xiyou_yueNanZhengshi
zhangjiannan 2024-09-24 20:25:20 +08:00
parent d17e9278dc
commit b10719a2fa
6 changed files with 326 additions and 288 deletions

View File

@ -71,13 +71,13 @@ function this:OnShow(_parent,_Data)
attriList[i].proGroup.gameObject:SetActive(true)
if data[i].title and data[i].title ~= "" then
attriList[i].title.gameObject:SetActive(true)
attriList[i].titleCom.text = data[i].title
attriList[i].titleCom.text = GetLanguageStrById(data[i].title)
else
attriList[i].title.gameObject:SetActive(false)
end
for j = 1, #data[i].pro do
attriList[i].pro[j].gameObject:SetActive(true)
attriList[i].TextCom[j].text = data[i].pro[j]
attriList[i].TextCom[j].text = GetLanguageStrById(data[i].pro[j])
end
if data[i].tip and data[i].tip ~= "" then
attriList[i].tip.gameObject:SetActive(true)

View File

@ -4,22 +4,22 @@ local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local ChangingCard = ConfigManager.GetConfig(ConfigName.ChangingCard)
local PassiveSkillConfig = ConfigManager.GetConfig(ConfigName.PlayerSkill)
local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
this.itemDataList = {} --state -1 未拥有 0 已有未激活 1激活未上阵 2上阵
this.itemDataList = {} --state -1 未拥有 0 已有未激活 1激活未上阵 2上阵
this.SingleIncarnationPro = {}
this.SingleIncarnationProDes = ""
this.incarnationForceLv=1 --化身之力等级id
this.incarnationForceLv = 1 --化身之力等级id
function this.Initialize()
this.InitItemDataList()
end
function this.InitItemDataList()
for k,v in ConfigPairs(ChangingCard) do
for k, v in ConfigPairs(ChangingCard) do
this.CreatEmptyItemData(v.Id)
end
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,138)
local strs = string.split(config.Value,"|")
for i = 1,#strs do
local str = string.split(strs[i],"#")
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 138)
local strs = string.split(config.Value, "|")
for i = 1, #strs do
local str = string.split(strs[i], "#")
local proId = tonumber(str[1])
local proNum = tonumber(str[2])
if not this.SingleIncarnationPro[proId] then
@ -28,12 +28,12 @@ function this.InitItemDataList()
this.SingleIncarnationPro[proId] = this.SingleIncarnationPro[proId] + proNum
end
this.SingleIncarnationProDes = ""
this.SingleIncarnationProDes = this.GetproDesStr(this.SingleIncarnationProDes,this.SingleIncarnationPro)
this.SingleIncarnationProDes = this.GetproDesStr(this.SingleIncarnationProDes, this.SingleIncarnationPro)
Game.GlobalEvent:AddEvent(GameEvent.Bag.GetNewItemIncarnation, this.GetbagIncarnationData)
end
function this.CreatEmptyItemData(id)
if id==nil then
if id == nil then
return
end
if ChangingCard[id].IsOpen == 0 then
@ -43,105 +43,112 @@ function this.CreatEmptyItemData(id)
if not this.itemDataList[id] then
this.itemDataList[id] = {}
this.itemDataList[id].id = id
this.itemDataList[id].level=1
this.itemDataList[id].star=0
this.itemDataList[id].level = 1
this.itemDataList[id].star = 0
this.itemDataList[id].itemId = ChangingCard[id].CardId
this.itemDataList[id].name = itemConfig[ChangingCard[id].CardId].Name
this.itemDataList[id].state = -1
this.itemDataList[id].state = -1
this.itemDataList[id].pos = 0
this.itemDataList[id].property = itemConfig[ChangingCard[id].CardId].PropertyName
this.itemDataList[id].quality = itemConfig[ChangingCard[id].CardId].Quantity
this.itemDataList[id].icon = itemConfig[ChangingCard[id].CardId].ResourceID
this.itemDataList[id].heroId = ChangingCard[id].desc2
this.itemDataList[id].proDatas =this.GetChangeCardProperty(id)
this.itemDataList[id].proDatas = this.GetChangeCardProperty(id)
this.itemDataList[id].skillDatas = ChangingCard[id].Skill[1]
end
end
end
function this.GetproDesStr(_str,dataList)
function this.GetproDesStr(_str, dataList)
local str = _str
for k,v in pairs(dataList) do
str = str..PropertyConfig[k].Info.."+"..GetPropertyFormatStrOne(PropertyConfig[k].Style,v).." "
for k, v in pairs(dataList) do
str = str .. GetLanguageStrById(PropertyConfig[k].Info) ..
"+" .. GetPropertyFormatStrOne(PropertyConfig[k].Style, v) .. " "
end
return str
end
--获取化身卡指定星级的技能描述
function this.GetSkillDesStr(id,Star)
local skillId= ChangingCard[id].Skill[Star+1]
local skillDes= PassiveSkillConfig[skillId].Desc
function this.GetSkillDesStr(id, Star)
local skillId = ChangingCard[id].Skill[Star + 1]
local skillDes = PassiveSkillConfig[skillId].Desc
return skillDes
end
---获取属性信息和技能信息
function this.GetCardPropDesStr(id)
local proDesList = {}
local str = Language[11618]
str = this.GetproDesStr(str,this.itemDataList[id].proDatas)
table.insert(proDesList,str)
local skillDes = PassiveSkillConfig[this.itemDataList[id].skillDatas].Desc
table.insert(proDesList,skillDes)
str = this.GetproDesStr(str, this.itemDataList[id].proDatas)
table.insert(proDesList, str)
local skillDes = GetLanguageStrById(PassiveSkillConfig[this.itemDataList[id].skillDatas].Desc)
table.insert(proDesList, skillDes)
return proDesList
end
function this.GetproDesLst(dataList,_color)
function this.GetproDesLst(dataList, _color)
local lis1 = {}
for k,v in pairs(dataList) do
table.insert(lis1,{str = string.format("<color=#%s>%s+%s</color>",_color,PropertyConfig[k].Info,GetPropertyFormatStrOne(PropertyConfig[k].Style,v)) ,sort = PropertyConfig[k].SortId})
for k, v in pairs(dataList) do
table.insert(lis1,
{
str = string.format("<color=#%s>%s+%s</color>", _color, GetLanguageStrById(PropertyConfig[k].Info),
GetPropertyFormatStrOne(PropertyConfig[k].Style, v)),
sort = PropertyConfig[k].SortId
})
end
table.sort(lis1,function(a,b)
table.sort(lis1, function(a, b)
return a.sort < b.sort
end)
local list = {}
for i = 1,#lis1 do
table.insert(list,lis1[i].str)
for i = 1, #lis1 do
table.insert(list, lis1[i].str)
end
return list
end
-- 初始化赋值操作 _incarnationForceLv化身之力等级id
function this.SetItemDataList(dataList,_incarnationForceLv)
for i = 1,#dataList do
function this.SetItemDataList(dataList, _incarnationForceLv)
for i = 1, #dataList do
local state = dataList[i].status
if dataList[i].status == 0 then
state = 1
elseif dataList[i].status == 1 then
state = 2
end
this.SetItemDataByid(dataList[i].id,state,dataList[i].index)
this.SetLevel(dataList[i].id,dataList[i].level)
this.SetStar(dataList[i].id,dataList[i].star)
this.SetItemDataByid(dataList[i].id, state, dataList[i].index)
this.SetLevel(dataList[i].id, dataList[i].level)
this.SetStar(dataList[i].id, dataList[i].star)
this.SetSkillData(dataList[i].id)
this.SetPropDatas(dataList[i].id)
end
this.incarnationForceLv=_incarnationForceLv
this.incarnationForceLv = _incarnationForceLv
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Incarnation)
end
function this.GetbagIncarnationData()
local data = BagManager.GetDataByItemType(ItemType.Incarnation)
for i = 1,#data do
for i = 1, #data do
this.SetItemDataByCardId(data[i].id)
end
end
function this.SetItemDataByCardId(id)
local config = ConfigManager.TryGetConfigDataByKey(ConfigName.ChangingCard,"CardId",id)
local config = ConfigManager.TryGetConfigDataByKey(ConfigName.ChangingCard, "CardId", id)
if config then
if this.itemDataList[config.Id] and this.itemDataList[config.Id].state < 1 then
if BagManager.GetItemCountById(id) > 0 then
this.SetItemDataByid(config.Id,0,0)
this.SetItemDataByid(config.Id, 0, 0)
else
this.SetItemDataByid(config.Id,-1,0)
this.SetItemDataByid(config.Id, -1, 0)
end
end
end
end
function this.SetItemDataByid(id,state,pos)
function this.SetItemDataByid(id, state, pos)
if not this.itemDataList[id] then
this.CreatEmptyItemData(id)
if PlayerManager.handBook[8] and CheckListIsContainValue1(PlayerManager.handBook[8],id)==false then
table.insert(PlayerManager.handBook[8],id)
if PlayerManager.handBook[8] and CheckListIsContainValue1(PlayerManager.handBook[8], id) == false then
table.insert(PlayerManager.handBook[8], id)
TianShuMiJuanManger.CheckFetterStatus(8)
end
end
@ -150,37 +157,37 @@ function this.SetItemDataByid(id,state,pos)
CheckRedPointStatus(this.itemDataList[id].property + 43801)
end
function this.SetLevel(id,level)
if level<=0 then
this.itemDataList[id].level=1
else
this.itemDataList[id].level=level
function this.SetLevel(id, level)
if level <= 0 then
this.itemDataList[id].level = 1
else
this.itemDataList[id].level = level
end
end
function this.SetStar(id,star)
this.itemDataList[id].star=star
function this.SetStar(id, star)
this.itemDataList[id].star = star
end
--设置激活技能数据
function this.SetSkillData(id)
local changeCardData=this.itemDataList[id]
changeCardData.skillDatas = ChangingCard[id].Skill[changeCardData.star+1]
local changeCardData = this.itemDataList[id]
changeCardData.skillDatas = ChangingCard[id].Skill[changeCardData.star + 1]
end
--设置变身卡所有属性加成
function this.SetPropDatas(id)
this.itemDataList[id].proDatas =this.GetChangeCardProperty(id)
this.itemDataList[id].proDatas = this.GetChangeCardProperty(id)
end
function this.GetStatusByItemId(id)
local config = ConfigManager.TryGetConfigDataByKey(ConfigName.ChangingCard,"CardId",id)
local config = ConfigManager.TryGetConfigDataByKey(ConfigName.ChangingCard, "CardId", id)
if config then
return this.itemDataList[config.Id].state
end
return -1
end
local sortData = {
[-1] = 0,
[0] = 2,
@ -191,12 +198,12 @@ local sortData = {
--根据属性获取化身数据
function this.GetItemDataListByPro(property)
local datas = {}
for k,v in pairs(this.itemDataList) do
for k, v in pairs(this.itemDataList) do
if v.property == property then
table.insert(datas,v)
table.insert(datas, v)
end
end
table.sort(datas,function(a,b)
table.sort(datas, function(a, b)
if sortData[a.state] == sortData[b.state] then
if a.quality == b.quality then
return a.id < b.id
@ -212,20 +219,21 @@ end
--获取化身之力属性加成
function this.GetIncarnationPower()
local id =this.incarnationForceLv
if id==0 then
id=1
local id = this.incarnationForceLv
if id == 0 then
id = 1
end
local lvConfig=ConfigManager.GetConfigData(ConfigName.ChangingForce,id)
local proList=lvConfig.PropList
local lvConfig = ConfigManager.GetConfigData(ConfigName.ChangingForce, id)
local proList = lvConfig.PropList
return proList
end
---获取身外化身所有属性加成
function this.GetIncarnationTotalPro()
local proList = {}
for k,v in pairs(this.itemDataList) do
for k, v in pairs(this.itemDataList) do
if v.state > 0 then
for k,v in pairs(v.proDatas) do
for k, v in pairs(v.proDatas) do
if not proList[k] then
proList[k] = 0
end
@ -235,13 +243,13 @@ function this.GetIncarnationTotalPro()
end
end
--主角等级表加的属性
local playerConfig=ConfigManager.TryGetConfigData(ConfigName.PlayerLevelConfig,PlayerManager.level)
local playerConfig = ConfigManager.TryGetConfigData(ConfigName.PlayerLevelConfig, PlayerManager.level)
if playerConfig and playerConfig.PlayerPropList then
for key, v in pairs(playerConfig.PlayerPropList) do
if proList[v[1]] then
proList[v[1]]=proList[v[1]]+v[2]
proList[v[1]] = proList[v[1]] + v[2]
else
proList[v[1]]=v[2]
proList[v[1]] = v[2]
end
end
end
@ -263,7 +271,7 @@ end
--获取已上阵的变身卡 --界面获取
function this.GetIncarnationData1()
local datas = {}
for k,v in pairs(this.itemDataList) do
for k, v in pairs(this.itemDataList) do
if v.state == 2 then
datas[v.pos] = v
end
@ -274,9 +282,9 @@ end
--获取已上阵的变身卡 --战斗获取
function this.GetIncarnationData()
local datas = {}
for k,v in pairs(this.itemDataList) do
for k, v in pairs(this.itemDataList) do
if v.state == 2 then
table.insert(datas,v.id)
table.insert(datas, v.id)
end
end
return datas
@ -284,7 +292,7 @@ end
--获取已上阵的变身卡 --战斗获取
function this.GetIncarnationDataById(id)
for k,v in pairs(this.itemDataList) do
for k, v in pairs(this.itemDataList) do
if v.itemId == id then
return v
end
@ -302,15 +310,15 @@ function this.CheckRedData(red)
elseif red == RedPointType.incarnation_demon then
list = this.GetItemDataListByPro(3)
elseif red == RedPointType.incarnation_Kong then
list = this.GetItemDataListByPro(5)
list = this.GetItemDataListByPro(5)
else
list = this.GetItemDataListByPro(4)
end
for k,v in pairs(list) do
if v.state == 0 then
for k, v in pairs(list) do
if v.state == 0 then
return true
end
if v.state>0 and (this.CheckCardUpLvRedData(v.id) or this.CheckCardUpStarRedData(v.id)) then
if v.state > 0 and (this.CheckCardUpLvRedData(v.id) or this.CheckCardUpStarRedData(v.id)) then
return true
end
end
@ -319,11 +327,12 @@ end
--检测化身卡是否可以升级
function this.CheckCardUpLvRedData(id)
local poolId= ChangingCard[id].LevelUpPool
local level= this.itemDataList[id].level
local upExp= ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel,"PoolId",poolId,"Level",level).Exp
local poolId = ChangingCard[id].LevelUpPool
local level = this.itemDataList[id].level
local upExp = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel, "PoolId", poolId, "Level", level)
.Exp
if upExp then
if BagManager.GetItemCountById(upExp[1])>=upExp[2] then
if BagManager.GetItemCountById(upExp[1]) >= upExp[2] then
return true
end
end
@ -332,29 +341,30 @@ end
--检测化身卡是否可以升星
function this.CheckCardUpStarRedData(id)
local star= this.itemDataList[id].star
LogError("id======================"..id.." star=="..star)
local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardStar,"PoolId",ChangingCard[id].Star,"Level",star)
local isShow=true
if starConfig and star<ChangingCard[id].StarMax then
local cost=starConfig.PropList
local star = this.itemDataList[id].star
LogError("id======================" .. id .. " star==" .. star)
local starConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardStar, "PoolId",
ChangingCard[id].Star, "Level", star)
local isShow = true
if starConfig and star < ChangingCard[id].StarMax then
local cost = starConfig.PropList
for i = 1, #cost do
if cost[i][1]==0 then
local num=BagManager.GetItemCountById(ChangingCard[id].CardId)
LogError("num==========="..num.." cost[i][2]=="..cost[i][2])
if num<cost[i][2] then
isShow=false
end
if cost[i][1] == 0 then
local num = BagManager.GetItemCountById(ChangingCard[id].CardId)
LogError("num===========" .. num .. " cost[i][2]==" .. cost[i][2])
if num < cost[i][2] then
isShow = false
end
else
local num2=BagManager.GetItemCountById(cost[i][1])
LogError("num==========="..num2.." cost[i][2]=="..cost[i][2])
if num2<cost[i][2] then
isShow=false
end
local num2 = BagManager.GetItemCountById(cost[i][1])
LogError("num===========" .. num2 .. " cost[i][2]==" .. cost[i][2])
if num2 < cost[i][2] then
isShow = false
end
end
end
else
isShow=false
isShow = false
end
return isShow
-- if star<#starCost then
@ -389,33 +399,34 @@ function this.CheckPowerBtnRedData(red)
-- return false
end
function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
local changeCardInfo=this.itemDataList[cardId]
local star=changeCardInfo.star
local level=changeCardInfo.level
function this.GetChangeCardProperty(cardId, isNextLv, isNextStar)
local changeCardInfo = this.itemDataList[cardId]
local star = changeCardInfo.star
local level = changeCardInfo.level
if isNextStar then
star=star+1
star = star + 1
end
if isNextLv then
level=level+1
level = level + 1
end
if changeCardInfo then
local cardConfig=ConfigManager.GetConfigData(ConfigName.ChangingCard,cardId)
LogError("cardConfig.Star=="..cardConfig.Star.." star=="..star)
local propList={}
for k,v in pairs(cardConfig.PropList) do
propList[v[1]]=v[2]
local cardConfig = ConfigManager.GetConfigData(ConfigName.ChangingCard, cardId)
LogError("cardConfig.Star==" .. cardConfig.Star .. " star==" .. star)
local propList = {}
for k, v in pairs(cardConfig.PropList) do
propList[v[1]] = v[2]
end
for k,v in pairs(cardConfig.PlayerPropList) do
propList[v[1]]=v[2]
for k, v in pairs(cardConfig.PlayerPropList) do
propList[v[1]] = v[2]
end
if changeCardInfo then
if star>=0 then
local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardStar,"PoolId",cardConfig.Star,"Level",star)
if star >= 0 then
local starConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardStar, "PoolId",
cardConfig.Star, "Level", star)
local startProp
-- if star==1 then
-- startProp=cardConfig.Star1UpProps
@ -428,38 +439,38 @@ function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
-- elseif star==5 then
-- startProp=cardConfig.Star5UpProps
-- end
startProp=starConfig.Exp
for k,v in pairs(startProp) do
startProp = starConfig.Exp
for k, v in pairs(startProp) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
propList[v[1]] = propList[v[1]] + v[2]
else
propList[v[1]]=v[2]
propList[v[1]] = v[2]
end
end
for k,v in pairs(starConfig.PlayerPropList) do
for k, v in pairs(starConfig.PlayerPropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
propList[v[1]] = propList[v[1]] + v[2]
else
propList[v[1]]=v[2]
propList[v[1]] = v[2]
end
end
end
if level>0 then
local cardLvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel,"Level",level,"PoolId",cardConfig.LevelUpPool)
for k,v in pairs(cardLvConfig.PropList) do
if level > 0 then
local cardLvConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel, "Level", level,
"PoolId", cardConfig.LevelUpPool)
for k, v in pairs(cardLvConfig.PropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
propList[v[1]] = propList[v[1]] + v[2]
else
propList[v[1]]=v[2]
propList[v[1]] = v[2]
end
end
for k,v in pairs(cardLvConfig.PlayerPropList) do
for k, v in pairs(cardLvConfig.PlayerPropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
propList[v[1]] = propList[v[1]] + v[2]
else
propList[v[1]]=v[2]
propList[v[1]] = v[2]
end
end
end
@ -479,13 +490,13 @@ function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
return nil
end
function this.GetChangeCardPropertyAdd(cardId,level,star)
local cardConfig=ConfigManager.GetConfigData(ConfigName.ChangingCard,cardId)
local propList={}
for k,v in pairs(cardConfig.PropList) do
propList[v[1]]=v[2]
function this.GetChangeCardPropertyAdd(cardId, level, star)
local cardConfig = ConfigManager.GetConfigData(ConfigName.ChangingCard, cardId)
local propList = {}
for k, v in pairs(cardConfig.PropList) do
propList[v[1]] = v[2]
end
if star>=0 then
if star >= 0 then
local startProp
-- if star==1 then
-- startProp=cardConfig.Star1UpProps
@ -494,39 +505,39 @@ function this.GetChangeCardPropertyAdd(cardId,level,star)
-- elseif star==3 then
-- startProp=cardConfig.Star3UpProps
-- end
local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardStar,"PoolId",cardConfig.Star,"Level",star)
for k,v in pairs(starConfig.Exp) do
local starConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardStar, "PoolId", cardConfig.Star,
"Level", star)
for k, v in pairs(starConfig.Exp) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
propList[v[1]] = propList[v[1]] + v[2]
else
propList[v[1]]=v[2]
propList[v[1]] = v[2]
end
end
for k,v in pairs(starConfig.PlayerPropList) do
for k, v in pairs(starConfig.PlayerPropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
propList[v[1]] = propList[v[1]] + v[2]
else
propList[v[1]]=v[2]
propList[v[1]] = v[2]
end
end
end
if level>0 then
local cardLvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel,"Level",level,"PoolId",cardConfig.LevelUpPool)
for k,v in pairs(cardLvConfig.PropList) do
if level > 0 then
local cardLvConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel, "Level", level,
"PoolId", cardConfig.LevelUpPool)
for k, v in pairs(cardLvConfig.PropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
propList[v[1]] = propList[v[1]] + v[2]
else
propList[v[1]]=v[2]
propList[v[1]] = v[2]
end
end
for k,v in pairs(cardLvConfig.PlayerPropList) do
for k, v in pairs(cardLvConfig.PlayerPropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
propList[v[1]] = propList[v[1]] + v[2]
else
propList[v[1]]=v[2]
propList[v[1]] = v[2]
end
end
end
@ -543,6 +554,4 @@ function this.GetChangeCardPropertyAdd(cardId,level,star)
return propList
end
return this
return this

View File

@ -216,7 +216,7 @@ function IncarnationPanel:RefreshUpList()
self.upLayoutItemList[i].lv.gameObject:SetActive(PracticeManager.PracticeLevel < tonumber(limits[i]))
--local xiuxian=ConfigManager.GetConfigData(ConfigName.XiuXianConfig,tonumber(limits[i]))
if xiuxian then
self.upLayoutItemList[i].lv.text = xiuxian[tonumber(limits[i])].RealmName .. Language[11622]
self.upLayoutItemList[i].lv.text = GetLanguageStrById(xiuxian[tonumber(limits[i])].RealmName) .. Language[11622]
end
end
for k, v in pairs(self.upLayoutData) do
@ -336,7 +336,7 @@ function IncarnationPanel:SetSingleData(go, data, index)
end
go.gameObject:SetActive(true)
self.itemPreList[go].bg.sprite = self.spLoader:LoadSprite(GetIncarnationDiImage[data.quality])
self.itemPreList[go].nameText.text = data.name
self.itemPreList[go].nameText.text = GetLanguageStrById(data.name)
--self.itemPreList[go].nameText.text = string.format("<color=#%s>%s</color>",GetIncarnationNameColor[data.quality], data.name)
--if data.quality == 7 then
-- self.itemPreList[go].nameText1.gameObject:SetActive(true)

View File

@ -355,11 +355,11 @@ local titleLive
function this.RefreshPlayerInfo(data)
local curname = ""
if data.serverName and data.serverName ~= "" then
curname = data.serverName .. " " .. data.name
curname = data.serverName .. " " .. GetLanguageStrById(data.name)
elseif this.serverName and this.serverName ~= "" then
curname = this.serverName .. " " .. data.name
curname = this.serverName .. " " .. GetLanguageStrById(data.name)
else
curname = data.name
curname = GetLanguageStrById(data.name)
end
this.memName.text = PracticeManager.SetNameColor(curname, data.practiceLevel) --data.name
if (data.guildName ~= "") then
@ -369,10 +369,10 @@ function this.RefreshPlayerInfo(data)
end
if data.arenaLvId > 0 then
this.rankName.gameObject:SetActive(true)
this.rankName.text = ConfigManager.GetConfigData(ConfigName.ArenaLevel, data.arenaLvId).ArenaLevelName
this.rankName.text = GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.ArenaLevel, data.arenaLvId).ArenaLevelName)
else
this.rankName.gameObject:SetActive(true)
this.rankName.text = ArenaManager.GetArenaMyRankName()
this.rankName.text = GetLanguageStrById(ArenaManager.GetArenaMyRankName())
end
-- 头像
@ -429,7 +429,7 @@ end
-- 编队数据匹配
function this.FormationAdapter(teamInfo)
--====================编队信息======================
this.formationTip.text = _ViewConfig[this._ViewType].tip
this.formationTip.text = GetLanguageStrById(_ViewConfig[this._ViewType].tip)
-- 战斗力
this.memPower.text = teamInfo.totalForce
for i, demon in ipairs(this.Demons) do
@ -707,7 +707,7 @@ function this.huashenInfoShow(teamInfo, Grid)
end
this.ItemList[i]:OnOpen(false, { ChangingCard[value.id].CardId, 0, 0, value.level, value.star }, 1, false, false,
false, this.sortingOrder)
Util.GetGameObject(item, "Name"):GetComponent("Text").text = ItemConfig[ChangingCard[value.id].CardId].Name
Util.GetGameObject(item, "Name"):GetComponent("Text").text = GetLanguageStrById(ItemConfig[ChangingCard[value.id].CardId].Name)
Util.GetGameObject(item, "lvbg/levelText"):GetComponent("Text").text = value.level
Util.GetGameObject(item, "lvbg"):SetActive(true)
local starGrid = Util.GetGameObject(item, "starGrid")

View File

@ -4,51 +4,65 @@ local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local this = TailsManSouPanel
local redPointList = {}
local tabsRedpoints = {}
local tabs={}
local tabsImg = {"r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh"}
local special=ConfigManager.GetConfigData(ConfigName.SpecialConfig,177)
local pro=tonumber(special.Value)/100
local tabs = {}
local tabsImg = { "r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh" }
local special = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 177)
local pro = tonumber(special.Value) / 100
-- Tab管理器
local TabBox = require("Modules/Common/TabBox")
local tabData = {
[1] = { --金色
default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = Language[10202],
rpType = RedPointType.tailsmanSoul_gold,quality = 5
[1] = { --金色
default = "r_hero_xuanze_002",
lock = "r_hero_xuanze_002",
select = "r_hero_xuanze_001",
tabName = Language[10202],
rpType = RedPointType.tailsmanSoul_gold,
quality = 5
},
[2] = { --红色
default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = Language[10203],
rpType = RedPointType.tailsmanSoul_red,quality = 6
[2] = { --红色
default = "r_hero_xuanze_002",
lock = "r_hero_xuanze_002",
select = "r_hero_xuanze_001",
tabName = Language[10203],
rpType = RedPointType.tailsmanSoul_red,
quality = 6
},
[3] = { --白金
default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = Language[12896],
rpType = RedPointType.tailsmanSoul_whiteGold,bg = "t_tianshumijuan_lingshouditu",quality = 7
[3] = { --白金
default = "r_hero_xuanze_002",
lock = "r_hero_xuanze_002",
select = "r_hero_xuanze_001",
tabName = Language[12896],
rpType = RedPointType.tailsmanSoul_whiteGold,
bg = "t_tianshumijuan_lingshouditu",
quality = 7
},
}
local curData = {}
local curPage = 1
local proId = 1
local addLv=0
local addLv = 0
--初始化组件(用于子类重写)
function TailsManSouPanel:InitComponent()
this.spLoader = SpriteLoader.New()
self.itemPreList = {}
self.bg = Util.GetGameObject(self.gameObject,"bg"):GetComponent("Image")
self.bg = Util.GetGameObject(self.gameObject, "bg"):GetComponent("Image")
--self.tabbox = Util.GetGameObject(self.gameObject,"bg/tabbox")
self.btnBack = Util.GetGameObject(self.gameObject,"bg/btnBack")
self.selectBtn = Util.GetGameObject(self.gameObject,"bg/Tabs/selectBtn")
self.fetterItem = Util.GetGameObject(self.gameObject,"fetterItem")
local grid = Util.GetGameObject(self.gameObject,"bg/fetterGrid")
self.btnBack = Util.GetGameObject(self.gameObject, "bg/btnBack")
self.selectBtn = Util.GetGameObject(self.gameObject, "bg/Tabs/selectBtn")
self.fetterItem = Util.GetGameObject(self.gameObject, "fetterItem")
local grid = Util.GetGameObject(self.gameObject, "bg/fetterGrid")
local v21 = grid.transform.rect
self.scroll = SubUIManager.Open(SubUIConfig.ScrollCycleView,grid.transform,self.fetterItem,nil,Vector2.New(v21.width, v21.height), 1, 1, Vector2.New(0,25))
self.scroll = SubUIManager.Open(SubUIConfig.ScrollCycleView, grid.transform, self.fetterItem, nil,
Vector2.New(v21.width, v21.height), 1, 1, Vector2.New(0, 25))
self.scroll.moveTween.MomentumAmount = 1
self.scroll.moveTween.Strength = 2
self.empty = Util.GetGameObject(self.gameObject,"bg/NoneImage")
self.addBtn = Util.GetGameObject(self.gameObject,"bg/add")
self.starAddBtn = Util.GetGameObject(self.gameObject,"bg/starAdd")
self.empty = Util.GetGameObject(self.gameObject, "bg/NoneImage")
self.addBtn = Util.GetGameObject(self.gameObject, "bg/add")
self.starAddBtn = Util.GetGameObject(self.gameObject, "bg/starAdd")
self.starAddBtn:SetActive(false)
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
self.effectJin = Util.GetGameObject(self.gameObject,"bg/effect/UI_effect_RecruitPanel_particle_jin")
self.effectHong = Util.GetGameObject(self.gameObject,"bg/effect/UI_effect_RecruitPanel_particle_hong")
self.effectJin = Util.GetGameObject(self.gameObject, "bg/effect/UI_effect_RecruitPanel_particle_jin")
self.effectHong = Util.GetGameObject(self.gameObject, "bg/effect/UI_effect_RecruitPanel_particle_hong")
for i = 1, 5 do
tabs[i] = Util.GetGameObject(self.transform, "bg/Tabs/grid/Btn" .. i)
@ -63,12 +77,12 @@ end
--绑定事件(用于子类重写)
function TailsManSouPanel:BindEvent()
BindRedPointObject(RedPointType.tailsmanSoul_gold,tabsRedpoints[1].gameObject)
BindRedPointObject(RedPointType.tailsmanSoul_red,tabsRedpoints[2].gameObject)
BindRedPointObject(RedPointType.tailsmanSoul_whiteGold,tabsRedpoints[3].gameObject)
BindRedPointObject(RedPointType.tailsmanSoul_blue,tabsRedpoints[4].gameObject)
BindRedPointObject(RedPointType.tailsmanSoul_whiteBlue,tabsRedpoints[5].gameObject)
for i = 1,5 do
BindRedPointObject(RedPointType.tailsmanSoul_gold, tabsRedpoints[1].gameObject)
BindRedPointObject(RedPointType.tailsmanSoul_red, tabsRedpoints[2].gameObject)
BindRedPointObject(RedPointType.tailsmanSoul_whiteGold, tabsRedpoints[3].gameObject)
BindRedPointObject(RedPointType.tailsmanSoul_blue, tabsRedpoints[4].gameObject)
BindRedPointObject(RedPointType.tailsmanSoul_whiteBlue, tabsRedpoints[5].gameObject)
for i = 1, 5 do
Util.AddClick(tabs[i], function()
if i == proId then
return
@ -85,38 +99,45 @@ function TailsManSouPanel:BindEvent()
end)
Util.AddClick(self.addBtn, function()
local li = TailsManSoulManager.GetTailsmanTotalPro()
local li2= TailsManSoulManager.GetTailsmanTotalProNoAdd()
local li2 = TailsManSoulManager.GetTailsmanTotalProNoAdd()
if not li or #li < 1 then
PopupTipPanel.ShowTip(Language[12897])
return
end
local s = function(data,data2)
local s = function(data, data2)
local lis1 = {}
for k,v in pairs(data) do
table.insert(lis1,{str = string.format(Language[12898],propertyConfig[k].Info,GetPropertyFormatStr(propertyConfig[k].Style,v),GetPropertyFormatStr(propertyConfig[k].Style,v-data2[k]),addLv*pro),sort = propertyConfig[k].SortId})
for k, v in pairs(data) do
table.insert(lis1,
{
str = string.format(Language[12898], GetLanguageStrById(propertyConfig[k].Info),
GetPropertyFormatStr(propertyConfig[k].Style, v),
GetPropertyFormatStr(propertyConfig[k].Style, v - data2[k]), addLv * pro),
sort = propertyConfig
[k].SortId
})
end
table.sort(lis1,function(a,b)
table.sort(lis1, function(a, b)
return a.sort < b.sort
end)
local list2 = {}
for i = 1,#lis1 do
table.insert(list2,lis1[i].str)
for i = 1, #lis1 do
table.insert(list2, lis1[i].str)
end
return list2
end
local data = {}
local singData = {}
singData.title = Language[12899]
singData.pro = s(li,li2)
singData.title = Language[12899]
singData.pro = s(li, li2)
singData.tip = ""
table.insert(data,singData)
table.insert(data, singData)
-- for i = 1 ,#data do
-- LogGreen("data[i]:"..data[i].title.." #pro:"..#data[i].pro)
-- for k,v in ipairs(data[i].pro) do
-- LogGreen("data[i]:"..v)
-- end
-- end
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes2,data)
UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.IncarnationDes2, data)
-- local li = TailsManSoulManager.GetTailsmanTotalPro()
-- local li2 = {}
@ -135,13 +156,16 @@ function TailsManSouPanel:BindEvent()
singData.title = Language[12900]
singData.pro = {}
local star = TailsManSoulManager.GetTotalStar()
local s = function(skillList,starNum)
local proStr = ""
for k,v in ipairs(skillList) do
local s = function(skillList, starNum)
local proStr = ""
for k, v in ipairs(skillList) do
if proStr == "" then
proStr = string.format("%s+%s",string.gsub(propertyConfig[v[1]].Info,Language[12901], ""),GetPropertyFormatStr(propertyConfig[v[1]].Style,v[2]))
proStr = string.format("%s+%s", string.gsub(propertyConfig[v[1]].Info, Language[12901], ""),
GetPropertyFormatStr(propertyConfig[v[1]].Style, v[2]))
else
proStr = proStr.. string.format(",%s+%s",string.gsub(propertyConfig[v[1]].Info,Language[12901], ""),GetPropertyFormatStr(propertyConfig[v[1]].Style,v[2]))
proStr = proStr ..
string.format(",%s+%s", string.gsub(propertyConfig[v[1]].Info, Language[12901], ""),
GetPropertyFormatStr(propertyConfig[v[1]].Style, v[2]))
end
end
@ -150,15 +174,15 @@ function TailsManSouPanel:BindEvent()
if star >= starNum then
color = "00FF00"
end
str = string.format(Language[12902],color,star,starNum,proStr)
str = string.format(Language[12902], color, star, starNum, proStr)
return str
end
for k,v in ConfigPairs(ConfigManager.GetConfig(ConfigName.TrumpStar)) do
local str = s(v.PropListShow,v.StarNum)
table.insert(singData.pro,str)
for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.TrumpStar)) do
local str = s(v.PropListShow, v.StarNum)
table.insert(singData.pro, str)
end
table.insert(data,singData)
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ShenHunShuXing,data)
table.insert(data, singData)
UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.ShenHunShuXing, data)
end)
-- self.tabBox = TabBox.New()
-- self.tabBox:SetTabAdapter(self.SetTabAdapter)
@ -166,9 +190,9 @@ function TailsManSouPanel:BindEvent()
-- self.tabBox:SetChangeTabCallBack(self.SetChangeTabCallBack)
end
function TailsManSouPanel:RefreshList(istop,isAnim)
function TailsManSouPanel:RefreshList(istop, isAnim)
self.datas = IncarnationManager.GetItemDataListByPro(proId)
self.scroll:ForeachItemGO(function(index,go)
self.scroll:ForeachItemGO(function(index, go)
go.gameObject:SetActive(false)
end)
if not self.datas or #self.datas < 1 then
@ -177,9 +201,9 @@ function TailsManSouPanel:RefreshList(istop,isAnim)
else
self.empty.gameObject:SetActive(false)
self.scroll.gameObject:SetActive(true)
self.scroll:SetData(self.datas,function(index,go)
self:SetSingleData(go,self.datas[index],index)
end,istop,isAnim)
self.scroll:SetData(self.datas, function(index, go)
self:SetSingleData(go, self.datas[index], index)
end, istop, isAnim)
end
end
@ -189,7 +213,7 @@ function TailsManSouPanel:SetSelectBtn()
self.selectBtn.transform:SetAsFirstSibling()
end
-- function TailsManSouPanel.SetTabAdapter(newTab, index, status)
-- function TailsManSouPanel.SetTabAdapter(newTab, index, status)
-- local img = Util.GetGameObject(newTab.gameObject,"img"):GetComponent("Image")
-- local redpot = Util.GetGameObject(newTab.gameObject,"redpot")
-- local tabName = Util.GetGameObject(newTab.gameObject,"Text"):GetComponent("Text")
@ -207,11 +231,11 @@ end
-- lock.gameObject:SetActive(true)
-- else
-- lock.gameObject:SetActive(false)
-- end
-- end
-- newTab.gameObject:SetActive(true)
-- end
-- function TailsManSouPanel.TabIsLockCheck(index)
-- function TailsManSouPanel.TabIsLockCheck(index)
-- return false
-- end
@ -233,7 +257,7 @@ end
--界面打开时调用(用于子类重写)
function TailsManSouPanel:OnOpen(...)
local args = {...}
local args = { ... }
curPage = args[1] or 2
end
@ -243,27 +267,25 @@ function TailsManSouPanel:OnShow()
--self.tabBox:Init(self.tabbox.gameObject, tabs, curPage)
curData = TailsManSoulManager.GetTailsmanSoulDatasByPro(proId)
self:RefreshData()
addLv=0
for i=1,5 do
addLv = 0
for i = 1, 5 do
local curData = TailsManSoulManager.GetTailsmanSoulDatasByPro(i)
for j=1,#curData do
for j = 1, #curData do
--LogError("curData.lv=========="..curData[j].lv)
if curData[j].lv>0 then
addLv=addLv+curData[j].lv
if curData[j].lv > 0 then
addLv = addLv + curData[j].lv
end
end
end
self.effectJin.gameObject:SetActive(tabData[curPage].quality == 5)
self.effectHong.gameObject:SetActive(tabData[curPage].quality == 6)
Util.SetParticleSortLayer(self.effectJin.gameObject,self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effectHong.gameObject,self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effectJin.gameObject, self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effectHong.gameObject, self.sortingOrder + 1)
end
function TailsManSouPanel:RefreshData()
self:SetSelectBtn()
self.scroll:ForeachItemGO(function(index,go)
self.scroll:ForeachItemGO(function(index, go)
go.gameObject:SetActive(false)
end)
if not curData or #curData < 1 then
@ -272,73 +294,80 @@ function TailsManSouPanel:RefreshData()
else
self.empty.gameObject:SetActive(false)
self.scroll.gameObject:SetActive(true)
self.scroll:SetData(curData,function(index,go)
self:SetSingleData(go,curData[index],index)
self.scroll:SetData(curData, function(index, go)
self:SetSingleData(go, curData[index], index)
end)
self.scroll:SetIndex(1)
end
end
function TailsManSouPanel:SetSingleData(go,data,index)
function TailsManSouPanel:SetSingleData(go, data, index)
if not self.itemPreList[go] then
self.itemPreList[go] = {}
self.itemPreList[go].obj = Util.GetGameObject(go,"go")
self.itemPreList[go].obj = Util.GetGameObject(go, "go")
--self.itemPreList[go].effect = Util.GetGameObject(self.itemPreList[go].obj,"ui-fabao")
self.itemPreList[go].bg = Util.GetGameObject(self.itemPreList[go].obj,"bg"):GetComponent("Image") --根据品质变化的图片 f_fabaojuling_zhujiemianbaijin f_fabaojuling_zhujiemianhong f_fabaojuling_zhujiemianjin
self.itemPreList[go].bg = Util.GetGameObject(self.itemPreList[go].obj, "bg"):GetComponent("Image") --根据品质变化的图片 f_fabaojuling_zhujiemianbaijin f_fabaojuling_zhujiemianhong f_fabaojuling_zhujiemianjin
--self.itemPreList[go].tip = Util.GetGameObject(self.itemPreList[go].bg.transform,"slider/tip"):GetComponent("Image") --根据品质变化的图片 f_fabaojuling_zhujiemianbaijin f_fabaojuling_zhujiemianhong f_fabaojuling_zhujiemianjin
self.itemPreList[go].mask1 = Util.GetGameObject(self.itemPreList[go].bg.transform,"slider/mask1"):GetComponent("Image") --根据品质变化的图片 f_fabaojuling_zhujiemianbaijin f_fabaojuling_zhujiemianhong f_fabaojuling_zhujiemianjin
self.itemPreList[go].mask2 = Util.GetGameObject(self.itemPreList[go].bg.transform,"slider/mask2"):GetComponent("Image") --根据品质变化的图片 f_fabaojuling_zhujiemianbaijin f_fabaojuling_zhujiemianhong f_fabaojuling_zhujiemianjin
self.itemPreList[go].nameText = Util.GetGameObject(self.itemPreList[go].obj,"bg/nameDi"):GetComponent("Image") --名字图片 根据表读取
self.itemPreList[go].slider = Util.GetGameObject(self.itemPreList[go].obj,"bg/slider"):GetComponent("Slider")
self.itemPreList[go].progress = Util.GetGameObject(self.itemPreList[go].slider.transform,"progress"):GetComponent("Text")
self.itemPreList[go].red = Util.GetGameObject(self.itemPreList[go].bg.transform,"red")
self.itemPreList[go].mask1 = Util.GetGameObject(self.itemPreList[go].bg.transform, "slider/mask1"):GetComponent(
"Image") --根据品质变化的图片 f_fabaojuling_zhujiemianbaijin f_fabaojuling_zhujiemianhong f_fabaojuling_zhujiemianjin
self.itemPreList[go].mask2 = Util.GetGameObject(self.itemPreList[go].bg.transform, "slider/mask2"):GetComponent(
"Image") --根据品质变化的图片 f_fabaojuling_zhujiemianbaijin f_fabaojuling_zhujiemianhong f_fabaojuling_zhujiemianjin
self.itemPreList[go].nameText = Util.GetGameObject(self.itemPreList[go].obj, "bg/nameDi"):GetComponent("Image") --名字图片 根据表读取
self.itemPreList[go].slider = Util.GetGameObject(self.itemPreList[go].obj, "bg/slider"):GetComponent("Slider")
self.itemPreList[go].progress = Util.GetGameObject(self.itemPreList[go].slider.transform, "progress")
:GetComponent("Text")
self.itemPreList[go].red = Util.GetGameObject(self.itemPreList[go].bg.transform, "red")
self.itemPreList[go].iconList = {}
for i = 1,4 do
for i = 1, 4 do
self.itemPreList[go].iconList[i] = {}
self.itemPreList[go].iconList[i].go = Util.GetGameObject(self.itemPreList[go].bg.transform,"compGrid/iconDi"..i)
self.itemPreList[go].iconList[i].icon = Util.GetGameObject(self.itemPreList[go].iconList[i].go.transform,"icon"):GetComponent("Image")
self.itemPreList[go].iconList[i].effecthong = Util.GetGameObject(self.itemPreList[go].iconList[i].go,"UI_Effect_Kuang_HongSe")
self.itemPreList[go].iconList[i].effectjin = Util.GetGameObject(self.itemPreList[go].iconList[i].go,"UI_Effect_Kuang_JinSe")
self.itemPreList[go].iconList[i].go = Util.GetGameObject(self.itemPreList[go].bg.transform,
"compGrid/iconDi" .. i)
self.itemPreList[go].iconList[i].icon = Util.GetGameObject(self.itemPreList[go].iconList[i].go.transform,
"icon"):GetComponent("Image")
self.itemPreList[go].iconList[i].effecthong = Util.GetGameObject(self.itemPreList[go].iconList[i].go,
"UI_Effect_Kuang_HongSe")
self.itemPreList[go].iconList[i].effectjin = Util.GetGameObject(self.itemPreList[go].iconList[i].go,
"UI_Effect_Kuang_JinSe")
end
end
self.itemPreList[go].data = data
if not data then
go.gameObject:SetActive(false)
return
return
end
go.gameObject:SetActive(true)
self.itemPreList[go].bg.sprite = this.spLoader:LoadSprite(GetTailsmanSoulDiImage[self.itemPreList[go].data.quality].bg)
self.itemPreList[go].bg.sprite = this.spLoader:LoadSprite(GetTailsmanSoulDiImage[self.itemPreList[go].data.quality]
.bg)
--self.itemPreList[go].tip.sprite = this.spLoader:LoadSprite(GetTailsmanSoulDiImage[self.itemPreList[go].data.quality].tip)
self.itemPreList[go].mask1.sprite = this.spLoader:LoadSprite("f_fabaojuling_huawenbaijin")
self.itemPreList[go].mask2.sprite = this.spLoader:LoadSprite("f_fabaojuling_huawenbaijin")
self.itemPreList[go].nameText.sprite = this.spLoader:LoadSprite(GetResourcePath(self.itemPreList[go].data.icon))
self.itemPreList[go].slider.value = self.itemPreList[go].data.lv/self.itemPreList[go].data.maxLv
self.itemPreList[go].progress.text = self.itemPreList[go].data.lv.."/"..self.itemPreList[go].data.maxLv
self.itemPreList[go].slider.value = self.itemPreList[go].data.lv / self.itemPreList[go].data.maxLv
self.itemPreList[go].progress.text = self.itemPreList[go].data.lv .. "/" .. self.itemPreList[go].data.maxLv
self.itemPreList[go].red.gameObject:SetActive(self:CheckRedPoint(self.itemPreList[go].data.trumpList))
--self.itemPreList[go].effect:SetActive(self.itemPreList[go].data.quality == 6)
for i = 1,math.max(#data.trumpList,#self.itemPreList[go].iconList) do
for i = 1, math.max(#data.trumpList, #self.itemPreList[go].iconList) do
if not data.trumpList[i] then
self.itemPreList[go].iconList[i].go.gameObject:SetActive(false)
else
self.itemPreList[go].iconList[i].go.gameObject:SetActive(true)
self.itemPreList[go].iconList[i].icon.sprite = this.spLoader:LoadSprite(GetResourcePath(data.trumpList[i].config.Icon))
self.itemPreList[go].iconList[i].icon.sprite = this.spLoader:LoadSprite(GetResourcePath(data.trumpList[i]
.config.Icon))
end
self.itemPreList[go].iconList[i].effecthong.gameObject:SetActive(data.trumpList[i].config.Quality == 6)
self.itemPreList[go].iconList[i].effectjin.gameObject:SetActive(data.trumpList[i].config.Quality == 5)
end
Util.SetParticleSortLayer(go,self.sortingOrder + 1)
Util.SetParticleSortLayer(go, self.sortingOrder + 1)
--Util.SetParticleSortLayer(self.itemPreList[go].effect,self.sortingOrder + 1)
Util.AddOnceClick(go,function()
UIManager.OpenPanel(UIName.TailsmanSoulMainPanel,self.itemPreList[go].data.id)
Util.AddOnceClick(go, function()
UIManager.OpenPanel(UIName.TailsmanSoulMainPanel, self.itemPreList[go].data.id)
end)
end
function TailsManSouPanel:CheckRedPoint(data)
for k,v in pairs(data) do
local costId,num = TailsManSoulManager.GetTailsmanCost(v.id,v.lv)
for k, v in pairs(data) do
local costId, num = TailsManSoulManager.GetTailsmanCost(v.id, v.lv)
if num and num > 0 then
if BagManager.GetItemCountById(costId) >= num then
return true
@ -350,35 +379,35 @@ end
--界面层级发生改变(用于子类重写)
function TailsManSouPanel:OnSortingOrderChange()
for k,v in pairs(self.itemPreList) do
Util.SetParticleSortLayer(k,self.sortingOrder + 1)
for k, v in pairs(self.itemPreList) do
Util.SetParticleSortLayer(k, self.sortingOrder + 1)
end
Util.SetParticleSortLayer(self.effectJin.gameObject,self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effectHong.gameObject,self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effectJin.gameObject, self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effectHong.gameObject, self.sortingOrder + 1)
end
--界面关闭时调用(用于子类重写)
function TailsManSouPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function TailsManSouPanel:OnDestroy()
proId=1
proId = 1
this.spLoader:Destroy()
for k,v in pairs(redPointList) do
ClearRedPointObject(k,v)
for k, v in pairs(redPointList) do
ClearRedPointObject(k, v)
end
SubUIManager.Close(self.scroll)
self.itemPreList = {}
redPointList = {}
SubUIManager.Close(self.UpView)
curPage = 1
ClearRedPointObject(RedPointType.tailsmanSoul_gold,tabsRedpoints[1].gameObject)
ClearRedPointObject(RedPointType.tailsmanSoul_red,tabsRedpoints[2].gameObject)
ClearRedPointObject(RedPointType.tailsmanSoul_whiteGold,tabsRedpoints[3].gameObject)
ClearRedPointObject(RedPointType.tailsmanSoul_blue,tabsRedpoints[4].gameObject)
ClearRedPointObject(RedPointType.tailsmanSoul_whiteBlue,tabsRedpoints[5].gameObject)
ClearRedPointObject(RedPointType.tailsmanSoul_gold, tabsRedpoints[1].gameObject)
ClearRedPointObject(RedPointType.tailsmanSoul_red, tabsRedpoints[2].gameObject)
ClearRedPointObject(RedPointType.tailsmanSoul_whiteGold, tabsRedpoints[3].gameObject)
ClearRedPointObject(RedPointType.tailsmanSoul_blue, tabsRedpoints[4].gameObject)
ClearRedPointObject(RedPointType.tailsmanSoul_whiteBlue, tabsRedpoints[5].gameObject)
end
return TailsManSouPanel
return TailsManSouPanel

View File

@ -75,7 +75,7 @@ public class GameStart : MonoBehaviour
void playSplash()
{
bool isShowSplash = true;
bool isShowSplash = false;
if (isShowSplash)
{
#if UNITY_IOS