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target: {fileID: 2535103685215247147, guid: e356d5948e4971f499cfe38db3551f59, + type: 3} + propertyPath: m_AnchoredPosition.y + value: 128.1 + objectReference: {fileID: 0} m_RemovedComponents: - {fileID: 698203695687347345, guid: e356d5948e4971f499cfe38db3551f59, type: 3} m_SourcePrefab: {fileID: 100100000, guid: e356d5948e4971f499cfe38db3551f59, type: 3} diff --git a/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationPanel.lua b/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationPanel.lua index 99bf973860..72ef5d1972 100644 --- a/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationPanel.lua @@ -3,12 +3,14 @@ IncarnationPanel = Inherit(BasePanel) local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig) local tabs = {} +local tabsRedpoints = {} local tabsImg = {"r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh"} local proId = 1 function IncarnationPanel:InitComponent() self.spLoader = SpriteLoader.New() for i = 1, 4 do tabs[i] = Util.GetGameObject(self.transform, "bg/Tabs/grid/Btn" .. i) + tabsRedpoints[i] = Util.GetGameObject(tabs[i], "redpoint") if tabsImg[i] then Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(tabsImg[i]) end @@ -66,11 +68,15 @@ function IncarnationPanel:BindEvent() end for i = 1,3 do Util.AddClick(self.upLayoutItemList[i].getBtn, function() - LogGreen("sdfsfdsfad") if self.upLayoutData[i] and self.upLayoutData[i].id then local pos = self:FindDatasIndexById(self.upLayoutData[i].id) + if proId ~= self.upLayoutData[i].property then + proId = self.upLayoutData[i].property + self:SetSelectBtn() + self:RefreshList(false,true) + end if pos > 0 then - self.scroll:SetData(pos) + self.scroll:SetIndex(pos) end end end) @@ -124,11 +130,16 @@ function IncarnationPanel:BindEvent() -- end UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data) end) + + BindRedPointObject(RedPointType.incarnation_people,tabsRedpoints[1].gameObject) + BindRedPointObject(RedPointType.incarnation_buddish,tabsRedpoints[2].gameObject) + BindRedPointObject(RedPointType.incarnation_demon,tabsRedpoints[3].gameObject) + BindRedPointObject(RedPointType.incarnation_taoist,tabsRedpoints[4].gameObject) end function IncarnationPanel:FindDatasIndexById(id) for i = 1 ,#self.datas do - if #self.datas[i].id == id then + if self.datas[i].id == id then return i end end @@ -174,15 +185,15 @@ function IncarnationPanel:RefreshSingleCardPre(cardPre,data,isJump,index) self.cardList[cardPre].bg = Util.GetGameObject(cardPre,"Hero/Bg1"):GetComponent("Image") self.cardList[cardPre].icon = Util.GetGameObject(cardPre,"Hero/Mask/icon"):GetComponent("RawImage") self.cardList[cardPre].cardBg = Util.GetGameObject(cardPre,"Hero/Bg2"):GetComponent("Image") - self.cardList[cardPre].proImage = Util.GetGameObject(cardPre,"Hero/Pro"):GetComponent("Image") + self.cardList[cardPre].proImage = Util.GetGameObject(cardPre,"Hero/Pro/Image"):GetComponent("Image") self.cardList[cardPre].getBtn = Util.GetGameObject(cardPre,"getBtn") end if data then cardPre.gameObject:SetActive(true) - if data.state >= 0 then - self.cardList[cardPre].getBtn.gameObject:SetActive(false) - else + if data.state == 0 or not isJump then self.cardList[cardPre].getBtn.gameObject:SetActive(true) + else + self.cardList[cardPre].getBtn.gameObject:SetActive(false) end self.cardList[cardPre].bg.sprite = self.spLoader:LoadSprite(GetHeroCardStarBg[data.quality]) @@ -197,7 +208,6 @@ function IncarnationPanel:RefreshSingleCardPre(cardPre,data,isJump,index) end self.cardList[cardPre].icon.transform.localScale = Vector3.one self.cardList[cardPre].icon.transform.localPosition = Vector3.zero - self.cardList[cardPre].proImage.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(data.property)) self.cardList[cardPre].cardBg.sprite = self.spLoader:LoadSprite(GetHeroCardStarFg[data.quality]) if isJump then @@ -348,6 +358,10 @@ function IncarnationPanel:OnDestroy() self.upLayoutItemList = {} self.itemPreList = {} self.cardList = {} + ClearRedPointObject(RedPointType.incarnation_people,tabsRedpoints[1].gameObject) + ClearRedPointObject(RedPointType.incarnation_buddish,tabsRedpoints[2].gameObject) + ClearRedPointObject(RedPointType.incarnation_demon,tabsRedpoints[3].gameObject) + ClearRedPointObject(RedPointType.incarnation_taoist,tabsRedpoints[4].gameObject) end return IncarnationPanel \ No newline at end of file