[玉虚论道]=====星级,等级显示修改
parent
7d8cb3e398
commit
e3b1b3a967
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@ -20,7 +20,7 @@ end
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function this.SubMitToServer(context)
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function this.SubMitToServer(context)
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--Log("提交内容数据:"..context)
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--Log("提交内容数据:"..context)
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networkMgr:SendHttpPost_Raw_Lua(GameCenterUrl, context, this.BackRespond, nil)
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-- networkMgr:SendHttpPost_Raw_Lua(GameCenterUrl, context, this.BackRespond, nil)
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end
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end
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--设备启动事件
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--设备启动事件
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@ -8,7 +8,7 @@ FormationPanelV2 = Inherit(BasePanel)
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local this = FormationPanelV2
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local this = FormationPanelV2
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local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
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local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
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local elementalResonanceConfig = ConfigManager.GetConfig(ConfigName.ElementalResonanceConfig)
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local elementalResonanceConfig = ConfigManager.GetConfig(ConfigName.ElementalResonanceConfig)
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local endLess=ConfigManager.GetConfig(ConfigName.EndlessHeroProp)
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local roleConfig=ConfigManager.GetConfig(ConfigName.RoleConfig)
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local roleConfig=ConfigManager.GetConfig(ConfigName.RoleConfig)
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local orginLayer
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local orginLayer
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local curFormation --打开面板编队信息
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local curFormation --打开面板编队信息
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@ -551,15 +551,6 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
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end
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end
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yuanImage:SetActive(heroData.createtype == 1)
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yuanImage:SetActive(heroData.createtype == 1)
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if HarmonyManager.IsChangeColor(heroData.dynamicId) then
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lv.text="<color=#0f0>"..heroData.lv.."</color>"
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elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
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lv.text="<color=#ffbe22>"..heroData.lv.."</color>"
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else
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lv.text=heroData.lv
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end
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fg.sprite = this.spLoader:LoadSprite(GetHeroCardStarFg[heroData.star])
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fg.sprite = this.spLoader:LoadSprite(GetHeroCardStarFg[heroData.star])
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pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.property))
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pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.property))
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local star,starType = heroData.GetStar()
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local star,starType = heroData.GetStar()
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@ -570,13 +561,25 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
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fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_zhuangshi006")
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fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_zhuangshi006")
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end
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end
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end
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end
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local level=heroData.lv
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if panelType == FORMATION_TYPE.WORLDARENA then
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star=endLess[heroData.heroConfig.Id].Star
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level=endLess[heroData.heroConfig.Id].Level
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end
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if HarmonyManager.IsChangeColor(heroData.dynamicId) then
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lv.text="<color=#0f0>"..level.."</color>"
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elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
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lv.text="<color=#ffbe22>"..level.."</color>"
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else
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lv.text=level
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end
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SetCardStars(starGrid,star,starType)
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SetCardStars(starGrid,star,starType)
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if heroData.star > 9 then
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if heroData.star > 9 then
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kaPaiEffect:SetActive(true)
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kaPaiEffect:SetActive(true)
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else
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else
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kaPaiEffect:SetActive(false)
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kaPaiEffect:SetActive(false)
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end
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end
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SetHeroFormationFlyEffect(o,this.spLoader,kaPaiEffect,heroData.star,orginLayer)
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SetHeroFormationFlyEffect(o,this.spLoader,kaPaiEffect,star,orginLayer)
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name.text=GetLanguageStrById(heroData.heroConfig.ReadingName)
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name.text=GetLanguageStrById(heroData.heroConfig.ReadingName)
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SetTextVerTial(name.gameObject,Vector3.New(29.24,-7.45,0),nil,nil,8)
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SetTextVerTial(name.gameObject,Vector3.New(29.24,-7.45,0),nil,nil,8)
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@ -638,6 +641,8 @@ end
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function this.SetRoleList(_roleDatas, isTop,isAni)
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function this.SetRoleList(_roleDatas, isTop,isAni)
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if panelType == FORMATION_TYPE.ExploreFunc then
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if panelType == FORMATION_TYPE.ExploreFunc then
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_roleDatas = this.opView.SortHeroDatas(_roleDatas)
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_roleDatas = this.opView.SortHeroDatas(_roleDatas)
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elseif panelType == FORMATION_TYPE.WORLDARENA then
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_roleDatas=this.opView.SortHeroDatas(_roleDatas)
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elseif this.opView.SortHeroDatas then
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elseif this.opView.SortHeroDatas then
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this.opView.SortHeroDatas(_roleDatas)
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this.opView.SortHeroDatas(_roleDatas)
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else
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else
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@ -827,17 +832,7 @@ function this.SingleHeroDataShow(_go, _heroData)
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end
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end
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frame.sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
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frame.sprite=this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
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icon.sprite=this.spLoader:LoadSprite(heroData.icon)
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icon.sprite=this.spLoader:LoadSprite(heroData.icon)
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if HarmonyManager.IsChangeColor(heroData.dynamicId) then
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local level=heroData.lv
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-- body
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lv.text="<color=#0f0>"..heroData.lv.."</color>"
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elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
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-- bod
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lv.text="<color=#ffbe22>"..heroData.lv.."</color>"
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else
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lv.text=heroData.lv
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end
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pos.sprite = this.spLoader:LoadSprite(heroData.professionIcon)
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pos.sprite = this.spLoader:LoadSprite(heroData.professionIcon)
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local star,starType = heroData.GetStar(1)
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local star,starType = heroData.GetStar(1)
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local starSize = Vector2.New(30,30)
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local starSize = Vector2.New(30,30)
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@ -848,8 +843,31 @@ function this.SingleHeroDataShow(_go, _heroData)
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elseif starType == 2 then
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elseif starType == 2 then
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starSize = Vector2.New(60,57)
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starSize = Vector2.New(60,57)
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end
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end
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if panelType == FORMATION_TYPE.WORLDARENA then
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if this.opView.GetHeroTeam then
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local index = this.opView.GetHeroTeam(heroData.dynamicId)
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if index and index ~= this.curFormationIndex then
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yxInfo:SetActive(true)
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for i = 1, 3 do
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teamList[i]:SetActive(false)
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end
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teamList[index-2000]:SetActive(true)
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end
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end
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star=endLess[heroData.heroConfig.Id].Star
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level=endLess[heroData.heroConfig.Id].Level
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end
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if HarmonyManager.IsChangeColor(heroData.dynamicId) then
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-- body
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lv.text="<color=#0f0>"..level.."</color>"
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elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
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-- bod
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lv.text="<color=#ffbe22>"..level.."</color>"
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else
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lv.text=level
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end
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SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
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SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
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local effect=SetHeroFlyEffect(go,this.spLoader,heroData.star,this.sortingOrder,1,4)
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local effect=SetHeroFlyEffect(go,this.spLoader,star,this.sortingOrder,1,4)
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if effect then
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if effect then
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local meshs2=effect:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer))
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local meshs2=effect:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer))
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for key, value in pairs(meshs2:ToTable()) do
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for key, value in pairs(meshs2:ToTable()) do
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@ -899,18 +917,7 @@ function this.SingleHeroDataShow(_go, _heroData)
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choosedObj:SetActive(true)
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choosedObj:SetActive(true)
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end
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end
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end
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end
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if panelType == FORMATION_TYPE.WORLDARENA then
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if this.opView.GetHeroTeam then
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local index = this.opView.GetHeroTeam(heroData.dynamicId)
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if index and index ~= this.curFormationIndex then
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yxInfo:SetActive(true)
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for i = 1, 3 do
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teamList[i]:SetActive(false)
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end
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teamList[index-2000]:SetActive(true)
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end
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end
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end
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local exploreTeamList = {}
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local exploreTeamList = {}
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local exploreTeam = Util.GetGameObject(go, "exploreTeamName")
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local exploreTeam = Util.GetGameObject(go, "exploreTeamName")
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exploreTeam.gameObject:SetActive(false)
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exploreTeam.gameObject:SetActive(false)
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@ -306,6 +306,25 @@ function this.GetOtherTeamAllHeroIds(_index)
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end
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end
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function this.GetOtherTeamAllHeroStaticIds(_index)
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local ids={}
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for key, value in pairs(allHeros) do
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if value.index~=_index then
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local data=HeroManager.GetSingleHeroData(key)
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local id=data.heroConfig.Id
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if not BattleUtil.ChecklistIsContainValue(ids,id) then
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LogError("id==============="..id)
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table.insert(ids,id)
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end
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end
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end
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return ids
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end
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function this.On_Btn2_Click()
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function this.On_Btn2_Click()
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local oneTeam={}
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local oneTeam={}
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local twoTeam={}
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local twoTeam={}
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@ -354,7 +373,39 @@ function this.On_Btn2_Click()
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end
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end
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--排序
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--排序
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function this.SortHeroDatas()
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function this.SortHeroDatas(data)
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table.sort(data,function(a,b)
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if a.fourElementSortId == b.fourElementSortId then
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local aGodLv = GodSoulManager.GetGodSoulLv(a.dynamicId)
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local bGodLv = GodSoulManager.GetGodSoulLv(b.dynamicId)
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if aGodLv == bGodLv then
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if a.star == b.star then
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return a.warPower > b.warPower
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else
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return a.star > b.star
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end
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else
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return aGodLv > bGodLv
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end
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else
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return a.fourElementSortId > b.fourElementSortId
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end
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end)
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local data2 = {}
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local ids={}
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for k,v in ipairs(data) do
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local id=v.heroConfig.Id
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if BattleUtil.ChecklistIsContainValue(ids,id) then
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else
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table.insert(data2,v)
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table.insert(ids,id)
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end
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end
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return data2
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end
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end
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@ -450,6 +501,14 @@ function this.HeroUpDownCheck(params, checkFail, CheckSuccess)
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end)
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end)
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end
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end
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else
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else
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--判断是否是相同英雄
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LogError("1111111111111111")
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local ids=this.GetOtherTeamAllHeroStaticIds(this.GetFormationIndex())
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LogError("ids len=="..#ids)
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if BattleUtil.ChecklistIsContainValue(ids,params.heroData.heroConfig.Id) then
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PopupTipPanel.ShowTip("不能上阵相同类型神将")
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return
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end
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if CheckSuccess then
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if CheckSuccess then
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if params.position and params.position ~= 0 then
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if params.position and params.position ~= 0 then
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--改变英雄队伍id改变
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--改变英雄队伍id改变
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require("Base/BasePanel")
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require("Base/BasePanel")
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local WorldArenaBattleInfoPanel = Inherit(BasePanel)
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local WorldArenaBattleInfoPanel = Inherit(BasePanel)
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local endLess=ConfigManager.GetConfig(ConfigName.EndlessHeroProp)
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local this = WorldArenaBattleInfoPanel
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local this = WorldArenaBattleInfoPanel
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local state=1 -- 1:开战前 2.:开战中 3:开战后
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local state=1 -- 1:开战前 2.:开战中 3:开战后
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@ -569,6 +570,7 @@ function this.SetTeamInfo(_go,teamData,type)
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teamList[hero.position].hero:SetActive(true)
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teamList[hero.position].hero:SetActive(true)
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teamList[hero.position].starGrid.transform.localScale=Vector3.one*0.7
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teamList[hero.position].starGrid.transform.localScale=Vector3.one*0.7
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local star,starType = GetStarOrGodSoulLv(1,hero)
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local star,starType = GetStarOrGodSoulLv(1,hero)
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star=endLess[heroTid].Star
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local starScale = -15
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local starScale = -15
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local starSize = Vector2.New(32,32)
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local starSize = Vector2.New(32,32)
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if starType == 3 then
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if starType == 3 then
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@ -587,10 +589,10 @@ function this.SetTeamInfo(_go,teamData,type)
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Util.SetParticleSortLayer(teamList[hero.position].starGrid,this.sortingOrder + 1)
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Util.SetParticleSortLayer(teamList[hero.position].starGrid,this.sortingOrder + 1)
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local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTid)
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local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTid)
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teamList[hero.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(hero.propertyId))
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teamList[hero.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(hero.propertyId))
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teamList[hero.position].levelText.text = hero.level
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teamList[hero.position].levelText.text =endLess[heroTid].Level or hero.level
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teamList[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
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teamList[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
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SetHeroIcon(this.spLoader, hero,teamList[hero.position].icon,heroConfig)
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SetHeroIcon(this.spLoader, hero,teamList[hero.position].icon,heroConfig)
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SetHeroFlyEffect(teamList[hero.position].hero,this.spLoader,hero.star,this.sortingOrder+1,0.6,2)
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SetHeroFlyEffect(teamList[hero.position].hero,this.spLoader,star,this.sortingOrder+1,0.6,2)
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--local heroData = {}
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--local heroData = {}
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-- Util.AddOnceClick(teamList[i].frameBtn, function()
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-- Util.AddOnceClick(teamList[i].frameBtn, function()
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-- NetManager.ViewHeroInfoRequest(self.playerId,hero.heroid,1,PLAYER_INFO_VIEW_TYPE.NORMAL,function(msg)
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-- NetManager.ViewHeroInfoRequest(self.playerId,hero.heroid,1,PLAYER_INFO_VIEW_TYPE.NORMAL,function(msg)
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require("Base/BasePanel")
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require("Base/BasePanel")
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local WorldArenaMyTeamPanel = Inherit(BasePanel)
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local WorldArenaMyTeamPanel = Inherit(BasePanel)
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local endLessConfig=ConfigManager.GetConfig(ConfigName.EndlessHeroProp)
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local function OnBeginDrag(self, Pointgo, data, index)
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local function OnBeginDrag(self, Pointgo, data, index)
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self.chooseIndex = index
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self.chooseIndex = index
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self.oldGrid = Pointgo.transform.parent.parent
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self.oldGrid = Pointgo.transform.parent.parent
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@ -167,6 +167,8 @@ function WorldArenaMyTeamPanel:SetSingleFormation(go,data,index)
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local heroData=HeroManager.GetSingleHeroData(heroTid)
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local heroData=HeroManager.GetSingleHeroData(heroTid)
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self.Heros[index][hero.position].hero:SetActive(true)
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self.Heros[index][hero.position].hero:SetActive(true)
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local star,starType = heroData.GetStar(1)
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local star,starType = heroData.GetStar(1)
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LogError("heroData.id=="..heroData.id)
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star=endLessConfig[heroData.id].Star
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local starScale = -15
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local starScale = -15
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local starSize = Vector2.New(32,32)
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local starSize = Vector2.New(32,32)
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if starType == 3 then
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if starType == 3 then
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@ -177,11 +179,11 @@ function WorldArenaMyTeamPanel:SetSingleFormation(go,data,index)
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end
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end
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SetHeroStars(self.spLoader, self.Heros[index][hero.position].starGrid, star,starType,starSize,starScale)
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SetHeroStars(self.spLoader, self.Heros[index][hero.position].starGrid, star,starType,starSize,starScale)
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Util.SetParticleSortLayer(self.Heros[index][hero.position].starGrid,self.sortingOrder + 1)
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Util.SetParticleSortLayer(self.Heros[index][hero.position].starGrid,self.sortingOrder + 1)
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SetHeroFlyEffect(self.Heros[index][hero.position].hero,self.spLoader,heroData.star,self.sortingOrder+1,0.9,2)
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SetHeroFlyEffect(self.Heros[index][hero.position].hero,self.spLoader,star,self.sortingOrder+1,0.9,2)
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local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroData.id)
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local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroData.id)
|
||||||
allPower=allPower+heroData.warPower
|
allPower=allPower+heroData.warPower
|
||||||
self.Heros[index][hero.position].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.changeProId))
|
self.Heros[index][hero.position].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.changeProId))
|
||||||
self.Heros[index][hero.position].levelText.text = heroData.lv
|
self.Heros[index][hero.position].levelText.text = endLessConfig[heroData.id].Level or heroData.lv
|
||||||
self.Heros[index][hero.position].frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
|
self.Heros[index][hero.position].frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
|
||||||
SetHeroIcon(self.spLoader,heroData,self.Heros[index][hero.position].icon,heroConfig)
|
SetHeroIcon(self.spLoader,heroData,self.Heros[index][hero.position].icon,heroConfig)
|
||||||
local heroData = {}
|
local heroData = {}
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
require("Base/BasePanel")
|
require("Base/BasePanel")
|
||||||
local WorldArenaOtherTeamPanel = Inherit(BasePanel)
|
local WorldArenaOtherTeamPanel = Inherit(BasePanel)
|
||||||
local XiuXianSkillConfig = ConfigManager.GetConfig(ConfigName.XiuXianSkillConfig)
|
local XiuXianSkillConfig = ConfigManager.GetConfig(ConfigName.XiuXianSkillConfig)
|
||||||
|
local endLess=ConfigManager.GetConfig(ConfigName.EndlessHeroProp)
|
||||||
local type=0 --1:挑战 2:详情
|
local type=0 --1:挑战 2:详情
|
||||||
local itemId, needNum
|
local itemId, needNum
|
||||||
local haveNum=0
|
local haveNum=0
|
||||||
|
@ -221,6 +221,7 @@ function WorldArenaOtherTeamPanel:SetTeamInfo(_go,teamData)
|
||||||
if heroTid then
|
if heroTid then
|
||||||
self.teamList[index].heroList[hero.position].hero:SetActive(true)
|
self.teamList[index].heroList[hero.position].hero:SetActive(true)
|
||||||
local star,starType = GetStarOrGodSoulLv(1,hero)
|
local star,starType = GetStarOrGodSoulLv(1,hero)
|
||||||
|
star=endLess[heroTid].Star
|
||||||
local starScale = -15
|
local starScale = -15
|
||||||
local starSize = Vector2.New(32,32)
|
local starSize = Vector2.New(32,32)
|
||||||
if starType == 3 then
|
if starType == 3 then
|
||||||
|
@ -233,10 +234,10 @@ function WorldArenaOtherTeamPanel:SetTeamInfo(_go,teamData)
|
||||||
Util.SetParticleSortLayer(self.teamList[index].heroList[hero.position].starGrid,self.sortingOrder + 1)
|
Util.SetParticleSortLayer(self.teamList[index].heroList[hero.position].starGrid,self.sortingOrder + 1)
|
||||||
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTid)
|
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTid)
|
||||||
self.teamList[index].heroList[hero.position].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(hero.propertyId))
|
self.teamList[index].heroList[hero.position].proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(hero.propertyId))
|
||||||
self.teamList[index].heroList[hero.position].levelText.text = hero.level
|
self.teamList[index].heroList[hero.position].levelText.text =endLess[heroTid].Star or hero.level
|
||||||
self.teamList[index].heroList[hero.position].frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
|
self.teamList[index].heroList[hero.position].frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
|
||||||
SetHeroIcon(self.spLoader,hero, self.teamList[index].heroList[hero.position].icon,heroConfig)
|
SetHeroIcon(self.spLoader,hero, self.teamList[index].heroList[hero.position].icon,heroConfig)
|
||||||
SetHeroFlyEffect(self.teamList[index].heroList[hero.position].hero,self.spLoader,hero.star,self.sortingOrder+1,0.8,2)
|
SetHeroFlyEffect(self.teamList[index].heroList[hero.position].hero,self.spLoader,star,self.sortingOrder+1,0.8,2)
|
||||||
local heroData = {}
|
local heroData = {}
|
||||||
Util.AddOnceClick(self.teamList[index].heroList[hero.position].frame.gameObject, function()
|
Util.AddOnceClick(self.teamList[index].heroList[hero.position].frame.gameObject, function()
|
||||||
-- LogError("playerid=="..self.playerId.." heroid=="..hero.heroid.." servername=="..serverName.." arrayid=="..2000+index)
|
-- LogError("playerid=="..self.playerId.." heroid=="..hero.heroid.." servername=="..serverName.." arrayid=="..2000+index)
|
||||||
|
|
Loading…
Reference in New Issue