神王技能 英雄品质标签显示修改
parent
89e135d088
commit
9b1d82faa3
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@ -2327,6 +2327,7 @@ SkillType={
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Jue = 2 ,--绝技
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Bei = 3 ,--被动技
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Fei = 4, --飞升被动
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ShenWang = 5, --神王
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}
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SkillTypeStr={
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[1] = Language[12083] ,--普技
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@ -1617,6 +1617,7 @@ end
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--根据角色定位Id 获取角色定位图
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function GetHeroQualityStr(_i,star)
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if star and star>11 then
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return "r_hero_pinzhi_shenhua"
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end
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@ -1640,6 +1641,39 @@ function GetHeroQualityStr(_i,star)
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end
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--根据角色定位Id 获取角色定位图
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function GetHeroQualityStr1(_i,star,shenWang)
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if shenWang and shenWang>=6 then
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return "r_hero_pinzhi_shenwang"
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end
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if star and star>11 then
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return "r_hero_pinzhi_shenhua"
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end
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if _i==1 then
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return "r_hero_pinzhi_putong"
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elseif _i==2 then
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return "r_hero_pinzhi_lianghao"
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elseif _i==3 then
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return "r_hero_pinzhi_youxiu"
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elseif _i==4 then
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return "r_hero_pinzhi_xiyou"
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elseif _i==5 then
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return "r_hero_pinzhi_shishi"
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elseif _i==6 then
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return "r_hero_pinzhi_chuanshuo"
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elseif _i==7 then
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return "r_hero_pinzhi_shenhua"
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elseif _i==8 then
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return "r_hero_pinzhi_shenwang"
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else
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return "r_hero_pinzhi_shenhua"
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end
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end
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--根据角色职业Id 获取角色职业图标
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function GetHeroProfessionById(_professionId)
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if _professionId==1 then
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@ -1655,7 +1689,7 @@ end
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--获取技能类型 data 当前技能数据
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function GetSkillType(data)
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local SkillIconType={"r_hero_pu_zh","r_hero_jue_zh","r_hero_bei_zh","r_hero_fei_zh"}
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local SkillIconType={"r_hero_pu_zh","r_hero_jue_zh","r_hero_bei_zh","r_hero_fei_zh","r_hero_shen_zh"}
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if data.skillConfig.Type == SkillType.Pu then
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return SkillIconType[SkillType.Pu]--普技
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elseif data.skillConfig.Type == SkillType.Jue then
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@ -1663,7 +1697,9 @@ function GetSkillType(data)
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elseif data.skillConfig.Type == SkillType.Bei then
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return SkillIconType[SkillType.Bei]--被动技
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elseif data.skillConfig.Type == SkillType.Fei then
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return SkillIconType[SkillType.Fei]--被动技
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return SkillIconType[SkillType.Fei]--被动技
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elseif data.skillConfig.Type == SkillType.ShenWang then
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return SkillIconType[SkillType.ShenWang]--被动技
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end
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end
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@ -2804,7 +2840,7 @@ function GetHeroHandBookNaturalImg(lv)
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elseif lv==7 then
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str="r_hero_tujian_shenhua"
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elseif lv==8 then
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str="r_hero_tujian_shenhua"
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str="r_hero_tujian_shenwang"
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end
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return str
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end
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@ -262,7 +262,7 @@ function this:UpdateHeroInfoData()
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--定位描述相关
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heroStar=heroConFigData.MaxRank
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--self.pizhiImg.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(heroConFigData.Natural))
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self.pizhiImg.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(_curStar))
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self.pizhiImg.sprite=this.spLoader:LoadSprite(GetHeroQualityStr1(_curStar))
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self.pizhiImg:SetNativeSize()
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if _CurPageIndex == RoleInfoPanelIndex.pifu then
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local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",heroConFigData.Id)
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@ -608,25 +608,25 @@ function this.GetSkillsData()
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end
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--神魂
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local heroSkill = {}
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heroSkill.skillId = 0
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heroSkill.skillConfig = nil
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heroSkill.Type = 9
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heroSkill.Skilltips = nil
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heroSkill.Name = nil
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heroSkill.Icon = "r_tongyong_shenhun_icon"
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if curHeroData.star < 11 or curHeroData.heroConfig.IsSoulOpen == 0 then
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heroSkill.state = -1
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else
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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) then
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heroSkill.state = -1
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heroSkill.Name = "100级开启"
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else
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heroSkill.state = 1
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heroSkill.quality = 1
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table.insert(skillList, heroSkill)
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end
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end
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-- local heroSkill = {}
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-- heroSkill.skillId = 0
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-- heroSkill.skillConfig = nil
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-- heroSkill.Type = 9
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-- heroSkill.Skilltips = nil
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-- heroSkill.Name = nil
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-- heroSkill.Icon = "r_tongyong_shenhun_icon"
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-- if curHeroData.star < 11 or curHeroData.heroConfig.IsSoulOpen == 0 then
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-- heroSkill.state = -1
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-- else
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-- if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) then
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-- heroSkill.state = -1
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-- heroSkill.Name = "100级开启"
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-- else
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-- heroSkill.state = 1
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-- heroSkill.quality = 1
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-- table.insert(skillList, heroSkill)
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-- end
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-- end
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return skillList
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end
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@ -704,101 +704,101 @@ end
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-- end
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--单个技能显示
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function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills)
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this.skillPanelId = 0
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this.skillGridCanvas.sortingOrder = this.sortingOrder + 1
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this.skillData = this.GetSkillsData()
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for i = 1,math.max(#this.skillList,#this.skillData) do
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this.skillBtnsList[i].gameObject:GetComponent("Button").onClick:RemoveAllListeners()
|
||||
if not this.skillData[i] then
|
||||
this.skillList[i].go.gameObject:SetActive(false)
|
||||
this.skillBtnsList[i].gameObject:SetActive(false)
|
||||
elseif this.skillData[i].state == -1 then
|
||||
this.skillList[i].go.gameObject:SetActive(false)
|
||||
this.skillBtnsList[i].gameObject:SetActive(false)
|
||||
else
|
||||
this.skillList[i].go.gameObject:SetActive(true)
|
||||
this.skillBtnsList[i].gameObject:SetActive(true)
|
||||
if this.skillData[i].quality == 0 then
|
||||
this.skillList[i].frame.gameObject:SetActive(false)
|
||||
else
|
||||
this.skillList[i].frame.gameObject:SetActive(true)
|
||||
end
|
||||
this.skillList[i].pos.sprite=this.spLoader:LoadSprite(SkillIconType[this.skillData[i].Type])--被动技
|
||||
this.skillList[i].pos:SetNativeSize()
|
||||
if this.skillData[i].Skilltips and this.skillData[i].Skilltips > 0 then
|
||||
if this.skillData[i].Skilltips == 6 then
|
||||
this.skillList[i].pro.sprite=this.spLoader:LoadSprite("r_hero_lvdi")--被动技
|
||||
else
|
||||
this.skillList[i].pro.sprite=this.spLoader:LoadSprite("r_hero_hongdi")--被动技
|
||||
end
|
||||
this.skillList[i].pro.gameObject:SetActive(true)
|
||||
this.skillList[i].proText.text=SkillProType[this.skillData[i].Skilltips]
|
||||
else
|
||||
this.skillList[i].pro.gameObject:SetActive(false)
|
||||
end
|
||||
this.skillList[i].icon.sprite=this.spLoader:LoadSprite(this.skillData[i].Icon)--被动技
|
||||
if this.skillData[i].Name then
|
||||
this.skillList[i].skillName.text = this.skillData[i].Name
|
||||
this.skillList[i].skillIma.gameObject:SetActive(true)
|
||||
else
|
||||
this.skillList[i].skillName.text = ""
|
||||
this.skillList[i].skillIma.gameObject:SetActive(false)
|
||||
end
|
||||
if this.skillData[i].state == 0 then
|
||||
Util.SetGray(this.skillList[i].go,true)
|
||||
else
|
||||
Util.SetGray(this.skillList[i].go,false)
|
||||
end
|
||||
-- function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills)
|
||||
-- this.skillPanelId = 0
|
||||
-- this.skillGridCanvas.sortingOrder = this.sortingOrder + 1
|
||||
-- this.skillData = this.GetSkillsData()
|
||||
-- for i = 1,math.max(#this.skillList,#this.skillData) do
|
||||
-- this.skillBtnsList[i].gameObject:GetComponent("Button").onClick:RemoveAllListeners()
|
||||
-- if not this.skillData[i] then
|
||||
-- this.skillList[i].go.gameObject:SetActive(false)
|
||||
-- this.skillBtnsList[i].gameObject:SetActive(false)
|
||||
-- elseif this.skillData[i].state == -1 then
|
||||
-- this.skillList[i].go.gameObject:SetActive(false)
|
||||
-- this.skillBtnsList[i].gameObject:SetActive(false)
|
||||
-- else
|
||||
-- this.skillList[i].go.gameObject:SetActive(true)
|
||||
-- this.skillBtnsList[i].gameObject:SetActive(true)
|
||||
-- if this.skillData[i].quality == 0 then
|
||||
-- this.skillList[i].frame.gameObject:SetActive(false)
|
||||
-- else
|
||||
-- this.skillList[i].frame.gameObject:SetActive(true)
|
||||
-- end
|
||||
-- this.skillList[i].pos.sprite=this.spLoader:LoadSprite(SkillIconType[this.skillData[i].Type])--被动技
|
||||
-- this.skillList[i].pos:SetNativeSize()
|
||||
-- if this.skillData[i].Skilltips and this.skillData[i].Skilltips > 0 then
|
||||
-- if this.skillData[i].Skilltips == 6 then
|
||||
-- this.skillList[i].pro.sprite=this.spLoader:LoadSprite("r_hero_lvdi")--被动技
|
||||
-- else
|
||||
-- this.skillList[i].pro.sprite=this.spLoader:LoadSprite("r_hero_hongdi")--被动技
|
||||
-- end
|
||||
-- this.skillList[i].pro.gameObject:SetActive(true)
|
||||
-- this.skillList[i].proText.text=SkillProType[this.skillData[i].Skilltips]
|
||||
-- else
|
||||
-- this.skillList[i].pro.gameObject:SetActive(false)
|
||||
-- end
|
||||
-- this.skillList[i].icon.sprite=this.spLoader:LoadSprite(this.skillData[i].Icon)--被动技
|
||||
-- if this.skillData[i].Name then
|
||||
-- this.skillList[i].skillName.text = this.skillData[i].Name
|
||||
-- this.skillList[i].skillIma.gameObject:SetActive(true)
|
||||
-- else
|
||||
-- this.skillList[i].skillName.text = ""
|
||||
-- this.skillList[i].skillIma.gameObject:SetActive(false)
|
||||
-- end
|
||||
-- if this.skillData[i].state == 0 then
|
||||
-- Util.SetGray(this.skillList[i].go,true)
|
||||
-- else
|
||||
-- Util.SetGray(this.skillList[i].go,false)
|
||||
-- end
|
||||
|
||||
Util.AddOnceClick(this.skillBtnsList[i].gameObject, function()
|
||||
this.SetSelectSkillImage(this.skillList[i].icon.gameObject)
|
||||
if this.skillPanel then
|
||||
UIManager.ClosePanel(this.skillPanelId)
|
||||
end
|
||||
if this.skillData[i].Type < 5 then
|
||||
local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,this.skillData[i].Type)
|
||||
if this.skillData[i].Type == 4 and this.skillData[i].state == 0 then
|
||||
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>")
|
||||
this.skillPanelId = UIName.SkillInfoPopup
|
||||
else
|
||||
this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId))
|
||||
this.skillPanelId = UIName.SkillInfoPopup
|
||||
end
|
||||
else
|
||||
if this.skillData[i].Type > 4 and this.skillData[i].Type < 9 then
|
||||
this.skillPanel = UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
||||
this.skillPanelId = UIName.RoleTalentPopup
|
||||
elseif this.skillData[i].Type == 9 then
|
||||
if this.skillData[i].state == 0 then
|
||||
this.skillPanel = UIManager.OpenPanel(UIName.RoleGodSoulLayout,curHeroData.heroConfig,11)
|
||||
this.skillPanelId = UIName.RoleGodSoulLayout
|
||||
else
|
||||
this.skillPanel = UIManager.OpenPanel(UIName.RoleGodSoulLayout,curHeroData)
|
||||
this.skillPanelId = UIName.RoleGodSoulLayout
|
||||
end
|
||||
end
|
||||
end
|
||||
this.skillGridCanvas.sortingOrder = this.skillPanel.sortingOrder + 1
|
||||
end)
|
||||
end
|
||||
end
|
||||
if #this.skillData > 2 then
|
||||
this.line1.gameObject:SetActive(true)
|
||||
this.line3.gameObject:SetActive(true)
|
||||
-- Util.AddOnceClick(this.skillBtnsList[i].gameObject, function()
|
||||
-- this.SetSelectSkillImage(this.skillList[i].icon.gameObject)
|
||||
-- if this.skillPanel then
|
||||
-- UIManager.ClosePanel(this.skillPanelId)
|
||||
-- end
|
||||
-- if this.skillData[i].Type < 5 then
|
||||
-- local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,this.skillData[i].Type)
|
||||
-- if this.skillData[i].Type == 4 and this.skillData[i].state == 0 then
|
||||
-- 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>")
|
||||
-- this.skillPanelId = UIName.SkillInfoPopup
|
||||
-- else
|
||||
-- this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId))
|
||||
-- this.skillPanelId = UIName.SkillInfoPopup
|
||||
-- end
|
||||
-- else
|
||||
-- if this.skillData[i].Type > 4 and this.skillData[i].Type < 9 then
|
||||
-- this.skillPanel = UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
||||
-- this.skillPanelId = UIName.RoleTalentPopup
|
||||
-- elseif this.skillData[i].Type == 9 then
|
||||
-- if this.skillData[i].state == 0 then
|
||||
-- this.skillPanel = UIManager.OpenPanel(UIName.RoleGodSoulLayout,curHeroData.heroConfig,11)
|
||||
-- this.skillPanelId = UIName.RoleGodSoulLayout
|
||||
-- else
|
||||
-- this.skillPanel = UIManager.OpenPanel(UIName.RoleGodSoulLayout,curHeroData)
|
||||
-- this.skillPanelId = UIName.RoleGodSoulLayout
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- this.skillGridCanvas.sortingOrder = this.skillPanel.sortingOrder + 1
|
||||
-- end)
|
||||
-- end
|
||||
-- end
|
||||
-- if #this.skillData > 2 then
|
||||
-- this.line1.gameObject:SetActive(true)
|
||||
-- this.line3.gameObject:SetActive(true)
|
||||
|
||||
else
|
||||
this.line1.gameObject:SetActive(false)
|
||||
this.line3.gameObject:SetActive(false)
|
||||
end
|
||||
if #this.skillData > 4 then
|
||||
this.line2.gameObject:SetActive(true)
|
||||
this.line4.gameObject:SetActive(true)
|
||||
else
|
||||
this.line2.gameObject:SetActive(false)
|
||||
this.line4.gameObject:SetActive(false)
|
||||
end
|
||||
end
|
||||
-- else
|
||||
-- this.line1.gameObject:SetActive(false)
|
||||
-- this.line3.gameObject:SetActive(false)
|
||||
-- end
|
||||
-- if #this.skillData > 4 then
|
||||
-- this.line2.gameObject:SetActive(true)
|
||||
-- this.line4.gameObject:SetActive(true)
|
||||
-- else
|
||||
-- this.line2.gameObject:SetActive(false)
|
||||
-- this.line4.gameObject:SetActive(false)
|
||||
-- end
|
||||
-- end
|
||||
|
||||
--更新英雄升级 和 突破 的材料显示
|
||||
function this:UpdateHeroUpLvAndBreakMaterialShow()
|
||||
|
|
|
|||
|
|
@ -882,7 +882,7 @@ function this:UpdateHeroInfoData()
|
|||
------------------------------------------
|
||||
this.heroName.text = curHeroData.name
|
||||
this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.changeProId))
|
||||
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(curHeroData.heroConfig.Natural,curHeroData.star))
|
||||
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr1(curHeroData.heroConfig.Natural,curHeroData.star,curHeroData.shenWangLv))
|
||||
this.unlockImage:SetActive(curHeroData.lockState == 0)
|
||||
this.lockImage:SetActive(curHeroData.lockState == 1)
|
||||
if curHeroData.heroConfig.PropertyName==5 then
|
||||
|
|
|
|||
Loading…
Reference in New Issue