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|
|||
|
|
@ -46,8 +46,8 @@ function this.OnLevelChange()
|
|||
if v.state < 0 then
|
||||
if PlayerManager.level >= v.openLv then
|
||||
v.state = 0
|
||||
if PlayerManager.level == 20 then
|
||||
this.CopyStoryFormationToCurFormation(k)
|
||||
if k == 3101 then
|
||||
FormationManager.CopyStoryFormationToCurFormation(k)
|
||||
end
|
||||
isCheckRed = true
|
||||
end
|
||||
|
|
|
|||
|
|
@ -247,6 +247,10 @@ function this.GetWuJinFormationHeroIds(index)
|
|||
end
|
||||
|
||||
function this.CopyStoryFormationToCurFormation(teamId)
|
||||
|
||||
if not this.formationList[teamId] then
|
||||
this.formationList[teamId] = this.MakeAEmptyTeam(teamId)
|
||||
end
|
||||
if #this.formationList[teamId].teamHeroInfos<=0 then
|
||||
for n = 1, #this.formationList[1].teamHeroInfos do
|
||||
table.insert(this.formationList[teamId].teamHeroInfos, this.formationList[1].teamHeroInfos[n])
|
||||
|
|
|
|||
|
|
@ -862,7 +862,9 @@ function this.SingleHeroDataShow(_go, _heroData)
|
|||
exploreTeam.gameObject:SetActive(true)
|
||||
if this.opView.GetHeroTeam then
|
||||
local index = this.opView.GetHeroTeam(heroData.dynamicId)
|
||||
if index and index ~= 0 and index ~= 100 then
|
||||
if index and index ~= 0 and index ~= 100 and this.opView.CheckIsExploring(index) then
|
||||
exploreTeamList[#exploreTeamList].gameObject:SetActive(true)
|
||||
elseif index and index ~= 0 and index ~= 100 then
|
||||
exploreTeamList[index].gameObject:SetActive(true)
|
||||
end
|
||||
end
|
||||
|
|
|
|||
|
|
@ -69,6 +69,12 @@ function this.On_Btn2_Click()
|
|||
this.root:ClosePanel()
|
||||
end
|
||||
|
||||
function this.CheckIsExploring(index)
|
||||
if ExploreManager.FormationData[index + 3100].state > 0 then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
function this.SortHeroDatas(_roleDatas)
|
||||
local datas1 = {}
|
||||
for i = 1,#_roleDatas do
|
||||
|
|
@ -106,7 +112,9 @@ end
|
|||
function this.HeroUpDownCheck(params, CheckFail, CheckSuccess)
|
||||
if params.action == FORMATION_ACTION.UP then
|
||||
local team = this.GetHeroTeam(params.heroData.dynamicId)
|
||||
if team ~= 0 and team ~= 100 then
|
||||
if team ~= 0 and team ~= 100 and this.CheckIsExploring(team) then
|
||||
CheckFail("神将正在探索中,无法编入队伍!")
|
||||
elseif team ~= 0 and team ~= 100 and not this.CheckIsExploring(team) then
|
||||
MsgPanel.ShowTwo("该神将正处于其他队伍,是否要编入当前队伍内",nil, function()
|
||||
--改变英雄队伍id改变
|
||||
this.RemoveHero(params.heroData.dynamicId)
|
||||
|
|
@ -114,7 +122,7 @@ function this.HeroUpDownCheck(params, CheckFail, CheckSuccess)
|
|||
if CheckSuccess then
|
||||
CheckSuccess(params)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
else
|
||||
if CheckSuccess then
|
||||
if params.position and params.position ~= 0 then
|
||||
|
|
|
|||
|
|
@ -45,6 +45,9 @@ function this:OnOpen(_parent,...)
|
|||
end
|
||||
|
||||
function this.RefreshData()
|
||||
if not this.mapData then
|
||||
return
|
||||
end
|
||||
if this.typeIndex == 0 then
|
||||
this.data = ExploreManager.GetFormationData(1)
|
||||
else
|
||||
|
|
@ -130,8 +133,9 @@ function this:Refresh(_data,_item)
|
|||
local formation = FormationManager.GetFormationByID(_data.formationId)
|
||||
for j, hero in ipairs(formation.teamHeroInfos) do
|
||||
local heroData = HeroManager.GetSingleHeroData(hero.heroId)
|
||||
_item.heroList[j].hero:SetActive(true)
|
||||
_item.heroList[j].levelText.text = heroData.lv
|
||||
local pos = hero.position
|
||||
_item.heroList[pos].hero:SetActive(true)
|
||||
_item.heroList[pos].levelText.text = heroData.lv
|
||||
local star,starType = heroData.GetStar(1)
|
||||
local starSize = Vector2.New(25,25)
|
||||
local starScale = -12.3
|
||||
|
|
@ -141,14 +145,14 @@ function this:Refresh(_data,_item)
|
|||
elseif starType == 2 then
|
||||
starSize = Vector2.New(36.868,39.76)
|
||||
end
|
||||
SetHeroStars(this.spLoader, _item.heroList[j].starGrid, star,starType,starSize,starScale)
|
||||
Util.SetParticleSortLayer( _item.heroList[j].starGrid,sortingOrder + 1)
|
||||
SetHeroStars(this.spLoader, _item.heroList[pos].starGrid, star,starType,starSize,starScale)
|
||||
Util.SetParticleSortLayer( _item.heroList[pos].starGrid,sortingOrder + 1)
|
||||
local demonId = heroData.id
|
||||
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId)
|
||||
_item.heroList[j].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
|
||||
_item.heroList[j].icon.sprite = this.spLoader:LoadSprite(heroData.icon)
|
||||
_item.heroList[j].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||||
_item.heroList[j].heroData = heroData
|
||||
_item.heroList[pos].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
|
||||
_item.heroList[pos].icon.sprite = this.spLoader:LoadSprite(heroData.icon)
|
||||
_item.heroList[pos].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||||
_item.heroList[pos].heroData = heroData
|
||||
end
|
||||
_item.exploring.gameObject:SetActive(false)
|
||||
_item.updateFormationBtn.gameObject:SetActive(false)
|
||||
|
|
@ -235,6 +239,7 @@ end
|
|||
function this:OnDestroy()
|
||||
this.spLoader:Destroy()
|
||||
this.itemList = {}
|
||||
this.mapData = {}
|
||||
end
|
||||
|
||||
return this
|
||||
|
|
@ -256,7 +256,6 @@ function this.SetExploreCost(forId)
|
|||
end
|
||||
|
||||
function this.SetPos(gobj,pos,formationId)
|
||||
LogGreen("formationId:"..formationId.." this.formationId:"..this.formationId)
|
||||
if this.formationId ~= formationId then
|
||||
gobj.transform:SetParent(pos.transform)
|
||||
gobj.gameObject:SetActive(true)
|
||||
|
|
@ -299,8 +298,9 @@ function this:Refresh(_data,_item,index)
|
|||
local formation = FormationManager.GetFormationByID(_data.formationId)
|
||||
for j, hero in ipairs(formation.teamHeroInfos) do
|
||||
local heroData = HeroManager.GetSingleHeroData(hero.heroId)
|
||||
_item.heroList[j].hero:SetActive(true)
|
||||
_item.heroList[j].levelText.text = heroData.lv
|
||||
local pos = hero.position
|
||||
_item.heroList[pos].hero:SetActive(true)
|
||||
_item.heroList[pos].levelText.text = heroData.lv
|
||||
local star,starType = heroData.GetStar(1)
|
||||
local star,starType = heroData.GetStar(1)
|
||||
local starSize = Vector2.New(25,25)
|
||||
|
|
@ -311,13 +311,13 @@ function this:Refresh(_data,_item,index)
|
|||
elseif starType == 2 then
|
||||
starSize = Vector2.New(36.868,39.76)
|
||||
end
|
||||
SetHeroStars(this.spLoader, _item.heroList[j].starGrid, star,starType,starSize,starScale)
|
||||
SetHeroStars(this.spLoader, _item.heroList[pos].starGrid, star,starType,starSize,starScale)
|
||||
local demonId = heroData.id
|
||||
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId)
|
||||
_item.heroList[j].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
|
||||
_item.heroList[j].icon.sprite = this.spLoader:LoadSprite(heroData.icon)
|
||||
_item.heroList[j].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||||
_item.heroList[j].heroData = heroData
|
||||
_item.heroList[pos].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
|
||||
_item.heroList[pos].icon.sprite = this.spLoader:LoadSprite(heroData.icon)
|
||||
_item.heroList[pos].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||||
_item.heroList[pos].heroData = heroData
|
||||
end
|
||||
|
||||
this.formationList[_data.formationId] = {} --formationId 为索引 ,预设index,mapId,exploreTime,formationId
|
||||
|
|
|
|||
Loading…
Reference in New Issue