【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

dev_chengFeng
jiaoyangna 2020-07-13 16:16:56 +08:00
parent 3953a76280
commit b2c9b88991
8 changed files with 5978 additions and 31 deletions

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@ -185,7 +185,6 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
tweenSequeue1:
tweenSequeue: tweenSequeue:
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m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
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@ -43,6 +43,7 @@ function this.InitUpdateEquipData(id, upHeroDid, isFindHandBook)
equipdata.mainAttribute = this.GetMainProList(equipdata.equipConfig) equipdata.mainAttribute = this.GetMainProList(equipdata.equipConfig)
equipdata.backData = equipdata equipdata.backData = equipdata
equipdata.star = equipStarsConfig[equipdata.equipConfig.Star].Stars
this.equipDatas[id] = equipdata this.equipDatas[id] = equipdata
if not this.equipDatas[id].upHeroDidList then if not this.equipDatas[id].upHeroDidList then
this.equipDatas[id].upHeroDidList = {} this.equipDatas[id].upHeroDidList = {}

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@ -1,4 +1,5 @@
ExpeditionManager = {}; ExpeditionManager = {};
local equipStarsConfig = ConfigManager.GetConfig(ConfigName.EquipStarsConfig)
local this = ExpeditionManager local this = ExpeditionManager
this.nodeInfo = {}--所有节点信息 this.nodeInfo = {}--所有节点信息
this.heroInfo = {}--己方英雄信息 this.heroInfo = {}--己方英雄信息
@ -703,6 +704,7 @@ function this.InitUpdateEquipData(_equipData)
propList[index].PropertyConfig = propertyConfig[prop[1]] propList[index].PropertyConfig = propertyConfig[prop[1]]
end end
equipdata.mainAttribute = propList equipdata.mainAttribute = propList
equipdata.star = equipStarsConfig[equipdata.equipConfig.Star].Stars
equipdata.backData=_equipData equipdata.backData=_equipData
this.equipDatas[_equipData.id]=equipdata this.equipDatas[_equipData.id]=equipdata
end end

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@ -11,6 +11,7 @@ local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local equipSign = ConfigManager.GetConfig(ConfigName.EquipSign) local equipSign = ConfigManager.GetConfig(ConfigName.EquipSign)
local equipStarsConfig = ConfigManager.GetConfig(ConfigName.EquipStarsConfig)
--好友列表数据 --好友列表数据
this.friendAllData = {} this.friendAllData = {}
--申请好友数据 --申请好友数据
@ -552,6 +553,7 @@ function this.InitUpdateEquipData(_equipData, heroData)
propList[index].PropertyConfig = propertyConfig[prop[1]] propList[index].PropertyConfig = propertyConfig[prop[1]]
end end
equipdata.mainAttribute = propList equipdata.mainAttribute = propList
equipdata.star = equipStarsConfig[equipdata.equipConfig.Star].Stars
equipdata.backData = _equipData equipdata.backData = _equipData
this.equipDatas[_equipData.equipId] = equipdata this.equipDatas[_equipData.equipId] = equipdata
end end

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@ -1240,6 +1240,7 @@ end
---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 ---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
---94 例子 0.05#17#2 百分比 PropertyConfig表PropertyIdInBattle属性 公式 ---94 例子 0.05#17#2 百分比 PropertyConfig表PropertyIdInBattle属性 公式
---171 例子 3#9 100后每增加一级加 PropertyConfig表PropertyIdInBattle属性3 9值 ---171 例子 3#9 100后每增加一级加 PropertyConfig表PropertyIdInBattle属性3 9值
---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
---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 ---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
--- * 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) --- * 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)
--- ---
@ -1300,6 +1301,15 @@ function this.CalculatePassiveSkillsValList(index, skillids)
curSkillData.Value[1], curSkillData.Value[1],
curSkillData.Value[3] curSkillData.Value[3]
) )
-- elseif curSkillData.Type == 129 then
-- this.GetProAndValByFormula(
-- this.allProVal[index].allHeroProVal,
-- this.allProVal[index].specialProVal,
-- curSkillData.Value[3],
-- curSkillData.Value[2],
-- curSkillData.Value[4],
-- curSkillData.Value[1]
-- )
elseif curSkillData.Type == 171 then elseif curSkillData.Type == 171 then
--目前没有 --目前没有
--this.GetProAndValByFormula(lvProVal,curSkillData,specialProVal) --this.GetProAndValByFormula(lvProVal,curSkillData,specialProVal)
@ -1313,7 +1323,7 @@ function this.CalculatePassiveSkillsValList(index, skillids)
index index
].specialProVal ].specialProVal
end end
function this.GetProAndValByFormula(proTable, specialProVal, curProId, curProVal, curProlGs) function this.GetProAndValByFormula(proTable, specialProVal, curProId, curProVal, curProlGs,heroPro)
if curProlGs == 1 then --公式 绝对值加a+b if curProlGs == 1 then --公式 绝对值加a+b
local curProConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId) local curProConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId)
if propertyConfig[curProConfig.PropertyId].Style == 1 then if propertyConfig[curProConfig.PropertyId].Style == 1 then

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@ -8,6 +8,7 @@ local isRewardItemPop
local curSuitProGo = {}--当前套装属性对象 local curSuitProGo = {}--当前套装属性对象
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local _MainProList = {} local _MainProList = {}
local isShowfenjie =true
--初始化组件(用于子类重写) --初始化组件(用于子类重写)
function RewardEquipSingleShowPopup:InitComponent() function RewardEquipSingleShowPopup:InitComponent()
@ -106,7 +107,7 @@ function RewardEquipSingleShowPopup:RemoveListener()
end end
--界面打开时调用(用于子类重写) --界面打开时调用(用于子类重写)
function RewardEquipSingleShowPopup:OnOpen(_equipData, _func,_isRewardItemPop) function RewardEquipSingleShowPopup:OnOpen(_equipData, _func,_isRewardItemPop,_isShowfenjie)
if not _equipData then if not _equipData then
return return
@ -114,6 +115,7 @@ function RewardEquipSingleShowPopup:OnOpen(_equipData, _func,_isRewardItemPop)
equipData=_equipData equipData=_equipData
func=_func func=_func
isRewardItemPop = _isRewardItemPop and _isRewardItemPop or false isRewardItemPop = _isRewardItemPop and _isRewardItemPop or false
isShowfenjie = not (_isShowfenjie or false)
end end
function RewardEquipSingleShowPopup:OnShow() function RewardEquipSingleShowPopup:OnShow()
@ -122,7 +124,7 @@ function RewardEquipSingleShowPopup:OnShow()
LogBlue(tonumber(equipData.id)) LogBlue(tonumber(equipData.id))
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(equipData.id)) local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(equipData.id))
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(equipData.id)) local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(equipData.id))
this.btnSure:SetActive(true) this.btnSure:SetActive(isShowfenjie)
--local curEquipData = {} --local curEquipData = {}
-- if func and itemConfigData.IfResolve==1 then -- if func and itemConfigData.IfResolve==1 then
-- curEquipData = EquipManager.GetSingleEquipData(equipData.id) -- curEquipData = EquipManager.GetSingleEquipData(equipData.id)

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@ -309,10 +309,8 @@ function this.EquipInfo()
for i = 1, #curHeroData.equipIdList do for i = 1, #curHeroData.equipIdList do
local equipData = {} local equipData = {}
if (this.isOther) then if (this.isOther) then
LogBlue(curHeroData.equipIdList[i])
equipData = GoodFriendManager.GetSingleEquipData(curHeroData.equipIdList[i]) equipData = GoodFriendManager.GetSingleEquipData(curHeroData.equipIdList[i])
else else
LogBlue(curHeroData.equipIdList[i])
equipData = EquipManager.GetSingleEquipData(curHeroData.equipIdList[i]) equipData = EquipManager.GetSingleEquipData(curHeroData.equipIdList[i])
end end
if equipData ~= nil then if equipData ~= nil then
@ -328,6 +326,9 @@ function this.EquipInfo()
Util.GetGameObject(go.transform, "Frame"):SetActive(true) Util.GetGameObject(go.transform, "Frame"):SetActive(true)
Util.GetGameObject(go.transform, "Frame"):GetComponent("Image").sprite = Util.LoadSprite(curHeroEquipDatas[i].frame) Util.GetGameObject(go.transform, "Frame"):GetComponent("Image").sprite = Util.LoadSprite(curHeroEquipDatas[i].frame)
Util.GetGameObject(go.transform, "Frame/Icon"):GetComponent("Image").sprite = Util.LoadSprite(curHeroEquipDatas[i].icon) Util.GetGameObject(go.transform, "Frame/Icon"):GetComponent("Image").sprite = Util.LoadSprite(curHeroEquipDatas[i].icon)
if curHeroEquipDatas[i].itemConfig.ItemBaseType == ItemBaseType.Equip then
SetHeroStars(Util.GetGameObject(go.transform, "Frame/star"),curHeroEquipDatas[i].star)
end
curEquipData = curHeroEquipDatas[i] curEquipData = curHeroEquipDatas[i]
else else
Util.GetGameObject(go.transform, "Frame"):SetActive(false) Util.GetGameObject(go.transform, "Frame"):SetActive(false)
@ -341,7 +342,7 @@ function this.EquipInfo()
this:SetEquipSelectImage(frameBtn.transform, true)--设置选中图片 this:SetEquipSelectImage(frameBtn.transform, true)--设置选中图片
--打开装备信息弹窗,传递生成位置,设置层级 --打开装备信息弹窗,传递生成位置,设置层级
--local panel = UIManager.OpenPanel(UIName.EquipInfoPopup,curEquipData,this.content.anchoredPosition.y) --local panel = UIManager.OpenPanel(UIName.EquipInfoPopup,curEquipData,this.content.anchoredPosition.y)
local panel = UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, curEquipData) local panel = UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, curEquipData,function() end,false,true)
triggerCallBack = function(panelType, p) triggerCallBack = function(panelType, p)
if panelType == UIName.RewardEquipSingleShowPopup and panel == p then if panelType == UIName.RewardEquipSingleShowPopup and panel == p then
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack) Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)