【觉醒】问题修改

dev_chengFeng
zhangqiang 2020-11-12 13:55:15 +08:00
parent 0ca5e4ea13
commit cbf9f5cade
7 changed files with 5485 additions and 5468 deletions

View File

@ -65528,7 +65528,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
m_IsActive: 1
--- !u!224 &3899857184509227344
RectTransform:
m_ObjectHideFlags: 0
@ -65545,8 +65545,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: 74.8}
m_SizeDelta: {x: 122.22, y: 31.2}
m_AnchoredPosition: {x: 2.5, y: 56.1}
m_SizeDelta: {x: 113.74, y: 29.04}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &3713087483919040783
CanvasRenderer:

View File

@ -1971,7 +1971,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: -10.5}
m_AnchoredPosition: {x: 0, y: -6.2}
m_SizeDelta: {x: 60, y: 57}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &6987409428865215157

View File

@ -353,7 +353,8 @@ function this.SystemItemAdapter(node, data, isShowTime)
if not itemDataConFig then return end
if itemDataConFig.ItemType == ItemType.Hero then
local heroConfigData=ConfigManager.GetConfigData(ConfigName.HeroConfig, itemConfig[data.itemId].HeroStar[1])
UIManager.OpenPanel(UIName.RoleGetInfoPopup,false,heroConfigData.Id,itemConfig[data.itemId].HeroStar[2])
local showStarNum = string.find(data.msg, "觉醒") and heroConfigData.MaxRank or itemConfig[data.itemId].HeroStar[2]
UIManager.OpenPanel(UIName.RoleGetInfoPopup,false,heroConfigData.Id,showStarNum)
elseif itemDataConFig.ItemType == ItemType.Equip then
UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, data.itemId)
else

View File

@ -17,6 +17,7 @@ local type = 1
local _leftStar=0
local _curStar=0
local _rightStar=0
local breakId,upStarId
--初始化组件(用于子类重写)
function HandBookHeroInfoPanel:InitComponent()
@ -205,14 +206,21 @@ function HandBookHeroInfoPanel:OnShowHeroData(_type,_starType,_star)
self.posImage.sprite=Util.LoadSprite(GetHeroPosStr(heroConFigData.Profession))
self.posText.text=heroConFigData.HeroLocation
this.talentBtn:SetActive(heroConFigData.OpenPassiveSkillRules ~= nil)
--self.quality.sprite=Util.LoadSprite(GetQualityIconByQualityNumer(heroConFigData.Natural))
--计算面板属性
allAddProVal=self:CalculateHeroAllProValList(_starType,_star)
self.atkPro.text=allAddProVal[HeroProType.Attack]
self.hpPro.text=allAddProVal[HeroProType.Hp]
self.phyDef.text=allAddProVal[HeroProType.PhysicalDefence]
self.magDef.text=allAddProVal[HeroProType.MagicDefence]
--天赋
this.talentBtn:SetActive(heroConFigData.OpenPassiveSkillRules ~= nil)
local talentBtnImage = _star == HeroManager.awakeNextStarIndex and "r_hero_tianfu2" or "r_hero_tianfu1"
this.talentBtn:GetComponent("Image").sprite = Util.LoadSprite(talentBtnImage)
local OpenPassiveSkillRules = _star == HeroManager.awakeNextStarIndex and heroConFigData.Awaken or heroConFigData.OpenPassiveSkillRules
if OpenPassiveSkillRules then
local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroConFigData,breakId,upStarId)
this.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
end
--技能点击特殊处理
self.selsectSkillImage:SetActive(false)
self.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
@ -314,8 +322,8 @@ function HandBookHeroInfoPanel:CalculateHeroAllProValList(_starType,_starNum)
end
local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "OpenStar", _starNum)
local curLvNum=1
local breakId = 0
local upStarId = 0
breakId = 0
upStarId = 0
if _starType == 2 then
--等级
curLvNum = heroRankupConfig.OpenLevel
@ -365,11 +373,6 @@ function HandBookHeroInfoPanel:CalculateHeroAllProValList(_starType,_starNum)
Util.AddOnceClick(this.talentBtn,function()
UIManager.OpenPanel(UIName.RoleTalentPopup,heroConFigData,breakId,upStarId)
end)
if heroConFigData.OpenPassiveSkillRules then
local openlists,compoundOpenNum,compoundNum = HeroManager.GetAllPassiveSkillIds(heroConFigData,breakId,upStarId)
this.talentProgress.text = #openlists - compoundOpenNum .."/"..#heroConFigData.OpenPassiveSkillRules - compoundNum
end
return allAddProVal
end

View File

@ -269,14 +269,14 @@ function this:UpdateUpStarPosHeroData(curSelectHeroList)
table.insert(curUpStarConsumeMaterial,v.dynamicId)
end
upStarConsumeMaterial[curSelectUpStarData.upStarData[2]]=curUpStarConsumeMaterial
for i = 1, #upStarConsumeMaterial do
--Log("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i])
if #upStarConsumeMaterial[i]>0 then
for j = 1, #upStarConsumeMaterial[i] do
--Log("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j])
end
end
end
-- for i = 1, #upStarConsumeMaterial do
-- Log("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i])
-- if #upStarConsumeMaterial[i]>0 then
-- for j = 1, #upStarConsumeMaterial[i] do
-- Log("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j])
-- end
-- end
-- end
end
--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
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
@ -333,15 +333,13 @@ function this.StarUpClick()
end
if isUpStarMaterials and isUpStarMaterialsHero then
NetManager.HeroUpStarEvent(curHeroData.dynamicId,upStarConsumeMaterial ,function (msg)
this.DeleteUpStarMaterials()
UIManager.OpenPanel(UIName.RoleAwakeSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
if #dropItemTabs > 0 then
BagManager.SetDropIsSHowEquipPrint(false)
UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function ()
this.DeleteUpStarMaterials()
end)
else
this.DeleteUpStarMaterials()
end
end)
end)
@ -362,6 +360,18 @@ function this.DeleteUpStarMaterials()
end
end
--本地数据删除材料英雄
-- for i = 1, #upStarConsumeMaterial do
-- Log("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i])
-- if #upStarConsumeMaterial[i]>0 then
-- for j = 1, #upStarConsumeMaterial[i] do
-- Log("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j])
-- end
-- end
-- end
for i = 1, #upStarConsumeMaterial do
HeroManager.DeleteHeroDatas(upStarConsumeMaterial[i])
end

View File

@ -402,6 +402,9 @@ function this:UpdateBtnList()
elseif k == 2 then
local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
redpot.gameObject:SetActive(upStarRedPointState)
elseif k == 3 then
local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
redpot.gameObject:SetActive(upStarRedPointState)
else
redpot.gameObject:SetActive(false)
end
@ -422,7 +425,7 @@ function this:UpdateBtnList()
end
tabsList[2].gameObject:SetActive(true)
tabsList[3].gameObject:SetActive(false)
elseif curHeroData.star == 10 and curHeroData.heroConfig.Awaken and #curHeroData.heroConfig.Awaken > 0 then
elseif curHeroData.star == 10 and curHeroData.heroConfig.Awaken and #curHeroData.heroConfig.Awaken > 0 and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
if _CurPageIndex == 2 then
_CurPageIndex = 1
this:OnPageTabChange(_CurPageIndex)