【归元修改】 神将 法宝 归元修改

dev_chengFeng
zhangqiang 2021-03-30 16:36:00 +08:00
parent 2e886d4524
commit 9faf244e40
11 changed files with 22625 additions and 21973 deletions

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@ -425,6 +425,8 @@ GameEvent = {
},
Role={
UpdateSkin="Role.UpdateSkin",-- 刷新皮肤
UpdateRoleInfoPanel="Role.UpdateRoleInfoPanel",-- 刷新详情界面
UpdateTalismanInfoPanel="Role.UpdateTalismanInfoPanel",-- 刷新法宝界面
},
HongMeng={

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@ -14,12 +14,16 @@ local itemList = {}
local selectHeroData
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local itemNum = nil
local heroUseCount = nil
local heroUseItemId = nil
function this:InitComponent(gameObject)
this.titleText = Util.GetGameObject(gameObject, "TitleText"):GetComponent("Text")
this.bodyText = Util.GetGameObject(gameObject, "BodyText"):GetComponent("Text")
this.cancelBtn = Util.GetGameObject(gameObject, "CancelBtn")
this.confirmBtn = Util.GetGameObject(gameObject, "ConfirmBtn")
this.itemImage = Util.GetGameObject(gameObject, "ConfirmBtn/itemImage"):GetComponent("Image")
this.itemImageText = Util.GetGameObject(gameObject, "ConfirmBtn/itemText"):GetComponent("Text")
--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root/Viewport/Content")
end
@ -34,12 +38,26 @@ function this:BindEvent()
data=v.dynamicId
break
end
if itemNum < heroUseCount then
PopupTipPanel.ShowTip(string.format( Language[10298],ConfigManager.GetConfigData(ConfigName.ItemConfig,heroUseItemId).Name))
return
end
NetManager.HeroRetureEvent(data, function(msg)
local oldPowerNum = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
HeroManager.ResetHero(data)
PopupTipPanel.ShowTip(Language[11608])
parent:ClosePanel()
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
ResolvePanel.SwitchView(2,true,true)
-- ResolvePanel.SwitchView(2,true,true)
local mainFormationHeroList = FormationManager.GetAllMainFormationHeroId()
if mainFormationHeroList[data] then
local newPowerNum = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if oldPowerNum ~= newPowerNum then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPowerNum,newValue = newPowerNum})
end
end
Game.GlobalEvent:DispatchEvent(GameEvent.Role.UpdateRoleInfoPanel)
end,0,nil,nil,1)
end)
end)
@ -52,6 +70,7 @@ function this:RemoveListener()
end
function this:OnShow(_parent,...)
LogBlue("sssssssssssssssssssssssssssss")
parent=_parent
sortingOrder =_parent.sortingOrder
local args = {...}
@ -69,6 +88,41 @@ function this:OnShow(_parent,...)
_data[i] = {dropList[i].id,dropList[i].num,nil,dropList[i].star}
end
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,8,1,sortingOrder,false,_data)
--英雄消耗道具数量
heroUseCount=0
heroUseItemId=0
local pId = nil
local curHeroData = nil
for k,v in pairs(selectHeroData) do
curHeroData=v
break
end
if curHeroData == nil then return end
local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
if curHeroData.breakId == 0 then
pId=0
else
pId= heroRankupConfig[curHeroData.breakId].Phase[2]
end
local heroReturnConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.HeroReturn,"HeroId",curHeroData.id,"Star",pId)
if not heroReturnConfig then
LogRed("HeroId"..curHeroData.id.." Star"..pId.." curHeroData.breakId"..curHeroData.breakId)
heroUseCount= 50
heroUseItemId = 16
else
heroUseCount= heroReturnConfig.ReturnConsume[1][2]
heroUseItemId = heroReturnConfig.ReturnConsume[1][1]
end
itemNum = BagManager.GetItemCountById(heroUseItemId)
LogBlue("heroUseItemId "..heroUseItemId.." itemNum "..itemNum.." heroUseCount "..heroUseCount)
if itemNum >= heroUseCount then
this.itemImageText.text = string.format("<color=#FFF8EC>×%s</color>", heroUseCount)
else
this.itemImageText.text = string.format("<color=#C66366FF>×%s</color>", heroUseCount)
end
this.itemImage.sprite = Util.LoadSprite(GetResourcePath(itemConfig[heroUseItemId].ResourceID))
end
function this:OnClose()

View File

@ -34,13 +34,22 @@ function this:BindEvent()
table.insert(data,v.dynamicId)
end
NetManager.EspecialEquipBackRequest(data, function(msg)
local oldPowerNum = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
for i = 1, #data do
HeroManager.SetTalismanLv(data[i], 1)
end
PopupTipPanel.ShowTip(Language[11611])
parent:ClosePanel()
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
ResolvePanel.SwitchView(3,true,true)
-- ResolvePanel.SwitchView(3,true,true)
local mainFormationHeroList = FormationManager.GetAllMainFormationHeroId()
if mainFormationHeroList[data[1]] then
local newPowerNum = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if oldPowerNum ~= newPowerNum then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPowerNum,newValue = newPowerNum})
end
end
Game.GlobalEvent:DispatchEvent(GameEvent.Role.UpdateTalismanInfoPanel)
end,0,nil,nil,1)
end)
end)

View File

@ -24,6 +24,8 @@ function TenRecruitPanel:InitComponent()
for i = 1, 10 do
cardList[i] = SubUIManager.Open(SubUIConfig.RoleItemView, this.grid.transform)
end
-- 上部货币显示
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
end
--绑定事件(用于子类重写)
@ -111,6 +113,7 @@ function TenRecruitPanel:OnOpen(...)
this.againIcon.sprite=Util.LoadSprite(artResourcesConfig[itemConfig[d[1]].ResourceID].Name)
this.againNum.text="×"..d[2]
maxTimesId=lotterySetting[type].MaxTimes --特权上限ID
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
end
--界面关闭时调用(用于子类重写)
@ -120,6 +123,7 @@ end
--界面销毁时调用(用于子类重写)
function TenRecruitPanel:OnDestroy()
SubUIManager.Close(this.UpView)
end

View File

@ -7,10 +7,10 @@ local isSha=false--筛选按钮状态
local TabBox = require("Modules/Common/TabBox")
local _TabData={
[1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11732] },
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11733] },
[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11734] },
[4] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11603] },
[5] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11735] },
-- [2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11733] },
-- [3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11734] },
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11603] },
[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[11735] },
}
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
@ -19,21 +19,21 @@ this.contents = {
--献祭
[1] = {view = require("Modules/Resolve/View/Resolve_Dismantle"), panelName = "Resolve_Dismantle"},
--回溯
[2] = {view = require("Modules/Resolve/View/Resolve_Recall"), panelName = "Resolve_Recall"},
-- [2] = {view = require("Modules/Resolve/View/Resolve_Recall"), panelName = "Resolve_Recall"},
--法宝归元
[3] = {view = require("Modules/Resolve/View/Resolve_Talisman"), panelName = "Resolve_Talisman"},
-- [3] = {view = require("Modules/Resolve/View/Resolve_Talisman"), panelName = "Resolve_Talisman"},
--宝物分解
[4] = {view = require("Modules/Resolve/View/Resolve_EquipTreasure"), panelName = "Resolve_EquipTreasure"},
[2] = {view = require("Modules/Resolve/View/Resolve_EquipTreasure"), panelName = "Resolve_EquipTreasure"},
--放生灵兽
[5] = {view = require("Modules/Resolve/View/Resolve_Pokemon"), panelName = "Resolve_Pokemon"},
[3] = {view = require("Modules/Resolve/View/Resolve_Pokemon"), panelName = "Resolve_Pokemon"},
}
--子模块预设
this.prefabs={}
--上一子模块索引
local curIndex=0
--Title资源名
local titleImageName={"gongsong_zh","guiyuan_zh","h_guiyuan_zi_zh","h_xianji_fenjie_zh","lingshou_lingshoufangshengzi_zh"}
local bgImageName={"h_xianji_ditu","h_huisu_ditu","h_xianji_guiyuanditu","h_xianji_fenjieditu","lingshou_lingshoubeijing_03"}
local titleImageName={"gongsong_zh","h_xianji_fenjie_zh","lingshou_lingshoufangshengzi_zh"}--,"guiyuan_zh","h_guiyuan_zi_zh"
local bgImageName={"h_xianji_ditu","h_xianji_fenjieditu","lingshou_lingshoubeijing_03"}--,"h_huisu_ditu","h_xianji_guiyuanditu"
local heroEndBtns = {}
local tabSortType
@ -56,7 +56,7 @@ function ResolvePanel:InitComponent()
this.selectHeroBtn = Util.GetGameObject(this.panel, "endTabs/selectBtn")
for i = 1, 5 do
for i = 1, 3 do
heroEndBtns[i]=Util.GetGameObject(this.panel, "endTabs/btnHeroGrid/btnHeroGrid/Btn"..i-1)
Util.GetGameObject(heroEndBtns[i],"Image"):GetComponent("Image").sprite = Util.LoadSprite(PropertyIcon[i-1])
end
@ -183,23 +183,23 @@ function this.SwitchView(index,isNotTop,isNotAni)
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeartFireStone})
this.bgIma.sprite=Util.LoadSprite(bgImageName[1])
this.title.sprite=Util.LoadSprite(titleImageName[1])
-- elseif index==2 then
-- this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
-- this.bgIma.sprite=Util.LoadSprite(bgImageName[2])
-- this.title.sprite=Util.LoadSprite(titleImageName[2])
-- elseif index==3 then
-- this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
-- this.bgIma.sprite=Util.LoadSprite(bgImageName[3])
-- this.title.sprite=Util.LoadSprite(titleImageName[3])
elseif index==2 then
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
this.bgIma.sprite=Util.LoadSprite(bgImageName[2])
this.title.sprite=Util.LoadSprite(titleImageName[2])
elseif index==3 then
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
this.bgIma.sprite=Util.LoadSprite(bgImageName[3])
this.title.sprite=Util.LoadSprite(titleImageName[3])
elseif index==4 then
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
this.bgIma.sprite=Util.LoadSprite(bgImageName[4])
this.title.sprite=Util.LoadSprite(titleImageName[4])
elseif index==5 then
this.shaiBtn:SetActive(false)
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
this.bgIma.sprite=Util.LoadSprite(bgImageName[5])
this.title.sprite=Util.LoadSprite(titleImageName[5])
this.bgIma.sprite=Util.LoadSprite(bgImageName[3])
this.title.sprite=Util.LoadSprite(titleImageName[4])
end
this.title:SetNativeSize()
@ -223,11 +223,11 @@ end
--特殊的开启条件
function this.SetBottomBarIsActive(tab, index)
local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig)
if index == 4 then
if index == 2 then
local string = ConfigData[40].Value
local num = string.split(string.split(string,"|")[1],"#")[2]
tab:SetActive(PlayerManager.level >= tonumber(num))
elseif index == 5 then
elseif index == 3 then
tab.gameObject:SetActive(ActTimeCtrlManager.IsQualifiled(FUNCTION_OPEN_TYPE.POKEMON))
end
end

View File

@ -57,6 +57,8 @@ function RoleInfoPanel:InitComponent()
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
this.posBtn=Util.GetGameObject(this.optionUp,"posBtn")--角色定位按钮
this.posBtn:GetComponent("Image").sprite = Util.LoadSprite("r_hero_dingweianniu_zh")
this.RecallBtn=Util.GetGameObject(this.optionUp,"RecallBtn")--角色归元按钮
this.RecallBtn:GetComponent("Image").sprite = Util.LoadSprite("r_hero_dingweianniu_zh")
this.shareBtn=Util.GetGameObject(this.optionUp,"shareBtn")--分享按钮
this.bg = Util.GetGameObject(self.gameObject, "bg")
screenAdapte(this.bg)
@ -142,6 +144,38 @@ function RoleInfoPanel:BindEvent()
UIManager.OpenPanel(UIName.RolePosInfoPopup,curHeroData.heroConfig,curHeroData.star)
end)
--角色归元按钮
Util.AddClick(this.RecallBtn,function()
if curHeroData.lv <= 1 then
PopupTipPanel.ShowTip("1级神将无法进行归元")
return
end
if HarmonyManager.IsChangeColor(curHeroData.dynamicId) then
PopupTipPanel.ShowTip(Language[12184])
return
end
if HarmonyManager:IsEnvoy(curHeroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() ~= 0 then
if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0 then
PopupTipPanel.ShowTip(Language[12184])
return
end
end
if curHeroData.lockState == 1 then
PopupTipPanel.ShowTip("此神将已被锁定!")
-- MsgPanel.ShowTwo(Language[11740], nil, function()
-- NetManager.HeroLockEvent(curHeroData.dynamicId,0,function ()
-- PopupTipPanel.ShowTip(Language[11741])
-- HeroManager.UpdateSingleHeroLockState(curHeroData.dynamicId,0)
-- end)
-- end)
return
end
local selectHero = {}
selectHero[curHeroData.dynamicId] = curHeroData
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveRecall,
HeroManager.GetHeroReturnItems(selectHero,GENERAL_POPUP_TYPE.ResolveRecall),selectHero)
end)
--左切换按钮
Util.AddClick(this.leftBtn, function()
this:LeftBtnOnClick()
@ -205,6 +239,7 @@ function RoleInfoPanel:AddListener()
this.PageList[i]:AddListener()
end
end
Game.GlobalEvent:AddEvent(GameEvent.Role.UpdateRoleInfoPanel, this.ResolveUpdateHeroInfoData,self)
end
--移除事件监听(用于子类重写)
@ -215,6 +250,7 @@ function RoleInfoPanel:RemoveListener()
this.PageList[i]:RemoveListener()
end
end
Game.GlobalEvent:RemoveEvent(GameEvent.Role.UpdateRoleInfoPanel, this.ResolveUpdateHeroInfoData,self)
end
this.UpdateSkinShow = function()
@ -721,4 +757,13 @@ function this:HeroLockEvent()
end
end)
end
function this:ResolveUpdateHeroInfoData()
curHeroData = HeroManager.GetSingleHeroData(curHeroData.dynamicId)
for i = 1, #heroDatas do
if curHeroData.dynamicId == heroDatas[i].dynamicId then
heroDatas[i] = curHeroData
end
end
this:UpdateHeroInfoData()--刷新界面方法
end
return this

View File

@ -27,6 +27,7 @@ function RoleTalismanPanelV2:InitComponent()
this.backBtn= Util.GetGameObject(this.gameObject, "BackBtn/Btn")
this.advanceBtn=Util.GetGameObject(this.gameObject,"AdvanceBtn")--进阶按钮
this.advanceBtnRedPot=Util.GetGameObject(this.gameObject,"AdvanceBtn/redPoint")
this.RecallBtn=Util.GetGameObject(this.gameObject,"RecallBtn")--归元按钮
this.leftBtn = Util.GetGameObject(this.gameObject, "LeftBtn")
this.rightBtn = Util.GetGameObject(this.gameObject, "RightBtn")
this.helpBtn= Util.GetGameObject(this.transform, "HelpBtn")
@ -86,12 +87,26 @@ function RoleTalismanPanelV2:BindEvent()
UIManager.OpenPanel(UIName.TalismanInfoPanel,curHeroData,heroListData)
end
end)
--进阶按钮
Util.AddClick(this.RecallBtn, function()
if curHeroData.talismanList and curHeroData.talismanList <= 1 then
PopupTipPanel.ShowTip("1级法宝无法进行归元")
return
end
local selectHero = {}
selectHero[curHeroData.dynamicId] = curHeroData
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TalismanResolve,
HeroManager.GetHeroReturnItems(selectHero,GENERAL_POPUP_TYPE.TalismanResolve),selectHero)
end)
end
function RoleTalismanPanelV2:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Role.UpdateTalismanInfoPanel,this.RefrehsHeroAndTalisman)
end
function RoleTalismanPanelV2:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Role.UpdateTalismanInfoPanel,this.RefrehsHeroAndTalisman)
end
function RoleTalismanPanelV2:OnSortingOrderChange()
@ -242,4 +257,13 @@ function this.OnShowHeroAndTalisman()
local str=string.sub(table.concat(strTable),1,-2)--将表里字符串拼接 --去除最后\n
this.dowerText.text=str
end
function this.RefrehsHeroAndTalisman()
curHeroData = HeroManager.GetSingleHeroData(curHeroData.dynamicId)
for i = 1, #heroListData do
if curHeroData.dynamicId == heroListData[i].dynamicId then
heroListData[i] = curHeroData
end
end
this:OnShowHeroAndTalisman()--刷新界面方法
end
return RoleTalismanPanelV2