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-- local data = {} - -- local singData = {} - -- singData.title = "当前化身收集度" - -- singData.pro = {} - -- singData.tip = string.format("%s/%s",IncarnationManager.GetActiveNum(),LengthOfTable(IncarnationManager.itemDataList)) - -- table.insert(data,singData) - -- local singData = {} - -- singData.title = "化身之力加成" - -- singData.pro = IncarnationManager.GetproDesLst(IncarnationManager.GetIncarnationPower(),"00FF00") - -- singData.tip = "" - -- table.insert(data,singData) - -- local singData = {} - -- singData.title = "" - -- singData.pro = {} - -- singData.tip = string.format("说明:每获得一种化身,全体神将获得如下属性加成:\n%s",IncarnationManager.SingleIncarnationProDes) - -- table.insert(data,singData) - -- -- for i = 1 ,#data do - -- -- 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) - UIManager.OpenPanel(UIName.IncarnationForcePanel) end) @@ -125,12 +101,6 @@ function IncarnationPanel:BindEvent() singData.pro = IncarnationManager.GetproDesLst(IncarnationManager.GetIncarnationTotalPro(),"00FF00") singData.tip = "总加成包括化身之力提供的属性" table.insert(data,singData) - -- for i = 1 ,#data do - -- 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) diff --git a/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationUpPopup.lua b/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationUpPopup.lua index eb7811ee90..93642c0e56 100644 --- a/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationUpPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationUpPopup.lua @@ -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