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@ -409,11 +409,19 @@ end
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--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)
|
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local starSize = Vector2(35,35)
|
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local starSize
|
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if type == 3 then
|
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starSize = Vector2.New(35.75,89.42)
|
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else
|
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starSize = Vector2(35,35)
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end
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if _starSize then
|
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starSize = _starSize
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end
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local scale = -17.78
|
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if type == 3 then
|
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scale = -13.2
|
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end
|
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if _scale then
|
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scale = _scale
|
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end
|
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|
@ -436,30 +444,28 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
|
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starPre.transform:SetAsFirstSibling()
|
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starPre:GetComponent("LayoutGroup").spacing = scale
|
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starPre:GetComponent("RectTransform").pivot = pivot
|
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if star < 6 then
|
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if type and type == 3 then
|
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for i = 1, 23 do
|
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if i > 17 and i == star + 17 then
|
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starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
|
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else
|
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starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
|
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end
|
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end
|
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else
|
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for i = 1, 23 do
|
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if i <= star then
|
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starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[1])
|
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starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
|
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if rotation then
|
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starPre.transform:GetChild(i - 1):GetComponent("RectTransform").rotation = Quaternion.Euler(rotation)
|
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end
|
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starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
|
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else
|
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starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
|
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if star < 7 and type and type == 3 then
|
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for i = 1, 23 do
|
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if i > 17 and i <= star + 17 then
|
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starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
|
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starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
|
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else
|
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starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
|
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end
|
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end
|
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elseif star < 6 then
|
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for i = 1, 23 do
|
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if i <= star then
|
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starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[1])
|
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starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
|
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if rotation then
|
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starPre.transform:GetChild(i - 1):GetComponent("RectTransform").rotation = Quaternion.Euler(rotation)
|
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end
|
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starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
|
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else
|
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starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
|
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end
|
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end
|
||||
|
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elseif star > 5 and star < 10 then
|
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for i = 1, 23 do
|
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if i <= star - 5 then
|
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|
@ -543,13 +549,19 @@ local star2index = {
|
|||
[4] = {1, 2, 4, 5},
|
||||
[5] = {1, 2, 3, 4, 5}
|
||||
}
|
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function SetCardStars(starGrid, star)
|
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for i = 1, 15 do
|
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function SetCardStars(starGrid, star,starType)
|
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for i = 1, 21 do
|
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starGrid.transform:GetChild(i - 1).gameObject:SetActive(false)
|
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end
|
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if star < 6 then
|
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for _, i in ipairs(star2index[star]) do
|
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starGrid.transform:GetChild(i - 1).gameObject:SetActive(true)
|
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if starType == 3 then
|
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for _, i in ipairs(star2index[star]) do
|
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starGrid.transform:GetChild(16 + i - 1).gameObject:SetActive(true)
|
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end
|
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else
|
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for _, i in ipairs(star2index[star]) do
|
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starGrid.transform:GetChild(i - 1).gameObject:SetActive(true)
|
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end
|
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end
|
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elseif star > 5 and star < 10 then
|
||||
for _, i in ipairs(star2index[star-5]) do
|
||||
|
|
|
@ -470,6 +470,7 @@ TEAMSIMPLEINFO_STAR_FIELD = protobuf.FieldDescriptor();
|
|||
TEAMSIMPLEINFO_LEVEL_FIELD = protobuf.FieldDescriptor();
|
||||
TEAMSIMPLEINFO_POSITION_FIELD = protobuf.FieldDescriptor();
|
||||
TEAMSIMPLEINFO_SKINID_FIELD = protobuf.FieldDescriptor();
|
||||
TEAMSIMPLEINFO_GODSOULLV_FIELD = protobuf.FieldDescriptor();
|
||||
TEAMONETEAMINFO = protobuf.Descriptor();
|
||||
TEAMONETEAMINFO_TEAM_FIELD = protobuf.FieldDescriptor();
|
||||
TEAMONETEAMINFO_POKEMONINFOS_FIELD = protobuf.FieldDescriptor();
|
||||
|
@ -5266,11 +5267,21 @@ TEAMSIMPLEINFO_SKINID_FIELD.default_value = 0
|
|||
TEAMSIMPLEINFO_SKINID_FIELD.type = 5
|
||||
TEAMSIMPLEINFO_SKINID_FIELD.cpp_type = 1
|
||||
|
||||
TEAMSIMPLEINFO_GODSOULLV_FIELD.name = "godSoulLv"
|
||||
TEAMSIMPLEINFO_GODSOULLV_FIELD.full_name = ".rpc.protocols.TeamSimpleInfo.godSoulLv"
|
||||
TEAMSIMPLEINFO_GODSOULLV_FIELD.number = 7
|
||||
TEAMSIMPLEINFO_GODSOULLV_FIELD.index = 6
|
||||
TEAMSIMPLEINFO_GODSOULLV_FIELD.label = 1
|
||||
TEAMSIMPLEINFO_GODSOULLV_FIELD.has_default_value = false
|
||||
TEAMSIMPLEINFO_GODSOULLV_FIELD.default_value = 0
|
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TEAMSIMPLEINFO_GODSOULLV_FIELD.type = 5
|
||||
TEAMSIMPLEINFO_GODSOULLV_FIELD.cpp_type = 1
|
||||
|
||||
TEAMSIMPLEINFO.name = "TeamSimpleInfo"
|
||||
TEAMSIMPLEINFO.full_name = ".rpc.protocols.TeamSimpleInfo"
|
||||
TEAMSIMPLEINFO.nested_types = {}
|
||||
TEAMSIMPLEINFO.enum_types = {}
|
||||
TEAMSIMPLEINFO.fields = {TEAMSIMPLEINFO_HEROID_FIELD, TEAMSIMPLEINFO_HEROTID_FIELD, TEAMSIMPLEINFO_STAR_FIELD, TEAMSIMPLEINFO_LEVEL_FIELD, TEAMSIMPLEINFO_POSITION_FIELD, TEAMSIMPLEINFO_SKINID_FIELD}
|
||||
TEAMSIMPLEINFO.fields = {TEAMSIMPLEINFO_HEROID_FIELD, TEAMSIMPLEINFO_HEROTID_FIELD, TEAMSIMPLEINFO_STAR_FIELD, TEAMSIMPLEINFO_LEVEL_FIELD, TEAMSIMPLEINFO_POSITION_FIELD, TEAMSIMPLEINFO_SKINID_FIELD, TEAMSIMPLEINFO_GODSOULLV_FIELD}
|
||||
TEAMSIMPLEINFO.is_extendable = false
|
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TEAMSIMPLEINFO.extensions = {}
|
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TEAMONETEAMINFO_TEAM_FIELD.name = "team"
|
||||
|
|
|
@ -525,7 +525,8 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
|
|||
fg.sprite = this.spLoader:LoadSprite(GetHeroCardStarFg[heroData.star])
|
||||
|
||||
pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||||
SetCardStars(starGrid,heroData.star)
|
||||
local star,starType = heroData.GetStar()
|
||||
SetCardStars(starGrid,star,starType)
|
||||
if heroData.star > 9 then
|
||||
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(true)
|
||||
else
|
||||
|
@ -759,7 +760,14 @@ function this.SingleHeroDataShow(_go, _heroData)
|
|||
pro.sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||||
pos.sprite = this.spLoader:LoadSprite(heroData.professionIcon)
|
||||
local star,starType = heroData.GetStar(1)
|
||||
SetHeroStars(this.spLoader, starGrid, star,starType,Vector2.New(30,30),-8)
|
||||
local starSize = Vector2.New(30,30)
|
||||
local starScale = -8
|
||||
if starType == 3 then
|
||||
starSize = Vector2.New(33.43,83.61)
|
||||
starScale = -16.86
|
||||
end
|
||||
SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
|
||||
|
||||
--血量显示
|
||||
local curHeroHpVal = FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId)
|
||||
yuanImage:SetActive(heroData.createtype == 1)
|
||||
|
|
|
@ -32,20 +32,37 @@ end
|
|||
--绑定事件(用于子类重写)
|
||||
function GeneralBigPopup_RoleGodSoulUp:BindEvent()
|
||||
Util.AddClick(self.oneKeyBtn,function ()
|
||||
local isenuough,enoughNums = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,self.lv,self.allDatas)
|
||||
local isenuough,enoughNums,enoughDatas,oldEnoughDatas = false,nil,nil,nil
|
||||
self.choosedIdList = {}
|
||||
for i = 1,#self.allDatas do
|
||||
table.insert(self.choosedIdList,self.allDatas[i].herodata.dynamicId)
|
||||
isenuough,enoughNums,enoughDatas = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,self.lv,self.choosedIdList)
|
||||
if isenuough then
|
||||
self:RefreshCostItemNums()
|
||||
self:RefreshItemDatas()
|
||||
break
|
||||
else
|
||||
if not oldEnoughDatas then
|
||||
oldEnoughDatas = enoughDatas
|
||||
else
|
||||
local ismove = true
|
||||
for k,v in pairs(oldEnoughDatas) do
|
||||
if v ~= enoughDatas[k] then
|
||||
ismove = false
|
||||
break
|
||||
end
|
||||
end
|
||||
if ismove then
|
||||
table.remove(self.choosedIdList,#self.choosedIdList)
|
||||
end
|
||||
oldEnoughDatas = enoughDatas
|
||||
end
|
||||
end
|
||||
end
|
||||
if not isenuough then
|
||||
PopupTipPanel.ShowTip("无法满足激活条件!")
|
||||
return
|
||||
end
|
||||
for i = 1,#self.allDatas do
|
||||
self.choosedIdList = {}
|
||||
table.insert(self.choosedIdList,self.allDatas[i].herodata.dynamicId)
|
||||
isenuough,enoughNums = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,self.lv,self.choosedIdList)
|
||||
if isenuough then
|
||||
self:RefreshCostItemNums()
|
||||
break
|
||||
end
|
||||
end
|
||||
end)
|
||||
Util.AddClick(self.sureBtn,function()
|
||||
local isSave = false
|
||||
|
@ -154,7 +171,13 @@ function GeneralBigPopup_RoleGodSoulUp:SetSingleData(index,go,heroData)
|
|||
self.itemlist[index].pos.sprite = self.spLoader:LoadSprite(self.itemlist[index].data.professionIcon)
|
||||
|
||||
local star,starType = self.itemlist[index].data.GetStar(1)
|
||||
SetHeroStars(self.spLoader, self.itemlist[index].starGrid, star,starType,Vector2.New(30,30),-8)
|
||||
local starSize = Vector2.New(30,30)
|
||||
local starScale = -8
|
||||
if starType == 3 then
|
||||
starSize = Vector2.New(33.43,83.61)
|
||||
starScale = -16.86
|
||||
end
|
||||
SetHeroStars(self.spLoader, self.itemlist[index].starGrid, star,starType,starSize,starScale)
|
||||
|
||||
self.itemlist[index].select.gameObject:SetActive(false)
|
||||
self.itemlist[index].mask.gameObject:SetActive(false)
|
||||
|
|
|
@ -33,12 +33,12 @@ function this.InitializeTableData()
|
|||
local config = heroRankupGroup[v.Soul[i][3]]
|
||||
if config.Issame == 1 then
|
||||
data.id = v.Id
|
||||
data.property = v.PropertyName
|
||||
data.profession = v.Profession
|
||||
data.property = 0
|
||||
data.profession = 0
|
||||
elseif config.IsId > 0 then
|
||||
data.id = config.IsId
|
||||
data.property = heroConfig[config.IsId].PropertyName
|
||||
data.profession = heroConfig[config.IsId].Profession
|
||||
data.property = 0
|
||||
data.profession = 0
|
||||
else
|
||||
data.id = 0
|
||||
if config.IsSameClan == 1 then
|
||||
|
@ -304,43 +304,58 @@ function this.CheckCanUpGodSoul(curHeroData,lv,datas)
|
|||
end
|
||||
end
|
||||
local godData = this.GetGodSoulDataByLv(curHeroData.heroConfig.Id,lv)
|
||||
local enoughData = {}
|
||||
local enoughData = {} --每个条件满足的数量
|
||||
local enoughDatas = {} --每个条件是否满足
|
||||
for j = 1,#godData do
|
||||
if not enoughData[j] then
|
||||
enoughData[j] = 0
|
||||
end
|
||||
end
|
||||
for j = 1,#godData do
|
||||
if not enoughDatas[j] then
|
||||
enoughDatas[j] = false
|
||||
end
|
||||
end
|
||||
local s = function()
|
||||
local isAll = true
|
||||
enoughDatas = {}
|
||||
for i = 1,#enoughData do
|
||||
if enoughData[i] < godData[i].num then
|
||||
isAll = false
|
||||
return isAll,enoughData
|
||||
enoughDatas[i] = false
|
||||
else
|
||||
enoughDatas[i] = true
|
||||
end
|
||||
end
|
||||
return isAll,enoughData
|
||||
return isAll,enoughData,enoughDatas
|
||||
end
|
||||
if godData then
|
||||
for k,v in pairs(godDatas) do
|
||||
if this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,v.dynamicId) > 0 then
|
||||
for k,v in pairs(godDatas) do
|
||||
local isChoosed = this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,v.dynamicId)
|
||||
if isChoosed and isChoosed ~= lv then
|
||||
else
|
||||
for j = 1,#godData do
|
||||
if (godData[j].id == 0 or v.id == godData[j].id)
|
||||
and (v.star >= godData[j].star)
|
||||
and (godData[j].property == 0 or v.property == godData[j].property)
|
||||
and (godData[j].profession == 0 or v.profession == godData[j].profession)
|
||||
and v.dynamicId ~= curHeroData.dynamicId then
|
||||
enoughData[j] = enoughData[j] + 1
|
||||
if v.star >= godData[j].star then
|
||||
if godData[j].id > 0 and v.heroConfig.Id == godData[j].id then
|
||||
enoughData[j] = enoughData[j] + 1
|
||||
elseif godData[j].property > 0 and v.property == godData[j].property then
|
||||
enoughData[j] = enoughData[j] + 1
|
||||
elseif godData[j].profession > 0 and v.profession == godData[j].profession then
|
||||
enoughData[j] = enoughData[j] + 1
|
||||
elseif godData[j].property == 0 and godData[j].profession == 0 and godData[j].id == 0 then
|
||||
enoughData[j] = enoughData[j] + 1
|
||||
end
|
||||
local isAll,enoughData,enoughDatas = s()
|
||||
if isAll then
|
||||
return isAll,enoughData,enoughDatas
|
||||
end
|
||||
end
|
||||
end
|
||||
if s() then
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return s()
|
||||
end
|
||||
return false,enoughData
|
||||
return false,enoughData,enoughDatas
|
||||
end
|
||||
|
||||
function this.GetHeroGodSoulDatas(dynamicId,id,_lv)
|
||||
|
|
|
@ -3,11 +3,13 @@ HandBookHeroInfoPanel = Inherit(BasePanel)
|
|||
local this = HandBookHeroInfoPanel
|
||||
|
||||
local tabs = {
|
||||
[1] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11093], sub = SubUIConfig.HandBookRoleInfoLayout
|
||||
[RoleInfoPanelIndex.qingbao] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11093], sub = SubUIConfig.HandBookRoleInfoLayout
|
||||
},
|
||||
[2] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11095], sub = SubUIConfig.RoleStoryLayout
|
||||
[RoleInfoPanelIndex.shenhun] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "神魂",sub = SubUIConfig.RoleGodSoulLayout
|
||||
},
|
||||
[3] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11816], sub = SubUIConfig.HandBookRoleSkinPanel
|
||||
[RoleInfoPanelIndex.chuanshuo] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11095], sub = SubUIConfig.RoleStoryLayout
|
||||
},
|
||||
[RoleInfoPanelIndex.pifu] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = Language[11816], sub = SubUIConfig.HandBookRoleSkinPanel
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -112,7 +114,7 @@ function HandBookHeroInfoPanel:OnOpen(...)
|
|||
if(temp[3]) then
|
||||
_curStar=temp[3]
|
||||
end
|
||||
_CurPageIndex = 1
|
||||
_CurPageIndex = RoleInfoPanelIndex.qingbao
|
||||
heroDatas = PlayerManager.heroHandBookListData[_curStar]
|
||||
for i = 1, #heroDatas do
|
||||
if heroConFigData.Id == heroDatas[i].Id then
|
||||
|
@ -229,7 +231,7 @@ function this:UpdateHeroInfoData()
|
|||
this.posImage.sprite=this.spLoader:LoadSprite(GetHeroPosStr(heroConFigData.Profession))
|
||||
this.posText.text=GetLanguageStrById(heroConFigData.HeroLocation)
|
||||
SetTextVerTial(self.posText,Vector3.New(72,0,0))
|
||||
if _CurPageIndex == 3 then
|
||||
if _CurPageIndex == RoleInfoPanelIndex.pifu then
|
||||
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",heroConFigData.Id)
|
||||
local HeoSkin = {}
|
||||
for i = 1 ,#configs do
|
||||
|
@ -238,7 +240,11 @@ function this:UpdateHeroInfoData()
|
|||
end
|
||||
end
|
||||
if LengthOfTable(HeoSkin) < 2 then
|
||||
_CurPageIndex = 1
|
||||
_CurPageIndex = RoleInfoPanelIndex.qingbao
|
||||
end
|
||||
elseif _CurPageIndex == RoleInfoPanelIndex.shenhun then
|
||||
if heroConFigData.IsSoulOpen == 0 then
|
||||
_CurPageIndex = RoleInfoPanelIndex.qingbao
|
||||
end
|
||||
end
|
||||
self:SetPanelBg(heroConFigData)
|
||||
|
@ -259,35 +265,43 @@ function HandBookHeroInfoPanel:UpdateBtnList()
|
|||
for k,v in pairs(tabsList) do
|
||||
tabsList[k].gameObject:SetActive(false)
|
||||
end
|
||||
for k,v in ipairs(tabs) do
|
||||
if not tabsList[k] then
|
||||
tabsList[k] = newObjToParent(this.btnPre,this.btnList)
|
||||
end
|
||||
if k == 3 then
|
||||
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",heroConFigData.Id)
|
||||
local HeoSkin = {}
|
||||
for i = 1 ,#configs do
|
||||
if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then
|
||||
HeoSkin[configs[i].Type] = configs[i]
|
||||
for k = 1,10 do
|
||||
if tabs[k] then
|
||||
if not tabsList[k] then
|
||||
tabsList[k] = newObjToParent(this.btnPre,this.btnList)
|
||||
end
|
||||
if k == RoleInfoPanelIndex.pifu then
|
||||
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",heroConFigData.Id)
|
||||
local HeoSkin = {}
|
||||
for i = 1 ,#configs do
|
||||
if not HeoSkin[configs[i].Type] and configs[i].Show == 1 then
|
||||
HeoSkin[configs[i].Type] = configs[i]
|
||||
end
|
||||
end
|
||||
end
|
||||
if LengthOfTable(HeoSkin) > 1 then
|
||||
if LengthOfTable(HeoSkin) > 1 then
|
||||
tabsList[k].gameObject:SetActive(true)
|
||||
else
|
||||
tabsList[k].gameObject:SetActive(false)
|
||||
end
|
||||
elseif k == RoleInfoPanelIndex.shenhun then
|
||||
if heroConFigData.IsSoulOpen == 0 then
|
||||
tabsList[k].gameObject:SetActive(false)
|
||||
else
|
||||
tabsList[k].gameObject:SetActive(true)
|
||||
end
|
||||
else
|
||||
tabsList[k].gameObject:SetActive(true)
|
||||
else
|
||||
tabsList[k].gameObject:SetActive(false)
|
||||
end
|
||||
else
|
||||
tabsList[k].gameObject:SetActive(true)
|
||||
local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text")
|
||||
title.text = GetCurLanguage() == 0 and tabs[k].title or "<size=45>"..tabs[k].title.."</size>"
|
||||
Util.AddOnceClick(tabsList[k],function()
|
||||
if k == _CurPageIndex then
|
||||
else
|
||||
self:SetSelectBtn(k)
|
||||
self:OnPageTabChange(k)
|
||||
end
|
||||
end)
|
||||
end
|
||||
local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text")
|
||||
title.text = GetCurLanguage() == 0 and v.title or "<size=45>"..v.title.."</size>"
|
||||
Util.AddOnceClick(tabsList[k],function()
|
||||
if k == _CurPageIndex then
|
||||
else
|
||||
self:SetSelectBtn(k)
|
||||
self:OnPageTabChange(k)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -6036,7 +6036,7 @@ function NetManager.HeroGodSoulBindRequest(heroId,lv,bindheros,func)
|
|||
table.insert(returnData.godSoulList,singledata)
|
||||
GodSoulManager.UnBindHeroDatas(heroId,lv,true)
|
||||
GodSoulManager.BindHeroDatas(returnData)
|
||||
Game.GlobalEvent.DispatchEvent(GameEvent.Role.UpdateSodSoulLayout)
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Role.UpdateSodSoulLayout)
|
||||
if func then
|
||||
func()
|
||||
end
|
||||
|
|
|
@ -334,8 +334,13 @@ function this.FormationAdapter(teamInfo)
|
|||
if demonId then
|
||||
local heroGo = Util.GetGameObject(this.Demons[hero.position], "hero")
|
||||
heroGo:SetActive(true)
|
||||
LogGreen("hero.Star:"..hero.star.." hero.godsoul:"..hero.godSoulLv)
|
||||
local star,starType = GetStarOrGodSoulLv(1,hero)
|
||||
SetHeroStars(this.spLoader, Util.GetGameObject(heroGo, "starGrid"), star,starType)
|
||||
local starSize = Vector2.New(35,35)
|
||||
if starType == 3 then
|
||||
starSize = Vector2.New(35.75,89.42)
|
||||
end
|
||||
SetHeroStars(this.spLoader, Util.GetGameObject(heroGo, "starGrid"), star,starType,starSize)
|
||||
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
|
||||
|
|
|
@ -74,10 +74,43 @@ function RoleInfoPopup:InitComponent()
|
|||
this.soulPrintInfo = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/SoulPrintInfo")
|
||||
this.soulPrintGrid = Util.GetGameObject(this.soulPrintInfo, "Grid")
|
||||
this.soulPrintPre=Util.GetGameObject(this.soulPrintGrid,"SoulPrintPre")
|
||||
|
||||
this.shenhunList = {}
|
||||
this.shenhunRoot = Util.GetGameObject(this.roleInfo1,"shenhun")
|
||||
for i = 1,6 do
|
||||
if not this.shenhunList[i] then
|
||||
this.shenhunList[i] = {}
|
||||
end
|
||||
this.shenhunList[i].go = Util.GetGameObject(this.shenhunRoot, "shenhunPre"..i)
|
||||
LogGreen("this.shenhunList[i].go:"..tostring(this.shenhunList[i].go.name))
|
||||
this.shenhunList[i].goItem = Util.GetGameObject(this.shenhunList[i].go, "godItem"):GetComponent("Animator")
|
||||
end
|
||||
this.ShenhunBtn = Util.GetGameObject(this.shenhunRoot,"ShenhunBtn")
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
function RoleInfoPopup:BindEvent()
|
||||
Util.AddClick(this.ShenhunBtn,function()
|
||||
local s = function()
|
||||
local pro = {}
|
||||
local lv = GodSoulManager.GetGodSoulLv(curHeroData.dynamicId)
|
||||
local skillList = GodSoulManager.GetGodSoulDataByLv(curHeroData.heroConfig.Id,0)
|
||||
local color = "000000"
|
||||
for i = 1,6 do
|
||||
if lv >= i then
|
||||
color = "FF0000"
|
||||
end
|
||||
table.insert(pro,string.format("<color=#%s>%s</color>",color,skillList[i].skill))
|
||||
end
|
||||
return pro
|
||||
end
|
||||
local data = {}
|
||||
local singData = {}
|
||||
singData.title = "神魂效果"
|
||||
singData.pro = s()
|
||||
table.insert(data,singData)
|
||||
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.WuJinShuXing,data)
|
||||
end)
|
||||
Util.AddClick(this.talentBtn,function()
|
||||
UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
|
||||
end)
|
||||
|
@ -242,23 +275,41 @@ function this.RoleInfo1()
|
|||
this.posImage.sprite=this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
|
||||
this.posText.text=GetLanguageStrById(curHeroData.heroConfig.HeroLocation)
|
||||
SetTextVerTial(this.posText.gameObject,Vector3.New(64,0,0),"MiddleLeft")
|
||||
--品阶
|
||||
local pId=0
|
||||
if curHeroData.breakId~=0 then
|
||||
pId= heroRankupConfig[curHeroData.breakId].Phase[2]
|
||||
end
|
||||
local hruConfig= ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.HeroRankupConfig,"Star",curHeroData.heroConfig.Star,"Show",1) --动态获取不同英雄最大突破等阶
|
||||
for i = 1, #hruConfig do --动态生成
|
||||
local item=this.pinjieList[i]
|
||||
if not item then
|
||||
item= newObjToParent(this.pinjiePre,this.pinjieRoot)
|
||||
item.name="Pre"..i
|
||||
this.pinjieList[i]=item
|
||||
|
||||
local star,starType = curHeroData.GetStar(1)
|
||||
if starType == 3 then
|
||||
this.pinjieRoot.gameObject:SetActive(false)
|
||||
this.shenhunRoot.gameObject:SetActive(true)
|
||||
for i = 1,#this.shenhunList do
|
||||
if i > star then
|
||||
Util.SetGray(this.shenhunList[i].go,true)
|
||||
this.shenhunList[i].godItem.enabled = false
|
||||
else
|
||||
Util.SetGray(this.shenhunList[i].go,false)
|
||||
this.shenhunList[i].godItem.enabled = true
|
||||
end
|
||||
end
|
||||
else
|
||||
this.shenhunRoot.gameObject:SetActive(false)
|
||||
this.pinjieRoot.gameObject:SetActive(true)
|
||||
--品阶
|
||||
local pId=0
|
||||
if curHeroData.breakId~=0 then
|
||||
pId= heroRankupConfig[curHeroData.breakId].Phase[2]
|
||||
end
|
||||
local hruConfig= ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.HeroRankupConfig,"Star",curHeroData.heroConfig.Star,"Show",1) --动态获取不同英雄最大突破等阶
|
||||
for i = 1, #hruConfig do --动态生成
|
||||
local item=this.pinjieList[i]
|
||||
if not item then
|
||||
item= newObjToParent(this.pinjiePre,this.pinjieRoot)
|
||||
item.name="Pre"..i
|
||||
this.pinjieList[i]=item
|
||||
end
|
||||
this.pinjieList[i]:GetComponent("Image").sprite=this.spLoader:LoadSprite(i<=pId and pinjieImage[2] or pinjieImage[1])
|
||||
end
|
||||
for n = 1, this.pinjieRoot.transform.childCount - 1 do --超过品阶关闭显示
|
||||
this.pinjieRoot.transform:GetChild(n).gameObject:SetActive(n<=#hruConfig)
|
||||
end
|
||||
this.pinjieList[i]:GetComponent("Image").sprite=this.spLoader:LoadSprite(i<=pId and pinjieImage[2] or pinjieImage[1])
|
||||
end
|
||||
for n = 1, this.pinjieRoot.transform.childCount - 1 do --超过品阶关闭显示
|
||||
this.pinjieRoot.transform:GetChild(n).gameObject:SetActive(n<=#hruConfig)
|
||||
end
|
||||
|
||||
--基础属性
|
||||
|
|
|
@ -148,7 +148,13 @@ function this.RefreshPanel()
|
|||
pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig[v.tmpId].PropertyName))
|
||||
lv.text=v.level
|
||||
local star,starType = GetStarOrGodSoulLv(1,v)
|
||||
SetHeroStars(this.spLoader, star, star,starType,Vector2.New(30,30),-8.21)
|
||||
local starSize = Vector2.New(30,30)
|
||||
local starScale = -8.21
|
||||
if starType == 3 then
|
||||
starSize = Vector2.New(35.75,89.42)
|
||||
starScale = -10
|
||||
end
|
||||
SetHeroStars(this.spLoader, star, star,starType,starSize,starScale)
|
||||
--血量相关
|
||||
hpExp.value=v.heroHp/10000
|
||||
Util.SetGray(o,v.heroHp<=0)
|
||||
|
|
|
@ -110,7 +110,13 @@ function this.SingleHeroDataShow(go,_heroData)
|
|||
--Util.GetGameObject(_go.transform, "heroStage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
|
||||
local starGrid = Util.GetGameObject(_go.transform, "star")
|
||||
local star,starType = heroData.GetStar(1)
|
||||
SetHeroStars(this.spLoader, starGrid, star,starType,Vector2.New(32.5,32.5),-15)
|
||||
local starSize = Vector2.New(32.5,32.5)
|
||||
local starScale = -15
|
||||
if starType == 3 then
|
||||
starSize = Vector2.New(35.75,89.42)
|
||||
starScale = -16.86
|
||||
end
|
||||
SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
|
||||
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")
|
||||
|
|
|
@ -144,7 +144,11 @@ function this.SingleHeroDataShow(go,_heroData)
|
|||
--Util.GetGameObject(_go.transform, "heroStage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
|
||||
local starGrid = Util.GetGameObject(_go.transform, "star")
|
||||
local star,starType = heroData.GetStar(1)
|
||||
SetHeroStars(this.spLoader, starGrid, star,starType,nil,-15)
|
||||
local starScale = -15
|
||||
if starType == 3 then
|
||||
starScale = -16.86
|
||||
end
|
||||
SetHeroStars(this.spLoader, starGrid, star,starType,nil,starScale)
|
||||
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")
|
||||
|
|
|
@ -71,8 +71,14 @@ function RoleAwakeSuccessPanel:OnOpen(_curHeroData,_nextHeroUpStarId,_curHeroRan
|
|||
this.LiveName = GetResourcePath(curHeroData.heroConfig.Live)
|
||||
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))
|
||||
local star,starType = curHeroData.GetStar(1)
|
||||
SetHeroStars(this.spLoader, this.starGrid, star,starType,Vector2.New(60,60),-11,Vector2.New(0.5,0.5))
|
||||
local star,starType = curHeroData.GetStar(1)
|
||||
local starSize = Vector2.New(60,60)
|
||||
local starScale = -11
|
||||
if starType == 3 then
|
||||
starSize = Vector2.New(55.3,138.2)
|
||||
starScale = -13
|
||||
end
|
||||
SetHeroStars(this.spLoader, this.starGrid, star,starType,starSize,starScale,Vector2.New(0.5,0.5))
|
||||
this.profession.sprite = this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
|
||||
this.proImage.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
|
||||
this.heroName.text =GetLanguageStrById(curHeroData.heroConfig.ReadingName)
|
||||
|
|
|
@ -573,7 +573,11 @@ function this.ShowHeroEquip()
|
|||
this.heroIcon.sprite = this.spLoader:LoadSprite(curHeroData.painting)
|
||||
this.heroProIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
|
||||
local star,starType = curHeroData.GetStar(1)
|
||||
SetHeroStars(this.spLoader, this.heroStarGrid, star,starType,nil,-10)
|
||||
local starScale = -10
|
||||
if starType == 3 then
|
||||
starScale = -13.2
|
||||
end
|
||||
SetHeroStars(this.spLoader, this.heroStarGrid, star,starType,nil,starScale)
|
||||
--装备的数据
|
||||
curHeroEquipDatas = {}
|
||||
for i = 1, #curHeroData.equipIdList do
|
||||
|
|
|
@ -53,8 +53,18 @@ function RoleGodSoulLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,
|
|||
end
|
||||
|
||||
function RoleGodSoulLayout:UpdateGodList()
|
||||
self.lv = GodSoulManager.GetGodSoulLv(self.curHeroData.dynamicId)
|
||||
self.godDatas = GodSoulManager.GetGodSoulDataByLv(self.curHeroData.heroConfig.Id,0)
|
||||
if self.curHeroData.dynamicId then
|
||||
self.lv = GodSoulManager.GetGodSoulLv(self.curHeroData.dynamicId)
|
||||
self.addShow = true
|
||||
self.heroConfig = self.curHeroData.heroConfig
|
||||
else
|
||||
self.lv = 0
|
||||
self.addShow = false
|
||||
self.heroConfig = self.curHeroData
|
||||
end
|
||||
|
||||
self.godDatas = GodSoulManager.GetGodSoulDataByLv(self.heroConfig.Id,0)
|
||||
|
||||
if not self.gridList then
|
||||
self.gridList = {}
|
||||
end
|
||||
|
@ -91,61 +101,67 @@ function RoleGodSoulLayout:UpdataSingleGod(index)
|
|||
end
|
||||
end
|
||||
--绿色
|
||||
self.gridList[index].des.text = self.godDatas[index].skill --神魂效果 绿色 未激活时置灰
|
||||
|
||||
for i = 1,math.max(#self.gridList[index].costList,#self.godDatas[index]) do
|
||||
if not self.godDatas[index][i] then
|
||||
self.gridList[index].costList[i].go.gameObject:SetActive(false)
|
||||
else
|
||||
if not self.gridList[index].costList[i] then
|
||||
self.gridList[index].costList[i] = {}
|
||||
self.gridList[index].costList[i].go = newObjToParent(self.costPre,self.gridList[index].costGrid)
|
||||
self.gridList[index].costList[i].frame = Util.GetGameObject(self.gridList[index].costList[i].go,"frame"):GetComponent("Image")
|
||||
self.gridList[index].costList[i].icon = Util.GetGameObject(self.gridList[index].costList[i].frame.transform,"icon"):GetComponent("Image")
|
||||
self.gridList[index].costList[i].num = Util.GetGameObject(self.gridList[index].costList[i].go,"num"):GetComponent("Text")
|
||||
end
|
||||
self.gridList[index].costList[i].go.gameObject:SetActive(true)
|
||||
|
||||
if index <= self.lv + 1 then
|
||||
self.gridList[index].tip.text = "<color=#B5AA95>需要:</color>" --未解锁红色
|
||||
|
||||
self.gridList[index].costGrid.gameObject:SetActive(true)
|
||||
for i = 1,math.max(#self.gridList[index].costList,#self.godDatas[index]) do
|
||||
if not self.godDatas[index][i] then
|
||||
self.gridList[index].costList[i].go.gameObject:SetActive(false)
|
||||
else
|
||||
if not self.gridList[index].costList[i] then
|
||||
self.gridList[index].costList[i] = {}
|
||||
self.gridList[index].costList[i].go = newObjToParent(self.costPre,self.gridList[index].costGrid)
|
||||
self.gridList[index].costList[i].frame = Util.GetGameObject(self.gridList[index].costList[i].go,"frame"):GetComponent("Image")
|
||||
self.gridList[index].costList[i].icon = Util.GetGameObject(self.gridList[index].costList[i].frame.transform,"icon"):GetComponent("Image")
|
||||
self.gridList[index].costList[i].num = Util.GetGameObject(self.gridList[index].costList[i].go,"num"):GetComponent("Text")
|
||||
end
|
||||
self.gridList[index].costList[i].go.gameObject:SetActive(true)
|
||||
|
||||
if self.godDatas[index][i].id > 0 then
|
||||
if self.godDatas[index][i].star > 10 then
|
||||
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_zuanshitouxiangkuang")
|
||||
else
|
||||
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_hong")
|
||||
end
|
||||
self.gridList[index].costList[i].icon.gameObject:SetActive(true)
|
||||
self.gridList[index].costList[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroConfig[self.godDatas[index][i].id].Icon))
|
||||
elseif self.godDatas[index][i].property > 0 then
|
||||
self.gridList[index].costList[i].icon.gameObject:SetActive(false)
|
||||
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(PropertySmallIcon[self.godDatas[index][i].star][self.godDatas[index][i].property])
|
||||
elseif self.godDatas[index][i].profession > 0 then
|
||||
self.gridList[index].costList[i].icon.gameObject:SetActive(false)
|
||||
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(GodSoulProfession[self.godDatas[index][i].star][self.godDatas[index][i].profession])
|
||||
if self.godDatas[index][i].id > 0 then
|
||||
if self.godDatas[index][i].star > 10 then
|
||||
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_zuanshitouxiangkuang")
|
||||
else
|
||||
self.gridList[index].costList[i].icon.gameObject:SetActive(false)
|
||||
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(StarImage[self.godDatas[index][i].star])
|
||||
end
|
||||
|
||||
if index == self.lv + 1 then --未激活时红色,图标置灰
|
||||
self.gridList[index].costList[i].num.text = string.format("<color=#FF0000>×%s</color>",self.godDatas[index][i].num)
|
||||
Util.SetGray(self.gridList[index].costList[i].frame.gameObject,true)
|
||||
else --激活时绿色,图标不置灰
|
||||
self.gridList[index].costList[i].num.text = string.format("<color=#00FF00>×%s</color>",self.godDatas[index][i].num)
|
||||
Util.SetGray(self.gridList[index].costList[i].frame.gameObject,false)
|
||||
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite("s_shenhunxitong_hong")
|
||||
end
|
||||
self.gridList[index].costList[i].icon.gameObject:SetActive(true)
|
||||
self.gridList[index].costList[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroConfig[self.godDatas[index][i].id].Icon))
|
||||
elseif self.godDatas[index][i].property > 0 then
|
||||
self.gridList[index].costList[i].icon.gameObject:SetActive(false)
|
||||
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(PropertySmallIcon[self.godDatas[index][i].star][self.godDatas[index][i].property])
|
||||
elseif self.godDatas[index][i].profession > 0 then
|
||||
self.gridList[index].costList[i].icon.gameObject:SetActive(false)
|
||||
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(GodSoulProfession[self.godDatas[index][i].star][self.godDatas[index][i].profession])
|
||||
else
|
||||
self.gridList[index].costList[i].icon.gameObject:SetActive(false)
|
||||
self.gridList[index].costList[i].frame.sprite = self.spLoader:LoadSprite(StarImage[self.godDatas[index][i].star])
|
||||
end
|
||||
if not self.addShow then
|
||||
self.gridList[index].costList[i].num.text = string.format("<color=#B5AA95>×%s</color>",self.godDatas[index][i].num)
|
||||
Util.SetGray(self.gridList[index].costList[i].frame.gameObject,false)
|
||||
elseif index == self.lv + 1 then --未激活时红色,图标置灰
|
||||
self.gridList[index].costList[i].num.text = string.format("<color=#FF0000>×%s</color>",self.godDatas[index][i].num)
|
||||
Util.SetGray(self.gridList[index].costList[i].frame.gameObject,true)
|
||||
else --激活时绿色,图标不置灰
|
||||
self.gridList[index].costList[i].num.text = string.format("<color=#00FF00>×%s</color>",self.godDatas[index][i].num)
|
||||
Util.SetGray(self.gridList[index].costList[i].frame.gameObject,false)
|
||||
end
|
||||
end
|
||||
end
|
||||
self.gridList[index].des.text = string.format("<color=#FF0000>%s</color>",self.godDatas[index].skill) --神魂效果 绿色 未激活时置灰
|
||||
if not self.addShow then
|
||||
self.gridList[index].tip.text = "<color=#B5AA95>需要:</color>" --未解锁红色
|
||||
self.gridList[index].costGrid.gameObject:SetActive(true)
|
||||
self.gridList[index].add.gameObject:SetActive(false)
|
||||
Util.SetGray(self.gridList[index].godGrid,false)
|
||||
Util.SetGray(self.gridList[index].des.gameObject,false)
|
||||
self.gridList[index].des.text = string.format("<color=#B5AA95>%s</color>",self.godDatas[index].skill) --神魂效果 绿色 未激活时置灰
|
||||
elseif index <= self.lv + 1 then
|
||||
self.gridList[index].tip.text = "<color=#B5AA95>需要:</color>" --未解锁红色
|
||||
self.gridList[index].costGrid.gameObject:SetActive(true)
|
||||
self.gridList[index].add.gameObject:SetActive(true)
|
||||
if index == self.lv + 1 then
|
||||
Util.SetGray(self.gridList[index].godGrid,true) --勾魂图标 未激活时置灰
|
||||
--Util.SetGray(self.gridList[index].tip.gameObject,true)
|
||||
Util.SetGray(self.gridList[index].des.gameObject,true)
|
||||
else
|
||||
Util.SetGray(self.gridList[index].godGrid,false)
|
||||
--Util.SetGray(self.gridList[index].tip.gameObject,false)
|
||||
Util.SetGray(self.gridList[index].des.gameObject,false)
|
||||
end
|
||||
else
|
||||
|
@ -154,7 +170,6 @@ function RoleGodSoulLayout:UpdataSingleGod(index)
|
|||
--红色
|
||||
self.gridList[index].tip.text = string.format("<color=#FF0000>激活%s级神魂后解锁:</color>",index - 1)
|
||||
Util.SetGray(self.gridList[index].godGrid,true)
|
||||
Util.SetGray(self.gridList[index].tip.gameObject,false)
|
||||
Util.SetGray(self.gridList[index].des.gameObject,true)
|
||||
end
|
||||
|
||||
|
|
|
@ -624,7 +624,12 @@ function this:UpdateHeroInfoData()
|
|||
|
||||
local starSize = Vector2.New(60,60)
|
||||
local star,starType = curHeroData.GetStar(2)
|
||||
SetHeroStars(this.spLoader, this.starGrid, star,starType,starSize,-10,Vector2.New(0.5,0.5))
|
||||
local starScale = -10
|
||||
if starType == 3 then
|
||||
starSize = Vector2.New(55.3,138.2)
|
||||
starScale = -13.2
|
||||
end
|
||||
SetHeroStars(this.spLoader, this.starGrid, star,starType,starSize,starScale)--,Vector2.New(0.5,0.5))
|
||||
this.posImage.sprite =this.spLoader:LoadSprite(curHeroData.professionIcon)
|
||||
this.heroName.text = curHeroData.name
|
||||
this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
|
||||
|
@ -675,6 +680,7 @@ function this:UpdateHeroInfoData()
|
|||
else
|
||||
this.imprintBtn:SetActive(false)
|
||||
end
|
||||
ForceRebuildLayout(this.starGrid.transform)
|
||||
end
|
||||
|
||||
function this:ChangeCurentHeroSkinLive(herodata)
|
||||
|
|
|
@ -252,7 +252,13 @@ function this.SingleHeroDataShow(_go,_heroData)
|
|||
local starPre = Util.GetGameObject(_go.transform, "starPre")
|
||||
--Util.ClearChild(starGrid.transform)
|
||||
local star,starType = heroData.GetStar(1)
|
||||
SetHeroStars(this.spLoader, starGrid, star,starType,Vector2(32.5,32.5),-10)
|
||||
local starSize = Vector2.New(32.5,32.5)
|
||||
local starScale = -10
|
||||
if starType == 3 then
|
||||
starSize = Vector2.New(35.75,89.42)
|
||||
starScale = -13.2
|
||||
end
|
||||
SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
|
||||
--local cardBtn = Util.GetGameObject(_go.transform, "card(Clone)")
|
||||
SoulPrintManager.UnLockSoulPrintPos(heroData)
|
||||
local soulPrintIsOpen = table.nums(SoulPrintManager.hasUnlockPos)>=1
|
||||
|
|
|
@ -85,7 +85,11 @@ function this.OnShowSingleCardData(go,heroData)
|
|||
Util.GetGameObject(formationMask.transform, "lockImage"):SetActive( heroData.lockState == 1)
|
||||
local starGrid = Util.GetGameObject(go.transform, "star")
|
||||
local star,starType = heroData.GetStar(1)
|
||||
SetHeroStars(this.spLoader, starGrid, star,starType,nil,-15)
|
||||
local starScale = -15
|
||||
if starType == 3 then
|
||||
starScale = -16.86
|
||||
end
|
||||
SetHeroStars(this.spLoader, starGrid, star,starType,nil,starScale)
|
||||
|
||||
local cardBtn = Util.GetGameObject(go.transform, "icon")
|
||||
Util.AddOnceClick(cardBtn, function()
|
||||
|
|
|
@ -547,7 +547,11 @@ function this.SetTeamInfo(_go,teamData,type)
|
|||
heroGo:SetActive(true)
|
||||
Util.GetGameObject(heroGo, "starGrid").transform.localScale=Vector3.one*0.7
|
||||
local star,starType = GetStarOrGodSoulLv(1,hero)
|
||||
SetHeroStars(this.spLoader, Util.GetGameObject(heroGo, "starGrid"), star,starType,nil,-15)
|
||||
local starScale = -15
|
||||
if starType == 3 then
|
||||
starScale = -16
|
||||
end
|
||||
SetHeroStars(this.spLoader, Util.GetGameObject(heroGo, "starGrid"), star,starType,nil,starScale)
|
||||
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTid)
|
||||
Util.GetGameObject(heroGo, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||||
Util.GetGameObject(heroGo, "lvbg/levelText"):GetComponent("Text").text = hero.level
|
||||
|
|
|
@ -62,6 +62,12 @@ function RoleItemView:OnOpen(_heroDId,_isShowHeroName,_isShowHeroHp,_hpVal,_effe
|
|||
end
|
||||
function RoleItemView:OnShowHeroData(effectLayer)
|
||||
local star,starType = self.heroData.GetStar(1) or self.heroData.heroConfig.Star
|
||||
local starSize = Vector2.New(32,32)
|
||||
local starScale = -10
|
||||
if starType == 3 then
|
||||
starSize = Vector2.New(35.75,89.42)
|
||||
starScale = -13
|
||||
end
|
||||
SetHeroBg(this.spLoader, Util.GetGameObject(self.gameObject, "iconMask"),self.frame,star,self.heroData.heroConfig.Quality)
|
||||
self.icon.sprite = this.spLoader:LoadSprite(self.heroData.painting)
|
||||
self.lv.text=self.heroData.lv
|
||||
|
@ -71,7 +77,7 @@ function RoleItemView:OnShowHeroData(effectLayer)
|
|||
self.roleEffect:SetActive(self.heroData.star >= 5)--
|
||||
Util.AddParticleSortLayer(self.roleEffect, effectLayer - self.EffectOrginLayer)
|
||||
self.EffectOrginLayer = effectLayer
|
||||
SetHeroStars(this.spLoader, self.starGrid,star,starType,Vector2.New(32,32),-10)
|
||||
SetHeroStars(this.spLoader, self.starGrid,star,starType,starSize,starScale)
|
||||
self.heroNameText.text=GetLanguageStrById(self.heroData.heroConfig.ReadingName)
|
||||
|
||||
if self.hpVal and self.isShowHeroHp then
|
||||
|
|