【命格】提交

dev_chengFeng
ZhangBiao 2021-12-13 17:26:08 +08:00
parent f444315fee
commit d91811a555
17 changed files with 560 additions and 101 deletions

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m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -130, y: 0}
m_AnchoredPosition: {x: -220, y: 0}
m_SizeDelta: {x: 363.8, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &8660002610257417403
@ -7837,7 +7837,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_FontData:
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m_FontStyle: 0
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@ -11159,7 +11159,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 450, y: -85}
m_SizeDelta: {x: 900, y: 70}
m_SizeDelta: {x: 900, y: 60}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &3066685201759749576
CanvasRenderer:
@ -11312,7 +11312,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -250, y: 0}
m_AnchoredPosition: {x: -200, y: 0}
m_SizeDelta: {x: 150, y: 150}
m_Pivot: {x: 0.5, y: 0.5}
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@ -13546,7 +13546,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0}
m_AnchorMax: {x: 0.5, y: 0}
m_AnchoredPosition: {x: 0, y: -25}
m_AnchoredPosition: {x: 0, y: -35}
m_SizeDelta: {x: 100, y: 50}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &5389486465179213322
@ -13570,7 +13570,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 0.5372549, b: 0.03529412, a: 1}
m_Color: {r: 0.9843137, g: 0.91764706, b: 0.7882353, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
@ -13578,8 +13578,8 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
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m_Font: {fileID: 12800000, guid: 6fa15837529b0e640af6620b07d3207d, type: 3}
m_FontSize: 34
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 3
@ -15246,7 +15246,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 0.5372549, b: 0.03529412, a: 1}
m_Color: {r: 0.9843137, g: 0.96862745, b: 0.94509804, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
@ -15923,7 +15923,7 @@ MonoBehaviour:
m_ChildAlignment: 1
m_StartCorner: 0
m_StartAxis: 0
m_CellSize: {x: 900, y: 70}
m_CellSize: {x: 900, y: 60}
m_Spacing: {x: 0, y: 0}
m_Constraint: 0
m_ConstraintCount: 2
@ -16735,7 +16735,7 @@ RectTransform:
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 336, y: 184}
m_SizeDelta: {x: 70, y: 52}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &2177540483540763740
CanvasRenderer:
@ -16765,7 +16765,7 @@ MonoBehaviour:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_Sprite: {fileID: 21300000, guid: 1876286e37a2d744babef5f211b909de, type: 3}
m_Sprite: {fileID: 21300000, guid: fa8416faca1ba5248811c284f9ab9a7c, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@ -25092,7 +25092,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 22, y: 0}
m_AnchoredPosition: {x: -13, y: 0}
m_SizeDelta: {x: 50, y: 52}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1642886374782965507
@ -29287,7 +29287,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 105.100006, y: 0}
m_AnchoredPosition: {x: 86, y: 0}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &7864946296345832735
@ -32284,7 +32284,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_FontData:
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m_Font: {fileID: 12800000, guid: 6fa15837529b0e640af6620b07d3207d, type: 3}
m_FontSize: 40
m_FontStyle: 0
m_BestFit: 0
@ -37053,7 +37053,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 0.9843137, g: 0.96862745, b: 0.94509804, a: 1}
m_Color: {r: 0.9882353, g: 0.92156863, b: 0.7921569, a: 1}
m_RaycastTarget: 0
m_OnCullStateChanged:
m_PersistentCalls:
@ -37061,7 +37061,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_FontData:
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m_FontSize: 34
m_FontStyle: 0
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@ -37128,7 +37128,7 @@ MonoBehaviour:
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8595047917154968388}
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m_EditorHideFlags: 0
m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
m_Name:

View File

@ -83,7 +83,7 @@ MonoBehaviour:
m_Script: {fileID: 1741964061, guid: f70555f144d8491a825f0804e09c671c, type: 3}
m_Name:
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m_HorizontalFit: 2
m_VerticalFit: 2
--- !u!1 &293372740631311891
GameObject:
@ -2283,7 +2283,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
m_Padding:
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m_Left: 40
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m_Bottom: 0
@ -2291,7 +2291,7 @@ MonoBehaviour:
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@ -24408,7 +24408,7 @@ RectTransform:
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View File

@ -122,9 +122,9 @@ function BagPanel:BindEvent()
Util.AddClick(this.oneKey, function()
local list,num = GemManager.OneKeyConpound()
-- LogGreen("金币:"..tostring(num))
for key, value in pairs(list) do
LogPink("key:"..tostring(key).." Value:"..tostring(value))
end
-- for key, value in pairs(list) do
-- LogPink("key:"..tostring(key).." Value:"..tostring(value))
-- end
if num <= 0 then
PopupTipPanel.ShowTip("无可合成的命石或金币不足!")
return

View File

@ -165,7 +165,7 @@ function this.DoCircle1(finalList,data)
local needMoneyNum = curGemNum/tempData.UpgradeNum * tempData.UpgradeCost[2]--按照命石可合成的数量,要花费的金币
local curMoneyNum = BagManager.GetTotalItemNum(tempData.UpgradeCost[1])--当前金币数量
if needMoneyNum + totalMoney > curMoneyNum then--如果当前金币不足要花费的数量,计算可以合成几个
local upNum = (curMoneyNum - totalMoney)/tempData.UpgradeCost[2]--实际真的合成了几个
local upNum = math.floor((curMoneyNum - totalMoney)/tempData.UpgradeCost[2])--实际真的合成了几个
totalMoney = totalMoney + upNum*tempData.UpgradeCost[2]--金币计入总数
local endCostNum = upNum*tempData.UpgradeNum--例如命石数量可消耗6实际合成2要把未使用的4加入最终list
if lastGNum > endCostNum then
@ -196,35 +196,43 @@ function this.FastConpound(id)
local configMap = this.GetMapOfBagData()[gemConfig[id].Type]
local selectLv = gemConfig[id].Level
local lastGNum = 0--上一次合成出来的数量
for i = 1, #configMap do
local tempData = configMap[i]
if tempData.Level >= selectLv then
break
end
local bagGemNum = BagManager.GetTotalItemNum(tempData.Id)--当前背包中数量
local curGemNum = 0--当前可使用合成的该等级的Gem数量
if bagGemNum > 0 then
curGemNum = bagGemNum + lastGNum--当前一共拥有命石数量(包括已经合成的数量)
end
if curGemNum < tempData.UpgradeNum then--如果出现断层,需要清空数据继续遍历,
finalList = {}
totalMoney = 0
lastGNum = 0
if selectLv == 1 then
finalList[id] = BagManager.GetTotalItemNum(id) > 0 and 1 or 0
local num = BagManager.isBagPanel and 1 or 0
if BagManager.GetTotalItemNum(id) > num then
finalList[id] = 1
lastGNum = 1
else
local needNum = this.DoCircle2(tempData.Type,tempData.Level,selectLv)
local remainNum = curGemNum%tempData.UpgradeNum
if curGemNum > needNum then
remainNum = curGemNum - needNum
curGemNum = needNum
finalList[id] = 0
lastGNum = 1
end
else
for i = 1, #configMap do
local tempData = configMap[i]
if tempData.Level >= selectLv then
break
end
lastGNum = math.floor(curGemNum/tempData.UpgradeNum)
totalMoney = totalMoney + lastGNum*tempData.UpgradeCost[2]
local bagGemNum = BagManager.GetTotalItemNum(tempData.Id)--当前背包中数量
local curGemNum = 0--当前可使用合成的该等级的Gem数量
if bagGemNum > 0 then
finalList[tempData.Id] = bagGemNum - remainNum
curGemNum = bagGemNum + lastGNum--当前一共拥有命石数量(包括已经合成的数量)
end
local haveGoldNum= BagManager.GetTotalItemNum(tempData.UpgradeCost[1])
if totalMoney>haveGoldNum then
return false
if curGemNum < tempData.UpgradeNum then--如果出现断层,需要清空数据继续遍历,
finalList = {}
totalMoney = 0
lastGNum = 0
else
local needNum = this.DoCircle2(tempData.Type,tempData.Level,selectLv)
local remainNum = curGemNum%tempData.UpgradeNum
if curGemNum > needNum then
remainNum = curGemNum - needNum
curGemNum = needNum
end
lastGNum = math.floor(curGemNum/tempData.UpgradeNum)
totalMoney = totalMoney + lastGNum*tempData.UpgradeCost[2]
if bagGemNum > 0 then
finalList[tempData.Id] = bagGemNum - remainNum
end
end
end
end
@ -235,7 +243,7 @@ function this.FastConpound(id)
tempList[key] = value
end
end
return true,lastGNum==1,tempList,totalMoney
return lastGNum==1,tempList,totalMoney,BagManager.GetTotalItemNum(14) >= totalMoney
end
function this.DoCircle2(type,curLevel,targetLevel)

View File

@ -102,7 +102,7 @@ function GemCompound:SetCost(bool)
list[args[1]] = 1
money = gemConfig[args[1]].UpgradeCost[2]
else--快速合成
bool1,bool2,list,money = GemManager.FastConpound(args[1])
bool2,list,money,bool1 = GemManager.FastConpound(args[1])
end
if not bool2 then
list[args[1]] = 0
@ -118,7 +118,7 @@ function GemCompound:SetCost(bool)
return a.id < b.id
end)
local color = bool1 and "#FF8909" or "red"
local color = bool1 and "#FBF7F1" or "red"
self.money.text = string.format("<color=%s>%s</color>",color,money)
self.ScrollView:SetData(list2, function(index, go)

View File

@ -6273,7 +6273,9 @@ function this.LifeStoneUpRequest(_type,_gridId,_gridIndex,_curGemId,_selectNum,f
--获取新战力
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
if oldWarPower ~= tempPower then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
end
if msg.drop then
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
end
@ -6313,7 +6315,9 @@ function this.LifeGridChangeRequest(_type,_gridId,_gridIndex,_curGemId,func)
--获取新战力
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
if oldWarPower ~= tempPower then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
end
if func then
func(msg)
end

View File

@ -45,7 +45,7 @@ function this:Refresh()
self.money.text = self.args[2]
local list = {}
for key, value in pairs(self.args[1]) do
LogGreen("id:"..tostring(key).." num:"..tostring(value))
-- LogGreen("id:"..tostring(key).." num:"..tostring(value))
local data = {}
data.id = key
data.num = value