羁绊功能修改

onepiece_demo_arena
wangzhenxing 2024-01-02 10:54:50 +08:00
parent e7abac49ce
commit d956e6050a
7 changed files with 1156 additions and 167 deletions

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@ -38,6 +38,7 @@ local contentScripts = {
--灵脉秘境纪录 --灵脉秘境纪录
[GENERAL_POPUP_TYPE.LingMaiRecord] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_LingMaiRecord"), panelName = "GeneralBigPopup_LingMaiRecord"}, [GENERAL_POPUP_TYPE.LingMaiRecord] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_LingMaiRecord"), panelName = "GeneralBigPopup_LingMaiRecord"},
[GENERAL_POPUP_TYPE.IncarnationDes] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_IncarnationDes"), panelName = "GeneralBigPopup_IncarnationDes"}, [GENERAL_POPUP_TYPE.IncarnationDes] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_IncarnationDes"), panelName = "GeneralBigPopup_IncarnationDes"},
[GENERAL_POPUP_TYPE.IncarnationDes2] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_IncarnationDes2"), panelName = "GeneralBigPopup_IncarnationDes2"},
[GENERAL_POPUP_TYPE.chooseTailsManSoul] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_WishTailsmanSoulChip"), panelName = "GeneralBigPopup_WishTailsmanSoulChip"}, [GENERAL_POPUP_TYPE.chooseTailsManSoul] = {view = require("Modules/GeneralPanel/View/GeneralBigPopup_WishTailsmanSoulChip"), panelName = "GeneralBigPopup_WishTailsmanSoulChip"},
--寻仙招募选择up英雄 --寻仙招募选择up英雄
[GENERAL_POPUP_TYPE.ChooseUpHero] = {view = require("Modules/Popup/View/GeneralPopup_ChooseUpHero"), panelName = "GeneralBigPopup_ChooseUpHero"}, [GENERAL_POPUP_TYPE.ChooseUpHero] = {view = require("Modules/Popup/View/GeneralPopup_ChooseUpHero"), panelName = "GeneralBigPopup_ChooseUpHero"},

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@ -0,0 +1,99 @@
----- 神应属性弹窗 -----
local this = {}
local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
--传入父脚本模块
local parent
local sortingOrder=0
local attriList = {}
function this:InitComponent(gameObject)
self.bg =Util.GetGameObject(gameObject, "bg")
self.proGroup =Util.GetGameObject(gameObject, "proGroup")
self.proTitle =Util.GetGameObject(gameObject, "title")
self.proTip =Util.GetGameObject(gameObject, "tip")
self.proValue =Util.GetGameObject(gameObject, "pro")
self.proNum =Util.GetGameObject(self.proValue, "name")
end
function this:BindEvent()
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent,_Data)
parent=_parent
sortingOrder = _parent.sortingOrder
parent.BG:SetActive(false)
local args = _Data
local data = args[1]
for i = 1, #data do
if not attriList[i] then
attriList[i] = {}
attriList[i].proGroup = newObjToParent(self.proGroup,self.bg)
end
attriList[i].proGroup.gameObject:SetActive(false)
if not attriList[i].title then
attriList[i].title = newObjToParent(self.proTitle,attriList[i].proGroup)
attriList[i].titleCom = Util.GetGameObject(attriList[i].title,"name/text"):GetComponent("Text")
end
attriList[i].title.gameObject:SetActive(false)
for j = 1, #data[i].pro do
if not attriList[i].pro then
attriList[i].pro = {}
end
if not attriList[i].TextCom then
attriList[i].TextCom = {}
end
if not attriList[i].proParent then
attriList[i].proParent = newObjToParent(self.proValue,attriList[i].proGroup)
end
if not attriList[i].pro[j] then
attriList[i].pro[j] = newObjToParent(self.proNum,attriList[i].proParent)
attriList[i].TextCom[j] = attriList[i].pro[j]:GetComponent("Text")
end
attriList[i].pro[j].gameObject:SetActive(false)
end
if not attriList[i].tip then
attriList[i].tip = newObjToParent(self.proTip,attriList[i].proGroup)
attriList[i].tipComp = Util.GetGameObject(attriList[i].tip,"name"):GetComponent("Text")
end
attriList[i].proGroup.gameObject:SetActive(false)
end
for i = 1, #data do
attriList[i].proGroup.gameObject:SetActive(true)
if data[i].title and data[i].title ~= "" then
attriList[i].title.gameObject:SetActive(true)
attriList[i].titleCom.text = data[i].title
else
attriList[i].title.gameObject:SetActive(false)
end
for j = 1, #data[i].pro do
attriList[i].pro[j].gameObject:SetActive(true)
attriList[i].TextCom[j].text = data[i].pro[j]
end
if data[i].tip and data[i].tip ~= "" then
attriList[i].tip.gameObject:SetActive(true)
attriList[i].tipComp.text = data[i].tip
else
attriList[i].tip.gameObject:SetActive(false)
end
end
end
function this:OnClose()
Util.ClearChild(self.bg.transform)
attriList = {}
end
function this:OnDestroy()
Util.ClearChild(self.bg.transform)
attriList = {}
end
return this

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f11aea8f71233a643ac7a7dc5e17dc63
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -292,6 +292,17 @@ function this.AddPotentialDataByType(dyn,type,lv)
end end
end end
--改变所有英雄的礼物等级
function this.ChangeAllHeroGiftLV()
for i, v in pairs(heroDatas) do
if v.potential then
for key, value in pairs(v.potential) do
value.giftLv=GiftManager.GetHeroPotencyLvById(i)
end
end
end
end
--设置法灵 --设置法灵
function this.SetHeroBaublesId(dyn,_id) function this.SetHeroBaublesId(dyn,_id)
if heroDatas[dyn] then if heroDatas[dyn] then
@ -1219,7 +1230,7 @@ function this.UpdateHeroLvEnd()
if heroEndStar == nil then if heroEndStar == nil then
heroEndStar = v.Star heroEndStar = v.Star
end end
LogError("heroEndStar================="..heroEndStar) -- LogError("heroEndStar================="..heroEndStar)
for i, v2 in ConfigPairs(heroRankUpConfig) do for i, v2 in ConfigPairs(heroRankUpConfig) do
if v2.Star == v.Star then if v2.Star == v.Star then
if v2.OpenStar == heroEndStar then if v2.OpenStar == heroEndStar then
@ -2967,72 +2978,73 @@ end
local rewardGroup = ConfigManager.GetConfig(ConfigName.RewardGroup) local rewardGroup = ConfigManager.GetConfig(ConfigName.RewardGroup)
function this.GetHeroReturnItems(selectHeroData, type) function this.GetHeroReturnItems(selectHeroData, type)
local allRewardData = {} local allRewardData = {}
-- if type == GENERAL_POPUP_TYPE.ResolveRecall then if type == GENERAL_POPUP_TYPE.ResolveRecall then
-- local specificValue = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 34).Value) / 10000 local specificValue = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 34).Value) / 10000
-- local ShowItemlist = {} local ShowItemlist = {}
-- --HeroReturn 的 ReturnHero + RankupReturn * specificValue + HeroLevelConfig 的 Consume * specificValue --HeroReturn 的 ReturnHero + RankupReturn * specificValue + HeroLevelConfig 的 Consume * specificValue
-- --先把回溯英雄放进去 --先把回溯英雄放进去
-- for i, v in pairs(selectHeroData) do for i, v in pairs(selectHeroData) do
-- local curHeroData = heroDatas[i] local curHeroData = heroDatas[i]
-- if not curHeroData then if not curHeroData then
-- return return
-- end end
-- local pId local pId
-- if curHeroData.breakId == 0 then if curHeroData.breakId == 0 then
-- pId=0 pId=0
-- else else
-- pId= heroRankUpConfig[curHeroData.breakId].Phase[2] pId= heroRankUpConfig[curHeroData.breakId].Phase[2]
-- end end
-- local heroReturnConfig = local heroReturnConfig =
-- ConfigManager.TryGetConfigDataByDoubleKey( ConfigManager.TryGetConfigDataByDoubleKey(
-- ConfigName.HeroReturn, ConfigName.HeroReturn,
-- "HeroId", "HeroId",
-- curHeroData.id, curHeroData.id,
-- "Star", "Star",
-- pId pId
-- ) )
-- local rewardShowStr1 = {} local rewardShowStr1 = {}
-- if not heroReturnConfig then if not heroReturnConfig then
-- LogRed("pId:"..pId.." curHeroData.breakId:"..curHeroData.breakId.." curHeroData.id:"..curHeroData.id) LogRed("pId:"..pId.." curHeroData.breakId:"..curHeroData.breakId.." curHeroData.id:"..curHeroData.id)
-- else else
-- ShowItemlist[heroReturnConfig.HeroId] = {heroReturnConfig.HeroId,1,curHeroData.star} ShowItemlist[heroReturnConfig.HeroId] = {heroReturnConfig.HeroId,1,curHeroData.star}
-- rewardShowStr1 = heroReturnConfig.RankupReturn rewardShowStr1 = heroReturnConfig.RankupReturn
-- if rewardShowStr1 then if rewardShowStr1 then
-- for k,v in ipairs(rewardShowStr1) do for k,v in ipairs(rewardShowStr1) do
-- if v[1] and v[2] then if v[1] and v[2] then
-- if not ShowItemlist[v[1]] then if not ShowItemlist[v[1]] then
-- ShowItemlist[v[1]] = {v[1], v[2] * specificValue} ShowItemlist[v[1]] = {v[1], v[2] * specificValue}
-- else else
-- ShowItemlist[v[1]] = {v[1],ShowItemlist[v[1]][2] + v[2] * specificValue} ShowItemlist[v[1]] = {v[1],ShowItemlist[v[1]][2] + v[2] * specificValue}
-- end end
-- end end
-- end end
-- end end
-- end end
-- rewardShowStr1 = ConfigManager.GetConfigData(ConfigName.HeroLevelConfig, v.lv).SumConsume rewardShowStr1 = ConfigManager.GetConfigData(ConfigName.HeroLevelConfig, v.lv).SumConsume
-- if rewardShowStr1 then if rewardShowStr1 then
-- for k,v in ipairs(rewardShowStr1) do for k,v in ipairs(rewardShowStr1) do
-- if not ShowItemlist[v[1]] then if not ShowItemlist[v[1]] then
-- ShowItemlist[v[1]] = {v[1], v[2] * specificValue} ShowItemlist[v[1]] = {v[1], v[2] * specificValue}
-- else else
-- ShowItemlist[v[1]] = {v[1],ShowItemlist[v[1]][2] + v[2] * specificValue} ShowItemlist[v[1]] = {v[1],ShowItemlist[v[1]][2] + v[2] * specificValue}
-- end end
-- end end
-- end end
-- --this.GetHeroReturnItems2(ShowItemlist,allRewardData) --this.GetHeroReturnItems2(ShowItemlist,allRewardData)
-- end end
-- local dropList = {} local dropList = {}
-- for n,m in pairs(ShowItemlist) do for n,m in pairs(ShowItemlist) do
-- local curReward = {} local curReward = {}
-- curReward.id = m[1] curReward.id = m[1]
-- curReward.num = math.floor(m[2]) curReward.num = math.floor(m[2])
-- curReward.itemConfig = itemConfig[curReward.id] curReward.itemConfig = itemConfig[curReward.id]
-- curReward.star = m[3] or nil curReward.star = m[3] or nil
-- table.insert(dropList, curReward) table.insert(dropList, curReward)
-- end end
-- return dropList return dropList
-- else elseif type == GENERAL_POPUP_TYPE.ResolveDismantle then
if type == GENERAL_POPUP_TYPE.ResolveDismantle or type== GENERAL_POPUP_TYPE.ResolveRecall then --献祭
--if type == GENERAL_POPUP_TYPE.ResolveDismantle or type== GENERAL_POPUP_TYPE.ResolveRecall then --献祭
local specificValue = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 35).Value) / 10000 local specificValue = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 35).Value) / 10000
for i, v in pairs(selectHeroData) do for i, v in pairs(selectHeroData) do
--当英雄一次都未突破和进阶时 --当英雄一次都未突破和进阶时
@ -3196,7 +3208,7 @@ function this.GetReturnItemsByType(selectHeroData)
for i, v in pairs(selectHeroData) do for i, v in pairs(selectHeroData) do
local curHeroData = heroDatas[i] local curHeroData = heroDatas[i]
local temp = {} local temp = {}
if curHeroData.talismanList > 1 then if curHeroData.talismanList and curHeroData.talismanList > 1 then
local temp1 =tonumber(ConfigManager.GetConfigData(ConfigName.HeroConfig, curHeroData.id).EquipTalismana[2]) local temp1 =tonumber(ConfigManager.GetConfigData(ConfigName.HeroConfig, curHeroData.id).EquipTalismana[2])
for i = 1, curHeroData.talismanList - 1 do for i = 1, curHeroData.talismanList - 1 do
temp = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",temp1,"Level",i).RankupBasicMaterial temp = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",temp1,"Level",i).RankupBasicMaterial
@ -4244,6 +4256,19 @@ function this.GetHeroPotencyAddByType(_dyn,_type)
end end
function this.GetHeroPotencyAddByTypeAndPotencyData(_data,_type)
if _data and _type and _data[_type] then
local aaa=_data[_type]
local allLv=aaa.lv+aaa.giftLv
local config=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew,"Type",_type,"Level",allLv)
if config then
local pro=config.Attribute/10000
return pro
end
end
return 0
end
function this.ResetHero(dynamicloadId) function this.ResetHero(dynamicloadId)
if heroDatas[dynamicloadId] then if heroDatas[dynamicloadId] then

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@ -5,6 +5,7 @@ local Trump = ConfigManager.GetConfig(ConfigName.Trump)
local TrumpLevelupPool = ConfigManager.GetConfig(ConfigName.TrumpLevelupPool) local TrumpLevelupPool = ConfigManager.GetConfig(ConfigName.TrumpLevelupPool)
local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.XiuXianSkillConfig) local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.XiuXianSkillConfig)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local propertyConfig=ConfigManager.GetConfig(ConfigName.PropertyConfig)
this.TailsmanList = {} this.TailsmanList = {}
function this.Initialize() function this.Initialize()
end end
@ -123,7 +124,10 @@ end
function this.GetTailsmanTotalPro() function this.GetTailsmanTotalPro()
local proList = {} local proList = {}
local special=ConfigManager.GetConfigData(ConfigName.SpecialConfig,177)
local num=tonumber(special.Value)/10000
for k,v in pairs(this.TailsmanList) do for k,v in pairs(this.TailsmanList) do
--LogError("Trump[k].LvupPool==========="..Trump[k].LvupPool.." level==="..v)
local tempPro = ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrumpLevelupPool,"PoolId",Trump[k].LvupPool,"Level",v).LvupProps local tempPro = ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrumpLevelupPool,"PoolId",Trump[k].LvupPool,"Level",v).LvupProps
if tempPro then if tempPro then
for i = 1,#tempPro do for i = 1,#tempPro do
@ -134,18 +138,77 @@ function this.GetTailsmanTotalPro()
end end
end end
end end
local tempPro = this.GetTotalStarPro() --获取所有技能加成属性
if tempPro then local addLv=0
for i = 1,#tempPro do for i=1,5 do
if not proList[tempPro[i][1]] then local curData = TailsManSoulManager.GetTailsmanSoulDatasByPro(i)
proList[tempPro[i][1]] = 0 for j=1,#curData do
--LogError("curData.lv=========="..curData[j].lv)
if curData[j].lv>0 then
addLv=addLv+curData[j].lv
end end
proList[tempPro[i][1]] = proList[tempPro[i][1]] + tempPro[i][2]
end end
end end
--屏蔽星数加成属性
-- local tempPro = this.GetTotalStarPro()
-- if tempPro then
-- for i = 1,#tempPro do
-- if not proList[tempPro[i][1]] then
-- proList[tempPro[i][1]] = 0
-- end
-- proList[tempPro[i][1]] = proList[tempPro[i][1]] + tempPro[i][2]
-- end
-- end
-- for k, v in pairs(proList) do
-- LogError("属性 v========================================="..v)
-- end
-- LogError("addlv============================"..addLv)
if addLv>0 then
for k, v in pairs(proList) do
if propertyConfig[k].Style==1 then
proList[k]=math.floor(v*(1+addLv*num)+0.5)
end
end
end
return proList return proList
end end
function this.GetTailsmanTotalProNoAdd()
local proList = {}
local special=ConfigManager.GetConfigData(ConfigName.SpecialConfig,177)
local num=tonumber(special.Value)/10000
for k,v in pairs(this.TailsmanList) do
--LogError("Trump[k].LvupPool==========="..Trump[k].LvupPool.." level==="..v)
local tempPro = ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrumpLevelupPool,"PoolId",Trump[k].LvupPool,"Level",v).LvupProps
if tempPro then
for i = 1,#tempPro do
if not proList[tempPro[i][1]] then
proList[tempPro[i][1]] = 0
end
proList[tempPro[i][1]] = proList[tempPro[i][1]] + tempPro[i][2]
end
end
end
--屏蔽星数加成属性
-- local tempPro = this.GetTotalStarPro()
-- if tempPro then
-- for i = 1,#tempPro do
-- if not proList[tempPro[i][1]] then
-- proList[tempPro[i][1]] = 0
-- end
-- proList[tempPro[i][1]] = proList[tempPro[i][1]] + tempPro[i][2]
-- end
-- end
-- for k, v in pairs(proList) do
-- LogError("属性 v========================================="..v)
-- end
-- LogError("addlv============================"..addLv)
return proList
end
function this.GetTailsmanCost(id,lv) function this.GetTailsmanCost(id,lv)
local num = ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrumpLevelupPool,"PoolId",Trump[id].LvupPool,"Level",lv).LvupCostItemNum local num = ConfigManager.GetConfigDataByDoubleKey(ConfigName.TrumpLevelupPool,"PoolId",Trump[id].LvupPool,"Level",lv).LvupCostItemNum
local costId = Trump[id].LvupCostItem local costId = Trump[id].LvupCostItem

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@ -2,7 +2,10 @@
TailsmanSoulMainPanel = Inherit(BasePanel) TailsmanSoulMainPanel = Inherit(BasePanel)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig) local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local specialConfig=ConfigManager.GetConfigData(ConfigName.SpecialConfig,177)
local sortOrder = 0 local sortOrder = 0
local pro=tonumber(specialConfig.Value)/10000
local addLv=0
local curData = {} local curData = {}
function TailsmanSoulMainPanel:InitComponent() function TailsmanSoulMainPanel:InitComponent()
self.spLoader = SpriteLoader.New() self.spLoader = SpriteLoader.New()
@ -14,8 +17,9 @@ function TailsmanSoulMainPanel:InitComponent()
self.tailsmainSoulDi = Util.GetGameObject(self.tailsmainSoul, "di"):GetComponent("Image") self.tailsmainSoulDi = Util.GetGameObject(self.tailsmainSoul, "di"):GetComponent("Image")
self.icon = Util.GetGameObject(self.tailsmainSoul, "icon"):GetComponent("Image") self.icon = Util.GetGameObject(self.tailsmainSoul, "icon"):GetComponent("Image")
self.starGray = Util.GetGameObject(self.transform,"proMainLayout/starGrid/starGray") --self.starGray = Util.GetGameObject(self.transform,"proMainLayout/starGrid/starGray")
self.starLight = Util.GetGameObject(self.transform,"proMainLayout/starGrid/starLight") --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.upLvBtn = Util.GetGameObject(self.transform, "proMainLayout/upLvBtn")
self.upLvBtnText = Util.GetGameObject(self.upLvBtn, "Text"):GetComponent("Text") self.upLvBtnText = Util.GetGameObject(self.upLvBtn, "Text"):GetComponent("Text")
self.upLvBtnRed = Util.GetGameObject(self.upLvBtn, "red") self.upLvBtnRed = Util.GetGameObject(self.upLvBtn, "red")
@ -107,7 +111,7 @@ function TailsmanSoulMainPanel:RemoveListener()
end end
function TailsmanSoulMainPanel:OnSortingOrderChange() function TailsmanSoulMainPanel:OnSortingOrderChange()
--Util.SetParticleSortLayer(self.effect,self.sortingOrder + 1) -- Util.SetParticleSortLayer(self.effect,self.sortingOrder + 1)
end end
function TailsmanSoulMainPanel:OnOpen(curCompId) function TailsmanSoulMainPanel:OnOpen(curCompId)
@ -138,14 +142,15 @@ end
function TailsmanSoulMainPanel:GetSkillDataList() function TailsmanSoulMainPanel:GetSkillDataList()
local datas = {} local datas = {}
for k,v in pairs(self.skillDataList) do for k,v in pairs(self.skillDataList) do
local str = v local str = v
if self.complv == k then 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 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 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 end
datas[k] = str datas[k] = str
end end
@ -156,13 +161,26 @@ function TailsmanSoulMainPanel:ChangeTailsMan()
self.data = self.trumpList[self.index] self.data = self.trumpList[self.index]
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(self.data.config.Icon)) self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(self.data.config.Icon))
--self.tailsmainSoulDi.sprite = self.spLoader:LoadSprite(GetTailsmanDiImage[self.data.config.Quality]) --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() local data1 = self:GetProData()
self:SetProList(data1,self.proList,self.proGrid,self.pro) self:SetProList(data1,self.proList,self.proGrid,self.pro)
self:SetSelect() self:SetSelect()
self:SetCostItem() self:SetCostItem()
self:SetStar(self.starGray,self.data.config.LvMax) --self:SetStar(self.starGray,self.data.config.LvMax)
self:SetStar(self.starLight,self.data.lv) --self:SetStar(self.starLight,self.data.lv)
SetHeroStars(self.spLoader,self.starGrid,self.data.lv)
end end
function TailsmanSoulMainPanel:GetProData() function TailsmanSoulMainPanel:GetProData()
@ -178,9 +196,11 @@ function TailsmanSoulMainPanel:GetProData()
end end
local str = "" local str = ""
for i = 1,#curData do 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 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 end
table.insert(proData,str) table.insert(proData,str)
end end
@ -195,6 +215,9 @@ function TailsmanSoulMainPanel:SetProData(proData)
end end
proList[proData[i][1]] = proList[proData[i][1]] + proData[i][2] proList[proData[i][1]] = proList[proData[i][1]] + proData[i][2]
end end
for k, v in pairs(proList) do
proList[k]=math.floor(v*(1+addLv*pro)+0.5)
end
return proList return proList
end 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].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].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].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].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].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].name = Util.GetGameObject(self.tailsList[i].card.transform,"name"):GetComponent("Text")
self.tailsList[i].red = Util.GetGameObject(self.tailsList[i].card.transform,"redPoint") self.tailsList[i].red = Util.GetGameObject(self.tailsList[i].card.transform,"redPoint")
end 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].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].icon.sprite = self.spLoader:LoadSprite(GetResourcePath(data[i].config.Icon))
self.tailsList[i].name.text = data[i].config.Name self.tailsList[i].name.text = data[i].config.Name
self:SetStar(self.tailsList[i].starGray,data[i].config.LvMax) --self:SetStar(self.tailsList[i].starGray,data[i].config.LvMax)
self:SetStar(self.tailsList[i].starLight,data[i].lv) --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 costId,num = TailsManSoulManager.GetTailsmanCost(data[i].id,data[i].lv)
local curNum = BagManager.GetItemCountById(costId) local curNum = BagManager.GetItemCountById(costId)
if num and num > 0 and curNum >= num then if num and num > 0 and curNum >= num then