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node.transform.localPosition = Vector3.New(0 ,0,0) + node.transform.localPosition = Vector3.New(0 ,0, 0) return node end self.UsedIndex[type] = self.UsedIndex[type] + 1 local node = self.NodeList[type][self.UsedIndex[type]] node.transform:SetParent(parent.transform) - node.transform.localPosition = Vector3.New(0 ,0,0) + node.transform.localPosition = Vector3.New(0 ,0, 0) node:SetActive(true) return node end @@ -101,9 +101,15 @@ function GiveMePowerPanel:InitComponent() this.groupBox = Util.GetGameObject(this.heroPanel, "demons") this.heroChoose = Util.GetGameObject(this.heroPanel, "demons/choose") - this.btnAddHero = Util.GetGameObject(this.heroPanel, "demons/add") this.btnMyGroup = Util.GetGameObject(this.heroPanel, "orggroup") + this.btnAddHero = {} + this.groupBox = {} + for i = 1, 6 do + this.btnAddHero[i] = Util.GetGameObject(this.heroPanel, "demons/add"..i) + this.groupBox[i] = Util.GetGameObject(this.heroPanel, "demons/item"..i) + end + this.curHeroName = Util.GetGameObject(this.heroPanel, "curHero/name"):GetComponent("Text") this.curHeroProgress = Util.GetGameObject(this.heroPanel, "curHero/progress"):GetComponent("Slider") this.curHeroGrade = Util.GetGameObject(this.heroPanel, "curHero/progress/Text"):GetComponent("Text") @@ -133,11 +139,13 @@ function GiveMePowerPanel:BindEvent() Util.AddClick(this.btnMyGroup, function() --UIManager.OpenPanel(UIName.FormationPanel, FORMATION_TYPE.MAIN) --JumpManager.GoJump(1013) - UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.MAIN) - end) - Util.AddClick(this.btnAddHero, function() - JumpManager.GoJump(1023) + UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION) end) + for i = 1, 6 do + Util.AddOnceClick(this.btnAddHero[i], function() + UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION) + end) + end -- 初始化Tab管理器 this.TabCtrl = TabBox.New() @@ -180,29 +188,27 @@ function this.RefreshHeroPanelShow() -- local power = 0 local formationData = FormationManager.GetFormationByID(FormationManager.curFormationIndex) - for i = 1, 5 do - local go = this.groupBox.transform:GetChild(i-1).gameObject - if formationData.teamHeroInfos[i] then - go:SetActive(true) - local heroDId = formationData.teamHeroInfos[i].heroId - local allEquipAddProVal = HeroManager.CalculateHeroAllProValList(1, heroDId, false) - power = power + allEquipAddProVal[HeroProType.WarPower] - local heroData = HeroManager.GetSingleHeroData(heroDId) - this.SingleHeroDataShow(go, heroData, i) - if i == 1 then - this.ChooseHero(go, heroData, i) - end - else - go:SetActive(false) - end + for i = 1, 6 do + this.groupBox[i]:SetActive(false) + this.btnAddHero[i]:SetActive(true) end + for _, hero in pairs(formationData.teamHeroInfos) do + local pos = hero.position + this.groupBox[pos]:SetActive(true) + this.btnAddHero[pos]:SetActive(false) - local heroNum = #formationData.teamHeroInfos - this.btnAddHero:SetActive(heroNum < 5) - if heroNum < 5 then - local pos = this.groupBox.transform:GetChild(heroNum).transform.localPosition - this.btnAddHero.transform.localPosition = pos + + local heroDId = hero.heroId + local allEquipAddProVal = HeroManager.CalculateHeroAllProValList(1, heroDId, false) + power = power + allEquipAddProVal[HeroProType.WarPower] + local heroData = HeroManager.GetSingleHeroData(heroDId) + this.SingleHeroDataShow(this.groupBox[pos], heroData, pos) + + + if not this._CurHeroIndex or this._CurHeroIndex > pos then + this.ChooseHero(this.groupBox[pos], heroData, pos) + end end this.forceValue.text = power end diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua index 9a7e905788..e1faa6be26 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua @@ -1,4 +1,4 @@ - require("Base/BasePanel") +require("Base/BasePanel") RoleListPanel = Inherit(BasePanel) local this = RoleListPanel local sortType = 1 -- 1:品阶 2:等级