我要变强界面匹配当前版本修改
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dfac8836db
commit
9ff8dbf943
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@ -28,13 +28,13 @@ function TempPool:GetNode(type, parent)
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self.UsedIndex[type] = self.UsedIndex[type] + 1
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self.UsedIndex[type] = self.UsedIndex[type] + 1
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local node = newObjToParent(mom, parent)
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local node = newObjToParent(mom, parent)
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table.insert(self.NodeList[type], node)
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table.insert(self.NodeList[type], node)
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node.transform.localPosition = Vector3.New(0 ,0,0)
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node.transform.localPosition = Vector3.New(0 ,0, 0)
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return node
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return node
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end
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end
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self.UsedIndex[type] = self.UsedIndex[type] + 1
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self.UsedIndex[type] = self.UsedIndex[type] + 1
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local node = self.NodeList[type][self.UsedIndex[type]]
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local node = self.NodeList[type][self.UsedIndex[type]]
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node.transform:SetParent(parent.transform)
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node.transform:SetParent(parent.transform)
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node.transform.localPosition = Vector3.New(0 ,0,0)
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node.transform.localPosition = Vector3.New(0 ,0, 0)
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node:SetActive(true)
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node:SetActive(true)
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return node
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return node
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end
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end
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@ -101,9 +101,15 @@ function GiveMePowerPanel:InitComponent()
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this.groupBox = Util.GetGameObject(this.heroPanel, "demons")
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this.groupBox = Util.GetGameObject(this.heroPanel, "demons")
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this.heroChoose = Util.GetGameObject(this.heroPanel, "demons/choose")
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this.heroChoose = Util.GetGameObject(this.heroPanel, "demons/choose")
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this.btnAddHero = Util.GetGameObject(this.heroPanel, "demons/add")
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this.btnMyGroup = Util.GetGameObject(this.heroPanel, "orggroup")
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this.btnMyGroup = Util.GetGameObject(this.heroPanel, "orggroup")
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this.btnAddHero = {}
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this.groupBox = {}
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for i = 1, 6 do
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this.btnAddHero[i] = Util.GetGameObject(this.heroPanel, "demons/add"..i)
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this.groupBox[i] = Util.GetGameObject(this.heroPanel, "demons/item"..i)
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end
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this.curHeroName = Util.GetGameObject(this.heroPanel, "curHero/name"):GetComponent("Text")
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this.curHeroName = Util.GetGameObject(this.heroPanel, "curHero/name"):GetComponent("Text")
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this.curHeroProgress = Util.GetGameObject(this.heroPanel, "curHero/progress"):GetComponent("Slider")
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this.curHeroProgress = Util.GetGameObject(this.heroPanel, "curHero/progress"):GetComponent("Slider")
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this.curHeroGrade = Util.GetGameObject(this.heroPanel, "curHero/progress/Text"):GetComponent("Text")
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this.curHeroGrade = Util.GetGameObject(this.heroPanel, "curHero/progress/Text"):GetComponent("Text")
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@ -133,11 +139,13 @@ function GiveMePowerPanel:BindEvent()
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Util.AddClick(this.btnMyGroup, function()
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Util.AddClick(this.btnMyGroup, function()
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--UIManager.OpenPanel(UIName.FormationPanel, FORMATION_TYPE.MAIN)
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--UIManager.OpenPanel(UIName.FormationPanel, FORMATION_TYPE.MAIN)
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--JumpManager.GoJump(1013)
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--JumpManager.GoJump(1013)
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.MAIN)
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION)
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end)
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Util.AddClick(this.btnAddHero, function()
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JumpManager.GoJump(1023)
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end)
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end)
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for i = 1, 6 do
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Util.AddOnceClick(this.btnAddHero[i], function()
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION)
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end)
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end
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-- 初始化Tab管理器
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-- 初始化Tab管理器
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this.TabCtrl = TabBox.New()
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this.TabCtrl = TabBox.New()
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@ -180,29 +188,27 @@ function this.RefreshHeroPanelShow()
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--
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--
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local power = 0
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local power = 0
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local formationData = FormationManager.GetFormationByID(FormationManager.curFormationIndex)
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local formationData = FormationManager.GetFormationByID(FormationManager.curFormationIndex)
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for i = 1, 5 do
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local go = this.groupBox.transform:GetChild(i-1).gameObject
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if formationData.teamHeroInfos[i] then
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go:SetActive(true)
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local heroDId = formationData.teamHeroInfos[i].heroId
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local allEquipAddProVal = HeroManager.CalculateHeroAllProValList(1, heroDId, false)
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power = power + allEquipAddProVal[HeroProType.WarPower]
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local heroData = HeroManager.GetSingleHeroData(heroDId)
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this.SingleHeroDataShow(go, heroData, i)
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if i == 1 then
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for i = 1, 6 do
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this.ChooseHero(go, heroData, i)
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this.groupBox[i]:SetActive(false)
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end
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this.btnAddHero[i]:SetActive(true)
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else
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go:SetActive(false)
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end
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end
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end
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for _, hero in pairs(formationData.teamHeroInfos) do
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local pos = hero.position
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this.groupBox[pos]:SetActive(true)
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this.btnAddHero[pos]:SetActive(false)
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local heroNum = #formationData.teamHeroInfos
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this.btnAddHero:SetActive(heroNum < 5)
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local heroDId = hero.heroId
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if heroNum < 5 then
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local allEquipAddProVal = HeroManager.CalculateHeroAllProValList(1, heroDId, false)
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local pos = this.groupBox.transform:GetChild(heroNum).transform.localPosition
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power = power + allEquipAddProVal[HeroProType.WarPower]
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this.btnAddHero.transform.localPosition = pos
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local heroData = HeroManager.GetSingleHeroData(heroDId)
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this.SingleHeroDataShow(this.groupBox[pos], heroData, pos)
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if not this._CurHeroIndex or this._CurHeroIndex > pos then
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this.ChooseHero(this.groupBox[pos], heroData, pos)
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end
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end
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end
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this.forceValue.text = power
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this.forceValue.text = power
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end
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end
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@ -1,4 +1,4 @@
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require("Base/BasePanel")
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require("Base/BasePanel")
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RoleListPanel = Inherit(BasePanel)
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RoleListPanel = Inherit(BasePanel)
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local this = RoleListPanel
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local this = RoleListPanel
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local sortType = 1 -- 1:品阶 2:等级
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local sortType = 1 -- 1:品阶 2:等级
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