代码星星层级设置修改

dev_chengFeng
jiaoyangna 2021-11-05 13:18:55 +08:00
parent 23ebadf81c
commit d0d93e02ea
34 changed files with 775 additions and 99 deletions

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m_CorrespondingSourceObject: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 0}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
m_FillMethod: 4
m_FillAmount: 1
m_FillClockwise: 1
m_FillOrigin: 0
m_UseSpriteMesh: 0
--- !u!1 &5547431676740270301
GameObject:
m_ObjectHideFlags: 0
@ -3042,6 +3294,9 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 4498635453485656611}
- component: {fileID: 4390512065727411271}
- component: {fileID: 6791947430112704552}
- component: {fileID: 1541546990069446160}
m_Layer: 5
m_Name: star
m_TagString: Untagged
@ -3065,9 +3320,69 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: -23.200073, y: 30.830017}
m_AnchoredPosition: {x: -23.200073, y: 0}
m_SizeDelta: {x: 142.16, y: 29.089996}
m_Pivot: {x: 0, y: 0}
--- !u!114 &4390512065727411271
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
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m_ChildControlWidth: 0
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--- !u!222 &6791947430112704552
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m_CullTransparentMesh: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 0}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
m_FillMethod: 4
m_FillAmount: 1
m_FillClockwise: 1
m_FillOrigin: 0
m_UseSpriteMesh: 0
--- !u!1 &6026254945310905896
GameObject:
m_ObjectHideFlags: 0
@ -3194,6 +3509,9 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 255192519203865204}
- component: {fileID: 8728760796249272500}
- component: {fileID: 7589981154861170049}
- component: {fileID: 2472160648641693244}
m_Layer: 5
m_Name: star
m_TagString: Untagged
@ -3217,9 +3535,69 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: -23.200073, y: 30.830017}
m_AnchoredPosition: {x: -23.200073, y: 0}
m_SizeDelta: {x: 142.16, y: 29.089996}
m_Pivot: {x: 0, y: 0}
--- !u!114 &8728760796249272500
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m_ChildControlWidth: 0
m_ChildControlHeight: 0
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View File

@ -415,14 +415,16 @@ end
--把英雄星级父对象和星级传过来 type 1 第6-11个预设 type 2 第12-17个预设 type 3 第18-24个预设
function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rotation)
-- local pos = starGrid:GetComponent("RectTransform").anchoredPosition3D
-- pos.y = -1.03
-- starGrid:GetComponent("RectTransform").anchoredPosition3D = pos
-- local horizonta = starGrid:GetComponent("LayoutGroup")
-- if not horizonta then
-- local pos = starGrid:GetComponent("RectTransform").anchoredPosition3D
-- pos.y = -1.03
-- starGrid:GetComponent("RectTransform").anchoredPosition3D = pos
-- horizonta = starGrid:AddComponent(typeof(UnityEngine.UI.HorizontalLayoutGroup))
-- horizonta.childAlignment = "LowerLeft"
-- end
-- horizonta.childAlignment = "LowerLeft"
local starSize
if not _starSize and type == 3 then
--第一个值代表缩放第二个值代表y轴移动到的y轴的位置

View File

@ -256,6 +256,8 @@ function FindTreasureDispatchPanel:OnShowCardData(go,heroData,type)
local starGrid = Util.GetGameObject(go.transform, "star")
local star,starType = heroData.GetStar(1)
SetHeroStars(self.spLoader, starGrid, star,starType)
Util.SetParticleSortLayer(starGrid,self.sortingOrder + 1)
local cardBtn = Util.GetGameObject(go.transform, "icon")
local choosed = Util.GetGameObject(go.transform, "choosed")
Util.AddOnceClick(cardBtn, function()

View File

@ -105,6 +105,7 @@ function this.SetShow(root,data,index)
Util.GetGameObject(o,"ProIcon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig[heroId].PropertyName))
Util.GetGameObject(o,"Lv/Text"):GetComponent("Text").text=1
SetHeroStars(this.spLoader, Util.GetGameObject(o,"Star"),heroConfig[heroId].Star)
end
local _strs=string.split(GetLanguageStrById(data.HeroDesc),"#")

View File

@ -225,6 +225,7 @@ function FormationSetPanel:SingleHeroDataShow(_go,_heroData)
local starGrid = Util.GetGameObject(_go.transform, "star")
local star,starType = heroData.GetStar(1)
SetHeroStars(self.spLoader, starGrid, star,starType)
Util.SetParticleSortLayer(starGrid,self.sortingOrder + 1)
local choosed = Util.GetGameObject(_go.transform, "card/choosed")
if teamHero[heroData.dynamicId] then
choosed:SetActive(true)

View File

@ -461,6 +461,7 @@ function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums2(isAllRefresh)
starSize = Vector2.New(60,57)
end
SetHeroStars(self.spLoader,self.reSelectList[i].star,star,starType,starSize,starScale)
Util.SetParticleSortLayer(self.reSelectList[i].star,sortingOrder + 1)
self.reSelectList[i].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(tempHeroData.heroConfig.PropertyName))
self.reSelectList[i].posIcon.sprite = self.spLoader:LoadSprite(tempHeroData.professionIcon)
@ -470,6 +471,7 @@ function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums2(isAllRefresh)
self.reSelectList[i].name.text = string.format("<color=#FFE18D>%s</color>",str)
self.reSelectList[i].frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(self.costItems[i].star,self.costItems[i].star))
SetHeroStars(self.spLoader,self.reSelectList[i].star,self.costItems[i].star,1,Vector2.New(60,57))
self.reSelectList[i].posIcon.gameObject:SetActive(false)
self.reSelectList[i].proIcon.gameObject:SetActive(false)
if self.costItems[i].id > 0 then

View File

@ -146,7 +146,6 @@ function this:ShowSingleHero(go,data,index)
Util.GetGameObject(go, "name"):GetComponent("Text").text = heroData.ReadingName
local starGrid = Util.GetGameObject(go, "star")
SetHeroStars(self.spLoader,starGrid, heroData.Star)
self.maskList[self.curSelect][index] = Util.GetGameObject(go, "choosed")
self.maskList[self.curSelect][index]:SetActive(false)
Util.SetGray(self.itemList[self.curSelect][index],false)

View File

@ -117,7 +117,7 @@ function this:ShowSingleData(go,heroData,index)
end
local star,starType = heroData.GetStar(1)
SetHeroStars(self.spLoader, starGrid, star,starType)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
Util.AddOnceClick(go, function()
for i = 1, #self.maskList do
self.maskList[i]:SetActive(false)

View File

@ -134,6 +134,7 @@ function this.SingleInfoDataShow(go,data)
Util.GetGameObject(curHeroGoList[data.teamInfo[i].position], "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(nil,data.teamInfo[i].star))
local star,starType = GetStarOrGodSoulLv(1,data.teamInfo[i])
SetHeroStars(this.spLoader, Util.GetGameObject(heroGo, "starGrid"), star,starType)
Util.SetParticleSortLayer(Util.GetGameObject(heroGo, "starGrid"),origilayer + 1)
Util.GetGameObject(heroGo, "lvbg/levelText"):GetComponent("Text").text=data.teamInfo[i].level
local heroData = {}
Util.AddOnceClick(Util.GetGameObject(Util.GetGameObject(curHeroGoList[data.teamInfo[i].position], "frame"), "frame"), function()

View File

@ -78,7 +78,14 @@ function GuildMemberInfoPopup:InitComponent()
-- end
this.Demons = {}
for i = 1, 6 do
table.insert(this.Demons, Util.GetGameObject(self.gameObject, "tipImage/panel/defendbox/Demons/heroPro (" .. i .. ")"))
this.Demons[i] = {}
this.Demons[i].go = Util.GetGameObject(self.gameObject, "tipImage/panel/defendbox/Demons/heroPro (" .. i .. ")")
this.Demons[i].frame = Util.GetGameObject(this.Demons[i].go, "frame"):GetComponent("Image")
this.Demons[i].hero = Util.GetGameObject(this.Demons[i].go, "hero")
this.Demons[i].starGrid = Util.GetGameObject(this.Demons[i].hero, "starGrid")
this.Demons[i].proIcon = Util.GetGameObject(this.Demons[i].hero, "proIcon"):GetComponent("Image")
this.Demons[i].levelText = Util.GetGameObject(this.Demons[i].hero, "lvbg/levelText"):GetComponent("Text")
this.Demons[i].icon = Util.GetGameObject(this.Demons[i].hero, "icon"):GetComponent("Image")
end
this.Pokemons={}
for i = 1, 6 do
@ -245,6 +252,10 @@ function this:OnSortingOrderChange()
if _PlayerHead then
_PlayerHead:SetLayer(self.sortingOrder)
end
for i, demon in ipairs(this.Demons) do
Util.SetParticleSortLayer(demon.starGrid,self.sortingOrder + 1)
end
end
-- 刷新进攻次数显示
function this.RefreshAttackCount()
@ -324,31 +335,30 @@ function this.FormationAdapter(teamInfo)
this.memPower.text = teamInfo.totalForce
for i, demon in ipairs(this.Demons) do
Util.GetGameObject(demon, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(1))
Util.GetGameObject(demon, "hero"):SetActive(false)
demon.frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(1))
demon.hero:SetActive(false)
end
--队伍阵容
for i, hero in ipairs(teamInfo.team) do
local demonId = teamInfo.team[i].heroTid
if demonId then
local heroGo = Util.GetGameObject(this.Demons[hero.position], "hero")
heroGo:SetActive(true)
this.Demons[hero.position].hero:SetActive(true)
local star,starType = GetStarOrGodSoulLv(1,hero)
SetHeroStars(this.spLoader, Util.GetGameObject(heroGo, "starGrid"), star,starType)
SetHeroStars(this.spLoader, this.Demons[hero.position].starGrid, star,starType)
Util.SetParticleSortLayer(this.Demons[hero.position].starGrid,this.sortingOrder + 1)
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId)
Util.GetGameObject(heroGo, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
Util.GetGameObject(heroGo, "lvbg/levelText"):GetComponent("Text").text = hero.level
Util.GetGameObject(this.Demons[hero.position], "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
this.Demons[hero.position].proIconsprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
this.Demons[hero.position].levelText.text = hero.level
this.Demons[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
-- if hero.skinId == 0 then
-- Util.GetGameObject(heroGo, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(heroConfig.Icon))
-- this.Demons[hero.position].heroicon:GetComponent("Image.sprite = this.spLoader:LoadSprite(GetResourcePath(heroConfig.Icon))
-- else
-- local config = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",hero.skinId)
-- Util.GetGameObject(heroGo, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(config.Icon))
-- this.Demons[hero.position].heroicon:GetComponent("Image.sprite = this.spLoader:LoadSprite(GetResourcePath(config.Icon))
-- end
SetHeroIcon(this.spLoader, hero,Util.GetGameObject(heroGo, "icon"):GetComponent("Image"),heroConfig)
local frameBtn = Util.GetGameObject(this.Demons[hero.position], "frame")
SetHeroIcon(this.spLoader, hero,this.Demons[hero.position].heroicon,heroConfig)
local heroData = {}
Util.AddOnceClick(frameBtn, function()
Util.AddOnceClick( this.Demons[hero.position].frame.gameObject, function()
NetManager.ViewHeroInfoRequest(this._MemId,hero.heroid,nil,FormationTypeDef.FORMATION_NORMAL,function(msg)
if not hero.heroid then
return

View File

@ -3,16 +3,14 @@ HarmonyPanel = Inherit(BasePanel)
HarmonyPanel.contents = {
local contents = {
[1] = {view = require("Modules/Harmony/View/HarmonyScrllow"), panelName = "HarmonyPanel"},
}
HarmonyPanel.prefab={}
--初始化组件(用于子类重写)
function HarmonyPanel:InitComponent()
self.spLoader = SpriteLoader.New()
self.prefab = {}
self.btnBack = Util.GetGameObject(self.gameObject, "Back/BackBtn")
self.helpBtn = Util.GetGameObject(self.gameObject,"HelpBtn")
self.AddBtn = Util.GetGameObject(self.gameObject,"Panel/HarmonyPanel/AddBtn")
@ -25,13 +23,10 @@ function HarmonyPanel:InitComponent()
--初始化格子中的数据
HarmonyManager:InitGongMingDataList()
for i = 1, #self.contents do
self.prefab[i]=Util.GetGameObject(self.panel,self.contents[i].panelName);
self.contents[i].view:InitComponent(self.panel, BagManager.GetTotalItemNum(UpViewRechargeType.XuanHuangZhiQi),BagManager.GetTotalItemNum(UpViewRechargeType.DemonCrystal),1)
self.spLoader = SpriteLoader.New()
for i = 1, #contents do
self.prefab[i]=Util.GetGameObject(self.panel,contents[i].panelName);
contents[i].view:InitComponent(self.panel, BagManager.GetTotalItemNum(UpViewRechargeType.XuanHuangZhiQi),BagManager.GetTotalItemNum(UpViewRechargeType.DemonCrystal),1)
end
end
function HarmonyPanel:InitTextMum()
@ -91,16 +86,16 @@ function HarmonyPanel:ReFeshTextFun(data)
end
--添加事件监听(用于子类重写)
function HarmonyPanel:AddListener()
for i = 1, #self.contents do
self.contents[i].view:AddListener()
for i = 1, #contents do
contents[i].view:AddListener()
end
Game.GlobalEvent:AddEvent(GameEvent.HongMeng.OnlyRefeshText,self.ReFeshTextFun,self)
end
--移除事件监听(用于子类重写)
function HarmonyPanel:RemoveListener()
for i = 1, #self.contents do
self.contents[i].view:RemoveListener()
for i = 1, #contents do
contents[i].view:RemoveListener()
end
Game.GlobalEvent:RemoveEvent(GameEvent.HongMeng.OnlyRefeshText,self.ReFeshTextFun,self)
end
@ -111,8 +106,8 @@ function HarmonyPanel:OnOpen()
--格子
for i = 1, #self.contents do
self.contents[i].view:OnOpen()
for i = 1, #contents do
contents[i].view:OnOpen(self.sortingOrder)
end
--金币
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
@ -130,12 +125,20 @@ end
function HarmonyPanel:OnShow()
self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.HongMengProp})
self.HarmonyView:SetEffectLayer(self.sortingOrder)
for i = 1, #contents do
contents[i].view:SetEffectLayer(self.sortingOrder)
end
end
function HarmonyPanel:OnSortingOrderChange()
for i = 1, #contents do
contents[i].view:SetEffectLayer(self.sortingOrder)
end
end
--界面关闭时调用(用于子类重写)
function HarmonyPanel:OnClose()
for i = 1, #self.contents do
self.contents[i].view:OnClose()
for i = 1, #contents do
contents[i].view:OnClose()
end
end

View File

@ -54,6 +54,7 @@ function HongMengEnvoyPanel:InitEnvoyItemList(ItemPfb, parent)
contents[i].view:InitComponent(self.panel,BagManager.GetTotalItemNum(UpViewRechargeType.XuanHuangZhiQi),BagManager.GetTotalItemNum(UpViewRechargeType.DemonCrystal),2)
end
end
--绑定事件(用于子类重写)
function HongMengEnvoyPanel:BindEvent()
Util.AddClick(self.btnBack,function()
@ -267,9 +268,6 @@ function HongMengEnvoyPanel:OnOpen(equipSId)
for i = 1, #HarmonyManager.hongmengGuards do
self.EnvoyItemList[i]:SetEffectLayer(self.sortingOrder)
end
for i = 1, #contents do
contents[i].view:SetEffectLayer(self.sortingOrder)
end
end
function HongMengEnvoyPanel:OnSortingOrderChange()
@ -321,6 +319,9 @@ end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function HongMengEnvoyPanel:OnShow()
self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.HongMengTower})
for i = 1, #contents do
contents[i].view:SetEffectLayer(self.sortingOrder)
end
end
--界面关闭时调用(用于子类重写)

View File

@ -99,6 +99,7 @@ function HongMengUnLoadPanel:SetItem(go,data,index)
local starGrid = Util.GetGameObject(go.transform, "star")
local star,starType = heroSingleData.GetStar(1)
SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
end
--界面关闭时调用(用于子类重写)

View File

@ -500,7 +500,7 @@ function this.SetSelectHero(isFirstIn,isFirstData,isMainIn)
lv.text=v.level
local star,starType = GetStarOrGodSoulLv(1,v)
SetHeroStars(this.spLoader, starGrid, star,starType)
Util.SetParticleSortLayer(starGrid,MapPanel.sortingOrder + 1)
--选择
if isFirstIn then
choosed:SetActive(i==1)

View File

@ -56,7 +56,7 @@ function MapRoleInfoPopup:OnOpen(...)
this.heroName.text = curHeroData.name
local star,starType = curHeroData.GetStar(1)
SetHeroStars(this.spLoader, this.starGrid, star,starType)
Util.SetParticleSortLayer(this.starGrid,self.sortingOrder + 1)
--计算战斗力
this.power.text =Language[10104] .. HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
-- 计算属性

View File

@ -157,7 +157,7 @@ function this.RefreshPanel()
starSize = Vector2.New(60,57)
end
SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
Util.SetParticleSortLayer(starGrid,sortingOrder)
Util.SetParticleSortLayer(starGrid,sortingOrder + 1)
--血量相关
hpExp.value=v.heroHp/10000
Util.SetGray(o,v.heroHp<=0)

View File

@ -284,6 +284,7 @@ function this.SingleHeroDataShow(go, heroData, index)
local starGrid = Util.GetGameObject(go, "star")
local star,starType = heroData.GetStar(1)
SetHeroStars(this.spLoader, starGrid, star,starType)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
-- Click On
Util.AddOnceClick(go, function()
this.ChooseHero(go, heroData, index)

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@ -258,6 +258,7 @@ function PracticeImprint:ShowSingleImprintInfoLayout(_serverData,_configData)
proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
local star,starType = heroData.GetStar(1)
SetHeroStars(self.spLoader,starGrid, star,starType)
Util.SetParticleSortLayer(starGrid,self.sortingOrder + 1)
curhero = _serverData.subId
else
curhero = ""
@ -272,6 +273,7 @@ function PracticeImprint:ShowSingleImprintInfoLayout(_serverData,_configData)
proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(_heroData.heroConfig.PropertyName))
local star,starType = _heroData.GetStar(1)
SetHeroStars(self.spLoader,starGrid, star,starType)
Util.SetParticleSortLayer(starGrid,self.sortingOrder + 1)
if curhero ~= _heroData.dynamicId and curhero ~= nil and curhero ~= "" and curhero ~= "nil" then
PopupTipPanel.ShowTip("已替换附身神将!")
end

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@ -90,10 +90,6 @@ function this.SortTypeClick(_sortType,isTop,isAni)
this.ScrollView:SetData(tarHero, function (index, go)
this.SingleHeroDataShow(go, tarHero[index])
end,isTop,isAni)
this.ScrollView:ForeachItemGO(function (index, go)
Util.SetParticleSortLayer(go, sortingOrder + 1)
end)
-- this.ScrollView:ForeachItemGO(function(index, go)
-- Timer.New(function()
-- go.gameObject:SetActive(true)
@ -123,6 +119,7 @@ function this.SingleHeroDataShow(go,_heroData)
starSize = Vector2.New(60,57)
end
SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
Util.SetParticleSortLayer(starGrid, sortingOrder + 1)
local choosed =Util.GetGameObject(_go.transform, "choosed")
local formationMask =Util.GetGameObject(_go.transform, "formationMask")
Util.GetGameObject(_go.transform, "formationMask/formationImage/upImage"):GetComponent("Image").sprite = this.spLoader:LoadSprite("t_tongyong-yishangzheng_zh")

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@ -95,10 +95,6 @@ function this.SortTypeClick(_sortType,isTop,isAni)
this.ScrollView:SetData(tarHero, function (index, go)
this.SingleHeroDataShow(go, tarHero[index])
end,isTop,isAni)
this.ScrollView:ForeachItemGO(function (index, go)
Util.SetParticleSortLayer(go, sortingOrder + 1)
end)
-- this.ScrollView:ForeachItemGO(function(index, go)
-- Timer.New(function()
-- go.gameObject:SetActive(true)
@ -153,6 +149,7 @@ function this.SingleHeroDataShow(go,_heroData)
starScale = -13
end
SetHeroStars(this.spLoader, starGrid, star,starType,nil,starScale)
Util.SetParticleSortLayer(starGrid,sortingOrder + 1)
local choosed =Util.GetGameObject(_go.transform, "choosed")
local formationMask =Util.GetGameObject(_go.transform, "formationMask")
Util.GetGameObject(_go.transform, "formationMask/formationImage/upImage"):GetComponent("Image").sprite = this.spLoader:LoadSprite("t_tongyong-yishangzheng_zh")

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@ -168,6 +168,7 @@ function RoleAwakeLayout:UpdateHeroUpStarData()
end
Util.GetGameObject(go.transform,"num"):GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,curUpStarData[i].upStarData[4])
SetHeroStars(this.spLoader, Util.GetGameObject(go.transform, "iconbg/starGrid"), curUpStarData[i].upStarMaterialsData.StarLimit,1,nil,-15.3)
local addBtn=Util.GetGameObject(go.transform,"add")
Util.AddOnceClick(addBtn, function()
curSelectUpStarData=curUpStarData[i]

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@ -39,7 +39,6 @@ function RolePosInfoPopup:RemoveListener()
end
function RolePosInfoPopup:OnSortingOrderChange()
end
function RolePosInfoPopup:OnOpen(_curHeroData,_star)
@ -106,6 +105,7 @@ function this.RefreshPanel()
Util.GetGameObject(o,"ProIcon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig[heroId].PropertyName))
Util.GetGameObject(o,"Lv/Text"):GetComponent("Text").text=1
SetHeroStars(this.spLoader, Util.GetGameObject(o,"Star"),heroConfig[heroId].Star,1,Vector2.New(30,30),-8.21)
Util.SetParticleSortLayer(Util.GetGameObject(o,"Star"), self.sortingOrder + 1)
end
--每位英雄的描述信息 字符串组合到一个text组件中
local _strs=string.split(GetLanguageStrById(_curData[i].HeroDesc),"#") --切割成多个

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@ -62,9 +62,7 @@ function RoleReturnListPanel:OnShow()
this.ScrollView:SetData(heroData, function (index, go)
this.OnShowSingleCardData(go, heroData[index])
end)
this.ScrollView:ForeachItemGO(function (index, go)
Util.SetParticleSortLayer(go, self.sortingOrder + 1)
end)
this.desText.text=string.format(Language[11824] .. NumToSimplenessFont[needStar] .. Language[11825])
end
function this.OnShowSingleCardData(go,heroData)
@ -93,7 +91,7 @@ function this.OnShowSingleCardData(go,heroData)
starScale = -16.86
end
SetHeroStars(this.spLoader, starGrid, star,starType,nil,starScale)
Util.SetParticleSortLayer(starGrid,self.sortingOrder + 1)
local cardBtn = Util.GetGameObject(go.transform, "icon")
Util.AddOnceClick(cardBtn, function()
if curSelectHeroData.dynamicId == heroData.dynamicId then

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@ -139,6 +139,7 @@ function RoleReturnPanel:OnShowHeroData()
Util.GetGameObject(self.heroGo, "hero/posIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetJobSpriteStrByJobNum(curHeroData.heroConfig.Profession))
local star,starType = curHeroData.GetStar(1)
SetHeroStars(self.spLoader, Util.GetGameObject(self.heroGo, "hero/star"), star,starType)
Util.SetParticleSortLayer(Util.GetGameObject(self.heroGo, "hero/star"),self.sortingOrder + 1)
Util.AddOnceClick(Util.GetGameObject(self.heroGo, "cilck"), function()
UIManager.OpenPanel(UIName.RoleReturnListPanel,curHeroData,self)
end)

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@ -199,6 +199,7 @@ function RoleUpStarLayout:UpdateHeroUpStarData()
end
Util.GetGameObject(go.transform,"num"):GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,curUpStarData[i].upStarData[4])
SetHeroStars(this.spLoader, Util.GetGameObject(go.transform, "iconbg/starGrid"), curUpStarData[i].upStarMaterialsData.StarLimit,1,nil,-15.3)
Util.SetParticleSortLayer(Util.GetGameObject(go.transform, "iconbg/starGrid"),self.sortingOrder + 1)
local addBtn=Util.GetGameObject(go.transform,"add")
Util.AddOnceClick(addBtn, function()
curSelectUpStarData=curUpStarData[i]

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@ -195,9 +195,8 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
noumenon:SetActive( heroData.id == curHeroData.id )
name.text = SubString2(GetLanguageStrById(heroData.heroConfig.ReadingName),8)
local star,starType = heroData.GetStar(1)
SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
Util.SetParticleSortLayer(starGrid,self.sortingOrder + 1)
SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
GongMingMask:SetActive(false)--最后检测是否共鸣
if heroData.lockState == 1 or (heroData.isFormation ~= "" and heroData.isFormation ~= Language[10410]) then
else

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@ -84,6 +84,7 @@ function RoleUpStarSuccessPanel:OnSortingOrderChange()
Util.AddParticleSortLayer(this.UI_Effect_choukaR, self.sortingOrder - orginLayer)
this.mask:GetComponent("Canvas").overrideSorting = true
this.mask:GetComponent("Canvas").sortingOrder = self.sortingOrder - 30
Util.SetParticleSortLayer(this.starGrid,self.sortingOrder + 1)
orginLayer = self.sortingOrder
end
@ -107,6 +108,7 @@ function RoleUpStarSuccessPanel:OnOpen(...)
this.LiveGO = poolManager:LoadLive(this.LiveName, this.live2dRoot.transform,
Vector3.one * curHeroData.heroConfig.Scale, Vector3.New(curHeroData.heroConfig.Position[1],curHeroData.heroConfig.Position[2],0))
SetHeroStars(this.spLoader, this.starGrid, curHeroData.star+1,1,Vector2.New(60,60),-11,Vector2.New(0.5,0.5))
Util.SetParticleSortLayer(this.starGrid,self.sortingOrder + 1)
this.profession.sprite = this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
LogPink("curHeroData.heroConfig.PropertyName"..curHeroData.heroConfig.PropertyName)

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@ -77,7 +77,16 @@ function WorldArenaMyTeamPanel:InitComponent()
for i = 1, 3 do
self.Heros[i] = {}
for j = 1, 6 do
self.Heros[i][j] = Util.GetGameObject(self.Content, "Grid ("..i..")/Info/TeamList/heroPro ("..j..")")
self.Heros[i][j] = {}
self.Heros[i][j].go = Util.GetGameObject(self.Content, "Grid ("..i..")/Info/TeamList/heroPro ("..j..")")
self.Heros[i][j].frame = Util.GetGameObject(self.Heros[i][j].go, "frame"):GetComponent("Image")
self.Heros[i][j].pos = Util.GetGameObject(self.Heros[i][j].go, "pos"):GetComponent("Image")
self.Heros[i][j].hero = Util.GetGameObject(self.Heros[i][j].go, "hero")
self.Heros[i][j].starGrid = Util.GetGameObject( self.Heros[i][j].hero, "starGrid")
self.Heros[i][j].proIcon = Util.GetGameObject( self.Heros[i][j].hero, "proIcon"):GetComponent("Image")
self.Heros[i][j].levelText = Util.GetGameObject( self.Heros[i][j].hero, "lvbg/levelText"):GetComponent("Text")
self.Heros[i][j].icon = Util.GetGameObject( self.Heros[i][j].hero, "icon"):GetComponent("Image")
end
end
end
@ -146,31 +155,28 @@ function WorldArenaMyTeamPanel:SetSingleFormation(go,data,index)
end)
for i, demon in ipairs(self.Heros[index]) do
Util.GetGameObject(demon, "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(1))
Util.GetGameObject(demon, "pos"):GetComponent("Image").sprite=self.spLoader:LoadSprite("bd_xinkapaifan"..i)
Util.GetGameObject(demon, "hero"):SetActive(false)
demon.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(1))
demon.pos.sprite=self.spLoader:LoadSprite("bd_xinkapaifan"..i)
demon.hero:SetActive(false)
end
local allPower=0
--队伍阵容
for i, hero in pairs(data) do
local heroTid = data[i].heroId
local frameBtn = Util.GetGameObject(self.Heros[index][hero.position], "frame")
if heroTid then
local heroGo = Util.GetGameObject(self.Heros[index][hero.position], "hero")
local heroData=HeroManager.GetSingleHeroData(heroTid)
heroGo:SetActive(true)
self.Heros[index][hero.position].hero:SetActive(true)
local star,starType = GetStarOrGodSoulLv(1,heroData)
SetHeroStars(self.spLoader, Util.GetGameObject(heroGo, "starGrid"), star,starType)
SetHeroStars(self.spLoader, self.Heros[index][hero.position].starGrid, star,starType)
Util.SetParticleSortLayer(self.Heros[index][hero.position].starGrid,self.sortingOrder + 1)
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroData.id)
allPower=allPower+heroData.warPower
Util.GetGameObject(heroGo, "proIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
Util.GetGameObject(heroGo, "lvbg/levelText"):GetComponent("Text").text = heroData.lv
Util.GetGameObject(self.Heros[index][hero.position], "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
SetHeroIcon(self.spLoader, hero,Util.GetGameObject(heroGo, "icon"):GetComponent("Image"),heroConfig)
self.Heros[index][hero.position].proIconsprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
self.Heros[index][hero.position].levelText.text = heroData.lv
self.Heros[index][hero.position].framesprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
SetHeroIcon(self.spLoader, hero,self.Heros[index][hero.position].icon,heroConfig)
local heroData = {}
Util.AddOnceClick(Util.GetGameObject(heroGo, "icon"), function()
Util.AddOnceClick(self.Heros[index][hero.position].icon.gameObject, function()
local heroData = HeroManager.GetSingleHeroData(hero.heroId)
UIManager.OpenPanel(UIName.RoleInfoPopup, heroData,false)
end)

View File

@ -31,7 +31,14 @@ function WorldArenaOtherTeamPanel:InitComponent()
self.teamList[i].warPower = Util.GetGameObject(self.teamInfo, "Team ("..i..")/WarPower/Text"):GetComponent("Text")
self.teamList[i].heroList = {}
for j = 1, 6 do
self.teamList[i].heroList[j] = Util.GetGameObject(self.teamInfo, "Team ("..i..")/TeamList/heroPro ("..j..")")
self.teamList[i].heroList[j] = {}
self.teamList[i].heroList[j].go = Util.GetGameObject(self.teamInfo, "Team ("..i..")/TeamList/heroPro ("..j..")")
self.teamList[i].heroList[j].frame = Util.GetGameObject(self.teamList[i].heroList[j].go, "frame"):GetComponent("Image")
self.teamList[i].heroList[j].hero = Util.GetGameObject(self.teamList[i].heroList[j].go, "hero")
self.teamList[i].heroList[j].starGrid = Util.GetGameObject(self.teamList[i].heroList[j].hero, "starGrid")
self.teamList[i].heroList[j].proIcon = Util.GetGameObject(self.teamList[i].heroList[j].hero, "proIcon"):GetComponent("Image")
self.teamList[i].heroList[j].levelText = Util.GetGameObject(self.teamList[i].heroList[j].hero, "lvbg/levelText"):GetComponent("Text")
self.teamList[i].heroList[j].icon = Util.GetGameObject(self.teamList[i].heroList[j].hero, "icon"):GetComponent("Image")
end
end
--灵兽信息
@ -114,6 +121,11 @@ function WorldArenaOtherTeamPanel:OnSortingOrderChange()
if self.PlayerHead then
self.PlayerHead:SetLayer(self.sortingOrder)
end
for k,v in pairs(self.teamList) do
for m,n in pairs(v.heroList) do
Util.SetParticleSortLayer(n.starGrid,self.sortingOrder + 1)
end
end
end
function WorldArenaOtherTeamPanel:Refresh()
@ -198,26 +210,26 @@ function WorldArenaOtherTeamPanel:SetTeamInfo(_go,teamData)
title.text = string.format( "第%s队",NumToChinese[index])
--self:SetImgPos(go,data.totalForce)
Util.GetGameObject(go,"WarPower/Text"):GetComponent("Text").text=data.totalForce
for i, demon in ipairs(self.teamList[index].heroList) do
Util.GetGameObject(demon, "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(1))
Util.GetGameObject(demon, "hero"):SetActive(false)
demon.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(1))
demon.hero:SetActive(false)
end
--队伍阵容
for i, hero in ipairs(data.team) do
local heroTid = data.team[i].heroTid
if heroTid then
local heroGo = Util.GetGameObject(self.teamList[index].heroList[hero.position], "hero")
heroGo:SetActive(true)
self.teamList[index].heroList[hero.position].hero:SetActive(true)
local star,starType = GetStarOrGodSoulLv(1,hero)
SetHeroStars(self.spLoader, Util.GetGameObject(heroGo, "starGrid"), star,starType)
SetHeroStars(self.spLoader, self.teamList[index].heroList[hero.position].starGrid, star,starType)
Util.SetParticleSortLayer(self.teamList[index].heroList[hero.position].starGrid,self.sortingOrder + 1)
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTid)
Util.GetGameObject(heroGo, "proIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
Util.GetGameObject(heroGo, "lvbg/levelText"):GetComponent("Text").text = hero.level
Util.GetGameObject(self.teamList[index].heroList[hero.position], "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
SetHeroIcon(self.spLoader, hero,Util.GetGameObject(heroGo, "icon"):GetComponent("Image"),heroConfig)
local frameBtn = Util.GetGameObject(self.teamList[index].heroList[hero.position], "frame")
self.teamList[index].heroList[hero.position].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
self.teamList[index].heroList[hero.position].levelText.text = hero.level
self.teamList[index].heroList[hero.position].frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
SetHeroIcon(self.spLoader, self.teamList[index].heroList[hero.position].icon,heroConfig)
local heroData = {}
Util.AddOnceClick(frameBtn, function()
Util.AddOnceClick(self.teamList[index].heroList[hero.position].frame.gameObject, function()
LogError("playerid=="..self.playerId.." heroid=="..hero.heroid.." servername=="..serverName.." arrayid=="..2000+index)
NetManager.ViewHeroInfoRequest(self.playerId,hero.heroid,serverName,2000+index,function(msg)
if not hero.heroid then

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@ -219,7 +219,6 @@ function this:SetSelectHero(curHeroData)
this.ShowHeroLive(heroSData)
--星级
SetHeroStars(this.spLoader, this.starGrid, heroSData.Star,1,Vector2.New(42.44,42.44),-7.28, Vector2.New(0.5,0.5), Vector3.New(0,0,-15))
this.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas(heroSData.Id,heroSData.Star)

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@ -67,6 +67,7 @@ function FourTrailSingleHelpHero:OnShow(curType,...)
self.proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
local star,starType = heroData.GetStar(1)
SetHeroStars(self.spLoader,self.starGrid , star,starType)
Util.SetParticleSortLayer(self.starGrid,self.sortingOrder + 1)
self.name.text = itemConfig[heroData.heroConfig.Id].Name
-- local allAddProVal = HeroManager.CalculateHeroAllProValList(1, heroData, false)
--LogGreen(heroData.dynamicId.." allAddProVal[HeroProType.WarPower]:"..allAddProVal[HeroProType.WarPower])