Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
a7575c7d37
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@ -921,6 +921,7 @@ ItemType = {
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SelfBox = 20,--自选宝箱
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LingShou =21,--灵兽
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LingShouChip =22,--灵兽碎片
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heroDogFood =25,--英雄狗粮
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}
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JumpType = {
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Lottery = 1, --招募
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@ -2424,4 +2425,8 @@ IndexValueDef = {
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[1] = 1,--首充1美元
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[15] = 2, --首充15美元
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},
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}
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}
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RoleUpStarMatType = {
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item = 2,--万能狗粮
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hero = 1,--英雄
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}
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@ -29,6 +29,9 @@ UPHEROLEVELREQUEST_TARGETLEVEL_FIELD = protobuf.FieldDescriptor();
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UPHEROLEVELRESPONSE = protobuf.Descriptor();
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UPHEROLEVELRESPONSE_HEROID_FIELD = protobuf.FieldDescriptor();
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UPHEROLEVELRESPONSE_TARGETLEVEL_FIELD = protobuf.FieldDescriptor();
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CONSUMEITEM = protobuf.Descriptor();
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CONSUMEITEM_TYPE_FIELD = protobuf.FieldDescriptor();
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CONSUMEITEM_ITEMID_FIELD = protobuf.FieldDescriptor();
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CONSUMEMATERIAL = protobuf.Descriptor();
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CONSUMEMATERIAL_POSITION_FIELD = protobuf.FieldDescriptor();
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CONSUMEMATERIAL_HEROIDS_FIELD = protobuf.FieldDescriptor();
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@ -421,6 +424,33 @@ UPHEROLEVELRESPONSE.enum_types = {}
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UPHEROLEVELRESPONSE.fields = {UPHEROLEVELRESPONSE_HEROID_FIELD, UPHEROLEVELRESPONSE_TARGETLEVEL_FIELD}
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UPHEROLEVELRESPONSE.is_extendable = false
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UPHEROLEVELRESPONSE.extensions = {}
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CONSUMEITEM_TYPE_FIELD.name = "type"
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CONSUMEITEM_TYPE_FIELD.full_name = ".rpc.protocols.ConsumeItem.type"
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CONSUMEITEM_TYPE_FIELD.number = 1
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CONSUMEITEM_TYPE_FIELD.index = 0
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CONSUMEITEM_TYPE_FIELD.label = 1
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CONSUMEITEM_TYPE_FIELD.has_default_value = false
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CONSUMEITEM_TYPE_FIELD.default_value = 0
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CONSUMEITEM_TYPE_FIELD.type = 5
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CONSUMEITEM_TYPE_FIELD.cpp_type = 1
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CONSUMEITEM_ITEMID_FIELD.name = "itemId"
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CONSUMEITEM_ITEMID_FIELD.full_name = ".rpc.protocols.ConsumeItem.itemId"
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CONSUMEITEM_ITEMID_FIELD.number = 2
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CONSUMEITEM_ITEMID_FIELD.index = 1
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CONSUMEITEM_ITEMID_FIELD.label = 1
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CONSUMEITEM_ITEMID_FIELD.has_default_value = false
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CONSUMEITEM_ITEMID_FIELD.default_value = ""
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CONSUMEITEM_ITEMID_FIELD.type = 9
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CONSUMEITEM_ITEMID_FIELD.cpp_type = 9
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CONSUMEITEM.name = "ConsumeItem"
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CONSUMEITEM.full_name = ".rpc.protocols.ConsumeItem"
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CONSUMEITEM.nested_types = {}
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CONSUMEITEM.enum_types = {}
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CONSUMEITEM.fields = {CONSUMEITEM_TYPE_FIELD, CONSUMEITEM_ITEMID_FIELD}
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CONSUMEITEM.is_extendable = false
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CONSUMEITEM.extensions = {}
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CONSUMEMATERIAL_POSITION_FIELD.name = "position"
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CONSUMEMATERIAL_POSITION_FIELD.full_name = ".rpc.protocols.ConsumeMaterial.position"
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CONSUMEMATERIAL_POSITION_FIELD.number = 1
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@ -438,8 +468,9 @@ CONSUMEMATERIAL_HEROIDS_FIELD.index = 1
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CONSUMEMATERIAL_HEROIDS_FIELD.label = 3
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CONSUMEMATERIAL_HEROIDS_FIELD.has_default_value = false
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CONSUMEMATERIAL_HEROIDS_FIELD.default_value = {}
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CONSUMEMATERIAL_HEROIDS_FIELD.type = 9
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CONSUMEMATERIAL_HEROIDS_FIELD.cpp_type = 9
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CONSUMEMATERIAL_HEROIDS_FIELD.message_type = CONSUMEITEM
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CONSUMEMATERIAL_HEROIDS_FIELD.type = 11
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CONSUMEMATERIAL_HEROIDS_FIELD.cpp_type = 10
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CONSUMEMATERIAL.name = "ConsumeMaterial"
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CONSUMEMATERIAL.full_name = ".rpc.protocols.ConsumeMaterial"
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@ -1926,6 +1957,7 @@ ComplexEquipRequest = protobuf.Message(COMPLEXEQUIPREQUEST)
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ComplexEquipResponse = protobuf.Message(COMPLEXEQUIPRESPONSE)
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ComplexJewelEquipRequest = protobuf.Message(COMPLEXJEWELEQUIPREQUEST)
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ComplexJewelEquipResponse = protobuf.Message(COMPLEXJEWELEQUIPRESPONSE)
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ConsumeItem = protobuf.Message(CONSUMEITEM)
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ConsumeMaterial = protobuf.Message(CONSUMEMATERIAL)
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DoHeroChangeRequest = protobuf.Message(DOHEROCHANGEREQUEST)
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DoHeroChangeResponse = protobuf.Message(DOHEROCHANGERESPONSE)
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@ -360,6 +360,15 @@ function this.SingleItemDataShow(_go, _itemData)
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Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/Icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
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Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circle)
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num:SetActive(false)
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elseif _itemData.itemConfig.ItemType == ItemType.heroDogFood then
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num:SetActive(true)
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num:GetComponent("Text").text = _itemData.num
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frameMask:GetComponent("Image").sprite = Util.LoadSprite(GetHeroChipQuantityImageByquality(_itemData.itemConfig.Quantity))
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local propertyName = itemConfig[_itemData.itemConfig.Id].PropertyName
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if (propertyName ~= 0) then
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(true)
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName))
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end
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end
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end
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local redPoint = Util.GetGameObject(_go.gameObject, "GameObject/redPoint")
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@ -683,9 +683,8 @@ end
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--检测卡库中的英雄是否有满足当前升星条件
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function this.GetUpStarHeroListData(heroRankUpGroupId, heroData)
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local needHeroListData = {}
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needHeroListData.state = 0
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--0 没有 1 有满足条件单位英雄
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needHeroListData.heroList = {}
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needHeroListData = {}
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local heroRankUpGroup = heroRankUpGroup[heroRankUpGroupId]
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for i, v in pairs(heroDatas) do
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if v.dynamicId == heroData.dynamicId then --自己筛掉
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@ -698,19 +697,19 @@ function this.GetUpStarHeroListData(heroRankUpGroupId, heroData)
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if v.property == heroData.property then
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if heroRankUpGroup.IsId > 0 then
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if v.id == heroRankUpGroup.IsId then
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table.insert(needHeroListData.heroList, v)
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table.insert(needHeroListData, v)
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end
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else
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table.insert(needHeroListData.heroList, v)
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table.insert(needHeroListData, v)
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end
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end
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else
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if heroRankUpGroup.IsId > 0 then
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if v.id == heroRankUpGroup.IsId then
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table.insert(needHeroListData.heroList, v)
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table.insert(needHeroListData, v)
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end
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else
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table.insert(needHeroListData.heroList, v)
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table.insert(needHeroListData, v)
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end
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end
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end
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@ -721,19 +720,19 @@ function this.GetUpStarHeroListData(heroRankUpGroupId, heroData)
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if v.property == heroData.property then
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if heroRankUpGroup.IsId > 0 then
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if v.id == heroRankUpGroup.IsId then
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table.insert(needHeroListData.heroList, v)
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table.insert(needHeroListData, v)
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end
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else
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table.insert(needHeroListData.heroList, v)
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table.insert(needHeroListData, v)
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end
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end
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else
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if heroRankUpGroup.IsId > 0 then
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if v.id == heroRankUpGroup.IsId then
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table.insert(needHeroListData.heroList, v)
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table.insert(needHeroListData, v)
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end
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else
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table.insert(needHeroListData.heroList, v)
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table.insert(needHeroListData, v)
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end
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end
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end
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@ -741,8 +740,8 @@ function this.GetUpStarHeroListData(heroRankUpGroupId, heroData)
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end
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end
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--删除编队上的英雄
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if needHeroListData.heroList and LengthOfTable(needHeroListData.heroList) > 0 then
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for i, v in pairs(needHeroListData.heroList) do
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if needHeroListData and LengthOfTable(needHeroListData) > 0 then
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for i, v in pairs(needHeroListData) do
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for n, w in pairs(FormationManager.formationList) do
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if this.heroResolveLicence[n] then
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for m = 1, #w.teamHeroInfos do
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@ -755,31 +754,7 @@ function this.GetUpStarHeroListData(heroRankUpGroupId, heroData)
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end
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end
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end
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--删除冒险上的英雄
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--if needHeroListData.heroList and LengthOfTable(needHeroListData.heroList)>0 then
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-- for i, v in pairs(needHeroListData.heroList) do
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-- for n,w in pairs(AdventureManager.heroList) do
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-- for m = 1, #w do
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-- if v.dynamicId==w[m] then
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-- needHeroListData.heroList[i] = nil
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-- end
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-- end
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-- end
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-- end
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--end
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local needHeroListData2 = {}
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needHeroListData2.state = 0
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--0 没有 1 有满足条件单位英雄
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needHeroListData2.heroList = {}
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for i, v in pairs(needHeroListData.heroList) do
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table.insert(needHeroListData2.heroList, v)
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end
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if #needHeroListData2.heroList > 0 then
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needHeroListData2.state = 1
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end
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table.sort(
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needHeroListData2,
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function(a, b)
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table.sort(needHeroListData,function(a, b)
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if a.id == b.id then
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if a.lv == b.lv then
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return a.id > b.id
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@ -791,6 +766,47 @@ function this.GetUpStarHeroListData(heroRankUpGroupId, heroData)
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end
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end
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)
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local canSeleItemIds = {}
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--前边以前添加英雄代码不动
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if heroRankUpGroup.Items and #heroRankUpGroup.Items > 0 then
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for i = 1, #heroRankUpGroup.Items do
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local itemId = heroRankUpGroup.Items[i]
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LogYellow("itemId "..itemId)
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local haveNum = BagManager.GetItemCountById(itemId)
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if haveNum > 0 then
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for i = 1, haveNum do
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local v = {}
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v.id = itemId
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table.insert(canSeleItemIds,itemId)
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end
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end
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end
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end
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local needHeroListData2 = {}
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needHeroListData2.state = 0
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--0 没有 1 有满足条件单位英雄
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needHeroListData2.heroList = {}
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if #needHeroListData > 0 or #canSeleItemIds > 0 then
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needHeroListData2.state = 1
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end
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--道具靠前
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if #canSeleItemIds > 0 then
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for i, v in ipairs(canSeleItemIds) do
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local vData = {}
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vData.id = v
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vData.type = RoleUpStarMatType.item--1道具 2 英雄 需要传给后端
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vData.index = i--用于祭品选择界面 查看是否选中
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table.insert(needHeroListData2.heroList, vData)
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end
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end
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--英雄靠后
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if #needHeroListData > 0 then
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for i, v in ipairs(needHeroListData) do
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v.type = RoleUpStarMatType.hero--1道具 2 英雄 需要传给后端
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table.insert(needHeroListData2.heroList, v)
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end
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end
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return needHeroListData2
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end
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--计算每个星级的英雄等级最终上限
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@ -744,7 +744,14 @@ function this.HeroUpStarEvent(heroId, consumeMaterials, func)
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local c = data.consumeMaterials:add()
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c.position = i
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for j = 1, #consumeMaterials[i] do
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c.heroIds:append(consumeMaterials[i][j])
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local e = c.heroIds:add()
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e.type = consumeMaterials[i][j].type
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if consumeMaterials[i][j].type == RoleUpStarMatType.hero then
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e.itemId = consumeMaterials[i][j].dynamicId
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elseif consumeMaterials[i][j].type == RoleUpStarMatType.item then
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e.itemId = tostring(consumeMaterials[i][j].id)
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end
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-- c.heroIds:append(consumeMaterials[i][j])
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end
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end
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--for j = 1, #data.ConsumeMaterial do
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@ -238,7 +238,6 @@ end
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--界面打开时调用(用于子类重写)
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function RewardItemSingleShowPopup:OnOpen(...)
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isBagPanel = BagManager.isBagPanel
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itemNu = 0
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local data = { ... }
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@ -302,6 +301,13 @@ function RewardItemSingleShowPopup:OnShow()
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this.fragmentIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName))
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end
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end
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if itemConfigData.ItemType == ItemType.heroDogFood then
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local propertyName=itemConfig[itemConfigData.Id].PropertyName
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if(propertyName~=0) then
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this.fragmentIcon:SetActive(true)
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this.fragmentIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName))
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end
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end
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if itemConfigData.ItemType == 9 then
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if itemConfigData.RingLevel > 0 then
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this.innateImage:SetActive(true)
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|
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@ -253,7 +253,7 @@ function this.AutoSelectUpStarHeroList(_curUpStarData)
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and curHeroData.heroConfig.Qualiy ~= 3) then
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if LengthOfTable(upStarHeroListData.heroList) >= curUpStarData[i].upStarData[4] then
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for i = 1, curUpStarData[i].upStarData[4] do
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if upStarHeroListData.heroList[i].lockState == 0 and upStarHeroListData.heroList[i].isFormation == "" then
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if upStarHeroListData.heroList[i].type == RoleUpStarMatType.item or upStarHeroListData.heroList[i].type == RoleUpStarMatType.hero and upStarHeroListData.heroList[i].lockState == 0 and upStarHeroListData.heroList[i].isFormation == "" then
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table.insert(curSelectHeroList,upStarHeroListData.heroList[i])
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end
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end
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@ -286,17 +286,9 @@ function this.UpdateUpStarPosHeroData(curSelectHeroList)
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end
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local curUpStarConsumeMaterial={}
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for i, v in pairs(curSelectHeroList) do
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table.insert(curUpStarConsumeMaterial,v.dynamicId)
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table.insert(curUpStarConsumeMaterial,v)
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end
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upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial
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-- for i = 1, #upStarConsumeMaterial do
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-- Log("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i])
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-- if #upStarConsumeMaterial[i]>0 then
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-- for j = 1, #upStarConsumeMaterial[i] do
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-- Log("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j])
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-- end
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-- end
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-- end
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end
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--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
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function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
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@ -315,13 +307,17 @@ function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗
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for k = 1, #upStarConsumeMaterial[j] do
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if j==curSelectUpStarData.upStarData[2] then--curSelectUpStarData 当前坑位选择的英雄信息
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for _, v in pairs(curEndShowHeroListData) do
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if v.dynamicId==upStarConsumeMaterial[j][k] then
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if v.type == RoleUpStarMatType.hero and v.dynamicId==upStarConsumeMaterial[j][k].dynamicId then
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v.isSelect=1
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elseif v.type == RoleUpStarMatType.item and v.index==upStarConsumeMaterial[j][k].index then
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v.isSelect=1
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end
|
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end
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else
|
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for i, v in pairs(curEndShowHeroListData) do
|
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if v.dynamicId==upStarConsumeMaterial[j][k] then
|
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if v.type == RoleUpStarMatType.hero and v.dynamicId==upStarConsumeMaterial[j][k].dynamicId then
|
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curEndShowHeroListData[i] = nil
|
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elseif v.type == RoleUpStarMatType.item and v.index==upStarConsumeMaterial[j][k].index then
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curEndShowHeroListData[i] = nil
|
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end
|
||||
end
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|
@ -382,20 +378,16 @@ function this.DeleteUpStarMaterials()
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end
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end
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--本地数据删除材料英雄
|
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|
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|
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-- for i = 1, #upStarConsumeMaterial do
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-- Log("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i])
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-- if #upStarConsumeMaterial[i]>0 then
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-- for j = 1, #upStarConsumeMaterial[i] do
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-- Log("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j])
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-- end
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-- end
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-- end
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|
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|
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local curDelHeroDids = {}
|
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for i = 1, #upStarConsumeMaterial do
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HeroManager.DeleteHeroDatas(upStarConsumeMaterial[i])
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for j = 1, #upStarConsumeMaterial[i] do
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if upStarConsumeMaterial[i][j].type == RoleUpStarMatType.hero then
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table.insert(curDelHeroDids,upStarConsumeMaterial[i][j].dynamicId)
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end
|
||||
end
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end
|
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if curDelHeroDids and #curDelHeroDids > 0 then
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HeroManager.DeleteHeroDatas(curDelHeroDids)
|
||||
end
|
||||
if HeroManager.heroListPanelProID ~= ProIdConst.All then
|
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heroDatas = HeroManager.GetHeroDataByProperty(HeroManager.heroListPanelProID)
|
||||
|
|
|
@ -302,7 +302,7 @@ function RoleUpStarLayout:AutoSelectUpStarHeroList(_curUpStarData)
|
|||
and curHeroData.heroConfig.Qualiy ~= 3) then
|
||||
if LengthOfTable(upStarHeroListData.heroList) >= curUpStarData[i].upStarData[4] then
|
||||
for i = 1, curUpStarData[i].upStarData[4] do
|
||||
if upStarHeroListData.heroList[i].lockState == 0 and upStarHeroListData.heroList[i].isFormation == ""
|
||||
if upStarHeroListData.heroList[i].type == RoleUpStarMatType.item or upStarHeroListData.heroList[i].type == RoleUpStarMatType.hero and upStarHeroListData.heroList[i].lockState == 0 and upStarHeroListData.heroList[i].isFormation == ""
|
||||
and (not HarmonyManager.IsChangeColor(upStarHeroListData.heroList[i].dynamicId)) and (not HarmonyManager:IsEnvoy(upStarHeroListData.heroList[i].dynamicId)) then
|
||||
table.insert(curSelectHeroList,upStarHeroListData.heroList[i])
|
||||
end
|
||||
|
@ -336,17 +336,9 @@ function RoleUpStarLayout:UpdateUpStarPosHeroData(curSelectHeroList)
|
|||
end
|
||||
local curUpStarConsumeMaterial={}
|
||||
for i, v in pairs(curSelectHeroList) do
|
||||
table.insert(curUpStarConsumeMaterial,v.dynamicId)
|
||||
table.insert(curUpStarConsumeMaterial,v)
|
||||
end
|
||||
upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial
|
||||
for i = 1, #upStarConsumeMaterial do
|
||||
--Log("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i])
|
||||
if #upStarConsumeMaterial[i]>0 then
|
||||
for j = 1, #upStarConsumeMaterial[i] do
|
||||
--Log("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j])
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
|
||||
function RoleUpStarLayout:SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
|
||||
|
@ -365,13 +357,17 @@ function RoleUpStarLayout:SetShowHeroListData(upStarConsumeMaterial,curHeroList)
|
|||
for k = 1, #upStarConsumeMaterial[j] do
|
||||
if j==curSelectUpStarData.upStarData[2] then--curSelectUpStarData 当前坑位选择的英雄信息
|
||||
for _, v in pairs(curEndShowHeroListData) do
|
||||
if v.dynamicId==upStarConsumeMaterial[j][k] then
|
||||
if v.type == RoleUpStarMatType.hero and v.dynamicId==upStarConsumeMaterial[j][k].dynamicId then
|
||||
v.isSelect=1
|
||||
elseif v.type == RoleUpStarMatType.item and v.index==upStarConsumeMaterial[j][k].index then
|
||||
v.isSelect=1
|
||||
end
|
||||
end
|
||||
else
|
||||
for i, v in pairs(curEndShowHeroListData) do
|
||||
if v.dynamicId==upStarConsumeMaterial[j][k] then
|
||||
if v.type == RoleUpStarMatType.hero and v.dynamicId==upStarConsumeMaterial[j][k].dynamicId then
|
||||
curEndShowHeroListData[i] = nil
|
||||
elseif v.type == RoleUpStarMatType.item and v.index==upStarConsumeMaterial[j][k].index then
|
||||
curEndShowHeroListData[i] = nil
|
||||
end
|
||||
end
|
||||
|
@ -446,8 +442,16 @@ function RoleUpStarLayout:DeleteUpStarMaterials()
|
|||
end
|
||||
end
|
||||
--本地数据删除材料英雄
|
||||
local curDelHeroDids = {}
|
||||
for i = 1, #upStarConsumeMaterial do
|
||||
HeroManager.DeleteHeroDatas(upStarConsumeMaterial[i])
|
||||
for j = 1, #upStarConsumeMaterial[i] do
|
||||
if upStarConsumeMaterial[i][j].type == RoleUpStarMatType.hero then
|
||||
table.insert(curDelHeroDids,upStarConsumeMaterial[i][j].dynamicId)
|
||||
end
|
||||
end
|
||||
end
|
||||
if curDelHeroDids and #curDelHeroDids > 0 then
|
||||
HeroManager.DeleteHeroDatas(curDelHeroDids)
|
||||
end
|
||||
if HeroManager.heroListPanelProID ~= ProIdConst.All then
|
||||
heroDatas = HeroManager.GetHeroDataByProperty(HeroManager.heroListPanelProID)
|
||||
|
|
|
@ -42,9 +42,6 @@ function RoleUpStarListPanel:BindEvent()
|
|||
Util.AddClick(this.BtnSure, function()
|
||||
self:ClosePanel()
|
||||
Log("curSelectHeroList "..LengthOfTable(curSelectHeroList))
|
||||
for i, v in pairs(curSelectHeroList) do
|
||||
LogPink("v.dynamicId "..v.dynamicId)
|
||||
end
|
||||
openThisPanel:UpdateUpStarPosHeroData(curSelectHeroList)
|
||||
end)
|
||||
Util.AddClick(this.btnAutoSelect, function()
|
||||
|
@ -68,7 +65,8 @@ function RoleUpStarListPanel:OnOpen(heroData,HeroRankupGroupData,RankupConsumeMa
|
|||
curSelectHeroList={}
|
||||
print(#_curSelectHeroList)
|
||||
for i = 1, #_curSelectHeroList do
|
||||
curSelectHeroList[_curSelectHeroList[i]]=_curSelectHeroList[i]
|
||||
-- curSelectHeroList[_curSelectHeroList[i]]=_curSelectHeroList[i]
|
||||
table.insert(curSelectHeroList,_curSelectHeroList[i])
|
||||
end
|
||||
|
||||
curHeroData = _curHeroData
|
||||
|
@ -80,7 +78,7 @@ function RoleUpStarListPanel:OnOpen(heroData,HeroRankupGroupData,RankupConsumeMa
|
|||
for n,w in pairs(FormationManager.formationList) do
|
||||
if HeroManager.heroResolveLicence[n] then
|
||||
for m = 1, #w.teamHeroInfos do
|
||||
if v.dynamicId==w.teamHeroInfos[m].heroId then
|
||||
if v.type == RoleUpStarMatType.hero and v.dynamicId==w.teamHeroInfos[m].heroId then
|
||||
local isFormationStr = HeroManager.GetHeroFormationStr2(n)
|
||||
if isFormationStr ~= "" then
|
||||
if not text or text == "" then
|
||||
|
@ -139,7 +137,7 @@ function this.OnClickEnterHero(go,heroData,type)
|
|||
end
|
||||
elseif type==2 then
|
||||
for i = 1, #curSelectHeroList do
|
||||
if heroData.dynamicId==curSelectHeroList[i].dynamicId then
|
||||
if heroData.type == RoleUpStarMatType.hero and heroData.dynamicId==curSelectHeroList[i].dynamicId then
|
||||
table.remove(curSelectHeroList,i)
|
||||
break
|
||||
end
|
||||
|
@ -152,49 +150,134 @@ end
|
|||
function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
|
||||
local choosed = Util.GetGameObject(go.transform, "choosed")
|
||||
choosed:SetActive(false)
|
||||
if curSelectHeroList[heroData.dynamicId] then
|
||||
curSelectHeroList[heroData.dynamicId]=heroData
|
||||
choosed:SetActive(true)
|
||||
end
|
||||
Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
|
||||
Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = heroData.lv
|
||||
Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.icon)
|
||||
Util.GetGameObject(go.transform, "posIcon"):SetActive(false)--:GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
|
||||
Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||||
--Util.GetGameObject(go.transform, "heroStage"):GetComponent("Image").sprite = Util.LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
|
||||
local formationMask = Util.GetGameObject(go.transform, "formationMask")
|
||||
--LogError("heroData.isFormation "..heroData.isFormation)
|
||||
formationMask:SetActive((heroData.isFormation ~= "" and heroData.isFormation ~= Language[10410]) or heroData.lockState == 1)
|
||||
Util.GetGameObject(formationMask.transform, "formationImage"):SetActive(heroData.isFormation ~= "" )
|
||||
Util.GetGameObject(formationMask.transform, "lockImage"):SetActive( heroData.lockState == 1)
|
||||
Util.GetGameObject(go.transform, "noumenon"):SetActive( heroData.id == curHeroData.id )
|
||||
Util.GetGameObject(go.transform, "name"):GetComponent("Text").text = SubString2(GetLanguageStrById(heroData.heroConfig.ReadingName),8)
|
||||
local starGrid = Util.GetGameObject(go.transform, "star")
|
||||
SetHeroStars(starGrid, heroData.star,1,nil,nil,Vector2.New(0,1))
|
||||
local cardBtn = Util.GetGameObject(go.transform, "icon")
|
||||
local GongMingMask = Util.GetGameObject(go.transform, "GongMingMask")
|
||||
GongMingMask:SetActive(false)--最后检测是否共鸣
|
||||
if heroData.lockState == 1 or (heroData.isFormation ~= "" and heroData.isFormation ~= Language[10410]) then
|
||||
else
|
||||
if HarmonyManager.IsChangeColor(heroData.dynamicId) then
|
||||
Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = "<color=#0f0>"..heroData.lv.."</color>"
|
||||
GongMingMask:SetActive(true)
|
||||
elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) then
|
||||
if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0 then
|
||||
-- body
|
||||
Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = "<color=#ffbe22>"..heroData.lv.."</color>"
|
||||
GongMingMask:SetActive(true)
|
||||
-- if curSelectHeroList[heroData.dynamicId] then
|
||||
-- curSelectHeroList[heroData.dynamicId]=heroData
|
||||
-- choosed:SetActive(true)
|
||||
-- end
|
||||
for i = 1, #curSelectHeroList do
|
||||
if curSelectHeroList[i].type == RoleUpStarMatType.hero then
|
||||
if curSelectHeroList[i].dynamicId == heroData.dynamicId then
|
||||
choosed:SetActive(true)
|
||||
end
|
||||
elseif curSelectHeroList[i].type == RoleUpStarMatType.item then
|
||||
if curSelectHeroList[i].id == heroData.id and curSelectHeroList[i].index == heroData.index then
|
||||
choosed:SetActive(true)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
Util.AddOnceClick(GongMingMask, function()
|
||||
PopupTipPanel.ShowTip(Language[12184])
|
||||
end)
|
||||
Util.AddOnceClick(cardBtn, function()
|
||||
if curSelectHeroList[heroData.dynamicId] then
|
||||
Util.GetGameObject(go.transform, "posIcon"):SetActive(false)--:GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
|
||||
local frame = Util.GetGameObject(go.transform, "frame"):GetComponent("Image")
|
||||
local lvGo = Util.GetGameObject(go.transform, "lv")
|
||||
local icon = Util.GetGameObject(go.transform, "icon"):GetComponent("Image")
|
||||
local proIcon = Util.GetGameObject(go.transform, "proIcon")
|
||||
local name = Util.GetGameObject(go.transform, "name"):GetComponent("Text")
|
||||
local formationMask = Util.GetGameObject(go.transform, "formationMask")
|
||||
local formationImage = Util.GetGameObject(formationMask.transform, "formationImage")
|
||||
local lockImage = Util.GetGameObject(formationMask.transform, "lockImage")
|
||||
local noumenon = Util.GetGameObject(go, "noumenon")
|
||||
local starGrid = Util.GetGameObject(go.transform, "star")
|
||||
local cardBtn = Util.GetGameObject(go.transform, "icon")
|
||||
local GongMingMask = Util.GetGameObject(go.transform, "GongMingMask")
|
||||
LogYellow("heroData.type "..heroData.type)
|
||||
if heroData.type == RoleUpStarMatType.hero then
|
||||
frame.sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
|
||||
lvGo:SetActive(true)
|
||||
Util.GetGameObject(lvGo.transform, "Text"):GetComponent("Text").text = heroData.lv
|
||||
icon.sprite = Util.LoadSprite(heroData.icon)
|
||||
proIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||||
formationMask:SetActive((heroData.isFormation ~= "" and heroData.isFormation ~= Language[10410]) or heroData.lockState == 1)
|
||||
formationImage:SetActive(heroData.isFormation ~= "" )
|
||||
lockImage:SetActive( heroData.lockState == 1)
|
||||
noumenon:SetActive( heroData.id == curHeroData.id )
|
||||
name.text = SubString2(GetLanguageStrById(heroData.heroConfig.ReadingName),8)
|
||||
SetHeroStars(starGrid, heroData.star,1,nil,nil,Vector2.New(0,1))
|
||||
GongMingMask:SetActive(false)--最后检测是否共鸣
|
||||
if heroData.lockState == 1 or (heroData.isFormation ~= "" and heroData.isFormation ~= Language[10410]) then
|
||||
else
|
||||
if HarmonyManager.IsChangeColor(heroData.dynamicId) then
|
||||
Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = "<color=#0f0>"..heroData.lv.."</color>"
|
||||
GongMingMask:SetActive(true)
|
||||
elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) then
|
||||
if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0 then
|
||||
-- body
|
||||
Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = "<color=#ffbe22>"..heroData.lv.."</color>"
|
||||
GongMingMask:SetActive(true)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
Util.AddOnceClick(GongMingMask, function()
|
||||
PopupTipPanel.ShowTip(Language[12184])
|
||||
end)
|
||||
Util.AddOnceClick(cardBtn, function()
|
||||
local isSelect = false
|
||||
local selectIndex = 0
|
||||
for i = 1, #curSelectHeroList do
|
||||
if curSelectHeroList[i].type == RoleUpStarMatType.hero then
|
||||
if curSelectHeroList[i].dynamicId == heroData.dynamicId then
|
||||
isSelect = true
|
||||
selectIndex = i
|
||||
end
|
||||
end
|
||||
end
|
||||
if isSelect then
|
||||
choosed:SetActive(false)
|
||||
-- curSelectHeroList[heroData.dynamicId]=nil
|
||||
table.remove(curSelectHeroList,selectIndex)
|
||||
this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
|
||||
return
|
||||
end
|
||||
if LengthOfTable(curSelectHeroList)>=curNeedRoleNum then
|
||||
PopupTipPanel.ShowTip(Language[10403])
|
||||
return
|
||||
end
|
||||
-- curSelectHeroList[heroData.dynamicId]=heroData
|
||||
table.insert(curSelectHeroList,heroData)
|
||||
choosed:SetActive(true)
|
||||
this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
|
||||
end)
|
||||
|
||||
Util.AddOnceClick(formationMask, function()
|
||||
if heroData.isFormation ~= "" then
|
||||
PopupTipPanel.ShowTip( heroData.isFormation)
|
||||
return
|
||||
end
|
||||
if heroData.lockState == 1 then
|
||||
PopupTipPanel.ShowTip(Language[10413])
|
||||
return
|
||||
end
|
||||
end)
|
||||
elseif heroData.type == RoleUpStarMatType.item then
|
||||
LogYellow("heroData.id "..heroData.id)
|
||||
local itemConfig = ConfigManager.TryGetConfigData(ConfigName.ItemConfig,heroData.id)
|
||||
if not itemConfig then return end
|
||||
frame.sprite = Util.LoadSprite(GetHeroQuantityImageByquality(itemConfig.Quantity,itemConfig.HeroStar[1]))
|
||||
lvGo:SetActive(false)
|
||||
icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig.ResourceID))
|
||||
proIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(itemConfig.PropertyName))
|
||||
formationMask:SetActive(false)
|
||||
formationImage:SetActive(false)
|
||||
lockImage:SetActive(false)
|
||||
noumenon:SetActive(false)
|
||||
GongMingMask:SetActive(false)
|
||||
name.text = SubString2(GetLanguageStrById(itemConfig.Name),8)
|
||||
SetHeroStars(starGrid, itemConfig.HeroStar[1] or 6,1,nil,nil,Vector2.New(0,1))
|
||||
Util.AddOnceClick(cardBtn, function()
|
||||
local isSelect = false
|
||||
local selectIndex = 0
|
||||
for i = 1, #curSelectHeroList do
|
||||
if curSelectHeroList[i].type == RoleUpStarMatType.item then
|
||||
if curSelectHeroList[i].id == heroData.id and curSelectHeroList[i].index == heroData.index then
|
||||
isSelect = true
|
||||
selectIndex = i
|
||||
choosed:SetActive(true)
|
||||
end
|
||||
end
|
||||
end
|
||||
if isSelect then
|
||||
choosed:SetActive(false)
|
||||
curSelectHeroList[heroData.dynamicId]=nil
|
||||
-- curSelectHeroList[heroData.dynamicId]=nil
|
||||
table.remove(curSelectHeroList,selectIndex)
|
||||
this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
|
||||
return
|
||||
end
|
||||
|
@ -202,55 +285,53 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
|
|||
PopupTipPanel.ShowTip(Language[10403])
|
||||
return
|
||||
end
|
||||
curSelectHeroList[heroData.dynamicId]=heroData
|
||||
-- curSelectHeroList[heroData.dynamicId]=heroData
|
||||
table.insert(curSelectHeroList,heroData)
|
||||
choosed:SetActive(true)
|
||||
this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
|
||||
end)
|
||||
|
||||
Util.AddOnceClick(formationMask, function()
|
||||
if heroData.isFormation ~= "" then
|
||||
PopupTipPanel.ShowTip( heroData.isFormation)
|
||||
return
|
||||
end
|
||||
if heroData.lockState == 1 then
|
||||
PopupTipPanel.ShowTip(Language[10413])
|
||||
return
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
end
|
||||
function this.HeroSortData(heroData)
|
||||
Log("#heroData "..#heroData)
|
||||
--"该神将在大闹天宫阵容中已上阵"
|
||||
table.sort(heroData, function(a, b)
|
||||
if (a.isFormation == "" or (a.isFormation ~= "" and a.isFormation == Language[10410])) and (b.isFormation == "" or (b.isFormation ~= "" and b.isFormation == Language[10410]))
|
||||
or (a.isFormation ~= "" and a.isFormation ~= Language[10410]) and (b.isFormation ~= "" and b.isFormation ~= Language[10410]) then
|
||||
if a.lockState == b.lockState then
|
||||
if a.heroConfig.Star == b.heroConfig.Star then
|
||||
if a.lv == b.lv then
|
||||
if a.id ~= curHeroData.id and b.id ~= curHeroData.id or a.id == curHeroData.id and b.id == curHeroData.id then
|
||||
return a.id > b.id
|
||||
if a.type == b.type and a.type == RoleUpStarMatType.hero and b.type == RoleUpStarMatType.hero then
|
||||
if (a.isFormation == "" or (a.isFormation ~= "" and a.isFormation == Language[10410])) and (b.isFormation == "" or (b.isFormation ~= "" and b.isFormation == Language[10410]))
|
||||
or (a.isFormation ~= "" and a.isFormation ~= Language[10410]) and (b.isFormation ~= "" and b.isFormation ~= Language[10410]) then
|
||||
if a.lockState == b.lockState then
|
||||
if a.heroConfig.Star == b.heroConfig.Star then
|
||||
if a.lv == b.lv then
|
||||
if a.id ~= curHeroData.id and b.id ~= curHeroData.id or a.id == curHeroData.id and b.id == curHeroData.id then
|
||||
return a.id > b.id
|
||||
else
|
||||
return not a.id ~= curHeroData.id and b.id == curHeroData.id
|
||||
end
|
||||
else
|
||||
return not a.id ~= curHeroData.id and b.id == curHeroData.id
|
||||
return a.lv < b.lv
|
||||
end
|
||||
else
|
||||
return a.lv < b.lv
|
||||
return a.heroConfig.Star < b.heroConfig.Star
|
||||
end
|
||||
else
|
||||
return a.heroConfig.Star < b.heroConfig.Star
|
||||
return a.lockState < b.lockState
|
||||
end
|
||||
else
|
||||
return a.lockState < b.lockState
|
||||
return (a.isFormation == "" or (a.isFormation ~= "" and a.isFormation == Language[10410])) and (not b.dynamicId ~= "" and b.isFormation ~= Language[10410])
|
||||
end
|
||||
else
|
||||
return (a.isFormation == "" or (a.isFormation ~= "" and a.isFormation == Language[10410])) and (not b.dynamicId ~= "" and b.isFormation ~= Language[10410])
|
||||
return a.type > b.type
|
||||
end
|
||||
end)
|
||||
end
|
||||
function RoleUpStarListPanel:AutoSelectHero()
|
||||
curSelectHeroList = {}
|
||||
for i = 1, #heroDataList do
|
||||
if LengthOfTable(curSelectHeroList) < curNeedRoleNum and heroDataList[i].isFormation == "" and heroDataList[i].lockState == 0 and (not HarmonyManager.IsChangeColor(heroDataList[i].dynamicId) and(not HarmonyManager:IsEnvoy(heroDataList[i].dynamicId))) then
|
||||
curSelectHeroList[heroDataList[i].dynamicId]=heroDataList[i]
|
||||
if heroDataList[i].type == RoleUpStarMatType.item and LengthOfTable(curSelectHeroList) < curNeedRoleNum or heroDataList[i].type == RoleUpStarMatType.hero and LengthOfTable(curSelectHeroList) < curNeedRoleNum
|
||||
and heroDataList[i].isFormation == "" and heroDataList[i].lockState == 0 and (not HarmonyManager.IsChangeColor(heroDataList[i].dynamicId) and(not HarmonyManager:IsEnvoy(heroDataList[i].dynamicId))) then
|
||||
-- curSelectHeroList[heroDataList[i].dynamicId]=heroDataList[i]
|
||||
table.insert(curSelectHeroList,heroDataList[i])
|
||||
end
|
||||
end
|
||||
this.numText.text=string.format("%s/%s",LengthOfTable(curSelectHeroList),curNeedRoleNum)
|
||||
|
|
|
@ -234,6 +234,17 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
|
|||
--所有的魂印打开都用这个界面
|
||||
UIManager.OpenPanel(UIName.SoulPrintPopUp, ShowType.showTip3, nil,_itemData.backData.itemId)
|
||||
end)
|
||||
elseif _itemData.configData.ItemType == ItemType.heroDogFood then --狗粮
|
||||
--狗粮
|
||||
Util.AddOnceClick(self.frameBtn, function()
|
||||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop)
|
||||
end)
|
||||
self.heroShowGo:SetActive(true)
|
||||
local propertyName=itemConfig[_itemData.backData.itemId].PropertyName
|
||||
if(propertyName~=0) then
|
||||
self.fragmentIcon:SetActive(true)
|
||||
self.fragmentIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName))
|
||||
end
|
||||
else
|
||||
Util.AddOnceClick(self.frameBtn, function()
|
||||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop)
|
||||
|
@ -328,11 +339,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
|
|||
Util.AddOnceClick(self.frameBtn, function()
|
||||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop)
|
||||
end)
|
||||
elseif _itemData.itemType == ItemType.LingShou then
|
||||
Util.AddOnceClick(self.frameBtn, function()
|
||||
local pokemonData={tempId=_itemData.configData.Id,id=_itemData.configData.Id,star=0,level=1}
|
||||
UIManager.OpenPanel(UIName.PokemonGetInfoPopup, true,pokemonData)
|
||||
end)
|
||||
elseif _itemData.itemType == ItemType.LingShou then
|
||||
end
|
||||
self.gameObject:GetComponent("RectTransform").localScale = Vector2.New(self.scale, self.scale)
|
||||
end
|
||||
|
@ -570,6 +577,18 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
|
|||
Util.AddOnceClick(self.frameBtn, function()
|
||||
UIManager.OpenPanel(UIName.RewardBoxPanel,nil,itemSId)
|
||||
end)
|
||||
elseif itemDataConFig.ItemType == ItemType.heroDogFood then
|
||||
--狗粮
|
||||
self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
|
||||
self.icon.sprite = Util.LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
|
||||
local propertyName=itemConfig[itemSId].PropertyName
|
||||
if(propertyName~=0) then
|
||||
self.fragmentIcon:SetActive(true)
|
||||
self.fragmentIcon:GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(propertyName))
|
||||
end
|
||||
Util.AddOnceClick(self.frameBtn, function()
|
||||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop)
|
||||
end)
|
||||
else
|
||||
--,5随机道具,6符文
|
||||
self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
|
||||
|
|
Loading…
Reference in New Issue