名称替换
parent
aa5987e433
commit
e4299072f4
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@ -1502,7 +1502,7 @@ MonoBehaviour:
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m_Text: "\u795E\u5C06"
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m_Text: "\u82F1\u96C4"
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@ -56602,7 +56602,7 @@ RectTransform:
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@ -62447,7 +62447,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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@ -63036,7 +63036,7 @@ GameObject:
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m_Icon: {fileID: 0}
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@ -63052,9 +63052,9 @@ RectTransform:
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m_Father: {fileID: 8221946263362407270}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &205103075491040605
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@ -63573,7 +63573,7 @@ MonoBehaviour:
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_Text: "\u9B42\u5370"
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m_Text: "\u9738\u6C14"
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--- !u!114 &6096570220574530570
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -15371,7 +15371,7 @@ MonoBehaviour:
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m_HorizontalOverflow: 1
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m_VerticalOverflow: 1
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m_LineSpacing: 1
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m_Text: "\u9B42\u5370\u56FE\u9274"
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m_Text: "\u9738\u6C14\u56FE\u9274"
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LanguageIndex: 0
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--- !u!114 &2219817017198547753
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MonoBehaviour:
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@ -30743,7 +30743,7 @@ MonoBehaviour:
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_Text: "\u65E0\u7B26\u5408\u6761\u4EF6\u7684\u9B42\u5370\uFF01"
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m_Text: "\u65E0\u7B26\u5408\u6761\u4EF6\u7684\u9738\u6C14\uFF01"
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LanguageIndex: 0
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GameObject:
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@ -41792,7 +41792,7 @@ GameObject:
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m_Icon: {fileID: 0}
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RectTransform:
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m_ObjectHideFlags: 0
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@ -3069,10 +3069,10 @@ rankKingList={ [1] = { bgImage = "UI_hz_ls_47", name = "星数排行" ,rankType
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[38] = { bgImage = "r_zjm_paihangbang_banner04_zh", name = Language[12096] ,rankType = RANK_TYPE.FIGHT_LEVEL_RANK,activiteId = 0,isRankingMainPanelShow = 0,RankingListMainSortId = 1},
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[39] = { bgImage = "", name = "升星排行" ,rankType = RANK_TYPE.UpStar,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0},
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[40] = { bgImage = "", name = "装备排行" ,rankType = RANK_TYPE.EquipRank,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0},
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[41] = { bgImage = "", name = "魂印排行" ,rankType = RANK_TYPE.SoulSign,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0},
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[41] = { bgImage = "", name = "霸气排行" ,rankType = RANK_TYPE.SoulSign,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0},
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[42] = { bgImage = "", name = "升星排行" ,rankType = RANK_TYPE.UpStar2,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0},
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[43] = { bgImage = "", name = "装备排行" ,rankType = RANK_TYPE.EquipRank2,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0},
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[44] = { bgImage = "", name = "魂印排行" ,rankType = RANK_TYPE.SoulSign2,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0},
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[44] = { bgImage = "", name = "霸气排行" ,rankType = RANK_TYPE.SoulSign2,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0},
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[45] = { bgImage = "", name = "关卡冲榜" ,rankType = RANK_TYPE.Level_chong,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0},
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[46] = { bgImage = "", name = "战力冲榜" ,rankType = RANK_TYPE.FightValue_chong,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0},
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[47] = { bgImage = "", name = "心魔冲榜" ,rankType = RANK_TYPE.Demons_chong,activiteId = 0,isRankingMainPanelShow = 4,RankingListMainSortId = 0},
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@ -169,9 +169,9 @@ Language = {
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[10168] = GetLanguageStrById("下列道具已达存储上限,额外获取的部分将无法获得:"),
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[10169] = GetLanguageStrById("背包已满,部分奖励将通过邮件发送"),
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[10170] = GetLanguageStrById("无可出售装备"),
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[10171] = GetLanguageStrById("无可分解魂印"),
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[10171] = GetLanguageStrById("无可分解霸气"),
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[10172] = GetLanguageStrById("装备数量:"),
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[10173] = GetLanguageStrById("魂印数量:"),
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[10173] = GetLanguageStrById("霸气数量:"),
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[10174] = GetLanguageStrById("宝物数量:"),
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[10175] = GetLanguageStrById("全部"),
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[10176] = GetLanguageStrById("金色"),
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@ -282,9 +282,9 @@ Language = {
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[10281] = GetLanguageStrById("无尽副本轮换前5分钟无法进入"),
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[10282] = GetLanguageStrById("金币副本"),
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[10283] = GetLanguageStrById("经验副本"),
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[10284] = GetLanguageStrById("神将副本"),
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[10284] = GetLanguageStrById("英雄副本"),
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[10285] = GetLanguageStrById("法宝副本"),
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[10286] = GetLanguageStrById("魂印副本"),
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[10286] = GetLanguageStrById("霸气副本"),
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[10287] = GetLanguageStrById("挑战"),
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[10288] = GetLanguageStrById("战力:%s"),
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[10289] = GetLanguageStrById("扫荡"),
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@ -324,7 +324,7 @@ Language = {
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[10323] = GetLanguageStrById("尚未发现试炼商店"),
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[10324] = GetLanguageStrById("今日还可以重置"),
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[10325] = GetLanguageStrById("重置成功"),
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[10326] = GetLanguageStrById("需要上阵%s名%s系神将"),
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[10326] = GetLanguageStrById("需要上阵%s名%s系英雄"),
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[10327] = GetLanguageStrById("人"),
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[10328] = GetLanguageStrById("佛"),
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[10329] = GetLanguageStrById("妖"),
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@ -385,7 +385,7 @@ Language = {
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[10384] = GetLanguageStrById("未找到符合条件的节点"),
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[10385] = GetLanguageStrById("神装升星"),
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[10386] = GetLanguageStrById("宝物合成"),
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[10387] = GetLanguageStrById("魂印合成"),
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[10387] = GetLanguageStrById("霸气合成"),
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[10388] = GetLanguageStrById("是否要将【"),
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[10389] = GetLanguageStrById("】装备的【"),
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[10390] = GetLanguageStrById("】卸下并用于合成?"),
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@ -402,22 +402,22 @@ Language = {
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[10401] = GetLanguageStrById("消耗材料不足"),
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[10402] = GetLanguageStrById("需要%s个%s"),
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[10403] = GetLanguageStrById("已达最大选择数量"),
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[10404] = GetLanguageStrById("神将合成"),
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[10405] = GetLanguageStrById("神将置换"),
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[10406] = GetLanguageStrById("星同名神将"),
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[10404] = GetLanguageStrById("英雄合成"),
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[10405] = GetLanguageStrById("英雄置换"),
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[10406] = GetLanguageStrById("星同名英雄"),
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[10407] = GetLanguageStrById("星"),
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[10408] = GetLanguageStrById("星任意神将"),
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[10409] = GetLanguageStrById("星同阵营神将"),
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[10410] = GetLanguageStrById("该神将在大闹天宫阵容中已上阵"),
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[10411] = GetLanguageStrById("该神将在"),
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[10408] = GetLanguageStrById("星任意英雄"),
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[10409] = GetLanguageStrById("星同阵营英雄"),
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[10410] = GetLanguageStrById("该英雄在大闹天宫阵容中已上阵"),
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[10411] = GetLanguageStrById("该英雄在"),
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[10412] = GetLanguageStrById("中已上阵"),
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[10413] = GetLanguageStrById("该神将已锁定"),
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[10414] = GetLanguageStrById("请选择需要合成的神将"),
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[10413] = GetLanguageStrById("该英雄已锁定"),
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[10414] = GetLanguageStrById("请选择需要合成的英雄"),
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[10415] = GetLanguageStrById("材料不足无法进阶"),
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[10416] = GetLanguageStrById("%s星同阵营神将"),
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[10417] = GetLanguageStrById("请选择想要置换的神将!"),
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[10416] = GetLanguageStrById("%s星同阵营英雄"),
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[10417] = GetLanguageStrById("请选择想要置换的英雄!"),
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[10418] = GetLanguageStrById("置换玉不足!"),
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[10419] = GetLanguageStrById("目标神将已被锁定,无法置换!"),
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[10419] = GetLanguageStrById("目标英雄已被锁定,无法置换!"),
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[10420] = GetLanguageStrById("立即充值"),
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[10421] = GetLanguageStrById("您已领取"),
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[10422] = GetLanguageStrById("商店暂未开放"),
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@ -453,7 +453,7 @@ Language = {
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[10452] = GetLanguageStrById("已解印异妖(%s/%s)"),
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[10453] = GetLanguageStrById("等级"),
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[10454] = GetLanguageStrById("概率有效期:"),
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[10455] = GetLanguageStrById("魂印UP!"),
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[10455] = GetLanguageStrById("霸气UP!"),
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[10456] = GetLanguageStrById("其他金色奖励"),
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[10457] = GetLanguageStrById("紫色奖励"),
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[10458] = GetLanguageStrById("蓝色奖励"),
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@ -462,11 +462,11 @@ Language = {
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[10461] = GetLanguageStrById("5星"),
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[10462] = GetLanguageStrById("其他5星"),
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[10463] = GetLanguageStrById("4星"),
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[10464] = GetLanguageStrById("4星神将"),
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[10464] = GetLanguageStrById("4星英雄"),
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[10465] = GetLanguageStrById("3星"),
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[10466] = GetLanguageStrById("3星神将"),
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[10466] = GetLanguageStrById("3星英雄"),
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[10467] = GetLanguageStrById("2星"),
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[10468] = GetLanguageStrById("2星神将"),
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[10468] = GetLanguageStrById("2星英雄"),
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[10469] = GetLanguageStrById("剩余:"),
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[10470] = GetLanguageStrById("剩余时间:"),
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[10471] = GetLanguageStrById("活动已结束"),
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@ -492,9 +492,9 @@ Language = {
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[10491] = GetLanguageStrById("再来10次"),
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[10492] = GetLanguageStrById("剩余次数:"),
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[10493] = GetLanguageStrById("免费抽取"),
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[10494] = GetLanguageStrById("次内必得金色魂印"),
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[10494] = GetLanguageStrById("次内必得金色霸气"),
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[10495] = GetLanguageStrById("召唤<color=#A55A13>"),
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[10496] = GetLanguageStrById("</color>次必得红色魂印"),
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[10496] = GetLanguageStrById("</color>次必得红色霸气"),
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[10497] = GetLanguageStrById("妖晶不足!"),
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[10498] = GetLanguageStrById("赠送1个乾坤令"),
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[10499] = GetLanguageStrById("赠送10个乾坤令"),
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@ -509,7 +509,7 @@ Language = {
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[10508] = GetLanguageStrById("属性加成:"),
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[10509] = GetLanguageStrById("奖励已全部领取"),
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[10510] = GetLanguageStrById("下一阶段:"),
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[10511] = GetLanguageStrById("召唤<color=#F27D0F>%s</color>次必得UP神将"),
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[10511] = GetLanguageStrById("召唤<color=#F27D0F>%s</color>次必得UP英雄"),
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[10512] = GetLanguageStrById("活动剩余时间:"),
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[10513] = GetLanguageStrById("(限购"),
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[10514] = GetLanguageStrById("已购买"),
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@ -534,20 +534,20 @@ Language = {
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[10533] = GetLanguageStrById("击杀奖励预览"),
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[10534] = GetLanguageStrById("MonsterGroup 表中找不到奖励组ID "),
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[10535] = GetLanguageStrById("星解锁"),
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[10536] = GetLanguageStrById("神将"),
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[10536] = GetLanguageStrById("英雄"),
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[10537] = GetLanguageStrById("星获得专属法宝!"),
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[10538] = GetLanguageStrById("点击查看神将属性"),
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[10539] = GetLanguageStrById("无符合要求的神将!"),
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[10540] = GetLanguageStrById("已将所有神将复活并恢复全部血量!"),
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[10541] = GetLanguageStrById("可将所有神将复活并恢复全部血量"),
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[10542] = GetLanguageStrById("尚无伤亡的神将"),
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[10538] = GetLanguageStrById("点击查看英雄属性"),
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[10539] = GetLanguageStrById("无符合要求的英雄!"),
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[10540] = GetLanguageStrById("已将所有英雄复活并恢复全部血量!"),
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[10541] = GetLanguageStrById("可将所有英雄复活并恢复全部血量"),
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[10542] = GetLanguageStrById("尚无伤亡的英雄"),
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[10543] = GetLanguageStrById("是否选择普通模式?"),
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[10544] = GetLanguageStrById("是否选择困难模式?"),
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[10545] = GetLanguageStrById("大闹天宫 第"),
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[10546] = GetLanguageStrById("通过本层后可领取!"),
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[10547] = GetLanguageStrById("回复成功!"),
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[10548] = GetLanguageStrById("已成功复活神将!"),
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[10549] = GetLanguageStrById("已成功恢复神将!"),
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[10548] = GetLanguageStrById("已成功复活英雄!"),
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[10549] = GetLanguageStrById("已成功恢复英雄!"),
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[10550] = GetLanguageStrById("已通过!"),
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[10551] = GetLanguageStrById("%02d时%02d分%02d秒"),
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[10552] = GetLanguageStrById("魂宝"),
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@ -1518,11 +1518,11 @@ Language = {
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[11517] = GetLanguageStrById("特殊"),
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[11518] = GetLanguageStrById("装备"),
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[11519] = GetLanguageStrById("宝物"),
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[11520] = GetLanguageStrById("魂印"),
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[11520] = GetLanguageStrById("霸气"),
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[11521] = GetLanguageStrById("材料"),
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[11522] = GetLanguageStrById("分解中,包含了史诗及以上的法宝。分解操作不可逆转,确定要进行分解吗?"),
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[11523] = GetLanguageStrById("此神将尚未获得专属法宝!"),
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[11524] = GetLanguageStrById("已装备该魂印"),
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[11524] = GetLanguageStrById("已装备该霸气"),
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[11525] = GetLanguageStrById("是否要将<color=#66FF00>%s</color>的<color=#66FF00>%s</color>装备到<color=#66FF00>%s</color>上?"),
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[11526] = GetLanguageStrById("装备成功!"),
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[11527] = GetLanguageStrById("适用范围:"),
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@ -1727,7 +1727,7 @@ Language = {
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[11726] = GetLanguageStrById("1星"),
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[11727] = GetLanguageStrById("未查询到符合条件的装备!"),
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[11728] = GetLanguageStrById("已选:"),
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[11729] = GetLanguageStrById("分解的魂印中包含金色或红色魂印,确定进行分解?"),
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[11729] = GetLanguageStrById("分解的霸气中包含金色或红色霸气,确定进行分解?"),
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[11730] = GetLanguageStrById("请先选择再进行分解"),
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[11731] = GetLanguageStrById("资源已达上限,超出部分将无法获得,是否分解?"),
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[11732] = GetLanguageStrById("伙伴退役"),
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@ -1815,7 +1815,7 @@ Language = {
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[11814] = GetLanguageStrById("材料不足无法升级"),
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[11815] = GetLanguageStrById("进阶"),
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[11816] = GetLanguageStrById("皮肤"),
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[11817] = GetLanguageStrById("星解锁魂印!"),
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[11817] = GetLanguageStrById("星解锁霸气!"),
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[11818] = GetLanguageStrById("激活"),
|
||||
[11819] = GetLanguageStrById("星天赋"),
|
||||
[11820] = GetLanguageStrById("神将锁定成功"),
|
||||
|
@ -1899,19 +1899,19 @@ Language = {
|
|||
[11898] = GetLanguageStrById("刷新所需物品不足"),
|
||||
[11899] = GetLanguageStrById("数据表中没有找到符合此条件的数据:商店类型为 "),
|
||||
[11900] = GetLanguageStrById("未找到商品数据,请检查数据表及后端数据,商品id == "),
|
||||
[11901] = GetLanguageStrById("分解中,包含了史诗及以上的魂印。分解操作不可逆转,确定要进行分解吗?"),
|
||||
[11902] = GetLanguageStrById("道具种类:魂印"),
|
||||
[11901] = GetLanguageStrById("分解中,包含了史诗及以上的霸气。分解操作不可逆转,确定要进行分解吗?"),
|
||||
[11902] = GetLanguageStrById("道具种类:霸气"),
|
||||
[11903] = GetLanguageStrById("%s级解锁"),
|
||||
[11904] = GetLanguageStrById("卸下成功!"),
|
||||
[11905] = GetLanguageStrById("该魂印只能装备一个!"),
|
||||
[11906] = GetLanguageStrById("魂印详情"),
|
||||
[11907] = GetLanguageStrById("选择替换下的魂印"),
|
||||
[11905] = GetLanguageStrById("该霸气只能装备一个!"),
|
||||
[11906] = GetLanguageStrById("霸气详情"),
|
||||
[11907] = GetLanguageStrById("选择替换下的霸气"),
|
||||
[11908] = GetLanguageStrById("替换成功"),
|
||||
[11909] = GetLanguageStrById("没有魂印用于升级"),
|
||||
[11910] = GetLanguageStrById(" 魂印已达到最高等级"),
|
||||
[11911] = GetLanguageStrById("没有勾选任何魂印用于升级"),
|
||||
[11909] = GetLanguageStrById("没有霸气用于升级"),
|
||||
[11910] = GetLanguageStrById(" 霸气已达到最高等级"),
|
||||
[11911] = GetLanguageStrById("没有勾选任何霸气用于升级"),
|
||||
[11912] = GetLanguageStrById("已选"),
|
||||
[11913] = GetLanguageStrById("魂印升级"),
|
||||
[11913] = GetLanguageStrById("霸气升级"),
|
||||
[11914] = GetLanguageStrById("本次操作中,包含了史诗及以上的道具,且本操作不可逆转,确定执行吗?"),
|
||||
[11915] = GetLanguageStrById("已满级"),
|
||||
[11916] = GetLanguageStrById("最高等级"),
|
||||
|
@ -2183,7 +2183,7 @@ Language = {
|
|||
[12182] = GetLanguageStrById("最高纪录:"),
|
||||
[12183] = GetLanguageStrById("大闹天宫进入重置阶段,请等待凌晨0点后进入!"),
|
||||
[12184] = GetLanguageStrById("无法对共鸣神将进行此操作!"),
|
||||
[12185] = GetLanguageStrById("次内必得金色及以上魂印"),
|
||||
[12185] = GetLanguageStrById("次内必得金色及以上霸气"),
|
||||
[12186] = GetLanguageStrById("鸿蒙碑开启引导"),
|
||||
[12187] = GetLanguageStrById("收到援助:"),
|
||||
[12188] = GetLanguageStrById("需要6名鸿蒙守卫才可激活共鸣效果!"),
|
||||
|
@ -2232,7 +2232,7 @@ Language = {
|
|||
[12231] = GetLanguageStrById("$99.99抢购"),
|
||||
[12232] = GetLanguageStrById("每周限购 %s 个"),
|
||||
[12233] = GetLanguageStrById("核心神将:"),
|
||||
[12234] = GetLanguageStrById("%d次内必得金色及以上魂印"),
|
||||
[12234] = GetLanguageStrById("%d次内必得金色及以上霸气"),
|
||||
[12235] = GetLanguageStrById("重连失败,请重新登录"),
|
||||
[12236] = GetLanguageStrById("是否前往坐骑界面?"),
|
||||
[12237] = GetLanguageStrById("30级或充值任意金额后解锁"),
|
||||
|
@ -2247,7 +2247,7 @@ Language = {
|
|||
[12246] = GetLanguageStrById("剩余结束时间:%s"),
|
||||
[12247] = GetLanguageStrById("一键装备"),
|
||||
[12248] = GetLanguageStrById("一键宝器"),
|
||||
[12249] = GetLanguageStrById("一键魂印"),
|
||||
[12249] = GetLanguageStrById("一键霸气"),
|
||||
[12250] = GetLanguageStrById("一键灵兽"),
|
||||
[12251] = GetLanguageStrById("诸神"),
|
||||
[12252] = GetLanguageStrById("地煞"),
|
||||
|
@ -2258,7 +2258,7 @@ Language = {
|
|||
[12257] = GetLanguageStrById("现价:%s元"),
|
||||
[12258] = GetLanguageStrById("轩辕宝境必备特权!每天增加2次免费次数,6次额外购买次数!"),
|
||||
[12259] = GetLanguageStrById("每日可额外增加3次免费的灵兽山招募机会,同时灵兽山妖晶招募价格变为8折!"),
|
||||
[12260] = GetLanguageStrById("分解的魂印中包含金色或金色以上魂印,确定进行分解?"),
|
||||
[12260] = GetLanguageStrById("分解的霸气中包含金色或金色以上霸气,确定进行分解?"),
|
||||
[12261] = GetLanguageStrById("替 换"),
|
||||
[12262] = GetLanguageStrById("道具种类:%s"),
|
||||
[12263] = GetLanguageStrById("1级神将无法进行归元!"),
|
||||
|
@ -2273,7 +2273,7 @@ Language = {
|
|||
[12272] = GetLanguageStrById("已骑乘坐骑!"),
|
||||
[12273] = GetLanguageStrById("已取消骑乘!"),
|
||||
[12274] = GetLanguageStrById("神将篇"),
|
||||
[12275] = GetLanguageStrById("魂印篇"),
|
||||
[12275] = GetLanguageStrById("霸气篇"),
|
||||
[12276] = GetLanguageStrById("灵兽篇"),
|
||||
[12277] = GetLanguageStrById("激活属性:"),
|
||||
[12278] = GetLanguageStrById("激活成功,获得%s%s"),
|
||||
|
|
|
@ -1426,13 +1426,13 @@ function GetEquipPosStrByEquipPosNum(_index)
|
|||
elseif _index == 4 then
|
||||
return Language[12042]
|
||||
elseif _index == 5 then
|
||||
return "魂印"
|
||||
return "霸气"
|
||||
elseif _index == 6 then
|
||||
return Language[12044]
|
||||
elseif _index == 7 then
|
||||
return "主角礼物"
|
||||
elseif _index == 8 then
|
||||
return "神将礼物"
|
||||
return "英雄礼物"
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -1225,6 +1225,7 @@ function this.LoadAsset(path, battleSorting)
|
|||
end
|
||||
--
|
||||
local go = poolManager:LoadAsset(path, PoolManager.AssetType.GameObject)
|
||||
LogError("path================"..path)
|
||||
UIManager.DoLanguageCheck(this.spLoader, go)
|
||||
local layer = tonumber(go.name) or 0
|
||||
battleSorting = battleSorting or BattleManager.GetBattleSorting()
|
||||
|
|
|
@ -19,11 +19,11 @@ local titleBg={
|
|||
--经验
|
||||
[2]={bg="UI_hz_yt_02", titleImg = "r_richang_banner_4_zi_zh",name="经验副本", titleTip = GetLanguageStrById(specialConfig[42].Value),pos = Vector3.New(257.08,651.24,0)},
|
||||
--神将
|
||||
[3]={bg="r_richang_banner_3_zh", titleImg = "r_richang_banner_3_zi_zh", name="神将副本",titleTip = GetLanguageStrById(specialConfig[43].Value),pos = Vector3.New(257.08,658.37,0)},
|
||||
[3]={bg="r_richang_banner_3_zh", titleImg = "r_richang_banner_3_zi_zh", name="英雄副本",titleTip = GetLanguageStrById(specialConfig[43].Value),pos = Vector3.New(257.08,658.37,0)},
|
||||
--法宝
|
||||
[4]={bg="r_richang_banner_2_zh", titleImg = "r_richang_banner_2_zi_zh",name="法宝副本", titleTip = GetLanguageStrById(specialConfig[44].Value),pos = Vector3.New(257.08,651.24,0)},
|
||||
--魂印
|
||||
[5]={bg="r_richang_banner_1_zh", titleImg = "r_richang_banner_1_zi_zh", name="魂印副本",titleTip = GetLanguageStrById(specialConfig[45].Value),pos = Vector3.New(257.08,651.24,0)},
|
||||
[5]={bg="r_richang_banner_1_zh", titleImg = "r_richang_banner_1_zi_zh", name="霸气副本",titleTip = GetLanguageStrById(specialConfig[45].Value),pos = Vector3.New(257.08,651.24,0)},
|
||||
}
|
||||
--难度图片
|
||||
local qualityBg={
|
||||
|
|
|
@ -34,7 +34,7 @@ function this.InitMirrorData()
|
|||
data.difficulity = v.Quality
|
||||
data.teamRules = v.TeamRules
|
||||
--组队条件
|
||||
data.condition = string.format("上阵<color=#00FF66>%s名%s系</color>神将",data.teamRules[1][2],this.PropertyName(data.teamRules[1][1]))
|
||||
data.condition = string.format("上阵<color=#00FF66>%s名%s系</color>英雄",data.teamRules[1][2],this.PropertyName(data.teamRules[1][1]))
|
||||
--战力
|
||||
data.power = v.FightForce
|
||||
data.rewardList = {}
|
||||
|
|
|
@ -160,7 +160,7 @@ function QianKunBox:refreshMagicNum()
|
|||
local actData = ActivityGiftManager.GetActivityTypeInfo(self.actType)
|
||||
local d = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySpecialConfig,"Type",self.singleRecruit.MergePool)
|
||||
self.midDowntips1.text = string.format("%s%s%s",Language[10495],d[1].Count-math.floor(actData.value/1000),Language[10496])
|
||||
self.btnTimes.text = string.format("<color=#31ff00>%s次</color>",tostring(d[2].Count - actData.value%1000)).."内必得金色及以上魂印"
|
||||
self.btnTimes.text = string.format("<color=#31ff00>%s次</color>",tostring(d[2].Count - actData.value%1000)).."内必得金色及以上霸气"
|
||||
end
|
||||
|
||||
function QianKunBox:refreshBtnShow()
|
||||
|
|
|
@ -216,7 +216,7 @@ function TimeLimitedCall:RefreshGetHeroTimes()
|
|||
if reMaintimes == 0 then
|
||||
reMaintimes = totalTimes
|
||||
end
|
||||
self.recruitTimesUpdate.text = string.format("召唤<color=#F27D0F>%s</color>次必得UP神将",reMaintimes)
|
||||
self.recruitTimesUpdate.text = string.format("召唤<color=#F27D0F>%s</color>次必得UP英雄",reMaintimes)
|
||||
end
|
||||
|
||||
function TimeLimitedCall:Recruit(recrutType,recrutId,bType)
|
||||
|
|
|
@ -69,7 +69,7 @@ function UpStarGift:BindEvent()
|
|||
end
|
||||
local heroList = self:GetHeroList()
|
||||
if not heroList or #heroList <= 0 then
|
||||
PopupTipPanel.ShowTip("未找到本期活动的神将信息")
|
||||
PopupTipPanel.ShowTip("未找到本期活动的英雄信息")
|
||||
return
|
||||
end
|
||||
-- 打开选择界面
|
||||
|
@ -78,7 +78,7 @@ function UpStarGift:BindEvent()
|
|||
PlayerPrefs.SetInt(PlayerManager.uid.."_UpStarGift_TempChoose", chooseId)
|
||||
-- 刷新界面限显示
|
||||
self:RefreshData(true,true,true)
|
||||
end, "选择神将")
|
||||
end, "选择英雄")
|
||||
|
||||
|
||||
end)
|
||||
|
@ -90,7 +90,7 @@ function UpStarGift:BindEvent()
|
|||
end
|
||||
local heroList = self:GetHeroList()
|
||||
if not heroList or #heroList <= 0 then
|
||||
PopupTipPanel.ShowTip("未找到本期活动的神将信息")
|
||||
PopupTipPanel.ShowTip("未找到本期活动的英雄信息")
|
||||
return
|
||||
end
|
||||
|
||||
|
@ -100,13 +100,13 @@ function UpStarGift:BindEvent()
|
|||
PlayerPrefs.SetInt(PlayerManager.uid.."_UpStarGift_TempChoose", chooseId)
|
||||
-- 刷新界面限显示
|
||||
self:RefreshData(true,true,true)
|
||||
end, "选择神将")
|
||||
end, "选择英雄")
|
||||
|
||||
end)
|
||||
Util.AddClick(self.btnLock,function()
|
||||
local choose, isTemp = self:GetCurChooseHero()
|
||||
if not choose or choose == 0 then
|
||||
PopupTipPanel.ShowTip("请先选择一个神将")
|
||||
PopupTipPanel.ShowTip("请先选择一个英雄")
|
||||
return
|
||||
end
|
||||
if not isTemp then
|
||||
|
@ -116,10 +116,10 @@ function UpStarGift:BindEvent()
|
|||
|
||||
local con = ConfigManager.TryGetConfigData(ConfigName.HeroConfig, choose)
|
||||
if not con then
|
||||
LogError("未找到神将:"..tostring(choose))
|
||||
LogError("未找到英雄:"..tostring(choose))
|
||||
return
|
||||
end
|
||||
local msg = string.format("<color=#da9648>%s</color>将锁定为本次活动的指定神将,锁定后无法修改。", con.ReadingName)
|
||||
local msg = string.format("<color=#da9648>%s</color>将锁定为本次活动的指定英雄,锁定后无法修改。", con.ReadingName)
|
||||
MsgPanel.ShowTwo(msg, nil, function()
|
||||
NetManager.UpStarActivitySelectRequest(self.actId, choose, function()
|
||||
PopupTipPanel.ShowTip("锁定成功")
|
||||
|
|
|
@ -377,7 +377,7 @@ function this.CheckFightOpenRule(fightId)
|
|||
local _, tlv, _ = LikabilityManager.GetTotalHeroLikeLv(-1)
|
||||
if tlv < rule[2] then
|
||||
states[index] = false
|
||||
tips[index] = string.format("神将总好感度等级达%s", rule[2]) -- 总好感度%s级
|
||||
tips[index] = string.format("英雄总好感度等级达%s", rule[2]) -- 总好感度%s级
|
||||
btnTxts[index] = string.format("总好感度%s级", rule[2])
|
||||
--LogRed(tips[index]..", 当前:"..tlv)
|
||||
end
|
||||
|
@ -396,8 +396,8 @@ function this.CheckFightOpenRule(fightId)
|
|||
local num = #HeroManager.GetAllHeroDatas(c_lv)
|
||||
if num < c_num then
|
||||
states[index] = false
|
||||
tips[index] = string.format("拥有%s个等级%s以上的神将", c_num, c_lv)-- %s个%s级神将
|
||||
btnTxts[index] = string.format("%s个%s级神将", c_num, c_lv)
|
||||
tips[index] = string.format("拥有%s个等级%s以上的英雄", c_num, c_lv)-- %s个%s级神将
|
||||
btnTxts[index] = string.format("%s个%s级英雄", c_num, c_lv)
|
||||
--LogRed(tips[index]..", 当前:"..num)
|
||||
end
|
||||
end
|
||||
|
|
|
@ -1036,7 +1036,7 @@ function this.SingleHeroDataShow(_go, _heroData)
|
|||
return
|
||||
end
|
||||
if heroData.exist and heroData.exist == 0 then
|
||||
PopupTipPanel.ShowTip("激活神将图鉴后才可使用!")
|
||||
PopupTipPanel.ShowTip("激活英雄图鉴后才可使用!")
|
||||
return
|
||||
end
|
||||
-- 当前可选的最大上阵人数
|
||||
|
@ -1085,7 +1085,7 @@ function this.SingleHeroDataShow(_go, _heroData)
|
|||
return
|
||||
end
|
||||
if heroData.exist and heroData.exist == 0 then
|
||||
PopupTipPanel.ShowTip("激活神将图鉴后才可使用!")
|
||||
PopupTipPanel.ShowTip("激活英雄图鉴后才可使用!")
|
||||
return
|
||||
end
|
||||
-- 当前可选的最大上阵人数
|
||||
|
@ -1346,7 +1346,7 @@ function this.SetOneKeyGo()
|
|||
heros = HeroManager.GetAllHeroDatas()
|
||||
end
|
||||
if not heros or #heros <= 0 then
|
||||
PopupTipPanel.ShowTip("未找到符合条件得神将")
|
||||
PopupTipPanel.ShowTip("未找到符合条件得英雄")
|
||||
return
|
||||
end
|
||||
--按战力从大到小排序
|
||||
|
|
|
@ -121,9 +121,9 @@ 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 and this.CheckIsExploring(team) then
|
||||
CheckFail("神将正在探索中,无法编入队伍!")
|
||||
CheckFail("英雄正在探索中,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()
|
||||
MsgPanel.ShowTwo("该英雄正处于其他队伍,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)
|
||||
this.AddHeroToTeam(params.heroData.dynamicId,params.position,this.GetFormationIndex())
|
||||
|
|
|
@ -387,7 +387,7 @@ function this.On_Btn2_Click()
|
|||
return
|
||||
end
|
||||
if isSame then
|
||||
PopupTipPanel.ShowTip("编队中有相同神将")
|
||||
PopupTipPanel.ShowTip("编队中有相同英雄")
|
||||
return
|
||||
end
|
||||
table.insert(allTeam,oneTeam)
|
||||
|
@ -521,7 +521,7 @@ function this.HeroUpDownCheck(params, checkFail, CheckSuccess)
|
|||
local team = this.GetHeroTeam(params.heroData.dynamicId)
|
||||
if team then
|
||||
if team ~= this.GetFormationIndex() 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()
|
||||
MsgPanel.ShowTwo("该英雄正处于其他队伍,是否要编入当前队伍内",nil, function()
|
||||
if params.position and params.position ~= 0 then
|
||||
--改变英雄队伍id改变
|
||||
this.ChangeHeroTeam(params.heroData.dynamicId, this.GetFormationIndex(), params.position)
|
||||
|
|
|
@ -358,7 +358,7 @@ function this.On_Btn2_Click()
|
|||
return
|
||||
end
|
||||
if isSame then
|
||||
PopupTipPanel.ShowTip("编队中有相同神将")
|
||||
PopupTipPanel.ShowTip("编队中有相同英雄")
|
||||
return
|
||||
end
|
||||
table.insert(allTeam,oneTeam)
|
||||
|
@ -490,7 +490,7 @@ function this.HeroUpDownCheck(params, checkFail, CheckSuccess)
|
|||
local team = this.GetHeroTeam(params.heroData.dynamicId)
|
||||
if team then
|
||||
if team ~= this.GetFormationIndex() 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()
|
||||
MsgPanel.ShowTwo("该英雄正处于其他队伍,是否要编入当前队伍内",nil, function()
|
||||
if params.position and params.position ~= 0 then
|
||||
--改变英雄队伍id改变
|
||||
this.ChangeHeroTeam(params.heroData.dynamicId, this.GetFormationIndex(), params.position)
|
||||
|
@ -506,7 +506,7 @@ function this.HeroUpDownCheck(params, checkFail, CheckSuccess)
|
|||
local ids=this.GetOtherTeamAllHeroStaticIds(this.GetFormationIndex())
|
||||
LogError("ids len=="..#ids)
|
||||
if BattleUtil.ChecklistIsContainValue(ids,params.heroData.heroConfig.Id) then
|
||||
PopupTipPanel.ShowTip("不能上阵相同类型神将")
|
||||
PopupTipPanel.ShowTip("不能上阵相同类型英雄")
|
||||
return
|
||||
end
|
||||
if CheckSuccess then
|
||||
|
|
|
@ -547,9 +547,9 @@ function Gem:SetProperty(configData,data,parent,text)
|
|||
item:SetActive(true)
|
||||
local str=""
|
||||
if PropertyConfig[data[1]].Style==1 then
|
||||
str=string.format( "全体神将%s+%s",PropertyConfig[data[1]].Info,data[2])
|
||||
str=string.format( "全体英雄%s+%s",PropertyConfig[data[1]].Info,data[2])
|
||||
elseif PropertyConfig[data[1]].Style==2 then
|
||||
str=string.format( "全体神将%s+%s",PropertyConfig[data[1]].Info,data[2]/100).."%"
|
||||
str=string.format( "全体英雄%s+%s",PropertyConfig[data[1]].Info,data[2]/100).."%"
|
||||
end
|
||||
item:GetComponent("Text").text = str -- string.format( "%s+%s",PropertyConfig[data[1]].Info,data[2]/100).."%"
|
||||
end
|
||||
|
|
|
@ -61,7 +61,7 @@ function this:SetSingleData(_go,_data,_index)
|
|||
if _data.type == 0 then
|
||||
desc.text = string.format("经过一番激烈的战斗,最终击败(%s)%s,占领%s,开始收集灵脉资源",tostring(_data.defServerName),PracticeManager.SetNameColor(_data.defName,_data.practiceLevel),lodeConfig[_data.lingMaiId].Name)
|
||||
elseif _data.type == 1 then
|
||||
desc.text = string.format("大战过后,我方神将不敌(%s)%s,丢失%s",tostring(_data.defServerName),PracticeManager.SetNameColor(_data.defName,_data.practiceLevel),lodeConfig[_data.lingMaiId].Name)
|
||||
desc.text = string.format("大战过后,我方英雄不敌(%s)%s,丢失%s",tostring(_data.defServerName),PracticeManager.SetNameColor(_data.defName,_data.practiceLevel),lodeConfig[_data.lingMaiId].Name)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -92,7 +92,7 @@ function this:OnShow(_parent,_Data)
|
|||
local dic={}
|
||||
--乾坤宝盒特殊处理
|
||||
if activityType == ActivityTypeDef.QianKunBox then
|
||||
this.secondTitle.text="心愿魂印"
|
||||
this.secondTitle.text="心愿霸气"
|
||||
local souls=RecruitManager.GetWishEquipData()
|
||||
local newList={}
|
||||
for i = 1, #souls do
|
||||
|
@ -171,7 +171,7 @@ function this:BuildRateData(actType,UpItem,upItemList)
|
|||
local rateList = {}
|
||||
local _upRateList = {}
|
||||
if actType == ActivityTypeDef.QianKunBox then
|
||||
_upRateList = this:ReculateUpHeroRate(UpItem,upItemList,"魂印UP!",ConfigName.EquipConfig)
|
||||
_upRateList = this:ReculateUpHeroRate(UpItem,upItemList,"霸气UP!",ConfigName.EquipConfig)
|
||||
rateList = this:RefreshSoulRate(UpItem,_upRateList,ItemType.HunYin)
|
||||
elseif actType == ActivityTypeDef.LingShouBaoGe then
|
||||
local rewardData,showData,curScore = DynamicActivityManager.RecrutDetailData(activityType)
|
||||
|
@ -198,8 +198,8 @@ function this:BuildRateData(actType,UpItem,upItemList)
|
|||
elseif actType == ActivityTypeDef.LimitUpHero then
|
||||
for n,m in ipairs(upItemList) do
|
||||
local itemConfig=ConfigManager.TryGetConfigData(ConfigName.ItemConfig, m.Reward[1])
|
||||
table.insert(rateList,{id = m.Reward[1],tag = "心愿UP神将/道具", name=itemConfig.Name,value = m.Weight,color = "AD4152"})
|
||||
table.insert(_upRateList,{id = m.Reward[1],tag = "5星神将UP!", name=itemConfig.Name,value = m.Weight})
|
||||
table.insert(rateList,{id = m.Reward[1],tag = "心愿UP英雄/道具", name=itemConfig.Name,value = m.Weight,color = "AD4152"})
|
||||
table.insert(_upRateList,{id = m.Reward[1],tag = "5星英雄UP!", name=itemConfig.Name,value = m.Weight})
|
||||
LogGreen("name:"..tostring(itemConfig.Name).." weight:"..tostring(m.Weight))
|
||||
end
|
||||
for n,m in ipairs(UpItem) do
|
||||
|
@ -304,9 +304,9 @@ function this:RefreshHeroRate(hero,_rateList)
|
|||
table.insert(rateList,_rateList[i])
|
||||
end
|
||||
table.insert(rateList,{tag="5星",name="其他5星",value = valueList5,color = "BDB69C"})
|
||||
table.insert(rateList,{tag="4星",name="4星神将",value = this:ReculateRate(list4),color = "BDB69C"})
|
||||
table.insert(rateList,{tag="3星",name="3星神将",value = this:ReculateRate(list3),color = "BDB69C"})
|
||||
table.insert(rateList,{tag="2星",name="2星神将",value = this:ReculateRate(list2),color = "BDB69C"})
|
||||
table.insert(rateList,{tag="4星",name="4星英雄",value = this:ReculateRate(list4),color = "BDB69C"})
|
||||
table.insert(rateList,{tag="3星",name="3星英雄",value = this:ReculateRate(list3),color = "BDB69C"})
|
||||
table.insert(rateList,{tag="2星",name="2星英雄",value = this:ReculateRate(list2),color = "BDB69C"})
|
||||
return rateList
|
||||
end
|
||||
|
||||
|
|
|
@ -90,11 +90,11 @@ function GeneralBigPopup_RoleGodSoulUp:BindEvent()
|
|||
return
|
||||
end
|
||||
if self:CheckEmptyList() then
|
||||
PopupTipPanel.ShowTip("请选择神将!")
|
||||
PopupTipPanel.ShowTip("请选择英雄!")
|
||||
return
|
||||
end
|
||||
if self:CheckHaveEmptyValue() then
|
||||
PopupTipPanel.ShowTip("所选神将无法激活神魂效果!")
|
||||
PopupTipPanel.ShowTip("所选英雄无法激活神魂效果!")
|
||||
return
|
||||
end
|
||||
local isSave = false
|
||||
|
@ -336,16 +336,16 @@ function GeneralBigPopup_RoleGodSoulUp:SetSingleData(index,go,heroData)
|
|||
-- 点击事件
|
||||
Util.AddOnceClick(self.itemlist[index]._go, function()
|
||||
if self.itemlist[index]._data.state == -1 then
|
||||
PopupTipPanel.ShowTip("该神将无法放入所选格子中!")
|
||||
PopupTipPanel.ShowTip("该英雄无法放入所选格子中!")
|
||||
return
|
||||
end
|
||||
if self.itemlist[index]._data.state == 0 or self.itemlist[index]._data.state == 664 then
|
||||
PopupTipPanel.ShowTip("该神将已用于激活其他等级的神魂!")
|
||||
PopupTipPanel.ShowTip("该英雄已用于激活其他等级的神魂!")
|
||||
return
|
||||
end
|
||||
local isChoosed = self:CheckIsChooseId(self.itemlist[index].data.dynamicId)
|
||||
if isChoosed > 0 and isChoosed ~= self.curPage then
|
||||
PopupTipPanel.ShowTip("该神将正处于其他格子中,无法选择!")
|
||||
PopupTipPanel.ShowTip("该英雄正处于其他格子中,无法选择!")
|
||||
return
|
||||
end
|
||||
|
||||
|
@ -454,11 +454,11 @@ function GeneralBigPopup_RoleGodSoulUp:RefreshCostItemNums2(isAllRefresh)
|
|||
if self.costItems[i].id > 0 then
|
||||
str = str..heroConfig[self.costItems[i].id].ReadingName
|
||||
elseif self.costItems[i].property > 0 then
|
||||
str = PropertyType[self.costItems[i].property]..str.."神将"
|
||||
str = PropertyType[self.costItems[i].property]..str.."英雄"
|
||||
elseif self.costItems[i].profession > 0 then
|
||||
str = str..ProfessionType[self.costItems[i].profession].."神将"
|
||||
str = str..ProfessionType[self.costItems[i].profession].."英雄"
|
||||
else
|
||||
str = "任意"..str.."神将"
|
||||
str = "任意"..str.."英雄"
|
||||
end
|
||||
if self.choosedIdList[self.curPage] and self.choosedIdList[self.curPage] ~= "" then
|
||||
self.reSelectList[i].name.text = string.format("<color=#00FF00>%s</color>",str)
|
||||
|
|
|
@ -83,9 +83,9 @@ function SelectGem:SingleDataShow(go,data,index)
|
|||
for i = 1, #property do
|
||||
local str=""
|
||||
if PropertyConfig[property[i][1]].Style==1 then
|
||||
str=string.format( "全体神将%s+%s",PropertyConfig[property[i][1]].Info,property[i][2])
|
||||
str=string.format( "全体英雄%s+%s",PropertyConfig[property[i][1]].Info,property[i][2])
|
||||
elseif PropertyConfig[property[i][1]].Style==2 then
|
||||
str=string.format( "全体神将%s+%s",PropertyConfig[property[i][1]].Info,property[i][2]/100).."%"
|
||||
str=string.format( "全体英雄%s+%s",PropertyConfig[property[i][1]].Info,property[i][2]/100).."%"
|
||||
end
|
||||
textDesc = str--textDesc..string.format( "全体神将%s+%s",PropertyConfig[property[i][1]].Info,property[i][2]/100).."%"
|
||||
if property[i+1] then
|
||||
|
|
|
@ -15,7 +15,7 @@ function this:InitComponent(gameObject)
|
|||
local width = self.scroll.transform.rect.width
|
||||
self.infoTxt=Util.GetGameObject(gameObject,"Bg/tiao1/Text (1)"):GetComponent("Text")
|
||||
self.infoTxt2=Util.GetGameObject(gameObject,"Bg/tiao2/Text (1)"):GetComponent("Text")
|
||||
self.infoTxt2.text="神将<color=#31FF00>每日</color>只可<color=#31FF00>选择并获取一次</color>概率提升"
|
||||
self.infoTxt2.text="英雄<color=#31FF00>每日</color>只可<color=#31FF00>选择并获取一次</color>概率提升"
|
||||
self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scroll.transform,
|
||||
self.itemPre, nil, Vector2.New(width, rootHight), 1, 5, Vector2.New(20, 45))
|
||||
self.scrollView.moveTween.MomentumAmount = 1
|
||||
|
@ -108,7 +108,7 @@ function this:Refresh(isTop,isAni)
|
|||
if not RecruitManager.drawTimes[1] or RecruitManager.drawTimes[1] < data then
|
||||
self.parent:ClosePanel()
|
||||
end
|
||||
local aaa=string.format("抽到<size=35><color=#31FF00>5星</color></size>神将时,有<size=35><color=#31FF00>%s%s</color></size>几率转化为<size=35><color=#31FF00>心愿神将!</color></size>",RecruitManager.GetWishPro(),"%")
|
||||
local aaa=string.format("抽到<size=35><color=#31FF00>5星</color></size>英雄时,有<size=35><color=#31FF00>%s%s</color></size>几率转化为<size=35><color=#31FF00>心愿英雄!</color></size>",RecruitManager.GetWishPro(),"%")
|
||||
self.infoTxt.text=aaa
|
||||
self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition
|
||||
this:SetHeroList(isTop,isAni)
|
||||
|
@ -136,7 +136,7 @@ function this:SetUpHero()
|
|||
choosed:SetActive(RecruitManager.WishCardData[i].status == 1)
|
||||
Util.AddOnceClick(go,function ()
|
||||
if RecruitManager.WishCardData[i].status == 1 then
|
||||
PopupTipPanel.ShowTip("同系神将每日只可选择一位获取一次概率提升~")
|
||||
PopupTipPanel.ShowTip("同系英雄每日只可选择一位获取一次概率提升~")
|
||||
elseif RecruitManager.WishCardData[i].status == 0 then
|
||||
RecruitManager.ChangeHero(2,heroId,function ()
|
||||
this:Refresh(false,false)
|
||||
|
@ -181,12 +181,12 @@ function this:ShowSingleHero(go,data,index)
|
|||
if value == 0 then--上方存在相同阵营
|
||||
Util.SetGray(self.itemList[self.curSelect][index],true)
|
||||
Util.AddOnceClick(go,function ()
|
||||
PopupTipPanel.ShowTip("同系神将只可选择一位~")
|
||||
PopupTipPanel.ShowTip("同系英雄只可选择一位~")
|
||||
end)
|
||||
elseif value == 2 then--上方选满
|
||||
Util.SetGray(self.itemList[self.curSelect][index],true)
|
||||
Util.AddOnceClick(go,function ()
|
||||
PopupTipPanel.ShowTip("心愿神将已满~")
|
||||
PopupTipPanel.ShowTip("心愿英雄已满~")
|
||||
end)
|
||||
elseif value == 1 then--上方存在自己
|
||||
self.maskList[self.curSelect][index]:SetActive(true)
|
||||
|
@ -198,7 +198,7 @@ function this:ShowSingleHero(go,data,index)
|
|||
elseif value == 4 then--上方存在自己,但已经出过该英雄了
|
||||
self.maskList[self.curSelect][index]:SetActive(true)
|
||||
Util.AddOnceClick(go,function ()
|
||||
PopupTipPanel.ShowTip("同系神将每日只可选择一位获取一次概率提升~")
|
||||
PopupTipPanel.ShowTip("同系英雄每日只可选择一位获取一次概率提升~")
|
||||
end)
|
||||
elseif value == 3 then--可选
|
||||
Util.AddOnceClick(go,function ()
|
||||
|
|
|
@ -351,7 +351,7 @@ function this.UpdateRankInfo(go,data)
|
|||
infoTxt.text="装备:"..data.rankInfo.param1
|
||||
elseif rankType==RANK_TYPE.SoulSign or rankType==RANK_TYPE.SoulSign2 then
|
||||
infoTxt.gameObject:SetActive(true)
|
||||
infoTxt.text="魂印:"..data.rankInfo.param1
|
||||
infoTxt.text="霸气:"..data.rankInfo.param1
|
||||
elseif rankType==RANK_TYPE.UpStar or rankType==RANK_TYPE.UpStar2 then
|
||||
infoTxt.gameObject:SetActive(true)
|
||||
infoTxt.text="英雄:"..data.rankInfo.param1
|
||||
|
|
|
@ -12,12 +12,12 @@ local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
|
|||
function this:InitComponent(gameObject)
|
||||
this.spLoader = SpriteLoader.New()
|
||||
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
|
||||
this.titleText.text="许愿魂印"
|
||||
this.titleText.text="许愿霸气"
|
||||
this.cancelBtn=Util.GetGameObject(gameObject,"CancelBtn")
|
||||
this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
|
||||
this.btn_close=Util.GetGameObject(gameObject,"BGImage/btn_close")
|
||||
this.FourStarUpTip=Util.GetGameObject(gameObject,"tip"):GetComponent("Text")
|
||||
this.FourStarUpTip.text = "长按图标查看魂印详情"
|
||||
this.FourStarUpTip.text = "长按图标查看霸气详情"
|
||||
this.selectObj=Util.GetGameObject(gameObject,"choosed")
|
||||
this.prefab=Util.GetGameObject(gameObject,"item")
|
||||
--滚动条根节点
|
||||
|
@ -38,7 +38,7 @@ end
|
|||
function this:BindEvent()
|
||||
Util.AddClick(this.confirmBtn,function()
|
||||
if #this.currHeroIds~=3 then
|
||||
PopupTipPanel.ShowTip("请添加三枚许愿魂印")
|
||||
PopupTipPanel.ShowTip("请添加三枚许愿霸气")
|
||||
return
|
||||
end
|
||||
NetManager.BeautyBagWishEquipRequest(this.currHeroIds,function()
|
||||
|
@ -117,7 +117,7 @@ function this.SingleHeroDataShow(go,_heroData)
|
|||
selectObj.gameObject:SetActive(not not isHave)
|
||||
Util.AddOnceClick(btn, function()
|
||||
if #this.currHeroIds==3 and not isHave then
|
||||
PopupTipPanel.ShowTip("只可选择3枚心愿魂印")
|
||||
PopupTipPanel.ShowTip("只可选择3枚心愿霸气")
|
||||
return
|
||||
end
|
||||
if isHave then
|
||||
|
|
|
@ -97,7 +97,7 @@ function FetterItem:SetData(data,_parent,_index)
|
|||
else
|
||||
self.itemList[i].num.gameObject:SetActive(false)
|
||||
end
|
||||
self.itemList[i].name:GetComponent("Text").text = string.gsub(self.itemList[i].name:GetComponent("Text").text,"魂印","")
|
||||
self.itemList[i].name:GetComponent("Text").text = string.gsub(self.itemList[i].name:GetComponent("Text").text,"霸气","")
|
||||
self.itemList[i].name:GetComponent("Text").text = string.gsub(self.itemList[i].name:GetComponent("Text").text,"魂...","")
|
||||
if TianShuMiJuanManger.IsHaveItem(self.itemData.fetterType,self.itemData.teamers[i][1],self.itemData.teamers[i][2]) then
|
||||
Util.SetGray(self.itemList[i].gameObject,false)
|
||||
|
|
|
@ -126,7 +126,7 @@ function this:BindEvent()
|
|||
end
|
||||
end
|
||||
if isShow then
|
||||
MsgPanel.ShowTwo("当前商店存在红色魂印,刷新后将会消失,是否确认刷新?", function()
|
||||
MsgPanel.ShowTwo("当前商店存在红色霸气,刷新后将会消失,是否确认刷新?", function()
|
||||
end, function()
|
||||
RefreshShop(isPopUp,currentTime,isAutoRecover,shopType)
|
||||
end, Language[10731], Language[10732],nil,false)
|
||||
|
|
Loading…
Reference in New Issue