【四象心法】功能完善
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--- !u!1 &3915679568935400736
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@ -5717,7 +5834,8 @@ RectTransform:
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@ -5767,7 +5885,8 @@ MonoBehaviour:
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m_VerticalOverflow: 1
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m_VerticalOverflow: 1
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m_LineSpacing: 1
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m_LineSpacing: 1
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m_Text: "\u56DB\u79CD\u5C5E\u6027\u5F3A\u5316\u81F3\u4E0A\u9650\u540E\u4F7F\u7528xxx\u8FDB\u9636"
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\ <color=#24F604>\u4E03\u5143\u7389</color>\u8FDB\u9636"
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--- !u!1 &6242702340650261284
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GameObject:
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@ -107,7 +107,7 @@ function this.SetPropAdd(_propAddObj,_gongmingLv,isNext)
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local propertyIcon= Util.GetGameObject(propertyObj,"Image"):GetComponent("Image")
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local propertyIcon= Util.GetGameObject(propertyObj,"Image"):GetComponent("Image")
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local addNum=0
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local addNum=0
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if curFourQuadConfig.PropResonance then
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if curFourQuadConfig.PropResonance then
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addNum=10000/curFourQuadConfig.PropResonance[i][2]
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addNum=curFourQuadConfig.PropResonance[i][2]/10000*100
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end
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end
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if isNext then
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if isNext then
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propertyText.text=string.format("全体神将%s <color=#5AC283>+%s%%</color>",PropertyName[i],addNum)
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propertyText.text=string.format("全体神将%s <color=#5AC283>+%s%%</color>",PropertyName[i],addNum)
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@ -42,6 +42,7 @@ function this:InitComponent()
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this.backBtn = Util.GetGameObject(self.gameObject, "bg/btnBack")
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this.backBtn = Util.GetGameObject(self.gameObject, "bg/btnBack")
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this.titleText = Util.GetGameObject(self.gameObject, "bg/titleText"):GetComponent("Text")
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this.titleText = Util.GetGameObject(self.gameObject, "bg/titleText"):GetComponent("Text")
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this.limitHint = Util.GetGameObject(self.gameObject, "bg/limitHint"):GetComponent("Text")
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this.limitHint = Util.GetGameObject(self.gameObject, "bg/limitHint"):GetComponent("Text")
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this.limitCost = Util.GetGameObject(self.gameObject, "bg/limitHint/costIcon"):GetComponent("Image")
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this.shuchuBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/box/shuchuBtn")
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this.shuchuBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/box/shuchuBtn")
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this.roudunBtn =Util.GetGameObject(self.gameObject, "bg/TabBox/box/roudunBtn")
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this.roudunBtn =Util.GetGameObject(self.gameObject, "bg/TabBox/box/roudunBtn")
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this.kongzhiBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/box/kongzhiBtn")
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this.kongzhiBtn = Util.GetGameObject(self.gameObject, "bg/TabBox/box/kongzhiBtn")
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@ -69,6 +70,7 @@ function this:InitComponent()
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[2]=this.shuchuBtn,
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[2]=this.shuchuBtn,
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[3]=this.kongzhiBtn,
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[3]=this.kongzhiBtn,
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[4]=this.fuzhuBtn,}
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[4]=this.fuzhuBtn,}
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this.itemView= SubUIManager.Open(SubUIConfig.ItemView, this.limitCost.transform)
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end
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end
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--绑定事件(用于子类重写)
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--绑定事件(用于子类重写)
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@ -105,6 +107,10 @@ function this:BindEvent()
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UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.FourQuadrant,this.professionId,this.professionLv,this.curProfessionName)
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UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.FourQuadrant,this.professionId,this.professionLv,this.curProfessionName)
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end)
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end)
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Util.AddClick(this.limitCost.gameObject, function()
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this.itemView:OnBtnCkickEvent(this.upStarCostitem.Id)
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end)
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Util.AddClick(this.upBtn, function()
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Util.AddClick(this.upBtn, function()
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local costArr=fourQuadConfig.LvupCost
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local costArr=fourQuadConfig.LvupCost
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for i = 1, #costArr do
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for i = 1, #costArr do
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@ -231,8 +237,13 @@ function this.UpdateData(_professionId)
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this.professionLv=professionInfo and professionInfo.level or 0
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this.professionLv=professionInfo and professionInfo.level or 0
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local propertyList=professionInfo and professionInfo.propertyList or nil
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local propertyList=professionInfo and professionInfo.propertyList or nil
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fourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",this.professionLv)
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fourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",this.professionLv)
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local itemName= ConfigManager.GetConfigData(ConfigName.ItemConfig,fourQuadConfig.RankupCost[1][1]).Name
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this.upStarCostitem= ConfigManager.GetConfigData(ConfigName.ItemConfig,fourQuadConfig.RankupCost[1][1])
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this.limitHint.text=string.format("四种属性强化至上限后使用<color=#24F604>%s</color>进阶",itemName)
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local itemName=this.upStarCostitem.Name
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local itemIcon=GetResourcePath(this.upStarCostitem.ResourceID)
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LogRed("icon:"..itemIcon)
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this.limitHint.text=string.format("四种属性强化至上限后使用 <color=#24F604>%s</color>进阶",itemName)
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this.limitCost.sprite=this.spLoader:LoadSprite(itemIcon)
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this.itemView:OnOpen(false, {this.upStarCostitem.Id,1}, 0, false,false,false)
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upStarProperty=PracticeManager.fourQuadrantUpStarPropMap[_professionId]
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upStarProperty=PracticeManager.fourQuadrantUpStarPropMap[_professionId]
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---获取属性上限(属性id:属性上限值)
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---获取属性上限(属性id:属性上限值)
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for i = 1, #fourQuadConfig.PropLimit do
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for i = 1, #fourQuadConfig.PropLimit do
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@ -592,6 +592,15 @@ function this.CheckIsUpStarCondition(_professionId)
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return true
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return true
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end
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end
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function this.GetGongMingPropList()
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local propMap={}
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propMap[1]=1000
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propMap[2]=1000
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propMap[3]=1000
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propMap[4]=1000
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return propMap
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end
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