Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
ZhangBiao 2020-07-16 13:45:50 +08:00
commit afa02aae2e
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m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &3502966719075532994
CanvasRenderer:

View File

@ -1059,7 +1059,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!224 &1268264038948059971
RectTransform:
m_ObjectHideFlags: 0
@ -2561,7 +2561,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 282.4, y: 524.2}
m_AnchoredPosition: {x: 282.4, y: 478.48}
m_SizeDelta: {x: 160, y: 30}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1268264040914832606

View File

@ -1778,7 +1778,7 @@
[11777] = "刷新界面 ",
[11778] = "分解队列中包含了5星以上成员是否确认分解",
[11779] = "批量分解中,包含了史诗及以上的宝器。分解操作不可逆转,确定要进行分解吗?",
[11780] = "批量分解中,包含了史诗及以上的魂印。分解操作不可逆转,确定要进行分解吗",
[11780] = "分解的魂印中包含金色或红色魂印,确定进行分解",
[11781] = "请先选择再进行分解",
[11782] = "资源已达上限,超出部分将无法获得,是否分解?",
[11783] = "资源已达上限,超出部分将无法获得,是否分解",

View File

@ -503,9 +503,9 @@ function SoundManager.SetAudioSpeed(speed)
-- for _, unit in ipairs(_backgroundSound) do
-- unit.audio.pitch = speed
-- end
for _, unit in ipairs(_soundChannel) do
unit.audio.pitch = speed
end
-- for _, unit in ipairs(_soundChannel) do
-- unit.audio.pitch = speed
-- end
-- for _, unit in ipairs(_AmbientChannel) do
-- unit.audio.pitch = speed
-- end

View File

@ -271,14 +271,17 @@ function this.GetAllHeroDataMsinusUpWar(_sortTypeId,type) --0全部 1-6属性 7
--队伍名称 队伍id
local isFormationStr = ""
local curFormationId = 0
if heros[i].isFormation and heros[i].isFormation == "" then
isFormationStr, curFormationId = this.GetHeroFormationStr2(n)
table.insert(isFormations, curFormationId)
else
isFormationStr, curFormationId = "" .. this.GetHeroFormationStr2(n)
table.insert(isFormations, curFormationId)
local temp = this.GetHeroFormationStr2(n)
if temp and temp ~= "" then
if heros[i].isFormation and heros[i].isFormation == "" then
isFormationStr, curFormationId = this.GetHeroFormationStr2(n)
table.insert(isFormations, curFormationId)
else
isFormationStr, curFormationId = "" .. this.GetHeroFormationStr2(n)
table.insert(isFormations, curFormationId)
end
heros[i].isFormation = heros[i].isFormation .. isFormationStr
end
heros[i].isFormation = heros[i].isFormation .. isFormationStr
end
end
end
@ -2085,30 +2088,38 @@ function this.GetHeroReturnItems(selectHeroData, type)
curHeroData.breakId
)
local rewardShowStr1 = {}
ShowItemlist[1] = {heroReturnConfig.HeroId,1,curHeroData.star}
ShowItemlist[heroReturnConfig.HeroId] = {heroReturnConfig.HeroId,1,curHeroData.star}
rewardShowStr1 = heroReturnConfig.RankupReturn
if rewardShowStr1 then
for k,v in ipairs(rewardShowStr1) do
if v[1] and v[2] then
table.insert(ShowItemlist, {v[1], v[2] * specificValue})
if v[1] and v[2] then
if not ShowItemlist[v[1]] then
ShowItemlist[v[1]] = {v[1], v[2] * specificValue}
else
ShowItemlist[v[1]] = {v[1],ShowItemlist[v[1]][2] + v[2] * specificValue}
end
end
end
end
end
rewardShowStr1 = ConfigManager.GetConfigData(ConfigName.HeroLevelConfig, v.lv).SumConsume
if rewardShowStr1 then
for i = 1, #rewardShowStr1 do
table.insert(ShowItemlist, {rewardShowStr1[i][1], rewardShowStr1[i][2] * specificValue})
for k,v in ipairs(rewardShowStr1) do
if not ShowItemlist[v[1]] then
ShowItemlist[v[1]] = {v[1], v[2] * specificValue}
else
ShowItemlist[v[1]] = {v[1],ShowItemlist[v[1]][2] + v[2] * specificValue}
end
end
end
--this.GetHeroReturnItems2(ShowItemlist,allRewardData)
end
local dropList = {}
for i = 1, #ShowItemlist do
for n,m in pairs(ShowItemlist) do
local curReward = {}
curReward.id = ShowItemlist[i][1]
curReward.num = math.floor(ShowItemlist[i][2])
curReward.id = m[1]
curReward.num = math.floor(m[2])
curReward.itemConfig = itemConfig[curReward.id]
curReward.star = ShowItemlist[i][3] or nil
curReward.star = m[3] or nil
table.insert(dropList, curReward)
end
return dropList

View File

@ -18,6 +18,7 @@ local isOpenGeiSSRAvtivity = 0--五星成长礼拍脸
local isOpenGeiSSRAvtivityTime
local isPlayerAniEnd = true
local itemDataList
local showHero = 1
--初始化组件(用于子类重写)
--此界面无奈做了两套显示逻辑一个是掉落小于等于25时背景根据元素数量做拉伸状态 另一个是元素大于25做界面做可滑动
function RewardItemPopup:InitComponent()
@ -105,6 +106,7 @@ end
--bagType 1 正常背包 2 地图临时背包
--drop 后端掉落原始数据
--func 回调
function RewardItemPopup:OnOpen(...)
isPlayerAniEnd = true
@ -114,10 +116,16 @@ function RewardItemPopup:OnOpen(...)
local drop = args[1]
bagType=args[2]
func = args[3]
if args[4] then
compShowType = args[4]
end
if args[7] then
showHero = false
else
showHero = true
end
local haveRecord = BattleRecordManager.isHaveRecord()
this.btnResult:SetActive(haveRecord and args[5])
this.btnResultMax:SetActive(haveRecord and args[5])
@ -295,7 +303,7 @@ function RewardItemPopup:SetItemShow(drop)
callList:Pop()()
end, 0.05):Start()
end
if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 then
if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 and showHero then
isPopGetSSR = true
isOpenGeiSSRAvtivity = curItemData.configData.Star
UIManager.OpenPanel(UIName.DropGetSSRHeroShopPanel,curItemData.backData, func)
@ -374,7 +382,7 @@ function RewardItemPopup:SetItemShowMax(drop)
callList:Pop()()
end
end
if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 then--五星英雄
if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 and showHero then--五星英雄
isPopGetSSR = true
isOpenGeiSSRAvtivity = curItemData.configData.Star
UIManager.OpenPanel(UIName.DropGetSSRHeroShopPanel,curItemData.backData, func)

View File

@ -17,12 +17,13 @@ local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.bodyText=Util.GetGameObject(gameObject,"BodyText"):GetComponent("Text")
this.bodyText2=Util.GetGameObject(gameObject,"BodyText2")
this.tipText=Util.GetGameObject(gameObject,"tipText"):GetComponent("Text")
this.cancelBtn=Util.GetGameObject(gameObject,"CancelBtn")
this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root")
this.root = Util.GetGameObject(gameObject, "Root/Viewport/Content")
end
function this:BindEvent()
@ -78,19 +79,22 @@ function this:OnShow(_parent,...)
local data = {}
for k, v in pairs(selectEquipTreasureData) do
table.insert(selectEquipTreasureDataDid,k)
if v.quantity>=4 then
if v.quantity>4 then
isEquipShowSure=true
end
end
this.bodyText.text=Language[10205]
this.bodyText.gameObject:SetActive(isEquipShowSure)
this.bodyText.text="宝物将分解为宝魂若宝物已强化或精炼分解后将清空强化和精炼等级并100%返还养成材料。"
this.bodyText2.gameObject:SetActive(isEquipShowSure)
this.tipText.text = "分解后获得:"
local data={}
local index = 1
for i, v in pairs(dropList) do
data[i]={v.id,v.num}
LogBlue("v.id:"..v.id.." v.num:"..v.num)
data[index]={v.id,v.num}
index = index + 1
end
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,4,1,sortingOrder,false,data)
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,#data,1,sortingOrder,false,data)
end
function this:OnClose()

View File

@ -40,7 +40,7 @@ function this:BindEvent()
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
ResolvePanel.SwitchView(1)
PopupTipPanel.ShowTip(Language[12210])
end)
end,0,nil,nil,1)
end)
end)
end

View File

@ -263,58 +263,7 @@ function this.SortTypeClick(_sortType,_btn)
this.EndTabBtnSelect(_btn)
this.CleanSelectList()
if tabType==1 then
tarHero=HeroManager.GetAllHeroDataMsinusUpWar(tabSortType)
if(not tarHero or #tarHero<1) then
this.noneImage:SetActive(true)
else
this.noneImage:SetActive(false)
end
this.selectText.text = Language[11775].."0/"..#tarHero
this.SortHeroDatas(tarHero)
this.ScrollView:SetData(tarHero, function (index, go)
this.SingleHeroDataShow(go, tarHero[index])
end)
elseif tabType == 2 then
tarEquip=BagManager.GetEquipDataByEquipPosition(0,tabSortType)
if(not tarEquip or #tarEquip<1) then
this.noneImage:SetActive(true)
else
this.noneImage:SetActive(false)
end
this.selectText.text = Language[11775].."0/"..#tarEquip
this.SortEquipDatas(tarEquip)
-- --做装备叠加特殊组拼数据
-- local equips = {}
-- for i = 1, #tarEquip do
-- --table.insert(equips,v)
-- if equips[tarEquip[i].id] then
-- equips[tarEquip[i].id].num = equips[tarEquip[i].id].num + 1
-- else
-- equips[tarEquip[i].id] = tarEquip[i]
-- equips[tarEquip[i].id].num = 1
-- end
-- end
-- showList = {}
-- for i, v in pairs(equips) do
-- table.insert(showList, v)
-- end
this.ScrollView2:SetData(tarEquip, function (index, go)
this.SingleEquipDataShow(go, tarEquip[index])
end)
elseif tabType == 3 then
equipTreasureData=this.GetAllEquiptreasureByQuantity(tabSortType)
if(not equipTreasureData or #equipTreasureData<1) then
this.noneImage:SetActive(true)
else
this.noneImage:SetActive(false)
end
this.selectText.text = Language[11775].."0/"..#equipTreasureData
this.ScrollView2:SetData(equipTreasureData, function (index, go)
this.SingleEquipTreasureDataShow(go, equipTreasureData[index])
end)
elseif tabType == 4 then
if tabType == 4 then
list={}
soulPrintData= BagManager.GetAllSoulPrintData(tabSortType)
this.soulPrintChooseType=tabSortType
@ -338,122 +287,7 @@ function this.SortTypeClick(_sortType,_btn)
end
end
--英雄单个数据展示
function this.SingleHeroDataShow(go,_heroData)
local heroData = _heroData
local _go = Util.GetGameObject(go.transform, "card")
Util.GetGameObject(_go.transform, "bg"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[heroData.heroConfig.Quality])
Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = heroData.lv
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.painting)
Util.GetGameObject(_go.transform, "pos/icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
Util.GetGameObject(_go.transform, "pro/Image"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
--Util.GetGameObject(_go.transform, "heroStage"):GetComponent("Image").sprite = Util.LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
Util.GetGameObject(_go.transform, "heroStage"):SetActive(false)
local starGrid = Util.GetGameObject(_go.transform, "star")
local starPre = Util.GetGameObject(_go.transform, "starPre")
--Util.ClearChild(starGrid.transform)
SetHeroStars(starGrid, heroData.star)
local choosed =Util.GetGameObject(_go.transform, "choosed")
local formationMask =Util.GetGameObject(_go.transform, "formationMask")
formationMask:SetActive(heroData.isFormation ~= "" or heroData.lockState == 1)
Util.GetGameObject(formationMask.transform, "formationImage"):SetActive(heroData.isFormation ~= "")
Util.GetGameObject(formationMask.transform, "lockImage"):SetActive(heroData.lockState == 1)
choosed:SetActive(selectHeroData[heroData.dynamicId] ~= nil)
local cardclickBtn = Util.GetGameObject(_go.transform, "click")
Util.AddOnceClick(cardclickBtn, function()
if selectHeroData[heroData.dynamicId] then
choosed:SetActive(false)
selectHeroData[heroData.dynamicId] = nil
this.UpdataPanelRewardAndSelectText()
return
end
selectHeroData[heroData.dynamicId]=heroData
choosed:SetActive(true)
this.UpdataPanelRewardAndSelectText()
end)
Util.AddOnceClick(formationMask, function()
if heroData.isFormation ~= "" then
PopupTipPanel.ShowTip( heroData.isFormation)
return
end
if heroData.lockState == 1 then
PopupTipPanel.ShowTip(Language[11776])
return
end
end)
end
--装备单个数据展示
function this.SingleEquipDataShow(_go,_itemData)
Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.frame)
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.itemConfig.Name
Util.GetGameObject(_go.transform,"talismanStar"):SetActive(true)
EquipManager.SetEquipStarShow(Util.GetGameObject(_go.transform,"talismanStar"),_itemData.itemConfig.Id)
Util.GetGameObject(_go.transform,"num"):GetComponent("Text").text=_itemData.num
--if _itemData.equipConfig.IfClear ==1 then
-- Util.GetGameObject(_go.transform,"resetLv"):SetActive(true)
-- Util.GetGameObject(_go.transform,"resetLv"):GetComponent("Text").text="+".._itemData.resetLv
--else
-- Util.GetGameObject(_go.transform,"resetLv"):SetActive(false)
--end
local choosed =Util.GetGameObject(_go.transform, "choosed")
choosed:SetActive(false)
if selectEquipData[_itemData.did] then
choosed:SetActive(true)
end
Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
if selectEquipData[_itemData.did] then
choosed:SetActive(false)
selectEquipData[_itemData.did] = nil
this.UpdataPanelRewardAndSelectText()
return
end
selectEquipData[_itemData.did]=_itemData
choosed:SetActive(true)
this.UpdataPanelRewardAndSelectText()
end)
end
--宝器单个数据展示
function this.SingleEquipTreasureDataShow(_go,_itemData)
Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.frame)
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.itemConfig.Name
Util.GetGameObject(_go.transform,"num").gameObject:SetActive(false)
local lvTxt=Util.GetGameObject(_go.transform,"lv"):GetComponent("Text")
local refineTxt=Util.GetGameObject(_go.transform,"refine"):GetComponent("Text")
if _itemData.lv>0 then
lvTxt.gameObject:SetActive(true)
lvTxt.text=_itemData.lv
else
lvTxt.gameObject:SetActive(false)
end
if _itemData.refineLv>0 then
refineTxt.gameObject:SetActive(true)
refineTxt.text="+".. _itemData.refineLv
else
refineTxt.gameObject:SetActive(false)
end
local starGrid = Util.GetGameObject(_go.transform,"talismanStar")
starGrid:SetActive(false)
local choosed =Util.GetGameObject(_go.transform, "choosed")
choosed:SetActive(false)
if selectEquipTreasureData[_itemData.idDyn] then
choosed:SetActive(true)
end
Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
if selectEquipTreasureData[_itemData.idDyn] then
choosed:SetActive(false)
selectEquipTreasureData[_itemData.idDyn] = nil
this.UpdataPanelRewardAndSelectText()
return
end
selectEquipTreasureData[_itemData.idDyn]=_itemData
choosed:SetActive(true)
this.UpdataPanelRewardAndSelectText()
end)
end
--设置魂印循环滚动数据
function this:SetSoulPrintData(_go, _itemData,index)
_go.gameObject:SetActive(true)
@ -491,64 +325,7 @@ function this:SetSoulPrintData(_go, _itemData,index)
chooseImage:SetActive(_itemData.isSelect)
end)
end
--英雄排序
function this.SortHeroDatas(_heroDatas)
--上阵最优先星级优先同星级等级优先同星级同等级按sortId排序。排序时降序排序。
table.sort(_heroDatas, function(a, b)
if a ==nil or b == nil then
return
end
if a.isFormation == "" and b.isFormation == "" then
if a.lockState == b.lockState then
if a.heroConfig.Natural ==b.heroConfig.Natural then
if a.star == b.star then
if a.lv == b.lv then
return a.heroConfig.Id > b.heroConfig.Id
else
return a.lv < b.lv
end
else
return a.star < b.star
end
else
return a.heroConfig.Natural < b.heroConfig.Natural
end
else
return a.lockState < b.lockState
end
else
return a.isFormation == "" and not b.dynamicId ~= ""
end
end)
end
--装备排序
function this.SortEquipDatas(_equipDatas)
--上阵最优先星级优先同星级等级优先同星级同等级按sortId排序。排序时降序排序。
table.sort(_equipDatas, function(a, b)
if a.itemConfig.Quantity == b.itemConfig.Quantity then
if a.itemConfig.ItemType == b.itemConfig.ItemType then
return a.id > b.id
else
return a.itemConfig.ItemType < b.itemConfig.ItemType
end
else
return a.itemConfig.Quantity > b.itemConfig.Quantity
end
end)
end
--法宝排序
function this.SortTalismanDatas(_talismanDatas)
--上阵最优先星级优先同星级等级优先同星级同等级按sortId排序。排序时降序排序。
table.sort(_talismanDatas, function(a, b)
if a.itemConfig.Quantity == b.itemConfig.Quantity then
return a.id < b.id
else
return a.itemConfig.Quantity < b.itemConfig.Quantity
end
end)
end
--上部页签排序
function this.UpTabBtnSelect(_index,_btn)
this.selectUpBtn.transform:SetParent(_btn.transform)
@ -582,152 +359,11 @@ function this.EndTabBtnSelect(_btn)
end
--Util.GetGameObject(this.selectEndBtn.transform, "Text"):GetComponent("Text").text = btnText
end
--计算奖励 和 已选择数量
function this.UpdataPanelRewardAndSelectText()
local allRewardData={}
if tabType == 1 then
this.selectText.text = Language[11775]..LengthOfTable(selectHeroData).."/"..#tarHero
for i, v in pairs(selectHeroData) do
--当英雄一次都未突破和进阶时
--val=itemConfig.ResolveReward+heroLevelConfig.SumConsume else val=HeroRankupConfig.SumConsume+heroLevelConfig.SumConsume
--1裸角色卡没有突破过的角色卡熔炼后返还的材料=当前等级返还升级材料+item表返还材料
--2有过突破的卡 =当前等级返还升级材料+突破表返还材料+升星返还材料
local ShowItemlist={}
if v.breakId==0 and v.upStarId==0 then
local rewardGroupId = tonumber(itemConfig[v.id].ResolveReward)
if rewardGroupId and rewardGroup[rewardGroupId] then
local showItem=rewardGroup[rewardGroupId].ShowItem
if showItem and LengthOfTable(showItem)>0 then
for i = 1, #showItem do
table.insert(ShowItemlist,showItem[i])
end
end
end
else
if v.breakId > 0 then
local heroRankUpConfig = ConfigManager.GetConfigData(ConfigName.HeroRankupConfig, v.breakId)
if heroRankUpConfig then
local sumConsume=heroRankUpConfig.SumConsume
for i = 1, #sumConsume do
table.insert(ShowItemlist,sumConsume[i])
end
end
end
if v.upStarId > 0 then
local heroRankUpConfig = ConfigManager.GetConfigData(ConfigName.HeroRankupConfig, v.upStarId)
if heroRankUpConfig then
local sumConsume=heroRankUpConfig.SumConsume
for i = 1, #sumConsume do
table.insert(ShowItemlist,sumConsume[i])
end
end
end
end
local rewardShowStr2={}
rewardShowStr2 = ConfigManager.GetConfigData(ConfigName.HeroLevelConfig, v.lv).SumConsume
if rewardShowStr2 then
for i = 1, #rewardShowStr2 do
if rewardShowStr2[i] and rewardShowStr2[i][1] then
table.insert(ShowItemlist,rewardShowStr2[i])
end
end
end
for i=1, #ShowItemlist do
local curReward={}
curReward.id = ShowItemlist[i][1]
curReward.num = ShowItemlist[i][2]
curReward.itemConfig=itemConfig[curReward.id]
if allRewardData[curReward.id]==nil then
allRewardData[curReward.id]=curReward
else
allRewardData[curReward.id].num=allRewardData[curReward.id].num+ curReward.num
end
end
end
elseif tabType == 2 then
endSelectEquipData = {}
local sidList = {}
for i, v in pairs(selectEquipData) do
sidList[v.id] = v.id
end
for i = 1, #tarEquip do
if sidList[tarEquip[i].id] then
table.insert(endSelectEquipData,tarEquip[i])
end
end
this.selectText.text = Language[11775]..LengthOfTable(endSelectEquipData).."/"..#tarEquip
for i, v in pairs(endSelectEquipData) do
local rewardGroupId = tonumber(itemConfig[v.id].ResolveReward)
if rewardGroup[rewardGroupId] then
local ShowItemlist = rewardGroup[rewardGroupId].ShowItem
for i=1, #ShowItemlist do
local curReward={}
curReward.id=ShowItemlist[i][1]
curReward.num=ShowItemlist[i][2]
curReward.itemConfig=itemConfig[curReward.id]
if allRewardData[curReward.id]==nil then
allRewardData[curReward.id]=curReward
else
allRewardData[curReward.id].num=allRewardData[curReward.id].num+ curReward.num
end
end
end
end
elseif tabType == 3 then
this.selectText.text = Language[11775]..LengthOfTable(selectEquipTreasureData).."/"..#equipTreasureData
for i, v in pairs(selectEquipTreasureData) do
local curEuipTreaSureData = EquipTreasureManager.GetSingleTreasureByIdDyn(v.idDyn)
local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.JewelConfig,curEuipTreaSureData.id)
if not curEuipTreaSureData then return end
--基础返还
local baseReward = ConfigManager.GetConfigData(ConfigName.RewardGroup,tonumber(curEuipTreaSureData.itemConfig.ResolveReward))
if baseReward then
for j = 1, #baseReward.ShowItem do
local curReward={}
curReward.id=baseReward.ShowItem[j][1]
curReward.num=baseReward.ShowItem[j][2]
curReward.itemConfig=itemConfig[curReward.id]
if allRewardData[curReward.id]==nil then
allRewardData[curReward.id]=curReward
else
allRewardData[curReward.id].num=allRewardData[curReward.id].num+ curReward.num
end
end
end
for _, configInfo in ConfigPairs(ConfigManager.GetConfig(ConfigName.JewelRankupConfig)) do
--强化的返还
if configInfo.PoolID == curEuipTreaSureConfig.LevelupPool and configInfo.Type == 1 and configInfo.Level < curEuipTreaSureData.lv then
local ShowItemlist = configInfo.UpExpend
for i=1, #ShowItemlist do
local curReward={}
curReward.id=ShowItemlist[i][1]
curReward.num=ShowItemlist[i][2]
curReward.itemConfig=itemConfig[curReward.id]
if allRewardData[curReward.id]==nil then
allRewardData[curReward.id]=curReward
else
allRewardData[curReward.id].num=allRewardData[curReward.id].num+ curReward.num
end
end
end
--精炼的材料返还
if configInfo.PoolID == curEuipTreaSureConfig.RankupPool and configInfo.Type == 2 and configInfo.Level < curEuipTreaSureData.refineLv then
local ShowItemlist = configInfo.UpExpend
for i=1, #ShowItemlist do
local curReward={}
curReward.id=ShowItemlist[i][1]
curReward.num=ShowItemlist[i][2]
curReward.itemConfig=itemConfig[curReward.id]
if allRewardData[curReward.id]==nil then
allRewardData[curReward.id]=curReward
else
allRewardData[curReward.id].num=allRewardData[curReward.id].num+ curReward.num
end
end
end
end
end
elseif tabType == 4 then
if tabType == 4 then
this.selectText.text = Language[11775]..LengthOfTable(chooseIdList).."/"..#soulPrintData
for i, v in pairs(chooseIdList) do
local rewardGroupId = tonumber(itemConfig[v].ResolveReward)
@ -770,6 +406,7 @@ function this.UpdataPanelRewardAndSelectText()
this.rewardGridText:SetActive(false)
end
end
--清空已选择的英雄和装备list
function this.CleanSelectList()
selectHeroData={}
@ -781,43 +418,7 @@ end
--快速选择英雄 或者 装备
function this.QuickSelectListData()
if tabType == 1 then
selectHeroData={}
for k, v in pairs(tarHero) do
if LengthOfTable(selectHeroData)<15 and v.isFormation == "" and v.lockState == 0 then
selectHeroData[v.dynamicId]=v
else
break
end
end
this.ScrollView:SetData(tarHero, function (index, go)
this.SingleHeroDataShow(go, tarHero[index])
end)
elseif tabType == 2 then
selectEquipData={}
for k, v in pairs(showList) do
if LengthOfTable(selectEquipData)<30 then
selectEquipData[v.did]=v
else
break
end
end
this.ScrollView2:SetData(showList, function (index, go)
this.SingleEquipDataShow(go, showList[index])
end)
elseif tabType == 3 then
selectEquipTreasureData={}
for k,v in pairs(equipTreasureData) do
if LengthOfTable(selectEquipTreasureData)<30 then
selectEquipTreasureData[v.idDyn]=v
else
break
end
end
this.ScrollView2:SetData(equipTreasureData, function (index, go)
this.SingleEquipTreasureDataShow(go, equipTreasureData[index])
end)
elseif tabType == 4 then
if tabType == 4 then
chooseIdList={}
local tempchooseIdList={}
for k, v in pairs(soulPrintData) do
@ -864,24 +465,7 @@ function this.SendBackResolveReCallBack(drop)
else
BagManager.OnShowTipDropNumZero(drop)
end
if tabType== 1 then
local curSelectHeroListIds={}
for k, v in pairs(selectHeroData) do
table.insert(curSelectHeroListIds,v.dynamicId)
end
HeroManager.DeleteHeroDatas(curSelectHeroListIds)
elseif tabType== 2 then
for k, v in pairs(endSelectEquipData) do
EquipManager.DeleteSingleEquip(v.did)
end
--for k, v in pairs(selectEquipData) do
-- EquipManager.DeleteSingleEquip(v.did)
--end
elseif tabType== 3 then
for k, v in pairs(selectEquipTreasureData) do
EquipTreasureManager.RemoveTreasureByIdDyn(v.idDyn)
end
elseif tabType== 4 then
if tabType== 4 then
--移除魂印
SoulPrintManager.RemoveSoulPrint(chooseIdList)
local soulPrint= SoulPrintManager.GetSoulPrintQualityDataByType(this.soulPrintChooseType)
@ -901,42 +485,9 @@ end
--分解按钮事件处理
function this.ResolveBtnClickEvent()
local curResolveAllItemList={}
--0使用 1 分解物品 2 分解装备 3 分解妖灵师
local isHeroShowSure=false
local isEquipShowSure=false
local isTalismanShowSure=false
local isSoulPrintShowSure=false
local type=-1
if tabType==1 then
type=3
for k, v in pairs(selectHeroData) do
table.insert(curResolveAllItemList,v.dynamicId)
if v.star>=5 then
isHeroShowSure=true
end
end
elseif tabType==2 then
type=2
for k, v in pairs(endSelectEquipData) do
table.insert(curResolveAllItemList,v.did)
if v.equipConfig.Quality>=4 then
isEquipShowSure=true
end
end
--for k, v in pairs(selectEquipData) do
-- table.insert(curResolveAllItemList,v.did)
-- if v.equipConfig.Quality>=4 then
-- isEquipShowSure=true
-- end
--end
elseif tabType==3 then
type=4
Log(LengthOfTable(selectEquipTreasureData))
for k, v in pairs(selectEquipTreasureData) do
table.insert(curResolveAllItemList,v.idDyn)
isTalismanShowSure=true
end
elseif tabType==4 then
if tabType==4 then
isSoulPrintShowSure=false
type=1
local temp = {}
@ -966,95 +517,8 @@ function this.ResolveBtnClickEvent()
index = index+1
end
end
if isEquipShowSure or isHeroShowSure or isTalismanShowSure or isSoulPrintShowSure then
if isHeroShowSure then
local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. "isHeroShowSure")
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
if (isPopUp ~= currentTime) then
MsgPanel.ShowTwo(Language[11778], nil, function(isShow)
if (isShow) then
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .."isHeroShowSure", currentTime)
end
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end,nil,nil,nil,true)
else
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end
elseif isEquipShowSure then
local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. "isEquipShowSure")
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
if (isPopUp ~= currentTime) then
MsgPanel.ShowTwo(Language[10205], nil, function(isShow)
if (isShow) then
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .."isEquipShowSure", currentTime)
end
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end,nil,nil,nil,true)
else
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end
elseif isTalismanShowSure then
local isHaveHighTalisman = false
for i = 1, #curResolveAllItemList do
local equipTreasureData = EquipTreasureManager.GetSingleTreasureByIdDyn(curResolveAllItemList[i])
if equipTreasureData then
if equipTreasureData.itemConfig.Quantity >= 4 then
isHaveHighTalisman = true
end
end
end
local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. "isEquipTreasureSure")
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
if (isPopUp ~= currentTime and isHaveHighTalisman) then
MsgPanel.ShowTwo(Language[11779], nil, function(isShow)
if (isShow) then
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .."isEquipTreasureSure", currentTime)
end
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end,nil,nil,nil,true)
else
if #itemMaxList>0 then--是否分解物品有超过物品上限的
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
else
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
this.SendBackResolveReCallBack(drop)
end)
end
end
elseif isSoulPrintShowSure then
if isSoulPrintShowSure then
if isSoulPrintShowSure then
local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. "isSoulPrintShowSure")
local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
if (isPopUp ~= currentTime) then
@ -1132,27 +596,6 @@ function HeroAndEquipResolvePanel:OnDestroy()
orginLayer=0
end
--根据品质获取
function this.GetAllEquiptreasureByQuantity(Quantity)
Quantity = Quantity + 1
local equipTreasure = {}
local AllTreasures = EquipTreasureManager.GetAllTreasures()
for i, v in pairs(AllTreasures) do
if v.upHeroDid == "" and (v.itemConfig.Quantity == Quantity or Quantity == 0 or Quantity == 1 ) then
table.insert(equipTreasure,v)
end
end
table.sort(equipTreasure, function(a,b)
if a.itemConfig.Quantity == b.itemConfig.Quantity then
return a.id < b.id
else
return a.itemConfig.Quantity < b.itemConfig.Quantity
end
end)
return equipTreasure
end
function this.OnSortingOrderChange()
--特效层级重设
for i=1,#list do

View File

@ -25,6 +25,7 @@ function this:InitComponent(gameObject)
this.cardPre, this.scrollbar, Vector2.New(-v21.x*2, -v21.y*2), 1, 5, Vector2.New(45,15))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
maxSelectNum = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,54).Value)
end
function this:BindEvent()
@ -75,7 +76,7 @@ function this.SortTypeClick(_sortType)
tabSortType=_sortType
selectHeroData={}
tarHero=HeroManager.GetAllHeroDataMsinusUpWar(_sortType,2)
this.selectText.text = Language[11775].."0/"..#tarHero
this.selectText.text = Language[11775].."0/"..maxSelectNum
this.noSelectBtn.gameObject:SetActive(false)
this.SortHeroDatas(tarHero)
this.Empty:SetActive(#tarHero <= 0)
@ -104,13 +105,13 @@ function this.SingleHeroDataShow(go,_heroData)
lockMask:SetActive(heroData.lockState == 1)
choosed:SetActive(selectHeroData[heroData.dynamicId] ~= nil)
local cardclickBtn = Util.GetGameObject(_go.transform, "icon")
this.selectText.text = Language[11775]..LengthOfTable(selectHeroData).."/"..#tarHero
this.selectText.text = Language[11775]..LengthOfTable(selectHeroData).."/"..maxSelectNum
Util.AddOnceClick(cardclickBtn, function()
if selectHeroData[heroData.dynamicId] then
choosed:SetActive(false)
selectHeroData[heroData.dynamicId] = nil
this.selectText.text = Language[11775]..LengthOfTable(selectHeroData).."/"..#tarHero
this.selectText.text = Language[11775]..LengthOfTable(selectHeroData).."/"..maxSelectNum
this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectHeroData)>0)
return
end
@ -120,7 +121,7 @@ function this.SingleHeroDataShow(go,_heroData)
end
selectHeroData[heroData.dynamicId]=heroData
choosed:SetActive(true)
this.selectText.text = Language[11775]..LengthOfTable(selectHeroData).."/"..#tarHero
this.selectText.text = Language[11775]..LengthOfTable(selectHeroData).."/"..maxSelectNum
this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectHeroData)>0)
end)

View File

@ -14,6 +14,7 @@ function this:InitComponent(gameObject)
this.shopBtn=Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/shopBtn")
this.selectText = Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/selectNumText"):GetComponent("Text")
Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/btns").gameObject:SetActive(false)
this.selectBtn = Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/btns/selectBtn")
this.noSelectBtn = Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/btns/noSelectBtn")
this.cardPre = Util.GetGameObject(gameObject,"Content/Resolve_EquipTreasure/equipTreasurePre")
@ -27,6 +28,7 @@ function this:InitComponent(gameObject)
this.cardPre, this.scrollbar, Vector2.New(-v21.x*2, -v21.y*2), 1, 5, Vector2.New(45,15))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
maxSelectNum =tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,55).Value)
end
function this:BindEvent()
@ -73,15 +75,31 @@ function this.SortTypeClick(_sortType)
else
tarEquipTreasure=EquipTreasureManager.GetAllTreasures(tabSortType)
end
this.selectText.text = Language[11775].."0/"..#tarEquipTreasure
this.selectText.text = Language[11775].."0/"..maxSelectNum
this.noSelectBtn.gameObject:SetActive(false)
-- this.SortHeroDatas(tarEquipTreasure)
tarEquipTreasure = this.SortDatas(tarEquipTreasure)
this.Empty:SetActive(#tarEquipTreasure <= 0)
this.ScrollView:SetData(tarEquipTreasure, function (index, go)
this.SingleHeroDataShow(go, tarEquipTreasure[index])
end)
end
function this.SortDatas(tarEquipTreasure)
table.sort(
tarEquipTreasure,
function(a, b)
if a.quantity == b.quantity then
if a.lv == b.lv then
return a.refineLv < b.refineLv
else
return a.lv < b.lv
end
else
return a.quantity < b.quantity
end
end
)
return tarEquipTreasure
end
--英雄单个数据展示
function this.SingleHeroDataShow(go,_equipTreasureData)
local _go = go
@ -94,13 +112,13 @@ function this.SingleHeroDataShow(go,_equipTreasureData)
local choosed =Util.GetGameObject(_go.transform, "choosed")
choosed:SetActive(selectEquipTreasureData[_equipTreasureData.idDyn] ~= nil)
local cardclickBtn = Util.GetGameObject(_go.transform, "icon")
this.selectText.text = Language[11775]..LengthOfTable(selectEquipTreasureData).."/"..#tarEquipTreasure
this.selectText.text = Language[11775]..LengthOfTable(selectEquipTreasureData).."/"..maxSelectNum
Util.AddOnceClick(cardclickBtn, function()
if selectEquipTreasureData[_equipTreasureData.idDyn] then
choosed:SetActive(false)
selectEquipTreasureData[_equipTreasureData.idDyn] = nil
this.selectText.text = Language[11775]..LengthOfTable(selectEquipTreasureData).."/"..#tarEquipTreasure
this.selectText.text = Language[11775]..LengthOfTable(selectEquipTreasureData).."/"..maxSelectNum
this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectEquipTreasureData)>0)
return
end
@ -110,7 +128,7 @@ function this.SingleHeroDataShow(go,_equipTreasureData)
end
selectEquipTreasureData[_equipTreasureData.idDyn]=_equipTreasureData
choosed:SetActive(true)
this.selectText.text = Language[11775]..LengthOfTable(selectEquipTreasureData).."/"..#tarEquipTreasure
this.selectText.text = Language[11775]..LengthOfTable(selectEquipTreasureData).."/"..maxSelectNum
this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectEquipTreasureData)>0)
end)
end

View File

@ -190,9 +190,9 @@ function this.SingleHeroDataShow(go,_heroData)
this.usePropIcon.sprite = Util.LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,heroUseItemId).ResourceID))
end
if itemNum<heroUseCount then
this.usePropInfo.text="<color=red> "..itemNum.."/"..heroUseCount.."</color>"
this.usePropInfo.text="<color=red> "..heroUseCount.."</color>"
else
this.usePropInfo.text=" "..itemNum.."/"..heroUseCount
this.usePropInfo.text=" "..heroUseCount
end
end

View File

@ -556,21 +556,24 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
local allRewardData = {}
local specificValue = 1--tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/10000
ShowItemlist = {}
--先把回溯英雄放进去
for i, v in pairs(selectEquipTreasureData) do
local curEquipTreasureData = allTreasures[i]
if not curEquipTreasureData then return end
--先把精炼的材料放进去 因为有宝器 放前边
--先把精炼的材料放进去 因为有宝器 放前边
if curEquipTreasureData.refineLv > 0 then
local refineJewelRankupConfig =ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.JewelRankupConfig,"Type",2,"Level",curEquipTreasureData.refineLv)
if refineJewelRankupConfig then
--精炼消耗的法宝
if refineJewelRankupConfig.JewelExpend then
for JewelExpendkey, JewelExpendvalue in ipairs(refineJewelRankupConfig.JewelExpend) do
if JewelExpendvalue[1] == 1 then
this.GetEquipTreasureResolveItems2(curEquipTreasureData.id, JewelExpendvalue[2])
elseif JewelExpendvalue[1] > 1 then
this.GetEquipTreasureResolveItems2(JewelExpendvalue[1], JewelExpendvalue[2])
LogBlue(curEquipTreasureData.refineLv)
for i=0,curEquipTreasureData.refineLv-1 do
local refineJewelRankupConfig =ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",2,"Level",i,"PoolID",curEquipTreasureData.quantity)
if refineJewelRankupConfig then
--精炼消耗的法宝
LogBlue(refineJewelRankupConfig.Id)
if refineJewelRankupConfig.JewelExpend then
for JewelExpendkey, JewelExpendvalue in ipairs(refineJewelRankupConfig.JewelExpend) do
if JewelExpendvalue[1] == 1 then
this.GetEquipTreasureResolveItems2(curEquipTreasureData.id, JewelExpendvalue[2])
elseif JewelExpendvalue[1] > 1 then
this.GetEquipTreasureResolveItems2(JewelExpendvalue[1], JewelExpendvalue[2])
end
end
end
--精炼消耗的材料
@ -583,9 +586,12 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
end
end
if curEquipTreasureData.lv > 0 then
local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.JewelRankupConfig,"Type",2,"Level", curEquipTreasureData.lv)
LogBlue(curEquipTreasureData.lv)
for i=0,curEquipTreasureData.lv - 1 do
local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",1,"Level",i,"PoolID",curEquipTreasureData.quantity)
if lvJewelRankupConfig then
--强化消耗的材料
LogBlue(refineJewelRankupConfig.Id)
if lvJewelRankupConfig.UpExpend then
for UpExpendkey, UpExpendvalue in ipairs(lvJewelRankupConfig.UpExpend) do
this.GetEquipTreasureResolveItems2(UpExpendvalue[1], UpExpendvalue[2])
@ -593,6 +599,7 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
end
end
end
end
--加自身分解消耗的东西
local rewardShowStr1 = {}
local resolveRewardStr = curEquipTreasureData.itemConfig.ResolveReward
@ -605,6 +612,7 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
end
local dropList = {}
for ShowItemlistkey, ShowItemlistvalue in pairs(ShowItemlist) do
LogBlue("id:"..ShowItemlistkey.." num:"..ShowItemlistvalue)
local curReward = {}
curReward.id = ShowItemlistkey
curReward.num = math.floor(ShowItemlistvalue * specificValue)

View File

@ -12,6 +12,7 @@ local isMatEnough=true
local matId=0
local isCoinEnough=true
local isMax=false
local isEnough = false
--初始化组件(用于子类重写)
function EquipTreasureStrongPopup:InitComponent()
this.btnBack= Util.GetGameObject(self.transform, "bg/btnBack")
@ -170,6 +171,7 @@ end
--设置界面显示 1.强化 2.精炼
function this.SetWindShow(_index)
haveTreasures = {}
type=_index
curEquipData = EquipTreasureManager.GetSingleEquipTreasreData(curEquipData.idDyn)
isMatEnough=true

View File

@ -13,346 +13,346 @@ MonoBehaviour:
m_Name: DataConfigMD5Record
m_EditorClassIdentifier:
_keys:
- D:\JL_Client/data_execl/base_data\DifferDemonsBoxSeaons.xlsx
- D:\JL_Client/data_execl/base_data\GuildScoreConfig.xlsx
- D:\JL_Client/data_execl/base_data\ErrorCodeEerverConfig.xlsx
- D:\JL_Client/data_execl/base_data\DifferDemonsBoxPools.xlsx
- D:\JL_Client/data_execl/base_data\BloodyBattleReward.xlsx
- D:\JL_Client/data_execl/base_data\BloodyMessagesConfig.xlsx
- D:\JL_Client/data_execl/base_data\GuildLevelConfig.xlsx
- D:\JL_Client/data_execl/base_data\EndlessDifficulty.xlsx
- D:\JL_Client/data_execl/base_data\ChallengeSetting.xlsx
- D:\JL_Client/data_execl/base_data\ArenaRobotSetting.xlsx
- D:\JL_Client/data_execl/base_data\EquipTalismanaLottery.xlsx
- D:\JL_Client/data_execl/base_data\ExpeditionSetting.xlsx
- D:\JL_Client/data_execl/base_data\GuildSacrificeRewardConfig.xlsx
- D:\JL_Client/data_execl/base_data\GuildBossRewardConfig.xlsx
- D:\JL_Client/data_execl/base_data\ErrorCodeHint.xlsx
- D:\JL_Client/data_execl/base_data\EquipStarsConfig.xlsx
- D:\JL_Client/data_execl/base_data\EndlessMapConfig.xlsx
- D:\JL_Client/data_execl/base_data\GuildSetting.xlsx
- D:\JL_Client/data_execl/base_data\DailyChallengeConfig.xlsx
- D:\JL_Client/data_execl/base_data\DifferDemonsBoxPools.xlsx
- D:\JL_Client/data_execl/base_data\GuildScoreConfig.xlsx
- D:\JL_Client/data_execl/base_data\DifferDemonsBoxSeaons.xlsx
- D:\JL_Client/data_execl/base_data\BuffEffectConfig.xlsx
- D:\JL_Client/data_execl/base_data\BloodyRankConfig.xlsx
- D:\JL_Client/data_execl/base_data\ArenaRobotConfig.xlsx
- D:\JL_Client/data_execl/base_data\GuildWarRewardConfig.xlsx
- D:\JL_Client/data_execl/base_data\GuildBossConfig.xlsx
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View File

@ -1777,7 +1777,7 @@
11777,刷新界面
11778,分解队列中包含了5星以上成员是否确认分解
11779,批量分解中,包含了史诗及以上的宝器。分解操作不可逆转,确定要进行分解吗?
11780,批量分解中,包含了史诗及以上的魂印。分解操作不可逆转,确定要进行分解吗
11780,分解的魂印中包含金色或红色魂印,确定进行分解
11781,请先选择再进行分解
11782,资源已达上限,超出部分将无法获得,是否分解?
11783,资源已达上限,超出部分将无法获得,是否分解

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
1777 11777 刷新界面
1778 11778 分解队列中,包含了5星以上成员,是否确认分解?
1779 11779 批量分解中,包含了史诗及以上的宝器。分解操作不可逆转,确定要进行分解吗?
1780 11780 批量分解中,包含了史诗及以上的魂印。分解操作不可逆转,确定要进行分解吗? 分解的魂印中包含金色或红色魂印,确定进行分解?
1781 11781 请先选择再进行分解
1782 11782 资源已达上限,超出部分将无法获得,是否分解?
1783 11783 资源已达上限,超出部分将无法获得,是否分解