Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
a2b9a69126
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--- !u!4 &9048018877149632029 stripped
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@ -513,7 +513,7 @@ function SetHeroFormationFlyEffect(par,spLoader,effect,_star,_layer)
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long2:SetActive(false)
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long2:SetActive(false)
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bg1:SetActive(false)
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bg1:SetActive(false)
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bg2:SetActive(false)
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bg2:SetActive(false)
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if _star<=11 then
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if _star<=13 then
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bg1:SetActive(true)
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bg1:SetActive(true)
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else
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else
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bg2:SetActive(true)
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bg2:SetActive(true)
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@ -523,7 +523,6 @@ function SetHeroFormationFlyEffect(par,spLoader,effect,_star,_layer)
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local img=Util.GetGameObject(par,"flyImg")
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local img=Util.GetGameObject(par,"flyImg")
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if img==nil then
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if img==nil then
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if _star<=11 then
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if _star<=11 then
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LogError("aaaaaaaaaa")
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return
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return
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end
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end
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img = poolManager:LoadAsset("FlyUpImg", PoolManager.AssetType.GameObject)
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img = poolManager:LoadAsset("FlyUpImg", PoolManager.AssetType.GameObject)
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@ -532,18 +531,15 @@ function SetHeroFormationFlyEffect(par,spLoader,effect,_star,_layer)
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img.transform.localScale = Vector3.one
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img.transform.localScale = Vector3.one
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img:GetComponent("RectTransform").sizeDelta = Vector2.New(126,110)
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img:GetComponent("RectTransform").sizeDelta = Vector2.New(126,110)
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||||||
img.transform.localPosition = Vector3.New(95,180,0)
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img.transform.localPosition = Vector3.New(95,180,0)
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else
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else
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img:SetActive(false)
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img:SetActive(false)
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||||||
end
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end
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||||||
if _star<=11 then
|
if _star<=11 then
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img:SetActive(false)
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img:SetActive(false)
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||||||
LogError("11111111111111")
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|
||||||
return
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return
|
||||||
end
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end
|
||||||
img=img:GetComponent("Image")
|
img=img:GetComponent("Image")
|
||||||
img.gameObject:SetActive(true)
|
img.gameObject:SetActive(true)
|
||||||
LogError("222222222222")
|
|
||||||
if _star==12 then
|
if _star==12 then
|
||||||
img.sprite=spLoader:LoadSprite("r_tongyong_tianfufeisheng_kapai1")
|
img.sprite=spLoader:LoadSprite("r_tongyong_tianfufeisheng_kapai1")
|
||||||
elseif _star==13 then
|
elseif _star==13 then
|
||||||
|
@ -1090,7 +1086,7 @@ function GetQuantityImageByquality(quality,star)
|
||||||
return "r_characterbg_goden"
|
return "r_characterbg_goden"
|
||||||
elseif star >= 6 and star <=10 then
|
elseif star >= 6 and star <=10 then
|
||||||
return "r_characterbg_gules"
|
return "r_characterbg_gules"
|
||||||
elseif star >= 10 then
|
elseif star == 11 then
|
||||||
return "t_tongyong_topkaung"
|
return "t_tongyong_topkaung"
|
||||||
else
|
else
|
||||||
return "r_characterbg_lanjin"
|
return "r_characterbg_lanjin"
|
||||||
|
@ -1360,7 +1356,10 @@ function GetHeroPosStr(_i)
|
||||||
end
|
end
|
||||||
|
|
||||||
--根据角色定位Id 获取角色定位图
|
--根据角色定位Id 获取角色定位图
|
||||||
function GetHeroQualityStr(_i)
|
function GetHeroQualityStr(_i,star)
|
||||||
|
if star and star>11 then
|
||||||
|
return "r_hero_pinzhi_shenhua"
|
||||||
|
end
|
||||||
if _i==1 then
|
if _i==1 then
|
||||||
return "r_hero_pinzhi_putong"
|
return "r_hero_pinzhi_putong"
|
||||||
elseif _i==2 then
|
elseif _i==2 then
|
||||||
|
@ -1376,6 +1375,7 @@ function GetHeroQualityStr(_i)
|
||||||
elseif _i==7 then
|
elseif _i==7 then
|
||||||
return "r_hero_pinzhi_shenhua"
|
return "r_hero_pinzhi_shenhua"
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--根据角色职业Id 获取角色职业图标
|
--根据角色职业Id 获取角色职业图标
|
||||||
|
|
|
@ -258,7 +258,7 @@ function this.FreshTeam()
|
||||||
this.myBaby[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
|
this.myBaby[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
|
||||||
this.myBaby[hero.position].icon.sprite = this.spLoader:LoadSprite(heroData.icon)
|
this.myBaby[hero.position].icon.sprite = this.spLoader:LoadSprite(heroData.icon)
|
||||||
this.myBaby[hero.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
this.myBaby[hero.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||||||
SetHeroFlyEffect(this.myBaby[hero.position].hero,this.spLoader,heroData.star,orginLayer+1,0.95)
|
SetHeroFlyEffect(this.myBaby[hero.position].hero,this.spLoader,heroData.star,orginLayer+1,0.9)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
function this.SetNotJionInfo()
|
function this.SetNotJionInfo()
|
||||||
|
|
|
@ -10670,6 +10670,9 @@ local passivityList = {
|
||||||
if skill and not skill.isTriggerJudge and judge==1 then
|
if skill and not skill.isTriggerJudge and judge==1 then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
if skill.type~=BattleSkillType.Special then
|
||||||
|
return
|
||||||
|
end
|
||||||
local arr=RoleManager.Query(function(v) return v.camp~=role.camp end)
|
local arr=RoleManager.Query(function(v) return v.camp~=role.camp end)
|
||||||
if arr==nil or #arr==0 then
|
if arr==nil or #arr==0 then
|
||||||
return
|
return
|
||||||
|
|
|
@ -181,7 +181,11 @@ function this.SetCardSingleData(o,monsterId, _pos)
|
||||||
pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||||||
local star,starType = GetStarOrGodSoulLv(1,monsterId)
|
local star,starType = GetStarOrGodSoulLv(1,monsterId)
|
||||||
if starType == 3 then
|
if starType == 3 then
|
||||||
fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_zhuangshi006")
|
if monsterId.star>11 then
|
||||||
|
fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_lanjin02")
|
||||||
|
else
|
||||||
|
fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_zhuangshi006")
|
||||||
|
end
|
||||||
end
|
end
|
||||||
SetCardStars(starGrid,star,starType)
|
SetCardStars(starGrid,star,starType)
|
||||||
Util.SetParticleSortLayer(starGrid, sortingOrder + 1)
|
Util.SetParticleSortLayer(starGrid, sortingOrder + 1)
|
||||||
|
|
|
@ -110,7 +110,7 @@ function this:InitComponent()
|
||||||
this.scroll = Util.GetGameObject(this.gameObject, "Scroll")
|
this.scroll = Util.GetGameObject(this.gameObject, "Scroll")
|
||||||
this.scrollBar = Util.GetGameObject(this.gameObject, "Scrollbar"):GetComponent("Scrollbar")
|
this.scrollBar = Util.GetGameObject(this.gameObject, "Scrollbar"):GetComponent("Scrollbar")
|
||||||
this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scroll.transform,
|
this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scroll.transform,
|
||||||
this.heroPre, this.scrollBar, Vector2.New(1010, 490), 1, 5, Vector2.New(40, 30))
|
this.heroPre, this.scrollBar, Vector2.New(1010, 490), 1, 5, Vector2.New(40, 35))
|
||||||
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
|
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
|
||||||
this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
|
this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
|
||||||
this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
|
this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
|
||||||
|
@ -559,7 +559,11 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
|
||||||
pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||||||
local star,starType = heroData.GetStar()
|
local star,starType = heroData.GetStar()
|
||||||
if starType == 3 then
|
if starType == 3 then
|
||||||
fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_zhuangshi006")
|
if heroData.star>11 then
|
||||||
|
fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_lanjin02")
|
||||||
|
else
|
||||||
|
fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_zhuangshi006")
|
||||||
|
end
|
||||||
end
|
end
|
||||||
SetCardStars(starGrid,star,starType)
|
SetCardStars(starGrid,star,starType)
|
||||||
if heroData.star > 9 then
|
if heroData.star > 9 then
|
||||||
|
|
|
@ -117,6 +117,14 @@ function this:ShowSingleData(go,heroData,index)
|
||||||
end
|
end
|
||||||
local star,starType = heroData.GetStar(1)
|
local star,starType = heroData.GetStar(1)
|
||||||
SetHeroStars(self.spLoader, starGrid, star,starType)
|
SetHeroStars(self.spLoader, starGrid, star,starType)
|
||||||
|
SetHeroFlyEffect(Util.GetGameObject(go, "GameObject"),self.spLoader,heroData.star,sortingOrder + 1,1,3,0,true)
|
||||||
|
local meshs1=starGrid:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
|
||||||
|
for key, value in pairs(meshs1:ToTable()) do
|
||||||
|
local mat=value:GetComponent(typeof(UnityEngine.Renderer))
|
||||||
|
if mat.material.shader.name=="UI Particles/Additive" then
|
||||||
|
mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
|
||||||
|
end
|
||||||
|
end
|
||||||
Util.SetParticleSortLayer(starGrid,sortingOrder + 1)
|
Util.SetParticleSortLayer(starGrid,sortingOrder + 1)
|
||||||
Util.AddOnceClick(go, function()
|
Util.AddOnceClick(go, function()
|
||||||
for i = 1, #self.maskList do
|
for i = 1, #self.maskList do
|
||||||
|
|
|
@ -48,7 +48,7 @@ function this:InitComponent(gameObject,Golds,DemonCrystals,stage)
|
||||||
local scrollParent = Util.GetGameObject(gameObject, "HarmonyPanel/scroll"):GetComponent("RectTransform").rect
|
local scrollParent = Util.GetGameObject(gameObject, "HarmonyPanel/scroll"):GetComponent("RectTransform").rect
|
||||||
this.NumText = Util.GetGameObject(gameObject,"HarmonyPanel/itemNumText"):GetComponent("Text")
|
this.NumText = Util.GetGameObject(gameObject,"HarmonyPanel/itemNumText"):GetComponent("Text")
|
||||||
this.ScrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,Util.GetGameObject(gameObject,"HarmonyPanel/scroll").transform,
|
this.ScrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,Util.GetGameObject(gameObject,"HarmonyPanel/scroll").transform,
|
||||||
this.item,this.scrollbar,Vector2.New(-scrollParent.x*2,-scrollParent.y*2),1,5,Vector2.New(42,15))
|
this.item,this.scrollbar,Vector2.New(-scrollParent.x*2,-scrollParent.y*2),1,5,Vector2.New(42,35))
|
||||||
|
|
||||||
this.ScrollView.moveTween.MomentumAmount = 1
|
this.ScrollView.moveTween.MomentumAmount = 1
|
||||||
this.ScrollView.moveTween.Strength = 1
|
this.ScrollView.moveTween.Strength = 1
|
||||||
|
@ -265,7 +265,7 @@ function this.SingleItemDataShow(clone,Itemdata)
|
||||||
local starGrid = Util.GetGameObject(clone.transform, "GameObject/star")
|
local starGrid = Util.GetGameObject(clone.transform, "GameObject/star")
|
||||||
local star,starType = Itemdata.GetStar(1)
|
local star,starType = Itemdata.GetStar(1)
|
||||||
SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
|
SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
|
||||||
local effect=SetHeroFlyEffect(Util.GetGameObject(clone.transform, "GameObject"),this.spLoader,Itemdata.star,this.sortingOrder+1,1,4,20)
|
local effect=SetHeroFlyEffect(Util.GetGameObject(clone.transform, "GameObject"),this.spLoader,Itemdata.star,this.sortingOrder+1,1,3,20)
|
||||||
if effect then
|
if effect then
|
||||||
local particles=effect:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
|
local particles=effect:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
|
||||||
for key, value in pairs(particles:ToTable()) do
|
for key, value in pairs(particles:ToTable()) do
|
||||||
|
|
|
@ -2430,11 +2430,9 @@ function this.GetCurHeroSkillDatasAndEquip(sid, star)
|
||||||
if curHeroConfig.EquipTalismana then
|
if curHeroConfig.EquipTalismana then
|
||||||
local heroSkill = {}
|
local heroSkill = {}
|
||||||
local equip=curHeroConfig.EquipTalismana[2]
|
local equip=curHeroConfig.EquipTalismana[2]
|
||||||
LogError("equip=="..equip)
|
|
||||||
local equipConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",equip,"Level",25)
|
local equipConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",equip,"Level",25)
|
||||||
if equipConfig then
|
if equipConfig then
|
||||||
heroSkill.skillId = equipConfig.OpenSkillRules[1]
|
heroSkill.skillId = equipConfig.OpenSkillRules[1]
|
||||||
LogError("equipConfig.OpenSkillRules[1]=="..equipConfig.OpenSkillRules[1])
|
|
||||||
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
|
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
|
||||||
allSkillDatas[skillIndex] = heroSkill
|
allSkillDatas[skillIndex] = heroSkill
|
||||||
skillIndex = skillIndex + 1
|
skillIndex = skillIndex + 1
|
||||||
|
|
|
@ -165,10 +165,13 @@ function HomeLand:BindEvent()
|
||||||
end)
|
end)
|
||||||
--特权加速
|
--特权加速
|
||||||
Util.AddOnceClick(self.mapData[i].btnUsePri,function ()
|
Util.AddOnceClick(self.mapData[i].btnUsePri,function ()
|
||||||
|
local level = HomeLandManager.BuildData[i].dataSingle.level
|
||||||
NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},4,4021,function ()
|
NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},4,4021,function ()
|
||||||
PrivilegeManager.RefreshPrivilegeUsedTimes(4021,1)
|
PrivilegeManager.RefreshPrivilegeUsedTimes(4021,1)
|
||||||
self.mapData[i].leftTime = -1
|
self.mapData[i].leftTime = -1
|
||||||
PopupTipPanel.ShowTip(string.format("<color=#00FF00>%s</color>已升级至<color=#00FF00>%s</color>级",HomeLandManager.BuildData[i].dataMain.Name,HomeLandManager.BuildData[i].dataSingle.level))
|
if level ~= HomeLandManager.BuildData[i].dataSingle.level then
|
||||||
|
PopupTipPanel.ShowTip(string.format("<color=#00FF00>%s</color>已升级至<color=#00FF00>%s</color>级",HomeLandManager.BuildData[i].dataMain.Name,HomeLandManager.BuildData[i].dataSingle.level))
|
||||||
|
end
|
||||||
--特效
|
--特效
|
||||||
self.mapData[i].effect2:SetActive(true)
|
self.mapData[i].effect2:SetActive(true)
|
||||||
Timer.New(function ()
|
Timer.New(function ()
|
||||||
|
|
|
@ -368,7 +368,7 @@ function SingleRecruitPanel:UpdataPanelData(_heroData)
|
||||||
this.info:SetActive(heroStaticData.Star == 5 or heroStaticData.Star == 4)
|
this.info:SetActive(heroStaticData.Star == 5 or heroStaticData.Star == 4)
|
||||||
this.infoBodyGo:SetActive(heroStaticData.Star == 5)
|
this.infoBodyGo:SetActive(heroStaticData.Star == 5)
|
||||||
this.infoTitle.text=GetLanguageStrById(heroStaticData.HeroLocationDesc1)
|
this.infoTitle.text=GetLanguageStrById(heroStaticData.HeroLocationDesc1)
|
||||||
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(heroStaticData.Natural))
|
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(heroStaticData.Natural,heroStaticData.star))
|
||||||
if heroStaticData.Star == 5 then
|
if heroStaticData.Star == 5 then
|
||||||
local t={}
|
local t={}
|
||||||
local upStarSkillDataList={} --数据容器
|
local upStarSkillDataList={} --数据容器
|
||||||
|
|
|
@ -747,7 +747,7 @@ function this:UpdateHeroInfoData()
|
||||||
------------------------------------------
|
------------------------------------------
|
||||||
this.heroName.text = curHeroData.name
|
this.heroName.text = curHeroData.name
|
||||||
this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
|
this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
|
||||||
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(curHeroData.heroConfig.Natural))
|
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(curHeroData.heroConfig.Natural,curHeroData.star))
|
||||||
this.unlockImage:SetActive(curHeroData.lockState == 0)
|
this.unlockImage:SetActive(curHeroData.lockState == 0)
|
||||||
this.lockImage:SetActive(curHeroData.lockState == 1)
|
this.lockImage:SetActive(curHeroData.lockState == 1)
|
||||||
--魂印
|
--魂印
|
||||||
|
|
Loading…
Reference in New Issue