[乾坤宝盒]=============优化提交

dev_chengFeng
wangzhenxing 2021-07-15 11:14:32 +08:00
parent 7845904c32
commit c3da0a2df8
13 changed files with 9630 additions and 40 deletions

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@ -56,8 +56,8 @@ function QianKunBox:InitComponent()
-- up soul
self.btn_soul = Util.GetGameObject(self.gameObject, "rightUp/btn_hero")
self.upSoulImg= Util.GetGameObject(self.gameObject, "rightUp/btn_hero/Icon"):GetComponent("Image")
Util.GetGameObject(self.gameObject, "rightUp/btn_hero/InfoImg"):GetComponent("Image").sprite = self.spLoader:LoadSprite("x_xinjiangzhaohuan_icondi_ghwj_zh")
Util.GetGameObject(self.gameObject, "rightUp/btn_hero/InfoImg2"):GetComponent("Image").sprite = self.spLoader:LoadSprite("x_xinjiangzhaohuan_gailv")
Util.GetGameObject(self.gameObject, "rightUp/btn_hero/InfoImg"):GetComponent("Image").sprite = self.spLoader:LoadSprite("q_qiankun__icondi_ghwj_zh")
Util.GetGameObject(self.gameObject, "rightUp/btn_hero/InfoImg2"):GetComponent("Image").sprite = self.spLoader:LoadSprite("x_xinjiangzhaohuan_gailv_zh")
end
--绑定事件(用于子类重写)

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@ -63,7 +63,7 @@ function TimeLimitUpHero:InitComponent()
self.textInfo1.text="选择神将"
self.titleImg=Util.GetGameObject(self.gameObject,"Bg2/Image (3)"):GetComponent("Image")
self.callTimeImg=Util.GetGameObject(self.gameObject,"callTimeImg"):GetComponent("Image")
self.callTimeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_28zi")
self.callTimeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_28zi_zh")
self.callTimeTxt=Util.GetGameObject(self.gameObject,"callTimeImg/Text"):GetComponent("Text")
self.heroNameTxt=Util.GetGameObject(self.gameObject,"Bg2/PreviewBtn/di/Name/Text"):GetComponent("Text")
self.heroProImg=Util.GetGameObject(self.gameObject,"Bg2/PreviewBtn/di/Image"):GetComponent("Image")
@ -71,7 +71,7 @@ function TimeLimitUpHero:InitComponent()
self.gailvImg=Util.GetGameObject(self.btn_hero,"InfoImg2"):GetComponent("Image")
self.changeImg=Util.GetGameObject(self.btn_hero,"InfoImg"):GetComponent("Image")
self.changeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_icondi_ghwj_zh")
self.gailvImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_gailv")
self.gailvImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_gailv_zh")
self.xianshishangshiBtn = Util.GetGameObject(self.gameObject,"btngroup/xianshishangshiBtn")
self.xianshishangshiBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_xianshishangshi_zh")

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@ -73,6 +73,7 @@ function this:OnShow(_parent,...)
local activityId = args[6]
local UpItemList = {}
local itemList = {}
--限时英雄up
if activityType == ActivityTypeDef.LimitUpHero then
local heroConfig=ConfigManager.TryGetConfigData(ConfigName.HeroConfig,heroID)
local wishUpConfig=ConfigManager.TryGetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",activityId)
@ -96,7 +97,29 @@ function this:OnShow(_parent,...)
end)
else
UpItemList = RecruitManager.GetRewardPreviewData(poolUpType)
itemList = RecruitManager.GetRewardPreviewData(poolType)
local dic={}
--乾坤宝盒特殊处理
if activityType == ActivityTypeDef.QianKunBox then
local souls=RecruitManager.GetWishEquipData()
local newList={}
for i = 1, #souls do
local value=UpItemList[i]
dic[value.Reward[1]]=souls[i]
value.Reward[1]=souls[i]
table.insert(newList,value)
end
UpItemList=newList
itemList = RecruitManager.GetRewardPreviewData(poolType)
for i = 1, #itemList do
if dic[itemList[i].Reward[1]] then
itemList[i].Reward[1]=dic[itemList[i].Reward[1]]
end
end
else
UpItemList = RecruitManager.GetRewardPreviewData(poolUpType)
itemList = RecruitManager.GetRewardPreviewData(poolType)
end
end
local _upRateList,rateList = this:BuildRateData(activityType,itemList,UpItemList)
this:ReFreshUpItem(UpItemList,_upRateList)
@ -134,6 +157,8 @@ function this:BuildRateData(actType,UpItem,upItemList)
_upRateList = this:ReculateUpHeroRate(UpItem,upItemList,"5星UP!",ConfigName.HeroConfig)
rateList = this:RefreshHeroRate(UpItem,_upRateList)
elseif actType == ActivityTypeDef.QianKunBox then
_upRateList = this:ReculateUpHeroRate(UpItem,upItemList,"魂印UP!",ConfigName.EquipConfig)
rateList = this:RefreshSoulRate(UpItem,_upRateList)
elseif actType == ActivityTypeDef.LingShouBaoGe then
@ -205,6 +230,8 @@ function this:ReculateUpHeroRate(itemList,UpItemList,_tag,config)
for k,v in ipairs(UpItemList) do
for n,m in ipairs(itemList) do
if v.Reward[1] == m.Reward[1] then
LogError("ppppppppp")
LogError("v id=="..v.Id.." m.id=="..m.Id)
local _config = ConfigManager.GetConfigData(config,v.Reward[1])
local readingName = _config.ReadingName or _config.Name
table.insert(rateList,{id = m.Reward[1],tag=_tag,name = readingName,value = m.WeightShow,color = "AD4152"})

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@ -92,6 +92,7 @@ end
function this.SingleHeroDataShow(go,_heroData)
local heroData = _heroData
local _go = go
Util.SetParticleSortLayer(go, sortingOrder+1)
_go.gameObject:SetActive(true)
Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quantity))
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(artResourcesConfig[_heroData.ResourceID].Name)
@ -102,12 +103,12 @@ function this.SingleHeroDataShow(go,_heroData)
selectObj.gameObject:SetActive(isHave)
Util.AddOnceClick(cardclickBtn, function()
if #currHeroIds==3 and not isHave then
LogError("超过3个")
PopupTipPanel.ShowTip("Up魂印最多3个")
return
end
if isHave then
if #currHeroIds==1 then
LogError("最少选一个")
PopupTipPanel.ShowTip("至少选择一个Up魂印")
return
end
table.removebyvalue(currHeroIds,heroData.Id)