神将情报修改提交
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8377e33b31
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981aba2417
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@ -3177,7 +3177,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0.00000095367}
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m_SizeDelta: {x: 127, y: 127}
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m_SizeDelta: {x: 110, y: 110}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2731153773792852711
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CanvasRenderer:
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@ -6247,7 +6247,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0.00000095367}
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m_SizeDelta: {x: 127, y: 127}
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m_SizeDelta: {x: 110, y: 110}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &3572788638532369534
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CanvasRenderer:
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@ -57,7 +57,7 @@ function this:OnOpen(...)
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local maxLv=1--args[4]
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local skilltype =args[5]
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local soulLv=args[7]
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local nextCfg = args[8]
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local isFaBao = args[8]
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if openType == 1 then
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this.content.anchoredPosition = Vector2.New(0, 0)
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elseif openType == 2 then
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@ -92,11 +92,15 @@ function this:OnOpen(...)
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this.desList[i].go.gameObject:SetActive(false)
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end
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this.desList[1].go.gameObject:SetActive(true)
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this.desList[1].des.text = GetCurrSkillConfigDesc(curSkillData.skillConfig,soulLv)
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if nextCfg then
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this.desList[2].go.gameObject:SetActive(true)
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this.desList[2].des.text = "觉醒后效果:\n"..GetCurrSkillConfigDesc(nextCfg.skillConfig,soulLv)
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if isFaBao then
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this.desList[1].des.text = GetCurrSkillConfigDesc(curSkillData.skillConfig,soulLv)..isFaBao
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else
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this.desList[1].des.text = GetCurrSkillConfigDesc(curSkillData.skillConfig,soulLv)
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end
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-- if nextCfg then
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-- this.desList[2].go.gameObject:SetActive(true)
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-- this.desList[2].des.text = "觉醒后效果:\n"..GetCurrSkillConfigDesc(nextCfg.skillConfig,soulLv)
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-- end
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end
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--界面关闭时调用(用于子类重写)
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@ -508,6 +508,7 @@ function this.UpdateHeroUpStarProUpSkillShowOld(skillGridGO,skillTabs,passiveSki
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this.skillList[i].frame.gameObject:SetActive(true)
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end
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this.skillList[i].pos.sprite=this.spLoader:LoadSprite(SkillIconType[this.skillData[i].skillConfig.Type])--被动技
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this.skillList[i].pos:SetNativeSize()
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if this.skillData[i].skillConfig.Skilltips and this.skillData[i].skillConfig.Skilltips > 0 then
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if this.skillData[i].skillConfig.Skilltips == 6 then
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this.skillList[i].pro.sprite=this.spLoader:LoadSprite("r_hero_lvdi")--被动技
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@ -515,6 +516,7 @@ function this.UpdateHeroUpStarProUpSkillShowOld(skillGridGO,skillTabs,passiveSki
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this.skillList[i].pro.sprite=this.spLoader:LoadSprite("r_hero_hongdi")--被动技
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end
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this.skillList[i].pro.gameObject:SetActive(true)
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this.skillList[i].pro:SetNativeSize()
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this.skillList[i].proText.text=SkillProType[this.skillData[i].skillConfig.Skilltips]
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else
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this.skillList[i].pro.gameObject:SetActive(false)
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@ -574,6 +576,7 @@ function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills
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this.skillList[i].frame.gameObject:SetActive(true)
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end
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this.skillList[i].pos.sprite=this.spLoader:LoadSprite(SkillIconType[this.skillData[i].Type])--被动技
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this.skillList[i].pos:SetNativeSize()
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if this.skillData[i].Skilltips and this.skillData[i].Skilltips > 0 then
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if this.skillData[i].Skilltips == 6 then
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this.skillList[i].pro.sprite=this.spLoader:LoadSprite("r_hero_lvdi")--被动技
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@ -603,8 +606,12 @@ function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills
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this.SetSelectSkillImage(this.skillList[i].icon.gameObject)
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if this.skillData[i].Type < 5 then
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local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,this.skillData[i].Type)
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this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId))
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this.skillGridCanvas.sortingOrder = this.skillPanel.sortingOrder + 1
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if this.skillData[i].Type == 4 and this.skillData[i].state == 0 then
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this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId),"\n<color=#FF0000>(法宝25级解锁)</color>")
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else
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this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId))
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end
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this.skillGridCanvas.sortingOrder = this.skillPanel.sortingOrder + 1
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else
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if this.skillPanel then
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UIManager.ClosePanel(UIName.SkillInfoPopup)
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