编队界面 排序修改
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@ -521,12 +521,17 @@ end
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--设置英雄列表数据
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--设置英雄列表数据
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function this.SetRoleList(_roleDatas, isTop)
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function this.SetRoleList(_roleDatas, isTop)
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this.SortHeroDatas(_roleDatas)
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if panelType == FORMATION_TYPE.FOUR_ELEMENT then
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this.opView.SortHeroDatas(_roleDatas)
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else
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this.SortHeroDatas(_roleDatas)
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end
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-- local curFormation = FormationManager.formationList[this.curFormationIndex]
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-- local curFormation = FormationManager.formationList[this.curFormationIndex]
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this.scrollView:SetData(_roleDatas, function(index, go)
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this.scrollView:SetData(_roleDatas, function(index, go)
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this.SingleHeroDataShow(go, _roleDatas[index])
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this.SingleHeroDataShow(go, _roleDatas[index])
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end, not isTop)
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end, not isTop)
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end
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end
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--排序英雄数据
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--排序英雄数据
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function this.SortHeroDatas(_heroDatas)
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function this.SortHeroDatas(_heroDatas)
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local choosed = {}
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local choosed = {}
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@ -61,6 +61,27 @@ function this.GetHeros(limitLevel)
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return heros
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return heros
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end
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end
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function this.SortHeroDatas1(data)
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for i = 1 ,#data do
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if not HeroManager.IsHaveHero(data[i].dynamicId) then
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data[i].fourElementSortId = 1
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else
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data[i].fourElementSortId = 0
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end
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end
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table.sort(data,function(a,b)
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if a.fourElementSortId == b.fourElementSortId then
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if a.warPower == b.warPower then
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return a.star > b.star
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else
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return a.warPower > b.warPower
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end
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else
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return a.fourElementSortId > b.fourElementSortId
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end
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end)
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end
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--- btn1点击回调事件
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--- btn1点击回调事件
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function this.On_Btn1_Click()
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function this.On_Btn1_Click()
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this.root.SetOneKeyGo(curType,6)
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this.root.SetOneKeyGo(curType,6)
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