神魂提交
parent
d4d9b88fe7
commit
9f59cb3b64
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@ -108,7 +108,7 @@ RectTransform:
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@ -1387,7 +1387,8 @@ RectTransform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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@ -1770,3 +1771,77 @@ MonoBehaviour:
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m_UseSpriteMesh: 0
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@ -24893,7 +24893,7 @@ MonoBehaviour:
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- initV3: {x: -723, y: -35.05005, z: 0}
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initFloat: 0
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isInit: 1
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changeV3: {x: 6, y: -35.05005, z: 0}
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changeV3: {x: 0, y: -35.05005, z: 0}
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changeFloat: 0
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duration: 0.5
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delay: 0
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@ -1562,6 +1562,7 @@ FUNCTION_OPEN_TYPE = {
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QIJIESHILIAN = 112,--七界试炼
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FOURQUADRANT=113,--四象心法
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PLAYER_SKILL = 115, --主角技能
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shenhun = 116,
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}
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TaskGetBtnIconDef = {
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@ -222,11 +222,13 @@ end
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--检测红点
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function this.CheckRedPointGodSoul(curHeroData)
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if curHeroData.heroConfig.IsSoulOpen == 1 then
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return true
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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
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or curHeroData.heroConfig.IsSoulOpen == 0 or curHeroData.star < 11 then
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return false
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end
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local lv = this.GetGodSoulLv(curHeroData.dynamicId)
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return this.CheckCanUpGodSoul(curHeroData,lv + 1)
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local isShow = this.CheckCanUpGodSoul(curHeroData,lv + 1) or false
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return isShow
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end
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--筛选符合条件的所有神将
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@ -330,9 +332,9 @@ function this.CheckCanUpGodSoul(curHeroData,lv,datas)
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return isAll,enoughData,enoughDatas
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end
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if godData then
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for k,v in pairs(godDatas) do
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for k,v in pairs(godDatas) do
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local isChoosed = this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,v.dynamicId)
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if isChoosed and isChoosed ~= lv then
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if isChoosed and isChoosed ~= lv and isChoosed > 0 then
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else
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for j = 1,#godData do
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if v.star >= godData[j].star then
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@ -243,7 +243,9 @@ function this:UpdateHeroInfoData()
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_CurPageIndex = RoleInfoPanelIndex.qingbao
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end
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elseif _CurPageIndex == RoleInfoPanelIndex.shenhun then
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if heroConFigData.IsSoulOpen == 0 then
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
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and heroConFigData.IsSoulOpen == 1 and _curStar > 10 then
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else
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_CurPageIndex = RoleInfoPanelIndex.qingbao
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end
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end
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@ -284,10 +286,11 @@ function HandBookHeroInfoPanel:UpdateBtnList()
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tabsList[k].gameObject:SetActive(false)
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end
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elseif k == RoleInfoPanelIndex.shenhun then
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if heroConFigData.IsSoulOpen == 0 then
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tabsList[k].gameObject:SetActive(false)
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
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and heroConFigData.IsSoulOpen == 1 and _curStar > 10 then
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tabsList[k].gameObject:SetActive(true)
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else
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tabsList[k].gameObject:SetActive(true)
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tabsList[k].gameObject:SetActive(false)
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end
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else
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tabsList[k].gameObject:SetActive(true)
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@ -2887,8 +2887,8 @@ function this.GetFormationHeroRedPoint()
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this.GetIsShowTalismanRedPoint(curHeroData) or
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(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0) or
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0)
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
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GodSoulManager.CheckRedPointGodSoul(curHeroData)
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then
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return true
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end
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@ -2937,7 +2937,8 @@ function this.GetCurHeroIsShowRedPoint(curHeroData)
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this.GetIsShowTalismanRedPoint(curHeroData) or
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(#this.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0 and isCanUpEquipTreasure) or
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0)
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HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
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GodSoulManager.CheckRedPointGodSoul(curHeroData)
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end
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--获取当前英雄的下一突破 和 升星 静态数据
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function this.GetCurHeroUpLvOrUpStarSData(curHeroData)
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@ -81,6 +81,8 @@ function RoleGodSoulLayout:UpdateGodList()
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self.gridList[i].costGrid = Util.GetGameObject(self.gridList[i].go,"middle/costGrid")
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self.gridList[i].costList = {}
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self.gridList[i].add = Util.GetGameObject(self.gridList[i].go,"add")
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self.gridList[i].red = Util.GetGameObject(self.gridList[i].add,"red")
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self.gridList[i].red.gameObject:SetActive(false)
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self.gridList[i].des = Util.GetGameObject(self.gridList[i].go,"bottom/des"):GetComponent("Text")
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end
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self.gridList[i].go.gameObject:SetActive(true)
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@ -161,6 +163,8 @@ function RoleGodSoulLayout:UpdataSingleGod(index)
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Util.SetGray(self.gridList[index].godGrid,true) --勾魂图标 未激活时置灰
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--Util.SetGray(self.gridList[index].des.gameObject,true)
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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
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local isShow = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,index) or false
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self.gridList[index].red.gameObject:SetActive(isShow)
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else
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Util.SetGray(self.gridList[index].godGrid,false)
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--Util.SetGray(self.gridList[index].des.gameObject,false)
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@ -442,16 +442,21 @@ function this:UpdateBtnList()
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elseif k == RoleInfoPanelIndex.jinjie then
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if curHeroData.star < 10 then
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tabsList[k].gameObject:SetActive(true)
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else
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tabsList[k].gameObject:SetActive(false)
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end
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elseif k == RoleInfoPanelIndex.juexing then
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if curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
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tabsList[k].gameObject:SetActive(true)
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else
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tabsList[k].gameObject:SetActive(false)
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end
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elseif k == RoleInfoPanelIndex.shenhun then
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if curHeroData.heroConfig.IsSoulOpen == 0 then
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tabsList[k].gameObject:SetActive(false)
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else
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
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and curHeroData.heroConfig.IsSoulOpen == 1 and curHeroData.star > 10 then
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tabsList[k].gameObject:SetActive(true)
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else
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tabsList[k].gameObject:SetActive(false)
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end
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else
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tabsList[k].gameObject:SetActive(true)
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@ -548,7 +553,7 @@ function this:UpdateHeroInfoData()
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end
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elseif _CurPageIndex == RoleInfoPanelIndex.jinjie then
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if (curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake))
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or (not curHeroData.star < 10) then
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or (not (curHeroData.star < 10)) then
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_CurPageIndex = 1
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end
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elseif _CurPageIndex == RoleInfoPanelIndex.juexing then
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@ -557,7 +562,9 @@ function this:UpdateHeroInfoData()
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_CurPageIndex = 1
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end
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elseif _CurPageIndex == RoleInfoPanelIndex.shenhun then
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if curHeroData.heroConfig.IsSoulOpen == 0 then
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
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and curHeroData.heroConfig.IsSoulOpen == 1 and curHeroData.star > 10 then
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else
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_CurPageIndex = 1
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end
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end
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