【英雄升星祭品】提交——6
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@ -65,17 +65,17 @@ end
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function RoleAwakeLayout:BindEvent()
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function RoleAwakeLayout:BindEvent()
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--升星
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--升星
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Util.AddOnceClick(this.upStarBtn, function()
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Util.AddOnceClick(this.upStarBtn, function()
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this.StarUpClick()
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self:StarUpClick()
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end)
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end)
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end
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end
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--添加事件监听(用于子类重写)
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--添加事件监听(用于子类重写)
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function RoleAwakeLayout:AddListener()
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function RoleAwakeLayout:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow)
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow,self)
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end
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end
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--移除事件监听(用于子类重写)
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--移除事件监听(用于子类重写)
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function RoleAwakeLayout:RemoveListener()
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function RoleAwakeLayout:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow)
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow,self)
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end
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end
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function RoleAwakeLayout:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
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function RoleAwakeLayout:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
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@ -85,8 +85,8 @@ function RoleAwakeLayout:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_he
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parent = _parent
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parent = _parent
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heroDatas = _heroDatas
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heroDatas = _heroDatas
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isUpZhen = _isUpZhen
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isUpZhen = _isUpZhen
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this.GetCurHeroUpLvOrUpStarSData()
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self:GetCurHeroUpLvOrUpStarSData()
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this.UpdateHeroUpStarData()--进阶
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self:UpdateHeroUpStarData()--进阶
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end
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end
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function RoleAwakeLayout:OnShow()
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function RoleAwakeLayout:OnShow()
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@ -99,14 +99,14 @@ function RoleAwakeLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_h
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parent = _parent
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parent = _parent
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heroDatas = _heroDatas
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heroDatas = _heroDatas
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isUpZhen = _isUpZhen
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isUpZhen = _isUpZhen
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this.GetCurHeroUpLvOrUpStarSData()
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self:GetCurHeroUpLvOrUpStarSData()
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this.UpdateHeroUpStarData()--进阶
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self:UpdateHeroUpStarData()--进阶
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end
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end
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--更新英雄进阶数据
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--更新英雄进阶数据
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function this.UpdateHeroUpStarData()
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function RoleAwakeLayout:UpdateHeroUpStarData()
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--进阶材料
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--进阶材料
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this.UpdateHeroUpStarMaterialShow()
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self:UpdateHeroUpStarMaterialShow()
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--进阶属性提升
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--进阶属性提升
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this.curLvEnd.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData)
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this.curLvEnd.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData)
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this.nextLvEnd.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id)
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this.nextLvEnd.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id)
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@ -171,16 +171,16 @@ function this.UpdateHeroUpStarData()
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Util.AddOnceClick(addBtn, function()
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Util.AddOnceClick(addBtn, function()
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curSelectUpStarData=curUpStarData[i]
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curSelectUpStarData=curUpStarData[i]
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curSelectUpStarGo=go
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curSelectUpStarGo=go
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local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
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local curShowHeroListData=self:SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
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--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
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--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
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UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,curUpStarData[i].upStarMaterialsData,curUpStarData[i].upStarData,this,upStarConsumeMaterial[i],curHeroData)
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UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,curUpStarData[i].upStarMaterialsData,curUpStarData[i].upStarData,this,upStarConsumeMaterial[i],curHeroData)
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end)
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end)
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end
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end
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end
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end
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this.AutoSelectUpStarHeroList(curUpStarData)
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self:AutoSelectUpStarHeroList(curUpStarData)
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end
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end
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--获取当前英雄的下一突破 和 升星 静态数据
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--获取当前英雄的下一突破 和 升星 静态数据
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function this.GetCurHeroUpLvOrUpStarSData()
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function RoleAwakeLayout:GetCurHeroUpLvOrUpStarSData()
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isHeroUpStar = false
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isHeroUpStar = false
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upStarRankUpConfig = {}
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upStarRankUpConfig = {}
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local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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@ -197,7 +197,7 @@ function this.GetCurHeroUpLvOrUpStarSData()
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end
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end
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end
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end
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--更新英雄进阶材料显示
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--更新英雄进阶材料显示
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function this.UpdateHeroUpStarMaterialShow()
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function RoleAwakeLayout:UpdateHeroUpStarMaterialShow()
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--进阶金币 妖壶条件
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--进阶金币 妖壶条件
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if upStarRankUpConfig then
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if upStarRankUpConfig then
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isUpStarMaterials=true
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isUpStarMaterials=true
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@ -238,7 +238,7 @@ function this.UpdateHeroUpStarMaterialShow()
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end
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end
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--升星选择祭品后刷新界面
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--升星选择祭品后刷新界面
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function this.AutoSelectUpStarHeroList(_curUpStarData)
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function RoleAwakeLayout:AutoSelectUpStarHeroList(_curUpStarData)
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local curUpStarData= _curUpStarData
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local curUpStarData= _curUpStarData
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if curUpStarData and #curUpStarData>0 then
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if curUpStarData and #curUpStarData>0 then
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for i = 1, #curUpStarData do
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for i = 1, #curUpStarData do
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@ -257,7 +257,7 @@ function this.AutoSelectUpStarHeroList(_curUpStarData)
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table.insert(curSelectHeroList,upStarHeroListData.heroList[i])
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table.insert(curSelectHeroList,upStarHeroListData.heroList[i])
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end
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end
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end
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end
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this.UpdateUpStarPosHeroData(curSelectHeroList)
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self:UpdateUpStarPosHeroData(curSelectHeroList)
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end
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end
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end
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end
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end
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end
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@ -270,7 +270,7 @@ end
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--刷新当前升星坑位英雄的信息
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--刷新当前升星坑位英雄的信息
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function this.UpdateUpStarPosHeroData(curSelectHeroList)
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function RoleAwakeLayout:UpdateUpStarPosHeroData(curSelectHeroList)
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if LengthOfTable(curSelectHeroList)<curSelectUpStarData.upStarData[4] then
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if LengthOfTable(curSelectHeroList)<curSelectUpStarData.upStarData[4] then
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upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=2
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upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=2
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Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
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Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
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@ -291,7 +291,7 @@ function this.UpdateUpStarPosHeroData(curSelectHeroList)
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upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial
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upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial
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end
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end
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--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
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--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
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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
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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
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--Log("#curHeroList "..#curHeroList)
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--Log("#curHeroList "..#curHeroList)
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local curEndShowHeroListData2={}
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local curEndShowHeroListData2={}
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for i = 1, #curHeroList do
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for i = 1, #curHeroList do
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@ -332,7 +332,7 @@ function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗
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return curList
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return curList
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end
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end
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--进阶按钮点击事件处理
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--进阶按钮点击事件处理
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function this.StarUpClick()
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function RoleAwakeLayout:StarUpClick()
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if curHeroData.oriLv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
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if curHeroData.oriLv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
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PopupTipPanel.ShowTip(Language[11788])
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PopupTipPanel.ShowTip(Language[11788])
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return
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return
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@ -349,7 +349,7 @@ function this.StarUpClick()
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end
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end
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if isUpStarMaterials and isUpStarMaterialsHero then
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if isUpStarMaterials and isUpStarMaterialsHero then
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NetManager.HeroUpStarEvent(curHeroData.dynamicId,upStarConsumeMaterial ,function (msg)
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NetManager.HeroUpStarEvent(curHeroData.dynamicId,upStarConsumeMaterial ,function (msg)
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this.DeleteUpStarMaterials()
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self:DeleteUpStarMaterials()
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UIManager.OpenPanel(UIName.RoleAwakeSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
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UIManager.OpenPanel(UIName.RoleAwakeSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
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local dropItemTabs = BagManager.GetTableByBackDropData(msg)
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local dropItemTabs = BagManager.GetTableByBackDropData(msg)
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if #dropItemTabs > 0 then
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if #dropItemTabs > 0 then
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@ -368,7 +368,7 @@ function this.StarUpClick()
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end
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end
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end
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end
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--扣除升星 消耗的材料 更新英雄数据
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--扣除升星 消耗的材料 更新英雄数据
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function this.DeleteUpStarMaterials()
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function RoleAwakeLayout:DeleteUpStarMaterials()
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HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.oriLv,curHeroData.star+1,curHeroData.breakId,upStarRankUpConfig.Id,true)
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HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.oriLv,curHeroData.star+1,curHeroData.breakId,upStarRankUpConfig.Id,true)
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HeroManager.UpdateSingleHeroSkillData(curHeroData.dynamicId)
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HeroManager.UpdateSingleHeroSkillData(curHeroData.dynamicId)
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for i, v in pairs(heroDatas) do
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for i, v in pairs(heroDatas) do
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@ -80,11 +80,11 @@ end
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--添加事件监听(用于子类重写)
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--添加事件监听(用于子类重写)
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function RoleUpStarLayout:AddListener()
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function RoleUpStarLayout:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow)
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.UpdateHeroUpStarMaterialShow,self)
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end
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end
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--移除事件监听(用于子类重写)
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--移除事件监听(用于子类重写)
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function RoleUpStarLayout:RemoveListener()
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function RoleUpStarLayout:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow)
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.UpdateHeroUpStarMaterialShow,self)
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end
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end
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function RoleUpStarLayout:OnShow()
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function RoleUpStarLayout:OnShow()
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@ -41,7 +41,6 @@ function RoleUpStarListPanel:BindEvent()
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end)
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end)
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Util.AddClick(this.BtnSure, function()
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Util.AddClick(this.BtnSure, function()
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self:ClosePanel()
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self:ClosePanel()
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Log("curSelectHeroList "..LengthOfTable(curSelectHeroList))
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openThisPanel:UpdateUpStarPosHeroData(curSelectHeroList)
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openThisPanel:UpdateUpStarPosHeroData(curSelectHeroList)
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end)
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end)
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Util.AddClick(this.btnAutoSelect, function()
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Util.AddClick(this.btnAutoSelect, function()
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