【神魂】=====技能描述修改
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@ -1707,6 +1707,32 @@ function GetSkillConfigDesc(cfg)
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return GetLanguageStrById(cfg.Desc)
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end
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--获取技能描述
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function GetCurrSkillConfigDesc(cfg,soulLv)
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if cfg.DescColor then
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local ss = {}
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local skillValue=cfg.DescValue
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if cfg.SpiritsValue and soulLv and soulLv>0 then
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skillValue=cfg.SpiritsValue[soulLv]
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end
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for i=1, #cfg.DescColor do
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local str
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if cfg.DescColor[i] == 1 then
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str=string.format("<color=#4c805eFF>%s</color>", GetLanguageStrById(skillValue[i]))
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elseif cfg.DescColor[i] == 2 then
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str=string.format("<color=#b4595eFF>%s</color>", GetLanguageStrById(skillValue[i]))
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else
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str=skillValue[i]
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end
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ss[i] = str
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end
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return string.format(GetLanguageStrById(cfg.Desc), unpack(ss))
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end
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return GetLanguageStrById(cfg.Desc)
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end
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-- 设置排名所需要的数字框
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function SetRankNumFrame(spLoader, rankNum)
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local rankNumRes = {
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@ -125,9 +125,9 @@ function RoleInfoPopup:BindEvent()
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end
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this:SetSkillSelectImage(this.skill1.transform, true)
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local star,starType = curHeroData.GetStar(1)
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local maxLv = HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id, allSkillDatas[1].skillConfig.Type)
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local panel = UIManager.OpenPanel(UIName.SkillInfoPopup, allSkillDatas[1], 4, 10, maxLv, 1)
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local panel = UIManager.OpenPanel(UIName.SkillInfoPopup, allSkillDatas[1], 4, 10, maxLv, 1,nil,star)
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--this.skillGrid:GetComponent("Canvas").overrideSorting=true
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--this.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
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triggerCallBack = function(panelType, p)
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@ -150,9 +150,9 @@ function RoleInfoPopup:BindEvent()
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Log("===============22222 "..allSkillDatas[2].skillConfig.Type)
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local star,starType = curHeroData.GetStar(1)
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local maxLv = HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id, allSkillDatas[2].skillConfig.Type)
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local panel = UIManager.OpenPanel(UIName.SkillInfoPopup, allSkillDatas[2], 4, 10, maxLv, 2)
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local panel = UIManager.OpenPanel(UIName.SkillInfoPopup, allSkillDatas[2], 4, 10, maxLv, 2,nil,star)
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--this.skillGrid:GetComponent("Canvas").overrideSorting=true
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--this.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
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triggerCallBack = function(panelType, p)
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@ -50,6 +50,7 @@ function this:OnOpen(...)
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local dividend = args[3] and args[3] or 10
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local maxLv=1--args[4]
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local skilltype =args[5]
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local soulLv=args[7]
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if openType == 1 then
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this.content.anchoredPosition = Vector2.New(0, 0)
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elseif openType == 2 then
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@ -75,8 +76,7 @@ function this:OnOpen(...)
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this.skillTypeImage.sprite=this.spLoader:LoadSprite(SkillIconType[SkillType.Bei])--被动技
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end
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this.cureffect.transform:DOAnchorPosY(0,0,true)
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this.cureffect.text = GetSkillConfigDesc(curSkillData.skillConfig)
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this.cureffect.text = GetCurrSkillConfigDesc(curSkillData.skillConfig,soulLv)
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local nextCfg
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if curSkillData.skillConfig.Type==SkillType.Pu then
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nextCfg = ConfigManager.TryGetConfigData(ConfigName.SkillConfig, curSkillData.skillConfig.Id+1)
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@ -364,7 +364,7 @@ function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills
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local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,curSkillData.skillConfig.Type)
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local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,curSkillData,1,10,maxLv,i)
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local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,curSkillData,1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId))
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skillGridGO:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
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triggerCallBack = function (panelType, p)
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if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭,把层级设回去
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