Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
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--- !u!1 &1019762298477284
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GameObject:
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m_ObjectHideFlags: 0
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 56.52002}
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m_SizeDelta: {x: 856.10004, y: 0}
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m_SizeDelta: {x: 856.10004, y: 507.1}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &114875536258114214
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MonoBehaviour:
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@ -717,10 +1176,10 @@ RectTransform:
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m_Father: {fileID: 224824164786589912}
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m_RootOrder: 3
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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: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 825.8, y: 173.4}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 412.9, y: -120}
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m_SizeDelta: {x: 825.8, y: 240}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &114540597203636518
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MonoBehaviour:
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@ -1074,10 +1533,10 @@ RectTransform:
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m_Father: {fileID: 224389995264660156}
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m_RootOrder: 2
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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: 205, y: 23}
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m_SizeDelta: {x: 825.8, y: 109.26}
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m_AnchorMin: {x: 0.5, y: 1}
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchoredPosition: {x: 205, y: -64}
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m_SizeDelta: {x: 825.8, y: 109.26001}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &114025780213782034
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MonoBehaviour:
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@ -1747,10 +2206,10 @@ RectTransform:
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m_Father: {fileID: 224423343333786454}
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m_RootOrder: 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: 0, 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_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 80, y: -15}
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m_SizeDelta: {x: 160, y: 30}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &222455077862969152
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CanvasRenderer:
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@ -2643,10 +3102,10 @@ RectTransform:
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m_Father: {fileID: 8953242912614335389}
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m_RootOrder: 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: 0, 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_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 356.8, y: -83.705}
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m_SizeDelta: {x: 293.6, y: 61.41}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &8005520855150668676
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CanvasRenderer:
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@ -2724,9 +3183,9 @@ RectTransform:
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m_Father: {fileID: 1438844812461434258}
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m_RootOrder: 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: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 371.48, y: -2.5}
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m_SizeDelta: {x: 742.96, y: 5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &7236434994197682520
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|
@ -3327,7 +3786,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: -45, y: -0}
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m_AnchoredPosition: {x: -45, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 1}
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--- !u!1 &3499493577044429518
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@ -4242,10 +4701,10 @@ RectTransform:
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m_Father: {fileID: 8365946484409031923}
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m_RootOrder: 1
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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: 0, 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_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 292.97998, y: -37}
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m_SizeDelta: {x: 260, y: 74}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &3049306578062617500
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CanvasRenderer:
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|
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@ -4460,10 +4919,10 @@ RectTransform:
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m_Father: {fileID: 1438844812461434258}
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m_RootOrder: 1
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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: 0, y: 0}
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m_AnchoredPosition: {x: 371.48, y: 0}
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m_SizeDelta: {x: 742.96, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 0, y: -5}
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m_SizeDelta: {x: 742.96, y: 128.41}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &136299576013917814
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CanvasRenderer:
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|
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@ -4923,10 +5382,10 @@ RectTransform:
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m_Father: {fileID: 224824164786589912}
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m_RootOrder: 1
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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: 0, y: 0}
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m_AnchoredPosition: {x: 398, y: 0}
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m_SizeDelta: {x: 796, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 796, y: 5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &2005831072674522890
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MonoBehaviour:
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|
|
@ -6351,7 +6810,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 1}
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchoredPosition: {x: 36.81, y: -0.000002716231}
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m_AnchoredPosition: {x: 36.81, y: 0.0000065515565}
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m_SizeDelta: {x: 912.79004, y: 0}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!114 &4317155639266564529
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|
|
@ -6412,10 +6871,10 @@ RectTransform:
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m_Father: {fileID: 8365946484409031923}
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m_RootOrder: 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: 0, 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_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: -32.98001, y: -37}
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m_SizeDelta: {x: 260, y: 74}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &3502966719075532994
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CanvasRenderer:
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|
|
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|||
|
|
@ -241,7 +241,7 @@ QualityNameDef = {
|
|||
[4] = Language[10178],
|
||||
[5] = Language[10176], --原橙色改为金色
|
||||
[6] = Language[10177],
|
||||
[7] = Language[10176]
|
||||
[7] = "白金"
|
||||
}
|
||||
|
||||
--装备类型描述定义
|
||||
|
|
@ -487,6 +487,7 @@ PanelType = {
|
|||
XiuXing = {14,16,1226},--修行
|
||||
QiJie = {14,16,1240},--七界试炼
|
||||
WorldArena = { 107,16,23}, --玉虚论道
|
||||
Compound_equip = { 14, 16,1258 }, --装备合成
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -557,6 +558,7 @@ UpViewRechargeType = {
|
|||
XunBaoMiZong = 1229, --宝图碎片
|
||||
TaichuZhiQi = 1211,
|
||||
jingwenmiyao = 104, --镜纹密钥
|
||||
godEquipStone= 1258,--神装觉醒石
|
||||
}
|
||||
|
||||
SHOP_PAGE = {
|
||||
|
|
|
|||
|
|
@ -205,7 +205,7 @@ local ManagerNames = {
|
|||
--七界试炼管理器
|
||||
"QiJieShiLian/QiJieShiLianManager",
|
||||
--玉虚论道管理器
|
||||
"WorldArena/WorldArenaManager",
|
||||
-- "WorldArena/WorldArenaManager",
|
||||
--秘宝管理器
|
||||
"GeneralPanel/GeneralTreasureMangaer",
|
||||
--!!!!红点管理(尽量放在最后)!!!!--
|
||||
|
|
|
|||
|
|
@ -8353,6 +8353,47 @@ local passivityList = {
|
|||
end
|
||||
role.Event:AddEvent(BattleEventName.RoleTurnStart,onRoleTurnStart,nil,nil,role)
|
||||
end,
|
||||
--直接伤害击杀目标溢出伤害的[a]%将对生命百分比[b]的目标造成伤害
|
||||
-- a[float]
|
||||
[353]=function(role,args,id,judge)
|
||||
local f1 = args[1]
|
||||
local type = args[2] or 0
|
||||
local allDamage = 0
|
||||
-- 伤害清空
|
||||
local onSkillCastBefore=function (skill)
|
||||
if not skill then
|
||||
return
|
||||
end
|
||||
allDamage = 0
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.SkillCastBefore,onSkillCastBefore,nil,nil,role)
|
||||
-- 直接伤害后
|
||||
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill and skill.owner==role and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
|
||||
local dmg= floor(BattleUtil.ErrorCorrection((damage-finalDmg)*f1))
|
||||
allDamage = allDamage + dmg
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
|
||||
-- 技能释放结束
|
||||
local onSkillCastEnd=function (skill)
|
||||
if not skill then
|
||||
return
|
||||
end
|
||||
if allDamage > 0 then
|
||||
local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
|
||||
list = BattleUtil.SortByHpFactor(list,type)
|
||||
if list and list[1] then
|
||||
BattleUtil.ApplyDamage(nil, role, list[1], allDamage)
|
||||
allDamage = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role)
|
||||
end,
|
||||
|
||||
}
|
||||
return passivityList
|
||||
|
|
@ -140,7 +140,7 @@ function this.SwitchView(index)
|
|||
end
|
||||
--区分显示
|
||||
if index==1 then
|
||||
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main})
|
||||
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Compound_equip})
|
||||
elseif index==2 then
|
||||
this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main})
|
||||
elseif index==3 then
|
||||
|
|
|
|||
|
|
@ -23,12 +23,15 @@ local curNeedEquip = {}
|
|||
local curSelectEquip = {}
|
||||
local curSelectGO
|
||||
local materidaIsCan = false
|
||||
local otherMateialIsCan = false
|
||||
local bagPosEquips = {}
|
||||
local needGoldNum = 0
|
||||
local needOtherNum=0
|
||||
local otherId=1258
|
||||
function this:InitComponent(gameObject)
|
||||
this.spLoader = SpriteLoader.New()
|
||||
this.tabBox = Util.GetGameObject(gameObject, "CompoundPanel_Equip/TabBox")
|
||||
this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/needGoldText"):GetComponent("Text")
|
||||
this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/costTab/GameObject1/needGoldText"):GetComponent("Text")
|
||||
this.compoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn")
|
||||
this.autoCompoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/autoCompoundBtn")
|
||||
this.addBtn = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/addBtn")
|
||||
|
|
@ -38,10 +41,10 @@ function this:InitComponent(gameObject)
|
|||
this.needEquip = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/needEquip")
|
||||
this.compoundEquip = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/compoundEquip")
|
||||
this.progressImage = Util.GetGameObject(gameObject, "CompoundPanel_Equip/titleGo/progress/Image"):GetComponent("Image")
|
||||
|
||||
--for i = 1, 6 do
|
||||
-- this.tabs[i] = Util.GetGameObject(gameObject, "CompoundPanel_Equip/Tabs/Btn" .. i)
|
||||
--end
|
||||
this.needOtherObg=Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/costTab/GameObject")
|
||||
this.needOtherImg=Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/costTab/GameObject/icon"):GetComponent("Image")
|
||||
this.needOtherTxt=Util.GetGameObject(gameObject, "CompoundPanel_Equip/compoundBtn/costTab/GameObject/needGoldText"):GetComponent("Text")
|
||||
this.needOtherImg.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[otherId].ResourceID))
|
||||
this.equipPre = Util.GetGameObject(gameObject, "CompoundPanel_Equip/equipPre")
|
||||
this.ScrollBar=Util.GetGameObject(gameObject, "CompoundPanel_Equip/Scrollbar"):GetComponent("Scrollbar")
|
||||
local v2 = Util.GetGameObject(gameObject, "CompoundPanel_Equip/scroll"):GetComponent("RectTransform").rect
|
||||
|
|
@ -78,10 +81,17 @@ end
|
|||
function this.ShowGoldNum0()
|
||||
if needGoldNum > BagManager.GetItemCountById(14) then
|
||||
materidaIsCan = false
|
||||
this.needGoldText.text = string.format("<color=#FF0011>%s</color>", needGoldNum)
|
||||
this.needGoldText.text = string.format("<color=#FF0011>%s</color>", PrintWanNum(needGoldNum))
|
||||
else
|
||||
materidaIsCan = true
|
||||
this.needGoldText.text =string.format("<color=#FCF5D3FF>%s</color>", needGoldNum)
|
||||
this.needGoldText.text =string.format("<color=#FCF5D3FF>%s</color>", PrintWanNum(needGoldNum))
|
||||
end
|
||||
if needOtherNum>BagManager.GetItemCountById(otherId) then
|
||||
otherMateialIsCan = false
|
||||
this.needOtherTxt.text=string.format("<color=#FF0011>%s</color>", needOtherNum)
|
||||
else
|
||||
otherMateialIsCan =true
|
||||
this.needOtherTxt.text =string.format("<color=#FCF5D3FF>%s</color>", needOtherNum)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -111,20 +121,15 @@ function this.OnClickTabBtn(_curIndex)
|
|||
this.SingleItemDataShow(go, equipDatas[index],equipStarsConfig[equipDatas[index].Star])
|
||||
end)
|
||||
this.ShowTitleData(equipStarsConfig[curSelectEquip.Star])
|
||||
-- this.ScrollView:ForeachItemGO(function(index, go)
|
||||
-- Timer.New(function()
|
||||
-- go.gameObject:SetActive(true)
|
||||
-- PlayUIAnim(go.gameObject)
|
||||
-- end, 0.001 * (index - 1)):Start()
|
||||
-- end)
|
||||
end
|
||||
|
||||
function this.ShowTitleData(curEquipStarsConfig)
|
||||
this.ShowTitleEquipData(this.compoundEquip,curSelectEquip,curEquipStarsConfig)
|
||||
|
||||
--得到静态表中合成当前装备需要的装备
|
||||
local config=equipStarsConfig[curSelectEquip.Star - 1]
|
||||
curNeedEquip = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipConfig,"Position",curSelectEquip.Position,"Star",curSelectEquip.Star - 1)
|
||||
this.ShowTitleEquipData(this.needEquip,curNeedEquip,equipStarsConfig[curSelectEquip.Star - 1])--需要的材料
|
||||
this.ShowTitleEquipData(this.needEquip,curNeedEquip,config)--需要的材料
|
||||
|
||||
--得到背包中中合成当前装备需要的装备
|
||||
local allCanCompoundEquips = EquipManager.GetBagCompoundEquipDatasByequipSData(curSelectEquip)
|
||||
|
|
@ -132,20 +137,49 @@ function this.ShowTitleData(curEquipStarsConfig)
|
|||
for i=1,#allCanCompoundEquips do
|
||||
num=num+allCanCompoundEquips[i].num
|
||||
end
|
||||
this.progressText.text = num .. "/" .. equipStarsConfig[curSelectEquip.Star - 1].RankupCount
|
||||
this.progressImage.fillAmount = num / equipStarsConfig[curSelectEquip.Star - 1].RankupCount
|
||||
compoundNum = math.floor(num / equipStarsConfig[curSelectEquip.Star - 1].RankupCount)
|
||||
compoundMaxNum = math.floor(num / equipStarsConfig[curSelectEquip.Star - 1].RankupCount)
|
||||
this.ShowGoldNum(equipStarsConfig[curSelectEquip.Star - 1],compoundNum)
|
||||
this.progressText.text = num .. "/" .. config.RankupCount
|
||||
this.progressImage.fillAmount = num / config.RankupCount
|
||||
--compoundNum = math.floor(num /config.RankupCount)
|
||||
compoundNum=1
|
||||
compoundMaxNum = math.floor(num / config.RankupCount)
|
||||
for i = 1,compoundMaxNum do
|
||||
local items=config.RankupResources
|
||||
local isEnough=true
|
||||
for j = 1, #items do
|
||||
if BagManager.GetItemCountById(items[j][1])< items[j][2]*i then
|
||||
isEnough=false
|
||||
end
|
||||
end
|
||||
if isEnough then
|
||||
compoundNum=i
|
||||
end
|
||||
end
|
||||
this.ShowGoldNum(config,compoundNum)
|
||||
end
|
||||
function this.ShowGoldNum(upEquipStarsConfig,compoundNum)
|
||||
needGoldNum = compoundNum * upEquipStarsConfig.RankupResources[1][2]
|
||||
if needGoldNum > BagManager.GetItemCountById(upEquipStarsConfig.RankupResources[1][1]) then
|
||||
materidaIsCan = false
|
||||
this.needGoldText.text = string.format("<color=#FF0011>%s</color>", needGoldNum)
|
||||
this.needGoldText.text = string.format("<color=#FF0011>%s</color>",PrintWanNum(needGoldNum))
|
||||
else
|
||||
materidaIsCan = true
|
||||
this.needGoldText.text =string.format("<color=#FCF5D3FF>%s</color>", needGoldNum)
|
||||
this.needGoldText.text =string.format("<color=#FCF5D3FF>%s</color>",PrintWanNum(needGoldNum))
|
||||
end
|
||||
--如果有额外消耗物品
|
||||
if upEquipStarsConfig.RankupResources[2] then
|
||||
needOtherNum = compoundNum * upEquipStarsConfig.RankupResources[2][2]
|
||||
otherId=upEquipStarsConfig.RankupResources[2][1]
|
||||
if needOtherNum>BagManager.GetItemCountById(otherId) then
|
||||
otherMateialIsCan = false
|
||||
this.needOtherTxt.text=string.format("<color=#FF0011>%s</color>", needOtherNum)
|
||||
else
|
||||
otherMateialIsCan = true
|
||||
this.needOtherTxt.text =string.format("<color=#FCF5D3FF>%s</color>", needOtherNum)
|
||||
end
|
||||
this.needOtherObg:SetActive(true)
|
||||
else
|
||||
this.needOtherObg:SetActive(false)
|
||||
otherMateialIsCan = true
|
||||
end
|
||||
this.numText.text = compoundNum
|
||||
Util.SetGray(this.addBtn,false)
|
||||
|
|
@ -190,7 +224,25 @@ function this.SingleItemDataShow(_go,_itemData,curEquipStarsConfig)
|
|||
local choosed =Util.GetGameObject(_go.transform, "choosed")
|
||||
choosed:SetActive(curSelectEquip.Id == _itemData .Id)
|
||||
local redPoint = Util.GetGameObject(_go.transform,"redPoint")
|
||||
redPoint:SetActive(bagPosEquips[curEquipStarsConfig.Id - 1] and bagPosEquips[curEquipStarsConfig.Id - 1] >= equipStarsConfig[curEquipStarsConfig.Id - 1].RankupCount)
|
||||
local isShow=false
|
||||
local config=equipStarsConfig[curEquipStarsConfig.Id - 1]
|
||||
if bagPosEquips[curEquipStarsConfig.Id - 1] then
|
||||
isShow=true
|
||||
if bagPosEquips[curEquipStarsConfig.Id - 1]< config.RankupCount then
|
||||
isShow=false
|
||||
end
|
||||
if isShow then
|
||||
local items=config.RankupResources
|
||||
for i = 1, #items do
|
||||
if items[i][2]>BagManager.GetItemCountById(items[i][1]) then
|
||||
isShow=false
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
redPoint:SetActive(isShow)
|
||||
if curSelectEquip.Id == _itemData .Id then
|
||||
curSelectGO = _go
|
||||
end
|
||||
|
|
@ -222,7 +274,7 @@ function this.CompoundNumChange(type)
|
|||
compoundNum = compoundNum - 1
|
||||
end
|
||||
--LogError("compoundNum "..compoundNum)
|
||||
this.ShowGoldNum(equipStarsConfig[curSelectEquip.Star],compoundNum)
|
||||
this.ShowGoldNum(equipStarsConfig[curSelectEquip.Star-1],compoundNum)
|
||||
end
|
||||
function this.Compound()
|
||||
--LogError(" `````````````````` "..curIndex.." "..curSelectEquip.Star.." "..compoundNum)
|
||||
|
|
@ -234,6 +286,11 @@ function this.Compound()
|
|||
UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.Gold })
|
||||
return
|
||||
end
|
||||
|
||||
if not otherMateialIsCan then
|
||||
PopupTipPanel.ShowTip(itemConfig[otherId].Name.."不足")
|
||||
return
|
||||
end
|
||||
NetManager.ComplexEquipRequest(curIndex,curSelectEquip.Star,compoundNum,function(msg)
|
||||
SoundManager.PlaySound(SoundConfig.UI_Duanzao)
|
||||
-- SoundManager.PlaySound(SoundConfig.UI_Baoqi)
|
||||
|
|
@ -247,8 +304,10 @@ function this.AutoCompound(_position)
|
|||
--进度剩余的的装备材料的数量
|
||||
local curPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(_position)
|
||||
local bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(_position)
|
||||
--进度需要的消耗材料的数量
|
||||
--进度需要的消耗金币的数量
|
||||
local shengGoldNum = 0
|
||||
--进度需要消耗其他物品的数量
|
||||
local shengOtherNum = 0
|
||||
--进度剩余的的消耗材料的数量
|
||||
local bagNums = {}
|
||||
|
||||
|
|
@ -289,7 +348,12 @@ function this.AutoCompound(_position)
|
|||
end
|
||||
for itemId, num in pairs(materialNums) do
|
||||
bagNums[itemId] = bagNums[itemId] - endCompoundNum * num
|
||||
shengGoldNum = shengGoldNum + endCompoundNum * num
|
||||
if itemId==14 then
|
||||
shengGoldNum = shengGoldNum + endCompoundNum * num
|
||||
else
|
||||
shengOtherNum = shengOtherNum + endCompoundNum * num
|
||||
end
|
||||
|
||||
end
|
||||
curPosEquips[i] = curPosEquips[i] - endCompoundNum * equipStarsConfig[i].RankupCount
|
||||
if curPosEquips[i + 1] then
|
||||
|
|
@ -319,7 +383,7 @@ function this.AutoCompound(_position)
|
|||
return
|
||||
end
|
||||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipCompound,
|
||||
shengGoldNum,curRewards,function ()
|
||||
shengGoldNum,shengOtherNum,curRewards,function ()
|
||||
NetManager.ComplexEquipRequest(curIndex,0,0,function(msg)
|
||||
SoundManager.PlaySound(SoundConfig.UI_Duanzao)
|
||||
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
|
||||
|
|
|
|||
|
|
@ -512,7 +512,7 @@ function this.DeleteHeroDatas(heroDIds)
|
|||
-- end
|
||||
-- end
|
||||
--end
|
||||
|
||||
|
||||
-- 清除佩戴的魂印
|
||||
local soulPrintList = heroDatas[heroDIds[i]].soulPrintList
|
||||
for i = 1, #soulPrintList do
|
||||
|
|
@ -3649,8 +3649,6 @@ function this.GetCurHeroEquipSuitPros(equipIdList)
|
|||
local curEquip = EquipManager.GetSingleEquipData(equipIdList[i])
|
||||
if equipSuiteConfig[curEquip.equipConfig.Star] then--有套装
|
||||
table.insert(curEquipLists,curEquip)
|
||||
if #curEquipLists > 1 then
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -3660,16 +3658,51 @@ function this.GetCurHeroEquipSuitPros(equipIdList)
|
|||
local num = #curEquipLists
|
||||
-- LogPink("num "..num)
|
||||
for i = 1, #curEquipLists do
|
||||
for _, configInfo in ConfigPairs(ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)) do
|
||||
if configInfo.Id == curEquipLists[i].equipConfig.Star then
|
||||
if num > 1 then
|
||||
-- LogPink("curEquipLists[i].equipConfig.Star "..curEquipLists[i].equipConfig.Star.." "..num)
|
||||
local curequipSuit = {curEquipLists[i].equipConfig.Star,configInfo.SuiteValue[num - 1]}
|
||||
table.insert(equipSuit,curequipSuit)
|
||||
local configInfo = equipSuiteConfig[curEquipLists[i].equipConfig.Star]
|
||||
if configInfo and num > 1 then
|
||||
-- LogPink("curEquipLists[i].equipConfig.Star "..curEquipLists[i].equipConfig.Star.." "..num)
|
||||
local curequipSuit = {configInfo.Id, configInfo.SuiteValue[num - 1]}
|
||||
table.insert(equipSuit, 1, curequipSuit)
|
||||
end
|
||||
num = num - 1
|
||||
end
|
||||
-- for i = 1, #equipSuit do
|
||||
-- LogPink(equipSuit[i][1].. " " ..equipSuit[i][2][1])
|
||||
-- end
|
||||
return equipSuit
|
||||
end
|
||||
-- 获取白金套装属性
|
||||
function this.GetCurHeroBaiJinEquipSuitPros(equipIdList)
|
||||
local equipSuit = {}
|
||||
local curEquipLists = {}
|
||||
for i = 1, #equipIdList do
|
||||
--套装加成
|
||||
local curEquip = EquipManager.GetSingleEquipData(equipIdList[i])
|
||||
if equipSuiteConfig[curEquip.equipConfig.Star] then--有套装
|
||||
table.insert(curEquipLists,curEquip)
|
||||
end
|
||||
end
|
||||
|
||||
table.sort(curEquipLists, function(a, b)
|
||||
return a.equipConfig.Star < b.equipConfig.Star
|
||||
end)
|
||||
local num = #curEquipLists
|
||||
-- LogPink("num "..num)
|
||||
for i = 1, #curEquipLists do
|
||||
local configInfo = equipSuiteConfig[curEquipLists[i].equipConfig.Star]
|
||||
if configInfo and configInfo.SuiteSkill then
|
||||
local len = #configInfo.SuiteSkill
|
||||
for x = len , 1, -1 do
|
||||
local skill = configInfo.SuiteSkill[x]
|
||||
if skill[1] == num then
|
||||
-- LogPink("curEquipLists[i].equipConfig.Star "..configInfo.Id.." "..num)
|
||||
local curequipSuit = {configInfo.Id, skill}
|
||||
table.insert(equipSuit, 1, curequipSuit)
|
||||
break
|
||||
end
|
||||
num = num - 1
|
||||
end
|
||||
end
|
||||
num = num - 1
|
||||
end
|
||||
-- for i = 1, #equipSuit do
|
||||
-- LogPink(equipSuit[i][1].. " " ..equipSuit[i][2][1])
|
||||
|
|
|
|||
|
|
@ -50,7 +50,11 @@ local this = GMPanel
|
|||
"1#100005#1", "1#100010#1", "1#100015#1", "1#100020#1", "1#100025#1","1#100030#1", "1#100035#1","1#100040#1"
|
||||
}
|
||||
local equipeList = {
|
||||
"1#60159#1", "1#60184#1", "1#60194#1", "1#60199#1"
|
||||
"1#60158#1", "1#60183#1", "1#60193#1", "1#60198#1",
|
||||
"1#60159#1", "1#60184#1", "1#60194#1", "1#60199#1",
|
||||
"1#60160#1", "1#60185#1", "1#60200#1", "1#60201#1",
|
||||
"1#60161#1", "1#60186#1", "1#60202#1", "1#60208#1",
|
||||
"1#60162#1", "1#60187#1", "1#60203#1", "1#60209#1",
|
||||
}
|
||||
local moneyList = {"1#3#99999999", "1#4#99999999", "1#5#99999999", "1#14#999999999", "1#15#99999999", "1#16#99999999","1#1226#99999999"}
|
||||
--初始化组件(用于子类重写)
|
||||
|
|
|
|||
|
|
@ -6,7 +6,9 @@ local equipData
|
|||
local func
|
||||
local isRewardItemPop
|
||||
local curSuitProGo = {}--当前套装属性对象
|
||||
local baijinProGo = {}--当前套装属性对象
|
||||
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
|
||||
local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
|
||||
local _MainProList = {}
|
||||
local isShowfenjie =true
|
||||
--初始化组件(用于子类重写)
|
||||
|
|
@ -33,6 +35,9 @@ function RewardEquipSingleShowPopup:InitComponent()
|
|||
this.mainProGrid = Util.GetGameObject(self.transform, "Content/mainPro/bg")
|
||||
this.mainProItem = Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName")
|
||||
this.mainProItem:SetActive(false)
|
||||
-- 不朽属性
|
||||
this.baijinProPre = Util.GetGameObject(self.transform, "Content/baijinRect/baijinPro")
|
||||
this.baijinProGrid = Util.GetGameObject(self.transform, "Content/baijinRect/proGrid")
|
||||
|
||||
-- this.mainProName=Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName"):GetComponent("Text")
|
||||
-- this.mainProVale=Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName/curProVale"):GetComponent("Text")
|
||||
|
|
@ -228,6 +233,37 @@ function RewardEquipSingleShowPopup:OnShow()
|
|||
else
|
||||
Util.GetGameObject(self.transform, "Content/proRect"):SetActive(false)
|
||||
end
|
||||
--白金套装属性
|
||||
local suitConFig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
|
||||
local curSuitConFig = suitConFig[equipConfigData.Star]
|
||||
if curSuitConFig and curSuitConFig.SuiteSkill then
|
||||
this.baijinProGrid.transform.parent.gameObject:SetActive(true)
|
||||
if curSuitConFig then
|
||||
for i = 1, math.max(#curSuitConFig.SuiteSkill, #baijinProGo) do
|
||||
local go = baijinProGo[i]
|
||||
if not go then
|
||||
go = newObject(this.baijinProPre)
|
||||
go.transform:SetParent(this.baijinProGrid.transform)
|
||||
go.transform.localScale = Vector3.one
|
||||
go.transform.localPosition = Vector3.zero
|
||||
baijinProGo[i] = go
|
||||
end
|
||||
go.gameObject:SetActive(false)
|
||||
end
|
||||
for i = 1, #curSuitConFig.SuiteSkill do
|
||||
local go = baijinProGo[i]
|
||||
go.gameObject:SetActive(true)
|
||||
local Star = curSuitConFig.Id
|
||||
local suitNum = curSuitConFig.SuiteSkill[i][1]
|
||||
local passiveId = curSuitConFig.SuiteSkill[i][2]
|
||||
go:GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
|
||||
Util.GetGameObject(go.transform, "vale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
|
||||
|
||||
end
|
||||
end
|
||||
else
|
||||
this.baijinProGrid.transform.parent.gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
if this.jumpViewList and #this.jumpViewList > 0 then
|
||||
for i = 1,#this.jumpViewList do
|
||||
|
|
@ -310,6 +346,7 @@ end
|
|||
function RewardEquipSingleShowPopup:OnDestroy()
|
||||
this.spLoader:Destroy()
|
||||
curSuitProGo = {}
|
||||
baijinProGo = {}
|
||||
_MainProList = {}
|
||||
if this.jumpViewList and #this.jumpViewList > 0 then
|
||||
for i = 1,#this.jumpViewList do
|
||||
|
|
|
|||
|
|
@ -16,7 +16,9 @@ function this:InitComponent(gameObject)
|
|||
this.spLoader = SpriteLoader.New()
|
||||
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
|
||||
this.num=Util.GetGameObject(gameObject,"Body/Num"):GetComponent("Text")
|
||||
this.num2=Util.GetGameObject(gameObject,"Body/Num2"):GetComponent("Text")
|
||||
this.numImage=Util.GetGameObject(gameObject,"Body/Num/Image"):GetComponent("Image")
|
||||
this.numImage2=Util.GetGameObject(gameObject,"Body/Num2/Image"):GetComponent("Image")
|
||||
this.cancelBtn=Util.GetGameObject(gameObject,"CancelBtn")
|
||||
this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
|
||||
|
||||
|
|
@ -48,10 +50,12 @@ function this:OnShow(_parent,...)
|
|||
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
|
||||
local args = {...}
|
||||
this.num.text = args[1]
|
||||
fun = args[3]
|
||||
this.num2.text = args[2]
|
||||
fun = args[4]
|
||||
this.titleText.text=Language[11541]
|
||||
this.numImage.sprite = SetIcon(this.spLoader, 14)
|
||||
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,10,1,sortingOrder,false,args[2])
|
||||
this.numImage2.sprite = SetIcon(this.spLoader, 1258)
|
||||
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,10,1,sortingOrder,false,args[3])
|
||||
end
|
||||
|
||||
function this:OnClose()
|
||||
|
|
|
|||
|
|
@ -11,9 +11,12 @@ local equipDataList
|
|||
local position
|
||||
local curSuitProGo = {}--当前套装属性对象
|
||||
local nextSuitProGo = {}--将要替换套装属性对象
|
||||
local BaiJinProGo = {}--白金套装属性对象
|
||||
local equipSuit = {}--当前英雄穿戴装备的套装信息 [suitId] = 件数
|
||||
local baijinSuit = {}--当前英雄穿戴装备的白金套装信息 [suitId] = 件数
|
||||
local equipSuiteConfig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
|
||||
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
|
||||
local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
|
||||
local _MainProList = {}
|
||||
local _NextProList = {}
|
||||
local change
|
||||
|
|
@ -22,11 +25,13 @@ function RoleEquipChangePopup:InitComponent()
|
|||
this.spLoader = SpriteLoader.New()
|
||||
|
||||
this.btnBack= Util.GetGameObject(self.transform, "btnBack")
|
||||
this.go = Util.GetGameObject(self.transform, "GameObject")
|
||||
this.go = Util.GetGameObject(self.transform, "GameObject")
|
||||
this.mainProItem = Util.GetGameObject(this.go,"curProName")
|
||||
this.mainProItem:SetActive(false)
|
||||
this.otherProPre=Util.GetGameObject(this.go,"otherPro")
|
||||
this.otherProPre:SetActive(false)
|
||||
this.baijinProPre=Util.GetGameObject(this.go,"baijinPro")
|
||||
this.baijinProPre:SetActive(false)
|
||||
this.equipPanel = {}
|
||||
for i = 1 ,2 do
|
||||
if not this.equipPanel[i] then
|
||||
|
|
@ -49,11 +54,16 @@ function RoleEquipChangePopup:InitComponent()
|
|||
this.equipPanel[i].curEquipOrOkText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipOrOkText"):GetComponent("Text")
|
||||
this.equipPanel[i].curEquipPosText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipPosText"):GetComponent("Text")
|
||||
|
||||
this.equipPanel[i].mainProGrid = Util.GetGameObject(this.equipPanel[i].bg,"mainPro/bg")
|
||||
|
||||
this.equipPanel[i].rect = Util.GetGameObject(this.equipPanel[i].bg,"rect")
|
||||
|
||||
this.equipPanel[i].curotherProscroll=Util.GetGameObject(this.equipPanel[i].bg,"scroll")
|
||||
this.equipPanel[i].otherProGrid=Util.GetGameObject(this.equipPanel[i].bg,"scroll/grid")
|
||||
this.equipPanel[i].mainProGrid = Util.GetGameObject(this.equipPanel[i].bg,"rect/content/mainPro/bg")
|
||||
|
||||
this.equipPanel[i].curotherProscroll=Util.GetGameObject(this.equipPanel[i].bg,"rect/content/scroll")
|
||||
this.equipPanel[i].otherProGrid=Util.GetGameObject(this.equipPanel[i].bg,"rect/content/scroll/grid")
|
||||
|
||||
|
||||
this.equipPanel[i].baijinScroll=Util.GetGameObject(this.equipPanel[i].bg,"rect/content/baijin")
|
||||
this.equipPanel[i].baijinProGrid=Util.GetGameObject(this.equipPanel[i].bg,"rect/content/baijin/grid")
|
||||
|
||||
this.equipPanel[i].castInfoObject=Util.GetGameObject(this.equipPanel[i].bg,"castInfoObject")
|
||||
this.equipPanel[i].curCastInfo=Util.GetGameObject( this.equipPanel[i].castInfoObject,"castInfo"):GetComponent("Text")
|
||||
|
|
@ -146,8 +156,10 @@ end
|
|||
|
||||
function RoleEquipChangePopup:OnShow()
|
||||
equipSuit = {}
|
||||
baijinSuit = {}
|
||||
if curHeroData then
|
||||
equipSuit = HeroManager.GetCurHeroEquipSuitPros(curHeroData.equipIdList)
|
||||
baijinSuit = HeroManager.GetCurHeroBaiJinEquipSuitPros(curHeroData.equipIdList)
|
||||
end
|
||||
if type==1 then
|
||||
this.equipPanel[2].bg:SetActive(false)
|
||||
|
|
@ -195,6 +207,8 @@ function RoleEquipChangePopup:OnShow()
|
|||
end
|
||||
end
|
||||
for i = 1,#this.equipPanel do
|
||||
ForceRebuildLayout(this.equipPanel[i].baijinProGrid.transform)
|
||||
ForceRebuildLayout(this.equipPanel[i].rect.transform)
|
||||
ForceRebuildLayout(this.equipPanel[i].bg.transform)
|
||||
end
|
||||
ForceRebuildLayout(this.go.transform)
|
||||
|
|
@ -276,31 +290,36 @@ function this.ShowCurEquipData(index)
|
|||
end
|
||||
if endProList and #endProList > 0 then
|
||||
this.equipPanel[1].curotherProscroll:SetActive(true)
|
||||
for i = 1, math.max(#endProList, #curSuitProGo) do
|
||||
if not curSuitProGo[i] then
|
||||
curSuitProGo[i] = newObjToParent(this.otherProPre,this.equipPanel[1].otherProGrid)
|
||||
end
|
||||
curSuitProGo[i].gameObject:SetActive(false)
|
||||
for i = 1, math.max(#endProList, #curSuitProGo) do
|
||||
if not curSuitProGo[i] then
|
||||
curSuitProGo[i] = newObjToParent(this.otherProPre,this.equipPanel[1].otherProGrid)
|
||||
end
|
||||
for i = 1, #endProList do
|
||||
local go = curSuitProGo[i]
|
||||
go.gameObject:SetActive(true)
|
||||
--type=data[2]--1 穿戴 2 卸下 3 替换
|
||||
local proId = endProList[i][2][2]
|
||||
local proVa = endProList[i][2][3]
|
||||
local suitNum = endProList[i][2][1]
|
||||
local Star = endProList[i][1]
|
||||
|
||||
curSuitProGo[i].gameObject:SetActive(false)
|
||||
end
|
||||
for i = 1, #endProList do
|
||||
local go = curSuitProGo[i]
|
||||
go.gameObject:SetActive(true)
|
||||
--type=data[2]--1 穿戴 2 卸下 3 替换
|
||||
local proId = endProList[i][2][2]
|
||||
local proVa = endProList[i][2][3]
|
||||
local suitNum = endProList[i][2][1]
|
||||
local Star = endProList[i][1]
|
||||
|
||||
if type ~= 1 and #equipSuit > 0 then--激活的要变颜色
|
||||
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(propertyConfig[proId].Info) .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
|
||||
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
|
||||
else
|
||||
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(propertyConfig[proId].Info) .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
|
||||
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
|
||||
if type == 2 and #equipSuit > 0 then--激活的要变颜色
|
||||
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(propertyConfig[proId].Info) .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
|
||||
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
this.equipPanel[1].curotherProscroll:SetActive(false)
|
||||
end
|
||||
|
||||
-- 设置白金装备套装
|
||||
this.SetBaijinProShow(1, curEquipData,equipConfigData,itemConfigData)
|
||||
|
||||
end
|
||||
function this.NextCurEquipData()
|
||||
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, nextEquipData.id)
|
||||
|
|
@ -339,7 +358,78 @@ function this.NextCurEquipData()
|
|||
else
|
||||
this.equipPanel[2].curotherProscroll:SetActive(false)
|
||||
end
|
||||
|
||||
-- 设置白金装备套装
|
||||
this.SetBaijinProShow(2, curEquipData, equipConfigData,itemConfigData)
|
||||
end
|
||||
|
||||
-- 设置白金装备套装显示
|
||||
function this.SetBaijinProShow(CurOrNext, equipData, equipCfg, itemCfg)
|
||||
local equipPanel = this.equipPanel[CurOrNext]
|
||||
if not BaiJinProGo[CurOrNext] then
|
||||
BaiJinProGo[CurOrNext] = {}
|
||||
end
|
||||
local proGoList = BaiJinProGo[CurOrNext]
|
||||
|
||||
local endProList = {}
|
||||
local isGreen = false
|
||||
if CurOrNext == 2 or type == 1 or #baijinSuit <= 0 then
|
||||
if equipSuiteConfig[equipCfg.Star] and equipSuiteConfig[equipCfg.Star].SuiteSkill then
|
||||
for i = 1, #equipSuiteConfig[equipCfg.Star].SuiteSkill do
|
||||
table.insert(endProList,{equipCfg.Star,equipSuiteConfig[equipCfg.Star].SuiteSkill[i]})
|
||||
end
|
||||
end
|
||||
else
|
||||
endProList = baijinSuit
|
||||
isGreen = true
|
||||
end
|
||||
if endProList and #endProList > 0 then
|
||||
equipPanel.baijinScroll:SetActive(true)
|
||||
this.SetScrollActive(CurOrNext, type == 3)
|
||||
for i = 1, math.max(#endProList, #proGoList) do
|
||||
if not proGoList[i] then
|
||||
proGoList[i] = newObjToParent(this.baijinProPre,equipPanel.baijinProGrid)
|
||||
end
|
||||
proGoList[i].gameObject:SetActive(false)
|
||||
end
|
||||
for i = 1, #endProList do
|
||||
local go = proGoList[i]
|
||||
go.gameObject:SetActive(true)
|
||||
--type=data[2]--1 穿戴 2 卸下 3 替换
|
||||
local Star = endProList[i][1]
|
||||
local suitNum = endProList[i][2][1]
|
||||
local passiveId = endProList[i][2][2]
|
||||
|
||||
if isGreen then--激活的要变颜色
|
||||
go:GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
|
||||
Util.GetGameObject(go.transform, "vale"):GetComponent("Text").text = ""--"<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
|
||||
else
|
||||
go:GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
|
||||
Util.GetGameObject(go.transform, "vale"):GetComponent("Text").text = ""--"<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
|
||||
end
|
||||
end
|
||||
else
|
||||
equipPanel.baijinScroll:SetActive(false)
|
||||
this.SetScrollActive(CurOrNext, false)
|
||||
end
|
||||
end
|
||||
|
||||
-- 开启白金套装后要可以滑动
|
||||
function this.SetScrollActive(CurOrNext, isScroll)
|
||||
local rect = this.equipPanel[CurOrNext].rect
|
||||
if isScroll then
|
||||
rect:GetComponent("VerticalLayoutGroup").enabled = false
|
||||
rect:GetComponent("ContentSizeFitter").enabled = false
|
||||
rect:GetComponent("ScrollRect").enabled = true
|
||||
rect.transform.sizeDelta = Vector2.New(800, 400)
|
||||
Util.GetGameObject(rect, "content").transform.localPosition = Vector2.New(-350, -100)
|
||||
else
|
||||
rect:GetComponent("VerticalLayoutGroup").enabled = true
|
||||
rect:GetComponent("ContentSizeFitter").enabled = true
|
||||
rect:GetComponent("ScrollRect").enabled = false
|
||||
end
|
||||
end
|
||||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function RoleEquipChangePopup:OnClose()
|
||||
end
|
||||
|
|
@ -350,6 +440,9 @@ function RoleEquipChangePopup:OnDestroy()
|
|||
curSuitProGo = {}
|
||||
nextSuitProGo = {}
|
||||
this.mainProList = {}
|
||||
-- 重置数据
|
||||
baijinSuit = {}
|
||||
BaiJinProGo = {}
|
||||
end
|
||||
|
||||
return RoleEquipChangePopup
|
||||
|
|
@ -315,7 +315,7 @@ end
|
|||
--右切换按钮点击
|
||||
function this:RightBtnOnClick()
|
||||
-- 英雄长按升级时不再进行切换操作
|
||||
if this.PageList[1].isPressed then
|
||||
if this.PageList[1] and this.PageList[1].isPressed then
|
||||
return
|
||||
end
|
||||
if isClickLeftOrRightBtn == false then
|
||||
|
|
@ -357,7 +357,7 @@ end
|
|||
--左切换按钮点击
|
||||
function this:LeftBtnOnClick()
|
||||
-- 英雄长按升级时不再进行切换操作
|
||||
if this.PageList[1].isPressed then
|
||||
if this.PageList[1] and this.PageList[1].isPressed then
|
||||
return
|
||||
end
|
||||
|
||||
|
|
|
|||
|
|
@ -62,6 +62,7 @@ local _ShowPlusType = {
|
|||
UpViewRechargeType.TaichuZhiQi,
|
||||
UpViewRechargeType.XunBaoMiZong,
|
||||
UpViewRechargeType.jingwenmiyao,
|
||||
UpViewRechargeType.godEquipStone,
|
||||
}
|
||||
|
||||
-- 判断是否显示加号
|
||||
|
|
@ -394,7 +395,8 @@ function UpView:RechargeType(_type)
|
|||
_type == UpViewRechargeType.QiJieCoin or
|
||||
_type == UpViewRechargeType.LunDaoBi or
|
||||
_type == UpViewRechargeType.jingwenmiyao or
|
||||
_type == UpViewRechargeType.TaichuZhiQi then
|
||||
_type == UpViewRechargeType.TaichuZhiQi or
|
||||
_type == UpViewRechargeType.godEquipStone then
|
||||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _type)
|
||||
end
|
||||
end
|
||||
|
|
|
|||