svn逻辑tongbu
parent
956dcfbcd2
commit
b3c70f66e4
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@ -808,7 +808,7 @@ JumpType = {
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DailyCarbon_Hero=69, --每日角色碎片副本
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DailyCarbon_Transure=70, --每日法宝副本
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DailyCarbon_SoulPrint=71, --每日魂印副本
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DeathPos=71, --十绝阵
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DeathPos=72, --十绝阵
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GuildCarDelay=73 , --车迟斗法
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BuyVigor = 10000, --体力购买
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BuyGold = 10001, --金币购买
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@ -17,6 +17,7 @@ function CardRendererManager.Initialize()
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this.indexFlag = 0
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this.liveList = {}
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this.usingList = {}
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end
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@ -52,7 +53,7 @@ function CardRendererManager.GetSpineTexture(liveName, scaleV3, posV3, isReuse,
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node = liveNode
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}
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--
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return this.textureList[this.indexFlag], this.liveList[this.indexFlag].node
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return this.textureList[this.indexFlag], this.liveList[this.indexFlag].node, this.indexFlag
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end
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-- 判断是否存在
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@ -65,6 +66,19 @@ function this.CheckIsExist(liveName)
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end
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-- 检测是否正在使用
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function this.CheckIsUsing(index)
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return this.usingList[index]
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end
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-- 设置是否正在使用
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function this.SetUsing(index, isUsing)
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this.usingList[index] = isUsing
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end
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-- 清除使用列表
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function this.ClearUsing()
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this.usingList = {}
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end
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function CardRendererManager.Dispose()
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GameObject.DestroyImmediate(this.root)
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@ -31,6 +31,7 @@ function BattleBestPopup:BindEvent()
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end
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function this:OnOpen(heroTId, damageValue, allDamage, func,_func2)
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func2 = _func2
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-- 创建立绘
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local heroTData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTId)
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this.liveName = GetResourcePath(heroTData.Live)
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@ -58,7 +59,6 @@ function this:OnOpen(heroTId, damageValue, allDamage, func,_func2)
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-- 结束回调
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this._OverFunc = func
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func2 = _func2
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-- 开始播放动画
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Timer.New(function()
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if this._OverFunc then
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@ -521,23 +521,38 @@ function this.InitQuickFightData(monsterGroupId, eventId, msg)
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battledHp = this.GetMapTotalBlood()
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-- if this.difficulty == 1 or this.difficulty == 3 or this.difficulty == 4 then
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-- PopupText(strShow, 0.5, 2)
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-- elseif this.difficulty == 2 then
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-- -- UIManager.OpenPanel(UIName.BattleEndPanel, nil, data.hpList, data.drop, func)
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-- UIManager.OpenPanel(UIName.RewardItemPopup,data.drop,1,
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-- -- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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-- func
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-- )
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-- end
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-- func = nil
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-- LogPink(" MapManager.curTriggerPos ".. MapManager.curTriggerPos)
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove, MapManager.curTriggerPos)
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-- -- 试炼副本不能直接结束事件点
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-- if this.difficulty ~= 2 then
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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-- end
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if this.difficulty == 1 or this.difficulty == 3 or this.difficulty == 4 then
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PopupText(strShow, 0.5, 2)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove, MapManager.curTriggerPos)
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elseif this.difficulty == 2 then
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-- UIManager.OpenPanel(UIName.BattleEndPanel, nil, data.hpList, data.drop, func)
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UIManager.OpenPanel(UIName.RewardItemPopup,data.drop,1,
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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func
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)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove, MapManager.curTriggerPos)
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UIManager.OpenPanel(UIName.RewardItemPopup,data.drop,1,func)
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end
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func = nil
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LogPink(" MapManager.curTriggerPos ".. MapManager.curTriggerPos)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove, MapManager.curTriggerPos)
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-- 试炼副本不能直接结束事件点
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if this.difficulty ~= 2 then
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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end
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnMapTeamHpReduce, oldHp - battledHp)
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@ -171,20 +171,34 @@ function this.SetData(root, data, ldata)
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ResetItemView(root,reward.transform,itemList,3,0.9,orginLayer,false,data.RewardView)
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--解锁状态
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-- local _lv=0 --等级
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-- local _point=0 --关卡
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local _power = data.ForceShow--表战力
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-- if data.OpenRules[2] ~= nil and data.OpenRules[1][1] == 1 then
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-- _lv = data.OpenRules[1][2]
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-- end
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-- if data.OpenRules[1] ~= nil and data.OpenRules[1][1] == 2 then
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-- _point= data.OpenRules[1][2]
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-- end
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-- if data.OpenRules[2][1]==3 then
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-- _power= data.OpenRules[2][2]
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-- end
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local _lv=0 --等级
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local _point=0 --关卡
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local _power = 0 --data.ForceShow--表战力
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local isOpen = not ldata or CarbonManager.IsDailyCarbonPass(ldata.Id)
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for i = 1, #data.OpenRules do
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if data.OpenRules[i][1] == 1 then
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_lv = data.OpenRules[i][2]
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elseif data.OpenRules[i][1] == 2 then
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_point = data.OpenRules[i][2]
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elseif data.OpenRules[i][1] == 3 then
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_power = data.OpenRules[i][2]
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end
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end
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if data.OpenRules[2] ~= nil and data.OpenRules[1][1] == 1 then
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_lv = data.OpenRules[1][2]
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end
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if data.OpenRules[1] ~= nil and data.OpenRules[1][1] == 2 then
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_point= data.OpenRules[1][2]
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end
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if data.OpenRules[2][1]==3 then
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_power= data.OpenRules[2][2]
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end
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-- 判断每日副本是否解锁
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local isOpen = (not ldata or CarbonManager.IsDailyCarbonPass(ldata.Id)) -- 上一个副本解锁
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and PlayerManager.level >= _lv -- 等级
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and (_point == 0 or FightPointPassManager.IsFightPointPass(_point))
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and PlayerManager.maxForce >= _power -- 战斗力
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--显示挑战或扫荡道具消耗
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goIcon:SetActive(isOpen and freeTime<=0)
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goIconNum:SetActive( isOpen and freeTime<=0)
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@ -213,19 +227,26 @@ function this.SetData(root, data, ldata)
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--点击事件
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Util.AddOnceClick(goBtn,function()
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if PlayerManager.level<_lv then
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PopupTipPanel.ShowTip(string.format(Language[10340],_lv))
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return
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elseif PlayerManager.maxForce < _power then
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PopupTipPanel.ShowTip(string.format("战斗力到达%s解锁", _power))
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return
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elseif _point ~= 0 and not FightPointPassManager.IsFightPointPass(_point) then
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PopupTipPanel.ShowTip(string.format("通关%s解锁", mainLevelConfig[_point].Name))
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return
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elseif PlayerManager.curMapId ~= 0 and FightPointPassManager.IsFightPointPass(PlayerManager.curMapId)==false then
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PopupTipPanel.ShowTip(string.format(Language[10341],mainLevelConfig[_point].Name))
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return
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end
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if not isOpen then
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PopupTipPanel.ShowTip(Language[12191])
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return
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end
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-- if PlayerManager.level<_lv then
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-- PopupTipPanel.ShowTip(string.format(Language[10340],_lv))
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-- return
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-- elseif PlayerManager.curMapId ~= 0 and FightPointPassManager.IsFightPointPass(PlayerManager.curMapId)==false then
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-- PopupTipPanel.ShowTip(string.format(Language[10341],mainLevelConfig[_point].Name))
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-- return
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-- end
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--检测剩余次数
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if buyTime<=0 and freeTime<=0 then
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PopupTipPanel.ShowTip(Language[10342])
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@ -280,6 +280,7 @@ function this.FormationAdapter(teamInfo)
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local demonId = teamInfo.team[i].heroTid
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local starGrid=Util.GetGameObject(demon, "starGrid")
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local proImage=Util.GetGameObject(demon, "heroShow/proIcon"):GetComponent("Image")
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Util.GetGameObject(demon, "heroShow/posIcon"):SetActive(false)
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-- local posImage=Util.GetGameObject(demon, "heroShow/posIcon"):GetComponent("Image")
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-- local heroStage = Util.GetGameObject(demon, "heroShow/heroStage"):GetComponent("Image")
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local UI_Effect_Kuang_JinSe=Util.GetGameObject(demon, "effects/UI_Effect_Kuang_JinSe")
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@ -157,15 +157,12 @@ function LuckyTurnTablePanel: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 LuckyTurnTablePanel:OnOpen(...)
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function LuckyTurnTablePanel:OnOpen(_TreasureType)
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LuckyTurnTableManager.curTreasureType =_TreasureType and _TreasureType or TreasureType.Lucky
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end
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---界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function LuckyTurnTablePanel:OnShow(_TreasureType)--_upView,expertPanel,
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--this.upView = _upView
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LuckyTurnTableManager.curTreasureType =_TreasureType and _TreasureType or TreasureType.Lucky
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function LuckyTurnTablePanel:OnShow()
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if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then--防止当前为高级探宝时 按下探宝后跳转到幸运探宝
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this.LuckyTurnOnShow(TreasureType.Lucky)
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elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
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@ -330,14 +330,14 @@ function this.OnSortingOrderChange()
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orginLayer = MapPanel.sortingOrder
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end
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function this.InitBossInfo()
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if powerValue ==-1 then
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UIManager.OpenPanel(UIName.TrialOpPanel, 1)
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-- 停止自动寻路
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-- ctrlView.OnRoleDead()
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-- function this.InitBossInfo()
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-- if powerValue ==-1 then
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-- UIManager.OpenPanel(UIName.TrialOpPanel, 1)
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-- -- 停止自动寻路
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-- -- ctrlView.OnRoleDead()
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end
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end
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-- end
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-- end
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-- 初始化部buff显示
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@ -394,7 +394,7 @@ function this.CheckFieldOfView(u, v)
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end
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function this.OnAddPoint(pos, pointId)
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LogPink("pointId "..pointId)
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-- LogPink("pointId "..pointId)
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if pos and not this.EventPoint[pos] then
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local u, v = Map_Pos2UV(pos)
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LogPink(u.." "..v)
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@ -283,16 +283,9 @@ local mapDialoguePanel = function(showType, eventId, showValues, options)
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-- UIManager.OpenPanel(UIName.MapOptionPanel, showType, eventId, showValues, options)
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-- LogPink("MissionManager showType"..showType.." eventId"..eventId)
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-- end
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if eventId == 2000001 or eventId == 2000002 then
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-- 打开general界面
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialToNextFloor,eventId)
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elseif eventId == 2000005 then
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-- 直接加buff走人
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NetManager.EventUpdateRequest(2000005, 2000011, function ()
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, 2000011)
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end)
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if not UIManager.IsOpen(UIName.GeneralPopup) then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TrialToNextFloor, showType, eventId, showValues, options)
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end
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end
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@ -403,9 +396,13 @@ end
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-- 试炼Buff界面
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local trailBuffPanel = function(showType, eventId, showValues, options)
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if not UIManager.IsOpen(UIName.BuffOptionPanel) then
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UIManager.OpenPanel(UIName.BuffOptionPanel, eventId)
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end
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NetManager.EventUpdateRequest(eventId, options[1], function ()
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.ProgressChange, 1, options[1])
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end)
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-- if not UIManager.IsOpen(UIName.BuffOptionPanel) then
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-- UIManager.OpenPanel(UIName.BuffOptionPanel, eventId)
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-- end
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end
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-- 无尽商店
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@ -529,10 +526,13 @@ function this.GetAllRewardTrigger()
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-- end)
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Timer.New(function ()
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for key, value in pairs(MapManager.mapPointList) do
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-- LogPink("["..key.."] "..value)
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LogPink("["..key.."] "..value)
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if value==2000000 then
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove,key)--删除全部宝箱点
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end
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-- if EventPointConfig[value].ShowType == 17 then
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove,key)--删除所有的buff点
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-- end
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end
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1,function()
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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@ -104,23 +104,7 @@ function BattleWinPopup:NextStep()
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end
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end
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.damage, allDamage, function(_BattleBestPopup)
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local keys = GameDataBase.SheetBase.GetKeys(ConfigManager.GetConfig(ConfigName.ExpeditionFloorConfig))
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--Log("GetCurNodeInfo.lay == #keys "..GetCurNodeInfo.lay .." ".. #keys.." "..GetCurNodeInfo.state)
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if GetCurNodeInfo.lay == #keys and GetCurNodeInfo.state == ExpeditionNodeState.Finish then--打完最后一层
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UIManager.OpenPanel(UIName.RewardItemPopup,m_battleResult.drop, 1,function()
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if UIManager.GetOpenPanel(UIName.ExpeditionMainPanel) then
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UIManager.OpenPanel(UIName.ExpeditionMainPanel)
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end
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end, 0,true,true)
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else
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--贪婪节点不弹领取圣物
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--LogError("GetCurNodeInfo.type "..GetCurNodeInfo.type)
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if GetCurNodeInfo.type == ExpeditionNodeType.Greed then--贪婪节点
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if m_battleResult.drop.itemlist and #m_battleResult.drop.itemlist > 0 then
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LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist)
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@ -146,10 +130,6 @@ function BattleWinPopup:NextStep()
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m_battlePanel:ClosePanel()
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end
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PopupTipPanel.ShowTip(Language[12192])
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--if _BattleBestPopup then
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-- _BattleBestPopup:ClosePanel()
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--end
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--Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
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else
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UIManager.OpenPanel(UIName.RewardItemPopup,m_battleResult.drop, 1,function()
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if m_battlePanel then
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@ -161,10 +141,12 @@ function BattleWinPopup:NextStep()
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if GetCurNodeInfo.holyEquipID and #GetCurNodeInfo.holyEquipID > 0 then
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UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,true,function ()
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end)
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else
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--此时战斗了但没有圣物 所有直接刷新界面动画 后并刷新界面
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshPlayAniMainPanel)
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end
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end, 0,true,true)
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end
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end
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end,func2)
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end
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elseif m_fightType==9 then
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@ -85,7 +85,7 @@ function RewardItemSingleShowPopup:BindEvent()
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end)
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Util.AddClick(this.btnJump, function()
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if itemConfigData then
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JumpManager.GoJump(itemConfigData.UseJump)
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JumpManager.GoJump(itemConfigData.Jump)
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end
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end)
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end
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@ -124,6 +124,7 @@ function RewardTalismanSingleShowPopup:OnShowPanelData()
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else
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self.powerNum1.text=EquipTreasureManager.CalculateWarForceBySid(sId,lv,refineLv)
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itemConfig = ConfigManager.GetConfigData(ConfigName.ItemConfig,sId)
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LogBlue("sId:"..sId)
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curEquipTreasureFigData = ConfigManager.GetConfigData(ConfigName.JewelConfig, sId)
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curEquipTreasureStrongFigData,curEquipTreasureSefineFigData = self:GetStrongAndRefineConFig(curEquipTreasureFigData,lv,refineLv)
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end
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@ -178,9 +179,13 @@ function RewardTalismanSingleShowPopup:OnShowPanelData()
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local proConFig = ConfigManager.GetConfigData(ConfigName.PropertyConfig,curEquipTreasureSefineFigData.Property[i][1])
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if proConFig then
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Util.GetGameObject(go.transform, "proName"):GetComponent("Text").text =proConFig.Info
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if curEquipTreasureSefineFigData.Property[i][2]==0 and proConFig.Style~=1 then
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Util.GetGameObject(go.transform, "proVale"):GetComponent("Text").text = "+0%"
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else
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Util.GetGameObject(go.transform, "proVale"):GetComponent("Text").text = "+"..GetEquipPropertyFormatStr(proConFig.Style,curEquipTreasureSefineFigData.Property[i][2])
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end
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end
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end
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else
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self.curotherProscroll:SetActive(false)
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end
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@ -1,6 +1,10 @@
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----- 试炼进入下一层 -----
|
||||
local this = {}
|
||||
local showType
|
||||
local eventId
|
||||
local showValues
|
||||
local options
|
||||
local eventConfig = ConfigManager.GetConfig(ConfigName.EventPointConfig)
|
||||
|
||||
function this:InitComponent(gameObject)
|
||||
this.bodyText = Util.GetGameObject(gameObject,"BodyText"):GetComponent("Text")
|
||||
|
@ -15,11 +19,8 @@ function this:BindEvent()
|
|||
end)
|
||||
|
||||
Util.AddClick(this.btnSure,function()
|
||||
if eventId==2000001 then
|
||||
OptionBehaviourManager.JumpEventPoint(2000001, 2000001,UIManager.GetOpenPanel(UIName.GeneralPopup))
|
||||
elseif eventId==2000002 then
|
||||
OptionBehaviourManager.JumpEventPoint(2000002, 2000003,UIManager.GetOpenPanel(UIName.GeneralPopup))
|
||||
end
|
||||
local optionId = eventConfig[eventId].Option[1]
|
||||
OptionBehaviourManager.JumpEventPoint(eventId, optionId,UIManager.GetOpenPanel(UIName.GeneralPopup))
|
||||
end)
|
||||
end
|
||||
|
||||
|
@ -29,8 +30,11 @@ end
|
|||
function this:RemoveListener()
|
||||
end
|
||||
|
||||
function this:OnShow(this,...)
|
||||
eventId = ...
|
||||
function this:OnShow(this,_showType, _eventId, _showValues, _options)
|
||||
showType = _showType
|
||||
eventId = _eventId
|
||||
showValues = _showValues
|
||||
options = _options
|
||||
end
|
||||
|
||||
function this:OnClose()
|
||||
|
|
|
@ -802,7 +802,7 @@ function this.QuickSelectListData()
|
|||
selectEquipTreasureData={}
|
||||
for k,v in pairs(equipTreasureData) do
|
||||
if LengthOfTable(selectEquipTreasureData)<30 then
|
||||
selectEquipTreasureData[v.did]=v
|
||||
selectEquipTreasureData[v.idDyn]=v
|
||||
else
|
||||
break
|
||||
end
|
||||
|
@ -1042,7 +1042,6 @@ function this.ResolveBtnClickEvent()
|
|||
if #itemMaxList>0 then--是否分解物品有超过物品上限的
|
||||
this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
|
||||
else
|
||||
LogError("type "..type.." "..LengthOfTable(curResolveAllItemList))
|
||||
NetManager.UseAndPriceItemRequest(type,curResolveAllItemList,function (drop)
|
||||
this.SendBackResolveReCallBack(drop)
|
||||
end)
|
||||
|
|
|
@ -156,27 +156,16 @@ function EquipTreasureStrongPopup:BindEvent()
|
|||
end)
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
function EquipTreasureStrongPopup:AddListener()
|
||||
|
||||
end
|
||||
|
||||
--移除事件监听(用于子类重写)
|
||||
function EquipTreasureStrongPopup:RemoveListener()
|
||||
|
||||
end
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function EquipTreasureStrongPopup:OnOpen(...)
|
||||
local datas={...}
|
||||
curEquipData=datas[1]
|
||||
type=datas[2]
|
||||
this.SetWindShow(type)
|
||||
|
||||
end
|
||||
|
||||
function EquipTreasureStrongPopup:OnShow()
|
||||
|
||||
|
||||
this.SetWindShow(type)
|
||||
end
|
||||
|
||||
--设置界面显示 1.强化 2.精炼
|
||||
|
|
|
@ -6,13 +6,20 @@ RoleEquipPanel = Inherit(BasePanel)
|
|||
-- Lv = 2
|
||||
--}
|
||||
local PosIdConst = {
|
||||
All = 0,--全部
|
||||
WuQi = 1,--武器
|
||||
ZhanFu = 2,--战服
|
||||
TouShi = 3,--头饰
|
||||
ZhanXue = 4,--战靴
|
||||
Hun = 5,--魂宝
|
||||
Ling = 6,--灵宝
|
||||
All = 0,
|
||||
--全部
|
||||
WuQi = 1,
|
||||
--武器
|
||||
ZhanFu = 2,
|
||||
--战服
|
||||
TouShi = 3,
|
||||
--头饰
|
||||
ZhanXue = 4,
|
||||
--战靴
|
||||
Hun = 5,
|
||||
--魂宝
|
||||
Ling = 6
|
||||
--灵宝
|
||||
}
|
||||
local this = RoleEquipPanel
|
||||
local curHeroEquipDatas = {}
|
||||
|
@ -34,9 +41,9 @@ local jewerConfigs = ConfigManager.GetConfig(ConfigName.JewelConfig)
|
|||
local currPageIndex = 0
|
||||
local curEquipTreasureDatas = {}
|
||||
local isCanUpEquipTreasure = false
|
||||
local equiptip = ""
|
||||
--初始化组件(用于子类重写)RoleEquipChangePopup
|
||||
function RoleEquipPanel:InitComponent()
|
||||
|
||||
orginLayer = 10
|
||||
orginLayer1 = {0, 0, 0, 0, 0, 0}
|
||||
this.bg2 = Util.GetGameObject(self.transform, "bg2")
|
||||
|
@ -87,8 +94,17 @@ function RoleEquipPanel:InitComponent()
|
|||
|
||||
this.ScrollBar = Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
|
||||
local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
|
||||
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "scroll").transform,
|
||||
this.equipPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(50,15))
|
||||
this.ScrollView =
|
||||
SubUIManager.Open(
|
||||
SubUIConfig.ScrollCycleView,
|
||||
Util.GetGameObject(self.transform, "scroll").transform,
|
||||
this.equipPre,
|
||||
this.ScrollBar,
|
||||
Vector2.New(-v2.x * 2, -v2.y * 2),
|
||||
1,
|
||||
5,
|
||||
Vector2.New(50, 15)
|
||||
)
|
||||
this.ScrollView.moveTween.MomentumAmount = 1
|
||||
this.ScrollView.moveTween.Strength = 1
|
||||
|
||||
|
@ -106,30 +122,46 @@ end
|
|||
|
||||
--绑定事件(用于子类重写)
|
||||
function RoleEquipPanel:BindEvent()
|
||||
|
||||
Util.AddClick(this.btnBack, function()
|
||||
Util.AddClick(
|
||||
this.btnBack,
|
||||
function()
|
||||
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
|
||||
if openThisPanel.RefreshHeroDatas then
|
||||
openThisPanel:RefreshHeroDatas(curHeroData, HeroManager.GetAllHeroDatas())
|
||||
end
|
||||
self:ClosePanel()
|
||||
end)
|
||||
Util.AddClick(this.leftBtn, function()
|
||||
end
|
||||
)
|
||||
Util.AddClick(
|
||||
this.leftBtn,
|
||||
function()
|
||||
this:LeftBtnOnClick()
|
||||
end)
|
||||
end
|
||||
)
|
||||
|
||||
Util.AddClick(this.rightBtn, function()
|
||||
Util.AddClick(
|
||||
this.rightBtn,
|
||||
function()
|
||||
this:RightBtnOnClick()
|
||||
end)
|
||||
Util.AddClick(this.allEquipUp, function()
|
||||
end
|
||||
)
|
||||
Util.AddClick(
|
||||
this.allEquipUp,
|
||||
function()
|
||||
this:AllEquipUpBtnOnClick()
|
||||
end)
|
||||
end
|
||||
)
|
||||
|
||||
Util.AddClick(this.allEquipDown, function()
|
||||
Util.AddClick(
|
||||
this.allEquipDown,
|
||||
function()
|
||||
this:AllEquipDownBtnOnClick()
|
||||
end)
|
||||
end
|
||||
)
|
||||
for i = 0, 6 do
|
||||
Util.AddClick(tabs[i], function()
|
||||
Util.AddClick(
|
||||
tabs[i],
|
||||
function()
|
||||
if i == indexBtnNum then
|
||||
indexBtnNum = PosIdConst.All
|
||||
this:OnClickAllBtn()
|
||||
|
@ -137,15 +169,19 @@ function RoleEquipPanel:BindEvent()
|
|||
indexBtnNum = i
|
||||
this:OnClickTabBtn(indexBtnNum)
|
||||
end
|
||||
end)
|
||||
end
|
||||
Util.AddClick(this.equipTreasureBtn, function()
|
||||
)
|
||||
end
|
||||
Util.AddClick(
|
||||
this.equipTreasureBtn,
|
||||
function()
|
||||
if LengthOfTable(curEquipTreasureDatas) < 2 then
|
||||
PopupTipPanel.ShowTip(Language[11825])
|
||||
return
|
||||
end
|
||||
UIManager.OpenPanel(UIName.EquipTreasureResonancePanel, curHeroData)
|
||||
end)
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
|
@ -168,7 +204,6 @@ function this.CurrEquipDataChange()
|
|||
end
|
||||
--界面打开时调用(用于子类重写)
|
||||
function RoleEquipPanel:OnOpen(...)
|
||||
|
||||
local data = {...}
|
||||
if data[1] then
|
||||
curHeroData = data[1]
|
||||
|
@ -184,7 +219,6 @@ function RoleEquipPanel:OnOpen(...)
|
|||
end
|
||||
openThisPanel = data[3]
|
||||
isUpZhen = data[4]
|
||||
|
||||
end
|
||||
function RoleEquipPanel:OnShow()
|
||||
for i = 1, #heroListData do
|
||||
|
@ -253,27 +287,38 @@ function this:AllEquipUpBtnOnClick()
|
|||
|
||||
local equipEffectPos = {}
|
||||
local treasureEffectPos = {}
|
||||
--如果身上的装备 带锁 则不替换
|
||||
for i = 1, 6 do
|
||||
--这个curHeroData职业(妖人道佛)可以穿的index对应位置(武器战服头饰战靴魂宝灵宝)所有装备,包括这个英雄穿的
|
||||
local curPosEquip = {}
|
||||
local index = i
|
||||
if curHeroEquipDatas[i] then
|
||||
if curHeroEquipDatas[i].isLocked == 0 then
|
||||
curPosEquip = EquipManager.GetEquipDataByEquipJobAndPos(i,curHeroData.heroConfig.Profession,curHeroData.dynamicId)
|
||||
else
|
||||
curPosEquip = {curHeroEquipDatas[i]}
|
||||
end
|
||||
else
|
||||
if index==5 or index==6 and isCanUpEquipTreasure then
|
||||
curPosEquip=EquipTreasureManager.GetTreasureDataByPos(index,curHeroData.dynamicId,curHeroData.heroConfig.PropertyName)
|
||||
else
|
||||
curPosEquip = EquipManager.GetEquipDataByEquipJobAndPos(i,curHeroData.heroConfig.Profession,curHeroData.dynamicId)
|
||||
end
|
||||
if index == 5 or index == 6 then
|
||||
curPosEquip =
|
||||
EquipTreasureManager.GetTreasureDataByPos(
|
||||
index,
|
||||
curHeroData.dynamicId,
|
||||
curHeroData.heroConfig.PropertyName
|
||||
)
|
||||
elseif index < 5 then
|
||||
curPosEquip =
|
||||
EquipManager.GetEquipDataByEquipJobAndPos(i, curHeroData.heroConfig.Profession, curHeroData.dynamicId)
|
||||
end
|
||||
|
||||
--curEquip.idDyn 存在 是宝物
|
||||
--curEquip.did 存在 是装备
|
||||
--计算每个位置可装备的装备战力 取战力最大的装备
|
||||
if curPosEquip and #curPosEquip > 0 then
|
||||
local equiData = {}
|
||||
local indexMaxPower = 0
|
||||
|
||||
if curHeroEquipDatas[index] then
|
||||
equiData = curHeroEquipDatas[index]
|
||||
if equiData.idDyn then
|
||||
indexMaxPower = EquipTreasureManager.CalculateWarForce(equiData.idDyn)
|
||||
else
|
||||
indexMaxPower = EquipManager.CalculateWarForce(equiData.did)
|
||||
end
|
||||
end
|
||||
|
||||
for i = 1, #curPosEquip do
|
||||
local addPower = 0
|
||||
local curEquip = curPosEquip[i]
|
||||
|
@ -284,41 +329,48 @@ function this:AllEquipUpBtnOnClick()
|
|||
addPower = EquipManager.CalculateWarForce(curEquip.did)
|
||||
end
|
||||
end
|
||||
if addPower>=indexMaxPower then
|
||||
if addPower > indexMaxPower then
|
||||
indexMaxPower = addPower
|
||||
equiData = curEquip
|
||||
end
|
||||
end
|
||||
if equiData.idDyn and isCanUpEquipTreasure then
|
||||
if equiData.idDyn then
|
||||
--if (curHeroEquipDatas[index] and equiData.idDyn ~= curHeroEquipDatas[index].idDyn) or not curHeroEquipDatas[index] then
|
||||
table.insert(allTreasureIds, equiData.idDyn)
|
||||
--end
|
||||
else
|
||||
--if (curHeroEquipDatas[index] and equiData.did ~= curHeroEquipDatas[index].did) or not curHeroEquipDatas[index] then
|
||||
table.insert(allEquipIds, equiData.did)
|
||||
--end
|
||||
end
|
||||
--特效
|
||||
|
||||
if curHeroEquipDatas[equiData.position] then
|
||||
if curHeroEquipDatas[index] then
|
||||
if equiData.idDyn then
|
||||
if equiData.idDyn ~= curHeroEquipDatas[equiData.position].idDyn then
|
||||
if equiData.idDyn ~= curHeroEquipDatas[index].idDyn then
|
||||
table.insert(treasureEffectPos, i)
|
||||
end
|
||||
else
|
||||
if equiData.did ~= curHeroEquipDatas[equiData.position].did then
|
||||
if equiData.did ~= curHeroEquipDatas[index].did then
|
||||
table.insert(equipEffectPos, i)
|
||||
end
|
||||
end
|
||||
|
||||
else
|
||||
--table.insert(showEffectPos,i)
|
||||
end
|
||||
end
|
||||
end
|
||||
--isCanUpEquipTreasure
|
||||
|
||||
if (allEquipIds and #allEquipIds > 0) or (allTreasureIds and #allTreasureIds > 0 and isCanUpEquipTreasure) then
|
||||
if allEquipIds and #allEquipIds > 0 then
|
||||
--for i = 1, #allEquipIds do
|
||||
-- LogGreen(curHeroData.dynamicId.. " "..curHeroData.id .." "..curHeroData.lv.." 一键穿装备 "..i.." "..allEquipIds[i])
|
||||
--end
|
||||
--穿装备协议
|
||||
NetManager.EquipWearRequest(curHeroData.dynamicId,allEquipIds ,1,function ()
|
||||
NetManager.EquipWearRequest(
|
||||
curHeroData.dynamicId,
|
||||
allEquipIds,
|
||||
1,
|
||||
function()
|
||||
this.UpdateEquipPosHeroData(1, 4, allEquipIds)
|
||||
--特效播放
|
||||
if equipEffectPos then
|
||||
|
@ -327,57 +379,64 @@ function this:AllEquipUpBtnOnClick()
|
|||
effectList[equipEffectPos[i]]:SetActive(true)
|
||||
end
|
||||
end
|
||||
|
||||
end)
|
||||
else
|
||||
PopupTipPanel.ShowTip(Language[11826])
|
||||
end
|
||||
if isCanUpEquipTreasure then
|
||||
--if EquipTreasureManager.OpenTreasure(curHeroData.star) then
|
||||
--穿戴宝物
|
||||
)
|
||||
end
|
||||
if allTreasureIds and #allTreasureIds > 0 then
|
||||
--for i = 1, #allEquipIds do
|
||||
-- Log(curHeroData.dynamicId.. " "..curHeroData.id .." "..curHeroData.lv.." 一键宝物 "..i.." "..allEquipIds[i])
|
||||
--end
|
||||
--穿装备协议
|
||||
NetManager.EquipWearRequest(curHeroData.dynamicId,allTreasureIds ,2,function ()
|
||||
NetManager.EquipWearRequest(
|
||||
curHeroData.dynamicId,
|
||||
allTreasureIds,
|
||||
2,
|
||||
function()
|
||||
this.UpdateEquipPosHeroData(2, 4, allTreasureIds)
|
||||
--特效播放
|
||||
for i, v in pairs(treasureEffectPos) do
|
||||
effectList[v]:SetActive(false)
|
||||
effectList[v]:SetActive(true)
|
||||
end
|
||||
end)
|
||||
end
|
||||
)
|
||||
end
|
||||
else
|
||||
PopupTipPanel.ShowTip(Language[11827])
|
||||
if allTreasureIds and #allTreasureIds > 0 and not isCanUpEquipTreasure then
|
||||
PopupTipPanel.ShowTip(equiptip) --没有装备可装备!
|
||||
else
|
||||
PopupTipPanel.ShowTip(Language[11826]) --没有装备可装备!
|
||||
end
|
||||
--end
|
||||
end
|
||||
|
||||
PlaySoundWithoutClick(SoundConfig.Sound_Wear)
|
||||
|
||||
this.ShowHeroEquip()
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--一键卸下
|
||||
function this:AllEquipDownBtnOnClick()
|
||||
if curHeroData.equipIdList and #curHeroData.equipIdList > 0 then
|
||||
NetManager.EquipUnLoadOptRequest(curHeroData.dynamicId,curHeroData.equipIdList,1 ,function ()
|
||||
NetManager.EquipUnLoadOptRequest(
|
||||
curHeroData.dynamicId,
|
||||
curHeroData.equipIdList,
|
||||
1,
|
||||
function()
|
||||
this.UpdateEquipPosHeroData(1, 5, curHeroData.equipIdList)
|
||||
end)
|
||||
end
|
||||
)
|
||||
else
|
||||
PopupTipPanel.ShowTip(Language[11828])
|
||||
end
|
||||
--寶物
|
||||
if curHeroData.jewels and #curHeroData.jewels > 0 then
|
||||
NetManager.EquipUnLoadOptRequest(curHeroData.dynamicId,curHeroData.jewels,2 ,function ()
|
||||
this.UpdateEquipPosHeroData(2,5,curHeroData.jewels)
|
||||
end)
|
||||
-- 一键卸下音效
|
||||
NetManager.EquipUnLoadOptRequest(
|
||||
curHeroData.dynamicId,
|
||||
curHeroData.jewels,
|
||||
2,
|
||||
function()
|
||||
this.UpdateEquipPosHeroData(2, 5, curHeroData.jewels)
|
||||
end
|
||||
)
|
||||
else
|
||||
PopupTipPanel.ShowTip(Language[11828])
|
||||
end
|
||||
|
@ -402,6 +461,11 @@ function this.ShowHeroEquip()
|
|||
this.treasurePage1.gameObject:SetActive(true)
|
||||
this.treasurePage2.gameObject:SetActive(true)
|
||||
else
|
||||
if PlayerManager.level < tonumber(lvs[2]) then
|
||||
equiptip= PopupTipPanel.ShowTip(string.format(Language[11829],lvs[2]))
|
||||
elseif curHeroData.star < tonumber(stars[2]) then
|
||||
equiptip=PopupTipPanel.ShowTip(string.format(Language[11830],stars[2]))
|
||||
end
|
||||
isCanUpEquipTreasure = false
|
||||
this.equipTreasureBtn.gameObject:SetActive(false)
|
||||
this.treasure1.gameObject:SetActive(false)
|
||||
|
@ -452,8 +516,10 @@ function this.ShowHeroEquip()
|
|||
Util.GetGameObject(go.transform, "frame"):SetActive(true)
|
||||
Util.GetGameObject(go.transform, "mask"):SetActive(false)
|
||||
--Util.GetGameObject(go.transform,"proIcon"):SetActive(false)
|
||||
Util.GetGameObject(go.transform,"frame/icon"):GetComponent("Image").sprite=Util.LoadSprite(curHeroEquipDatas[i].icon)
|
||||
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"):GetComponent("Image").sprite =
|
||||
Util.LoadSprite(curHeroEquipDatas[i].frame)
|
||||
--Util.GetGameObject(go.transform,"proIcon"):GetComponent("Image").sprite=Util.LoadSprite(curHeroEquipDatas[i].frame)
|
||||
if lvObj then
|
||||
lvObj:SetActive(false)
|
||||
|
@ -461,13 +527,18 @@ function this.ShowHeroEquip()
|
|||
if refineObj then
|
||||
refineObj:SetActive(false)
|
||||
end
|
||||
EquipManager.SetEquipStarShow(Util.GetGameObject(go.transform,"frame/star"),curHeroEquipDatas[i].itemConfig.Id)
|
||||
EquipManager.SetEquipStarShow(
|
||||
Util.GetGameObject(go.transform, "frame/star"),
|
||||
curHeroEquipDatas[i].itemConfig.Id
|
||||
)
|
||||
elseif curEquipTreasureDatas[i] then
|
||||
Util.GetGameObject(go.transform, "frame"):SetActive(true)
|
||||
Util.GetGameObject(go.transform, "mask"):SetActive(false)
|
||||
--Util.GetGameObject(go.transform,"proIcon"):SetActive(true)
|
||||
Util.GetGameObject(go.transform,"frame/icon"):GetComponent("Image").sprite=Util.LoadSprite(curEquipTreasureDatas[i].icon)
|
||||
Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(curEquipTreasureDatas[i].frame)
|
||||
Util.GetGameObject(go.transform, "frame/icon"):GetComponent("Image").sprite =
|
||||
Util.LoadSprite(curEquipTreasureDatas[i].icon)
|
||||
Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite =
|
||||
Util.LoadSprite(curEquipTreasureDatas[i].frame)
|
||||
--Util.GetGameObject(go.transform,"proIcon"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(curEquipTreasureDatas[i].itemConfig.PropertyName))
|
||||
Util.GetGameObject(go.transform, "frame/star"):SetActive(false)
|
||||
Util.GetGameObject(go.transform, "num").gameObject:SetActive(false)
|
||||
|
@ -483,7 +554,6 @@ function this.ShowHeroEquip()
|
|||
else
|
||||
refineObj:SetActive(false)
|
||||
end
|
||||
|
||||
else
|
||||
Util.GetGameObject(go.transform, "frame"):SetActive(false)
|
||||
Util.GetGameObject(go.transform, "mask"):SetActive(true)
|
||||
|
@ -496,28 +566,39 @@ function this.ShowHeroEquip()
|
|||
if refineObj then
|
||||
refineObj:SetActive(false)
|
||||
end
|
||||
|
||||
end
|
||||
local iconBtn = Util.GetGameObject(go.transform, "icon")
|
||||
Util.AddOnceClick(iconBtn, function()
|
||||
Util.AddOnceClick(
|
||||
iconBtn,
|
||||
function()
|
||||
if curHeroEquipDatas[i] then
|
||||
curSelectEquipData = curHeroEquipDatas[i]
|
||||
UIManager.OpenPanel(UIName.RoleEquipChangePopup, this, 2, curHeroData, curHeroEquipDatas[i])
|
||||
elseif curEquipTreasureDatas[i] then
|
||||
if itemConfig[curEquipTreasureDatas[i].id].ItemType == ItemType.EquipTreasure then
|
||||
local pos=0;
|
||||
local jewerConfig=ConfigManager.TryGetConfigData(ConfigName.JewelConfig,curEquipTreasureDatas[i].id)
|
||||
local pos = 0
|
||||
local jewerConfig =
|
||||
ConfigManager.TryGetConfigData(ConfigName.JewelConfig, curEquipTreasureDatas[i].id)
|
||||
if jewerConfig then
|
||||
if jewerConfig.Location == 1 then
|
||||
pos = 5
|
||||
elseif jewerConfig.Location == 2 then
|
||||
pos = 6
|
||||
end
|
||||
UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,2,curHeroData,curEquipTreasureDatas[i],nil,pos)
|
||||
UIManager.OpenPanel(
|
||||
UIName.RoleEquipTreasureChangePopup,
|
||||
this,
|
||||
2,
|
||||
curHeroData,
|
||||
curEquipTreasureDatas[i],
|
||||
nil,
|
||||
pos
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
)
|
||||
end
|
||||
local allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false)
|
||||
this.force.text = allAddProVal[HeroProType.WarPower]
|
||||
|
@ -560,8 +641,11 @@ function this:OnClickTabBtn(_index)
|
|||
this:SetItemData(allEquip)
|
||||
else
|
||||
local allEquipTreasure
|
||||
allEquipTreasure = EquipTreasureManager.GetAllTreasuresByLocation(_index - 4,curHeroData.heroConfig.PropertyName)
|
||||
table.sort(allEquipTreasure, function(a, b)
|
||||
allEquipTreasure =
|
||||
EquipTreasureManager.GetAllTreasuresByLocation(_index - 4, curHeroData.heroConfig.PropertyName)
|
||||
table.sort(
|
||||
allEquipTreasure,
|
||||
function(a, b)
|
||||
if a.refineLv == b.refineLv then
|
||||
if a.lv == b.lv then
|
||||
return a.id > b.id
|
||||
|
@ -571,7 +655,8 @@ function this:OnClickTabBtn(_index)
|
|||
else
|
||||
return a.refineLv > b.refineLv
|
||||
end
|
||||
end)
|
||||
end
|
||||
)
|
||||
this:SetItemData(allEquipTreasure)
|
||||
end
|
||||
end
|
||||
|
@ -601,24 +686,29 @@ function this:SetItemData(_itemDatas)
|
|||
-- for i, v in pairs(equips) do
|
||||
-- table.insert(showList, v)
|
||||
-- end
|
||||
this.ScrollView:SetData(_itemDatas, function (index, go)
|
||||
|
||||
this.ScrollView:SetData(
|
||||
_itemDatas,
|
||||
function(index, go)
|
||||
this.SingleItemDataShow(go, _itemDatas[index])
|
||||
end)
|
||||
end
|
||||
)
|
||||
end
|
||||
function this.SingleItemDataShow(_go, _itemData)
|
||||
if not itemConfig[_itemData.id] then return end
|
||||
if not itemConfig[_itemData.id] then
|
||||
return
|
||||
end
|
||||
local frame = Util.GetGameObject(_go.transform, "frame"):GetComponent("Image")
|
||||
local icon = Util.GetGameObject(_go.transform, "icon"):GetComponent("Image")
|
||||
local name = Util.GetGameObject(_go.transform, "name"):GetComponent("Text")
|
||||
local star = Util.GetGameObject(_go.transform, "star")
|
||||
local proIcon = Util.GetGameObject(_go.transform, "proIcon")
|
||||
local jewerConfig = ConfigManager.TryGetConfigData(ConfigName.JewelConfig, _itemData.id)
|
||||
local pos=0;
|
||||
local pos = 0
|
||||
if jewerConfig then
|
||||
if jewerConfig.Location == 1 then
|
||||
pos = 5
|
||||
else if jewerConfig.Location==2 then
|
||||
else
|
||||
if jewerConfig.Location == 2 then
|
||||
pos = 6
|
||||
end
|
||||
end
|
||||
|
@ -629,7 +719,8 @@ function this.SingleItemDataShow(_go,_itemData)
|
|||
icon.sprite = Util.LoadSprite(_itemData.icon)
|
||||
frame.sprite = Util.LoadSprite(_itemData.frame)
|
||||
proIcon:SetActive(true)
|
||||
proIcon:GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(_itemData.itemConfig.PropertyName))
|
||||
proIcon:GetComponent("Image").sprite =
|
||||
Util.LoadSprite(GetProStrImageByProNum(_itemData.itemConfig.PropertyName))
|
||||
name.text = itemConfig[_itemData.id].Name
|
||||
star:SetActive(false)
|
||||
Util.GetGameObject(_go.transform, "redPoint"):SetActive(false)
|
||||
|
@ -648,13 +739,24 @@ function this.SingleItemDataShow(_go,_itemData)
|
|||
Util.GetGameObject(_go.transform, "num").gameObject:SetActive(false)
|
||||
-- 0.查看属性 1.穿戴 2.卸下 3.交换
|
||||
--宝物界面
|
||||
Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
|
||||
Util.AddOnceClick(
|
||||
Util.GetGameObject(_go.transform, "icon"),
|
||||
function()
|
||||
if curEquipTreasureDatas[pos] then
|
||||
UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,3,curHeroData,curEquipTreasureDatas[pos],_itemData,pos)
|
||||
UIManager.OpenPanel(
|
||||
UIName.RoleEquipTreasureChangePopup,
|
||||
this,
|
||||
3,
|
||||
curHeroData,
|
||||
curEquipTreasureDatas[pos],
|
||||
_itemData,
|
||||
pos
|
||||
)
|
||||
else
|
||||
UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup, this, 1, curHeroData, _itemData, nil, pos)
|
||||
end
|
||||
end)
|
||||
end
|
||||
)
|
||||
else
|
||||
frame.sprite = Util.LoadSprite(_itemData.frame)
|
||||
icon.sprite = Util.LoadSprite(_itemData.icon)
|
||||
|
@ -681,13 +783,31 @@ function this.SingleItemDataShow(_go,_itemData)
|
|||
redPoint:SetActive(false)
|
||||
end
|
||||
Util.GetGameObject(_go.transform, "num"):GetComponent("Text").text = _itemData.num
|
||||
Util.AddOnceClick(Util.GetGameObject(_go.transform,"icon"), function()
|
||||
Util.AddOnceClick(
|
||||
Util.GetGameObject(_go.transform, "icon"),
|
||||
function()
|
||||
if curHeroEquipDatas[_itemData.equipConfig.Position] then
|
||||
UIManager.OpenPanel(UIName.RoleEquipChangePopup,this,3,curHeroData,curHeroEquipDatas[_itemData.equipConfig.Position],_itemData,_itemData.equipConfig.Position)
|
||||
UIManager.OpenPanel(
|
||||
UIName.RoleEquipChangePopup,
|
||||
this,
|
||||
3,
|
||||
curHeroData,
|
||||
curHeroEquipDatas[_itemData.equipConfig.Position],
|
||||
_itemData,
|
||||
_itemData.equipConfig.Position
|
||||
)
|
||||
else
|
||||
UIManager.OpenPanel(UIName.RoleEquipChangePopup,this,1,curHeroData,_itemData,_itemData.equipConfig.Position)
|
||||
UIManager.OpenPanel(
|
||||
UIName.RoleEquipChangePopup,
|
||||
this,
|
||||
1,
|
||||
curHeroData,
|
||||
_itemData,
|
||||
_itemData.equipConfig.Position
|
||||
)
|
||||
end
|
||||
end)
|
||||
end
|
||||
)
|
||||
end
|
||||
end
|
||||
--刷新当前英雄装备坑位的信息
|
||||
|
@ -738,7 +858,8 @@ function this.UpdateEquipPosHeroData(_equipOrTreasure,_type,_selectEquipDataList
|
|||
if _equipOrTreasure == 1 then
|
||||
curSelectEquipData = _selectEquipDataList[1]
|
||||
--新装备绑英雄
|
||||
EquipManager.SetEquipUpHeroDid(curSelectEquipData.did,curHeroData.dynamicId)--穿
|
||||
EquipManager.SetEquipUpHeroDid(curSelectEquipData.did, curHeroData.dynamicId)
|
||||
--穿
|
||||
if _oldSelectEquip then
|
||||
--被替换装备解绑英雄
|
||||
EquipManager.SetEquipUpHeroDid(_oldSelectEquip.did, "0")
|
||||
|
@ -769,17 +890,18 @@ function this.UpdateEquipPosHeroData(_equipOrTreasure,_type,_selectEquipDataList
|
|||
elseif _type == 4 then
|
||||
--一键穿 把身上装备解绑英雄id
|
||||
if _equipOrTreasure == 1 then
|
||||
--宝物
|
||||
for k, v in ipairs(curHeroData.equipIdList) do
|
||||
EquipManager.SetEquipUpHeroDid(v, "0")
|
||||
end
|
||||
curHeroData.equipIdList = {}
|
||||
for i = 1, #_selectEquipDataList do
|
||||
--把选择的装备绑上英雄
|
||||
EquipManager.SetEquipUpHeroDid(_selectEquipDataList[i],curHeroData.dynamicId)--穿
|
||||
EquipManager.SetEquipUpHeroDid(_selectEquipDataList[i], curHeroData.dynamicId)
|
||||
--穿
|
||||
--再把英雄装备list 清空并添加上新选择的装备
|
||||
table.insert(curHeroData.equipIdList, _selectEquipDataList[i])
|
||||
end
|
||||
--宝物
|
||||
else
|
||||
for k, v in ipairs(curHeroData.jewels) do
|
||||
EquipTreasureManager.SetTreasureUpOrDown(v, "0")
|
||||
|
@ -787,12 +909,12 @@ function this.UpdateEquipPosHeroData(_equipOrTreasure,_type,_selectEquipDataList
|
|||
curHeroData.jewels = {}
|
||||
for i = 1, #_selectEquipDataList do
|
||||
--把选择的装备绑上英雄
|
||||
EquipTreasureManager.SetTreasureUpOrDown(_selectEquipDataList[i],curHeroData.dynamicId)--穿
|
||||
EquipTreasureManager.SetTreasureUpOrDown(_selectEquipDataList[i], curHeroData.dynamicId)
|
||||
--穿
|
||||
--再把英雄装备list 清空并添加上新选择的装备
|
||||
table.insert(curHeroData.jewels, _selectEquipDataList[i])
|
||||
end
|
||||
end
|
||||
|
||||
elseif _type == 5 then
|
||||
--一键脱 把身上装备英雄id置为“0” 再把英雄装备list清空
|
||||
if _equipOrTreasure == 1 then
|
||||
|
@ -801,27 +923,15 @@ function this.UpdateEquipPosHeroData(_equipOrTreasure,_type,_selectEquipDataList
|
|||
EquipManager.SetEquipUpHeroDid(_selectEquipDataList[i], "0")
|
||||
end
|
||||
end
|
||||
--for i = 1, #_selectEquipDataList do
|
||||
-- --把选择的装备绑上英雄
|
||||
-- -- EquipTreasureManager.SetTreasureUpOrDown(_selectEquipDataList[i],curHeroData.dynamicId)--穿
|
||||
-- --再把英雄装备list 清空并添加上新选择的装备
|
||||
-- table.remove(curHeroData.equipIdList,i)
|
||||
--end
|
||||
curHeroData.equipIdList = {}
|
||||
else
|
||||
if _selectEquipDataList then
|
||||
for i = 1, #_selectEquipDataList do
|
||||
EquipTreasureManager.SetTreasureUpOrDown(_selectEquipDataList[i],"")
|
||||
EquipTreasureManager.SetTreasureUpOrDown(_selectEquipDataList[i], "0")
|
||||
end
|
||||
--table.remove(curHeroData.jewels,i)
|
||||
curHeroData.jewels = {}
|
||||
end
|
||||
--for i = 1, #_selectEquipDataList do
|
||||
-- --把选择的装备绑上英雄
|
||||
-- EquipTreasureManager.SetTreasureUpOrDown(_selectEquipDataList[i],curHeroData.dynamicId)--穿
|
||||
-- --再把英雄装备list 清空并添加上新选择的装备
|
||||
-- table.remove(curHeroData.equipIdList,_selectEquipDataList[i])
|
||||
--end
|
||||
end
|
||||
|
||||
--curHeroData.equipIdList={}
|
||||
|
@ -862,7 +972,6 @@ function this.SelectImageSetParent(_objPoint)
|
|||
end
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function RoleEquipPanel:OnClose()
|
||||
|
||||
end
|
||||
function this:AddRedPointVale(_equipDatas)
|
||||
for j = 1, #_equipDatas do
|
||||
|
@ -886,7 +995,9 @@ function this:SortEquipDatas(_equipDatas)
|
|||
curHeroCanUpEquipTabs = {}
|
||||
end
|
||||
this:AddRedPointVale(_equipDatas)
|
||||
table.sort(_equipDatas, function(a, b)
|
||||
table.sort(
|
||||
_equipDatas,
|
||||
function(a, b)
|
||||
if a.isRedPointShow == b.isRedPointShow then
|
||||
if a.equipConfig.Quality == b.equipConfig.Quality then
|
||||
if a.equipConfig.Position == b.equipConfig.Position then
|
||||
|
@ -900,7 +1011,8 @@ function this:SortEquipDatas(_equipDatas)
|
|||
else
|
||||
return a.isRedPointShow > b.isRedPointShow
|
||||
end
|
||||
end)
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
--做装备叠加特殊组拼数据
|
||||
|
@ -922,7 +1034,6 @@ function this:EquipDJDatas(_itemDatas)
|
|||
end
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function RoleEquipPanel:OnDestroy()
|
||||
|
||||
SubUIManager.Close(this.UpView)
|
||||
this.ScrollView = nil
|
||||
end
|
||||
|
|
|
@ -356,7 +356,7 @@ function this.SetPropertyShow(_infos,_preList,_grid)
|
|||
if proper.Style==1 then
|
||||
obj.transform:GetComponent("Text").text=" +".. value.currValue
|
||||
else
|
||||
obj.transform:GetComponent("Text").text=" +".. value.currValue/1000 .."%"
|
||||
obj.transform:GetComponent("Text").text=" +".. value.currValue/100 .."%"
|
||||
end
|
||||
obj.gameObject:SetActive(true)
|
||||
index=index+1
|
||||
|
|
|
@ -625,7 +625,7 @@ function this.IsAutoRecoverCount(shopType)
|
|||
local curTimeStamp = GetTimeStamp()
|
||||
local shopData = this.GetShopDataByType(shopType)
|
||||
local lastRefreshTime = math.floor(shopData.lastRefreshTime / 1000)
|
||||
local leftCount = math.min(maxTime, math.floor((curTimeStamp - lastRefreshTime)/refreshTime))
|
||||
local leftCount = math.min(maxTime, math.floor(math.ceil(curTimeStamp - lastRefreshTime)/refreshTime))
|
||||
|
||||
-- 如果没有免费次数了,但是有特权刷新次数
|
||||
if leftCount <= 0 and shopInfo.RefreshPrivilege ~= 0 then
|
||||
|
|
|
@ -338,6 +338,7 @@ function this:RefreshBase()
|
|||
self.costIcon:SetActive(false)
|
||||
self.costLab:SetActive(false)
|
||||
self.countLabTip:GetComponent("Text").text = Language[12092]
|
||||
self.isMaxTime = false
|
||||
else
|
||||
self.costIcon:SetActive(true)
|
||||
self.costLab:SetActive(true)
|
||||
|
|
Loading…
Reference in New Issue