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this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main}) + this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Compound_equip}) elseif index==2 then this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main}) elseif index==3 then diff --git a/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_Equip.lua b/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_Equip.lua index b91abb6629..da5d498e2a 100644 --- a/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_Equip.lua +++ b/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_Equip.lua @@ -23,12 +23,15 @@ local curNeedEquip = {} local curSelectEquip = {} local curSelectGO local materidaIsCan = false +local otherMateialIsCan = false local bagPosEquips = {} local needGoldNum = 0 +local needOtherNum=0 +local otherId=1258 function this:InitComponent(gameObject) this.spLoader = SpriteLoader.New() this.tabBox = Util.GetGameObject(gameObject, "CompoundPanel_Equip/TabBox") - this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/needGoldText"):GetComponent("Text") + this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/costTab/GameObject1/needGoldText"):GetComponent("Text") this.compoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn") this.autoCompoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/autoCompoundBtn") this.addBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/addBtn") @@ -38,10 +41,10 @@ function this:InitComponent(gameObject) this.needEquip = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/needEquip") this.compoundEquip = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/compoundEquip") this.progressImage = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/progress/Image"):GetComponent("Image") - - --for i = 1, 6 do - -- this.tabs[i] = Util.GetGameObject(gameObject, "CompoundPanel_Equip/Tabs/Btn" .. i) - --end + this.needOtherObg=Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/costTab/GameObject") + this.needOtherImg=Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/costTab/GameObject/icon"):GetComponent("Image") + this.needOtherTxt=Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/costTab/GameObject/needGoldText"):GetComponent("Text") + this.needOtherImg.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[otherId].ResourceID)) this.equipPre = Util.GetGameObject(gameObject, "CompoundPanel_Equip/equipPre") this.ScrollBar=Util.GetGameObject(gameObject, "CompoundPanel_Equip/Scrollbar"):GetComponent("Scrollbar") local v2 = Util.GetGameObject(gameObject, "CompoundPanel_Equip/scroll"):GetComponent("RectTransform").rect @@ -78,10 +81,17 @@ end function this.ShowGoldNum0() if needGoldNum > BagManager.GetItemCountById(14) then materidaIsCan = false - this.needGoldText.text = string.format("%s", needGoldNum) + this.needGoldText.text = string.format("%s", PrintWanNum(needGoldNum)) else materidaIsCan = true - this.needGoldText.text =string.format("%s", needGoldNum) + this.needGoldText.text =string.format("%s", PrintWanNum(needGoldNum)) + end + if needOtherNum>BagManager.GetItemCountById(otherId) then + otherMateialIsCan = false + this.needOtherTxt.text=string.format("%s", needOtherNum) + else + otherMateialIsCan =true + this.needOtherTxt.text =string.format("%s", needOtherNum) end end @@ -111,12 +121,6 @@ function this.OnClickTabBtn(_curIndex) this.SingleItemDataShow(go, equipDatas[index],equipStarsConfig[equipDatas[index].Star]) end) this.ShowTitleData(equipStarsConfig[curSelectEquip.Star]) - -- this.ScrollView:ForeachItemGO(function(index, go) - -- Timer.New(function() - -- go.gameObject:SetActive(true) - -- PlayUIAnim(go.gameObject) - -- end, 0.001 * (index - 1)):Start() - -- end) end function this.ShowTitleData(curEquipStarsConfig) @@ -142,10 +146,26 @@ function this.ShowGoldNum(upEquipStarsConfig,compoundNum) needGoldNum = compoundNum * upEquipStarsConfig.RankupResources[1][2] if needGoldNum > BagManager.GetItemCountById(upEquipStarsConfig.RankupResources[1][1]) then materidaIsCan = false - this.needGoldText.text = string.format("%s", needGoldNum) + this.needGoldText.text = string.format("%s",PrintWanNum(needGoldNum)) else materidaIsCan = true - this.needGoldText.text =string.format("%s", needGoldNum) + this.needGoldText.text =string.format("%s",PrintWanNum(needGoldNum)) + end + --如果有额外消耗物品 + if upEquipStarsConfig.RankupResources[2] then + needOtherNum = compoundNum * upEquipStarsConfig.RankupResources[2][2] + otherId=upEquipStarsConfig.RankupResources[2][1] + if needOtherNum>BagManager.GetItemCountById(otherId) then + otherMateialIsCan = false + this.needOtherTxt.text=string.format("%s", needOtherNum) + else + otherMateialIsCan = true + this.needOtherTxt.text =string.format("%s", needOtherNum) + end + this.needOtherObg:SetActive(true) + else + this.needOtherObg:SetActive(false) + otherMateialIsCan = true end this.numText.text = compoundNum Util.SetGray(this.addBtn,false) @@ -222,7 +242,7 @@ function this.CompoundNumChange(type) compoundNum = compoundNum - 1 end --LogError("compoundNum "..compoundNum) - this.ShowGoldNum(equipStarsConfig[curSelectEquip.Star],compoundNum) + this.ShowGoldNum(equipStarsConfig[curSelectEquip.Star-1],compoundNum) end function this.Compound() --LogError(" `````````````````` "..curIndex.." "..curSelectEquip.Star.." "..compoundNum) @@ -234,6 +254,11 @@ function this.Compound() UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.Gold }) return end + + if not otherMateialIsCan then + PopupTipPanel.ShowTip(itemConfig[otherId].Name.."不足") + return + end NetManager.ComplexEquipRequest(curIndex,curSelectEquip.Star,compoundNum,function(msg) SoundManager.PlaySound(SoundConfig.UI_Duanzao) -- SoundManager.PlaySound(SoundConfig.UI_Baoqi) @@ -247,8 +272,10 @@ function this.AutoCompound(_position) --进度剩余的的装备材料的数量 local curPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(_position) local bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(_position) - --进度需要的消耗材料的数量 + --进度需要的消耗金币的数量 local shengGoldNum = 0 + --进度需要消耗其他物品的数量 + local shengOtherNum = 0 --进度剩余的的消耗材料的数量 local bagNums = {} @@ -289,7 +316,12 @@ function this.AutoCompound(_position) end for itemId, num in pairs(materialNums) do bagNums[itemId] = bagNums[itemId] - endCompoundNum * num - shengGoldNum = shengGoldNum + endCompoundNum * num + if itemId==14 then + shengGoldNum = shengGoldNum + endCompoundNum * num + else + shengOtherNum = shengOtherNum + endCompoundNum * num + end + end curPosEquips[i] = curPosEquips[i] - endCompoundNum * equipStarsConfig[i].RankupCount if curPosEquips[i + 1] then @@ -319,7 +351,7 @@ function this.AutoCompound(_position) return end UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipCompound, - shengGoldNum,curRewards,function () + shengGoldNum,shengOtherNum,curRewards,function () NetManager.ComplexEquipRequest(curIndex,0,0,function(msg) SoundManager.PlaySound(SoundConfig.UI_Duanzao) SoundManager.PlaySound(SoundConfig.UI_Baoqi) diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_EquipCompound.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_EquipCompound.lua index ea510b392b..09345480ff 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_EquipCompound.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_EquipCompound.lua @@ -16,7 +16,9 @@ function this:InitComponent(gameObject) this.spLoader = SpriteLoader.New() this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text") this.num=Util.GetGameObject(gameObject,"Body/Num"):GetComponent("Text") + this.num2=Util.GetGameObject(gameObject,"Body/Num2"):GetComponent("Text") this.numImage=Util.GetGameObject(gameObject,"Body/Num/Image"):GetComponent("Image") + this.numImage2=Util.GetGameObject(gameObject,"Body/Num2/Image"):GetComponent("Image") this.cancelBtn=Util.GetGameObject(gameObject,"CancelBtn") this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn") @@ -48,10 +50,12 @@ function this:OnShow(_parent,...) --不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参 local args = {...} this.num.text = args[1] - fun = args[3] + this.num2.text = args[2] + fun = args[4] this.titleText.text=Language[11541] this.numImage.sprite = SetIcon(this.spLoader, 14) - FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,10,1,sortingOrder,false,args[2]) + this.numImage2.sprite = SetIcon(this.spLoader, 1258) + FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,10,1,sortingOrder,false,args[3]) end function this:OnClose() diff --git a/Assets/ManagedResources/~Lua/View/UpView.lua b/Assets/ManagedResources/~Lua/View/UpView.lua index b015f9eb15..aa61ef3ae0 100644 --- a/Assets/ManagedResources/~Lua/View/UpView.lua +++ b/Assets/ManagedResources/~Lua/View/UpView.lua @@ -62,6 +62,7 @@ local _ShowPlusType = { UpViewRechargeType.TaichuZhiQi, UpViewRechargeType.XunBaoMiZong, UpViewRechargeType.jingwenmiyao, + UpViewRechargeType.godEquipStone, } -- 判断是否显示加号 @@ -394,7 +395,8 @@ function UpView:RechargeType(_type) _type == UpViewRechargeType.QiJieCoin or _type == UpViewRechargeType.LunDaoBi or _type == UpViewRechargeType.jingwenmiyao or - _type == UpViewRechargeType.TaichuZhiQi then + _type == UpViewRechargeType.TaichuZhiQi or + _type == UpViewRechargeType.godEquipStone then UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _type) end end