【觉醒】问题修改
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0ca5e4ea13
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@ -65528,7 +65528,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!224 &3899857184509227344
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RectTransform:
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m_ObjectHideFlags: 0
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@ -65545,8 +65545,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 74.8}
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m_SizeDelta: {x: 122.22, y: 31.2}
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m_AnchoredPosition: {x: 2.5, y: 56.1}
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m_SizeDelta: {x: 113.74, y: 29.04}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &3713087483919040783
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CanvasRenderer:
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@ -1971,7 +1971,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: -10.5}
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m_AnchoredPosition: {x: 0, y: -6.2}
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m_SizeDelta: {x: 60, y: 57}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &6987409428865215157
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@ -353,7 +353,8 @@ function this.SystemItemAdapter(node, data, isShowTime)
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if not itemDataConFig then return end
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if itemDataConFig.ItemType == ItemType.Hero then
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local heroConfigData=ConfigManager.GetConfigData(ConfigName.HeroConfig, itemConfig[data.itemId].HeroStar[1])
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UIManager.OpenPanel(UIName.RoleGetInfoPopup,false,heroConfigData.Id,itemConfig[data.itemId].HeroStar[2])
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local showStarNum = string.find(data.msg, "觉醒") and heroConfigData.MaxRank or itemConfig[data.itemId].HeroStar[2]
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UIManager.OpenPanel(UIName.RoleGetInfoPopup,false,heroConfigData.Id,showStarNum)
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elseif itemDataConFig.ItemType == ItemType.Equip then
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UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, data.itemId)
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else
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@ -17,6 +17,7 @@ local type = 1
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local _leftStar=0
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local _curStar=0
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local _rightStar=0
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local breakId,upStarId
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--初始化组件(用于子类重写)
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function HandBookHeroInfoPanel:InitComponent()
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@ -205,14 +206,21 @@ function HandBookHeroInfoPanel:OnShowHeroData(_type,_starType,_star)
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self.posImage.sprite=Util.LoadSprite(GetHeroPosStr(heroConFigData.Profession))
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self.posText.text=heroConFigData.HeroLocation
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this.talentBtn:SetActive(heroConFigData.OpenPassiveSkillRules ~= nil)
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--self.quality.sprite=Util.LoadSprite(GetQualityIconByQualityNumer(heroConFigData.Natural))
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--计算面板属性
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allAddProVal=self:CalculateHeroAllProValList(_starType,_star)
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self.atkPro.text=allAddProVal[HeroProType.Attack]
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self.hpPro.text=allAddProVal[HeroProType.Hp]
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self.phyDef.text=allAddProVal[HeroProType.PhysicalDefence]
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self.magDef.text=allAddProVal[HeroProType.MagicDefence]
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--天赋
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this.talentBtn:SetActive(heroConFigData.OpenPassiveSkillRules ~= nil)
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local talentBtnImage = _star == HeroManager.awakeNextStarIndex and "r_hero_tianfu2" or "r_hero_tianfu1"
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this.talentBtn:GetComponent("Image").sprite = Util.LoadSprite(talentBtnImage)
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local OpenPassiveSkillRules = _star == HeroManager.awakeNextStarIndex and heroConFigData.Awaken or heroConFigData.OpenPassiveSkillRules
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if OpenPassiveSkillRules then
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local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroConFigData,breakId,upStarId)
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this.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
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end
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--技能点击特殊处理
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self.selsectSkillImage:SetActive(false)
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self.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
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@ -314,8 +322,8 @@ function HandBookHeroInfoPanel:CalculateHeroAllProValList(_starType,_starNum)
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end
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local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "OpenStar", _starNum)
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local curLvNum=1
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local breakId = 0
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local upStarId = 0
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breakId = 0
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upStarId = 0
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if _starType == 2 then
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--等级
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curLvNum = heroRankupConfig.OpenLevel
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@ -365,11 +373,6 @@ function HandBookHeroInfoPanel:CalculateHeroAllProValList(_starType,_starNum)
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Util.AddOnceClick(this.talentBtn,function()
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UIManager.OpenPanel(UIName.RoleTalentPopup,heroConFigData,breakId,upStarId)
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end)
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if heroConFigData.OpenPassiveSkillRules then
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local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroConFigData,breakId,upStarId)
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this.talentProgress.text = #openlists - compoundOpenNum .."/"..#heroConFigData.OpenPassiveSkillRules - compoundNum
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end
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return allAddProVal
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end
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@ -269,14 +269,14 @@ function this:UpdateUpStarPosHeroData(curSelectHeroList)
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table.insert(curUpStarConsumeMaterial,v.dynamicId)
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end
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upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial
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for i = 1, #upStarConsumeMaterial do
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--Log("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i])
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if #upStarConsumeMaterial[i]>0 then
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for j = 1, #upStarConsumeMaterial[i] do
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--Log("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j])
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end
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end
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end
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-- for i = 1, #upStarConsumeMaterial do
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-- Log("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i])
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-- if #upStarConsumeMaterial[i]>0 then
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-- for j = 1, #upStarConsumeMaterial[i] do
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-- Log("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j])
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-- end
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-- end
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-- end
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end
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--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
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function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
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@ -333,15 +333,13 @@ function this.StarUpClick()
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end
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if isUpStarMaterials and isUpStarMaterialsHero then
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NetManager.HeroUpStarEvent(curHeroData.dynamicId,upStarConsumeMaterial ,function (msg)
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this.DeleteUpStarMaterials()
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UIManager.OpenPanel(UIName.RoleAwakeSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
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local dropItemTabs = BagManager.GetTableByBackDropData(msg)
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if #dropItemTabs > 0 then
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BagManager.SetDropIsSHowEquipPrint(false)
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UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function ()
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this.DeleteUpStarMaterials()
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end)
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else
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this.DeleteUpStarMaterials()
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end
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end)
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end)
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@ -362,6 +360,18 @@ function this.DeleteUpStarMaterials()
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end
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end
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--本地数据删除材料英雄
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-- for i = 1, #upStarConsumeMaterial do
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-- Log("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i])
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-- if #upStarConsumeMaterial[i]>0 then
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-- for j = 1, #upStarConsumeMaterial[i] do
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-- Log("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j])
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-- end
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-- end
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-- end
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for i = 1, #upStarConsumeMaterial do
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HeroManager.DeleteHeroDatas(upStarConsumeMaterial[i])
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end
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@ -402,6 +402,9 @@ function this:UpdateBtnList()
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elseif k == 2 then
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local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
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redpot.gameObject:SetActive(upStarRedPointState)
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elseif k == 3 then
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local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
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redpot.gameObject:SetActive(upStarRedPointState)
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else
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redpot.gameObject:SetActive(false)
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end
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@ -422,7 +425,7 @@ function this:UpdateBtnList()
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end
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tabsList[2].gameObject:SetActive(true)
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tabsList[3].gameObject:SetActive(false)
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elseif curHeroData.star == 10 and curHeroData.heroConfig.Awaken and #curHeroData.heroConfig.Awaken > 0 then
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elseif curHeroData.star == 10 and curHeroData.heroConfig.Awaken and #curHeroData.heroConfig.Awaken > 0 and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
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if _CurPageIndex == 2 then
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_CurPageIndex = 1
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this:OnPageTabChange(_CurPageIndex)
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