[乾坤宝盒]=============优化提交
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File diff suppressed because it is too large
Load Diff
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@ -56,8 +56,8 @@ function QianKunBox:InitComponent()
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-- up soul
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self.btn_soul = Util.GetGameObject(self.gameObject, "rightUp/btn_hero")
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self.upSoulImg= Util.GetGameObject(self.gameObject, "rightUp/btn_hero/Icon"):GetComponent("Image")
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Util.GetGameObject(self.gameObject, "rightUp/btn_hero/InfoImg"):GetComponent("Image").sprite = self.spLoader:LoadSprite("x_xinjiangzhaohuan_icondi_ghwj_zh")
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Util.GetGameObject(self.gameObject, "rightUp/btn_hero/InfoImg2"):GetComponent("Image").sprite = self.spLoader:LoadSprite("x_xinjiangzhaohuan_gailv")
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Util.GetGameObject(self.gameObject, "rightUp/btn_hero/InfoImg"):GetComponent("Image").sprite = self.spLoader:LoadSprite("q_qiankun__icondi_ghwj_zh")
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Util.GetGameObject(self.gameObject, "rightUp/btn_hero/InfoImg2"):GetComponent("Image").sprite = self.spLoader:LoadSprite("x_xinjiangzhaohuan_gailv_zh")
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end
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--绑定事件(用于子类重写)
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@ -63,7 +63,7 @@ function TimeLimitUpHero:InitComponent()
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self.textInfo1.text="选择神将"
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self.titleImg=Util.GetGameObject(self.gameObject,"Bg2/Image (3)"):GetComponent("Image")
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self.callTimeImg=Util.GetGameObject(self.gameObject,"callTimeImg"):GetComponent("Image")
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self.callTimeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_28zi")
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self.callTimeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_28zi_zh")
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self.callTimeTxt=Util.GetGameObject(self.gameObject,"callTimeImg/Text"):GetComponent("Text")
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self.heroNameTxt=Util.GetGameObject(self.gameObject,"Bg2/PreviewBtn/di/Name/Text"):GetComponent("Text")
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self.heroProImg=Util.GetGameObject(self.gameObject,"Bg2/PreviewBtn/di/Image"):GetComponent("Image")
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@ -71,7 +71,7 @@ function TimeLimitUpHero:InitComponent()
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self.gailvImg=Util.GetGameObject(self.btn_hero,"InfoImg2"):GetComponent("Image")
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self.changeImg=Util.GetGameObject(self.btn_hero,"InfoImg"):GetComponent("Image")
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self.changeImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_icondi_ghwj_zh")
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self.gailvImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_gailv")
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self.gailvImg.sprite=self.spLoader:LoadSprite("x_xinjiangzhaohuan_gailv_zh")
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self.xianshishangshiBtn = Util.GetGameObject(self.gameObject,"btngroup/xianshishangshiBtn")
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self.xianshishangshiBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_xianshishangshi_zh")
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@ -73,6 +73,7 @@ function this:OnShow(_parent,...)
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local activityId = args[6]
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local UpItemList = {}
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local itemList = {}
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--限时英雄up
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if activityType == ActivityTypeDef.LimitUpHero then
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local heroConfig=ConfigManager.TryGetConfigData(ConfigName.HeroConfig,heroID)
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local wishUpConfig=ConfigManager.TryGetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",activityId)
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@ -96,7 +97,29 @@ function this:OnShow(_parent,...)
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end)
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else
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UpItemList = RecruitManager.GetRewardPreviewData(poolUpType)
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itemList = RecruitManager.GetRewardPreviewData(poolType)
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local dic={}
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--乾坤宝盒特殊处理
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if activityType == ActivityTypeDef.QianKunBox then
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local souls=RecruitManager.GetWishEquipData()
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local newList={}
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for i = 1, #souls do
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local value=UpItemList[i]
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dic[value.Reward[1]]=souls[i]
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value.Reward[1]=souls[i]
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table.insert(newList,value)
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end
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UpItemList=newList
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itemList = RecruitManager.GetRewardPreviewData(poolType)
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for i = 1, #itemList do
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if dic[itemList[i].Reward[1]] then
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itemList[i].Reward[1]=dic[itemList[i].Reward[1]]
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end
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end
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else
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UpItemList = RecruitManager.GetRewardPreviewData(poolUpType)
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itemList = RecruitManager.GetRewardPreviewData(poolType)
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end
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end
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local _upRateList,rateList = this:BuildRateData(activityType,itemList,UpItemList)
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this:ReFreshUpItem(UpItemList,_upRateList)
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@ -134,6 +157,8 @@ function this:BuildRateData(actType,UpItem,upItemList)
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_upRateList = this:ReculateUpHeroRate(UpItem,upItemList,"5星UP!",ConfigName.HeroConfig)
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rateList = this:RefreshHeroRate(UpItem,_upRateList)
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elseif actType == ActivityTypeDef.QianKunBox then
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_upRateList = this:ReculateUpHeroRate(UpItem,upItemList,"魂印UP!",ConfigName.EquipConfig)
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rateList = this:RefreshSoulRate(UpItem,_upRateList)
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elseif actType == ActivityTypeDef.LingShouBaoGe then
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@ -205,6 +230,8 @@ function this:ReculateUpHeroRate(itemList,UpItemList,_tag,config)
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for k,v in ipairs(UpItemList) do
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for n,m in ipairs(itemList) do
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if v.Reward[1] == m.Reward[1] then
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LogError("ppppppppp")
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LogError("v id=="..v.Id.." m.id=="..m.Id)
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local _config = ConfigManager.GetConfigData(config,v.Reward[1])
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local readingName = _config.ReadingName or _config.Name
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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
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function this.SingleHeroDataShow(go,_heroData)
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local heroData = _heroData
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local _go = go
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Util.SetParticleSortLayer(go, sortingOrder+1)
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_go.gameObject:SetActive(true)
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Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quantity))
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Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(artResourcesConfig[_heroData.ResourceID].Name)
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@ -102,12 +103,12 @@ function this.SingleHeroDataShow(go,_heroData)
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selectObj.gameObject:SetActive(isHave)
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Util.AddOnceClick(cardclickBtn, function()
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if #currHeroIds==3 and not isHave then
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LogError("超过3个")
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PopupTipPanel.ShowTip("Up魂印最多3个")
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return
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end
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if isHave then
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if #currHeroIds==1 then
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LogError("最少选一个")
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PopupTipPanel.ShowTip("至少选择一个Up魂印")
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return
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end
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table.removebyvalue(currHeroIds,heroData.Id)
|
||||
|
|
|
|||
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Reference in New Issue