【英雄升星祭品】提交——6

dev_chengFeng
zhangqiang 2021-04-20 20:59:43 +08:00
parent a7dc372bb7
commit 991fb61f57
3 changed files with 22 additions and 23 deletions

View File

@ -65,17 +65,17 @@ end
function RoleAwakeLayout:BindEvent() function RoleAwakeLayout:BindEvent()
--升星 --升星
Util.AddOnceClick(this.upStarBtn, function() Util.AddOnceClick(this.upStarBtn, function()
this.StarUpClick() self:StarUpClick()
end) end)
end end
--添加事件监听(用于子类重写) --添加事件监听(用于子类重写)
function RoleAwakeLayout:AddListener() function RoleAwakeLayout:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow) Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow,self)
end end
--移除事件监听(用于子类重写) --移除事件监听(用于子类重写)
function RoleAwakeLayout:RemoveListener() function RoleAwakeLayout:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow) Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow,self)
end end
function RoleAwakeLayout:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas) function RoleAwakeLayout:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
@ -85,8 +85,8 @@ function RoleAwakeLayout:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_he
parent = _parent parent = _parent
heroDatas = _heroDatas heroDatas = _heroDatas
isUpZhen = _isUpZhen isUpZhen = _isUpZhen
this.GetCurHeroUpLvOrUpStarSData() self:GetCurHeroUpLvOrUpStarSData()
this.UpdateHeroUpStarData()--进阶 self:UpdateHeroUpStarData()--进阶
end end
function RoleAwakeLayout:OnShow() function RoleAwakeLayout:OnShow()
@ -99,14 +99,14 @@ function RoleAwakeLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_h
parent = _parent parent = _parent
heroDatas = _heroDatas heroDatas = _heroDatas
isUpZhen = _isUpZhen isUpZhen = _isUpZhen
this.GetCurHeroUpLvOrUpStarSData() self:GetCurHeroUpLvOrUpStarSData()
this.UpdateHeroUpStarData()--进阶 self:UpdateHeroUpStarData()--进阶
end end
--更新英雄进阶数据 --更新英雄进阶数据
function this.UpdateHeroUpStarData() function RoleAwakeLayout:UpdateHeroUpStarData()
--进阶材料 --进阶材料
this.UpdateHeroUpStarMaterialShow() self:UpdateHeroUpStarMaterialShow()
--进阶属性提升 --进阶属性提升
this.curLvEnd.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData) this.curLvEnd.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData)
this.nextLvEnd.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id) this.nextLvEnd.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id)
@ -171,16 +171,16 @@ function this.UpdateHeroUpStarData()
Util.AddOnceClick(addBtn, function() Util.AddOnceClick(addBtn, function()
curSelectUpStarData=curUpStarData[i] curSelectUpStarData=curUpStarData[i]
curSelectUpStarGo=go curSelectUpStarGo=go
local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList) local curShowHeroListData=self:SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面 --参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,curUpStarData[i].upStarMaterialsData,curUpStarData[i].upStarData,this,upStarConsumeMaterial[i],curHeroData) UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,curUpStarData[i].upStarMaterialsData,curUpStarData[i].upStarData,this,upStarConsumeMaterial[i],curHeroData)
end) end)
end end
end end
this.AutoSelectUpStarHeroList(curUpStarData) self:AutoSelectUpStarHeroList(curUpStarData)
end end
--获取当前英雄的下一突破 和 升星 静态数据 --获取当前英雄的下一突破 和 升星 静态数据
function this.GetCurHeroUpLvOrUpStarSData() function RoleAwakeLayout:GetCurHeroUpLvOrUpStarSData()
isHeroUpStar = false isHeroUpStar = false
upStarRankUpConfig = {} upStarRankUpConfig = {}
local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig) local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
@ -197,7 +197,7 @@ function this.GetCurHeroUpLvOrUpStarSData()
end end
end end
--更新英雄进阶材料显示 --更新英雄进阶材料显示
function this.UpdateHeroUpStarMaterialShow() function RoleAwakeLayout:UpdateHeroUpStarMaterialShow()
--进阶金币 妖壶条件 --进阶金币 妖壶条件
if upStarRankUpConfig then if upStarRankUpConfig then
isUpStarMaterials=true isUpStarMaterials=true
@ -238,7 +238,7 @@ function this.UpdateHeroUpStarMaterialShow()
end end
--升星选择祭品后刷新界面 --升星选择祭品后刷新界面
function this.AutoSelectUpStarHeroList(_curUpStarData) function RoleAwakeLayout:AutoSelectUpStarHeroList(_curUpStarData)
local curUpStarData= _curUpStarData local curUpStarData= _curUpStarData
if curUpStarData and #curUpStarData>0 then if curUpStarData and #curUpStarData>0 then
for i = 1, #curUpStarData do for i = 1, #curUpStarData do
@ -257,7 +257,7 @@ function this.AutoSelectUpStarHeroList(_curUpStarData)
table.insert(curSelectHeroList,upStarHeroListData.heroList[i]) table.insert(curSelectHeroList,upStarHeroListData.heroList[i])
end end
end end
this.UpdateUpStarPosHeroData(curSelectHeroList) self:UpdateUpStarPosHeroData(curSelectHeroList)
end end
end end
end end
@ -270,7 +270,7 @@ end
--刷新当前升星坑位英雄的信息 --刷新当前升星坑位英雄的信息
function this.UpdateUpStarPosHeroData(curSelectHeroList) function RoleAwakeLayout:UpdateUpStarPosHeroData(curSelectHeroList)
if LengthOfTable(curSelectHeroList)<curSelectUpStarData.upStarData[4] then if LengthOfTable(curSelectHeroList)<curSelectUpStarData.upStarData[4] then
upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=2 upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=2
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true) Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
@ -291,7 +291,7 @@ function this.UpdateUpStarPosHeroData(curSelectHeroList)
upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial
end end
--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾 --分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄 function RoleAwakeLayout:SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
--Log("#curHeroList "..#curHeroList) --Log("#curHeroList "..#curHeroList)
local curEndShowHeroListData2={} local curEndShowHeroListData2={}
for i = 1, #curHeroList do for i = 1, #curHeroList do
@ -332,7 +332,7 @@ function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗
return curList return curList
end end
--进阶按钮点击事件处理 --进阶按钮点击事件处理
function this.StarUpClick() function RoleAwakeLayout:StarUpClick()
if curHeroData.oriLv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then if curHeroData.oriLv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
PopupTipPanel.ShowTip(Language[11788]) PopupTipPanel.ShowTip(Language[11788])
return return
@ -349,7 +349,7 @@ function this.StarUpClick()
end end
if isUpStarMaterials and isUpStarMaterialsHero then if isUpStarMaterials and isUpStarMaterialsHero then
NetManager.HeroUpStarEvent(curHeroData.dynamicId,upStarConsumeMaterial ,function (msg) NetManager.HeroUpStarEvent(curHeroData.dynamicId,upStarConsumeMaterial ,function (msg)
this.DeleteUpStarMaterials() self:DeleteUpStarMaterials()
UIManager.OpenPanel(UIName.RoleAwakeSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function () UIManager.OpenPanel(UIName.RoleAwakeSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
local dropItemTabs = BagManager.GetTableByBackDropData(msg) local dropItemTabs = BagManager.GetTableByBackDropData(msg)
if #dropItemTabs > 0 then if #dropItemTabs > 0 then
@ -368,7 +368,7 @@ function this.StarUpClick()
end end
end end
--扣除升星 消耗的材料 更新英雄数据 --扣除升星 消耗的材料 更新英雄数据
function this.DeleteUpStarMaterials() function RoleAwakeLayout:DeleteUpStarMaterials()
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.oriLv,curHeroData.star+1,curHeroData.breakId,upStarRankUpConfig.Id,true) HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.oriLv,curHeroData.star+1,curHeroData.breakId,upStarRankUpConfig.Id,true)
HeroManager.UpdateSingleHeroSkillData(curHeroData.dynamicId) HeroManager.UpdateSingleHeroSkillData(curHeroData.dynamicId)
for i, v in pairs(heroDatas) do for i, v in pairs(heroDatas) do

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@ -80,11 +80,11 @@ end
--添加事件监听(用于子类重写) --添加事件监听(用于子类重写)
function RoleUpStarLayout:AddListener() function RoleUpStarLayout:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow) Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow,self)
end end
--移除事件监听(用于子类重写) --移除事件监听(用于子类重写)
function RoleUpStarLayout:RemoveListener() function RoleUpStarLayout:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow) Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow,self)
end end
function RoleUpStarLayout:OnShow() function RoleUpStarLayout:OnShow()

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@ -41,7 +41,6 @@ function RoleUpStarListPanel:BindEvent()
end) end)
Util.AddClick(this.BtnSure, function() Util.AddClick(this.BtnSure, function()
self:ClosePanel() self:ClosePanel()
Log("curSelectHeroList "..LengthOfTable(curSelectHeroList))
openThisPanel:UpdateUpStarPosHeroData(curSelectHeroList) openThisPanel:UpdateUpStarPosHeroData(curSelectHeroList)
end) end)
Util.AddClick(this.btnAutoSelect, function() Util.AddClick(this.btnAutoSelect, function()