【命格】红点提交

dev_chengFeng
ZhangBiao 2021-12-10 18:27:43 +08:00
parent ad589aa449
commit c11848b98a
7 changed files with 1094 additions and 11 deletions

View File

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View File

@ -44,7 +44,7 @@ end
--获取穿戴着的命石
function this.GetWearedGem(_GemList)
for i,v in ipairs(_GemList) do
-- LogPink(string.format("命格:%s index:%s ID:%s",v.gridId,v.gridIndex,v.itemId))
LogPink(string.format("命格:%s index:%s ID:%s",v.gridId,v.gridIndex,v.itemId))
if v and v.gridId then
if not this.myGemList[v.gridId] then
this.myGemList[v.gridId] = {}
@ -252,4 +252,38 @@ function this.DoCircle2(type,curLevel,targetLevel)
return needNum
end
--红点检测
function this.RedPointCheck()
for i = 1, 8 do
local data = this.GetGemsFromBagByType(i)
if this.myGemList[i] then--如果有数据
for j = 1, #this.myGemList[i] do
if this.myGemList[i][j] and this.myGemList[i][j] > 0 then--如果有数据切大于零
for key, value in pairs(data) do
local numInBag = BagManager.GetTotalItemNum(this.myGemList[i][j])
if value.id > this.myGemList[i][j] then
return true
elseif numInBag + 1 > gemConfig[this.myGemList[i][j]].UpgradeNum and gemConfig[this.myGemList[i][j]].NextGem > 0 then
return true
end
end
else--如果没有数据,如果背包里有命石就显示红点
for key, value in pairs(data) do
if value.num > 0 then
return true
end
end
end
end
else--如果没有数据,如果背包里有命石就显示红点
for key, value in pairs(data) do
if value.num > 0 then
return true
end
end
end
end
return false
end
return this

View File

@ -119,8 +119,10 @@ function Gem:SetGems()
for i = 1, 8 do
local itemGo = Util.GetGameObject(self.gems,"item ("..i..")")
local nameImg = Util.GetGameObject(itemGo,"Name"):GetComponent("Image")
local redPoint = Util.GetGameObject(itemGo,"RedPoint")
self.lightList[i] = Util.GetGameObject(itemGo,"Light")
nameImg.sprite = self.spLoader:LoadSprite(imgName[i])
redPoint:SetActive(false)
for j = 1, 3 do
local stoneGo = Util.GetGameObject(itemGo,"stone ("..j..")")
local level = Util.GetGameObject(stoneGo,"Text"):GetComponent("Text")
@ -132,11 +134,31 @@ function Gem:SetGems()
name = GetSpriteNameByItemId(gemData[i][j])
level.text = gemConfig[gemData[i][j]].Level
end
if name ~= nil then
--红点和命石icon
local redPointData = GemManager.GetGemsFromBagByType(i)
if name ~= nil then--装备了命石
icon.gameObject:SetActive(true)
icon.sprite = self.spLoader:LoadSprite(name)
local numInBag = BagManager.GetTotalItemNum(gemData[i][j])
for key, value in pairs(redPointData) do--有更高级的命石红点显示
if value.id > gemData[i][j] then
redPoint:SetActive(true)
break
end
if numInBag + 1 > gemConfig[gemData[i][j]].UpgradeNum and gemConfig[gemData[i][j]].NextGem > 0 then
redPoint:SetActive(true)
break
end
end
else
icon.gameObject:SetActive(false)
for key, value in pairs(redPointData) do--有多余命石,红点显示
if value.num > 0 then
redPoint:SetActive(true)
break
end
end
end
end
Util.AddOnceClick(itemGo,function ()
@ -148,15 +170,16 @@ end
--设置下部宝石数据
function Gem:SetStones(_data,index)
if _data then--最终删除
LogWarn("[1]"..tostring(_data[1]).." [2]"..tostring(_data[2]).." [3]"..tostring(_data[3]))
else
LogWarn("无数据")
end
-- if _data then--最终删除
-- LogWarn("[1]"..tostring(_data[1]).." [2]"..tostring(_data[2]).." [3]"..tostring(_data[3]))
-- else
-- LogWarn("无数据")
-- end
local data = _data
local redPointData = GemManager.GetGemsFromBagByType(index)
self.gemName.text = typeName[index].."命格"
for i = 1, #self.lightList do
self.lightList[i]:SetActive(self.curType == index)
self.lightList[i]:SetActive(self.curType == i)
end
for i = 1, 3 do
local stoneGo = Util.GetGameObject(self.stones,"Stone ("..i..")")
@ -165,11 +188,15 @@ function Gem:SetStones(_data,index)
local property = Util.GetGameObject(stoneGo,"Property")
local textPre = Util.GetGameObject(property,"Text")
local name = Util.GetGameObject(stoneGo,"Name"):GetComponent("Text")
local redPoint = Util.GetGameObject(stoneGo,"RedPoint")
local numInBag = BagManager.GetTotalItemNum(data[i])
textPre:GetComponent("Text").text = ""
textPre:SetActive(false)
property:SetActive(false)
item:SetActive(false)
redPoint:SetActive(false)
name.text = ""
if data and data[i] and data[i] > 0 then
if not self.itemList[i] then
@ -181,6 +208,25 @@ function Gem:SetStones(_data,index)
item:SetActive(true)
name.text = gemConfig[data[i]].Name
self:SetProperty(gemConfig[data[i]],data,property,textPre)
--红点
for key, value in pairs(redPointData) do--有更高级的命石红点显示
if value.id > data[i] then
redPoint:SetActive(true)
break
end
if numInBag + 1 >= gemConfig[data[i]].UpgradeNum and gemConfig[data[i]].NextGem > 0 then
redPoint:SetActive(true)
break
end
end
else
for key, value in pairs(redPointData) do--有多余命石,红点显示
if value.num > 0 then
redPoint:SetActive(true)
break
end
end
end
Util.AddOnceClick(mask,function ()
if data and data[i] and data[i] > 0 then

View File

@ -59,7 +59,7 @@ function SelectGem:SingleDataShow(go,data,index)
btnText.text = "穿 戴"
if GemManager.myGemList[args[1]] and GemManager.myGemList[args[1]][args[2]] and GemManager.myGemList[args[1]][args[2]] > 0 then
btnText.text = ""
btnText.text = ""
end
if not self.itemList[go] then
local view = SubUIManager.Open(SubUIConfig.ItemView,icon.transform)

View File

@ -339,7 +339,7 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.incarnation_taoist,RedPointType.incarnation)
RPData:SetParent(RedPointType.incarnation,RedPointType.Practice)
--命格
RPData:SetParent(RedPointType.Gem,RedPointType.Practice_main)
for k,v in ConfigPairs(ConfigManager.GetConfig(ConfigName.ActivityGroups)) do
@ -645,6 +645,8 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.recruitTreasure_one,RecruitTreasureManager.GetRedPointStatus)
RPData:AddCheckFunc(RedPointType.recruitTreasure_two,RecruitTreasureManager.GetRedPointStatus)
RPData:AddCheckFunc(RedPointType.recruitTreasure_three,RecruitTreasureManager.GetRedPointStatus)
--命格
RPData:AddCheckFunc(RedPointType.Gem,GemManager.RedPointCheck,FUNCTION_OPEN_TYPE.Gem)
end
-- 向红点绑定物体

View File

@ -36,7 +36,9 @@ function RewardGemSingleShowPopup:InitComponent()
this.bottomBar = Util.GetGameObject(self.transform, "bg/bottomBar")
this.btnSure = Util.GetGameObject(self.transform, "bg/bottomBar/btnSure")
this.btnJump = Util.GetGameObject(self.transform, "bg/bottomBar/btnJump")
this.jumpRed = Util.GetGameObject(this.btnJump, "RedPoint")
this.btnClose = Util.GetGameObject(self.transform, "bg/bottomBar/btnClose")
this.closeRed = Util.GetGameObject(this.btnClose, "RedPoint")
this.btnUse = Util.GetGameObject(self.transform, "bg/bottomBar/btnUse")
this.proGrid = Util.GetGameObject(self.transform, "bg/midBar/GemPro/grid")
@ -164,6 +166,8 @@ function RewardGemSingleShowPopup:OnShow()
this.scroll:SetActive(true)
this.bottomBar:SetActive(false)
end
--装备命石时检测红点
this.RedPointCheck()
local creatJumpData = function(jumpDataList)
local jumpSortData = {}
@ -192,6 +196,7 @@ function RewardGemSingleShowPopup:OnShow()
this.armorDesc.gameObject:SetActive(false)
this.armorType.gameObject:SetActive(true)
this.armorLanTuNum.text = Language[11516] .. BagManager.GetItemCountById(itemSid)
this.armorLanTuNum.gameObject:SetActive(this.openType ~= 2)
this.armorType.text = this.getType()--道具类型显示
this.armorInfoText.text = string.gsub(GetLanguageStrById(itemConfigData.ItemDescribe), "\\n", "")
local jumpDataList = itemConfigData.Jump
@ -216,6 +221,27 @@ function RewardGemSingleShowPopup:OnShow()
this.SetGemProperty()
end
function this.RedPointCheck()
this.jumpRed:SetActive(false)
this.closeRed:SetActive(false)
if this.openType == 2 then
local numInBag = BagManager.GetTotalItemNum(itemSid)
local redPointData = GemManager.GetGemsFromBagByType(gemConfig[itemSid].Type)
for key, value in pairs(redPointData) do--红点检测更换
if value.id > itemSid then
this.closeRed:SetActive(true)
break
end
end
for key, value in pairs(redPointData) do--红点检测合成
if numInBag + 1 > gemConfig[itemSid].UpgradeNum and gemConfig[itemSid].NextGem > 0 then
this.jumpRed:SetActive(true)
break
end
end
end
end
function this.SetGemProperty()
local data = gemConfig[itemSid].Property
for key, value in pairs(this.proList) do