【家园】摘星阁提交
parent
456501e15a
commit
956826c46a
|
@ -211,7 +211,7 @@ function this.GetBaoKuData()
|
|||
data.reward = RewardAllConfig[v.progress].Reward
|
||||
data.configId = RewardAllConfig[v.progress].Id
|
||||
end
|
||||
-- --LogGreen("Id:"..v.missionId.." rewardId:"..v.progress.." ")
|
||||
LogGreen("Id:"..v.missionId.." rewardId:"..v.progress.." ")
|
||||
table.insert(finalCardDatas,data)
|
||||
end
|
||||
end
|
||||
|
@ -230,7 +230,7 @@ function this.GetBaoKuData()
|
|||
local data = {}
|
||||
data.rewardId = v.missionId-1000
|
||||
data.progress = v.progress
|
||||
-- LogYellow("rewardId:"..data.rewardId.." data.progress:"..data.progress)
|
||||
LogYellow("rewardId:"..data.rewardId.." data.progress:"..data.progress)
|
||||
data.configId = RewardAllConfig[data.rewardId].Id
|
||||
table.insert(allData,data)
|
||||
end
|
||||
|
@ -285,10 +285,10 @@ function this.GetLeftRewardData()
|
|||
data[RewardConfig[i].Id].limit = RewardConfig[i].InitializeNum
|
||||
end
|
||||
|
||||
-- LogYellow("#finalCardDatas:"..#finalCardDatas.." actData.selectId:"..actData.selectId)
|
||||
LogYellow("#finalCardDatas:"..#finalCardDatas.." actData.selectId:"..actData.selectId)
|
||||
for i = 1, #finalCardDatas do
|
||||
if finalCardDatas[i].rewardId and finalCardDatas[i].rewardId ~= 0 and finalCardDatas[i].rewardId ~= actData.selectId then
|
||||
-- LogYellow("i:"..i.." rewardId:"..tostring(finalCardDatas[i].rewardId) .." progress"..tonumber(data[finalCardDatas[i].rewardId].progress))
|
||||
LogYellow("i:"..i.." rewardId:"..tostring(finalCardDatas[i].rewardId) .." progress"..tonumber(data[finalCardDatas[i].rewardId].progress))
|
||||
data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress - 1
|
||||
end
|
||||
end
|
||||
|
|
|
@ -137,29 +137,32 @@ function this:SetSingleData(index,item,data)
|
|||
end
|
||||
local aData = this.GetDataByRewardId(data.Id)
|
||||
-- LogRed(aData.rewardId..":"..tostring(aData.progress))
|
||||
if aData.progress >= data.InitializeNum then
|
||||
t3 = false
|
||||
-- 如果是当前层选中的特殊奖励
|
||||
if aData.progress == data.InitializeNum and ActData.selectId == data.Id then--and ActData.curLevel > data.InitializeNum
|
||||
t3 = true
|
||||
end
|
||||
num.text = "<color=red>"..(data.InitializeNum-aData.progress).."/"..data.InitializeNum.."</color>"
|
||||
else
|
||||
t3 = true
|
||||
num.text = (data.InitializeNum - aData.progress).."/"..data.InitializeNum
|
||||
end
|
||||
-- if aData.progress >= data.InitializeNum then
|
||||
-- t3 = false
|
||||
-- -- 如果是当前层选中的特殊奖励
|
||||
-- if aData.progress == data.InitializeNum and ActData.selectId == data.Id then--and ActData.curLevel > data.InitializeNum
|
||||
-- t3 = true
|
||||
-- end
|
||||
-- num.text = "<color=red>"..(data.InitializeNum-aData.progress).."/"..data.InitializeNum.."</color>"
|
||||
-- else
|
||||
-- t3 = true
|
||||
-- num.text = (data.InitializeNum - aData.progress).."/"..data.InitializeNum
|
||||
-- end
|
||||
|
||||
select:SetActive(t1 and t2 and t3)
|
||||
-- select:SetActive(t1 and t2 and t3)
|
||||
|
||||
end
|
||||
|
||||
-- 获取数量
|
||||
function this.GetDataByRewardId(rId)
|
||||
LogPink("rId:"..tostring(rId))
|
||||
for k, v in ipairs(ActData.allData) do
|
||||
LogGreen("v.rewardId:"..tostring(v.rewardId))
|
||||
if v.rewardId == rId then
|
||||
return v
|
||||
end
|
||||
end
|
||||
LogError("rId:"..tostring(rId))
|
||||
end
|
||||
|
||||
|
||||
|
|
|
@ -22,6 +22,7 @@ function this:InitComponent(gameObject)
|
|||
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
|
||||
this.titleText.text="摘星阁"
|
||||
this.Btn1 = Util.GetGameObject(gameObject,"Btn1")
|
||||
this.Btn1Text = Util.GetGameObject(gameObject,"Btn1/Text"):GetComponent("Text")
|
||||
this.Btn2 = Util.GetGameObject(gameObject,"Btn2")
|
||||
this.costCondition = Util.GetGameObject(gameObject,"Cost/Condition"):GetComponent("Text")
|
||||
this.costIcon = Util.GetGameObject(gameObject,"Cost/Icon"):GetComponent("Image")
|
||||
|
@ -108,60 +109,76 @@ end
|
|||
function this:SetData()
|
||||
-- LogPink(HomeLandManager.EquipData[HomeLandManager.curEquip].Id)
|
||||
local curIndex = HomeLandManager.curEquip
|
||||
local data = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Rate--当前装备加成
|
||||
local proData = EquipRankUp[HomeLandManager.levelProId].Rate--当前装备突破加成
|
||||
|
||||
local nextData = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id + 1].Rate--下一装备加成
|
||||
local nextProData = EquipRankUp[HomeLandManager.levelProId + 1].Rate--下一装备突破加成
|
||||
|
||||
local num1 = data + proData[curIndex]
|
||||
-- LogYellow(tostring(data).." @ "..tostring(proData[curIndex]))
|
||||
local num2 = 0
|
||||
if not HomeLandManager.GetCurIndexBtnsShow() then--如果都到达了等级上限
|
||||
num2 = data + nextProData[curIndex]
|
||||
-- LogYellow(tostring(data).." $ "..tostring(nextProData[curIndex]))
|
||||
else
|
||||
num2 = nextData + proData[curIndex]
|
||||
-- LogYellow(tostring(nextData).." # "..tostring(proData[curIndex]))
|
||||
end
|
||||
this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1).."%"..string.format("<color=#00FF00>(%s",num2).."%)</color>"
|
||||
|
||||
--设置消耗
|
||||
local limit = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Limit
|
||||
local cost = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Cost
|
||||
this.costIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[1][1]))
|
||||
if HomeLandManager.BuildData[limit[1]].level >= limit[2] then
|
||||
this.costCondition.text = ""
|
||||
this.costIcon.gameObject:SetActive(true)
|
||||
this.costNum.gameObject:SetActive(true)
|
||||
local color2 = BagManager.GetTotalItemNum(cost[1][1]) >= cost[1][2] and "#FFEED6" or "red"
|
||||
this.costNum.text = string.format("<color=%s>%s</color>",color2,cost[1][2])
|
||||
else
|
||||
this.costIcon.gameObject:SetActive(false)
|
||||
this.costNum.gameObject:SetActive(false)
|
||||
this.costCondition.text = string.format("<color=red>%s需要到达%s级</color>",HomeLand[limit[1]].Name,limit[2])
|
||||
end
|
||||
local data = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Rate--当前装备加成
|
||||
local proData = EquipRankUp[HomeLandManager.levelProId].Rate--当前装备突破加成
|
||||
|
||||
--按钮和tips显示
|
||||
local bool = HomeLandManager.GetCurIndexBtnsShow()
|
||||
-- LogBlue("bool:"..tostring(bool))
|
||||
this.Btn1:SetActive(bool)
|
||||
this.Btn2:SetActive(not bool)
|
||||
--不同显示
|
||||
this.Cost:SetActive(bool)
|
||||
this.Tips:SetActive(not bool)
|
||||
this.costCondition.gameObject:SetActive(true)
|
||||
this.Tips:GetComponent("Text").text = string.format("全部加持到达%s级后方可进行突破",EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Level)
|
||||
if not bool and HomeLandManager.GetAllCanUpgrade() then
|
||||
this.Cost:SetActive(true)
|
||||
if cost then--如果有下一级
|
||||
local nextData = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id + 1].Rate--下一装备加成
|
||||
local nextProData = EquipRankUp[HomeLandManager.levelProId + 1].Rate--下一装备突破加成
|
||||
|
||||
local num1 = data + proData[curIndex]
|
||||
-- LogYellow(tostring(data).." @ "..tostring(proData[curIndex]))
|
||||
local num2 = 0
|
||||
if not HomeLandManager.GetCurIndexBtnsShow() then--如果都到达了等级上限
|
||||
num2 = data + nextProData[curIndex]
|
||||
-- LogYellow(tostring(data).." $ "..tostring(nextProData[curIndex]))
|
||||
else
|
||||
num2 = nextData + proData[curIndex]
|
||||
-- LogYellow(tostring(nextData).." # "..tostring(proData[curIndex]))
|
||||
end
|
||||
this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1).."%"..string.format("<color=#00FF00>(%s",num2).."%)</color>"
|
||||
|
||||
this.Btn1Text.text = "强 化"
|
||||
Util.SetGray(this.Btn1,false)
|
||||
this.Btn1:GetComponent("Button").enabled = true
|
||||
this.costIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[1][1]))
|
||||
if HomeLandManager.BuildData[limit[1]].level >= limit[2] then
|
||||
this.costCondition.text = ""
|
||||
this.costIcon.gameObject:SetActive(true)
|
||||
this.costNum.gameObject:SetActive(true)
|
||||
local color2 = BagManager.GetTotalItemNum(cost[1][1]) >= cost[1][2] and "#FFEED6" or "red"
|
||||
this.costNum.text = string.format("<color=%s>%s</color>",color2,cost[1][2])
|
||||
else
|
||||
this.costIcon.gameObject:SetActive(false)
|
||||
this.costNum.gameObject:SetActive(false)
|
||||
this.costCondition.text = string.format("<color=red>%s需要到达%s级</color>",HomeLand[limit[1]].Name,limit[2])
|
||||
end
|
||||
|
||||
--按钮和tips显示
|
||||
local bool = HomeLandManager.GetCurIndexBtnsShow()
|
||||
local bool2 =
|
||||
-- LogBlue("bool:"..tostring(bool))
|
||||
this.Btn1:SetActive(bool)
|
||||
this.Btn2:SetActive(not bool)
|
||||
--不同显示
|
||||
this.Cost:SetActive(bool)
|
||||
this.Tips:SetActive(not bool)
|
||||
this.costCondition.gameObject:SetActive(true)
|
||||
this.Tips:GetComponent("Text").text = string.format("全部加持到达%s级后方可进行突破",EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Level)
|
||||
if not bool and HomeLandManager.GetAllCanUpgrade() then
|
||||
this.Cost:SetActive(true)
|
||||
this.Tips:SetActive(false)
|
||||
this.costIcon.gameObject:SetActive(true)
|
||||
this.costNum.gameObject:SetActive(true)
|
||||
this.costCondition.gameObject:SetActive(false)
|
||||
--突破的消耗和升级不同
|
||||
local cost = EquipRankUp[HomeLandManager.levelProId].Cost
|
||||
local color2 = BagManager.GetTotalItemNum(cost[1]) >= cost[2] and "#FFEED6" or "red"
|
||||
this.costNum.text = string.format("<color=%s>%s</color>",color2,cost[2])
|
||||
end
|
||||
else
|
||||
this.Btn1:SetActive(true)
|
||||
this.Btn2:SetActive(false)
|
||||
this.Btn1Text.text = "已达上限"
|
||||
Util.SetGray(this.Btn1,true)
|
||||
this.Btn1:GetComponent("Button").enabled = false
|
||||
local num1 = data + proData[curIndex]
|
||||
this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1).."%"
|
||||
this.Cost:SetActive(false)
|
||||
this.Tips:SetActive(false)
|
||||
this.costIcon.gameObject:SetActive(true)
|
||||
this.costNum.gameObject:SetActive(true)
|
||||
this.costCondition.gameObject:SetActive(false)
|
||||
--突破的消耗和升级不同
|
||||
local cost = EquipRankUp[HomeLandManager.levelProId].Cost
|
||||
local color2 = BagManager.GetTotalItemNum(cost[1]) >= cost[2] and "#FFEED6" or "red"
|
||||
this.costNum.text = string.format("<color=%s>%s</color>",color2,cost[2])
|
||||
end
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in New Issue