英雄合成界面拼接
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weights: []
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spritePackingTag: HeroCompoundReplaceAtlas
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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linearTexture: 0
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fadeOut: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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normalMapFilter: 0
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isReadable: 0
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streamingMipmaps: 0
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streamingMipmapsPriority: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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serializedVersion: 2
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mipBias: -100
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wrapU: 1
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wrapV: 1
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wrapW: 1
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nPOTScale: 0
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lightmap: 0
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compressionQuality: 50
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spriteMode: 1
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 8
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textureShape: 1
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singleChannelComponent: 0
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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platformSettings:
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||||
- serializedVersion: 2
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buildTarget: Android
|
||||
maxTextureSize: 2048
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||||
resizeAlgorithm: 0
|
||||
textureFormat: 65
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||||
textureCompression: 1
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||||
compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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||||
overridden: 1
|
||||
androidETC2FallbackOverride: 0
|
||||
- serializedVersion: 2
|
||||
buildTarget: iPhone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
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||||
textureFormat: 65
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||||
textureCompression: 1
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||||
compressionQuality: 50
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crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 1
|
||||
androidETC2FallbackOverride: 0
|
||||
- serializedVersion: 2
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||||
buildTarget: Standalone
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maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
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textureFormat: 4
|
||||
textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 1
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androidETC2FallbackOverride: 0
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spriteSheet:
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||||
serializedVersion: 2
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||||
sprites: []
|
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outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 26af989d24dd9c44fa7491c7f660548f
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
spritePackingTag: HeroCompoundReplaceAtlas
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
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||||
userData:
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assetBundleName:
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assetBundleVariant:
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|
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fileFormatVersion: 2
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guid: 124a5c62ef9a54645bc17e3550cb3862
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TextureImporter:
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fileIDToRecycleName: {}
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externalObjects: {}
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serializedVersion: 9
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mipmaps:
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mipMapMode: 0
|
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enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
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heightScale: 0.25
|
||||
normalMapFilter: 0
|
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isReadable: 0
|
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streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
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textureSettings:
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serializedVersion: 2
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filterMode: 2
|
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aniso: -1
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mipBias: -100
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wrapU: 1
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wrapV: 1
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wrapW: 1
|
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nPOTScale: 0
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lightmap: 0
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compressionQuality: 50
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spriteMode: 1
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
|
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 8
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textureShape: 1
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singleChannelComponent: 0
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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platformSettings:
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- serializedVersion: 2
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buildTarget: Android
|
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maxTextureSize: 2048
|
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resizeAlgorithm: 0
|
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textureFormat: 65
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textureCompression: 1
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compressionQuality: 50
|
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crunchedCompression: 0
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allowsAlphaSplitting: 0
|
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overridden: 1
|
||||
androidETC2FallbackOverride: 0
|
||||
- serializedVersion: 2
|
||||
buildTarget: iPhone
|
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maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
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textureFormat: 65
|
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textureCompression: 1
|
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compressionQuality: 50
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crunchedCompression: 0
|
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allowsAlphaSplitting: 0
|
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overridden: 1
|
||||
androidETC2FallbackOverride: 0
|
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- serializedVersion: 2
|
||||
buildTarget: Standalone
|
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maxTextureSize: 2048
|
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resizeAlgorithm: 0
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textureFormat: 4
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
|
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overridden: 1
|
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androidETC2FallbackOverride: 0
|
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spriteSheet:
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serializedVersion: 2
|
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sprites: []
|
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outline: []
|
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physicsShape: []
|
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bones: []
|
||||
spriteID: 711157dc71c663947b9235cd94976461
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
spritePackingTag: HeroCompoundReplaceAtlas
|
||||
pSDRemoveMatte: 0
|
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pSDShowRemoveMatteOption: 0
|
||||
userData:
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assetBundleName:
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assetBundleVariant:
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|
After Width: | Height: | Size: 96 B |
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fileFormatVersion: 2
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guid: 99bb8981f0a78c64182cfabd20214a7d
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TextureImporter:
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fileIDToRecycleName: {}
|
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externalObjects: {}
|
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serializedVersion: 9
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mipmaps:
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mipMapMode: 0
|
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enableMipMap: 0
|
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sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
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textureSettings:
|
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serializedVersion: 2
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filterMode: 2
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aniso: -1
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mipBias: -100
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wrapU: 1
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wrapV: 1
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wrapW: 1
|
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nPOTScale: 0
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lightmap: 0
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compressionQuality: 50
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spriteMode: 1
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
|
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 1
|
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spriteTessellationDetail: -1
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textureType: 8
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textureShape: 1
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singleChannelComponent: 0
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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platformSettings:
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- serializedVersion: 2
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buildTarget: Android
|
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maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: 65
|
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textureCompression: 1
|
||||
compressionQuality: 50
|
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crunchedCompression: 0
|
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allowsAlphaSplitting: 0
|
||||
overridden: 1
|
||||
androidETC2FallbackOverride: 0
|
||||
- serializedVersion: 2
|
||||
buildTarget: iPhone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: 65
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 1
|
||||
androidETC2FallbackOverride: 0
|
||||
- serializedVersion: 2
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: 4
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 1
|
||||
androidETC2FallbackOverride: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 54f041751b5788c449b56012a16e44a7
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
spritePackingTag: HeroCompoundReplaceAtlas
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
|
||||
|
Before Width: | Height: | Size: 963 KiB After Width: | Height: | Size: 963 KiB |
|
|
@ -102,7 +102,7 @@ TextureImporter:
|
|||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
spritePackingTag: HeroCompoundReplaceAtlas
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
|
|
@ -971,7 +971,7 @@ function GetProStrImageByProNum(_index)
|
|||
elseif _index == 6 then
|
||||
return "r_hero_dadi 1"
|
||||
else
|
||||
return "r_hero_huo 1"
|
||||
return "z_icon_01"
|
||||
end
|
||||
end
|
||||
--通过装备位置获得装备位置类型字符串
|
||||
|
|
|
|||
|
|
@ -10,12 +10,13 @@ local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
|
|||
local curIndex = 1
|
||||
|
||||
this.contents = {
|
||||
[1] = {view = require("Modules/CompoundHero/view/CompoundHero_Replace"), panelName = "CompoundHero_Replace"},
|
||||
[2] = {view = require("Modules/CompoundHero/view/CompoundHero_Compound"), panelName = "CompoundHero_Compound"},
|
||||
[1] = {view = require("Modules/CompoundHero/view/CompoundHero_Replace"), panelName = "CompoundHeroPanel_Replace"},
|
||||
[2] = {view = require("Modules/CompoundHero/view/CompoundHero_Compound"), panelName = "CompoundHeroPanel_Compound"},
|
||||
}
|
||||
--初始化组件(用于子类重写)
|
||||
function CompoundHeroPanel:InitComponent()
|
||||
this.HelpBtn = Util.GetGameObject(self.gameObject,"helpBtn")
|
||||
this.panle = Util.GetGameObject(self.gameObject,"panle")
|
||||
this.helpPosition=this.HelpBtn:GetComponent("RectTransform").localPosition
|
||||
|
||||
--子模块脚本
|
||||
|
|
@ -26,8 +27,8 @@ function CompoundHeroPanel:InitComponent()
|
|||
this.prefabs = {}
|
||||
|
||||
for i=1,#this.contents do
|
||||
this.prefabs[i]=Util.GetGameObject(self.gameObject,this.contents[i].panelName)
|
||||
this.contents[i].view:InitComponent(Util.GetGameObject(self.gameObject, "panle"))
|
||||
this.prefabs[i]=Util.GetGameObject(this.panle,this.contents[i].panelName)
|
||||
this.contents[i].view:InitComponent(this.panle)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
|||
|
|
@ -1,13 +1,39 @@
|
|||
----- 神将合成 -----
|
||||
local this = {}
|
||||
local sortingOrder=0
|
||||
|
||||
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
local curIndex = 0
|
||||
local curNeedHero = {}
|
||||
local curSelectHero = {}
|
||||
local curSelectGO
|
||||
local materidaIsCan = false
|
||||
local tabs={}
|
||||
local needHeros={}
|
||||
function this:InitComponent(gameObject)
|
||||
|
||||
this.compoundBtn = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/compoundBtn")
|
||||
this.compoundHero = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/compoundHero/Hero")
|
||||
this.compoundHeroTipText = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/compoundHero/tipText")
|
||||
this.compoundHeroTipText:GetComponent("Text").text = "请选择需要合成的神将"
|
||||
for i = 1, 4 do
|
||||
needHeros[i] = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Tabs/grid/needHero" .. i)
|
||||
end
|
||||
for i = 1, 5 do
|
||||
tabs[i] = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Tabs/grid/Btn" .. i)
|
||||
end
|
||||
this.selectBtn=Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Tabs/selectBtn")
|
||||
this.heroPre = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/heroPre")
|
||||
this.ScrollBar=Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Scrollbar"):GetComponent("Scrollbar")
|
||||
local v2 = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/scroll"):GetComponent("RectTransform").rect
|
||||
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/scroll").transform,
|
||||
this.heroPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(50,15))
|
||||
this.ScrollView.moveTween.MomentumAmount = 1
|
||||
this.ScrollView.moveTween.Strength = 1
|
||||
end
|
||||
|
||||
function this:BindEvent()
|
||||
|
||||
Util.AddClick(this.compoundBtn, function()
|
||||
this.Compound(curIndex)
|
||||
end)
|
||||
end
|
||||
|
||||
function this:AddListener()
|
||||
|
|
@ -16,12 +42,318 @@ end
|
|||
function this:RemoveListener()
|
||||
end
|
||||
|
||||
local sortingOrder = 0
|
||||
function this:OnSortingOrderChange(_sortingOrder)
|
||||
sortingOrder = _sortingOrder
|
||||
end
|
||||
|
||||
function this:OnShow(...)
|
||||
-- curIndex = 0
|
||||
-- sortingOrder =0
|
||||
-- for i = 0,#tabs - 1 do
|
||||
-- local index=i
|
||||
-- Util.GetGameObject(tabs[i + 1], "Image"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(index))
|
||||
-- Util.AddOnceClick(tabs[i + 1], function()
|
||||
-- this.HeroCompoundBtnClick(tabs[i + 1],index)
|
||||
-- end)
|
||||
-- end
|
||||
-- this.HeroCompoundBtnClick(tabs[1],curIndex)
|
||||
end
|
||||
|
||||
|
||||
--英雄类型按钮点击事件
|
||||
function this.HeroCompoundBtnClick(_btn,_curIndex)
|
||||
curIndex = _curIndex
|
||||
this.SetBtnSelect(_btn)
|
||||
this.ShowCurrPosHeroCompound()
|
||||
end
|
||||
--显示当前阵营的英雄
|
||||
function this.ShowCurrPosHeroCompound()
|
||||
local heroDatas = this.GetAllHeroCompoundData(curIndex)
|
||||
curSelectHero = nil
|
||||
this.ShowTitleData(curSelectHero)
|
||||
this.ScrollView:SetData(heroDatas, function (index, go)
|
||||
this.SingleItemDataShow(go, heroDatas[index])
|
||||
end)
|
||||
|
||||
end
|
||||
|
||||
--设置按钮选中
|
||||
function this.SetBtnSelect(_parObj)
|
||||
this.selectBtn.transform:SetParent(_parObj.transform)
|
||||
this.selectBtn.transform.localScale = Vector3.one
|
||||
this.selectBtn.transform.localPosition=Vector3.zero
|
||||
end
|
||||
function this.ShowTitleData(_data)
|
||||
if _data then
|
||||
this.compoundHero:SetActive(true)
|
||||
this.compoundHeroTipText:SetActive(false)
|
||||
local go=this.compoundHero
|
||||
local heroData=_data
|
||||
local frame=Util.GetGameObject(go,"frame"):GetComponent("Image")
|
||||
local icon=Util.GetGameObject(go, "icon"):GetComponent("Image")
|
||||
local lv= Util.GetGameObject(go, "lv/Text"):GetComponent("Text")
|
||||
local pro= Util.GetGameObject(go, "proIcon"):GetComponent("Image")
|
||||
local starGrid = Util.GetGameObject(go, "star")
|
||||
local yuanImage = Util.GetGameObject(go, "yuanImage")
|
||||
local choosedObj = Util.GetGameObject(go, "choosed")
|
||||
local hpExp = Util.GetGameObject(go, "hpExp")
|
||||
frame.sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
|
||||
icon.sprite=Util.LoadSprite(heroData.icon)
|
||||
lv.text=heroData.lv
|
||||
pro.sprite= Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||||
SetHeroStars(starGrid, heroData.star,1,Vector2.New(30,30),-8)
|
||||
--血量显示
|
||||
local curHeroHpVal = FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId)
|
||||
yuanImage:SetActive(heroData.createtype == 1)
|
||||
if not curHeroHpVal then
|
||||
Util.SetGray(go,false)
|
||||
hpExp:SetActive(false)
|
||||
else
|
||||
hpExp:SetActive(true)
|
||||
hpExp:GetComponent("Slider").value = curHeroHpVal
|
||||
if curHeroHpVal <= 0 then
|
||||
Util.SetGray(go,true)
|
||||
else
|
||||
Util.SetGray(go,false)
|
||||
end
|
||||
end
|
||||
else
|
||||
this.compoundHero:SetActive(false)
|
||||
this.compoundHeroTipText:SetActive(true)
|
||||
end
|
||||
|
||||
end
|
||||
--显示金币数量
|
||||
function this.ShowGoldNum(_costData,_num)
|
||||
local needGoldNum = _costData[1][2]*_num
|
||||
local id=_costData[1][1]
|
||||
if needGoldNum > BagManager.GetItemCountById(id) then
|
||||
materidaIsCan = false
|
||||
this.needGoldText.text = string.format("<color=#FF0011>%s</color>", needGoldNum)
|
||||
else
|
||||
materidaIsCan = true
|
||||
this.needGoldText.text =string.format("<color=#FCF5D3FF>%s</color>", needGoldNum)
|
||||
end
|
||||
this.numText.text = compoundNum
|
||||
Util.SetGray(this.addBtn,false)
|
||||
Util.SetGray(this.subtractBtn,false)
|
||||
this.addBtn:GetComponent("Button").enabled = true
|
||||
this.subtractBtn:GetComponent("Button").enabled = true
|
||||
if compoundNum >= compoundMaxNum then
|
||||
Util.SetGray(this.addBtn,true)
|
||||
this.addBtn:GetComponent("Button").enabled = false
|
||||
end
|
||||
if compoundNum <= 1 then
|
||||
Util.SetGray(this.subtractBtn,true)
|
||||
this.subtractBtn:GetComponent("Button").enabled = false
|
||||
end
|
||||
if compoundNum == 0 then
|
||||
Util.SetGray(this.addBtn,true)
|
||||
Util.SetGray(this.subtractBtn,true)
|
||||
this.addBtn:GetComponent("Button").enabled = false
|
||||
this.subtractBtn:GetComponent("Button").enabled = false
|
||||
end
|
||||
end
|
||||
function this.ShowTitleEquipData(_go,_itemData,_frame,_id)
|
||||
Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(_frame)
|
||||
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
|
||||
Util.GetGameObject(_go.transform,"proImg"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.Id].PropertyName))
|
||||
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.name
|
||||
Util.GetGameObject(_go.transform, "star").gameObject:SetActive(false)
|
||||
Util.AddClick(Util.GetGameObject(_go.transform,"icon"), function()
|
||||
--UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id)
|
||||
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0,nil,_id, 0, 0,nil)
|
||||
end)
|
||||
end
|
||||
|
||||
--宝物列表宝物数据显示
|
||||
function this.SingleItemDataShow(_go,_itemData)
|
||||
Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.frame)
|
||||
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
|
||||
Util.GetGameObject(_go,"proImg"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.Id].PropertyName))
|
||||
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.name
|
||||
SetHeroStars(Util.GetGameObject(_go.transform, "star"), 0)
|
||||
local choosed =Util.GetGameObject(_go.transform, "choosed")
|
||||
choosed.gameObject:SetActive(curSelectEquip.Id == _itemData.Id)
|
||||
local redPoint = Util.GetGameObject(_go.transform,"redPoint")
|
||||
local haveCount=LengthOfTable(EquipTreasureManager.GetBagCompoundEquipDatasByequipSData(_itemData))
|
||||
redPoint:SetActive( haveCount>= _itemData.quaUpCount)
|
||||
if curSelectEquip.Id == _itemData .Id then
|
||||
curSelectGO = _go
|
||||
end
|
||||
Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
|
||||
if curSelectEquip.Id == _itemData .Id then
|
||||
return
|
||||
else
|
||||
curSelectEquip = _itemData
|
||||
choosed:SetActive(true)
|
||||
if curSelectGO then
|
||||
Util.GetGameObject(curSelectGO.transform, "choosed"):SetActive(false)
|
||||
curSelectGO = _go
|
||||
end
|
||||
end
|
||||
this.ShowTitleData(_itemData)
|
||||
end)
|
||||
Util.AddLongPressClick(Util.GetGameObject(_go.transform,"icon"), function()
|
||||
--UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, _itemData.Id)
|
||||
end, 0.5)
|
||||
end
|
||||
--加减方法
|
||||
function this.CompoundNumChange(type)
|
||||
if type == 1 then--加
|
||||
compoundNum = compoundNum + 1
|
||||
else--减
|
||||
compoundNum = compoundNum - 1
|
||||
end
|
||||
--LogError("compoundNum "..compoundNum)
|
||||
this.ShowGoldNum(curSelectEquip.costCoin,compoundNum)
|
||||
end
|
||||
function this.Compound()
|
||||
--LogError(" `````````````````` "..curIndex.." "..curSelectEquip.Star.." "..compoundNum)
|
||||
if compoundNum <= 0 then
|
||||
PopupTipPanel.ShowTip(Language[10431])
|
||||
return
|
||||
end
|
||||
if not materidaIsCan then
|
||||
PopupTipPanel.ShowTip(Language[12193])
|
||||
-- UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.Gold })
|
||||
return
|
||||
end
|
||||
NetManager.ComplexTreasureRequest(curSelectEquip.equipType,curIndex,curSelectEquip.quantity,compoundNum,function(msg)
|
||||
for i = 1, #msg.equipIds do
|
||||
EquipTreasureManager.RemoveTreasureByIdDyn(msg.equipIds[i])
|
||||
end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
|
||||
this.ShowCurrPosTreasures()
|
||||
end)
|
||||
end)
|
||||
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
|
||||
function this.AutoCompound(_position)
|
||||
--表数据
|
||||
local curPosEquips = EquipTreasureManager.GetAllTabletTreasuresByRaceAndType(_position)--,curSelectEquip.equipType)
|
||||
--实际数据
|
||||
local curPosEquipsData = EquipTreasureManager.GeEquipTreasureDatas(_position)
|
||||
|
||||
local totalGoldNum = 0
|
||||
--jwelConfig.RankupResourcess对应所有背包数据
|
||||
local bagNums = {}
|
||||
--循环宝物的表消耗道具,得出对应的背包数据
|
||||
for i = 1, #curPosEquips do
|
||||
local equipData = curPosEquips[i]
|
||||
for j = 1, #equipData.costCoin do
|
||||
if not bagNums[equipData.costCoin[j][1]] then
|
||||
bagNums[equipData.costCoin[j][1]] = BagManager.GetItemCountById(equipData.costCoin[j][1])
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- --LogGreen(LengthOfTable(bagNums))
|
||||
-- for n,m in pairs(bagNums) do
|
||||
-- --LogGreen("bagNums id:"..n.." num:"..m)
|
||||
-- end
|
||||
|
||||
--循环宝物的表数据,得到可以合成的宝物数量
|
||||
for i = 1, #curPosEquips do
|
||||
local equipData = curPosEquips[i]
|
||||
|
||||
--从表消耗道具得出可以合成的数量
|
||||
local materialEndNum = -1
|
||||
--循环宝物的表消耗数据,得出对应的消耗数据
|
||||
for j = 1, #equipData.costCoin do
|
||||
--可以合成的宝物数量
|
||||
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelConfig,"Location",equipData.equipType,"Level",equipData.quantity-1,"Race",_position)
|
||||
local curItmeCompoundNums = math.floor(bagNums[config.RankupResources[j][1]] / config.RankupResources[j][2])
|
||||
if materialEndNum == -1 then
|
||||
materialEndNum = curItmeCompoundNums
|
||||
elseif materialEndNum > curItmeCompoundNums then
|
||||
materialEndNum = curItmeCompoundNums
|
||||
end
|
||||
end
|
||||
--LogGreen("materialEndNum:"..materialEndNum)
|
||||
|
||||
if materialEndNum > 0 then
|
||||
--可消耗宝物的数量 (没有强化,没有精炼,没有装备,同样的位置,品级-1)
|
||||
local materialHaveNum= curPosEquipsData[equipData.equipType][equipData.quantity-1]
|
||||
--LogGreen("equipData.quantity-1:".. equipData.quantity - 1 .."num:".. materialHaveNum)
|
||||
--可以合成的
|
||||
local nextCompoundNum = math.floor(materialHaveNum / equipData.quaUpCount)
|
||||
--LogGreen("可以合成:".. nextCompoundNum .."个品质为"..equipData.quantity.."的宝器")
|
||||
|
||||
--消耗物品可以合成的和材料合成的作比较,取最小值
|
||||
local endCompoundNum = materialEndNum > nextCompoundNum and nextCompoundNum or materialEndNum
|
||||
--LogGreen("结合材料可以合成:".. endCompoundNum .."个品质为"..equipData.quantity.."的宝器")
|
||||
|
||||
--如果当前品质宝物可以合成,就把当前品质的id及合成的数量储存,判断下一个品质加上当前合成的是否能多合成
|
||||
if endCompoundNum > 0 then
|
||||
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelConfig,"Location",equipData.equipType,"Level",equipData.quantity-1,"Race",_position)
|
||||
if not config then
|
||||
LogRed("Location:".. equipData.equipType .." Level".. equipData.quantity-1 .." Race".. _position)
|
||||
else
|
||||
for j = 1, #config.RankupResources do
|
||||
bagNums[config.RankupResources[j][1]] =
|
||||
bagNums[config.RankupResources[j][1]] - endCompoundNum * config.RankupResources[j][2]
|
||||
totalGoldNum = totalGoldNum + endCompoundNum * config.RankupResources[j][2]
|
||||
--LogGreen("合成:".. endCompoundNum .."个品质为"..equipData.quantity.."的宝器需要消耗"..config.RankupResources[j][1].." "..endCompoundNum * config.RankupResources[j][2])
|
||||
--LogGreen("bagNums[config.RankupResources[j][1]]:"..bagNums[config.RankupResources[j][1]])
|
||||
end
|
||||
--消耗之后剩余的数量
|
||||
--LogGreen("消耗curPosEquipsData[equipData.equipType][equipData.quantity - 1]之前:"..curPosEquipsData[equipData.equipType][equipData.quantity - 1])
|
||||
curPosEquipsData[equipData.equipType][equipData.quantity - 1] = materialHaveNum - (endCompoundNum * equipData.quaUpCount)
|
||||
--LogGreen("合成:".. endCompoundNum .."个品质为"..equipData.quantity.."的宝器需要消耗".. equipData.quantity - 1 .." "..endCompoundNum * equipData.quaUpCount)
|
||||
--LogGreen("消耗curPosEquipsData[equipData.equipType][equipData.quantity - 1]之后:"..curPosEquipsData[equipData.equipType][equipData.quantity - 1])
|
||||
--LogGreen("合成curPosEquipsData[equipData.equipType][equipData.quantity]之前:"..curPosEquipsData[equipData.equipType][equipData.quantity])
|
||||
curPosEquipsData[equipData.equipType][equipData.quantity] = curPosEquipsData[equipData.equipType][equipData.quantity] + endCompoundNum
|
||||
--LogGreen("合成curPosEquipsData[equipData.equipType][equipData.quantity]之后:"..curPosEquipsData[equipData.equipType][equipData.quantity])
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local origiData = EquipTreasureManager.GeEquipTreasureDatas(_position)
|
||||
local endReward={}
|
||||
for i, v in pairs(curPosEquipsData) do
|
||||
for n, m in pairs(v) do
|
||||
--LogGreen("m:"..m.." origiData[i][n]:"..origiData[i][n])
|
||||
if m > origiData[i][n] then
|
||||
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelConfig,"Location",i,"Level",n,"Race",_position)
|
||||
--LogGreen("config.id:"..config.Id.." num:"..m - origiData[i][n])
|
||||
table.insert(endReward,{config.Id,m - origiData[i][n]})
|
||||
end
|
||||
end
|
||||
end
|
||||
if LengthOfTable(endReward) < 1 then
|
||||
PopupTipPanel.ShowTip(Language[12258])
|
||||
return
|
||||
end
|
||||
--BagManager.GetItemCountById(14) -
|
||||
--LogGreen("totalGoldNum:"..totalGoldNum)
|
||||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TreasureCompound,totalGoldNum,endReward,function ()
|
||||
NetManager.ComplexTreasureRequest(curSelectEquip.equipType,curIndex,0,0, function(msg)
|
||||
for i = 1, #msg.equipIds do
|
||||
EquipTreasureManager.RemoveTreasureByIdDyn(msg.equipIds[i])
|
||||
end
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
|
||||
this.ShowCurrPosTreasures()
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
-- tab节点显示自定义
|
||||
function this.TabAdapter(tab, index, status)
|
||||
local tabLab = Util.GetGameObject(tab, "Text")
|
||||
local tabImage = Util.GetGameObject(tab,"Image")
|
||||
tabImage:GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status])
|
||||
tabImage:GetComponent("Image"):SetNativeSize()
|
||||
tabLab:GetComponent("Text").text = _TabData[index].name
|
||||
tabLab:GetComponent("Text").color = _TabFontColor[status]
|
||||
tabImage.transform.localPosition = Vector3.New( tabImage.transform.localPosition.x, _TabImagePos[status], 0);
|
||||
end
|
||||
--切换视图
|
||||
function this.SwitchView(index)
|
||||
this.OnClickTabBtn(index)
|
||||
end
|
||||
|
||||
function this:OnClose()
|
||||
|
|
@ -29,5 +361,86 @@ end
|
|||
|
||||
function this:OnDestroy()
|
||||
end
|
||||
local heroRankupGroup = ConfigManager.GetConfig(ConfigName.HeroRankupGroup)
|
||||
--获取英雄可合成数据(所有可以英雄四星生五星 五星生六星)
|
||||
function this.GetAllHeroCompoundData(index)
|
||||
local allHeros = HeroManager.GetAllHeros()
|
||||
local allCompoundHeroConFigData = {}
|
||||
for _, configInfo in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroConfig)) do
|
||||
if (configInfo.Star == 4 or configInfo.Star == 5) and (index == 0 or configInfo.PropertyName == index)then
|
||||
local curHeroCompoundData = {}
|
||||
curHeroCompoundData.star = configInfo.Star + 1
|
||||
curHeroCompoundData.config = configInfo
|
||||
curHeroCompoundData.needHero = {}--第一位是需要升星的本体集合 其后是升星相应的英雄信息
|
||||
for key, bagHeroValue in pairs(allHeros) do
|
||||
--第一位
|
||||
if bagHeroValue.heroConfig.Id == configInfo.Id and ((bagHeroValue.heroConfig.Star == 4 and bagHeroValue.star == 4) or (bagHeroValue.heroConfig.Star == 5 and bagHeroValue.star == 5)) then
|
||||
bagHeroValue.needNum = 1
|
||||
table.insert(curHeroCompoundData.needHero[1],bagHeroValue)
|
||||
end
|
||||
--其后几位
|
||||
if configInfo.RankupConsumeMaterial then
|
||||
for i = 1, #configInfo.RankupConsumeMaterial do
|
||||
if configInfo.RankupConsumeMaterial[i][1] == curHeroCompoundData.star then
|
||||
local curNeedHeroData = {}
|
||||
local heroRankUpGroup = heroRankupGroup[configInfo.RankupConsumeMaterial[i][3]]
|
||||
if heroRankUpGroup.Issame == 1 then --需要同名卡
|
||||
if bagHeroValue.id == configInfo.Id then
|
||||
if bagHeroValue.star == heroRankUpGroup.StarLimit then
|
||||
if heroRankUpGroup.IsSameClan == 1 then
|
||||
if bagHeroValue.property == configInfo.PropertyName then
|
||||
if heroRankUpGroup.IsId > 0 then
|
||||
if bagHeroValue.id == heroRankUpGroup.IsId then
|
||||
curNeedHeroData = bagHeroValue
|
||||
end
|
||||
else
|
||||
curNeedHeroData = bagHeroValue
|
||||
end
|
||||
end
|
||||
else
|
||||
if heroRankUpGroup.IsId > 0 then
|
||||
if bagHeroValue.id == heroRankUpGroup.IsId then
|
||||
curNeedHeroData = bagHeroValue
|
||||
end
|
||||
else
|
||||
curNeedHeroData = bagHeroValue
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
if bagHeroValue.star == heroRankUpGroup.StarLimit then
|
||||
if heroRankUpGroup.IsSameClan == 1 then
|
||||
if bagHeroValue.property == configInfo.PropertyName then
|
||||
if heroRankUpGroup.IsId > 0 then
|
||||
if bagHeroValue.id == heroRankUpGroup.IsId then
|
||||
curNeedHeroData = bagHeroValue
|
||||
end
|
||||
else
|
||||
curNeedHeroData = bagHeroValue
|
||||
end
|
||||
end
|
||||
else
|
||||
if heroRankUpGroup.IsId > 0 then
|
||||
if bagHeroValue.id == heroRankUpGroup.IsId then
|
||||
curNeedHeroData = bagHeroValue
|
||||
end
|
||||
else
|
||||
curNeedHeroData = bagHeroValue
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
curNeedHeroData.needNum = configInfo.RankupConsumeMaterial[i][4]
|
||||
table.insert(curHeroCompoundData.needHero[configInfo.RankupConsumeMaterial[i][2] + 1],curNeedHeroData)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
table.insert(allCompoundHeroConFigData,curHeroCompoundData)
|
||||
end
|
||||
end
|
||||
return allCompoundHeroConFigData
|
||||
end
|
||||
return this
|
||||
|
|
@ -2878,4 +2878,7 @@ function this.ResetHero(dynamicloadId)
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heroDatas[dynamicloadId].breakId = 0
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end
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end
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function this.GetAllHeros()
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||||
return heroDatas
|
||||
end
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return this
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||||
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@ -112,7 +112,7 @@ function this.SingleHeroDataShow(go,_heroData)
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local heroData = _heroData
|
||||
local _go = go
|
||||
Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
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||||
Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = heroData.talismanList--heroData.lv
|
||||
Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = "+"..heroData.talismanList--heroData.lv
|
||||
Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text = heroData.heroConfig.ReadingName
|
||||
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.heroConfig.Icon))
|
||||
Util.GetGameObject(_go.transform, "posIcon"):SetActive(false)
|
||||
|
|
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