拥有可替换/战斗力较高的宝物时,应在宝物图标右上角,及下方的魂宝/灵宝按钮上显示红点,不应当在魂宝/灵宝装备格子上显示红点
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||||
m_Layer: 5
|
||||
m_Name: add
|
||||
m_Name: red
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
|
@ -140118,18 +140418,18 @@ RectTransform:
|
|||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 7036352974766236995}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_LocalScale: {x: 1.0526316, y: 1.0526316, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 224737750581944100}
|
||||
m_RootOrder: 5
|
||||
m_Father: {fileID: 3212256103326608528}
|
||||
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_AnchoredPosition: {x: 58, y: 49}
|
||||
m_AnchorMin: {x: 1, y: 1}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 20, y: 20}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
m_Pivot: {x: 1, y: 1}
|
||||
--- !u!222 &5191567546156269120
|
||||
CanvasRenderer:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -178974,7 +179274,7 @@ GameObject:
|
|||
- component: {fileID: 6052895282540631022}
|
||||
- component: {fileID: 4289030200688911065}
|
||||
m_Layer: 5
|
||||
m_Name: add
|
||||
m_Name: red
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
|
@ -178987,18 +179287,18 @@ RectTransform:
|
|||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 8319119871204570417}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_LocalScale: {x: 1.0526316, y: 1.0526316, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 224461338842806296}
|
||||
m_RootOrder: 5
|
||||
m_Father: {fileID: 6693951770865703983}
|
||||
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_AnchoredPosition: {x: 58, y: 49}
|
||||
m_AnchorMin: {x: 1, y: 1}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 20, y: 20}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
m_Pivot: {x: 1, y: 1}
|
||||
--- !u!222 &6052895282540631022
|
||||
CanvasRenderer:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
@ -3733,7 +3733,9 @@ function this.CheckIsUpTreasure(Did,index)
|
|||
else
|
||||
isMax = (curEquipData.lv == curEquipData.maxLv) and (curEquipData.refineLv==curEquipData.maxRefineLv)
|
||||
items,isMatEnough = this.GetCostItems(curEquipData,curEquipData.refineConfig)
|
||||
isMatEnough = isMatEnough or this.GetCostItems(curEquipData,curEquipData.strongConfig)
|
||||
if not isMatEnough then
|
||||
items,isMatEnough = this.GetCostItems(curEquipData,curEquipData.strongConfig)
|
||||
end
|
||||
end
|
||||
local teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
|
||||
if not isMax and isMatEnough and teamHero[curEquipData.upHeroDid] then
|
||||
|
|
|
@ -42,6 +42,7 @@ local typeTab = {
|
|||
[5] = Language[10552],
|
||||
[6] = Language[10553]}
|
||||
local tabs = {}
|
||||
local redTabs = {}
|
||||
local openThisPanel
|
||||
local effectList = {}
|
||||
local orginLayer1
|
||||
|
@ -89,6 +90,7 @@ function RoleEquipPanel:InitComponent()
|
|||
for i = 1, 6 do
|
||||
tabs[i] = Util.GetGameObject(self.transform, "Tabs/Btn" .. i)
|
||||
Util.GetGameObject(tabs[i], "Text"):GetComponent("Text").fontSize = GetCurLanguage() == 0 and 48 or 40
|
||||
redTabs[i] = Util.GetGameObject(tabs[i], "red")
|
||||
effectList[i] = Util.GetGameObject(self.transform, "bg/equipInfo/equip" .. i .. "/effect")
|
||||
end
|
||||
this.selectBtn = Util.GetGameObject(self.gameObject, "selectBtn")
|
||||
|
@ -139,8 +141,8 @@ function RoleEquipPanel:InitComponent()
|
|||
this.mask = Util.GetGameObject(self.gameObject, "mask")
|
||||
this.equipBtn5 = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip5/Image")
|
||||
this.equipBtn6 = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip6/Image")
|
||||
this.equipBTn5Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip5/add")
|
||||
this.equipBtn6Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip6/add")
|
||||
-- this.equipBTn5Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip5/add")
|
||||
-- this.equipBtn6Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip6/add")
|
||||
for i = 1, 6 do
|
||||
Util.GetGameObject(self.gameObject,"bg/equipInfo/equip"..i.."/mask"):GetComponent("Image").sprite = this.spLoader:LoadSprite(EquipPositionIcon[i])
|
||||
end
|
||||
|
@ -254,6 +256,7 @@ function this.CurrEquipDataChange()
|
|||
-- else
|
||||
-- this:OnClickTabBtn(indexBtnNum)
|
||||
-- end
|
||||
this.CheckRedTab()
|
||||
end
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
|
@ -290,6 +293,7 @@ function RoleEquipPanel:OnShow()
|
|||
teamHero = FormationManager.GetAllMainFormationHeroId()
|
||||
this.ShowHeroEquip(true)
|
||||
this:OnClickTabBtn(indexBtnNum)
|
||||
this.CheckRedTab()
|
||||
this.UpView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main})
|
||||
end
|
||||
|
||||
|
@ -304,6 +308,7 @@ function this:RightBtnOnClick()
|
|||
curHeroData = heroListData[index]
|
||||
this.ShowHeroEquip()
|
||||
this:OnClickTabBtn(indexBtnNum)
|
||||
this.CheckRedTab()
|
||||
-- if indexBtnNum == PosIdConst.All then
|
||||
-- this:OnClickAllBtn()
|
||||
-- else
|
||||
|
@ -316,6 +321,7 @@ function this:LeftBtnOnClick()
|
|||
curHeroData = heroListData[index]
|
||||
this.ShowHeroEquip()
|
||||
this:OnClickTabBtn(indexBtnNum)
|
||||
this.CheckRedTab()
|
||||
-- if indexBtnNum == PosIdConst.All then
|
||||
-- this:OnClickAllBtn()
|
||||
-- else
|
||||
|
@ -676,6 +682,7 @@ function this:SetSelectBtn()
|
|||
this.selectBtn:SetActive(true)
|
||||
this.selectBtn.transform:SetParent(tabs[indexBtnNum].transform)
|
||||
this.selectBtn:GetComponent("RectTransform").anchoredPosition3D = Vector3(-12.28, 1.08, 0)
|
||||
this.selectBtn.transform:SetSiblingIndex(1)
|
||||
--this.selectBtn.transform.localScale = Vector3.one
|
||||
--this.selectBtn:GetComponent("Image"):SetNativeSize()
|
||||
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and typeTab[indexBtnNum] or "<size=40>"..typeTab[indexBtnNum].."</size>"--typeTab[indexBtnNum]
|
||||
|
@ -754,30 +761,19 @@ function this:OnClickTabBtn(_index)
|
|||
this:SetItemData(allEquip)
|
||||
else
|
||||
local allEquipTreasure
|
||||
allEquipTreasure =
|
||||
EquipTreasureManager.GetAllTreasuresByLocation(_index - 4, curHeroData.heroConfig.PropertyName)
|
||||
table.sort(
|
||||
allEquipTreasure,
|
||||
function(a, b)
|
||||
if a.refineLv == b.refineLv then
|
||||
if a.lv == b.lv then
|
||||
return a.id > b.id
|
||||
else
|
||||
return a.lv > b.lv
|
||||
end
|
||||
else
|
||||
return a.refineLv > b.refineLv
|
||||
end
|
||||
end
|
||||
)
|
||||
allEquipTreasure = EquipTreasureManager.GetAllTreasuresByLocation(_index - 4, curHeroData.heroConfig.PropertyName)
|
||||
this:SortEquipDatas1(allEquipTreasure)
|
||||
--"装备数量:"
|
||||
this.itemNumText.text = Language[12181] .. LengthOfTable(allEquipTreasure)
|
||||
this:SetItemData(allEquipTreasure)
|
||||
end
|
||||
|
||||
this.CheckRedTab()
|
||||
end
|
||||
|
||||
--设置背包列表数据
|
||||
local curHeroCanUpEquipTabs = {}
|
||||
local curHeroCanUpEquipTreasuresTabs = {}
|
||||
function this:SetItemData(_itemDatas)
|
||||
if LengthOfTable(_itemDatas) == 0 then
|
||||
this.emptyObj.gameObject:SetActive(true)
|
||||
|
@ -850,6 +846,23 @@ function this.SingleItemDataShow(_go, _itemData)
|
|||
else
|
||||
refineObj.gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
local redPoint = Util.GetGameObject(_go.transform, "redPoint")
|
||||
if curHeroCanUpEquipTreasuresTabs and #curHeroCanUpEquipTreasuresTabs > 0 then
|
||||
local isShow = false
|
||||
for i = 1, #curHeroCanUpEquipTreasuresTabs do
|
||||
if curHeroCanUpEquipTreasuresTabs[i] == _itemData.idDyn then
|
||||
isShow = true
|
||||
end
|
||||
end
|
||||
if isShow then
|
||||
redPoint:SetActive(true)
|
||||
else
|
||||
redPoint:SetActive(false)
|
||||
end
|
||||
else
|
||||
redPoint:SetActive(false)
|
||||
end
|
||||
-- 0.查看属性 1.穿戴 2.卸下 3.交换
|
||||
--宝物界面
|
||||
Util.AddOnceClick(
|
||||
|
@ -874,7 +887,7 @@ function this.SingleItemDataShow(_go, _itemData)
|
|||
if curHeroCanUpEquipTabs and #curHeroCanUpEquipTabs > 0 then
|
||||
local isShow = false
|
||||
for i = 1, #curHeroCanUpEquipTabs do
|
||||
if curHeroCanUpEquipTabs[i] == _itemData.id then
|
||||
if curHeroCanUpEquipTabs[i] == _itemData.idDyn then
|
||||
isShow = true
|
||||
end
|
||||
end
|
||||
|
@ -1079,10 +1092,8 @@ function this.UpdateEquipPosHeroData(_equipOrTreasure, _type, _selectEquipDataLi
|
|||
this.ShowHeroEquip()
|
||||
--上阵刷新红点
|
||||
this.allEquipUpRedPoint:SetActive((#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or (isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0)) and isUpZhen)
|
||||
this.equipBTn5Add.gameObject:SetActive((isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,1) > 0) or (curEquipTreasureDatas[5] and curEquipTreasureDatas[5].idDyn and HeroManager.CheckIsUpTreasure(curEquipTreasureDatas[5].idDyn,0)) )
|
||||
this.equipBtn6Add.gameObject:SetActive((isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,2) > 0) or (curEquipTreasureDatas[6] and curEquipTreasureDatas[6].idDyn and HeroManager.CheckIsUpTreasure(curEquipTreasureDatas[6].idDyn,0)) )
|
||||
|
||||
this:OnClickTabBtn(indexBtnNum)
|
||||
this.CheckRedTab()
|
||||
-- --刷新当前英雄可穿装备
|
||||
-- if indexBtnNum == PosIdConst.All then
|
||||
-- this:OnClickAllBtn()
|
||||
|
@ -1091,6 +1102,35 @@ function this.UpdateEquipPosHeroData(_equipOrTreasure, _type, _selectEquipDataLi
|
|||
-- end
|
||||
--对比战力并更新战力值 播放战力变更动画
|
||||
HeroManager.CompareWarPower(curHeroData.dynamicId)
|
||||
this.CheckRedTab()
|
||||
end
|
||||
|
||||
function this.CheckRedTab()
|
||||
for i = 1,#redTabs do
|
||||
if i < 5 then
|
||||
local showRed = false
|
||||
if curHeroCanUpEquipTabs and #curHeroCanUpEquipTabs > 0 then
|
||||
for j = 1,#curHeroCanUpEquipTabs do
|
||||
if equipConfig[curHeroCanUpEquipTabs[j]].Position == i then
|
||||
showRed = true
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
showRed = false
|
||||
end
|
||||
redTabs[i].gameObject:SetActive(showRed)
|
||||
else
|
||||
local canEquips = HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,(i-4))
|
||||
local canUpEquip
|
||||
if curEquipTreasureDatas[i] and curEquipTreasureDatas[i].idDyn then
|
||||
canUpEquip = HeroManager.CheckIsUpTreasure(curEquipTreasureDatas[i].idDyn,0)
|
||||
end
|
||||
redTabs[i].gameObject:SetActive(isCanUpEquipTreasure and
|
||||
(#canEquips > 0 or
|
||||
(curEquipTreasureDatas[i] and curEquipTreasureDatas[i].idDyn and canUpEquip)))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--选择图片设置父级
|
||||
|
@ -1118,16 +1158,44 @@ function this:AddRedPointVale(_equipDatas)
|
|||
end
|
||||
end
|
||||
|
||||
function this:SortEquipDatas1(_equipDatas)
|
||||
if teamHero[curHeroData.dynamicId] then
|
||||
curHeroCanUpEquipTreasuresTabs = HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0)
|
||||
else
|
||||
curHeroCanUpEquipTreasuresTabs = {}
|
||||
end
|
||||
for j = 1, #_equipDatas do
|
||||
_equipDatas[j].isRedPointShow = 1
|
||||
for i = 1, #curHeroCanUpEquipTabs do
|
||||
if curHeroCanUpEquipTabs[i] == _equipDatas[j].idDyn then
|
||||
_equipDatas[j].isRedPointShow = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
table.sort(_equipDatas,function(a, b)
|
||||
if a.isRedPointShow == b.isRedPointShow then
|
||||
if a.refineLv == b.refineLv then
|
||||
if a.lv == b.lv then
|
||||
return a.id > b.id
|
||||
else
|
||||
return a.lv > b.lv
|
||||
end
|
||||
else
|
||||
return a.refineLv > b.refineLv
|
||||
end
|
||||
else
|
||||
return a.isRedPointShow > b.isRedPointShow
|
||||
end
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
function this:SortEquipDatas(_equipDatas)
|
||||
if teamHero[curHeroData.dynamicId] then
|
||||
isUpZhen = true
|
||||
this.equipBTn5Add.gameObject:SetActive((isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,1) > 0) or (curEquipTreasureDatas[5] and curEquipTreasureDatas[5].idDyn and HeroManager.CheckIsUpTreasure(curEquipTreasureDatas[5].idDyn,0)) )
|
||||
this.equipBtn6Add.gameObject:SetActive((isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,2) > 0) or (curEquipTreasureDatas[6] and curEquipTreasureDatas[6].idDyn and HeroManager.CheckIsUpTreasure(curEquipTreasureDatas[6].idDyn,0)) )
|
||||
this.allEquipUpRedPoint:SetActive((#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or (isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0)) and isUpZhen)
|
||||
curHeroCanUpEquipTabs = HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId)
|
||||
else
|
||||
this.equipBTn5Add.gameObject:SetActive(false)
|
||||
this.equipBtn6Add.gameObject:SetActive(false)
|
||||
isUpZhen = false
|
||||
this.allEquipUpRedPoint:SetActive(false)
|
||||
curHeroCanUpEquipTabs = {}
|
||||
|
|
Loading…
Reference in New Issue