【ID1011149】

【优化】升星操作增加鸿蒙阵等级限制
dev_chengFeng
jiaoyangna 2022-02-17 15:13:26 +08:00
parent 620a859c09
commit a76616df31
5 changed files with 151 additions and 11 deletions

View File

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View File

@ -126,7 +126,20 @@ function this.ShowTitleData(curHeroCompoundData)
local heroConfig = heroData and heroData.heroConfig or curHeroCompoundData.config
this.compoundHero:SetActive(true)
this.compoundHeroframe:SetActive(false)
this.compoundHeroTipText:SetActive(false)
local upStarRankUpConfig
for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
if v.Star == heroConfig.Star and v.LimitStar == heroConfig.Star and v.OpenStar == heroConfig.Star + 1 then
upStarRankUpConfig = v
end
end
if HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级
this.compoundHeroTipText:SetActive(true)
this.compoundHeroTipText:GetComponent("Text").text = string.format("<color=#ff0000>进阶需求鸿蒙阵等级:%s</color>",upStarRankUpConfig.LimitHongmengLevel)
else
this.compoundHeroTipText:SetActive(false)
end
this.compoundHerobg.sprite = this.spLoader:LoadSprite(GetHeroCardStarBg[_star])
local zsName = GetHeroCardStarZs[_star]
this.compoundHerofg.sprite = this.spLoader:LoadSprite(GetHeroCardStarFg[_star])
@ -174,6 +187,7 @@ function this.ShowTitleData(curHeroCompoundData)
this.compoundHero:SetActive(false)
this.compoundHeroframe:SetActive(true)
this.compoundHeroTipText:SetActive(true)
this.compoundHeroTipText:GetComponent("Text").text = Language[10414]
end
end
local upStarConsumeMaterial = {}
@ -446,7 +460,18 @@ function this.SingleHeroDataShow(_go,_heroData)
progress2:SetActive(LengthOfTable(heroData.haveHeroList2) >= heroData.needNum)
progress1:GetComponent("Image").fillAmount = num
progress2:GetComponent("Image").fillAmount = num
Util.GetGameObject(go.transform, "redPoint"):SetActive(LengthOfTable(heroData.haveHeroList2) >= heroData.needNum)
local isShowRed = true
for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
if v.Star == heroData.config.Star and v.LimitStar == heroData.config.Star and v.OpenStar == heroData.config.Star + 1 then
upStarRankUpConfig = v
break
end
end
if upStarRankUpConfig and HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级
isShowRed = false
end
Util.GetGameObject(go.transform, "redPoint"):SetActive(LengthOfTable(heroData.haveHeroList2) >= heroData.needNum and isShowRed)
progressText.text = LengthOfTable(heroData.haveHeroList2).."/"..heroData.needNum
local cardBtn = Util.GetGameObject(go.transform, "icon")
local choosed = Util.GetGameObject(go.transform, "choosed")
@ -489,11 +514,17 @@ function this.Compound()
PopupTipPanel.ShowTip(Language[10415])
return
end
for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
if v.Star == curSelectHero.heroConfig.Star and v.LimitStar == curSelectHero.heroConfig.Star and v.OpenStar == curSelectHero.heroConfig.Star + 1 then
upStarRankUpConfig = v
end
end
if HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级
PopupTipPanel.ShowTip("鸿蒙阵等级需达到"..upStarRankUpConfig.LimitHongmengLevel)
return
end
local isUpStarMaterialsHero=true
for i = 1, #upStarMaterialIsAll do
if upStarMaterialIsAll[i]==2 then

View File

@ -389,7 +389,7 @@ function this.GetSingleAdditions(type)
for i = 1, #this.hongmengAdditions do
if this.hongmengAdditions[i].additionType == type then
--LogGreen("this.hongmengAdditions[i].additionType:"..this.hongmengAdditions[i].additionType.." this.hongmengAdditions[i].value :"..this.hongmengAdditions[i].value )
return this.hongmengAdditions[i].value
return this.hongmengAdditions[i].value or 0
end
end
end

View File

@ -3245,6 +3245,11 @@ function this.IsShowUpStarRedPoint(curHeroData,isNoDeleFormation)--isNoDeleForma
--不能升星
return false
end
if upStarRankUpConfig and HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级
return false
end
if upStarRankUpConfig then
local ConsumeMaterial = upStarRankUpConfig.ConsumeMaterial
for i = 1, #ConsumeMaterial do

View File

@ -48,6 +48,7 @@ function RoleUpStarLayout:InitComponent()
this.gold2Text=Util.GetGameObject(this.upStar,"goldGrid/gold2/Text"):GetComponent("Text")
this.gold2Image=Util.GetGameObject(this.upStar,"goldGrid/gold2")
this.roleUpStarLayoutTip=Util.GetGameObject(this.upStar,"tip"):GetComponent("Text")
this.roleUpStarLayoutTip1=Util.GetGameObject(this.upStar,"tip1"):GetComponent("Text")
this.roleUpStarRedPoint=Util.GetGameObject(self.gameObject,"rolePanel/btnList/btnUpStar/redPoint")
this.goCompoundHero=Util.GetGameObject(this.upStar.transform, "goCompoundHero")
Util.GetGameObject(this.upStar.transform, "goCompoundHero/Text"):GetComponent("Text").text = Language[11837]
@ -125,6 +126,28 @@ function RoleUpStarLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_
isUpZhen = _isUpZhen
this:GetCurHeroUpLvOrUpStarSData()
this:UpdateHeroUpStarData()--进阶
local upStarRankUpConfig
for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
if v.Star == curHeroData.heroConfig.Star and v.LimitStar == curHeroData.star and v.OpenStar == curHeroData.star + 1 then
upStarRankUpConfig = v
break
end
end
if upStarRankUpConfig then
if HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) >= upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级
this.heroSource.gameObject:SetActive(true)
this.upStarBtn.gameObject:SetActive(true)
this.roleUpStarLayoutTip.gameObject:SetActive(true)
this.roleUpStarLayoutTip1.gameObject:SetActive(false)
else
this.heroSource.gameObject:SetActive(false)
this.upStarBtn.gameObject:SetActive(false)
this.roleUpStarLayoutTip.gameObject:SetActive(false)
this.roleUpStarLayoutTip1.gameObject:SetActive(true)
this.roleUpStarLayoutTip1.text = "进阶需求鸿蒙阵等级:"..upStarRankUpConfig.LimitHongmengLevel
end
end
end
--更新英雄进阶数据