潜能红点提交

onepiece_demo_arena
wangzhenxing 2023-10-16 17:11:07 +08:00
parent a66437ec72
commit c43520367a
6 changed files with 670 additions and 9 deletions

View File

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m_Sprite: {fileID: 21300000, guid: 095467b0a413f5344815d6f08dc95336, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
m_FillMethod: 4
m_FillAmount: 1
m_FillClockwise: 1
m_FillOrigin: 0
m_UseSpriteMesh: 0
--- !u!1 &7806378820673067142
GameObject:
m_ObjectHideFlags: 0
@ -7720,6 +8245,7 @@ RectTransform:
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- {fileID: 5071883113668339018}
- {fileID: 3279784756745598631}
- {fileID: 6836555717885421733}
m_Father: {fileID: 8358685323825040817}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@ -7798,6 +8324,80 @@ MonoBehaviour:
m_Calls: []
m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
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- component: {fileID: 4864226698249589882}
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m_Layer: 5
m_Name: redpoint
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m_AnchoredPosition: {x: 45, y: 45}
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View File

@ -1805,8 +1805,10 @@ FUNCTION_OPEN_TYPE = {
GemNew=144, --命格
SuperGem=145,--高级命格
Gift=146, --礼物
Potency =147, --潜能
Number_Game=149,--数字游戏
}
TaskGetBtnIconDef = {
@ -2041,6 +2043,7 @@ HELP_TYPE = {
GodsWayTreasure=140, --多队塔秘宝
GiftShop = 141, --礼物商店
Gift = 142, --礼物
Potency = 143, --潜能
}
NumToComplexFont = {

View File

@ -74,16 +74,17 @@ function this.IsTabLock(index)
if data[_TabData[index].type] then
return false
else
return true,config.Name.."未开启"
return true,PoTencyTypeName[_TabData[index].type].."未开启"
end
return true,config.Name.."未开启"
return true,PoTencyTypeName[_TabData[index].type].."未开启"
end
-- tab节点显示自定义
function this.TabAdapter(tab, index, status)
local tabLab = Util.GetGameObject(tab, "Text")
LogError("status==========================="..status)
local img=Util.GetGameObject(tab,"Image")
local red=Util.GetGameObject(tab,"Redpot")
red:SetActive(HeroManager.CheckPotencyRedPointByType(dynamicId,_TabData[index].type))
img:GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabData[index][status])
tabLab:GetComponent("Text").text = PoTencyTypeName[_TabData[index].type]
tabLab:GetComponent("Text").color = _TabFontColor[status]
@ -93,7 +94,7 @@ function this.TabAdapter(tab, index, status)
elseif status=="select" then
img:GetComponent("RectTransform").sizeDelta = Vector2.New(105,70)
end
--LogError("index=================================="..index)
--this.btnList[index]=tab
end

View File

@ -51,6 +51,7 @@ function HeroPotencyPanel:InitComponent()
this.btn_left = Util.GetGameObject(self.gameObject,"bg/btn_left")
this.btn_right = Util.GetGameObject(self.gameObject,"bg/btn_right")
this.allEquipList={}
this.redList={}
for i=1,8 do
local obj=Util.GetGameObject(self.gameObject,"bg/skills/frame ("..i..")")
local skillItem={}
@ -60,6 +61,8 @@ function HeroPotencyPanel:InitComponent()
skillItem.selectPar=Util.GetGameObject(obj,"selectImageParent")
skillItem.lv=Util.GetGameObject(obj,"lvImage/Text"):GetComponent("Text")
skillItem.lock=Util.GetGameObject(obj,"lock")
skillItem.red=Util.GetGameObject(obj,"redpoint")
table.insert(this.redList,skillItem.red)
table.insert(this.allEquipList,skillItem)
end
@ -68,7 +71,7 @@ end
--绑定事件(用于子类重写)
function HeroPotencyPanel:BindEvent()
Util.AddClick(this.helpBtn,function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.GuildSkill,this.helpPos.x,this.helpPos.y)
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Potency,this.helpPos.x,this.helpPos.y)
end)
Util.AddClick(this.backBtn,function()
self:ClosePanel()
@ -145,13 +148,13 @@ function this.RefreshWindowData()
local type=config.Type
if data[type] then
local lv=data[type].lv
LogError("lv======================="..lv.." giftlv==="..data[type].giftLv)
--LogError("lv======================="..lv.." giftlv==="..data[type].giftLv)
item.lv.text=lv
--判断下一级是否可以升级
local lvConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew,"Type",type,"Level",lv+1)
if lvConfig then
if lvConfig.Open and #lvConfig.Open>0 and lvConfig.Open[1]~=nil and lvConfig.Open[2]~=nil then
LogError("lvconfig===============id============"..lvConfig.Id.." open[1]=="..lvConfig.Open[1].." open[2]=="..lvConfig.Open[2])
--LogError("lvconfig===============id============"..lvConfig.Id.." open[1]=="..lvConfig.Open[1].." open[2]=="..lvConfig.Open[2])
if data[lvConfig.Open[1]] and data[lvConfig.Open[1]].lv>=lvConfig.Open[2] then
item.lock:SetActive(false)
else
@ -163,11 +166,12 @@ function this.RefreshWindowData()
else
item.lock:SetActive(false)
end
else
item.lv.text=0
item.lock:SetActive(true)
end
item.red:SetActive(HeroManager.CheckPotencyRedPointByType(curHeroData.dynamicId,type))
Util.AddClick(item.btn,function()
UIManager.OpenPanel(UIName.HeroPotencyLvUpPanel,type,curHeroData.dynamicId,config,this)
--UIManager.OpenPanel(UIName.HeroPotencyInfoPopup)
@ -199,6 +203,7 @@ end
function HeroPotencyPanel:OnDestroy()
this.spLoader:Destroy()
this.allEquipList={}
this.redList={}
end
return HeroPotencyPanel

View File

@ -258,6 +258,54 @@ function this.AddPotentialDataByType(dyn,type,lv)
heroDatas[dyn].potential[type].giftLv=0
end
end
--检测英雄潜能红点
function this.CheckHeroPotencyRedPoint(_did)
local isOpen= CheckFunctionOpen(FUNCTION_OPEN_TYPE.Potency)
if isOpen==false then
return false
end
if heroDatas[_did] then
if heroDatas[_did].potential then
for k, v in pairs(heroDatas[_did].potential) do
--LogError("k==========="..k)
local isRed=this.CheckPotencyRedPointByType(_did,k)
if isRed then
return true
end
end
end
end
return false
end
--根据类型检测潜能红点
function this.CheckPotencyRedPointByType(_did, _type)
local isOpen= CheckFunctionOpen(FUNCTION_OPEN_TYPE.Potency)
if isOpen==false then
return false
end
if heroDatas[_did] then
if heroDatas[_did].potential[_type] then
local lv=heroDatas[_did].potential[_type].lv
--LogError("_type=================".._type.." lv============="..lv)
local config=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew,"Type",_type,"Level",lv)
if config.Consume and #config.Consume>0 and tonumber(config.Consume[1][1])~=nil then
local isCan=true
for i=1,#config.Consume do
local id=config.Consume[i][1]
local num=config.Consume[i][2]
if BagManager.GetItemCountById(id)<num then
isCan=false
end
end
return isCan
end
end
end
return false
end
function this.GetPotentialData(did)
if heroDatas[did] then
return heroDatas[did].potential
@ -3419,6 +3467,7 @@ function this.GetFormationHeroRedPoint()
HeroManager.CheckIsUpTreasure(curHeroData.jewels[1],0) or
HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
GiftManager.CheckRoleRedPointById(curHeroData.dynamicId) or
HeroManager.CheckHeroPotencyRedPoint(curHeroData.dynamicId) or
GodSoulManager.CheckRedPointGodSoul(curHeroData)
then
return true
@ -3472,6 +3521,7 @@ function this.GetCurHeroIsShowRedPoint(curHeroData)
HeroManager.CheckIsUpTreasure(curHeroData.jewels[2],0) or
GodSoulManager.CheckRedPointGodSoul(curHeroData) or
GiftManager.CheckRoleRedPointById(curHeroData.dynamicId) or
HeroManager.CheckHeroPotencyRedPoint(curHeroData.dynamicId) or
HeroManager.IsShowFlyUpRedPoint(curHeroData)
end
--获取当前英雄的下一突破 和 升星 静态数据

View File

@ -125,7 +125,7 @@ function RoleInfoPanel:InitComponent()
this.potencyBtn=Util.GetGameObject(self.transform,"rightGrid/potencyBtn/Image")
this.potencyImg=Util.GetGameObject(self.transform,"rightGrid/potencyBtn/Image"):GetComponent("Image")
this.potencyImg.sprite=this.spLoader:LoadSprite("UI_hz_shenjiang_33")
this.potencyRedPoint=Util.GetGameObject(this.potencyBtn,"redPoint")
this.potencyRedPoint=Util.GetGameObject(Util.GetGameObject(self.transform,"rightGrid/potencyBtn"),"redPoint")
this.PageList = {}
this.GodSoulBtn=Util.GetGameObject(self.transform,"leftGrid/GodSoulBtn")
@ -790,6 +790,7 @@ function this:UpdateHeroInfoData()
this.giftRedPoint:SetActive(GiftManager.CheckRoleRedPointById(curHeroData.dynamicId))
this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData))
this.godPrintBtnRedPoint:SetActive(HeroManager.GetIsShowGodPrintRedPoint(curHeroData))
this.potencyRedPoint:SetActive(HeroManager.CheckHeroPotencyRedPoint(curHeroData.dynamicId))
else
isUpZhen = false
this.equipBtnRedPoint:SetActive(false)
@ -797,6 +798,7 @@ function this:UpdateHeroInfoData()
this.soulPrintBtnRedPoint:SetActive(false)
this.godPrintBtnRedPoint:SetActive(false)
this.giftRedPoint:SetActive(false)
this.potencyRedPoint:SetActive(false)
end
--法宝按钮逻辑