神兵相关修改提交

dev_chengFeng
yuanshuai 2023-03-31 17:52:12 +08:00
parent bda6306f3d
commit a176bca619
10 changed files with 271 additions and 88 deletions

View File

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@ -2050,7 +2050,7 @@ MonoBehaviour:
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@ -2388,7 +2388,7 @@ GameObject:
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m_Name: Button (3)
m_Name: unloadBtn
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -3267,7 +3267,7 @@ RectTransform:
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CanvasRenderer:
@ -3297,7 +3297,7 @@ MonoBehaviour:
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m_SizeDelta: {x: 160, y: 53}
m_SizeDelta: {x: 190, y: 70}
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--- !u!222 &2696076605662271635
CanvasRenderer:
@ -3415,7 +3415,7 @@ MonoBehaviour:
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@ -3479,7 +3479,7 @@ GameObject:
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- component: {fileID: 2696076605675086637}
m_Layer: 5
m_Name: Button (2)
m_Name: changeBtn
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -3642,7 +3642,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
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m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
@ -3651,7 +3651,7 @@ MonoBehaviour:
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m_FontData:
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 25
m_FontSize: 35
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 0
@ -6169,7 +6169,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 1}
--- !u!222 &3992972364876945023

View File

@ -187,7 +187,7 @@ RectTransform:
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m_AnchorMax: {x: 0, y: 0}
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@ -647,7 +647,7 @@ RectTransform:
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m_Name: upLvBtn
m_TagString: Untagged
@ -5252,6 +5253,20 @@ MonoBehaviour:
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View File

@ -494,6 +494,7 @@ PanelType = {
HomeLand = {14,12061,12062,1297},
ExploreFun = { 14, 16, 12061 }, -- 体力 2
GodPrint = { 14, 16, 1294 }, -- 神印
GodWeapon={14, 16,22301}, --神兵
}

View File

@ -561,4 +561,8 @@ GameEvent = {
RefreshIncarnationPanel = "RefreshIncarnationPanel",
RefreshIncarnationPanelUp = "RefreshIncarnationPanelUp",
},
--神兵消息
GodWeapon={
RefreshGodWeaponInfoPanel = "RefreshGodWeaponInfoPanel",
},
}

View File

@ -13,6 +13,8 @@ function this:InitComponent()
this.upStarBtn=Util.GetGameObject(self.gameObject,"infoLayout/propertyInfo/upStarBtn")
this.upLvBtn=Util.GetGameObject(self.gameObject,"infoLayout/propertyInfo/upLvBtn")
this.skillGrid=Util.GetGameObject(self.gameObject,"infoLayout/skill/scroll/grid")
this.unloadBtn = Util.GetGameObject(self.gameObject, "infoLayout/unloadBtn")
this.changeBtn = Util.GetGameObject(self.gameObject, "infoLayout/changeBtn")
end
--绑定事件(用于子类重写)
@ -26,12 +28,23 @@ function this:BindEvent()
Util.AddClick(this.upLvBtn, function()
UIManager.OpenPanel(UIName.GodWeaponUpPanel,2,godwData)
end)
Util.AddClick(this.unloadBtn, function()
NetManager.RequestMagicSoldierLocation(godwData.Did,0,function()
PopupTipPanel.ShowTip("下阵成功")
this.unloadBtn.gameObject:SetActive(false)
this.changeBtn.gameObject:SetActive(false)
GodWeaponManager.SetWeaponUpZhen(godwData.Did,0)
end)
end)
Util.AddClick(this.changeBtn, function()
UIManager.OpenPanel(UIName.GodWeaponListPanel,1,godwData,godwData.point)
end)
end
--添加事件监听(用于子类重写)
function this:AddListener()
-- Game.GlobalEvent:AddEvent(GameEvent.GodWeapon.RefreshGodWeaponInfoPanel, this.ShowPower)
end
--移除事件监听(用于子类重写)

View File

@ -77,30 +77,11 @@ function this.SingleItemDataShow(_go,_itemData)
SetHeroStars(this.spLoader, Util.GetGameObject(_go.transform, "star/starGrid"), _itemData.star,1,starSize,-5,Vector2.New(0.5,0.5))
Util.AddOnceClick(Util.GetGameObject(_go.transform,"upZhen"), function()
if curUpZhenPokemonData then
--替换 协议
local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
local pos = 0
local allPokemonFormation = PokemonManager.GetAllPokemonFormationData()
for i = 1, #allPokemonFormation do
if allPokemonFormation[i].pokemonId and allPokemonFormation[i].pokemonId == curUpZhenPokemonData.dynamicId then
pos = allPokemonFormation[i].position
allPokemonFormation[i].pokemonId = _itemData.dynamicId
end
end
if pos > 0 then
NetManager.ReplaceTeamPokemonInfoRequest(allPokemonFormation, function()
PokemonManager.RefreshPokemonFormation(allPokemonFormation)
local newWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
PokemonManager.PiaoWarPowerChange(oldWarPower,newWarPower)
Game.GlobalEvent:DispatchEvent(GameEvent.Pokemon.PokemonUpZhenRefresh)
FormationManager.CheckHeroIdExist()
local pokemonInfoPanem = UIManager.GetOpenPanel(UIName.PokemonInfoPanel)
if pokemonInfoPanem then
pokemonInfoPanem.RefreshShow(_itemData,PokemonManager.GetPokemonUpZhenDatas())
end
parent:ClosePanel()
end)
end
NetManager.RequestMagicSoldierExchange(curUpZhenPokemonData.Did,_itemData.dynamicId,function()
GodWeaponManager.ChangeWeaponPos(curUpZhenPokemonData.Did,_itemData.dynamicId)
local godWeaponData=GodWeaponManager.GetSingleWeaponData(_itemData.dynamicId)
UIManager.OpenPanel(UIName.GodWeaponInfoPanel,godWeaponData)
end)
else
--上阵 协议
local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)

View File

@ -83,7 +83,28 @@ function this.GetSingleWeaponData(_id)
end
return nil
end
---神兵升星刷新数据
function this.SetGodWeaponStar(_Did)
if allGodWeapons[_Did] then
allGodWeapons[_Did].star=allGodWeapons[_Did].star+1
end
end
---升星消耗更新消耗数据
function this.SetGodWeaponUpStarCost(_costDids)
for i = 1, #_costDids do
if allGodWeapons[_costDids[i]] then
allGodWeapons[_costDids[i]]=nil
end
end
end
---神兵升级刷新数据
function this.SetGodWeaponLv(_Did,_upLv)
if allGodWeapons[_Did] then
allGodWeapons[_Did].lv=allGodWeapons[_Did].lv+_upLv
end
end
--获取当前可上阵的所有灵兽数据 curUpZhenPokemonData 如果不为空就时替换上阵操作
@ -179,7 +200,6 @@ end
function this.GetSinglePokemonAddProData(_did,_star,_lv)--_star 传值的话就用此星级计算属性
-- LogPink("_did 1 ".._did)
if not allGodWeapons[_did] then return end
-- LogPink("_did 2 ".._did)
local addAllProVal = {}
local curPokeonData = allGodWeapons[_did]
local curPokemonConFig = ConfigManager.GetConfigData(ConfigName.ShenBing,curPokeonData.id)
@ -226,4 +246,15 @@ function this.GetSingleGodWeaponSkillDes(_did,_star)
return skillInfos
end
----获取升星需要材料
function this.GetUpStarCost(_curData)
local costList={}
for key, value in pairs(allGodWeapons) do
if value.id==_curData.id and value.Did~=_curData.Did and value.lv<=1 and value.star<=0 then
table.insert(costList,value.Did)
end
end
return costList
end
return this

View File

@ -3,6 +3,14 @@ GodWeaponUpPanel = Inherit(BasePanel)
local this = GodWeaponUpPanel
local tabType=1 --1升星 2升级
local godWeaponData
--长按升级状态
local _isClicked = false
local _isReqLvUp = false
local _isLongPress = false
local addLvNum=0
local isTriggerLongClick = false--长按是否升过级
local costItems={}
--初始化组件(用于子类重写)
function this:InitComponent()
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
@ -20,6 +28,7 @@ function this:InitComponent()
this.skillLayout=Util.GetGameObject(self.gameObject,"infoLayout/skillLayout")
this.upStarBtn=Util.GetGameObject(self.gameObject,"infoLayout/btnLayout/upStarBtn")
this.upLvBtn=Util.GetGameObject(self.gameObject,"infoLayout/btnLayout/upLvBtn")
this.upLvTrigger = Util.GetEventTriggerListener(this.upLvBtn)
this.limitText=Util.GetGameObject(self.gameObject,"infoLayout/btnLayout/limitText"):GetComponent("Text")
this.jiantou=Util.GetGameObject(self.gameObject,"infoLayout/propertyInfo/jiantou")
this.starGrid=Util.GetGameObject(self.gameObject,"starGrid/starGrid")
@ -27,6 +36,7 @@ function this:InitComponent()
this.curSkillInfo=Util.GetGameObject(self.gameObject,"infoLayout/skillLayout/skillScroll/skillGrid/curSkillInfo")
this.nextSkillInfo=Util.GetGameObject(self.gameObject,"infoLayout/skillLayout/skillScroll/skillGrid/nextSkillInfo")
this.costItemViews={}
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
end
--绑定事件(用于子类重写)
@ -45,11 +55,105 @@ function this:BindEvent()
this.UpdateWinInfo()
end)
Util.AddClick(this.upStarBtn, function()
local haveUpStarCost=GodWeaponManager.GetUpStarCost(godWeaponData)
local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenbingStar,"Star",godWeaponData.star,"Quality",godWeaponData.config.Quality)
local needNum=starConfig.ConsumeItemNum
if #haveUpStarCost>=needNum then
local costList={}
for i = 1, needNum do
costList[i]=haveUpStarCost[i]
end
NetManager.RequestMagicSoldierStrong(godWeaponData.Did,2,0,costList,function(msg)
this.UpdateWinInfo()
end)
end
end)
Util.AddClick(this.upLvBtn, function()
this.LvUpClick(true)
end)
--长按升级按下状态
this._onPointerDown = function(Pointgo, data)
isTriggerLongClick = false
_isClicked = true
this.timePressStarted = Time.realtimeSinceStartup
end
--长按升级抬起状态
this._onPointerUp = function(Pointgo, data)
if _isLongPress and isTriggerLongClick then
--连续升级抬起请求升级
this.LongLvUpClick()
end
_isClicked = false
_isLongPress = false
end
this.upLvTrigger.onPointerDown = this.upLvTrigger.onPointerDown + this._onPointerDown
this.upLvTrigger.onPointerUp = this.upLvTrigger.onPointerUp + this._onPointerUp
end
--长按升级处理
function this.OnUpdate()
if _isClicked then
if Time.realtimeSinceStartup - this.timePressStarted > 0.4 then
_isLongPress = true
if not _isReqLvUp then
_isReqLvUp = true
this.LvUpClick(false)
end
end
end
end
--长按升级结束后请求协议
function this.LongLvUpClick()
NetManager.RequestMagicSoldierStrong(godWeaponData.Did,1,addLvNum,nil,function(msg)
_isReqLvUp = false
addLvNum=0
end)
end
--升级按钮点击事件处理
function this.LvUpClick(isSingleLvUp)
local isCost=true
local isLimit=godWeaponData.lv>=200
if #costItems>0 then
for i = 1, #costItems do
local haveCount=BagManager.GetItemCountById(costItems[i][1])
if haveCount<costItems[i][2] then
isCost=false
end
end
end
--各种判断能否升级
if isLimit or not isCost then
if not isSingleLvUp then
this.LongLvUpClick()
_isClicked = false
_isLongPress = false
isTriggerLongClick = true
end
if godWeaponData.lv>=200 then
PopupTipPanel.ShowTip("等级已达上限")
else
PopupTipPanel.ShowTip("道具不足")
end
return
end
if isSingleLvUp then --单次点击升级
NetManager.RequestMagicSoldierStrong(godWeaponData.Did,1,1,nil,function(msg)
GodWeaponManager.SetGodWeaponLv(godWeaponData.Did,1)
this.UpdateWinInfo()
end)
else
isTriggerLongClick = true
--前端先扣除材料
for i = 1, #costItems do
BagManager.HeroLvUpUpdateItemsNum(costItems[i][1],costItems[i][2])
end
addLvNum=addLvNum+1
GodWeaponManager.SetGodWeaponLv(godWeaponData.Did,1)
this.UpdateWinInfo()
_isReqLvUp = false
end
end
function this.SetSelectBtn()
@ -75,6 +179,11 @@ function this:OnOpen(_type,_data)
this.icon.sprite = this.spLoader:LoadSprite(GetResourcePath(godWeaponData.config.Icon))
this.nameText.text=godWeaponData.config.Name
this.UpdateWinInfo()
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.GodWeapon })
end
function this:OnShow()
FixedUpdateBeat:Add(this.OnUpdate, self)--长按方法注册
end
function this.UpdateWinInfo()
@ -83,9 +192,7 @@ function this.UpdateWinInfo()
PokemonManager.SetHeroStars(this.spLoader, this.starGrid, godWeaponData.star,1,starSize)
local curPropDic
local nextPropDic
local costItems={}
local isLimit=false
LogBlue(godWeaponData.star.."||||"..godWeaponData.lv.."####"..godWeaponData.config.Quality)
if tabType==1 then
isLimit=godWeaponData.star>=5
this.skillLayout.gameObject:SetActive(true)
@ -93,13 +200,21 @@ function this.UpdateWinInfo()
this.upLvBtn.gameObject:SetActive(false)
this.curLv.transform.parent.gameObject:SetActive(false)
curPropDic=GodWeaponManager.GetSinglePokemonAddProData(godWeaponData.Did,godWeaponData.star,godWeaponData.lv)
local curSkillInfos= GodWeaponManager.GetSingleGodWeaponSkillDes(godWeaponData.Did)
this.SetSkillInfo(this.curSkillInfo,"升星前技能",curSkillInfos)
if not isLimit then
nextPropDic=GodWeaponManager.GetSinglePokemonAddProData(godWeaponData.Did,godWeaponData.star+1,godWeaponData.lv)
local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenbingStar,"Star",godWeaponData.star,"Quality",godWeaponData.config.Quality)
costItems[1]={}
costItems[1][1]=godWeaponData.id
costItems[1][2]=starConfig.ConsumeItemNum
local nextSkillInfos=GodWeaponManager.GetSingleGodWeaponSkillDes(godWeaponData.Did,godWeaponData.star+1)
this.SetSkillInfo(this.nextSkillInfo,"升星后技能",nextSkillInfos)
this.nextSkillInfo.gameObject:SetActive(true)
else
this.nextSkillInfo.gameObject:SetActive(false)
end
LayoutRebuilder.ForceRebuildLayoutImmediate(this.skillScroll.transform)
this.limitText.text="星级已满"
else
@ -125,17 +240,15 @@ function this.UpdateWinInfo()
this.limitText.gameObject:SetActive(true)
this.nextPropGrid.gameObject:SetActive(false)
this.costGrid.gameObject:SetActive(false)
local costItems={}
else
this.costGrid.gameObject:SetActive(true)
this.SetPropInfo(nextPropDic,this.nextPropGrid)
this.SetCostItemInfo(costItems)
this.limitText.gameObject:SetActive(false)
end
local curSkillInfos= GodWeaponManager.GetSingleGodWeaponSkillDes(godWeaponData.Did)
local nextSkillInfos=GodWeaponManager.GetSingleGodWeaponSkillDes(godWeaponData.Did,godWeaponData.star+1)
this.SetSkillInfo(this.curSkillInfo,"升星前技能",curSkillInfos)
this.SetSkillInfo(this.nextSkillInfo,"升星后技能",nextSkillInfos)
LayoutRebuilder.ForceRebuildLayoutImmediate(this.skillScroll.transform)
end
---设置属性信息
@ -173,6 +286,7 @@ function this.SetSkillInfo(_skillInfoObj,_titleStr,_skillDatas)
Util.GetGameObject(_skillInfoObj,"des"):GetComponent("Text").text=desStr
LayoutRebuilder.ForceRebuildLayoutImmediate(_skillInfoObj.transform)
end
--设置消耗材料显示
function this.SetCostItemInfo(_costItems)
if not this.costItemViews then
@ -182,14 +296,24 @@ function this.SetCostItemInfo(_costItems)
v.gameObject:SetActive(false)
end
for i = 1, #_costItems do
if i<#this.costItemViews then
this.costItemViews[i].OnOpen(false,{_costItems[i][1],_costItems[i][2]},0.9,true,false,false,this.sortingOrder)
local view
if i<=#this.costItemViews then
view=this.costItemViews[i]
else
local view= SubUIManager.Open(SubUIConfig.ItemView, this.costGrid.transform)
view:OnOpen(false,{_costItems[i][1],_costItems[i][2]},0.9,true,false,false,this.sortingOrder)
this.costItemViews[i]=view
view= SubUIManager.Open(SubUIConfig.ItemView, this.costGrid.transform)
table.insert(this.costItemViews,view)
end
view:OnOpen(false,{_costItems[i][1],_costItems[i][2]},0.9,true,true,false,this.sortingOrder)
view.gameObject:SetActive(true)
view.addImage.gameObject:SetActive(false)
if tabType==1 then
local haveUpStarCost=GodWeaponManager.GetUpStarCost(godWeaponData)
local needNum=_costItems[i][2]
view.num:GetComponent("Text").text=string.format("%s/%s",#haveUpStarCost,_costItems[i][2])
if #haveUpStarCost>=needNum then
view.num:GetComponent("Text").color=UIColor.WRITE
end
end
end
end
@ -200,12 +324,13 @@ end
--界面关闭时调用(用于子类重写)
function this:OnClose()
FixedUpdateBeat:Remove(this.OnUpdate, self)
end
--界面销毁时调用(用于子类重写)
function this:OnDestroy()
this.spLoader:Destroy()
SubUIManager.Close(this.UpView)
end
return this

View File

@ -7177,14 +7177,27 @@ end
--神兵强化
function NetManager.RequestMagicSoldierStrong(_id,_type,_target,_func)
--神兵强化 //1升级2升星
function NetManager.RequestMagicSoldierStrong(_id,_type,_num,_costIds,_func)
local data = PlayerInfoProto_pb.MagicSoldierStrongRequest()
data.id=_id
data.type=_type
data.target=_target
if _type==1 then
data.num=_num
else
for i = 1, #_costIds do
table.insert(data.costIds,_costIds[i])
end
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAGIC_SOLDIER_STRONG_REQUEST,MessageTypeProto_pb.MAGIC_SOLDIER_STRONG_RESPONSE,msg,function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.MagicSoldierStrongResponse()
msg:ParseFromString(data)
if _type==2 then
GodWeaponManager.SetGodWeaponStar(_id)
GodWeaponManager.SetGodWeaponUpStarCost(_costIds)
end
if _func then
_func(msg)
end

View File

@ -59,33 +59,33 @@ function this:InitComponent(gameObject)
end
function this:BindEvent()
--升级
Util.AddClick(this.upLvBtn, function()
if Time.realtimeSinceStartup - this.timePressStarted <= 0.4 then
this.LvUpClick(true)
--升级
Util.AddClick(this.upLvBtn, function()
if Time.realtimeSinceStartup - this.timePressStarted <= 0.4 then
this.LvUpClick(true)
end
end)
--长按升级按下状态
this._onPointerDown = function(Pointgo, data)
isTriggerLongClick = false
_isClicked = true
this.timePressStarted = Time.realtimeSinceStartup
oldLv = curPokemonData.lv
allAddProVal = PokemonManager.GetSinglePokemonAddProData(curPokemonData.dynamicId)
end
end)
--长按升级按下状态
this._onPointerDown = function(Pointgo, data)
isTriggerLongClick = false
_isClicked = true
this.timePressStarted = Time.realtimeSinceStartup
oldLv = curPokemonData.lv
allAddProVal = PokemonManager.GetSinglePokemonAddProData(curPokemonData.dynamicId)
end
--长按升级抬起状态
this._onPointerUp = function(Pointgo, data)
LogPink("连续升级抬起请求升级 "..tostring(_isLongPress))
if _isLongPress and isTriggerLongClick then
--连续升级抬起请求升级
LogPink("连续升级抬起请求升级 ")
this.LongLvUpClick(oldLv)
--长按升级抬起状态
this._onPointerUp = function(Pointgo, data)
LogPink("连续升级抬起请求升级 "..tostring(_isLongPress))
if _isLongPress and isTriggerLongClick then
--连续升级抬起请求升级
LogPink("连续升级抬起请求升级 ")
this.LongLvUpClick(oldLv)
end
_isClicked = false
_isLongPress = false
end
_isClicked = false
_isLongPress = false
end
this.upLvTrigger.onPointerDown = this.upLvTrigger.onPointerDown + this._onPointerDown
this.upLvTrigger.onPointerUp = this.upLvTrigger.onPointerUp + this._onPointerUp
this.upLvTrigger.onPointerDown = this.upLvTrigger.onPointerDown + this._onPointerDown
this.upLvTrigger.onPointerUp = this.upLvTrigger.onPointerUp + this._onPointerUp
end
function this:AddListener()