神王技能 英雄品质标签显示修改

tcx_xiyou_zeroOne_dev
wangzhenxing 2024-08-12 16:37:56 +08:00
parent 89e135d088
commit 9b1d82faa3
11 changed files with 484 additions and 117 deletions

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@ -2327,6 +2327,7 @@ SkillType={
Jue = 2 ,--绝技
Bei = 3 ,--被动技
Fei = 4, --飞升被动
ShenWang = 5, --神王
}
SkillTypeStr={
[1] = Language[12083] ,--普技

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@ -1617,6 +1617,7 @@ end
--根据角色定位Id 获取角色定位图
function GetHeroQualityStr(_i,star)
if star and star>11 then
return "r_hero_pinzhi_shenhua"
end
@ -1640,6 +1641,39 @@ function GetHeroQualityStr(_i,star)
end
--根据角色定位Id 获取角色定位图
function GetHeroQualityStr1(_i,star,shenWang)
if shenWang and shenWang>=6 then
return "r_hero_pinzhi_shenwang"
end
if star and star>11 then
return "r_hero_pinzhi_shenhua"
end
if _i==1 then
return "r_hero_pinzhi_putong"
elseif _i==2 then
return "r_hero_pinzhi_lianghao"
elseif _i==3 then
return "r_hero_pinzhi_youxiu"
elseif _i==4 then
return "r_hero_pinzhi_xiyou"
elseif _i==5 then
return "r_hero_pinzhi_shishi"
elseif _i==6 then
return "r_hero_pinzhi_chuanshuo"
elseif _i==7 then
return "r_hero_pinzhi_shenhua"
elseif _i==8 then
return "r_hero_pinzhi_shenwang"
else
return "r_hero_pinzhi_shenhua"
end
end
--根据角色职业Id 获取角色职业图标
function GetHeroProfessionById(_professionId)
if _professionId==1 then
@ -1655,7 +1689,7 @@ end
--获取技能类型 data 当前技能数据
function GetSkillType(data)
local SkillIconType={"r_hero_pu_zh","r_hero_jue_zh","r_hero_bei_zh","r_hero_fei_zh"}
local SkillIconType={"r_hero_pu_zh","r_hero_jue_zh","r_hero_bei_zh","r_hero_fei_zh","r_hero_shen_zh"}
if data.skillConfig.Type == SkillType.Pu then
return SkillIconType[SkillType.Pu]--普技
elseif data.skillConfig.Type == SkillType.Jue then
@ -1663,7 +1697,9 @@ function GetSkillType(data)
elseif data.skillConfig.Type == SkillType.Bei then
return SkillIconType[SkillType.Bei]--被动技
elseif data.skillConfig.Type == SkillType.Fei then
return SkillIconType[SkillType.Fei]--被动技
return SkillIconType[SkillType.Fei]--被动技
elseif data.skillConfig.Type == SkillType.ShenWang then
return SkillIconType[SkillType.ShenWang]--被动技
end
end
@ -2804,7 +2840,7 @@ function GetHeroHandBookNaturalImg(lv)
elseif lv==7 then
str="r_hero_tujian_shenhua"
elseif lv==8 then
str="r_hero_tujian_shenhua"
str="r_hero_tujian_shenwang"
end
return str
end

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@ -262,7 +262,7 @@ function this:UpdateHeroInfoData()
--定位描述相关
heroStar=heroConFigData.MaxRank
--self.pizhiImg.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(heroConFigData.Natural))
self.pizhiImg.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(_curStar))
self.pizhiImg.sprite=this.spLoader:LoadSprite(GetHeroQualityStr1(_curStar))
self.pizhiImg:SetNativeSize()
if _CurPageIndex == RoleInfoPanelIndex.pifu then
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",heroConFigData.Id)

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@ -608,25 +608,25 @@ function this.GetSkillsData()
end
--神魂
local heroSkill = {}
heroSkill.skillId = 0
heroSkill.skillConfig = nil
heroSkill.Type = 9
heroSkill.Skilltips = nil
heroSkill.Name = nil
heroSkill.Icon = "r_tongyong_shenhun_icon"
if curHeroData.star < 11 or curHeroData.heroConfig.IsSoulOpen == 0 then
heroSkill.state = -1
else
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) then
heroSkill.state = -1
heroSkill.Name = "100级开启"
else
heroSkill.state = 1
heroSkill.quality = 1
table.insert(skillList, heroSkill)
end
end
-- local heroSkill = {}
-- heroSkill.skillId = 0
-- heroSkill.skillConfig = nil
-- heroSkill.Type = 9
-- heroSkill.Skilltips = nil
-- heroSkill.Name = nil
-- heroSkill.Icon = "r_tongyong_shenhun_icon"
-- if curHeroData.star < 11 or curHeroData.heroConfig.IsSoulOpen == 0 then
-- heroSkill.state = -1
-- else
-- if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) then
-- heroSkill.state = -1
-- heroSkill.Name = "100级开启"
-- else
-- heroSkill.state = 1
-- heroSkill.quality = 1
-- table.insert(skillList, heroSkill)
-- end
-- end
return skillList
end
@ -704,101 +704,101 @@ end
-- end
--单个技能显示
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
-- 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()

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@ -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