【修行】提交
parent
87f18cb049
commit
b13dabcad2
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@ -100,7 +100,6 @@ function PracticeImprint:SetSingleImprint(_go,_imprintId)
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stateImg.sprite = Util.LoadSprite("t_tianshumijuan_yijihuo_zh")
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end
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heroImg.gameObject:SetActive(serverData.subId ~= nil and serverData.subId ~= "" and serverData.subId ~= "nil")
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-- LogYellow(_imprintId.." :"..serverData.subId..": s")
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if serverData.subId ~= nil and serverData.subId ~= "" and serverData.subId ~= "nil" then
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-- LogRed("serverData.subId:"..tostring(serverData.subId))
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-- LogGreen(HeroManager.GetSingleHeroData(tostring(serverData.subId)).id)
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@ -118,6 +117,8 @@ end
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--设置下方神印信息界面
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function PracticeImprint:ShowSingleImprintInfoLayout(_serverData,_configData)
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LogYellow("_imprintId:".._serverData.id.." subId:".._serverData.subId)
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--title显示
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if _configData.Type == 0 then
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self.leftTitle.text = string.format("通用神印·%s",_configData.Name)
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@ -133,7 +134,7 @@ function PracticeImprint:ShowSingleImprintInfoLayout(_serverData,_configData)
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self.rightInfo:SetActive(false)
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elseif _configData.Type == 1 then
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self.rightInfo:SetActive(true)
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self.curHeroId = PracticeManager.ImprintServerData[_configData.Id].subId
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-- self.curHeroId = PracticeManager.ImprintServerData[_configData.Id].subId
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end
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if _serverData.state == 0 then
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self.doBtnText.text = "选择神印"
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@ -152,7 +153,11 @@ function PracticeImprint:ShowSingleImprintInfoLayout(_serverData,_configData)
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if _configData.Type == 0 then
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sub = ""
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elseif _configData.Type == 1 then
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sub = self.curHeroId
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sub = _serverData.subId--self.curHeroId
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if _serverData.subId == "" or _serverData.subId == "nil" or not _serverData.subId then
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PopupTipPanel.ShowTip("请先选择附身神将!")
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return
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end
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end
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-- LogRed("old:"..tostring(old).." new:"..tostring(new).." sub:"..tostring(sub))
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NetManager.PracticeImprintRequest(old,new,tostring(sub),function ()
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@ -201,7 +206,7 @@ function PracticeImprint:ShowSingleImprintInfoLayout(_serverData,_configData)
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lv.text = _heroData.lv
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proIcon.sprite = Util.LoadSprite(GetProStrImageByProNum(_heroData.heroConfig.PropertyName))
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SetHeroStars(starGrid, _heroData.star)
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self.curHeroId = tostring(_heroData.dynamicId)
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-- self.curHeroId = tostring(_heroData.dynamicId)
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--刷新
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self:Refresh(true,true,function ()
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@ -2,6 +2,9 @@ local Practice = quick_class("Practice", BasePanel)
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local orginLayer
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local XinXianConfig = ConfigManager.GetConfig(ConfigName.XiuXianConfig)
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local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local oldPower = 0
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local newPower = 0
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local oldBigLevel = 0
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function Practice:InitComponent()
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orginLayer = 0
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@ -63,6 +66,12 @@ function Practice:BindEvent()
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Util.AddClick(self.button, function()
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if self:UpgradeCheck() then return end
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NetManager.UpPracticeLevelRequest(function ()
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newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
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oldPower = newPower
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if PracticeManager.PracticeBigLevel - oldBigLevel == 1 then
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PopupTipPanel.ShowTip(string.format("恭喜突破至%s期!",self.curLevelConfig.RealmName))
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end
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self:OnShow()
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end)
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end)
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@ -113,6 +122,8 @@ function Practice:OnShow()
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FormationManager.RefreshMainFormationPower()
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self.curLevelConfig = PracticeManager.GetCurConfigData()
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LogYellow("PracticeLevel:"..tostring(PracticeManager.PracticeLevel))
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oldPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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oldBigLevel = PracticeManager.PracticeBigLevel
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self:RefreshMid()
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self:RefreshPoints()
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self:RefreshBtn()
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@ -128,42 +139,52 @@ function Practice:RefreshPoints()
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end
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function Practice:RefreshBtn()
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if self.curLevelConfig.LevelUpCost then--如果下级消耗不为空则为突破阶段
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if not self.itemList then
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self.itemList = {}
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end
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for k,v in ipairs(self.itemList) do
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v.gameObject:SetActive(false)
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end
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for i = 1, #self.curLevelConfig.LevelUpCost do
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local data = self.curLevelConfig.LevelUpCost[i]
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if not self.itemList[i] then
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self.itemList[i] = newObject(self.needPre)
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self.itemList[i].transform:SetParent(self.needs.transform)
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self.itemList[i].transform.localScale = Vector3.one
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self.itemList[i].transform.localPosition = Vector3.zero
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if XinXianConfig[PracticeManager.PracticeLevel + 1] then
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self.button:SetActive(true)
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if self.curLevelConfig.LevelUpCost then--如果下级消耗不为空则为突破阶段
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if not self.itemList then
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self.itemList = {}
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end
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local icon = Util.GetGameObject(self.itemList[i],"icon"):GetComponent("Image")
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local num = Util.GetGameObject(self.itemList[i],"num"):GetComponent("Text")
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icon.sprite = Util.LoadSprite(GetSpriteNameByItemId(data[1]))
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num.text = data[2]
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if BagManager.GetTotalItemNum(data[1]) < data[2] then
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num.text = string.format("<color=red>%s</color>",data[2])
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for k,v in ipairs(self.itemList) do
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v.gameObject:SetActive(false)
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end
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for i = 1, #self.curLevelConfig.LevelUpCost do
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local data = self.curLevelConfig.LevelUpCost[i]
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if not self.itemList[i] then
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self.itemList[i] = newObject(self.needPre)
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self.itemList[i].transform:SetParent(self.needs.transform)
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self.itemList[i].transform.localScale = Vector3.one
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self.itemList[i].transform.localPosition = Vector3.zero
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end
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local icon = Util.GetGameObject(self.itemList[i],"icon"):GetComponent("Image")
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local num = Util.GetGameObject(self.itemList[i],"num"):GetComponent("Text")
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icon.sprite = Util.LoadSprite(GetSpriteNameByItemId(data[1]))
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num.text = data[2]
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if BagManager.GetTotalItemNum(data[1]) < data[2] then
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num.text = string.format("<color=red>%s</color>",data[2])
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end
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self.itemList[i]:SetActive(true)
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end
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self.itemList[i]:SetActive(true)
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end
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self.needs:SetActive(true)
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self.content:SetActive(false)
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self.buttonText.text = Language[11805]
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self.needs:SetActive(true)
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self.content:SetActive(false)
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self.buttonText.text = Language[11805]
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else
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self.needs:SetActive(false)
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self.content:SetActive(true)
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self.needStar.text = self.curLevelConfig.NeedStarNum
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if self.curLevelConfig.NeedStarNum > PlayerManager.level then
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self.needStar.text = string.format("<color=red>%s</color>",self.curLevelConfig.NeedStarNum)
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end
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self.buttonText.text = "破 境"
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end
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else
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self.button:SetActive(false)
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self.needs:SetActive(false)
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self.content:SetActive(true)
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self.needStar.text = self.curLevelConfig.NeedStarNum
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if self.curLevelConfig.NeedStarNum > PlayerManager.level then
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self.needStar.text = string.format("<color=red>%s</color>",self.curLevelConfig.NeedStarNum)
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end
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self.buttonText.text = "破 境"
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Util.GetGameObject(self.content,"Text"):SetActive(false)
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Util.GetGameObject(self.content,"Image"):SetActive(false)
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self.needStar.text = "恭喜你已修行至世间巅峰"
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end
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end
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