【装备】在成员信息界面,点击主线编队内的神将信息,穿戴的装备可以分解
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@ -185,7 +185,6 @@ MonoBehaviour:
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CanvasRenderer:
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File diff suppressed because it is too large
Load Diff
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@ -43,6 +43,7 @@ function this.InitUpdateEquipData(id, upHeroDid, isFindHandBook)
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equipdata.mainAttribute = this.GetMainProList(equipdata.equipConfig)
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equipdata.backData = equipdata
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equipdata.star = equipStarsConfig[equipdata.equipConfig.Star].Stars
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this.equipDatas[id] = equipdata
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if not this.equipDatas[id].upHeroDidList then
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this.equipDatas[id].upHeroDidList = {}
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@ -1,4 +1,5 @@
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ExpeditionManager = {};
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local equipStarsConfig = ConfigManager.GetConfig(ConfigName.EquipStarsConfig)
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local this = ExpeditionManager
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this.nodeInfo = {}--所有节点信息
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this.heroInfo = {}--己方英雄信息
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@ -703,6 +704,7 @@ function this.InitUpdateEquipData(_equipData)
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propList[index].PropertyConfig = propertyConfig[prop[1]]
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end
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equipdata.mainAttribute = propList
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equipdata.star = equipStarsConfig[equipdata.equipConfig.Star].Stars
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equipdata.backData=_equipData
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this.equipDatas[_equipData.id]=equipdata
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end
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@ -11,6 +11,7 @@ local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local equipSign = ConfigManager.GetConfig(ConfigName.EquipSign)
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local equipStarsConfig = ConfigManager.GetConfig(ConfigName.EquipStarsConfig)
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--好友列表数据
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this.friendAllData = {}
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--申请好友数据
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@ -552,6 +553,7 @@ function this.InitUpdateEquipData(_equipData, heroData)
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propList[index].PropertyConfig = propertyConfig[prop[1]]
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end
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equipdata.mainAttribute = propList
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equipdata.star = equipStarsConfig[equipdata.equipConfig.Star].Stars
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equipdata.backData = _equipData
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this.equipDatas[_equipData.equipId] = equipdata
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end
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@ -1240,6 +1240,7 @@ end
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---90 例子 5#0.05#2 第一位对应PropertyConfig表PropertyIdInBattle 第二位 加成具体数值是百分百或者绝对值看PropertyConfig表 第三位 公式
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---94 例子 0.05#17#2 百分比 PropertyConfig表PropertyIdInBattle属性 公式
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---171 例子 3#9 100后每增加一级加 PropertyConfig表PropertyIdInBattle属性3 9值
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---129 例子 3#0.1#5#1 第一位英雄元素 第二位 加成具体数值是百分百或者绝对值看PropertyConfig表 第三位对应PropertyConfig表PropertyIdInBattle 第四位 公式
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---前端计算逻辑 先把所有被动技团体加成 和 被动技个人加成都提出来 然后计算英雄身上所有绝对值 + 所有被动技团体绝对值 + 所有被动技个人加成绝对值
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--- * (1 + 英雄身上万分比加成 + 普通团体被动技百分比 + 普通个人被动技百分比 + 个体等级百分比加成 ) * (1 - 4乘减算 百分比)
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---
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@ -1300,6 +1301,15 @@ function this.CalculatePassiveSkillsValList(index, skillids)
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curSkillData.Value[1],
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curSkillData.Value[3]
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)
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-- elseif curSkillData.Type == 129 then
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-- this.GetProAndValByFormula(
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-- this.allProVal[index].allHeroProVal,
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-- this.allProVal[index].specialProVal,
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-- curSkillData.Value[3],
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-- curSkillData.Value[2],
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-- curSkillData.Value[4],
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-- curSkillData.Value[1]
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-- )
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elseif curSkillData.Type == 171 then
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--目前没有
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--this.GetProAndValByFormula(lvProVal,curSkillData,specialProVal)
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@ -1313,7 +1323,7 @@ function this.CalculatePassiveSkillsValList(index, skillids)
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index
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].specialProVal
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end
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function this.GetProAndValByFormula(proTable, specialProVal, curProId, curProVal, curProlGs)
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function this.GetProAndValByFormula(proTable, specialProVal, curProId, curProVal, curProlGs,heroPro)
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if curProlGs == 1 then --公式 (绝对值加a+b)
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local curProConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId)
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if propertyConfig[curProConfig.PropertyId].Style == 1 then
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@ -8,6 +8,7 @@ local isRewardItemPop
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local curSuitProGo = {}--当前套装属性对象
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local _MainProList = {}
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local isShowfenjie =true
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--初始化组件(用于子类重写)
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function RewardEquipSingleShowPopup:InitComponent()
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@ -106,7 +107,7 @@ function RewardEquipSingleShowPopup:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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function RewardEquipSingleShowPopup:OnOpen(_equipData, _func,_isRewardItemPop)
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function RewardEquipSingleShowPopup:OnOpen(_equipData, _func,_isRewardItemPop,_isShowfenjie)
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if not _equipData then
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return
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@ -114,6 +115,7 @@ function RewardEquipSingleShowPopup:OnOpen(_equipData, _func,_isRewardItemPop)
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equipData=_equipData
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func=_func
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isRewardItemPop = _isRewardItemPop and _isRewardItemPop or false
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isShowfenjie = not (_isShowfenjie or false)
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end
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function RewardEquipSingleShowPopup:OnShow()
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@ -122,7 +124,7 @@ function RewardEquipSingleShowPopup:OnShow()
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LogBlue(tonumber(equipData.id))
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local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(equipData.id))
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local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(equipData.id))
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this.btnSure:SetActive(true)
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this.btnSure:SetActive(isShowfenjie)
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--local curEquipData = {}
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-- if func and itemConfigData.IfResolve==1 then
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-- curEquipData = EquipManager.GetSingleEquipData(equipData.id)
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@ -309,10 +309,8 @@ function this.EquipInfo()
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for i = 1, #curHeroData.equipIdList do
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local equipData = {}
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if (this.isOther) then
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LogBlue(curHeroData.equipIdList[i])
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equipData = GoodFriendManager.GetSingleEquipData(curHeroData.equipIdList[i])
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else
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LogBlue(curHeroData.equipIdList[i])
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equipData = EquipManager.GetSingleEquipData(curHeroData.equipIdList[i])
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end
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if equipData ~= nil then
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@ -328,6 +326,9 @@ function this.EquipInfo()
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Util.GetGameObject(go.transform, "Frame"):SetActive(true)
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Util.GetGameObject(go.transform, "Frame"):GetComponent("Image").sprite = Util.LoadSprite(curHeroEquipDatas[i].frame)
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Util.GetGameObject(go.transform, "Frame/Icon"):GetComponent("Image").sprite = Util.LoadSprite(curHeroEquipDatas[i].icon)
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if curHeroEquipDatas[i].itemConfig.ItemBaseType == ItemBaseType.Equip then
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SetHeroStars(Util.GetGameObject(go.transform, "Frame/star"),curHeroEquipDatas[i].star)
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end
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curEquipData = curHeroEquipDatas[i]
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else
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Util.GetGameObject(go.transform, "Frame"):SetActive(false)
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@ -341,7 +342,7 @@ function this.EquipInfo()
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this:SetEquipSelectImage(frameBtn.transform, true)--设置选中图片
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--打开装备信息弹窗,传递生成位置,设置层级
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--local panel = UIManager.OpenPanel(UIName.EquipInfoPopup,curEquipData,this.content.anchoredPosition.y)
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local panel = UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, curEquipData)
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local panel = UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, curEquipData,function() end,false,true)
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triggerCallBack = function(panelType, p)
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if panelType == UIName.RewardEquipSingleShowPopup and panel == p then
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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