界面优化
parent
4b9d210499
commit
dcf1e29c3a
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@ -91,30 +91,6 @@ function IncarnationPanel:BindEvent()
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end)
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Util.AddClick(self.incarnationPowerBtn, function()
|
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-- local data = {}
|
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-- local singData = {}
|
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-- singData.title = "当前化身收集度"
|
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-- singData.pro = {}
|
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-- singData.tip = string.format("<color=#00FF00>%s/%s</color>",IncarnationManager.GetActiveNum(),LengthOfTable(IncarnationManager.itemDataList))
|
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-- table.insert(data,singData)
|
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-- local singData = {}
|
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-- singData.title = "化身之力加成"
|
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-- singData.pro = IncarnationManager.GetproDesLst(IncarnationManager.GetIncarnationPower(),"00FF00")
|
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-- singData.tip = ""
|
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-- table.insert(data,singData)
|
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-- local singData = {}
|
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-- singData.title = ""
|
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-- singData.pro = {}
|
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-- singData.tip = string.format("<size=30>说明:每获得一种化身,全体神将获得如下属性加成:\n%s</size>",IncarnationManager.SingleIncarnationProDes)
|
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-- table.insert(data,singData)
|
||||
-- -- for i = 1 ,#data do
|
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-- -- LogGreen("data[i]:"..data[i].title.." #pro:"..#data[i].pro)
|
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-- -- for k,v in ipairs(data[i].pro) do
|
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-- -- LogGreen("data[i]:"..v)
|
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-- -- end
|
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-- -- end
|
||||
-- UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
|
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|
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UIManager.OpenPanel(UIName.IncarnationForcePanel)
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end)
|
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|
@ -125,12 +101,6 @@ function IncarnationPanel:BindEvent()
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singData.pro = IncarnationManager.GetproDesLst(IncarnationManager.GetIncarnationTotalPro(),"00FF00")
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singData.tip = "总加成包括化身之力提供的属性"
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table.insert(data,singData)
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-- for i = 1 ,#data do
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-- LogGreen("data[i]:"..data[i].title.." #pro:"..#data[i].pro)
|
||||
-- for k,v in ipairs(data[i].pro) do
|
||||
-- LogGreen("data[i]:"..v)
|
||||
-- end
|
||||
-- end
|
||||
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
|
||||
end)
|
||||
|
||||
|
|
|
@ -18,16 +18,16 @@ function this:InitComponent()
|
|||
this.itemView= SubUIManager.Open(SubUIConfig.ItemView, this.prefab.transform)
|
||||
|
||||
this.lvLayout=Util.GetGameObject(self.gameObject, "root/verLayout/lvLayout")
|
||||
this.curLvText=Util.GetGameObject(this.lvLayout, "curLv"):GetComponent("Text")
|
||||
this.nextLvText=Util.GetGameObject(this.lvLayout, "nextLv"):GetComponent("Text")
|
||||
this.curLvText=Util.GetGameObject(this.lvLayout, "grid/curLv"):GetComponent("Text")
|
||||
this.nextLvText=Util.GetGameObject(this.lvLayout, "grid/nextLv"):GetComponent("Text")
|
||||
|
||||
this.proyLayout=Util.GetGameObject(self.gameObject, "root/verLayout/proyLayout")
|
||||
this.curProp=Util.GetGameObject(this.proyLayout, "curProp")
|
||||
this.nextProp=Util.GetGameObject(this.proyLayout, "nextProp")
|
||||
this.curProp=Util.GetGameObject(this.proyLayout, "grid/curProp")
|
||||
this.nextProp=Util.GetGameObject(this.proyLayout, "grid/nextProp")
|
||||
|
||||
this.skillLayout=Util.GetGameObject(self.gameObject, "root/verLayout/skillLayout")
|
||||
this.curSkillDes=Util.GetGameObject(this.skillLayout, "curSkillDes/text"):GetComponent("Text")
|
||||
this.nextSkillDes=Util.GetGameObject(this.skillLayout, "nextSkillDes/text"):GetComponent("Text")
|
||||
this.curSkillDes=Util.GetGameObject(this.skillLayout, "grid/curSkillDes/text"):GetComponent("Text")
|
||||
this.nextSkillDes=Util.GetGameObject(this.skillLayout, "grid/nextSkillDes/text"):GetComponent("Text")
|
||||
|
||||
--消耗相关
|
||||
this.costLayout=Util.GetGameObject(self.gameObject, "root/verLayout/costLayout")
|
||||
|
@ -120,7 +120,7 @@ function this.UpdateWin()
|
|||
this.upLvBtn.gameObject:SetActive(true)
|
||||
this.upStarBtn.gameObject:SetActive(false)
|
||||
this.skillLayout.gameObject:SetActive(false)
|
||||
this.SetPropInfo(this.curProp,curLevel,propData)
|
||||
this.SetPropInfo(this.curProp,propData)
|
||||
if this.CheckLevelLimit() then
|
||||
this.nextProp.gameObject:SetActive(false)
|
||||
this.costGrid.gameObject:SetActive(false)
|
||||
|
@ -128,7 +128,7 @@ function this.UpdateWin()
|
|||
this.nextProp.gameObject:SetActive(true)
|
||||
this.costGrid.gameObject:SetActive(true)
|
||||
local nextPropData=IncarnationManager.GetChangeCardProperty(curCardId,true,false)
|
||||
this.SetPropInfo(this.nextProp,curLevel+1,nextPropData)
|
||||
this.SetPropInfo(this.nextProp,nextPropData)
|
||||
local cardLvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel,"Level",curLevel,"PoolId",this.cardConfig.LevelUpPool)
|
||||
this.SetCostItem(cardLvConfig.Exp)
|
||||
end
|
||||
|
@ -145,25 +145,26 @@ function this.UpdateWin()
|
|||
this.skillLayout.gameObject:SetActive(true)
|
||||
this.curSkillDes.gameObject:SetActive(true)
|
||||
this.curSkillDes.text=IncarnationManager.GetSkillDesStr(curCardId,curStar)
|
||||
this.SetPropInfo(this.curProp,curStar,propData)
|
||||
this.SetPropInfo(this.curProp,propData)
|
||||
if this.CheckStarLimit() then
|
||||
this.nextLvText.gameObject:SetActive(false)
|
||||
this.nextProp.gameObject:SetActive(false)
|
||||
this.costGrid.gameObject:SetActive(false)
|
||||
this.nextSkillDes.gameObject:SetActive(false)
|
||||
this.nextSkillDes.transform.parent.gameObject:SetActive(false)
|
||||
else
|
||||
this.nextSkillDes.gameObject:SetActive(true)
|
||||
this.nextSkillDes.text=IncarnationManager.GetSkillDesStr(curCardId,curStar+1)
|
||||
this.nextProp.gameObject:SetActive(true)
|
||||
this.costGrid.gameObject:SetActive(true)
|
||||
local nextPropData=IncarnationManager.GetChangeCardProperty(curCardId,false,true)
|
||||
this.SetPropInfo(this.nextProp,curStar+1,nextPropData)
|
||||
this.SetPropInfo(this.nextProp,nextPropData)
|
||||
this.SetCostItem(this.cardConfig.StarUpCost[curStar+1])
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
function this.SetPropInfo(propObj,lv,propData)
|
||||
function this.SetPropInfo(propObj,propData)
|
||||
|
||||
local propGrid=Util.GetGameObject(propObj, "propGrid")
|
||||
local index=0
|
||||
|
|
Loading…
Reference in New Issue