神魂提交
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@ -234,6 +234,42 @@ function this.GetGodSoulDataByLv(id,lv,conditionIndex)
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return {}
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end
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function this.MergeGodSoulDataByLv(heroId,lv)
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local tempData = {}
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for k,v in ipairs(heroConfig[heroId].Soul) do
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if v[1] == lv then
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local data = {}
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data.index = v[2]
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data.num = v[4]
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local config = heroRankupGroup[v[3]]
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if config.Issame == 1 then
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data.id = heroConfig[heroId].Id
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data.property = 0
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data.profession = 0
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elseif config.IsId > 0 then
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data.id = config.IsId
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data.property = 0
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data.profession = 0
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else
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data.id = 0
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if config.IsSameClan == 1 then
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data.property = heroConfig[heroId].PropertyName
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else
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data.property = 0
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end
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if config.IsSameJob == 1 then
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data.profession = heroConfig[heroId].Profession
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else
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data.profession = 0
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end
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end
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data.star = config.StarLimit
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table.insert(tempData,data)
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end
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end
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return tempData
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end
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--检测红点
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function this.CheckRedPointGodSoul(curHeroData)
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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun)
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@ -144,6 +144,7 @@ function RoleGodSoulLayout:UpdateGodList()
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end
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end
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--index 等级
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function RoleGodSoulLayout:UpdataSingleGod(index)
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for i = 1,math.max(#self.gridList[index].godLvList,index) do
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if index < i then
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@ -157,9 +158,9 @@ function RoleGodSoulLayout:UpdataSingleGod(index)
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end
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--绿色
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self.gridList[index].tip.text = string.format("<color=#B5AA95>需要:</color>")
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for i = 1,math.max(#self.gridList[index].costList,#self.godDatas[index]) do
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--LogGreen("#self.godDatas[index]:"..#self.godDatas[index])
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if not self.godDatas[index][i] then
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local godDatasByLv = GodSoulManager.MergeGodSoulDataByLv(self.heroConfig.Id,index)
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for i = 1,math.max(#self.gridList[index].costList,#godDatasByLv) do
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if not godDatasByLv[i] then
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self.gridList[index].costList[i].go.gameObject:SetActive(false)
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else
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if not self.gridList[index].costList[i] then
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@ -171,32 +172,32 @@ function RoleGodSoulLayout:UpdataSingleGod(index)
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end
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self.gridList[index].costList[i].go.gameObject:SetActive(true)
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if self.godDatas[index][i].id > 0 then
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if self.godDatas[index][i].star > 10 then
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if godDatasByLv[i].id > 0 then
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if godDatasByLv[i].star > 10 then
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_zuanshitouxiangkuang")
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else
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_hong")
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end
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self.gridList[index].costList[i].icon.gameObject:SetActive(true)
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self.gridList[index].costList[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroConfig[self.godDatas[index][i].id].Icon))
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elseif self.godDatas[index][i].property > 0 then
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self.gridList[index].costList[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroConfig[godDatasByLv[i].id].Icon))
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elseif godDatasByLv[i].property > 0 then
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self.gridList[index].costList[i].icon.gameObject:SetActive(false)
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(PropertySmallIcon[self.godDatas[index][i].star][self.godDatas[index][i].property])
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elseif self.godDatas[index][i].profession > 0 then
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(PropertySmallIcon[godDatasByLv[i].star][godDatasByLv[i].property])
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elseif godDatasByLv[i].profession > 0 then
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self.gridList[index].costList[i].icon.gameObject:SetActive(false)
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(GodSoulProfession[self.godDatas[index][i].star][self.godDatas[index][i].profession])
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(GodSoulProfession[godDatasByLv[i].star][godDatasByLv[i].profession])
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else
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self.gridList[index].costList[i].icon.gameObject:SetActive(false)
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(StarImage[self.godDatas[index][i].star])
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self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(StarImage[godDatasByLv[i].star])
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end
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if not self.addShow then
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self.gridList[index].costList[i].num.text = string.format("<color=#B5AA95>×%s</color>",self.godDatas[index][i].num)
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self.gridList[index].costList[i].num.text = string.format("<color=#B5AA95>×%s</color>",godDatasByLv[i].num)
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Util.SetGray(self.gridList[index].costList[i].frame.gameObject,false)
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elseif index >= self.lv + 1 then --未激活时红色,图标置灰
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self.gridList[index].costList[i].num.text = string.format("<color=#FF0000>×%s</color>",self.godDatas[index][i].num)
|
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self.gridList[index].costList[i].num.text = string.format("<color=#FF0000>×%s</color>",godDatasByLv[i].num)
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Util.SetGray(self.gridList[index].costList[i].frame.gameObject,true)
|
||||
else --激活时绿色,图标不置灰
|
||||
self.gridList[index].costList[i].num.text = string.format("<color=#00FF00>×%s</color>",self.godDatas[index][i].num)
|
||||
self.gridList[index].costList[i].num.text = string.format("<color=#00FF00>×%s</color>",godDatasByLv[i].num)
|
||||
Util.SetGray(self.gridList[index].costList[i].frame.gameObject,false)
|
||||
end
|
||||
end
|
||||
|
|
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Reference in New Issue