法相相关脚本预设提交

dev_chengFeng
yuanshuai 2023-02-18 13:31:36 +08:00
parent 0b6d8ab978
commit 98ddf9b5c2
9 changed files with 33844 additions and 49703 deletions

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 976896ad9c624f642a87a7053d0fe456
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
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@ -480,7 +480,9 @@ UIName = {
GMSong10WanPanel=488,--送10万真充
ItemBoxDropPopup=489,--背包宝箱奖励道具掉落弹窗
HeroReplacePopup=490,--神将置换弹窗
FaXiangStrongPopup=491,--法相强化界面
FaXiangHandBook=491,--法相图鉴弹窗
FaXiangStrongPopup=492,--法相强化界面
}
SubUIConfig = {

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@ -66,13 +66,18 @@ function RoleInfoPopup:InitComponent()
this.equipInfo = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/EquipInfo")
this.equipTitle=Util.GetGameObject(this.equipInfo,"BG/EquipTitle")
this.babyTitle=Util.GetGameObject(this.equipInfo,"BG/BabyTitle")
this.grid=Util.GetGameObject(this.equipInfo, "Grid")
this.selsectEquipImage = Util.GetGameObject(this.equipInfo, "SelsectEquipImage")
--装备
this.equipGrid = Util.GetGameObject(this.grid, "EquipGrid")
--宝物、 法相
this.specialEquipInfo=Util.GetGameObject(this.transform, "Panel/Scroll View/Viewport/Content/specialEquipInfo")
this.babyTitle=Util.GetGameObject(this.specialEquipInfo,"BG/BabyTitle")
--宝物
this.babyGrid=Util.GetGameObject(this.grid, "BabyGrid")
this.babyGrid=Util.GetGameObject(this.specialEquipInfo, "Grid/BabyGrid")
--法相
this.faXiangGrid=Util.GetGameObject(this.specialEquipInfo, "Grid/faXiangGrid")
--魂印
this.soulPrintInfo = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/SoulPrintInfo")
@ -458,9 +463,9 @@ function this.EquipInfo()
Util.GetGameObject(this.babyGrid,"Pre"..m.."/Text"):GetComponent("RectTransform").sizeDelta = GetCurLanguage() == 0 and Vector2.New(48, 95) or Vector2.New(95, 95)
end
local b = #curHeroData.jewels>0
this.babyTitle.gameObject:SetActive(b)
this.babyGrid.gameObject:SetActive(b)
local v3 = b and Vector2.New(-145,75) or Vector2.New(0,75)
-- this.babyTitle.gameObject:SetActive(b)
-- this.babyGrid.gameObject:SetActive(b)
local v3 = b and Vector2.New(0,75) or Vector2.New(0,75)
this.equipTitle.transform:DOAnchorPos(v3,0)

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@ -0,0 +1,166 @@
---- 魂印图鉴 ----
require("Base/BasePanel")
FaXiangHandBook = Inherit(BasePanel)
local this = FaXiangHandBook
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local orginLayer=0--层级
local allSoulPrintData={}--所有魂印数据
local curIndex = 0--当前选择索引
local tabs = {}
local list={}
function this:InitComponent()
this.spLoader = SpriteLoader.New()
this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn")
this.Title = Util.GetGameObject(this.gameObject, "Title"):GetComponent("Text")
this.Title.text="法相图鉴"
this.mask = Util.GetGameObject(this.gameObject, "mask")
for i = 1, 5 do
tabs[i] = Util.GetGameObject(this.gameObject, "Tabs/Btn" .. i)
end
this.selectBtn = Util.GetGameObject(this.gameObject, "Tabs/selectBtn")
this.selectBtnText = Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text")
this.scrollRoot=Util.GetGameObject(this.gameObject,"ScrollRoot")
this.pre=Util.GetGameObject(this.scrollRoot,"Pre")
this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollRoot.transform,this.pre, nil,--
Vector2.New(this.scrollRoot.transform.rect.width,this.scrollRoot.transform.rect.height),1,4,Vector2.New(50,15))
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
this.scrollView.moveTween.MomentumAmount = 1
this.scrollView.moveTween.Strength = 2
end
function this:BindEvent()
--tab按钮点击
for i = 1, 3 do
Util.AddClick(tabs[i], function()
if (curIndex == i) then
return
end
curIndex = i
this.OnRefresh(curIndex)
this:SetSelect()
end)
end
--关闭页面
Util.AddClick(this.backBtn, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
--关闭页面
Util.AddClick(this.mask, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnSortingOrderChange()
--特效层级重设
for _, v in pairs(list) do
Util.SetParticleSortLayer(v, this.sortingOrder+1)
end
orginLayer = self.sortingOrder
end
function this:OnOpen()
end
function this:OnShow()
this.GetAllData()
curIndex=1
this.OnRefresh(curIndex)
this.SetBottomBarIsActive()
this:SetSelect()
end
function this:SetSelect()
this.selectBtn:SetActive(true)
this.selectBtn.transform.localPosition = tabs[curIndex].transform.localPosition
this.selectBtnText.text = Util.GetGameObject(tabs[curIndex].transform, "Text"):GetComponent("Text").text
end
function this.GetAllData()
allSoulPrintData = {}
local faXiangConfigData= ConfigManager.GetConfig(ConfigName.FaxiangConfig)
for i, configInfo in ConfigPairs(faXiangConfigData) do
table.insert(allSoulPrintData,itemConfig[i])
end
end
--特殊的开启条件
function this.SetBottomBarIsActive()
for i = 1, #tabs do
end
end
function this:OnClose()
this.selectBtn:SetActive(false)
end
function this:OnDestroy()
this.spLoader:Destroy()
list = {}
this.scrollView=nil
end
local orginLayer2=0
--打开页面时,页面数据刷新
function this.OnRefresh(index)
local tempData={}
if index==0 then
tempData=allSoulPrintData
else
for i,v in ipairs(allSoulPrintData) do
if v.Quantity==(index+4) then
table.insert( tempData, v)
end
end
end
--预设容器
this.scrollView:SetData(tempData,function(index,root)
this.SetScrollPre(root,tempData[index])
list[root] = root
end)
this.scrollView:SetIndex(1)
orginLayer2 = this.sortingOrder
orginLayer = this.sortingOrder
end
--设置预设
function this.SetScrollPre(root,data)
Util.SetParticleSortLayer(root, this.sortingOrder+1)
SetSoulEffect(data.Quantity,root)
local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image")
local icon=Util.GetGameObject(root,"circleFrameBg/Icon"):GetComponent("Image")
local name=Util.GetGameObject(root,"Name"):GetComponent("Text")
Util.AddOnceClick(root,function()
UIManager.OpenPanel(UIName.GodPrintPopUp,0,nil,data.Id,nil)
end)
frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(data.Quantity))
icon.sprite=this.spLoader:LoadSprite(GetResourcePath(data.ResourceID))
Util.GetGameObject(root,"circleFrameBg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[data.Quantity].circleBg2)
Util.GetGameObject(root,"circleFrameBg/circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[data.Quantity].circle)
local str = data.Name
if GetCurLanguage() == 0 and LengthString(data.Name)>=5 then
str = SubString(data.Name,4).."..."
end
name.text = str--SubString2(GetLanguageStrById(data.Name),10)
end
return this

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fileFormatVersion: 2
guid: 6c8a76028996bb1459412a3f5900d715
DefaultImporter:
externalObjects: {}
userData:
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@ -128,6 +128,7 @@ function RoleEquipPanel:InitComponent()
this.upLvEffect = Util.GetGameObject(self.transform, "powerBtn/effect")
this.equipTreasureBtn = Util.GetGameObject(self.transform, "equipTreasureBtn")
this.equipTreasureBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("b_baowuxitong_gongmin_zh")
this.handBookBtn = Util.GetGameObject(self.transform, "handBookBtn")
this.treasure1 = Util.GetGameObject(self.transform, "bg/equipInfo/equip5")
this.treasure2 = Util.GetGameObject(self.transform, "bg/equipInfo/equip6")
this.treasurePage1 = Util.GetGameObject(self.transform, "Tabs/Btn5")
@ -198,6 +199,9 @@ function RoleEquipPanel:BindEvent()
end
UIManager.OpenPanel(UIName.EquipTreasureResonancePanel, curHeroData)
end)
Util.AddClick(this.handBookBtn,function()
UIManager.OpenPanel(UIName.FaXiangHandBook)
end)
end
--添加事件监听(用于子类重写)