【命格】提交
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d056b1479a
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cb5cf43089
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m_UseGraphicAlpha: 1
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@ -36656,7 +37028,8 @@ RectTransform:
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0.0000074596664, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 0.5}
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--- !u!114 &8251968032118431953
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RectTransform:
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m_ObjectHideFlags: 0
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|
|
|
@ -120,7 +120,16 @@ function BagPanel:BindEvent()
|
|||
this:MoveTabs()
|
||||
end)
|
||||
Util.AddClick(this.oneKey, function()
|
||||
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.GemOneKey)
|
||||
local list,num = GemManager.OneKeyConpound()
|
||||
LogGreen("金币:"..tostring(num))
|
||||
for key, value in pairs(list) do
|
||||
LogPink("key:"..tostring(key).." Value:"..tostring(value))
|
||||
end
|
||||
if num <= 0 then
|
||||
PopupTipPanel.ShowTip("无可合成的命石或金币不足!")
|
||||
return
|
||||
end
|
||||
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.GemOneKey,list,num)
|
||||
end)
|
||||
|
||||
for i = 1, 5 do
|
||||
|
|
|
@ -76,7 +76,151 @@ function this.GetAllAttri()
|
|||
return data
|
||||
end
|
||||
|
||||
--========================一键合成============================
|
||||
--获取表中所有命石(data[类型1-8][等级1-10]=表数据),组成map
|
||||
function this.GetMapOfBagData()
|
||||
local data = {}
|
||||
local bagdata = BagManager.GetBagAllDataByItemType(ItemType.Gem)
|
||||
for _, configInfo in ConfigPairs(gemConfig) do
|
||||
if not data[configInfo.Type] then
|
||||
data[configInfo.Type] = {}
|
||||
end
|
||||
if not data[configInfo.Type][configInfo.Level] then
|
||||
data[configInfo.Type][configInfo.Level] = {}
|
||||
end
|
||||
-- LogPink("type:"..tostring(configInfo.Type).." Level:"..tostring(configInfo.Level))
|
||||
data[configInfo.Type][configInfo.Level] = configInfo
|
||||
end
|
||||
return data
|
||||
end
|
||||
|
||||
function this.OneKeyConpound()
|
||||
--获取表中所有命石,组成map
|
||||
local totalMoney = 0
|
||||
local finalList = {}
|
||||
local configMap = this.GetMapOfBagData()
|
||||
--1-8的外部循环
|
||||
for i = 1, #configMap do
|
||||
local bool,money = this.DoCircle1(finalList,configMap[i])
|
||||
totalMoney = totalMoney + money
|
||||
if not bool then
|
||||
break
|
||||
end
|
||||
end
|
||||
return finalList,totalMoney
|
||||
end
|
||||
|
||||
--一键合成循环
|
||||
function this.DoCircle1(finalList,data)
|
||||
local totalMoney = 0
|
||||
local lastGNum = 0--上一次合成出来的数量
|
||||
for i = 1, #data do
|
||||
local tempData = data[i]
|
||||
--判断是否满级
|
||||
if not tempData.NextGem or tempData.NextGem == 0 then
|
||||
if lastGNum > 0 then
|
||||
finalList[tempData.Id] = lastGNum
|
||||
end
|
||||
else
|
||||
local bagGemNum = BagManager.GetTotalItemNum(tempData.Id)--当前背包中数量
|
||||
local curGemNum = 0--当前可使用合成的该等级的Gem数量
|
||||
if bagGemNum > 0 then
|
||||
curGemNum = bagGemNum + lastGNum--当前一共拥有命石数量(包括已经合成的数量)
|
||||
end
|
||||
--命石不足
|
||||
if curGemNum < tempData.UpgradeNum then
|
||||
if lastGNum > 0 then
|
||||
finalList[tempData.Id] = lastGNum
|
||||
lastGNum = 0
|
||||
end
|
||||
else
|
||||
local remainNum = curGemNum%tempData.UpgradeNum--如果合成到下一级,本级所剩余的数量
|
||||
if remainNum ~= 0 then
|
||||
curGemNum = curGemNum - remainNum--此处curGemNum变为实际花费的命石数量
|
||||
end
|
||||
if curGemNum > 0 then
|
||||
local needMoneyNum = curGemNum/tempData.UpgradeNum * tempData.UpgradeCost[2]--按照命石可合成的数量,要花费的金币
|
||||
local curMoneyNum = BagManager.GetTotalItemNum(tempData.UpgradeCost[1])--当前金币数量
|
||||
if needMoneyNum + totalMoney > curMoneyNum then--如果当前金币不足要花费的数量,计算可以合成几个
|
||||
local upNum = (curMoneyNum - totalMoney)/tempData.UpgradeCost[2]--实际真的合成了几个
|
||||
totalMoney = totalMoney + upNum*tempData.UpgradeCost[2]--金币计入总数
|
||||
local endCostNum = upNum*tempData.UpgradeNum--例如命石数量可消耗6,实际合成2,要把未使用的4加入最终list
|
||||
if lastGNum > endCostNum then
|
||||
finalList[tempData.Id] = lastGNum - endCostNum--要把未使用的加入最终list
|
||||
end
|
||||
finalList[tempData.NextGem] = upNum
|
||||
return false,totalMoney
|
||||
else--如果金币足额
|
||||
totalMoney = totalMoney + needMoneyNum--金币计入总数
|
||||
if bagGemNum > 0 then
|
||||
if remainNum - bagGemNum > 0 then--如果扣除给下一次循环所需要的,本次剩余如果大于0,则全部加入最终list
|
||||
finalList[tempData.NextGem] = remainNum - bagGemNum
|
||||
end
|
||||
end
|
||||
end
|
||||
lastGNum = curGemNum/tempData.UpgradeNum
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return true,totalMoney
|
||||
end
|
||||
|
||||
--=========================快速合成================================
|
||||
function this.FastConpound(id)
|
||||
local totalMoney = 0
|
||||
local finalList = {}
|
||||
local configMap = this.GetMapOfBagData()[gemConfig[id].Type]
|
||||
local selectLv = gemConfig[id].Level
|
||||
local lastGNum = 0--上一次合成出来的数量
|
||||
for i = 1, #configMap do
|
||||
local tempData = configMap[i]
|
||||
if tempData.Level >= selectLv then
|
||||
break
|
||||
end
|
||||
local bagGemNum = BagManager.GetTotalItemNum(tempData.Id)--当前背包中数量
|
||||
local curGemNum = 0--当前可使用合成的该等级的Gem数量
|
||||
if bagGemNum > 0 then
|
||||
curGemNum = bagGemNum + lastGNum--当前一共拥有命石数量(包括已经合成的数量)
|
||||
end
|
||||
if curGemNum < tempData.UpgradeNum then--如果出现断层,需要清空数据继续遍历,
|
||||
finalList = {}
|
||||
totalMoney = 0
|
||||
lastGNum = 0
|
||||
else
|
||||
local needNum = this.DoCircle2(tempData.Type,tempData.Level,selectLv)
|
||||
local remainNum = curGemNum%tempData.UpgradeNum
|
||||
if curGemNum > needNum then
|
||||
remainNum = curGemNum - needNum
|
||||
curGemNum = needNum
|
||||
end
|
||||
lastGNum = math.floor(curGemNum/tempData.UpgradeNum)
|
||||
totalMoney = totalMoney + lastGNum*tempData.UpgradeCost[2]
|
||||
if bagGemNum > 0 then
|
||||
finalList[tempData.Id] = bagGemNum - remainNum
|
||||
end
|
||||
local haveGoldNum= BagManager.GetTotalItemNum(tempData.UpgradeCost[1])
|
||||
if totalMoney>haveGoldNum then
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
totalMoney = totalMoney + gemConfig[id].UpgradeCost[2]
|
||||
return true,lastGNum==1,finalList,totalMoney
|
||||
end
|
||||
|
||||
function this.DoCircle2(type,curLevel,targetLevel)
|
||||
local needNum = 1
|
||||
local configMap = this.GetMapOfBagData()[type]
|
||||
for i = 1, #configMap do
|
||||
if configMap[i].Level >= curLevel then
|
||||
if configMap[i].Level == targetLevel then
|
||||
break
|
||||
end
|
||||
needNum = needNum*configMap[i].UpgradeNum
|
||||
end
|
||||
end
|
||||
return needNum
|
||||
end
|
||||
|
||||
return this
|
|
@ -21,13 +21,19 @@ function GemCompound:InitComponent(gameObject)
|
|||
self.root = Util.GetGameObject(gameObject, "Cost/Scroll")
|
||||
self.itemPre = Util.GetGameObject(self.root,"itemPre")
|
||||
|
||||
self.money = Util.GetGameObject(gameObject, "Money/Text"):GetComponent("Text")
|
||||
|
||||
self.btnFast = Util.GetGameObject(gameObject, "BtnFast")
|
||||
self.gou = Util.GetGameObject(self.btnFast, "Go")
|
||||
self.BtnDo = Util.GetGameObject(gameObject, "BtnDo")
|
||||
|
||||
self.proList={}
|
||||
self.itemList={}
|
||||
|
||||
local rootHight = self.root.transform.rect.height
|
||||
local width = self.root.transform.rect.width
|
||||
self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.root.transform,
|
||||
self.itemPre,nil, Vector2.New(width, rootHight), 1, 1,Vector2.New(0,10))
|
||||
self.itemPre,nil, Vector2.New(width, rootHight), 1, 5,Vector2.New(0,20))
|
||||
self.ScrollView.moveTween.MomentumAmount = 1
|
||||
self.ScrollView.moveTween.Strength = 2
|
||||
self.ScrollView.elastic = false
|
||||
|
@ -35,6 +41,10 @@ function GemCompound:InitComponent(gameObject)
|
|||
end
|
||||
|
||||
function GemCompound:BindEvent()
|
||||
Util.AddOnceClick(self.btnFast,function ()
|
||||
self.selectFast = not self.selectFast
|
||||
self:SetCost(self.selectFast)
|
||||
end)
|
||||
end
|
||||
|
||||
function GemCompound:AddListener()
|
||||
|
@ -47,21 +57,19 @@ function GemCompound:OnShow(_parent,_args)
|
|||
args = _args
|
||||
parent=_parent
|
||||
sortingOrder =_parent.sortingOrder
|
||||
self.selectFast = false
|
||||
GemCompound:Refresh(args[1])
|
||||
end
|
||||
function GemCompound:Refresh(Id)
|
||||
-- local dataList = GemManager.GetGemsFromBagByType(Id)
|
||||
-- self.ScrollView:SetData(dataList, function(index, go)
|
||||
-- self:SingleDataShow(go,dataList[index],index)
|
||||
-- go:SetActive(true)
|
||||
-- end)
|
||||
--设置当前和目标命石
|
||||
if not self.curGemObj then
|
||||
self.curGemObj = SubUIManager.Open(SubUIConfig.ItemView,self.curGem.transform)
|
||||
self.targetGemObj = SubUIManager.Open(SubUIConfig.ItemView,self.targetGem.transform)
|
||||
end
|
||||
self.curGemObj:OnOpen(false, {Id,0}, 1.1, true,false,false,sortingOrder + 1)
|
||||
self.targetGemObj:OnOpen(false, {Id + 1,0}, 1.1, true,false,false,sortingOrder + 1)
|
||||
self.curGemObj:OnOpen(false, {Id,0}, 1.1, false,false,false,sortingOrder + 1)
|
||||
self.targetGemObj:OnOpen(false, {Id + 1,0}, 1.1, false,false,false,sortingOrder + 1)
|
||||
Util.GetGameObject(self.curGem,"Name"):GetComponent("Text").text = gemConfig[Id].Name
|
||||
Util.GetGameObject(self.targetGem,"Name"):GetComponent("Text").text = gemConfig[Id+1].Name
|
||||
--设置属性
|
||||
local data1,data2 = gemConfig[Id].Property,gemConfig[Id+1].Property
|
||||
for i = 1, #data1 do
|
||||
|
@ -79,15 +87,77 @@ function GemCompound:Refresh(Id)
|
|||
upProText.text = string.format("%s",(data2[i][2]-data1[i][2])/100).."%"
|
||||
end
|
||||
--设置消耗
|
||||
self:SetCost(1)
|
||||
self:SetCost(self.selectFast)
|
||||
end
|
||||
|
||||
function GemCompound:SetCost(type)
|
||||
function GemCompound:SetCost(bool)
|
||||
self.gou:SetActive(self.selectFast)
|
||||
local bool1,bool2,money = nil
|
||||
local list = {}
|
||||
local list2 = {}
|
||||
if not bool then--普通合成
|
||||
bool1 = BagManager.GetTotalItemNum(14) > gemConfig[args[1]].UpgradeCost[2]
|
||||
bool2 = BagManager.GetTotalItemNum(args[1]) > 0
|
||||
list[args[1]] = 1
|
||||
money = gemConfig[args[1]].UpgradeCost[2]
|
||||
else--快速合成
|
||||
bool1,bool2,list,money = GemManager.FastConpound(args[1])
|
||||
end
|
||||
if not bool2 then
|
||||
list[args[1]] = 0
|
||||
end
|
||||
for key, value in pairs(list) do
|
||||
-- LogGreen("id:"..tostring(key).." num:"..tostring(value))
|
||||
local data = {}
|
||||
data.id = key
|
||||
data.num = value
|
||||
table.insert(list2,data)
|
||||
end
|
||||
table.sort(list2,function (a,b)
|
||||
return a.id < b.id
|
||||
end)
|
||||
|
||||
local color = bool1 and "#FF8909" or "red"
|
||||
self.money.text = string.format("<color=%s>%s</color>",color,money)
|
||||
|
||||
self.ScrollView:SetData(list2, function(index, go)
|
||||
self:SingleDataShow(go,list2[index],index,bool2)
|
||||
end)
|
||||
|
||||
|
||||
Util.AddOnceClick(self.BtnDo,function ()
|
||||
if not bool2 then
|
||||
PopupTipPanel.ShowTip("合成材料不足!")
|
||||
return
|
||||
end
|
||||
if not bool1 then
|
||||
PopupTipPanel.ShowTip("金币不足!")
|
||||
return
|
||||
end
|
||||
local type = self.selectFast and 4 or 3
|
||||
NetManager.LifeStoneUpRequest(type,gemConfig[args[1]].Type,args[2],args[1],1,function ()
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Gem.RefreshPanel)
|
||||
PopupTipPanel.ShowTip("命石升级成功!")
|
||||
parent:ClosePanel()
|
||||
if args[3] then
|
||||
args[3]()
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
function GemCompound:SingleDataShow(go,data,index)
|
||||
|
||||
function GemCompound:SingleDataShow(go,data,index,bool)
|
||||
-- LogPink("data:"..tostring(data.id))
|
||||
local item = self.itemList[go]
|
||||
local Obj = Util.GetGameObject(go,"Obj")
|
||||
local num = Util.GetGameObject(go,"num")
|
||||
num:SetActive(not bool)
|
||||
if not item then
|
||||
item = SubUIManager.Open(SubUIConfig.ItemView,Obj.transform)
|
||||
self.itemList[go] = item
|
||||
end
|
||||
item:OnOpen(false, {data.id,data.num}, 1, false,false,false,sortingOrder + 1)
|
||||
item.gameObject:SetActive(true)
|
||||
end
|
||||
|
||||
function GemCompound:OnClose()
|
||||
|
|
|
@ -6243,6 +6243,7 @@ end
|
|||
|
||||
--命石合成
|
||||
function this.LifeStoneUpRequest(_type,_gridId,_gridIndex,_curGemId,_selectNum,func)
|
||||
local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
|
||||
local data = HeroInfoProto_pb.LifeStoneUpRequest()
|
||||
LogPink("_type:"..tostring(_type))
|
||||
data.type = _type
|
||||
|
@ -6265,6 +6266,10 @@ function this.LifeStoneUpRequest(_type,_gridId,_gridIndex,_curGemId,_selectNum,f
|
|||
msg:ParseFromString(data)
|
||||
GemManager.UpdateSingleGem(msg)
|
||||
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Gem)
|
||||
--获取新战力
|
||||
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
|
||||
local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
|
||||
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
|
||||
if func then
|
||||
func(msg)
|
||||
end
|
||||
|
|
|
@ -71,9 +71,17 @@ function RewardGemSingleShowPopup:BindEvent()
|
|||
end)
|
||||
Util.AddClick(this.btnJump, function()--合成
|
||||
if this.openType == 2 then
|
||||
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.GemCompound,itemSid,function ()
|
||||
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.GemCompound,itemSid,this.position,function ()
|
||||
self:ClosePanel()
|
||||
end)
|
||||
-- local bool,list,money = GemManager.FastConpound(itemSid)
|
||||
-- LogGreen("bool:"..tostring(bool))
|
||||
-- if bool then
|
||||
-- LogGreen("money:"..tostring(money))
|
||||
-- for key, value in pairs(list) do
|
||||
-- LogGreen("key:"..tostring(key).." value:"..tostring(value))
|
||||
-- end
|
||||
-- end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
|
|
@ -9,9 +9,24 @@ function this:InitComponent(gameObject)
|
|||
self.spLoader = SpriteLoader.New()
|
||||
self.btnSure = Util.GetGameObject(gameObject,"BtnSure")
|
||||
self.btnCancel = Util.GetGameObject(gameObject,"BtnCancel")
|
||||
self.money = Util.GetGameObject(gameObject,"Content/money"):GetComponent("Text")
|
||||
self.grid1 = Util.GetGameObject(gameObject,"Grid1/scroll")
|
||||
self.grid2 = Util.GetGameObject(gameObject,"Grid2")
|
||||
self.itemList1 = {}
|
||||
self.itemList2 = {}
|
||||
end
|
||||
|
||||
function this:BindEvent()
|
||||
Util.AddClick(self.btnCancel,function()
|
||||
self.parent:ClosePanel()
|
||||
end)
|
||||
Util.AddClick(self.btnSure,function()
|
||||
NetManager.LifeStoneUpRequest(2,nil,nil,nil,nil,function ()
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Gem.RefreshPanel)
|
||||
PopupTipPanel.ShowTip("一键合成成功!")
|
||||
self.parent:ClosePanel()
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
function this:AddListener()
|
||||
|
@ -20,12 +35,54 @@ end
|
|||
function this:RemoveListener()
|
||||
end
|
||||
|
||||
function this:OnShow(_parent)
|
||||
function this:OnShow(_parent,_args)
|
||||
self.args = _args
|
||||
self.parent = _parent
|
||||
self:Refresh()
|
||||
end
|
||||
|
||||
function this:Refresh()
|
||||
self.money.text = self.args[2]
|
||||
local list = {}
|
||||
for key, value in pairs(self.args[1]) do
|
||||
-- LogGreen("id:"..tostring(key).." num:"..tostring(value))
|
||||
local data = {}
|
||||
data.id = key
|
||||
data.num = value
|
||||
table.insert(list,data)
|
||||
end
|
||||
table.sort(list,function (a,b)
|
||||
return a.id < b.id
|
||||
end)
|
||||
local grid = nil
|
||||
local itemList = nil
|
||||
if #list > 5 then
|
||||
grid = self.grid1
|
||||
itemList = self.itemList1
|
||||
self.grid1:SetActive(true)
|
||||
self.grid1:SetActive(false)
|
||||
for key, value in pairs(self.itemList1) do
|
||||
value:SetActive(false)
|
||||
end
|
||||
else
|
||||
grid = self.grid2
|
||||
itemList = self.itemList2
|
||||
self.grid1:SetActive(false)
|
||||
self.grid1:SetActive(true)
|
||||
for key, value in pairs(self.itemList2) do
|
||||
value:SetActive(false)
|
||||
end
|
||||
end
|
||||
for i = 1, #list do
|
||||
local go = self.itemList2[i]
|
||||
if not go then
|
||||
go = SubUIManager.Open(SubUIConfig.ItemView,grid.transform)
|
||||
itemList[i] = go
|
||||
end
|
||||
go:SetActive(true)
|
||||
self.itemList[i]:OnOpen(false, {list[i].id,list[i].num}, 1, false,false,false,self.parent.sortingOrder + 1)
|
||||
self.itemList[i].gameObject:SetActive(true)
|
||||
end
|
||||
end
|
||||
|
||||
function this:OnClose()
|
||||
|
@ -33,6 +90,8 @@ end
|
|||
|
||||
function this:OnDestroy()
|
||||
this.spLoader:Destroy()
|
||||
self.itemList1 = {}
|
||||
self.itemList2 = {}
|
||||
end
|
||||
|
||||
return this
|
Loading…
Reference in New Issue