parent
75fc33c18b
commit
9ab223d577
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@ -731,4 +731,18 @@ function this.GetEquipTreasureResolveItems2(itemId, itemNum)
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end
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end
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end
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end
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function this.GetTreasureData(did)
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local data = EquipTreasureManager.GetSingleTreasureByIdDyn(did)
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if not data then
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data = MonsterCampManager.GetSingleTreasureByIdDyn(did)
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end
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if not data then
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data = ExpeditionManager.GetSingleTreasureByIdDyn(did)
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end
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if not data then
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data = GoodFriendManager.GetSingleTreasureByIdDyn(did)
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end
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return data
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end
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return EquipTreasureManager
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return EquipTreasureManager
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@ -25,11 +25,15 @@ function RoleEquipTreasureChangePopup:InitComponent()
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this.RefinePropertyList = {}
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this.RefinePropertyList = {}
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this.TreePropertyList = {}
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this.TreePropertyList = {}
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this.TreePropertyList2 = {}
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this.TreePropertyList2 = {}
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this.strongPropertyList = {}
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this.RefineMonsterPropertyList = {}
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for i = 1, 2 do
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for i = 1, 2 do
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this.BasePropertyList[i] = {}
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this.BasePropertyList[i] = {}
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this.RefinePropertyList[i] = {}
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this.RefinePropertyList[i] = {}
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this.TreePropertyList[i] = {}
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this.TreePropertyList[i] = {}
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this.TreePropertyList2[i] = {}
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this.TreePropertyList2[i] = {}
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this.strongPropertyList[i] = {}
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this.RefineMonsterPropertyList[i] = {}
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end
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end
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this.preList = {}
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this.preList = {}
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this.treasurePanel = {}
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this.treasurePanel = {}
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@ -69,7 +73,17 @@ function RoleEquipTreasureChangePopup:InitComponent()
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this.treasurePanel[i].TreeAttri = Util.GetGameObject(this.treasurePanel[i].bgScroll, "grid/treeAttri")
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this.treasurePanel[i].TreeAttri = Util.GetGameObject(this.treasurePanel[i].bgScroll, "grid/treeAttri")
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this.treasurePanel[i].TreeAttriNum = Util.GetGameObject(this.treasurePanel[i].TreeAttri, "name/attriNum"):GetComponent("Text")
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this.treasurePanel[i].TreeAttriNum = Util.GetGameObject(this.treasurePanel[i].TreeAttri, "name/attriNum"):GetComponent("Text")
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this.treasurePanel[i].TreeAttriGrid = Util.GetGameObject(this.treasurePanel[i].TreeAttri, "grid")
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this.treasurePanel[i].TreeAttriGrid = Util.GetGameObject(this.treasurePanel[i].TreeAttri, "grid")
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this.treasurePanel[i].TreeAttri:SetActive(false)
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this.treasurePanel[i].TreeAttri:SetActive(false)
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--强化共鸣
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this.treasurePanel[i].strongAttri = Util.GetGameObject(this.treasurePanel[i].bgScroll, "grid/strongAttri")
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this.treasurePanel[i].strongAttriNum = Util.GetGameObject(this.treasurePanel[i].strongAttri, "name/attriName"):GetComponent("Text")
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this.treasurePanel[i].strongAttriGrid = Util.GetGameObject(this.treasurePanel[i].strongAttri, "grid")
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this.treasurePanel[i].strongAttri:SetActive(false)
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--精炼共鸣
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this.treasurePanel[i].refineMasterAttri = Util.GetGameObject(this.treasurePanel[i].bgScroll, "grid/refineMasterAttri")
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this.treasurePanel[i].refineMasterAttriNum = Util.GetGameObject(this.treasurePanel[i].refineMasterAttri, "name/attriName"):GetComponent("Text")
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this.treasurePanel[i].refineMasterAttriGrid = Util.GetGameObject(this.treasurePanel[i].refineMasterAttri, "grid")
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this.treasurePanel[i].refineMasterAttri:SetActive(false)
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end
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end
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end
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end
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@ -361,6 +375,15 @@ function this.ShowEquipData(i)
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local baseInfo = EquipTreasureManager.GetCurLvPropertyValue(1,equipData[i].levelPool,equipData[i].lv)
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local baseInfo = EquipTreasureManager.GetCurLvPropertyValue(1,equipData[i].levelPool,equipData[i].lv)
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this.treasurePanel[i].BaseAttriNum.text = string.format("[强化等级:%s/%s]",equipData[i].lv,equipData[i].maxLv)
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this.treasurePanel[i].BaseAttriNum.text = string.format("[强化等级:%s/%s]",equipData[i].lv,equipData[i].maxLv)
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this.SetPropertyShow1(baseInfo,this.BasePropertyList[i],this.treasurePanel[i].BaseAttriGrid)
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this.SetPropertyShow1(baseInfo,this.BasePropertyList[i],this.treasurePanel[i].BaseAttriGrid)
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if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" then
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this.treasurePanel[i].strongAttri.gameObject:SetActive(false)
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this.treasurePanel[i].refineMasterAttri:SetActive(false)
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else
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--强化共鸣
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this.GongMingSetData(1,this.strongPropertyList[i],this.treasurePanel[i].strongAttriGrid,this.treasurePanel[i].strongAttriNum,this.treasurePanel[i].strongAttri)
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--精炼共鸣
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this.GongMingSetData(2,this.RefineMonsterPropertyList[i],this.treasurePanel[i].refineMasterAttriGrid,this.treasurePanel[i].refineMasterAttriNum,this.treasurePanel[i].refineMasterAttri)
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end
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--(精炼属性)
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--(精炼属性)
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local refineInfo = EquipTreasureManager.GetCurLvPropertyValue(2,equipData[i].refinePool,equipData[i].refineLv,true)
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local refineInfo = EquipTreasureManager.GetCurLvPropertyValue(2,equipData[i].refinePool,equipData[i].refineLv,true)
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this.treasurePanel[i].RefineAttriNum.text = string.format("[精炼等级:%s/%s]",equipData[i].refineLv,equipData[i].maxRefineLv)
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this.treasurePanel[i].RefineAttriNum.text = string.format("[精炼等级:%s/%s]",equipData[i].refineLv,equipData[i].maxRefineLv)
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@ -385,6 +408,91 @@ function this.ShowEquipData(i)
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this.treasurePanel[i].StrongRed:SetActive(HeroManager.CheckIsUpTreasure(equipData[i].idDyn,1))
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this.treasurePanel[i].StrongRed:SetActive(HeroManager.CheckIsUpTreasure(equipData[i].idDyn,1))
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this.treasurePanel[i].RefineRed:SetActive(HeroManager.CheckIsUpTreasure(equipData[i].idDyn,2))
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this.treasurePanel[i].RefineRed:SetActive(HeroManager.CheckIsUpTreasure(equipData[i].idDyn,2))
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end
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end
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end
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function this.GongMingSetData(curTabIndex,proPreList,grid,title,go)
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--获取穿戴宝物强化/精炼的最小等级
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local minLv--最小等级
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local maxlv --最大等级
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if #curHeroData.jewels < 2 then
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go.gameObject:SetActive(false)
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return
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end
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go.gameObject:SetActive(true)
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for i = 1, #curHeroData.jewels do
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local curEquipTreasureData = EquipTreasureManager.GetTreasureData(curHeroData.jewels[i])
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if curTabIndex == 1 then
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if minLv then
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if curEquipTreasureData.lv < minLv then
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minLv = curEquipTreasureData.lv
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end
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else
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minLv = curEquipTreasureData.lv
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end
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if maxlv then
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if curEquipTreasureData.maxLv < maxlv then
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maxlv = curEquipTreasureData.maxLv
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end
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else
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maxlv = curEquipTreasureData.maxLv
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end
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elseif curTabIndex == 2 then
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if minLv then
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if curEquipTreasureData.refineLv < minLv then
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minLv = curEquipTreasureData.refineLv
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end
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else
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minLv = curEquipTreasureData.refineLv
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end
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if maxlv then
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if curEquipTreasureData.maxRefineLv < maxlv then
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maxlv = curEquipTreasureData.maxRefineLv
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end
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else
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maxlv = curEquipTreasureData.maxRefineLv
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end
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end
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end
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local curJewelResonanceConfig = nil
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local allCurTypeJewelResonanceConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.JewelResonanceConfig,"Type",curTabIndex)
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table.sort(allCurTypeJewelResonanceConfig,function(a,b)
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return a.SortId<b.SortId
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end)
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for i = 1, #allCurTypeJewelResonanceConfig do
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--获取当前强化/精炼 大师等级数据
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if allCurTypeJewelResonanceConfig[i].Level <= minLv then
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if curJewelResonanceConfig then
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if curJewelResonanceConfig.SortId < allCurTypeJewelResonanceConfig[i].SortId then
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curJewelResonanceConfig = allCurTypeJewelResonanceConfig[i]
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end
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else
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curJewelResonanceConfig = allCurTypeJewelResonanceConfig[i]
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end
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end
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end
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if curJewelResonanceConfig.SortId < 1 then
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go.gameObject:SetActive(false)
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return
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end
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go.gameObject:SetActive(true)
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if curTabIndex == 1 then
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title.text = string.format("<color=#FE2F33>强化大师%s级</color>",curJewelResonanceConfig.SortId)
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else
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title.text = string.format("<color=#FE2F33>精炼大师%s级</color>",curJewelResonanceConfig.SortId)
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end
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for i = 1, math.max(#curJewelResonanceConfig.Property,#proPreList) do
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if not curJewelResonanceConfig.Property[i] then
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proPreList[i].gameObject:SetActive(false)
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else
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if not proPreList[i] then
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proPreList[i] = newObjToParent(this.TextPre,grid.transform)
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end
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proPreList[i].gameObject:SetActive(true)
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local str = GetLanguageStrById(propertyConfig[curJewelResonanceConfig.Property[i][1]].Info).."+"..GetPropertyFormatStr(propertyConfig[curJewelResonanceConfig.Property[i][1]].Style,curJewelResonanceConfig.Property[i][2])
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proPreList[i].transform:GetComponent("Text").text = string.format("<color=#66FF00>%s</color>",str)
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end
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end
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end
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end
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--神应专用
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--神应专用
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