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- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59, + - target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59, type: 3} propertyPath: m_AnchoredPosition.y value: 3.2600002 @@ -68850,7 +69096,7 @@ PrefabInstance: propertyPath: m_IsActive value: 0 objectReference: {fileID: 0} - - target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59, + - target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59, type: 3} propertyPath: m_AnchoredPosition.y value: 3.2600002 @@ -68875,12 +69121,12 @@ PrefabInstance: propertyPath: m_AnchoredPosition.y value: -16.999998 objectReference: {fileID: 0} - - target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59, + - target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59, type: 3} propertyPath: m_AnchoredPosition.y value: 3.2600002 objectReference: {fileID: 0} - - target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59, + - target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59, type: 3} propertyPath: m_AnchoredPosition.y value: 3.2600002 diff --git a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua index ec897da158..a4c01e0036 100644 --- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua +++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua @@ -1252,6 +1252,8 @@ UIColor = { YELLOW = Color.New(232 / 255, 181 / 255, 70 / 255, 1), NOT_ENOUGH_RED = Color.New(198/255, 27/255, 33/255, 1), BTN_TEXT = Color.New(50/255, 50/255, 50/255, 1), + PERPLE = Color.New(155/255, 20/255, 255/255, 1), + BLUE = Color.New(20/255, 128/255, 255/255, 1), } UIColorStr = { RED = "#e25b58", diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua index 44d3915457..9b54fc46cb 100644 --- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua +++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua @@ -285,6 +285,13 @@ function this:OnShow() this.CheckCondition() end +-- update方法 +function this:Update() + if this.opView.Update then + this.opView.Update() + end +end + function this:OnClose() isPress = false tempPowerNum = 0 @@ -634,7 +641,14 @@ function this.SetRoleList(_roleDatas, isTop,isAni) -- local curFormation = FormationManager.formationList[this.curFormationIndex] this.scrollView:SetData(_roleDatas, function(index, go) + -- 基础显示 this.SingleHeroDataShow(go, _roleDatas[index]) + -- 神将列表单个神将内容显示定制 + if this.opView.HeroItemAdapter then + this.opView.HeroItemAdapter(go, _roleDatas[index]) + else + Util.GetGameObject(go, "specialType"):SetActive(false) + end end, not isTop,not isAni) end @@ -970,6 +984,7 @@ function this.SingleHeroDataShow(_go, _heroData) UIManager.OpenPanel(UIName.RoleInfoPopup, heroData) end end, 0.5) + end --计算上阵空余位置 返回最小位置 diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/View/FightLevelFormation.lua b/Assets/ManagedResources/~Lua/Modules/Formation/View/FightLevelFormation.lua index 66f410ad0e..3ee0b7f123 100644 --- a/Assets/ManagedResources/~Lua/Modules/Formation/View/FightLevelFormation.lua +++ b/Assets/ManagedResources/~Lua/Modules/Formation/View/FightLevelFormation.lua @@ -8,6 +8,7 @@ this.IsNeedChangeFormation = false local hadClick = false --local GetCurNodeInfo this.nodeData = {} +local _BreathList = {} local curFormationTypeDef --- 逻辑初始化 function this.Init(root, _nodeData) @@ -84,10 +85,10 @@ function this.InitView() this.Tips = Util.GetGameObject(this.root.fightlevelconditionBar,"Tips"):GetComponent("Text") this.Tips.gameObject:SetActive(false) - local condition = this.nodeData.config.ConditionValue or {} + this.condition = this.nodeData.config.ConditionValue or {} if this.nodeData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then - for i, v in pairs(condition) do + for i, v in pairs(this.condition) do local conditionGo = this.conditionList[i] conditionGo:SetActive(true) local noStarImage = Util.GetGameObject(conditionGo, "star/noStarImage") @@ -108,6 +109,8 @@ function this.InitView() this.Tips.gameObject:SetActive(true) this.Tips.text = HardStageBuff[this.nodeData.config.HardStageBuff] and HardStageBuff[this.nodeData.config.HardStageBuff].Describe or "" end + + _BreathList = {} end -- 开始战斗 @@ -158,4 +161,178 @@ function this.HeroUpDownCheck(params, checkFail, CheckSuccess) end +local _showConfig = { + [1] = {text="眩晕", color=UIColor.YELLOW}, + [2] = {text="沉默", color=UIColor.BLUE}, + [3] = {text="麻痹", color=UIColor.GRAY}, + [4] = {text="灼烧", color=UIColor.RED}, + [5] = {text="中毒", color=UIColor.PERPLE}, + [6] = {text="追击", color=UIColor.WRITE}, + [7] = {text="恢复", color=UIColor.GREEN}, +} +local function loopFadeText(txt, highlight, data, index) + Log("loopFadeText") + index = index + 1 + if not data[index] then + loopFadeText(txt, highlight, data, index % #data) + return + end + local con = _showConfig[data[index]] + if not con then + loopFadeText(txt, highlight, data, index % #data) + return + end + txt.text = con.text + txt.color = Color.New(con.color.r, con.color.g, con.color.b, 0) + highlight.color = Color.New(con.color.r, con.color.g, con.color.b, 0) + highlight:DOFade(1, 1) + txt:DOFade(1, 1):OnComplete(function() + highlight:DOFade(0, 1) + txt:DOFade(0, 1):OnComplete(function() + loopFadeText(txt, highlight, data, index % #data) + end) + end) +end + +-- 添加到呼吸显示 +function this.AddBreath(render, callBack) + _BreathList[render] = callBack or function()end + -- 先调用一次 + if callBack then + callBack() + end +end +function this.RemoveBreath(render) + _BreathList[render] = nil +end + +-- +local _dr = 1 +local _a = 0 +function this.Update() + if _dr == 1 and _a < 1 then + _a = _a + 0.02 + if _a >= 1 then + _a = 1 + _dr = 0 + end + elseif _dr == 0 and _a > 0 then + _a = _a - 0.02 + if _a <= 0 then + _a = 0 + _dr = 1 + end + end + + -- + for render, call in pairs(_BreathList) do + render.color = Color.New(render.color.r, render.color.g, render.color.b, _a) + if _a == 0 and call then + call() + end + end +end + +-- +function this.HeroItemAdapter(_go, _heroData) + local showList = {} + for i, v in pairs(this.condition) do + local cc = HardStageCondition[v] + if cc then + local ct = cc.ConditionValue[1] + local v = cc.ConditionValue[2] + if cc.ConditionType == 12 then + -- 斩杀 + elseif cc.ConditionType == 13 then + -- 控制 + if ct == 0 then-- 所有控制 + if table.indexof(_heroData.heroConfig.Orientation, 1) then-- 眩晕 + showList[1] = 1 + end + if table.indexof(_heroData.heroConfig.Orientation, 2) then-- 沉默 + showList[2] = 1 + end + if table.indexof(_heroData.heroConfig.Orientation, 3) then-- 麻痹 + showList[3] = 1 + end + elseif ct == 1 then-- 眩晕 + if table.indexof(_heroData.heroConfig.Orientation, 1) then-- 眩晕 + showList[1] = 1 + end + elseif ct == 2 then-- 沉默 + if table.indexof(_heroData.heroConfig.Orientation, 2) then-- 沉默 + showList[2] = 1 + end + elseif ct == 7 then-- 麻痹 + if table.indexof(_heroData.heroConfig.Orientation, 3) then-- 麻痹 + showList[3] = 1 + end + end + elseif cc.ConditionType == 14 then + -- 持续伤害 + if ct == 0 then-- 所有持续伤害 + if table.indexof(_heroData.heroConfig.Orientation, 4) then-- 灼烧 + showList[4] = 1 + end + if table.indexof(_heroData.heroConfig.Orientation, 5) then-- 中毒 + showList[5] = 1 + end + elseif ct == 1 then-- 灼烧 + if table.indexof(_heroData.heroConfig.Orientation, 4) then-- 灼烧 + showList[4] = 1 + end + elseif ct == 2 then-- 中毒 + if table.indexof(_heroData.heroConfig.Orientation, 5) then-- 中毒 + showList[5] = 1 + end + end + elseif cc.ConditionType == 15 then + -- 追击 + if table.indexof(_heroData.heroConfig.Orientation, 6) then-- 追击 + showList[6] = 1 + end + elseif cc.ConditionType == 16 then + -- 恢复 + if table.indexof(_heroData.heroConfig.Orientation, 7) then-- 恢复 + showList[7] = 1 + end + end + end + end + + local loopList = {} + for k, v in pairs(showList) do + table.insert(loopList, k) + end + local spType = Util.GetGameObject(_go, "specialType") + local highlight = Util.GetGameObject(_go, "highlight"):GetComponent("Image") + local txt = Util.GetGameObject(spType, "Text"):GetComponent("Text") + if #loopList > 0 then + -- 排序 + table.sort(loopList, function(a, b) + return a < b + end) + -- + spType:SetActive(true) + highlight.gameObject:SetActive(true) + local index = 0 + this.AddBreath(highlight) + this.AddBreath(txt, function() + index = index % #loopList + 1 + local con = _showConfig[loopList[index]] + if con then + txt.text = con.text + txt.color = Color.New(con.color.r, con.color.g, con.color.b, 0) + highlight.color = Color.New(con.color.r, con.color.g, con.color.b, 0) + end + end) + -- loopFadeText(txt, highlight:GetComponent("Image"), loopList, 0) + else + spType:SetActive(false) + highlight.gameObject:SetActive(false) + this.RemoveBreath(highlight) + this.RemoveBreath(txt) + end +end + return this \ No newline at end of file