Revert "红点修改提交"

This reverts commit 734efe7b52.
dev_chengFeng
jiaoyangna 2021-07-26 10:00:07 +08:00
parent c93f98dabc
commit d53776b558
7 changed files with 94 additions and 235 deletions

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@ -2828,33 +2828,13 @@ function this.GetFormationHeroRedPoint()
local teamHero = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
for i, v in pairs(teamHero) do
local curHeroData = HeroManager.GetSingleHeroData(i)
local isCanUpEquipTreasure
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,40)
if config then
local limits = string.split(config.Value, "|")
if limits then
local heroConfig = curHeroData.heroConfig
local lvs = string.split(limits[1], "#")
local stars = string.split(limits[2], "#")
if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= tonumber(stars[2]) then
isCanUpEquipTreasure = true
else
isCanUpEquipTreasure = false
end
else
isCanUpEquipTreasure = false
end
else
isCanUpEquipTreasure = false
end
if
this.GetCurHeroUpLvOrUpStarSData(curHeroData) or this.LvUpBtnRedPoint(curHeroData) or
this.IsShowUpStarRedPoint(curHeroData) or
#this.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or
this.GetIsShowSoulPrintRedPoint(curHeroData) or
this.GetIsShowTalismanRedPoint(curHeroData) or
(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0)
then
this.GetIsShowTalismanRedPoint(curHeroData)
then
return true
end
end
@ -2875,32 +2855,11 @@ function this.GetAllHeroCompoundRedPoint()
end
--单个英雄所有红点判断
function this.GetCurHeroIsShowRedPoint(curHeroData)
local isCanUpEquipTreasure
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,40)
if config then
local limits = string.split(config.Value, "|")
if limits then
local heroConfig = curHeroData.heroConfig
local lvs = string.split(limits[1], "#")
local stars = string.split(limits[2], "#")
if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= tonumber(stars[2]) then
isCanUpEquipTreasure = true
else
isCanUpEquipTreasure = false
end
else
isCanUpEquipTreasure = false
end
else
isCanUpEquipTreasure = false
end
return this.GetCurHeroUpLvOrUpStarSData(curHeroData) or this.LvUpBtnRedPoint(curHeroData) or
this.IsShowUpStarRedPoint(curHeroData) or
#this.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or
this.GetIsShowSoulPrintRedPoint(curHeroData) or
this.GetIsShowTalismanRedPoint(curHeroData) or
(#this.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0 and isCanUpEquipTreasure)
this.GetIsShowTalismanRedPoint(curHeroData)
end
--获取当前英雄的下一突破 和 升星 静态数据
function this.GetCurHeroUpLvOrUpStarSData(curHeroData)
@ -3084,7 +3043,6 @@ function this.GetHeroIsUpEquip(heroDid)
end
end
--有同系 且未在英雄身上的装备
local equips = BagManager.GetEquipDataByEquipPosition(heroData.heroConfig.Profession)
@ -3132,77 +3090,6 @@ function this.GetHeroIsUpEquip(heroDid)
end
return {}
end
--宝物
function this.GetHeroIsUpTreasure(heroDid,pos)
if heroDatas[heroDid] then
local heroData = heroDatas[heroDid]
local lackEquips = {}
for i = 1, 2 do
local equipIdAndWarPower = {}
equipIdAndWarPower.pos = i
equipIdAndWarPower.id = "0"
equipIdAndWarPower.warPower = 0
lackEquips[i] = equipIdAndWarPower
end
-- 有装备的位置赋值装备id及战力
if heroData.jewels and #heroData.jewels > 0 then
for i = 1, #heroData.jewels do
if not heroData.jewels[i] then
else
local curEquipConFigData =
EquipTreasureManager.GetSingleTreasureByIdDyn(heroData.jewels[i])
if not curEquipConFigData then
LogBlue("-------------------------"..heroData.jewels[i] .. " " .. heroDid)
else
lackEquips[curEquipConFigData.equipType].id = heroData.jewels[i]
lackEquips[curEquipConFigData.equipType].warPower =
EquipTreasureManager.CalculateWarForce(heroData.jewels[i])
end
end
end
end
local allEquipTreasures = EquipTreasureManager.GetAllTreasuresByLocation(pos, heroData.heroConfig.PropertyName)
for k, v in ipairs(allEquipTreasures) do
--比较战力 高战力的装备add
if lackEquips[v.equipType].id == "0" then
lackEquips[v.equipType].id = v.idDyn
lackEquips[v.equipType].warPower = EquipTreasureManager.CalculateWarForce(v.idDyn)
else
local nextEquipWarPower = EquipTreasureManager.CalculateWarForce(v.idDyn)
if nextEquipWarPower > lackEquips[v.equipType].warPower then
lackEquips[v.equipType].id = v.idDyn
lackEquips[v.equipType].warPower = EquipTreasureManager.CalculateWarForce(v.idDyn)
end
end
end
--去掉与自己本身自带的重合装备
local allUpEquipDidTabs = {}
for k,v in pairs(lackEquips) do
if v.id ~= "0" then
local isAdd = true
for j = 1, #heroData.jewels do
if heroData.jewels[j] == v.id then
isAdd = false
end
end
if isAdd then
table.insert(allUpEquipDidTabs, v.id)
end
end
end
if #allUpEquipDidTabs > 0 then
return allUpEquipDidTabs
end
return {}
end
return {}
end
--单个英雄魂印红点
--获取魂印环形布局数据 didMaxLen最大槽位数量 didLen可装备槽位数量 didLv最大动态等级 maxLv配置最大等级
function this.GetSoulPrintLoopUIMaxData()
@ -3712,8 +3599,4 @@ function this.GetEquipedEquipList()
end
return EquipedEquipList
end
function this.CheckIsUp()
end
return this

View File

@ -388,7 +388,7 @@ function this.GetAllTreasuresByLocation(Location, PropertyName)
local curAllEquipTreasure = {}
for key, value in pairs(allTreasures) do
if
(value.upHeroDid == "" or value.upHeroDid == "0" ) and (Location == 0 or jewelConfig[value.id].Location == Location) and
(value.upHeroDid == "" or value.upHeroDid == "0" ) and jewelConfig[value.id].Location == Location and
jewelConfig[value.id].Race == PropertyName
then
table.insert(curAllEquipTreasure, value)
@ -508,7 +508,6 @@ function this.CalculateWarForce(Did)
if curTreasure then
return this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv)
end
return 0
end
function this.CalculateWarForceBase(sId, lv, rlv)
local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.JewelConfig, sId)

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@ -235,14 +235,12 @@ function EquipTreasureStrongPopup:SetScrollPre(go,data,_index)
end
go.gameObject:SetActive(true)
local btn = Util.GetGameObject(go,"btn")
local red = Util.GetGameObject(go,"red")
if not this.treasureDatas[_index] then
this.treasureDatas[_index] = SubUIManager.Open(SubUIConfig.ItemView,go.transform)
this.treasureDatas[_index].transform:SetAsFirstSibling()
end
this.treasureDatas[_index]:OnOpen(false, {data.id,0}, 1, true, false, false, 0,data.idDyn)
this.treasureDatas[_index].name:GetComponent("Text").text = HeroManager.GetSingleHeroData(data.upHeroDid).heroConfig.ReadingName
red.gameObject:SetActive(false)
Util.AddOnceClick(btn,function()
this.select.transform:SetParent(go.transform)
this.select:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(-8.5,6.8,0)

View File

@ -1079,10 +1079,7 @@ function this.UpdateEquipPosHeroData(_equipOrTreasure, _type, _selectEquipDataLi
--刷新界面
this.ShowHeroEquip()
--上阵刷新红点
this.allEquipUpRedPoint:SetActive((#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or (isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0)) and isUpZhen)
this.equipBTn5Add.gameObject:SetActive(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,1) > 0)
this.equipBtn6Add.gameObject:SetActive(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,2) > 0)
this.allEquipUpRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 and isUpZhen)
this:OnClickTabBtn(indexBtnNum)
-- --刷新当前英雄可穿装备
-- if indexBtnNum == PosIdConst.All then
@ -1122,13 +1119,9 @@ end
function this:SortEquipDatas(_equipDatas)
if teamHero[curHeroData.dynamicId] then
isUpZhen = true
this.equipBTn5Add.gameObject:SetActive(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,1) > 0)
this.equipBtn6Add.gameObject:SetActive(isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,2) > 0)
this.allEquipUpRedPoint:SetActive((#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or (isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0)) and isUpZhen)
this.allEquipUpRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0)
curHeroCanUpEquipTabs = HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId)
else
this.equipBTn5Add.gameObject:SetActive(false)
this.equipBtn6Add.gameObject:SetActive(false)
isUpZhen = false
this.allEquipUpRedPoint:SetActive(false)
curHeroCanUpEquipTabs = {}

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@ -554,26 +554,7 @@ function this:UpdateHeroInfoData()
local EquipSignUnlockTwo = ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,87).OpenRules[2]
if teamHero[curHeroData.dynamicId] then
isUpZhen = true
local isCanUpEquipTreasure
local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,40)
if config then
local limits = string.split(config.Value, "|")
if limits then
local heroConfig = curHeroData.heroConfig
local lvs = string.split(limits[1], "#")
local stars = string.split(limits[2], "#")
if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= tonumber(stars[2]) then
isCanUpEquipTreasure = true
else
isCanUpEquipTreasure = false
end
else
isCanUpEquipTreasure = false
end
else
isCanUpEquipTreasure = false
end
this.equipBtnRedPoint:SetActive((#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or (isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,0) > 0)))
this.equipBtnRedPoint:SetActive(#HeroManager.GetHeroIsUpEquip(curHeroData.dynamicId) > 0)
this.talismanBtnRedPoint:SetActive(HeroManager.GetIsShowTalismanRedPoint(curHeroData))
this.soulPrintBtnRedPoint:SetActive(HeroManager.GetIsShowSoulPrintRedPoint(curHeroData))
else