神兵相关修改提交
parent
bda6306f3d
commit
a176bca619
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@ -36,8 +36,8 @@ RectTransform:
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m_Pivot: {x: 0, y: 1}
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@ -2059,7 +2059,7 @@ MonoBehaviour:
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- component: {fileID: 2696076604634790030}
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m_Name: unloadBtn
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@ -3267,7 +3267,7 @@ RectTransform:
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m_AnchorMax: {x: 0.5, y: 0.5}
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CanvasRenderer:
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@ -3385,7 +3385,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 170, y: -115}
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m_SizeDelta: {x: 160, y: 53}
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m_SizeDelta: {x: 190, y: 70}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2696076605662271635
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CanvasRenderer:
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@ -3415,7 +3415,7 @@ MonoBehaviour:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_Sprite: {fileID: 21300000, guid: a379642716d30e746a7730ece97c7704, type: 3}
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m_Sprite: {fileID: 21300000, guid: cc47a59ad14ba0344b8eaa93093a8bd5, type: 3}
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m_FillCenter: 1
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@ -3479,7 +3479,7 @@ GameObject:
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- component: {fileID: 2696076605675086638}
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- component: {fileID: 2696076605675086637}
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m_Layer: 5
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m_Name: Button (2)
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m_Name: changeBtn
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -3642,7 +3642,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1}
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m_Color: {r: 0.5176471, g: 0.31764707, b: 0.22352943, a: 1}
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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@ -3651,7 +3651,7 @@ MonoBehaviour:
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m_FontData:
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m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
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m_FontStyle: 0
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m_BestFit: 0
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m_MinSize: 0
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@ -6169,7 +6169,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 0, y: -0.000030517578}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 1}
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--- !u!222 &3992972364876945023
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@ -187,7 +187,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 460.8, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 921.6, y: 0}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!222 &8020006507883475629
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@ -647,7 +647,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 463.4, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 876.8, y: 0}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!222 &5543922836007099624
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@ -743,7 +743,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 1}
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m_AnchorMax: {x: 0.5, y: 1}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!222 &4363852263215371060
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@ -4607,7 +4607,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 460.8, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 921.6, y: 0}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!222 &99618445818788559
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@ -4764,7 +4764,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 463.4, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 876.8, y: 0}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!222 &524564526553235147
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@ -5146,6 +5146,7 @@ GameObject:
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- component: {fileID: 6163269794362358217}
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m_Layer: 5
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m_Name: upLvBtn
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m_TagString: Untagged
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@ -5252,6 +5253,20 @@ MonoBehaviour:
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m_Calls: []
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m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
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Culture=neutral, PublicKeyToken=null
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--- !u!114 &6163269794362358217
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 4232835687836527422}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: c8482223f7a300343abc792779f7e094, type: 3}
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m_Name:
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m_Delegates: []
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delegates: []
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--- !u!1 &4232835688393017275
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GameObject:
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m_ObjectHideFlags: 0
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@ -494,6 +494,7 @@ PanelType = {
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HomeLand = {14,12061,12062,1297},
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ExploreFun = { 14, 16, 12061 }, -- 体力 2
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GodPrint = { 14, 16, 1294 }, -- 神印
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GodWeapon={14, 16,22301}, --神兵
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}
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@ -561,4 +561,8 @@ GameEvent = {
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RefreshIncarnationPanel = "RefreshIncarnationPanel",
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RefreshIncarnationPanelUp = "RefreshIncarnationPanelUp",
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},
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--神兵消息
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GodWeapon={
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RefreshGodWeaponInfoPanel = "RefreshGodWeaponInfoPanel",
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},
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}
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@ -13,6 +13,8 @@ function this:InitComponent()
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this.upStarBtn=Util.GetGameObject(self.gameObject,"infoLayout/propertyInfo/upStarBtn")
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this.upLvBtn=Util.GetGameObject(self.gameObject,"infoLayout/propertyInfo/upLvBtn")
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this.skillGrid=Util.GetGameObject(self.gameObject,"infoLayout/skill/scroll/grid")
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this.unloadBtn = Util.GetGameObject(self.gameObject, "infoLayout/unloadBtn")
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this.changeBtn = Util.GetGameObject(self.gameObject, "infoLayout/changeBtn")
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end
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--绑定事件(用于子类重写)
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@ -26,12 +28,23 @@ function this:BindEvent()
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Util.AddClick(this.upLvBtn, function()
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UIManager.OpenPanel(UIName.GodWeaponUpPanel,2,godwData)
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end)
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Util.AddClick(this.unloadBtn, function()
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NetManager.RequestMagicSoldierLocation(godwData.Did,0,function()
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PopupTipPanel.ShowTip("下阵成功")
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this.unloadBtn.gameObject:SetActive(false)
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this.changeBtn.gameObject:SetActive(false)
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GodWeaponManager.SetWeaponUpZhen(godwData.Did,0)
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end)
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end)
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Util.AddClick(this.changeBtn, function()
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UIManager.OpenPanel(UIName.GodWeaponListPanel,1,godwData,godwData.point)
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end)
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end
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--添加事件监听(用于子类重写)
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function this:AddListener()
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-- Game.GlobalEvent:AddEvent(GameEvent.GodWeapon.RefreshGodWeaponInfoPanel, this.ShowPower)
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end
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--移除事件监听(用于子类重写)
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@ -77,30 +77,11 @@ function this.SingleItemDataShow(_go,_itemData)
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SetHeroStars(this.spLoader, Util.GetGameObject(_go.transform, "star/starGrid"), _itemData.star,1,starSize,-5,Vector2.New(0.5,0.5))
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Util.AddOnceClick(Util.GetGameObject(_go.transform,"upZhen"), function()
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if curUpZhenPokemonData then
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--替换 协议
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local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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local pos = 0
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local allPokemonFormation = PokemonManager.GetAllPokemonFormationData()
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for i = 1, #allPokemonFormation do
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if allPokemonFormation[i].pokemonId and allPokemonFormation[i].pokemonId == curUpZhenPokemonData.dynamicId then
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pos = allPokemonFormation[i].position
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allPokemonFormation[i].pokemonId = _itemData.dynamicId
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end
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end
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if pos > 0 then
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NetManager.ReplaceTeamPokemonInfoRequest(allPokemonFormation, function()
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PokemonManager.RefreshPokemonFormation(allPokemonFormation)
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local newWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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PokemonManager.PiaoWarPowerChange(oldWarPower,newWarPower)
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Game.GlobalEvent:DispatchEvent(GameEvent.Pokemon.PokemonUpZhenRefresh)
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FormationManager.CheckHeroIdExist()
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local pokemonInfoPanem = UIManager.GetOpenPanel(UIName.PokemonInfoPanel)
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if pokemonInfoPanem then
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pokemonInfoPanem.RefreshShow(_itemData,PokemonManager.GetPokemonUpZhenDatas())
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end
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parent:ClosePanel()
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end)
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end
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NetManager.RequestMagicSoldierExchange(curUpZhenPokemonData.Did,_itemData.dynamicId,function()
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GodWeaponManager.ChangeWeaponPos(curUpZhenPokemonData.Did,_itemData.dynamicId)
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local godWeaponData=GodWeaponManager.GetSingleWeaponData(_itemData.dynamicId)
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UIManager.OpenPanel(UIName.GodWeaponInfoPanel,godWeaponData)
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end)
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else
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--上阵 协议
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local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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@ -83,7 +83,28 @@ function this.GetSingleWeaponData(_id)
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end
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return nil
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end
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---神兵升星刷新数据
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function this.SetGodWeaponStar(_Did)
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if allGodWeapons[_Did] then
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allGodWeapons[_Did].star=allGodWeapons[_Did].star+1
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end
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end
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---升星消耗更新消耗数据
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function this.SetGodWeaponUpStarCost(_costDids)
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for i = 1, #_costDids do
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if allGodWeapons[_costDids[i]] then
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allGodWeapons[_costDids[i]]=nil
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end
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end
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end
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---神兵升级刷新数据
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function this.SetGodWeaponLv(_Did,_upLv)
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if allGodWeapons[_Did] then
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allGodWeapons[_Did].lv=allGodWeapons[_Did].lv+_upLv
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end
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end
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--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
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@ -179,7 +200,6 @@ end
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function this.GetSinglePokemonAddProData(_did,_star,_lv)--_star 传值的话就用此星级计算属性
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-- LogPink("_did 1 ".._did)
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if not allGodWeapons[_did] then return end
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-- LogPink("_did 2 ".._did)
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local addAllProVal = {}
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local curPokeonData = allGodWeapons[_did]
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local curPokemonConFig = ConfigManager.GetConfigData(ConfigName.ShenBing,curPokeonData.id)
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@ -226,4 +246,15 @@ function this.GetSingleGodWeaponSkillDes(_did,_star)
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return skillInfos
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end
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----获取升星需要材料
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function this.GetUpStarCost(_curData)
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local costList={}
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for key, value in pairs(allGodWeapons) do
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if value.id==_curData.id and value.Did~=_curData.Did and value.lv<=1 and value.star<=0 then
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table.insert(costList,value.Did)
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end
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end
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return costList
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end
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return this
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@ -3,6 +3,14 @@ GodWeaponUpPanel = Inherit(BasePanel)
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local this = GodWeaponUpPanel
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local tabType=1 --1升星 2升级
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local godWeaponData
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--长按升级状态
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local _isClicked = false
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local _isReqLvUp = false
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local _isLongPress = false
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local addLvNum=0
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local isTriggerLongClick = false--长按是否升过级
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local costItems={}
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--初始化组件(用于子类重写)
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function this:InitComponent()
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this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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@ -20,6 +28,7 @@ function this:InitComponent()
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this.skillLayout=Util.GetGameObject(self.gameObject,"infoLayout/skillLayout")
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this.upStarBtn=Util.GetGameObject(self.gameObject,"infoLayout/btnLayout/upStarBtn")
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this.upLvBtn=Util.GetGameObject(self.gameObject,"infoLayout/btnLayout/upLvBtn")
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this.upLvTrigger = Util.GetEventTriggerListener(this.upLvBtn)
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this.limitText=Util.GetGameObject(self.gameObject,"infoLayout/btnLayout/limitText"):GetComponent("Text")
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this.jiantou=Util.GetGameObject(self.gameObject,"infoLayout/propertyInfo/jiantou")
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this.starGrid=Util.GetGameObject(self.gameObject,"starGrid/starGrid")
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@ -27,6 +36,7 @@ function this:InitComponent()
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this.curSkillInfo=Util.GetGameObject(self.gameObject,"infoLayout/skillLayout/skillScroll/skillGrid/curSkillInfo")
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this.nextSkillInfo=Util.GetGameObject(self.gameObject,"infoLayout/skillLayout/skillScroll/skillGrid/nextSkillInfo")
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this.costItemViews={}
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
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end
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--绑定事件(用于子类重写)
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@ -45,11 +55,105 @@ function this:BindEvent()
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this.UpdateWinInfo()
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end)
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Util.AddClick(this.upStarBtn, function()
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|
||||
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
|
|
@ -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
|
||||
|
|
|
@ -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()
|
||||
|
|
Loading…
Reference in New Issue