Merge branch 'china/dev_bt_develop' into china/dev_bt
# Conflicts: # Assets/ManagedResources/~Lua/Modules/Popup/HomeLandEquipPopup.luadev_chengFeng hotfix/lanjing/fengTiIOS/cdn_fengti_IOS/1.1.6
commit
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--- !u!1 &9217973531613354897
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@ -629,6 +629,15 @@ function this.ShowBattleResult(result, msg)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.CHALLENG_COPY_1 or BattleManager.GetLastBattleType() == BATTLE_TYPE.CHALLENG_COPY_2 then
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--只显示胜利界面
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UIManager.OpenPanel(UIName.BattleWinPopup, this, isBack, fightType, this.lastBattleResult)
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elseif BattleManager.GetLastBattleType()==BATTLE_TYPE.QIJIE_FIGHT then
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PrivilegeManager.RefreshPrivilegeUsedTimes(3201, 1)--更新特权
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LogRed("result:"..tostring(result))
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if result == 0 then -- 失败
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local haveRecord = BattleRecordManager.isHaveRecord()
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UIManager.OpenPanel(UIName.BattleFailPopup, this, haveRecord,nil,fightType)
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else -- 胜利
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UIManager.OpenPanel(UIName.BattleWinPopup, this, isBack, fightType, this.lastBattleResult)
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end
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else
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LogRed("result:"..tostring(result))
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if result == 0 then -- 失败
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@ -15,7 +15,7 @@ local _BloodList = nil
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-- local curFormation
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local sortType = 1 -- 1:品阶 2:等级
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local proId=0--0 全部 1 火 2风 3 水 4 地
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local proId=0--0 全部 1 火 2风 3 水 4 地 5时空
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local tabs = {}--筛选按钮
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local maxNum =5 --最大上阵人数
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local goList={} --当前英雄对应预设的集合
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@ -36,7 +36,7 @@ function FormationEditPopup:InitComponent()
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local particles=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
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--筛选按钮
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for i = 0, 4 do
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for i = 0, 5 do
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tabs[i] = Util.GetGameObject(this.gameObject, "bg/Tabs/Grid/Btn" .. i)
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end
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this.selectBtn = Util.GetGameObject(this.gameObject, "bg/Tabs/SelectBtn")
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@ -170,7 +170,7 @@ function FormationEditPopup:BindEvent()
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end)
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--筛选按钮
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for i = 0, 4 do
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for i = 0, 5 do
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Util.AddClick(tabs[i], function()
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if i == proId then
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proId=ProIdConst.All
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@ -299,10 +299,10 @@ function this.SingleHeroDataShow(_go, _heroData)
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this.SetHeroBlood(hpExp, heroHp, go)
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-- Click On
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Util.AddOnceClick(go, function()
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if heroData.changeProId==5 then
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PopupTipPanel.ShowTip("神系必须转换其他阵营才能上阵")
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return
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end
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-- if heroData.changeProId==5 then
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-- PopupTipPanel.ShowTip("神系必须转换其他阵营才能上阵")
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-- return
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-- end
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for k, v in ipairs(choosedList) do
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if v.did == heroData.dynamicId then
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--选择的条目已存在,移除选择的item
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@ -133,7 +133,6 @@ function this.ShowBattleResultByQiJie()
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, QiJieShiLianManager.battleResult.drop, 1,function(isBackBattle)
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PrivilegeManager.RefreshPrivilegeUsedTimes(3201, 1)--更新特权
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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@ -11,7 +11,7 @@ local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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--传入父脚本模块
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local parent
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--传入特效层级
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local orginLayer=0
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local sortingOrder=0
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local data=nil
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local TEXT = {
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[1] = {"武器","r_Equip_GuardianWeapon_0004","攻击"},
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@ -103,10 +103,6 @@ function this:BindEvent()
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end)
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end
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function this:OnSortingOrderChange()
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orginLayer = self.sortingOrder
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end
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.SetData)
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end
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@ -307,13 +303,13 @@ function this.SingleHeroDataShow(_go, _heroData)
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else
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redPot.gameObject:SetActive(false)
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end
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--if _heroData.property then
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--changeProBtn:SetActive(_heroData.property>=5)
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--pro.sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.property))
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--else
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if _heroData.property then
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changeProBtn:SetActive(_heroData.property>=6)
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pro.sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.property))
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else
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changeProBtn:SetActive(false)
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pro.sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
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--end
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end
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frame.sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
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icon.sprite=this.spLoader:LoadSprite(heroData.icon)
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if HarmonyManager.IsChangeColor(heroData.dynamicId) then
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@ -338,7 +334,7 @@ function this.SingleHeroDataShow(_go, _heroData)
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starSize = Vector2.New(60,57)
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end
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SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
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SetParticleSortLayer(go,orginLayer+1)
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Util.AddOnceClick(go, function()
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curSelectHero=_heroData
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this:Refresh()
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