svn逻辑同步

dev_chengFeng
JieLing 2020-07-01 10:54:39 +08:00
parent 5154fdbac0
commit c4751eed0a
18 changed files with 28713 additions and 210 deletions

View File

@ -9290,7 +9290,7 @@ ParticleSystem:
--- !u!199 &8784777500139318308
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 2
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -14582,7 +14582,7 @@ ParticleSystem:
--- !u!199 &6409678742855279415
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 2
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -19709,7 +19709,7 @@ ParticleSystem:
--- !u!199 &5134806021683923440
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 2
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -24754,7 +24754,7 @@ ParticleSystem:
--- !u!199 &8594092854800795284
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 2
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -29536,7 +29536,7 @@ ParticleSystem:
--- !u!199 &5592400397920860441
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 2
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}

File diff suppressed because it is too large Load Diff

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@ -1095,7 +1095,7 @@
[11094] = "职业限定:%s",
[11095] = "件激活)</color>",
[11096] = "搜索进度:",
[11097] = "初始",
[11097] = "情报",
[11098] = "满星",
[11099] = "传记",
[11100] = "内容未开放",
@ -2195,4 +2195,11 @@
[12194] = "瑶池魇妖化作一阵青烟消失~~",
[12195] = "大闹天宫进入重置阶段请等待凌晨5点后进入",
[12196] = "无符合要求的神将!",
[12197] = "已成功恢复神将!",
[12198] = "哦了",
[12199] = "求求你输个ID吧",
[12200] = "后刷新",
[12201] = "保留",
[12202] = "贪婪节点无数据",
[12203] = "您已完成求援!",
}

View File

@ -11,7 +11,7 @@ local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
local isFristOpenTime = Timer.New()
local orginLayer=0--层级
local list={}
--初始化组件(用于子类重写)
function BagPanel:InitComponent()
@ -127,7 +127,7 @@ function this:OnClickAllBtn()
itemData = {}
itemData = this.GetBagItemData()
local allEquipData = {}
allEquipData = EquipManager.GetAllEquipData3()
allEquipData = EquipManager.GetAllEquipData2()
for i, v in pairs(allEquipData) do
table.insert(itemData, v)
end
@ -191,10 +191,10 @@ function this.OnRefreshSoulPanelBagData()
this:SetItemData(itemData, ItemBaseType.SoulPrint)
end
local orginLayer2
--设置背包列表数据
function this:SetItemData(_itemDatas)
list={}
this.ItemsSortData(_itemDatas)
if not this.ScrollView then
local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
@ -208,7 +208,16 @@ function this:SetItemData(_itemDatas)
go.gameObject:SetActive(false)
end
this.SingleItemDataShow(go, _itemDatas[index])
if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
table.insert(list,go)
end
end)
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer2)
end
orginLayer2 = this.sortingOrder
orginLayer = this.sortingOrder
if this.isFristOpen then
this.ScrollView:ForeachItemGO(function(index, go)
@ -368,9 +377,7 @@ function this.SingleItemDataShow(_go, _itemData)
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circleBg2)
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/Icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circle)
UI_Effect_Kuang_JinSe:SetActive(true)
Util.AddParticleSortLayer(_go, this.sortingOrder-orginLayer)
orginLayer=this.sortingOrder
UI_Effect_Kuang_JinSe.gameObject:SetActive(true)
-- Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):GetComponent("Text").text = "+" .. _itemData.level
end
end
@ -543,11 +550,16 @@ function this.SetPlayerHead()
this.playerHead:SetPosition(Vector3.New(-5, 0, 0))
end
local orginLayer
function BagPanel:OnSortingOrderChange()
Util.AddParticleSortLayer(this.ItemViewEffect, self.sortingOrder - this.EffectOrginLayer)
Util.AddParticleSortLayer(this.vipPrivilegeBtn, self.sortingOrder - this.EffectOrginLayer)
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer)
end
orginLayer = this.sortingOrder
--Util.AddParticleSortLayer(this.itemEffect, self.sortingOrder - this.EffectOrginLayer)
this.EffectOrginLayer = self.sortingOrder
@ -683,7 +695,7 @@ function this.GetBagItemData()
local _index = 1
local _bagItemData = {}
for i, v in pairs(BagManager.bagDatas) do
if v.isBag and v.num > 0 and v.itemConfig.ItemType ~= ItemType.Pokemon then
if v.isBag and v.num > 0 and v.itemConfig.ItemType ~= ItemType.Pokemon and v.itemConfig.ItemType ~= ItemType.HunYin then
--进背包 数量大于零的 不是异妖部件
_bagItemData[_index] = v
_index = _index + 1
@ -702,7 +714,9 @@ function BagPanel:OnDestroy()
ClearRedPointObject(RedPointType.Bag_BoxAndBlueprint, tabs1RedPoint[ItemBaseType.Special])
ClearRedPointObject(RedPointType.Setting, this.headRedpot)
ClearRedPointObject(RedPointType.VipPrivilege, this.vipRedPoint)
list={}
orginLayer2=0
orginLayer=0
end
--跳转显示新手提示圈

View File

@ -117,25 +117,6 @@ function this.GetAllEquipData2()
return equips
end
--背包专用 去除已穿装备
--做装备叠加特殊组拼数据 去除魂印
function this.GetAllEquipData3()
local equips = {}
for i, v in pairs(this.equipDatas) do
if v.upHeroDid == "0" and v.position~=5 then
--table.insert(equips,v)
if equips[v.id] then
equips[v.id].num = equips[v.id].num + 1
else
equips[v.id] = v
equips[v.id].num = 1
end
end
end
--table.sort(equips, function(a,b) return a.id < b.id end)
return equips
end
--获取单个装备数据
function this.GetSingleEquipData(_equipDid)
if this.equipDatas[_equipDid] then

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@ -33,6 +33,16 @@ function this:BindEvent()
PopupTipPanel.ShowTip(Language[11007])
return
end
local isFinish = 0
for i = 1, #allMyAidData do
if allMyAidData[i].num == allMyAidData[i].hadtakenum and allMyAidData[i].hadtakenum == guildHelpConfig[1].RecourseTime[2] then
isFinish = isFinish + 1
end
end
if isFinish >= 2 then
PopupTipPanel.ShowTip(Language[12203])
return
end
local itemId1 = nil
local itemId2 = nil
if MyGuildManager.MyFeteInfo.guildHelpInfo and #MyGuildManager.MyFeteInfo.guildHelpInfo > 0 then

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@ -473,9 +473,12 @@ local funcList2={
[7]=function() --踩宝箱只发0
NetManager.GetTrialBoxRewardRequest(0,function(msg)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove, MapManager.curTriggerPos)--删除宝箱点
UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1,function()
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
end)
-- UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1,function()
-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
-- end)
local data = TrialMiniGameManager.IdToNameIconNum(msg.boxDrop.itemlist[1].itemId,msg.boxDrop.itemlist[1].itemNum)
PopupTipPanel.ShowColorTip(data[1],data[2],data[3])
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
end)
end,
[13] = function() -- 试炼副本答题游戏1

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@ -12,6 +12,9 @@ local heroRankupConfig=ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
local jewelConfig=ConfigManager.GetConfig(ConfigName.JewelConfig)
local choosedList
local pinjieImage={"r_hero_pinjiebiao_01","r_hero_pinjiebiao_02"} --该死的品阶图片 1是未激活 2是激活
local orginLayer2 = 0
local orginLayer = 0
--初始化组件(用于子类重写)
function RoleInfoPopup:InitComponent()
@ -168,6 +171,9 @@ end
function RoleInfoPopup:OnDestroy()
soulPrintPreList={}
this.pinjieList={}
soulPrintPreList={}
orginLayer2=0
orginLayer=0
end
--设置技能选中外框
@ -374,6 +380,7 @@ function this.EquipInfo()
end
end
--魂印
function this.SoulPrintInfo()
local curHeroSoulPrintDatas = {}
this.soulPrintInfo.gameObject:SetActive(#curHeroData.soulPrintList~=0)
@ -385,6 +392,13 @@ function this.SoulPrintInfo()
end
soulPrintPreList[i].name="Pre"..i
--特效层级重设
for i=1,#soulPrintPreList do
Util.AddParticleSortLayer(soulPrintPreList[i], this.sortingOrder- orginLayer2)
end
orginLayer2 = this.sortingOrder
orginLayer=this.sortingOrder
local frame=Util.GetGameObject(soulPrintPreList[i],"Frame"):GetComponent("Image")
local icon=Util.GetGameObject(soulPrintPreList[i],"circleFrameBg/Icon"):GetComponent("Image")
frame.sprite=Util.LoadSprite(GetQuantityImageByquality(equipConfig[v.equipId].Quality))
@ -423,4 +437,12 @@ function this.TalismanInfo()
end
end
function this.OnSortingOrderChange()
--特效层级重设
for i=1,#soulPrintPreList do
Util.AddParticleSortLayer(soulPrintPreList[i], this.sortingOrder- orginLayer)
end
orginLayer = this.sortingOrder
end
return RoleInfoPopup

View File

@ -29,6 +29,10 @@ local _PanelType = {
[3] = PanelType.requiem,
[4] = PanelType.StarSoul,
}
local list={}
local orginLayer2=0
local orginLayer=0
--初始化组件(用于子类重写)
function HeroAndEquipResolvePanel:InitComponent()
@ -310,7 +314,7 @@ function this.SortTypeClick(_sortType,_btn)
this.SingleEquipTreasureDataShow(go, equipTreasureData[index])
end)
elseif tabType == 4 then
LogBlue(tostring(tabSortType))
list={}
soulPrintData= BagManager.GetAllSoulPrintData(tabSortType)
this.soulPrintChooseType=tabSortType
if(not soulPrintData or #soulPrintData<1) then
@ -321,7 +325,15 @@ function this.SortTypeClick(_sortType,_btn)
this.selectText.text = Language[11775].."0/"..#soulPrintData
this.ScrollView3:SetData(soulPrintData, function (index, go)
this:SetSoulPrintData(go, soulPrintData[index],index)
table.insert(list,go)
end)
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer2)
end
orginLayer2 = this.sortingOrder
orginLayer = this.sortingOrder
end
end
@ -1109,6 +1121,9 @@ function HeroAndEquipResolvePanel:OnDestroy()
this.ScrollView = nil
this.ScrollView2 = nil
this.ScrollView3=nil
list={}
orginLayer2=0
orginLayer=0
end
--根据品质获取
@ -1130,4 +1145,14 @@ function this.GetAllEquiptreasureByQuantity(Quantity)
end)
return equipTreasure
end
function this.OnSortingOrderChange()
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer)
end
orginLayer = this.sortingOrder
end
return HeroAndEquipResolvePanel

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@ -66,12 +66,14 @@ end
function this.OpenTreasure(star)
local config= ConfigManager.GetConfigData(40)
local configs= string.split(config.Value,'|')
-- for i=1,#configs do
-- if configs[i]
-- end
-- if PlayerManager.level>= then
-- end
for i=1,#configs do
if string.split(configs[i],'#')[1]==1 then --玩家等级
return PlayerManager.level >= string.split(configs[i],'#')[2]
end
if string.split(configs[i],'#')[2] and string.split(configs[i],'#')[2] ==2 then --英雄星级
return star >= string.split(configs[i],'#')[2]
end
end
end
--获取当前宝物升级数据

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@ -250,6 +250,7 @@ function this:AllEquipUpBtnOnClick()
curHeroEquipDatas[equipData.equipType+4]=equipData
end
end
local equipEffectPos={}
local treasureEffectPos={}
--如果身上的装备 带锁 则不替换
@ -331,9 +332,8 @@ function this:AllEquipUpBtnOnClick()
else
PopupTipPanel.ShowTip(Language[11826])
end
--6星英雄才能穿宝物
if isCanUpEquipTreasure then
if curHeroData.star >=6 then
--if EquipTreasureManager.OpenTreasure(curHeroData.star) then
--穿戴宝物
if allTreasureIds and #allTreasureIds>0 then
--for i = 1, #allEquipIds do
@ -351,7 +351,7 @@ function this:AllEquipUpBtnOnClick()
else
PopupTipPanel.ShowTip(Language[11827])
end
end
--end
end
PlaySoundWithoutClick(SoundConfig.Sound_Wear)
@ -392,10 +392,9 @@ function this.ShowHeroEquip()
if config then
local limits = string.split(config.Value, "|")
if limits then
local heroConfig=ConfigManager.GetConfigData(ConfigName.HeroConfig,curHeroData.id)
local lvs=string.split(limits[1],"#")
local stars=string.split(limits[2],"#")
if PlayerManager.level>=tonumber(lvs[2]) and heroConfig~=nil and heroConfig.MaxRank>=tonumber(stars[2]) then
if PlayerManager.level>=tonumber(lvs[2]) and curHeroData.star >=tonumber(stars[2]) then
isCanUpEquipTreasure = true
this.equipTreasureBtn.gameObject:SetActive(true)
this.treasure1.gameObject:SetActive(true)

View File

@ -13,7 +13,7 @@ local tabs = {}
local itemData = {}
local currentDataList = {}
local chooseIdList = {}
local list={}
function SoulPrintHandBook:InitComponent()
this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn")
@ -68,7 +68,11 @@ function SoulPrintHandBook:RemoveListener()
end
function SoulPrintHandBook:OnSortingOrderChange()
this.sortingOrder = self.sortingOrder
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer)
end
orginLayer = self.sortingOrder
end
function SoulPrintHandBook:OnOpen()
@ -88,6 +92,7 @@ function SoulPrintHandBook:OnDestroy()
this.scrollView=nil
end
local orginLayer2=0
--打开页面时,页面数据刷新
function this.OnRefresh(index)
local tempData={}
@ -101,17 +106,18 @@ function this.OnRefresh(index)
end
end
--预设容器
local list={}
list={}
this.scrollView:SetData(tempData,function(index,root)
this.SetScrollPre(root,tempData[index])
table.insert(list,root )
table.insert(list,root)
end)
this.scrollView:SetIndex(1)
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer)
Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer2)
end
orginLayer2 = this.sortingOrder
orginLayer = this.sortingOrder
end
--设置预设

View File

@ -31,6 +31,9 @@ local index=0--当前索引
local isShow=true--默认显示装备中的魂印
local _specialData={}
local list={}
local orginLayer2 = 0
function SoulPrintPanel:InitComponent()
this.upView = SubUIManager.Open(SubUIConfig.UpView, this.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
this.helpBtn= Util.GetGameObject(this.gameObject, "HelpBtn")
@ -109,12 +112,13 @@ end
function SoulPrintPanel:RemoveListener()
end
local orginLayer = 0
function SoulPrintPanel:OnSortingOrderChange()
-- for i=1,6 do
-- Util.AddParticleSortLayer( this.effectList[i], this.sortingOrder - orginLayer)
-- end
orginLayer = this.sortingOrder
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], self.sortingOrder- orginLayer)
end
orginLayer = self.sortingOrder
end
function SoulPrintPanel:OnOpen(_curHeroData,_heroDatas)
@ -163,6 +167,9 @@ function SoulPrintPanel:OnDestroy()
SubUIManager.Close(this.upView)
this.scrollView=nil
loopList={}
list={}
orginLayer2=0
orginLayer=0
end
--点击左
@ -276,9 +283,9 @@ function this.SetLoopPre(root,type,index,data,curIndex)
Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[0].circleBg1)
Util.GetGameObject(lock,"Text"):GetComponent("Text").text=string.format( Language[11947],data)
elseif type==3 then
Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=true
--Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=true
Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg1)
Util.GetGameObject(bg,"Frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByqualityPoint(equipConfig[data.equipId].Quality))
--Util.GetGameObject(bg,"Frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByqualityPoint(equipConfig[data.equipId].Quality))
Util.GetGameObject(unlock,"circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg2)
Util.GetGameObject(unlock,"Icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[data.equipId].ResourceID))
Util.GetGameObject(unlock,"circle"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circle)
@ -317,13 +324,24 @@ function this.SetScrollData()
local data =SoulPrintManager.GetAllSoulPrint(isShow,curHeroData.id,curHeroData.dynamicId)
this.empty:SetActive(#data==0)
this.ShowRedPotDataAndSort(data)
list={}
this.scrollView:SetData(data,function(index,root)
this.SetScrollPre(root,data[index])
table.insert(list,root)
end)
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer2)
end
orginLayer2 = this.sortingOrder
orginLayer = this.sortingOrder
this.scrollView:SetIndex(1)
end
--设置魂印列表预设
function this.SetScrollPre(root,data)
local effect = Util.GetGameObject(root,"UI_Effect_Kuang_JinSe")
local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image")
local icon=Util.GetGameObject(root,"Icon"):GetComponent("Image")
local name=Util.GetGameObject(root,"Name"):GetComponent("Text")
@ -351,8 +369,11 @@ function this.SetScrollPre(root,data)
PopupTipPanel.ShowTip(Language[11950])
return
end
if this.GetCurHeroSoulPrintState(data.id) then
PopupTipPanel.ShowTip(Language[11950])
return
end
local pos=this.GetPos()--位置
UIManager.OpenPanel(UIName.SoulPrintPopUp,1,curHeroData.dynamicId,data.id,pos,function()
PopupTipPanel.ShowTip(Language[11604])
this.RefreshShow()
@ -390,6 +411,7 @@ function this.ShowRedPotDataAndSort(allData)
end)
return
end
local allUpSoulPrint = {}--所有已上魂印
if curHeroData.soulPrintList then
for i = 1, #curHeroData.soulPrintList do
@ -398,9 +420,17 @@ function this.ShowRedPotDataAndSort(allData)
end
--LogError("allUpSoulPrint "..LengthOfTable(allUpSoulPrint).." "..#allData)
local haveRedPointSid = {}--所有已标记红点魂印
local temp=SoulPrintManager.GetAllSoulPrint(true,curHeroData.id,curHeroData.dynamicId)
local limitSoulPrint = {}
for i = 1, #temp do
if not limitSoulPrint[temp[i].id] and equipConfig[temp[i].id].limit == 1 and temp[i].upHero ~= "" then
limitSoulPrint[temp[i].id] = temp[i].id
end
end
for i = 1, #allData do
--这个英雄没有装备这个魂印并且可以装备别的英雄也没有装备并且不在haveRedPointSid列表里
if not allUpSoulPrint[allData[i].id] and equipConfig[allData[i].id].Range and equipConfig[allData[i].id].Range[1] == 0 and allData[i].upHero == "" and not haveRedPointSid[allData[i].id] then
--这个英雄没有装备这个魂印,并且可以装备,并且不在haveRedPointSid列表里
if not allUpSoulPrint[allData[i].id] and equipConfig[allData[i].id].Range and equipConfig[allData[i].id].Range[1] == 0 and allData[i].upHero == "" and not haveRedPointSid[allData[i].id] then
allData[i].isShowRedPot = 1--有空位可以穿戴
haveRedPointSid[allData[i].id] = allData[i].id
else
@ -420,6 +450,10 @@ function this.ShowRedPotDataAndSort(allData)
allData[i].isShowRedPot = 1--有空位可以穿戴
haveRedPointSid[allData[i].id] = allData[i].id
end
if limitSoulPrint[allData[i].id] then
allData[i].isShowRedPot = 0
end
end
table.sort(allData, function(a,b)
if a.isShowRedPot > b.isShowRedPot then

View File

@ -2200,3 +2200,4 @@
12200,后刷新
12201,保留
12202,贪婪节点无数据
12203,您已完成求援!

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
2200 12200 后刷新
2201 12201 保留
2202 12202 贪婪节点无数据
2203 12203 您已完成求援!