神魂提交

dev_chengFeng
jiaoyangna 2021-10-27 17:04:33 +08:00
parent d4d9b88fe7
commit 9f59cb3b64
8 changed files with 113 additions and 20 deletions

View File

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View File

@ -24893,7 +24893,7 @@ MonoBehaviour:
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initFloat: 0
isInit: 1
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View File

@ -1562,6 +1562,7 @@ FUNCTION_OPEN_TYPE = {
QIJIESHILIAN = 112,--七界试炼
FOURQUADRANT=113,--四象心法
PLAYER_SKILL = 115, --主角技能
shenhun = 116,
}
TaskGetBtnIconDef = {

View File

@ -222,11 +222,13 @@ end
--检测红点
function this.CheckRedPointGodSoul(curHeroData)
if curHeroData.heroConfig.IsSoulOpen == 1 then
return true
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
or curHeroData.heroConfig.IsSoulOpen == 0 or curHeroData.star < 11 then
return false
end
local lv = this.GetGodSoulLv(curHeroData.dynamicId)
return this.CheckCanUpGodSoul(curHeroData,lv + 1)
local isShow = this.CheckCanUpGodSoul(curHeroData,lv + 1) or false
return isShow
end
--筛选符合条件的所有神将
@ -330,9 +332,9 @@ function this.CheckCanUpGodSoul(curHeroData,lv,datas)
return isAll,enoughData,enoughDatas
end
if godData then
for k,v in pairs(godDatas) do
for k,v in pairs(godDatas) do
local isChoosed = this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,v.dynamicId)
if isChoosed and isChoosed ~= lv then
if isChoosed and isChoosed ~= lv and isChoosed > 0 then
else
for j = 1,#godData do
if v.star >= godData[j].star then

View File

@ -243,7 +243,9 @@ function this:UpdateHeroInfoData()
_CurPageIndex = RoleInfoPanelIndex.qingbao
end
elseif _CurPageIndex == RoleInfoPanelIndex.shenhun then
if heroConFigData.IsSoulOpen == 0 then
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
and heroConFigData.IsSoulOpen == 1 and _curStar > 10 then
else
_CurPageIndex = RoleInfoPanelIndex.qingbao
end
end
@ -284,10 +286,11 @@ function HandBookHeroInfoPanel:UpdateBtnList()
tabsList[k].gameObject:SetActive(false)
end
elseif k == RoleInfoPanelIndex.shenhun then
if heroConFigData.IsSoulOpen == 0 then
tabsList[k].gameObject:SetActive(false)
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
and heroConFigData.IsSoulOpen == 1 and _curStar > 10 then
tabsList[k].gameObject:SetActive(true)
else
tabsList[k].gameObject:SetActive(true)
tabsList[k].gameObject:SetActive(false)
end
else
tabsList[k].gameObject:SetActive(true)

View File

@ -2887,8 +2887,8 @@ function this.GetFormationHeroRedPoint()
this.GetIsShowTalismanRedPoint(curHeroData) or
(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0) or
HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0)
HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
GodSoulManager.CheckRedPointGodSoul(curHeroData)
then
return true
end
@ -2937,7 +2937,8 @@ function this.GetCurHeroIsShowRedPoint(curHeroData)
this.GetIsShowTalismanRedPoint(curHeroData) or
(#this.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0 and isCanUpEquipTreasure) or
HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0)
HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
GodSoulManager.CheckRedPointGodSoul(curHeroData)
end
--获取当前英雄的下一突破 和 升星 静态数据
function this.GetCurHeroUpLvOrUpStarSData(curHeroData)

View File

@ -81,6 +81,8 @@ function RoleGodSoulLayout:UpdateGodList()
self.gridList[i].costGrid = Util.GetGameObject(self.gridList[i].go,"middle/costGrid")
self.gridList[i].costList = {}
self.gridList[i].add = Util.GetGameObject(self.gridList[i].go,"add")
self.gridList[i].red = Util.GetGameObject(self.gridList[i].add,"red")
self.gridList[i].red.gameObject:SetActive(false)
self.gridList[i].des = Util.GetGameObject(self.gridList[i].go,"bottom/des"):GetComponent("Text")
end
self.gridList[i].go.gameObject:SetActive(true)
@ -161,6 +163,8 @@ function RoleGodSoulLayout:UpdataSingleGod(index)
Util.SetGray(self.gridList[index].godGrid,true) --勾魂图标 未激活时置灰
--Util.SetGray(self.gridList[index].des.gameObject,true)
self.gridList[index].des.text = string.format("<color=#B5AA95>%s</color>",self.godDatas[index].skill) --神魂效果 绿色 未激活时置灰
local isShow = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,index) or false
self.gridList[index].red.gameObject:SetActive(isShow)
else
Util.SetGray(self.gridList[index].godGrid,false)
--Util.SetGray(self.gridList[index].des.gameObject,false)

View File

@ -442,16 +442,21 @@ function this:UpdateBtnList()
elseif k == RoleInfoPanelIndex.jinjie then
if curHeroData.star < 10 then
tabsList[k].gameObject:SetActive(true)
else
tabsList[k].gameObject:SetActive(false)
end
elseif k == RoleInfoPanelIndex.juexing then
if curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
tabsList[k].gameObject:SetActive(true)
else
tabsList[k].gameObject:SetActive(false)
end
elseif k == RoleInfoPanelIndex.shenhun then
if curHeroData.heroConfig.IsSoulOpen == 0 then
tabsList[k].gameObject:SetActive(false)
else
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
and curHeroData.heroConfig.IsSoulOpen == 1 and curHeroData.star > 10 then
tabsList[k].gameObject:SetActive(true)
else
tabsList[k].gameObject:SetActive(false)
end
else
tabsList[k].gameObject:SetActive(true)
@ -548,7 +553,7 @@ function this:UpdateHeroInfoData()
end
elseif _CurPageIndex == RoleInfoPanelIndex.jinjie then
if (curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake))
or (not curHeroData.star < 10) then
or (not (curHeroData.star < 10)) then
_CurPageIndex = 1
end
elseif _CurPageIndex == RoleInfoPanelIndex.juexing then
@ -557,7 +562,9 @@ function this:UpdateHeroInfoData()
_CurPageIndex = 1
end
elseif _CurPageIndex == RoleInfoPanelIndex.shenhun then
if curHeroData.heroConfig.IsSoulOpen == 0 then
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
and curHeroData.heroConfig.IsSoulOpen == 1 and curHeroData.star > 10 then
else
_CurPageIndex = 1
end
end