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index f7424a03ea..07f9f7acd8 100644
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diff --git a/Assets/ManagedResources/Prefabs/UI/HandBook/HandBookHeroInfoPanel.prefab b/Assets/ManagedResources/Prefabs/UI/HandBook/HandBookHeroInfoPanel.prefab
index 9de414a60b..d9e9bffa82 100644
--- a/Assets/ManagedResources/Prefabs/UI/HandBook/HandBookHeroInfoPanel.prefab
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diff --git a/Assets/ManagedResources/Prefabs/UI/HeroView/Hero.prefab b/Assets/ManagedResources/Prefabs/UI/HeroView/Hero.prefab
index a44d31f0d0..b885145f96 100644
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+ m_UseSpriteMesh: 0
diff --git a/Assets/ManagedResources/~Lua/Common/functions.lua b/Assets/ManagedResources/~Lua/Common/functions.lua
index 95ef5e176c..62077840dc 100644
--- a/Assets/ManagedResources/~Lua/Common/functions.lua
+++ b/Assets/ManagedResources/~Lua/Common/functions.lua
@@ -409,11 +409,19 @@ 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 starSize = Vector2(35,35)
+ local starSize
+ if type == 3 then
+ starSize = Vector2.New(35.75,89.42)
+ else
+ starSize = Vector2(35,35)
+ end
if _starSize then
starSize = _starSize
end
local scale = -17.78
+ if type == 3 then
+ scale = -13.2
+ end
if _scale then
scale = _scale
end
@@ -436,30 +444,28 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
starPre.transform:SetAsFirstSibling()
starPre:GetComponent("LayoutGroup").spacing = scale
starPre:GetComponent("RectTransform").pivot = pivot
- if star < 6 then
- if type and type == 3 then
- for i = 1, 23 do
- if i > 17 and i == star + 17 then
- starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
- else
- starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
- end
- end
- else
- for i = 1, 23 do
- if i <= star then
- starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[1])
- starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
- if rotation then
- starPre.transform:GetChild(i - 1):GetComponent("RectTransform").rotation = Quaternion.Euler(rotation)
- end
- starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
- else
- starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
+ if star < 7 and type and type == 3 then
+ for i = 1, 23 do
+ if i > 17 and i <= star + 17 then
+ starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
+ starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
+ else
+ starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
+ end
+ end
+ elseif star < 6 then
+ for i = 1, 23 do
+ if i <= star then
+ starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[1])
+ starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
+ if rotation then
+ starPre.transform:GetChild(i - 1):GetComponent("RectTransform").rotation = Quaternion.Euler(rotation)
end
+ starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
+ else
+ starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
end
end
-
elseif star > 5 and star < 10 then
for i = 1, 23 do
if i <= star - 5 then
@@ -543,13 +549,19 @@ local star2index = {
[4] = {1, 2, 4, 5},
[5] = {1, 2, 3, 4, 5}
}
-function SetCardStars(starGrid, star)
- for i = 1, 15 do
+function SetCardStars(starGrid, star,starType)
+ for i = 1, 21 do
starGrid.transform:GetChild(i - 1).gameObject:SetActive(false)
end
if star < 6 then
- for _, i in ipairs(star2index[star]) do
- starGrid.transform:GetChild(i - 1).gameObject:SetActive(true)
+ if starType == 3 then
+ for _, i in ipairs(star2index[star]) do
+ starGrid.transform:GetChild(16 + i - 1).gameObject:SetActive(true)
+ end
+ else
+ for _, i in ipairs(star2index[star]) do
+ starGrid.transform:GetChild(i - 1).gameObject:SetActive(true)
+ end
end
elseif star > 5 and star < 10 then
for _, i in ipairs(star2index[star-5]) do
diff --git a/Assets/ManagedResources/~Lua/Message/CommonProto_pb.lua b/Assets/ManagedResources/~Lua/Message/CommonProto_pb.lua
index 8b1006478c..b18182df35 100644
--- a/Assets/ManagedResources/~Lua/Message/CommonProto_pb.lua
+++ b/Assets/ManagedResources/~Lua/Message/CommonProto_pb.lua
@@ -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
+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
TEAMSIMPLEINFO.extensions = {}
TEAMONETEAMINFO_TEAM_FIELD.name = "team"
diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua
index 867104f326..de9c72ed67 100644
--- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua
@@ -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)
diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RoleGodSoulUp.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RoleGodSoulUp.lua
index 03cb5b60bd..0ec640ddff 100644
--- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RoleGodSoulUp.lua
+++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RoleGodSoulUp.lua
@@ -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)
diff --git a/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua b/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua
index e239ff1d91..3ca2588cf1 100644
--- a/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua
@@ -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)
diff --git a/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua
index 66ad2a1fe2..2f040b0294 100644
--- a/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroInfoPanel.lua
@@ -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 ""..tabs[k].title..""
+ 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 ""..v.title..""
- Util.AddOnceClick(tabsList[k],function()
- if k == _CurPageIndex then
- else
- self:SetSelectBtn(k)
- self:OnPageTabChange(k)
- end
- end)
end
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua
index a42f7c6216..8166133ac2 100644
--- a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/PlayerInfoPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/PlayerInfoPopup.lua
index 2ca8dd65e5..cb41b16f61 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/PlayerInfoPopup.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/PlayerInfoPopup.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RoleInfoPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RoleInfoPopup.lua
index b854df4871..ec51678b54 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/RoleInfoPopup.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/RoleInfoPopup.lua
@@ -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("%s",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
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_TrialXingYao.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_TrialXingYao.lua
index a93083bbdf..bb36a91036 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_TrialXingYao.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_TrialXingYao.lua
@@ -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)
diff --git a/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Dismantle.lua b/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Dismantle.lua
index b9dfb57bcb..57c0c6669b 100644
--- a/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Dismantle.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Dismantle.lua
@@ -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")
diff --git a/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Recall.lua b/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Recall.lua
index ff144d10c8..94ca4d38f5 100644
--- a/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Recall.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Recall.lua
@@ -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")
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua
index 866ec82d95..720746c73b 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua
@@ -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)
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua
index 470aafbe19..42d9fbb688 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua
index ad8a3308c8..e8608c0e2d 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua
@@ -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 = "需要:" --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("×%s",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("×%s",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("×%s",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("×%s",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("×%s",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("%s",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 = "需要:" --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("%s",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 = "需要:" --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("激活%s级神魂后解锁:",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
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua
index 41951c7bef..f764e6366d 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua
@@ -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)
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua
index 84e9aab072..5729e476ae 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleReturnListPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleReturnListPanel.lua
index 5477306f53..22cadf31ca 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleReturnListPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleReturnListPanel.lua
@@ -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()
diff --git a/Assets/ManagedResources/~Lua/Modules/WorldArena/WorldArenaBattleInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/WorldArena/WorldArenaBattleInfoPanel.lua
index d2ea4beeee..cdd9bab274 100644
--- a/Assets/ManagedResources/~Lua/Modules/WorldArena/WorldArenaBattleInfoPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/WorldArena/WorldArenaBattleInfoPanel.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/View/RoleItemView.lua b/Assets/ManagedResources/~Lua/View/RoleItemView.lua
index e610b0f216..3e27155287 100644
--- a/Assets/ManagedResources/~Lua/View/RoleItemView.lua
+++ b/Assets/ManagedResources/~Lua/View/RoleItemView.lua
@@ -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