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UIManager.GetPanel(id, false, func, ...) end - +local addFloor=0 local SetSortingOrder = function(uiConfig, panel, isStackPanel, ...) if isStackPanel then if uiConfig.type == UIType.FullType then @@ -325,9 +325,14 @@ local SetSortingOrder = function(uiConfig, panel, isStackPanel, ...) end this.stackList[#this.stackList+1] = panel + addFloor=0 for i = 1, #this.stackList do -- this.stackList[i].transform:SetAsLastSibling() - this.stackList[i]:SetSortingOrder(i * this.space) + --特殊处理战斗特效穿透结算界面问题 + if ((this.stackList[i].uiConfig.id==UIName.BattleWinPopup or this.stackList[i].uiConfig.id==UIName.BattleFailPopup) and UIManager.IsOpen(this.stackList[i].uiConfig.id) ) then + addFloor=20 + end + this.stackList[i]:SetSortingOrder((i+addFloor) * this.space) end else this.fixedList[#this.fixedList+1] = panel @@ -499,7 +504,9 @@ function UIManager.ClosePanel(id,isDestroy) Log("UIManager====>没有找到UI的配置信息:"..id) return end - + if (id==UIName.BattleWinPopup or id==UIName.BattleFailPopup ) then + addFloor=0 + end isDestroy = isDestroy or uiConfig.noDestory == 0 if(uiConfig.type == UIType.FullType or uiConfig.type == UIType.Popup) then this.CloseStackPanel(uiConfig,isDestroy) @@ -725,6 +732,7 @@ function UIManager.CloseAll(isDestroy) this.openedList = {} delayDestoryList = {} + addFloor=0 end function UIManager.CloseAllStack(isDestroy) @@ -741,6 +749,7 @@ function UIManager.CloseAllStack(isDestroy) this.openedList[panel.uiConfig.id] = nil delayDestoryList[panel.uiConfig.id] = nil end + addFloor=0 end --延时销毁界面,避免频繁的GC开销 diff --git a/Assets/ManagedResources/~Lua/Modules/Bag/BagManager.lua b/Assets/ManagedResources/~Lua/Modules/Bag/BagManager.lua index eee139b694..b4af158a24 100644 --- a/Assets/ManagedResources/~Lua/Modules/Bag/BagManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Bag/BagManager.lua @@ -50,7 +50,7 @@ function this.UpdateBagData(_itemData, isNoSendNewItemEvent) else itemdata.type = _itemCfgData.ItemBaseType end - LogError("item id==".._itemCfgData.Id) + itemdata.itemType = _itemCfgData.ItemType itemdata.name=GetLanguageStrById(_itemCfgData.Name) -- if _itemCfgData.ItemBaseType == ItemBaseType.Equip then @@ -79,7 +79,6 @@ function this.UpdateBagData(_itemData, isNoSendNewItemEvent) end if itemdata.type == ItemBaseType.GodPrint then - LogError("itemdata.id=="..itemdata.id) GodPrintManager.UpdateAllHavedSoulPrint({itemdata.id}) end end diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua index 490e79aeeb..df70347a31 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua @@ -139,7 +139,7 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook) heroData.jewels = _msgHeroData.jewels heroData.talismanList = _msgHeroData.especialEquipLevel --法宝等级 heroData.sealIdList = _msgHeroData.sealIdList --紫府神印list - LogError("_msgHeroData.soulPos=="..#_msgHeroData.soulPos) + --LogError("_msgHeroData.soulPos=="..#_msgHeroData.soulPos) heroData.soulPrintList = this.SetSoulPrint(_msgHeroData.soulPos,heroData.dynamicId) heroData.godPrintList = this.SetGodPrint(_msgHeroData.godSeals,heroData.dynamicId) heroData.skillIdList = {} @@ -295,10 +295,8 @@ end function this.SetGodPrint(soulPos,did) local soulPrintList = {} - LogError("#soulPos=="..#soulPos) if (#soulPos > 0) then for i, v in ipairs(soulPos) do - LogError(" equipid==="..v.equipId) local soulPrint = {equipId = v.equipId, position = v.position} GodPrintManager.AddSoulPrintUpHeroDynamicId(v.equipId, did) table.insert(soulPrintList, soulPrint) diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/PropHero.lua b/Assets/ManagedResources/~Lua/Modules/Hero/PropHero.lua index f0aa3c147d..3522576f8e 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/PropHero.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/PropHero.lua @@ -479,9 +479,7 @@ Hero_Prop_Func = { -- 神印 [Hero_Prop_Type.GodPrint] = function(_heroData) local allSoulPrintAddWarPowerVal = 0 - LogError("22222222222") if (_heroData.godPrintList and table.nums(_heroData.godPrintList) >= 1) then - LogError("11111111111") for i = 1, #_heroData.godPrintList do local cursoulPrintConfig = equipConfig[_heroData.godPrintList[i].equipId] if cursoulPrintConfig then diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua index 7fee5dfa50..9c8f07c033 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua @@ -54,6 +54,7 @@ local teamHero = {}--主线编队成员信息 local talismanIsOpen = false--法宝是否开启 local soulPrintIsOpen = false--魂印是否开启 local isProChange=false +local isOpenGod --初始化组件(用于子类重写) function RoleInfoPanel:InitComponent() this.spLoader = SpriteLoader.New() @@ -231,6 +232,9 @@ function RoleInfoPanel:BindEvent() end end) Util.AddClick(this.godPrintBtn,function () + if not isOpenGod then + PopupTipPanel.ShowTip("神将六星解锁神印") + end UIManager.OpenPanel(UIName.GodPrintPanel,curHeroData,heroDatas) end) --法宝 @@ -757,6 +761,25 @@ function this:UpdateHeroInfoData() end --魂印按钮逻辑 this.soulPrintBtn:SetActive(ActTimeCtrlManager.IsQualifiled(87) and curHeroData.heroConfig.MaxRank >= EquipSignUnlock[2][2]) + --神印按钮逻辑 + local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,149) + if config then + local limits = string.split(config.Value, "#") + if limits then + this.godPrintBtn:SetActive(ActTimeCtrlManager.IsQualifiled(126)) + isOpenGod=curHeroData.star >= tonumber(limits[1]) + Util.SetGray(this.godPrintBtn, not isOpenGod) + Util.GetGameObject(this.godPrintBtn, "lock"):SetActive(not isOpenGod) + if not isOpenGod then + Util.GetGameObject(this.godPrintBtn, "lock/Text"):GetComponent("Text").text = "六星解锁" + end + else + this.godPrintBtn:SetActive(false) + end + else + this.godPrintBtn:SetActive(false) + end + this:SetDragView() diff --git a/Assets/ManagedResources/~Lua/Modules/TianShuMiJuan/TianShuMiJuanMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/TianShuMiJuan/TianShuMiJuanMainPanel.lua index 7363766d7e..3ededa8aa8 100644 --- a/Assets/ManagedResources/~Lua/Modules/TianShuMiJuan/TianShuMiJuanMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/TianShuMiJuan/TianShuMiJuanMainPanel.lua @@ -19,10 +19,10 @@ local tabs = { default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = Language[12276], rpType = RedPointType.TianShuPokemon_Fetter,funcType = FUNCTION_OPEN_TYPE.POKEMON,bg = "t_tianshumijuan_lingshouditu",zi = "t_tianshumijuan_lingshoupian_zi_zh", }, - [4] = { --装备 - default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = "装备篇", - rpType = RedPointType.Equip_Fetter,funcType = FUNCTION_OPEN_TYPE.COMPOUND,bg = "t_tianshumijuan_shengjiangditu",zi = "t_tianshumijuan_zhuangbeipian_zi_zh", - }, + -- [4] = { --装备 + -- default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = "装备篇", + -- rpType = RedPointType.Equip_Fetter,funcType = FUNCTION_OPEN_TYPE.COMPOUND,bg = "t_tianshumijuan_shengjiangditu",zi = "t_tianshumijuan_zhuangbeipian_zi_zh", + -- }, } local status = { [0] = Language[10175],