Merge branch 'china/dev_bt_develop' into china/dev_bt

# Conflicts:
#	Assets/ManagedResources/~Lua/Modules/Popup/HomeLandEquipPopup.lua
dev_chengFeng hotfix/lanjing/fengTiIOS/cdn_fengti_IOS/1.1.6
yuanshuai 2023-05-08 17:42:35 +08:00
commit d4a971e087
5 changed files with 228 additions and 20 deletions

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View File

@ -629,6 +629,15 @@ function this.ShowBattleResult(result, msg)
elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.CHALLENG_COPY_1 or BattleManager.GetLastBattleType() == BATTLE_TYPE.CHALLENG_COPY_2 then
--只显示胜利界面
UIManager.OpenPanel(UIName.BattleWinPopup, this, isBack, fightType, this.lastBattleResult)
elseif BattleManager.GetLastBattleType()==BATTLE_TYPE.QIJIE_FIGHT then
PrivilegeManager.RefreshPrivilegeUsedTimes(3201, 1)--更新特权
LogRed("result:"..tostring(result))
if result == 0 then -- 失败
local haveRecord = BattleRecordManager.isHaveRecord()
UIManager.OpenPanel(UIName.BattleFailPopup, this, haveRecord,nil,fightType)
else -- 胜利
UIManager.OpenPanel(UIName.BattleWinPopup, this, isBack, fightType, this.lastBattleResult)
end
else
LogRed("result:"..tostring(result))
if result == 0 then -- 失败

View File

@ -15,7 +15,7 @@ local _BloodList = nil
-- local curFormation
local sortType = 1 -- 1品阶 2等级
local proId=0--0 全部 1 火 2风 3 水 4 地
local proId=0--0 全部 1 火 2风 3 水 4 地 5时空
local tabs = {}--筛选按钮
local maxNum =5 --最大上阵人数
local goList={} --当前英雄对应预设的集合
@ -36,7 +36,7 @@ function FormationEditPopup:InitComponent()
local particles=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
--筛选按钮
for i = 0, 4 do
for i = 0, 5 do
tabs[i] = Util.GetGameObject(this.gameObject, "bg/Tabs/Grid/Btn" .. i)
end
this.selectBtn = Util.GetGameObject(this.gameObject, "bg/Tabs/SelectBtn")
@ -170,7 +170,7 @@ function FormationEditPopup:BindEvent()
end)
--筛选按钮
for i = 0, 4 do
for i = 0, 5 do
Util.AddClick(tabs[i], function()
if i == proId then
proId=ProIdConst.All
@ -299,10 +299,10 @@ function this.SingleHeroDataShow(_go, _heroData)
this.SetHeroBlood(hpExp, heroHp, go)
-- Click On
Util.AddOnceClick(go, function()
if heroData.changeProId==5 then
PopupTipPanel.ShowTip("神系必须转换其他阵营才能上阵")
return
end
-- if heroData.changeProId==5 then
-- PopupTipPanel.ShowTip("神系必须转换其他阵营才能上阵")
-- return
-- end
for k, v in ipairs(choosedList) do
if v.did == heroData.dynamicId then
--选择的条目已存在移除选择的item

View File

@ -133,7 +133,6 @@ function this.ShowBattleResultByQiJie()
UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
-- 打开关卡奖励界面
UIManager.OpenPanel(UIName.RewardItemPopup, QiJieShiLianManager.battleResult.drop, 1,function(isBackBattle)
PrivilegeManager.RefreshPrivilegeUsedTimes(3201, 1)--更新特权
if not isBackBattle then
if _BattleBestPopup then
_BattleBestPopup:ClosePanel()

View File

@ -11,7 +11,7 @@ local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
--传入父脚本模块
local parent
--传入特效层级
local orginLayer=0
local sortingOrder=0
local data=nil
local TEXT = {
[1] = {"武器","r_Equip_GuardianWeapon_0004","攻击"},
@ -103,10 +103,6 @@ function this:BindEvent()
end)
end
function this:OnSortingOrderChange()
orginLayer = self.sortingOrder
end
function this:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.SetData)
end
@ -307,13 +303,13 @@ function this.SingleHeroDataShow(_go, _heroData)
else
redPot.gameObject:SetActive(false)
end
--if _heroData.property then
--changeProBtn:SetActive(_heroData.property>=5)
--pro.sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.property))
--else
if _heroData.property then
changeProBtn:SetActive(_heroData.property>=6)
pro.sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.property))
else
changeProBtn:SetActive(false)
pro.sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
--end
end
frame.sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
icon.sprite=this.spLoader:LoadSprite(heroData.icon)
if HarmonyManager.IsChangeColor(heroData.dynamicId) then
@ -338,7 +334,7 @@ function this.SingleHeroDataShow(_go, _heroData)
starSize = Vector2.New(60,57)
end
SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
SetParticleSortLayer(go,orginLayer+1)
Util.AddOnceClick(go, function()
curSelectHero=_heroData
this:Refresh()