【神将排版优化】========神将信息界面修改

wangzhenxing 2022-05-18 20:00:57 +08:00
parent 9c9018b1da
commit d4a6bfdda2
11 changed files with 10105 additions and 206 deletions

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m_Text: "\u4E03\u661F\u89E3\u9501"
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--- !u!1 &7632450245141807992
GameObject:
m_ObjectHideFlags: 0
@ -58148,7 +58733,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 151.25, y: 186}
m_SizeDelta: {x: 151.3, y: 159.9}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &8440567242530909706
CanvasRenderer:
@ -58195,7 +58780,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 116, y: 747.21497}
m_AnchoredPosition: {x: 116, y: 662}
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m_Pivot: {x: 0.5, y: 0}
--- !u!114 &7854679572375693773
@ -58216,7 +58801,7 @@ MonoBehaviour:
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m_Bottom: 0
m_ChildAlignment: 7
m_Spacing: 40.5
m_Spacing: 0
m_ChildForceExpandWidth: 0
m_ChildForceExpandHeight: 0
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@ -58309,6 +58894,145 @@ MonoBehaviour:
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View File

@ -581,11 +581,22 @@ function GetPassiveByMaxStar2(heroConfig,list,star)
end
local aaa={}
if list then
local skillList={}
for i = 1,#list do
if list[i][2]<=heroRankUp.Id then
table.insert(aaa,list[i])
local id=list[i][2]
if id<=heroRankUp.Id then
--table.insert(aaa,list[i])
-- if skillList[id] then
-- skillList[id]=
-- else
-- end
skillList[id]=list[i]
end
end
for key, value in pairs(skillList) do
table.insert(aaa,value)
end
end
return aaa
end

View File

@ -832,6 +832,7 @@ function this.GetUpStarHeroListData(heroRankUpGroupId, heroData)
local needHeroListData = {}
--0 没有 1 有满足条件单位英雄
needHeroListData = {}
--LogError("groupid=="..heroRankUpGroupId.." heroData.dynamicId=="..heroData.dynamicId)
local heroRankUpGroup = heroRankUpGroup[heroRankUpGroupId]
for i, v in pairs(heroDatas) do
if v.dynamicId == heroData.dynamicId then --自己筛掉
@ -924,6 +925,7 @@ function this.GetUpStarHeroListData(heroRankUpGroupId, heroData)
for i = 1, haveNum do
local v = {}
v.id = itemId
-- LogError("items++")
table.insert(canSeleItemIds,itemId)
end
end
@ -2465,7 +2467,55 @@ function this.GetCurHeroSidAndCurStarAllSkillDatas(sid, star)
return allSkillDatas
end
function this.GetCurHeroSidAndCurStarAllSkillDatas2(sid, star)
local allSkillDatas = {}
local skillIndex = 1
local curHeroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, sid)
if curHeroConfig.OpenSkillRules then
for i = 1, #curHeroConfig.OpenSkillRules do
if curHeroConfig.OpenSkillRules[i][1] == star then
local heroSkill = {}
heroSkill.isOpen=false
heroSkill.needStar=1
heroSkill.skillId = curHeroConfig.OpenSkillRules[i][2]
heroSkill.skillConfig = skillConfig[heroSkill.skillId]
allSkillDatas[skillIndex] = heroSkill
skillIndex = skillIndex + 1
end
end
end
local OpenPassiveSkillRules = star >= this.awakeNextStarIndex and curHeroConfig.Awaken or curHeroConfig.OpenPassiveSkillRules
if OpenPassiveSkillRules then
local list={}
for i = 1, #OpenPassiveSkillRules do
if OpenPassiveSkillRules[i][1] <= star then
local heroSkill = {}
heroSkill.skillId = OpenPassiveSkillRules[i][3]
local index=OpenPassiveSkillRules[i][2]
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
if heroSkill.skillConfig and heroSkill.skillConfig.Icon and heroSkill.skillConfig.Icon~=0 then
if heroRankUpConfig[index].OpenStar>star then
heroSkill.isOpen=true
else
heroSkill.isOpen=false
end
heroSkill.needStar=heroRankUpConfig[index].OpenStar
if list[index] then
allSkillDatas[skillIndex] = heroSkill
else
allSkillDatas[skillIndex] = heroSkill
skillIndex = skillIndex + 1
list[index]=1
end
--LogError("index=="..index.." limitstar=="..heroRankUpConfig[index].OpenStar.." star=="..star)
end
end
end
end
return allSkillDatas
end
function this.GetCurHeroSkillDatasAndEquip(sid, star)
local allSkillDatas = {}
local skillIndex = 1

View File

@ -153,7 +153,7 @@ function RoleGetInfoPopup:OnOpen(...)
end
end
function RoleGetInfoPopup:OnShow()
allSkillDatas = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas(heroSId,heroStar)
allSkillDatas = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroSId,10)
local heroSData=ConfigManager.GetConfigData(ConfigName.HeroConfig, heroSId)
if isGet then
this.GetShowPanelData()
@ -179,21 +179,24 @@ function RoleGetInfoPopup:OnShow()
if heroSData.OpenPassiveSkillRules == nil and heroSData.EquipTalismana==nil then
Util.GetGameObject(self.transform,"RoleInfo/Panel/Skill"):GetComponent("LayoutElement").minWidth=500
Util.GetGameObject(self.transform,"RoleInfo/Panel/Skill/skill"):GetComponent("GridLayoutGroup").startAxis=0
self.skillName.transform:DOAnchorPos(Vector3.New(230,158,0),0)
--self.skillName.transform:DOAnchorPos(Vector3.New(230,158,0),0)
else
Util.GetGameObject(self.transform,"RoleInfo/Panel/Skill"):GetComponent("LayoutElement").minWidth=150
Util.GetGameObject(self.transform,"RoleInfo/Panel/Skill/skill"):GetComponent("GridLayoutGroup").startAxis=1
self.skillName.transform:DOAnchorPos(Vector3.New(90,158,0),0)
-- self.skillName.transform:DOAnchorPos(Vector3.New(90,158,0),0)
end
--技能点击特殊处理
this.selsectSkillImage:SetActive(false)
this.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
local triggerCallBack
local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas(heroSData.Id,heroSData.Star)
local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroSData.Id,10)
for i = 1, this.skillGrid.transform.childCount do
this.skillGrid.transform:GetChild(i-1).gameObject:SetActive(false)
end
LogError("skill len=="..#skillList)
local passList=GetPassiveByMaxStar(heroSData,heroSData.OpenPassiveSkillRules)
LogError("pass len=="..#passList)
for i = 1, #skillList do
if skillList[i] and skillList[i].skillConfig and GetLanguageStrById(skillList[i].skillConfig.Name) then
local go = this.skillGrid.transform:GetChild(i-1).gameObject

View File

@ -84,6 +84,11 @@ function RoleInfoPopup:InitComponent()
this.godPrintGrid = Util.GetGameObject(this.godPrintInfo, "Grid")
this.godPrintPre=Util.GetGameObject(this.godPrintGrid,"SoulPrintPre")
--技能
this.skillInfo = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/skillInfo")
this.skillGrid = Util.GetGameObject(this.skillInfo, "Grid")
this.skillPre=Util.GetGameObject(this.godPrintGrid,"S1")
this.shenhunList = {}
this.shenhunRoot = Util.GetGameObject(this.roleInfo1,"shenhun")
for i = 1,5 do
@ -221,6 +226,7 @@ function RoleInfoPopup:OnShow()
this.EquipInfo()
this.SoulPrintInfo()
this.GodPrintInfo()
this.SkillInfo()
end
--界面关闭时调用(用于子类重写)
@ -385,23 +391,23 @@ function this.RoleInfo1()
--this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
allSkillDatas = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas(curHeroData.id,curHeroData.star)
if allSkillDatas[1] and allSkillDatas[1].skillConfig and allSkillDatas[1].skillConfig.Name then
this.skill1:SetActive(true)
Util.GetGameObject(this.skill1.transform,"Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(allSkillDatas[1].skillConfig.Icon))
Util.GetGameObject(this.skill1.transform, "Text"):GetComponent("Text").text = GetLanguageStrById(allSkillDatas[1].skillConfig.Name)--"lv." .. (allSkillDatas[1].skillId % 10)
Util.GetGameObject(this.skill1.transform,"SkillTypeImage"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetSkillType(allSkillDatas[1]))
else
this.skill1:SetActive(false)
end
if allSkillDatas[2] and allSkillDatas[2].skillConfig and allSkillDatas[2].skillConfig.Name then
this.skill2:SetActive(true)
Util.GetGameObject(this.skill2.transform,"Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(allSkillDatas[2].skillConfig.Icon))
Util.GetGameObject(this.skill2.transform, "Text"):GetComponent("Text").text = GetLanguageStrById(allSkillDatas[2].skillConfig.Name)--"lv." .. (allSkillDatas[2].skillId % 10)
Util.GetGameObject(this.skill2.transform,"SkillTypeImage"):GetComponent("Image").sprite= this.spLoader:LoadSprite(GetSkillType(allSkillDatas[2]))
else
this.skill2:SetActive(false)
end
-- allSkillDatas = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas(curHeroData.id,curHeroData.star)
-- if allSkillDatas[1] and allSkillDatas[1].skillConfig and allSkillDatas[1].skillConfig.Name then
-- this.skill1:SetActive(true)
-- Util.GetGameObject(this.skill1.transform,"Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(allSkillDatas[1].skillConfig.Icon))
-- Util.GetGameObject(this.skill1.transform, "Text"):GetComponent("Text").text = GetLanguageStrById(allSkillDatas[1].skillConfig.Name)--"lv." .. (allSkillDatas[1].skillId % 10)
-- Util.GetGameObject(this.skill1.transform,"SkillTypeImage"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetSkillType(allSkillDatas[1]))
-- else
-- this.skill1:SetActive(false)
-- end
-- if allSkillDatas[2] and allSkillDatas[2].skillConfig and allSkillDatas[2].skillConfig.Name then
-- this.skill2:SetActive(true)
-- Util.GetGameObject(this.skill2.transform,"Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(allSkillDatas[2].skillConfig.Icon))
-- Util.GetGameObject(this.skill2.transform, "Text"):GetComponent("Text").text = GetLanguageStrById(allSkillDatas[2].skillConfig.Name)--"lv." .. (allSkillDatas[2].skillId % 10)
-- Util.GetGameObject(this.skill2.transform,"SkillTypeImage"):GetComponent("Image").sprite= this.spLoader:LoadSprite(GetSkillType(allSkillDatas[2]))
-- else
-- this.skill2:SetActive(false)
-- end
for i = 1,#this.shenhunList do
Util.SetParticleSortLayer(this.shenhunList[i].fx_shenhun,this.sortingOrder + 1)
@ -534,6 +540,49 @@ function this.SoulPrintInfo()
end)
end
end
function this.SkillInfo()
local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(curHeroData.heroConfig.Id,curHeroData.star)
for i = 1, this.skillGrid.transform.childCount do
this.skillGrid.transform:GetChild(i-1).gameObject:SetActive(false)
end
for i = 1, #skillList do
if skillList[i] and skillList[i].skillConfig and GetLanguageStrById(skillList[i].skillConfig.Name) then
local go = this.skillGrid.transform:GetChild(i-1).gameObject
go:SetActive(true)
Util.GetGameObject(go.transform,"Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(skillList[i].skillConfig.Icon))
local typeImg=Util.GetGameObject(go.transform,"SkillTypeImage")
typeImg:GetComponent("Image").sprite=this.spLoader:LoadSprite(GetSkillType(skillList[i]))
local sText = Util.GetGameObject(go.transform,"Text"):GetComponent("Text")
sText.text=GetLanguageStrById(skillList[i].skillConfig.Name)
sText.fontSize = GetCurLanguage() ~= 2 and 30 or 25
Util.SetGray(go,skillList[i].isOpen)
Util.AddOnceClick(go, function()
if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
end
this.selsectSkillImage:SetActive(true)
this.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"Icon").transform.position
local skillData = {}
skillData.skillConfig = skillList[i].skillConfig
local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,skillData.skillConfig.Type)
local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i)
this.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
triggerCallBack = function (panelType, p)
if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭把层级设回去
this.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
this.selsectSkillImage:SetActive(false)
end
end
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
end)
end
end
end
--神印
function this.GodPrintInfo()
local curHeroSoulPrintDatas = {}

View File

@ -56,6 +56,7 @@ function this:OnOpen(...)
local dividend = args[3] and args[3] or 10
local maxLv=1--args[4]
local skilltype =args[5]
nextCfg=args[6]
local soulLv=args[7]
local isFaBao = args[8]
if openType == 1 then
@ -95,10 +96,10 @@ function this:OnOpen(...)
else
this.desList[1].des.text = GetCurrSkillConfigDesc(curSkillData.skillConfig,soulLv)
end
-- if nextCfg then
-- this.desList[2].go.gameObject:SetActive(true)
-- this.desList[2].des.text = "觉醒后效果:\n"..GetCurrSkillConfigDesc(nextCfg.skillConfig,soulLv)
-- end
if nextCfg then
this.desList[2].go.gameObject:SetActive(true)
this.desList[2].des.text = "觉醒后效果:\n"..GetCurrSkillConfigDesc(nextCfg.skillConfig,soulLv)
end
end
--界面关闭时调用(用于子类重写)

View File

@ -70,7 +70,7 @@ function RoleInfoLayout:InitComponent()
this.posInfo = Util.GetGameObject(this.posBtn,"PosInfo"):GetComponent("Text")
this.proTip = Util.GetGameObject(self.gameObject,"content/pro/tishi")
this.skillGrid=Util.GetGameObject(self.gameObject,"content/skill")
this.skillGrid2=Util.GetGameObject(self.gameObject,"content/skill2")
this.selsectSkillImage=Util.GetGameObject(this.skillGrid,"selsectSkillImage")
this.skillList = {}
this.skillBtnsList = {}
@ -219,6 +219,7 @@ function RoleInfoLayout:SetData(_sortinglayer,_parent,_curHerodata,_isUpZhen,_he
this.posBtn.gameObject:SetActive(curHeroData.heroConfig.ShowHeroLocation==1)
this.posInfo.text = curHeroData.star < 11 and curHeroData.heroConfig.HeroLocationDesc1 or curHeroData.heroConfig.HeroLocationDesc4
ForceRebuildLayout(this.posBtn.transform)
this.SkillInfo()
end
--更新英雄情报数据
@ -261,7 +262,7 @@ function this:UpdateHeroInfoData()
this.posText.text=GetLanguageStrById(curHeroData.heroConfig.HeroLocation)
--技能点击特殊处理
this.selsectSkillImage:SetActive(false)
this.UpdateHeroUpStarProUpSkillShow()
--this.UpdateHeroUpStarProUpSkillShow()
end
function this:ProShow(go,allAddProVal,HeroProType,nextallAddProVal)
--go.proName.text = GetLanguageStrById(curProSConFig.Info)..""
@ -343,6 +344,70 @@ function this.GetSkillsDataOld()
end
return skillList
end
function this.SkillInfo()
this.skillGrid2:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(curHeroData.heroConfig.Id,curHeroData.star)
local skillList2 = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(curHeroData.heroConfig.Id,12)
for i = 1, this.skillGrid2.transform.childCount do
this.skillGrid2.transform:GetChild(i-1).gameObject:SetActive(false)
end
for i = 1, #skillList do
if skillList[i] and skillList[i].skillConfig and GetLanguageStrById(skillList[i].skillConfig.Name) then
local go = this.skillGrid2.transform:GetChild(i-1).gameObject
go:SetActive(true)
Util.GetGameObject(go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(skillList[i].skillConfig.Icon))
local typeImg=Util.GetGameObject(go.transform,"pos/icon")
typeImg:GetComponent("Image").sprite=this.spLoader:LoadSprite(GetSkillType(skillList[i]))
local sText = Util.GetGameObject(go.transform,"skillName"):GetComponent("Text")
sText.text=GetLanguageStrById(skillList[i].skillConfig.Name)
sText.fontSize = GetCurLanguage() ~= 2 and 30 or 25
Util.SetGray(go,skillList[i].isOpen)
if skillList[i].isOpen then
LogError("skillList[i].needStar=="..skillList[i].needStar)
sText.text=NumToSimplenessFont[skillList[i].needStar].."星解锁"
end
local pro=Util.GetGameObject(go.transform,"pro")
local proText=Util.GetGameObject(go.transform,"pro/Text"):GetComponent("Text")
if skillList[i].skillConfig.Skilltips then
pro:SetActive(true)
proText.text=SkillProType[skillList[i].skillConfig.Skilltips]
else
pro:SetActive(false)
end
Util.AddOnceClick(go, function()
if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
end
this.selsectSkillImage:SetActive(true)
this.selsectSkillImage.transform.position=Util.GetGameObject(go.transform,"icon").transform.position
local skillData = {}
skillData.skillConfig = skillList[i].skillConfig
local nextData=nil
if curHeroData.star<11 and i>2 then
nextData=skillList2[i]
end
local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,skillData.skillConfig.Type)
local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,1,10,maxLv,i,nextData)
this.skillGrid2:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
triggerCallBack = function (panelType, p)
if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭把层级设回去
this.skillGrid2:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
this.selsectSkillImage:SetActive(false)
end
end
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
end)
end
end
end
function this.GetAwakenSkill()
local starIdlist = {}
local skillIdList = {}

View File

@ -134,6 +134,11 @@ function RoleInfoPanel:InitComponent()
this.btnMask = Util.GetGameObject(self.transform, "btnMask")
this.btnMask.gameObject:SetActive(false)
this.tianfuBtn=Util.GetGameObject(self.transform,"rightGrid/tianfuBtn") --该按钮控制入口显隐
this.tianfuClick=Util.GetGameObject(this.tianfuBtn,"panel") --控制按钮的点击事件 置灰
this.tianfuInfo=Util.GetGameObject(this.tianfuBtn,"info/Text"):GetComponent("Text") --查看法宝特性按钮
end
--绑定事件(用于子类重写)
@ -222,6 +227,11 @@ function RoleInfoPanel:BindEvent()
Util.AddClick(this.equipBtn, function()
UIManager.OpenPanel(UIName.RoleEquipPanel,curHeroData,heroDatas,this,isUpZhen)
end)
--天赋
Util.AddClick(this.tianfuClick, function()
UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
end)
--魂印
Util.AddClick(this.soulPrintBtn, function()
if soulPrintIsOpen then
@ -838,6 +848,34 @@ function this:UpdateHeroInfoData()
ForceRebuildLayout(this.starGrid.transform)
this.reStarBtn.gameObject:SetActive(curHeroData.star > 5 and curHeroData.star < 10)
local OpenPassiveSkillRules = curHeroData.star >= HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
OpenPassiveSkillRules=GetPassiveByMaxStar(curHeroData.heroConfig,OpenPassiveSkillRules)
local tianfuIcon
if curHeroData.star == 12 then
tianfuIcon = "r_tongyong_feisheng_icon1" --飞升一
elseif curHeroData.star == 13 then
tianfuIcon = "r_tongyong_feisheng_icon2" --飞升二
elseif curHeroData.star > 13 then
tianfuIcon = "r_tongyong_feisheng_icon3" --飞升三
elseif curHeroData.star == 11 then
tianfuIcon = "r_tongyong_tianfu_icon" --觉醒
elseif curHeroData.heroConfig.Natural <= 5 then
tianfuIcon = "r_tongyong_feisheng_icon" --9星以下
elseif curHeroData.heroConfig.Natural == 6 or curHeroData.heroConfig.Natural == 7 then
tianfuIcon = "r_tongyong_tianfu_icon" --10星
end
this.tianfuClick:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_tianfu_zh")
if OpenPassiveSkillRules then
this.tianfuBtn:SetActive(true)
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
this.tianfuInfo.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
else
this.tianfuBtn:SetActive(false)
end
end
function this:ChangeCurentHeroSkinLive(herodata)