasure)
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this.itemNumText.text = Language[12181] .. LengthOfTable(allEquipTreasure)
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