羁绊功能修改
parent
e7abac49ce
commit
d956e6050a
File diff suppressed because it is too large
Load Diff
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@ -38,6 +38,7 @@ local contentScripts = {
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--灵脉秘境纪录
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[GENERAL_POPUP_TYPE.LingMaiRecord] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_LingMaiRecord"), panelName = "GeneralBigPopup_LingMaiRecord"},
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[GENERAL_POPUP_TYPE.IncarnationDes] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_IncarnationDes"), panelName = "GeneralBigPopup_IncarnationDes"},
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[GENERAL_POPUP_TYPE.IncarnationDes2] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_IncarnationDes2"), panelName = "GeneralBigPopup_IncarnationDes2"},
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[GENERAL_POPUP_TYPE.chooseTailsManSoul] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_WishTailsmanSoulChip"), panelName = "GeneralBigPopup_WishTailsmanSoulChip"},
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--寻仙招募选择up英雄
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[GENERAL_POPUP_TYPE.ChooseUpHero] = {view = require("Modules/Popup/View/GeneralPopup_ChooseUpHero"), panelName = "GeneralBigPopup_ChooseUpHero"},
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@ -0,0 +1,99 @@
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----- 神应属性弹窗 -----
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local this = {}
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local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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--传入父脚本模块
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local parent
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local sortingOrder=0
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local attriList = {}
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function this:InitComponent(gameObject)
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self.bg =Util.GetGameObject(gameObject, "bg")
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self.proGroup =Util.GetGameObject(gameObject, "proGroup")
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self.proTitle =Util.GetGameObject(gameObject, "title")
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self.proTip =Util.GetGameObject(gameObject, "tip")
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self.proValue =Util.GetGameObject(gameObject, "pro")
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self.proNum =Util.GetGameObject(self.proValue, "name")
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end
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function this:BindEvent()
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,_Data)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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parent.BG:SetActive(false)
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local args = _Data
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local data = args[1]
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for i = 1, #data do
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if not attriList[i] then
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attriList[i] = {}
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attriList[i].proGroup = newObjToParent(self.proGroup,self.bg)
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end
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attriList[i].proGroup.gameObject:SetActive(false)
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if not attriList[i].title then
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attriList[i].title = newObjToParent(self.proTitle,attriList[i].proGroup)
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attriList[i].titleCom = Util.GetGameObject(attriList[i].title,"name/text"):GetComponent("Text")
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end
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attriList[i].title.gameObject:SetActive(false)
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for j = 1, #data[i].pro do
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if not attriList[i].pro then
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attriList[i].pro = {}
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end
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if not attriList[i].TextCom then
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attriList[i].TextCom = {}
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end
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if not attriList[i].proParent then
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attriList[i].proParent = newObjToParent(self.proValue,attriList[i].proGroup)
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end
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if not attriList[i].pro[j] then
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attriList[i].pro[j] = newObjToParent(self.proNum,attriList[i].proParent)
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attriList[i].TextCom[j] = attriList[i].pro[j]:GetComponent("Text")
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end
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attriList[i].pro[j].gameObject:SetActive(false)
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end
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if not attriList[i].tip then
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attriList[i].tip = newObjToParent(self.proTip,attriList[i].proGroup)
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attriList[i].tipComp = Util.GetGameObject(attriList[i].tip,"name"):GetComponent("Text")
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end
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attriList[i].proGroup.gameObject:SetActive(false)
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end
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for i = 1, #data do
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attriList[i].proGroup.gameObject:SetActive(true)
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if data[i].title and data[i].title ~= "" then
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attriList[i].title.gameObject:SetActive(true)
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attriList[i].titleCom.text = data[i].title
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else
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attriList[i].title.gameObject:SetActive(false)
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end
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for j = 1, #data[i].pro do
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attriList[i].pro[j].gameObject:SetActive(true)
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attriList[i].TextCom[j].text = data[i].pro[j]
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end
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if data[i].tip and data[i].tip ~= "" then
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attriList[i].tip.gameObject:SetActive(true)
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attriList[i].tipComp.text = data[i].tip
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else
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attriList[i].tip.gameObject:SetActive(false)
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end
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end
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end
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function this:OnClose()
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Util.ClearChild(self.bg.transform)
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attriList = {}
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end
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function this:OnDestroy()
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Util.ClearChild(self.bg.transform)
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attriList = {}
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end
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return this
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: f11aea8f71233a643ac7a7dc5e17dc63
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -292,6 +292,17 @@ function this.AddPotentialDataByType(dyn,type,lv)
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end
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end
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--改变所有英雄的礼物等级
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function this.ChangeAllHeroGiftLV()
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for i, v in pairs(heroDatas) do
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if v.potential then
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for key, value in pairs(v.potential) do
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value.giftLv=GiftManager.GetHeroPotencyLvById(i)
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end
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end
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end
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end
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--设置法灵
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function this.SetHeroBaublesId(dyn,_id)
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if heroDatas[dyn] then
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@ -1219,7 +1230,7 @@ function this.UpdateHeroLvEnd()
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if heroEndStar == nil then
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heroEndStar = v.Star
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end
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LogError("heroEndStar================="..heroEndStar)
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-- LogError("heroEndStar================="..heroEndStar)
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for i, v2 in ConfigPairs(heroRankUpConfig) do
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if v2.Star == v.Star then
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if v2.OpenStar == heroEndStar then
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@ -2967,72 +2978,73 @@ end
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local rewardGroup = ConfigManager.GetConfig(ConfigName.RewardGroup)
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function this.GetHeroReturnItems(selectHeroData, type)
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local allRewardData = {}
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-- if type == GENERAL_POPUP_TYPE.ResolveRecall then
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-- local specificValue = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 34).Value) / 10000
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-- local ShowItemlist = {}
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-- --HeroReturn 的 ReturnHero + RankupReturn * specificValue + HeroLevelConfig 的 Consume * specificValue
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-- --先把回溯英雄放进去
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-- for i, v in pairs(selectHeroData) do
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-- local curHeroData = heroDatas[i]
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-- if not curHeroData then
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-- return
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-- end
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-- local pId
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-- if curHeroData.breakId == 0 then
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-- pId=0
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-- else
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-- pId= heroRankUpConfig[curHeroData.breakId].Phase[2]
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-- end
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-- local heroReturnConfig =
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-- ConfigManager.TryGetConfigDataByDoubleKey(
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-- ConfigName.HeroReturn,
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-- "HeroId",
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-- curHeroData.id,
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-- "Star",
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-- pId
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-- )
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-- local rewardShowStr1 = {}
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-- if not heroReturnConfig then
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-- LogRed("pId:"..pId.." curHeroData.breakId:"..curHeroData.breakId.." curHeroData.id:"..curHeroData.id)
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-- else
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-- ShowItemlist[heroReturnConfig.HeroId] = {heroReturnConfig.HeroId,1,curHeroData.star}
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-- rewardShowStr1 = heroReturnConfig.RankupReturn
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-- if rewardShowStr1 then
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-- for k,v in ipairs(rewardShowStr1) do
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-- if v[1] and v[2] then
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-- if not ShowItemlist[v[1]] then
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-- ShowItemlist[v[1]] = {v[1], v[2] * specificValue}
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-- else
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-- ShowItemlist[v[1]] = {v[1],ShowItemlist[v[1]][2] + v[2] * specificValue}
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-- end
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-- end
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-- end
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-- end
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-- end
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-- rewardShowStr1 = ConfigManager.GetConfigData(ConfigName.HeroLevelConfig, v.lv).SumConsume
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-- if rewardShowStr1 then
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-- for k,v in ipairs(rewardShowStr1) do
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-- if not ShowItemlist[v[1]] then
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-- ShowItemlist[v[1]] = {v[1], v[2] * specificValue}
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-- else
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-- ShowItemlist[v[1]] = {v[1],ShowItemlist[v[1]][2] + v[2] * specificValue}
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-- end
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-- end
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-- end
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-- --this.GetHeroReturnItems2(ShowItemlist,allRewardData)
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-- end
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-- local dropList = {}
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-- for n,m in pairs(ShowItemlist) do
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-- local curReward = {}
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-- curReward.id = m[1]
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-- curReward.num = math.floor(m[2])
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-- curReward.itemConfig = itemConfig[curReward.id]
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-- curReward.star = m[3] or nil
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-- table.insert(dropList, curReward)
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-- end
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-- return dropList
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-- else
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if type == GENERAL_POPUP_TYPE.ResolveDismantle or type== GENERAL_POPUP_TYPE.ResolveRecall then --献祭
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if type == GENERAL_POPUP_TYPE.ResolveRecall then
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local specificValue = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 34).Value) / 10000
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local ShowItemlist = {}
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--HeroReturn 的 ReturnHero + RankupReturn * specificValue + HeroLevelConfig 的 Consume * specificValue
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--先把回溯英雄放进去
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for i, v in pairs(selectHeroData) do
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local curHeroData = heroDatas[i]
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if not curHeroData then
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return
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end
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local pId
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if curHeroData.breakId == 0 then
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pId=0
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else
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pId= heroRankUpConfig[curHeroData.breakId].Phase[2]
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end
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local heroReturnConfig =
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ConfigManager.TryGetConfigDataByDoubleKey(
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ConfigName.HeroReturn,
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"HeroId",
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curHeroData.id,
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"Star",
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pId
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)
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local rewardShowStr1 = {}
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if not heroReturnConfig then
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LogRed("pId:"..pId.." curHeroData.breakId:"..curHeroData.breakId.." curHeroData.id:"..curHeroData.id)
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else
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ShowItemlist[heroReturnConfig.HeroId] = {heroReturnConfig.HeroId,1,curHeroData.star}
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rewardShowStr1 = heroReturnConfig.RankupReturn
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if rewardShowStr1 then
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for k,v in ipairs(rewardShowStr1) do
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if v[1] and v[2] then
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if not ShowItemlist[v[1]] then
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ShowItemlist[v[1]] = {v[1], v[2] * specificValue}
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else
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ShowItemlist[v[1]] = {v[1],ShowItemlist[v[1]][2] + v[2] * specificValue}
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end
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end
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end
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end
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end
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rewardShowStr1 = ConfigManager.GetConfigData(ConfigName.HeroLevelConfig, v.lv).SumConsume
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if rewardShowStr1 then
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for k,v in ipairs(rewardShowStr1) do
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if not ShowItemlist[v[1]] then
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ShowItemlist[v[1]] = {v[1], v[2] * specificValue}
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else
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ShowItemlist[v[1]] = {v[1],ShowItemlist[v[1]][2] + v[2] * specificValue}
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end
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end
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end
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--this.GetHeroReturnItems2(ShowItemlist,allRewardData)
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end
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local dropList = {}
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for n,m in pairs(ShowItemlist) do
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local curReward = {}
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curReward.id = m[1]
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curReward.num = math.floor(m[2])
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curReward.itemConfig = itemConfig[curReward.id]
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curReward.star = m[3] or nil
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table.insert(dropList, curReward)
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end
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return dropList
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elseif type == GENERAL_POPUP_TYPE.ResolveDismantle then
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--if type == GENERAL_POPUP_TYPE.ResolveDismantle or type== GENERAL_POPUP_TYPE.ResolveRecall then --献祭
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local specificValue = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 35).Value) / 10000
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for i, v in pairs(selectHeroData) do
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--当英雄一次都未突破和进阶时
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@ -3196,7 +3208,7 @@ function this.GetReturnItemsByType(selectHeroData)
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for i, v in pairs(selectHeroData) do
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local curHeroData = heroDatas[i]
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local temp = {}
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if curHeroData.talismanList > 1 then
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if curHeroData.talismanList and curHeroData.talismanList > 1 then
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local temp1 =tonumber(ConfigManager.GetConfigData(ConfigName.HeroConfig, curHeroData.id).EquipTalismana[2])
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for i = 1, curHeroData.talismanList - 1 do
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temp = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",temp1,"Level",i).RankupBasicMaterial
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@ -4244,6 +4256,19 @@ function this.GetHeroPotencyAddByType(_dyn,_type)
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end
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function this.GetHeroPotencyAddByTypeAndPotencyData(_data,_type)
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if _data and _type and _data[_type] then
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local aaa=_data[_type]
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local allLv=aaa.lv+aaa.giftLv
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local config=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew,"Type",_type,"Level",allLv)
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if config then
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local pro=config.Attribute/10000
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return pro
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end
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end
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return 0
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end
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function this.ResetHero(dynamicloadId)
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if heroDatas[dynamicloadId] then
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@ -5,6 +5,7 @@ local Trump = ConfigManager.GetConfig(ConfigName.Trump)
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local TrumpLevelupPool = ConfigManager.GetConfig(ConfigName.TrumpLevelupPool)
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local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.XiuXianSkillConfig)
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local propertyConfig=ConfigManager.GetConfig(ConfigName.PropertyConfig)
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this.TailsmanList = {}
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function this.Initialize()
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end
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@ -123,7 +124,10 @@ end
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function this.GetTailsmanTotalPro()
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local proList = {}
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local special=ConfigManager.GetConfigData(ConfigName.SpecialConfig,177)
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local num=tonumber(special.Value)/10000
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for k,v in pairs(this.TailsmanList) do
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--LogError("Trump[k].LvupPool==========="..Trump[k].LvupPool.." level==="..v)
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local tempPro = ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrumpLevelupPool,"PoolId",Trump[k].LvupPool,"Level",v).LvupProps
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if tempPro then
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for i = 1,#tempPro do
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@ -134,18 +138,77 @@ function this.GetTailsmanTotalPro()
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end
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end
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end
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local tempPro = this.GetTotalStarPro()
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if tempPro then
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for i = 1,#tempPro do
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if not proList[tempPro[i][1]] then
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proList[tempPro[i][1]] = 0
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--获取所有技能加成属性
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local addLv=0
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for i=1,5 do
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local curData = TailsManSoulManager.GetTailsmanSoulDatasByPro(i)
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for j=1,#curData do
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--LogError("curData.lv=========="..curData[j].lv)
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if curData[j].lv>0 then
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addLv=addLv+curData[j].lv
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end
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proList[tempPro[i][1]] = proList[tempPro[i][1]] + tempPro[i][2]
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end
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end
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--屏蔽星数加成属性
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-- local tempPro = this.GetTotalStarPro()
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-- if tempPro then
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-- for i = 1,#tempPro do
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-- if not proList[tempPro[i][1]] then
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-- proList[tempPro[i][1]] = 0
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-- end
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-- proList[tempPro[i][1]] = proList[tempPro[i][1]] + tempPro[i][2]
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-- end
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-- end
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-- for k, v in pairs(proList) do
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-- LogError("属性 v========================================="..v)
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-- end
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-- LogError("addlv============================"..addLv)
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if addLv>0 then
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for k, v in pairs(proList) do
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if propertyConfig[k].Style==1 then
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proList[k]=math.floor(v*(1+addLv*num)+0.5)
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end
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end
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end
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return proList
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end
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function this.GetTailsmanTotalProNoAdd()
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local proList = {}
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local special=ConfigManager.GetConfigData(ConfigName.SpecialConfig,177)
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local num=tonumber(special.Value)/10000
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for k,v in pairs(this.TailsmanList) do
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--LogError("Trump[k].LvupPool==========="..Trump[k].LvupPool.." level==="..v)
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local tempPro = ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrumpLevelupPool,"PoolId",Trump[k].LvupPool,"Level",v).LvupProps
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if tempPro then
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for i = 1,#tempPro do
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if not proList[tempPro[i][1]] then
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proList[tempPro[i][1]] = 0
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end
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proList[tempPro[i][1]] = proList[tempPro[i][1]] + tempPro[i][2]
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end
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end
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end
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--屏蔽星数加成属性
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-- local tempPro = this.GetTotalStarPro()
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-- if tempPro then
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-- for i = 1,#tempPro do
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-- if not proList[tempPro[i][1]] then
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-- proList[tempPro[i][1]] = 0
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-- end
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-- proList[tempPro[i][1]] = proList[tempPro[i][1]] + tempPro[i][2]
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-- end
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-- end
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-- for k, v in pairs(proList) do
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-- LogError("属性 v========================================="..v)
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-- end
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-- LogError("addlv============================"..addLv)
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|
||||
return proList
|
||||
end
|
||||
function this.GetTailsmanCost(id,lv)
|
||||
local num = ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrumpLevelupPool,"PoolId",Trump[id].LvupPool,"Level",lv).LvupCostItemNum
|
||||
local costId = Trump[id].LvupCostItem
|
||||
|
|
|
@ -2,7 +2,10 @@
|
|||
TailsmanSoulMainPanel = Inherit(BasePanel)
|
||||
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
|
||||
local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
local specialConfig=ConfigManager.GetConfigData(ConfigName.SpecialConfig,177)
|
||||
local sortOrder = 0
|
||||
local pro=tonumber(specialConfig.Value)/10000
|
||||
local addLv=0
|
||||
local curData = {}
|
||||
function TailsmanSoulMainPanel:InitComponent()
|
||||
self.spLoader = SpriteLoader.New()
|
||||
|
@ -14,8 +17,9 @@ function TailsmanSoulMainPanel:InitComponent()
|
|||
self.tailsmainSoulDi = Util.GetGameObject(self.tailsmainSoul, "di"):GetComponent("Image")
|
||||
self.icon = Util.GetGameObject(self.tailsmainSoul, "icon"):GetComponent("Image")
|
||||
|
||||
self.starGray = Util.GetGameObject(self.transform,"proMainLayout/starGrid/starGray")
|
||||
self.starLight = Util.GetGameObject(self.transform,"proMainLayout/starGrid/starLight")
|
||||
--self.starGray = Util.GetGameObject(self.transform,"proMainLayout/starGrid/starGray")
|
||||
--self.starLight = Util.GetGameObject(self.transform,"proMainLayout/starGrid/starLight")
|
||||
self.starGrid = Util.GetGameObject(self.transform,"proMainLayout/starGrid")
|
||||
self.upLvBtn = Util.GetGameObject(self.transform, "proMainLayout/upLvBtn")
|
||||
self.upLvBtnText = Util.GetGameObject(self.upLvBtn, "Text"):GetComponent("Text")
|
||||
self.upLvBtnRed = Util.GetGameObject(self.upLvBtn, "red")
|
||||
|
@ -107,7 +111,7 @@ function TailsmanSoulMainPanel:RemoveListener()
|
|||
end
|
||||
|
||||
function TailsmanSoulMainPanel:OnSortingOrderChange()
|
||||
--Util.SetParticleSortLayer(self.effect,self.sortingOrder + 1)
|
||||
-- Util.SetParticleSortLayer(self.effect,self.sortingOrder + 1)
|
||||
end
|
||||
|
||||
function TailsmanSoulMainPanel:OnOpen(curCompId)
|
||||
|
@ -138,14 +142,15 @@ end
|
|||
|
||||
function TailsmanSoulMainPanel:GetSkillDataList()
|
||||
local datas = {}
|
||||
|
||||
for k,v in pairs(self.skillDataList) do
|
||||
local str = v
|
||||
if self.complv == k then
|
||||
str = string.format("<color=#00FF00>%s</color>",str)
|
||||
str = string.format("<color=#00FF00>%s %s</color>",str,"羁绊基础属性提升"..pro*100*k.."%")
|
||||
elseif self.complv < k then
|
||||
str = string.format("<color=#BFBFBF>%s</color>",str)
|
||||
str = string.format("<color=#BFBFBF>%s %s</color>",str,"羁绊聚灵基础属性提升"..pro*100*k.."%")
|
||||
else
|
||||
str = string.format("<color=#FFCF9E>%s</color>",str)
|
||||
str = string.format("<color=#FFCF9E>%s %s</color>",str,"羁绊聚灵基础属性提升"..pro*100*k.."%")
|
||||
end
|
||||
datas[k] = str
|
||||
end
|
||||
|
@ -156,13 +161,26 @@ function TailsmanSoulMainPanel:ChangeTailsMan()
|
|||
self.data = self.trumpList[self.index]
|
||||
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(self.data.config.Icon))
|
||||
--self.tailsmainSoulDi.sprite = self.spLoader:LoadSprite(GetTailsmanDiImage[self.data.config.Quality])
|
||||
--获取技能加成等级
|
||||
addLv=0
|
||||
for i=1,5 do
|
||||
local curData = TailsManSoulManager.GetTailsmanSoulDatasByPro(i)
|
||||
for j=1,#curData do
|
||||
--LogError("curData.lv=========="..curData[j].lv)
|
||||
if curData[j].lv>0 then
|
||||
addLv=addLv+curData[j].lv
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
local data1 = self:GetProData()
|
||||
|
||||
self:SetProList(data1,self.proList,self.proGrid,self.pro)
|
||||
self:SetSelect()
|
||||
self:SetCostItem()
|
||||
self:SetStar(self.starGray,self.data.config.LvMax)
|
||||
self:SetStar(self.starLight,self.data.lv)
|
||||
|
||||
--self:SetStar(self.starGray,self.data.config.LvMax)
|
||||
--self:SetStar(self.starLight,self.data.lv)
|
||||
SetHeroStars(self.spLoader,self.starGrid,self.data.lv)
|
||||
end
|
||||
|
||||
function TailsmanSoulMainPanel:GetProData()
|
||||
|
@ -178,9 +196,11 @@ function TailsmanSoulMainPanel:GetProData()
|
|||
end
|
||||
local str = ""
|
||||
for i = 1,#curData do
|
||||
str = string.format("<color=#ecdfc8>%s:%s</color>",propertyConfig[curData[i][1]].Info,GetPropertyFormatStrOne(propertyConfig[curData[i][1]].Style,curData[i][2]) )
|
||||
--LogError("addlv======================"..addLv.." pro========="..pro)
|
||||
local value=math.floor(curData[i][2]*(1+addLv*pro)+0.5)
|
||||
str = string.format("<color=#ecdfc8>%s:%s</color>",propertyConfig[curData[i][1]].Info,GetPropertyFormatStrOne(propertyConfig[curData[i][1]].Style,value) )
|
||||
if nextProData[curData[i][1]] then
|
||||
str = str..string.format("<color=#00FF00>(+%s)</color>",GetPropertyFormatStrOne(propertyConfig[curData[i][1]].Style,nextProData[curData[i][1]] - curData[i][2]))
|
||||
str = str..string.format("<color=#00FF00>(+%s)</color>",GetPropertyFormatStrOne(propertyConfig[curData[i][1]].Style,nextProData[curData[i][1]] - value))
|
||||
end
|
||||
table.insert(proData,str)
|
||||
end
|
||||
|
@ -195,6 +215,9 @@ function TailsmanSoulMainPanel:SetProData(proData)
|
|||
end
|
||||
proList[proData[i][1]] = proList[proData[i][1]] + proData[i][2]
|
||||
end
|
||||
for k, v in pairs(proList) do
|
||||
proList[k]=math.floor(v*(1+addLv*pro)+0.5)
|
||||
end
|
||||
return proList
|
||||
end
|
||||
|
||||
|
@ -263,8 +286,9 @@ function TailsmanSoulMainPanel:SetTailsManList(data,grid,pre)
|
|||
self.tailsList[i].card = Util.GetGameObject(self.tailsList[i].go,"ItemView")
|
||||
self.tailsList[i].bg = Util.GetGameObject(self.tailsList[i].card.transform,"item/frame"):GetComponent("Image")
|
||||
self.tailsList[i].icon = Util.GetGameObject(self.tailsList[i].card.transform,"item/icon"):GetComponent("Image")
|
||||
self.tailsList[i].starGray = Util.GetGameObject(self.tailsList[i].card.transform,"item/starGrid/starGray")
|
||||
self.tailsList[i].starLight = Util.GetGameObject(self.tailsList[i].card.transform,"starGrid/starLight")
|
||||
--self.tailsList[i].starGray = Util.GetGameObject(self.tailsList[i].card.transform,"item/starGrid/starGray")
|
||||
--self.tailsList[i].starLight = Util.GetGameObject(self.tailsList[i].card.transform,"starGrid/starLight")
|
||||
self.tailsList[i].starGrid = Util.GetGameObject(self.tailsList[i].card.transform,"starGrid")
|
||||
self.tailsList[i].name = Util.GetGameObject(self.tailsList[i].card.transform,"name"):GetComponent("Text")
|
||||
self.tailsList[i].red = Util.GetGameObject(self.tailsList[i].card.transform,"redPoint")
|
||||
end
|
||||
|
@ -272,8 +296,9 @@ function TailsmanSoulMainPanel:SetTailsManList(data,grid,pre)
|
|||
self.tailsList[i].bg.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(data[i].config.Quality))
|
||||
self.tailsList[i].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(data[i].config.Icon))
|
||||
self.tailsList[i].name.text = data[i].config.Name
|
||||
self:SetStar(self.tailsList[i].starGray,data[i].config.LvMax)
|
||||
self:SetStar(self.tailsList[i].starLight,data[i].lv)
|
||||
--self:SetStar(self.tailsList[i].starGray,data[i].config.LvMax)
|
||||
--self:SetStar(self.tailsList[i].starLight,data[i].lv)
|
||||
SetHeroStars(self.spLoader,self.tailsList[i].starGrid,data[i].lv)
|
||||
local costId,num = TailsManSoulManager.GetTailsmanCost(data[i].id,data[i].lv)
|
||||
local curNum = BagManager.GetItemCountById(costId)
|
||||
if num and num > 0 and curNum >= num then
|
||||
|
|
Loading…
Reference in New Issue