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620a859c09
commit
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m_PersistentCalls:
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@ -126,7 +126,20 @@ function this.ShowTitleData(curHeroCompoundData)
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local heroConfig = heroData and heroData.heroConfig or curHeroCompoundData.config
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this.compoundHero:SetActive(true)
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this.compoundHeroframe:SetActive(false)
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this.compoundHeroTipText:SetActive(false)
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local upStarRankUpConfig
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for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
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if v.Star == heroConfig.Star and v.LimitStar == heroConfig.Star and v.OpenStar == heroConfig.Star + 1 then
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upStarRankUpConfig = v
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end
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end
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if HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级
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this.compoundHeroTipText:SetActive(true)
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this.compoundHeroTipText:GetComponent("Text").text = string.format("<color=#ff0000>进阶需求鸿蒙阵等级:%s</color>",upStarRankUpConfig.LimitHongmengLevel)
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else
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this.compoundHeroTipText:SetActive(false)
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end
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this.compoundHerobg.sprite = this.spLoader:LoadSprite(GetHeroCardStarBg[_star])
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local zsName = GetHeroCardStarZs[_star]
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this.compoundHerofg.sprite = this.spLoader:LoadSprite(GetHeroCardStarFg[_star])
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@ -174,6 +187,7 @@ function this.ShowTitleData(curHeroCompoundData)
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this.compoundHero:SetActive(false)
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this.compoundHeroframe:SetActive(true)
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this.compoundHeroTipText:SetActive(true)
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this.compoundHeroTipText:GetComponent("Text").text = Language[10414]
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end
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end
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local upStarConsumeMaterial = {}
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@ -446,7 +460,18 @@ function this.SingleHeroDataShow(_go,_heroData)
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progress2:SetActive(LengthOfTable(heroData.haveHeroList2) >= heroData.needNum)
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progress1:GetComponent("Image").fillAmount = num
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progress2:GetComponent("Image").fillAmount = num
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Util.GetGameObject(go.transform, "redPoint"):SetActive(LengthOfTable(heroData.haveHeroList2) >= heroData.needNum)
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local isShowRed = true
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for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
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if v.Star == heroData.config.Star and v.LimitStar == heroData.config.Star and v.OpenStar == heroData.config.Star + 1 then
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upStarRankUpConfig = v
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break
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end
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end
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if upStarRankUpConfig and HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级
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isShowRed = false
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end
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Util.GetGameObject(go.transform, "redPoint"):SetActive(LengthOfTable(heroData.haveHeroList2) >= heroData.needNum and isShowRed)
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progressText.text = LengthOfTable(heroData.haveHeroList2).."/"..heroData.needNum
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local cardBtn = Util.GetGameObject(go.transform, "icon")
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local choosed = Util.GetGameObject(go.transform, "choosed")
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@ -489,11 +514,17 @@ function this.Compound()
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PopupTipPanel.ShowTip(Language[10415])
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return
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end
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for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
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if v.Star == curSelectHero.heroConfig.Star and v.LimitStar == curSelectHero.heroConfig.Star and v.OpenStar == curSelectHero.heroConfig.Star + 1 then
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upStarRankUpConfig = v
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end
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end
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if HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级
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PopupTipPanel.ShowTip("鸿蒙阵等级需达到"..upStarRankUpConfig.LimitHongmengLevel)
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return
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end
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local isUpStarMaterialsHero=true
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for i = 1, #upStarMaterialIsAll do
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if upStarMaterialIsAll[i]==2 then
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@ -389,7 +389,7 @@ function this.GetSingleAdditions(type)
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for i = 1, #this.hongmengAdditions do
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if this.hongmengAdditions[i].additionType == type then
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--LogGreen("this.hongmengAdditions[i].additionType:"..this.hongmengAdditions[i].additionType.." this.hongmengAdditions[i].value :"..this.hongmengAdditions[i].value )
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return this.hongmengAdditions[i].value
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return this.hongmengAdditions[i].value or 0
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end
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end
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end
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@ -3245,6 +3245,11 @@ function this.IsShowUpStarRedPoint(curHeroData,isNoDeleFormation)--isNoDeleForma
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--不能升星
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return false
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end
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if upStarRankUpConfig and HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级
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return false
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end
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if upStarRankUpConfig then
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local ConsumeMaterial = upStarRankUpConfig.ConsumeMaterial
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for i = 1, #ConsumeMaterial do
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@ -48,6 +48,7 @@ function RoleUpStarLayout:InitComponent()
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this.gold2Text=Util.GetGameObject(this.upStar,"goldGrid/gold2/Text"):GetComponent("Text")
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this.gold2Image=Util.GetGameObject(this.upStar,"goldGrid/gold2")
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this.roleUpStarLayoutTip=Util.GetGameObject(this.upStar,"tip"):GetComponent("Text")
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this.roleUpStarLayoutTip1=Util.GetGameObject(this.upStar,"tip1"):GetComponent("Text")
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this.roleUpStarRedPoint=Util.GetGameObject(self.gameObject,"rolePanel/btnList/btnUpStar/redPoint")
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this.goCompoundHero=Util.GetGameObject(this.upStar.transform, "goCompoundHero")
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Util.GetGameObject(this.upStar.transform, "goCompoundHero/Text"):GetComponent("Text").text = Language[11837]
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@ -125,6 +126,28 @@ function RoleUpStarLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_
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isUpZhen = _isUpZhen
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this:GetCurHeroUpLvOrUpStarSData()
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this:UpdateHeroUpStarData()--进阶
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local upStarRankUpConfig
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for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
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if v.Star == curHeroData.heroConfig.Star and v.LimitStar == curHeroData.star and v.OpenStar == curHeroData.star + 1 then
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upStarRankUpConfig = v
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break
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end
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end
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if upStarRankUpConfig then
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if HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) >= upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级
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this.heroSource.gameObject:SetActive(true)
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this.upStarBtn.gameObject:SetActive(true)
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this.roleUpStarLayoutTip.gameObject:SetActive(true)
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this.roleUpStarLayoutTip1.gameObject:SetActive(false)
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else
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this.heroSource.gameObject:SetActive(false)
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this.upStarBtn.gameObject:SetActive(false)
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this.roleUpStarLayoutTip.gameObject:SetActive(false)
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this.roleUpStarLayoutTip1.gameObject:SetActive(true)
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this.roleUpStarLayoutTip1.text = "进阶需求鸿蒙阵等级:"..upStarRankUpConfig.LimitHongmengLevel
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end
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end
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end
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--更新英雄进阶数据
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Loading…
Reference in New Issue