神将情报修改提交

dev_chengFeng
jiaoyangna 2022-01-14 10:17:19 +08:00
parent fe4c807633
commit e4ea506ed1
58 changed files with 7788 additions and 6856 deletions

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@ -2650,7 +2650,12 @@ EquipTreasureTypeStr = {
SkillIconType=
{"r_hero_pu_zh",
"r_hero_jue_zh",
"r_hero_bei_zh"
"r_hero_bei_zh",
"r_hero_jineng_baohong", --法宝 4
"r_hero_jineng_tianjin", --天赋角标 9
"r_hero_jineng_tianhong", --天赋角标 10
"r_hero_jineng_tianbaijin", --天赋角标(觉醒以后) 11
"r_hero_jineng_hun", --神魂角标 8
}
SkillProType=

View File

@ -1109,17 +1109,19 @@ end
--根据角色定位Id 获取角色定位图
function GetHeroQualityStr(_i)
if _i==1 then
return "r_hero_putong"
return "r_hero_pinzhi_putong"
elseif _i==2 then
return "r_hero_lianghao"
return "r_hero_pinzhi_lianghao"
elseif _i==3 then
return "r_hero_youxiu"
return "r_hero_pinzhi_youxiu"
elseif _i==4 then
return "r_hero_xiyou"
return "r_hero_pinzhi_xiyou"
elseif _i==5 then
return "r_hero_shishi"
return "r_hero_pinzhi_shishi"
elseif _i==6 then
return "r_hero_chuanshuo"
return "r_hero_pinzhi_chuanshuo"
elseif _i==7 then
return "r_hero_pinzhi_shenhua"
end
end

View File

@ -55,6 +55,9 @@ function RoleInfoLayout:InitComponent()
this.lvRoot = Util.GetGameObject(self.gameObject,"content/lv")
this.lv = Util.GetGameObject(self.gameObject,"content/lv/proValue"):GetComponent("Text")
this.pos = Util.GetGameObject(self.gameObject,"content/Pos")
this.posImage = Util.GetGameObject(this.pos,"PosImage"):GetComponent("Image")
this.posText = Util.GetGameObject(this.pos,"PosText"):GetComponent("Text")
this.proList = {}
for i = 1,4 do
this.proList[i] = {}
@ -70,7 +73,7 @@ function RoleInfoLayout:InitComponent()
this.skillGridCanvas = this.skillGrid:GetComponent("Canvas")
this.selsectSkillImage=Util.GetGameObject(this.skillGrid,"selsectSkillImage")
this.skillList = {}
for i = 1,6 do
for i = 1,5 do
this.skillList[i] = {}
this.skillList[i].go = Util.GetGameObject(this.skillGrid,"sBg"..i)
this.skillList[i].icon = Util.GetGameObject(this.skillList[i].go,"icon"):GetComponent("Image")
@ -78,6 +81,7 @@ function RoleInfoLayout:InitComponent()
this.skillList[i].pro = Util.GetGameObject(this.skillList[i].go,"pro"):GetComponent("Image")
this.skillList[i].proText = Util.GetGameObject(this.skillList[i].pro.gameObject,"Text"):GetComponent("Text")
this.skillList[i].skillName = Util.GetGameObject(this.skillList[i].go,"skillName"):GetComponent("Text")
this.skillList[i].skillIma = Util.GetGameObject(this.skillList[i].go,"image")
this.skillList[i].frame = Util.GetGameObject(this.skillList[i].go,"frame"):GetComponent("Image")
end
this.line1 = Util.GetGameObject(this.skillGrid,"line1")
@ -112,6 +116,7 @@ function RoleInfoLayout:InitComponent()
lvUpShowProList[i]=Util.GetGameObject(this.lvUpGo.transform,"proPreParent/proPre"..i)
end
lvUpShowProList[5]:SetActive(false)
end
function RoleInfoLayout:OnPointerUp(Pointgo,data)--抬起
@ -248,7 +253,9 @@ function this:UpdateHeroInfoData()
this.lv.text= curHeroData.lv.."/"..curLvEnd
end
ForceRebuildLayout(this.lvRoot.transform)
this.posImage.sprite =this.spLoader:LoadSprite(curHeroData.professionIcon)
this.posImage.sprite=this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
this.posText.text=GetLanguageStrById(curHeroData.heroConfig.HeroLocation)
--技能点击特殊处理
this.selsectSkillImage:SetActive(false)
this.UpdateHeroUpStarProUpSkillShow()
@ -259,7 +266,7 @@ function this:ProShow(go,allAddProVal,HeroProType,nextallAddProVal)
go.value.text = allAddProVal[HeroProType]
end
function this.GetSkillsData()
function this.GetSkillsDataOld()
local skillList = {}
local skillIdList = {}
@ -333,7 +340,6 @@ function this.GetSkillsData()
end
return skillList
end
function this.GetAwakenSkill()
local starIdlist = {}
local skillIdList = {}
@ -363,6 +369,122 @@ function this.GetAwakenSkill()
return skillList
end
function this.GetSkillsData()
local skillList = {}
local skillIdList = {}
if curHeroData.heroConfig.OpenSkillRules then
for i = 1, #curHeroData.heroConfig.OpenSkillRules do
if not skillIdList[curHeroData.heroConfig.OpenSkillRules[i][2]] then
local heroSkill = {}
heroSkill.skillId = curHeroData.heroConfig.OpenSkillRules[i][2]
heroSkill.skillConfig = skillConfig[heroSkill.skillId]
heroSkill.Type = heroSkill.skillConfig.Type --角标
heroSkill.Skilltips = heroSkill.skillConfig.Skilltips --右角标
heroSkill.Name = nil
heroSkill.Icon = GetResourcePath(heroSkill.skillConfig.Icon) --图标
if curHeroData.star >= curHeroData.heroConfig.OpenSkillRules[i][1] then
heroSkill.state = 1 --是否置灰 -1不显示 0置灰 1显示不置灰
else
heroSkill.state = 0
end
heroSkill.quality = 0 --是否白金背景框
skillIdList[curHeroData.heroConfig.OpenSkillRules[i][2]] = curHeroData.heroConfig.OpenSkillRules[i][2]
table.insert(skillList, heroSkill)
end
end
end
local heroSkill = {}
if curHeroData.heroConfig.EquipTalismana and #curHeroData.heroConfig.EquipTalismana > 1 then
local dowerAllData = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana,"TalismanaId",curHeroData.heroConfig.EquipTalismana[2])
for i = 1,#dowerAllData do
if dowerAllData[i].OpenSkillRules and dowerAllData[i].Level==25 then --特性显示
heroSkill.skillId = dowerAllData[i].OpenSkillRules[1]
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
heroSkill.Type = 4
heroSkill.Skilltips = nil
heroSkill.Name = nil
heroSkill.Icon = GetResourcePath(heroSkill.skillConfig.Icon)
local curLv = HeroManager.GetTalismanLv(curHeroData.dynamicId)
if curLv >= dowerAllData[i].Level then
heroSkill.state = 1
else
heroSkill.state = 0
end
heroSkill.quality = 0
table.insert(skillList, heroSkill)
end
end
else
heroSkill.state = -1
end
--天赋
local heroSkill = {}
heroSkill.skillId = 0
heroSkill.skillConfig = nil
heroSkill.Skilltips = nil
local OpenPassiveSkillRules = curHeroData.star == HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
if OpenPassiveSkillRules then
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
heroSkill.Name = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
heroSkill.state = 1
if curHeroData.star < 10 then
heroSkill.Icon = "r_tongyong_feisheng_icon" --9星以下
heroSkill.Type = 5
heroSkill.quality = 0
elseif curHeroData.star == 10 then
heroSkill.Icon = "r_tongyong_tianfu_icon" --10星
heroSkill.Type = 6
heroSkill.quality = 0
elseif curHeroData.star == 11 then
heroSkill.Icon = "r_tongyong_tianfu_icon" --觉醒
heroSkill.Type = 7
heroSkill.quality = 1
elseif curHeroData.star == 12 then
heroSkill.Icon = "r_tongyong_feisheng_icon1" --飞升一
heroSkill.Type = 7
heroSkill.quality = 1
elseif curHeroData.star == 13 then
heroSkill.Icon = "r_tongyong_feisheng_icon2" --飞升二
heroSkill.Type = 7
heroSkill.quality = 1
elseif curHeroData.star > 13 then
heroSkill.Icon = "r_tongyong_feisheng_icon3" --飞升三
heroSkill.Type = 7
heroSkill.quality = 1
end
table.insert(skillList, heroSkill)
else
heroSkill.state = -1
end
--神魂
local heroSkill = {}
heroSkill.skillId = 0
heroSkill.skillConfig = nil
heroSkill.Type = 8
heroSkill.Skilltips = nil
heroSkill.Name = nil
heroSkill.Icon = "r_tongyong_shenhun_icon"
if curHeroData.star < 11 or curHeroData.heroConfig.IsSoulOpen == 0 then
heroSkill.state = -1
else
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) then
heroSkill.state = 0
heroSkill.Name = ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.shenhun)
else
heroSkill.state = 1
end
heroSkill.quality = 0
table.insert(skillList, heroSkill)
end
return skillList
end
function this.SetSelectSkillImage(parent)
this.selsectSkillImage:SetActive(true)
this.selsectSkillImage.transform:SetParent(parent.transform)
@ -371,7 +493,7 @@ function this.SetSelectSkillImage(parent)
end
--单个技能显示
function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills)
function this.UpdateHeroUpStarProUpSkillShowOld(skillGridGO,skillTabs,passiveSkills)
this.skillGridCanvas.sortingOrder = this.sortingOrder + 1
this.skillData = this.GetSkillsData()
for i = 1,math.max(#this.skillList,#this.skillData) do
@ -434,6 +556,85 @@ function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills
end
end
--单个技能显示
function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills)
this.skillGridCanvas.sortingOrder = this.sortingOrder + 1
this.skillData = this.GetSkillsData()
for i = 1,math.max(#this.skillList,#this.skillData) do
this.skillList[i].icon.gameObject:GetComponent("Button").onClick:RemoveAllListeners()
if not this.skillData[i] then
this.skillList[i].go.gameObject:SetActive(false)
elseif this.skillData[i].state == -1 then
this.skillList[i].go.gameObject:SetActive(false)
else
this.skillList[i].go.gameObject:SetActive(true)
if this.skillData[i].quality == 0 then
this.skillList[i].frame.gameObject:SetActive(false)
else
this.skillList[i].frame.gameObject:SetActive(true)
end
this.skillList[i].pos.sprite=this.spLoader:LoadSprite(SkillIconType[this.skillData[i].Type])--被动技
if this.skillData[i].Skilltips and this.skillData[i].Skilltips > 0 then
if this.skillData[i].Skilltips == 6 then
this.skillList[i].pro.sprite=this.spLoader:LoadSprite("r_hero_lvdi")--被动技
else
this.skillList[i].pro.sprite=this.spLoader:LoadSprite("r_hero_hongdi")--被动技
end
this.skillList[i].pro.gameObject:SetActive(true)
this.skillList[i].proText.text=SkillProType[this.skillData[i].Skilltips]
else
this.skillList[i].pro.gameObject:SetActive(false)
end
this.skillList[i].icon.sprite=this.spLoader:LoadSprite(this.skillData[i].Icon)--被动技
if this.skillData[i].Name then
this.skillList[i].skillName.text = this.skillData[i].Name
this.skillList[i].skillIma.gameObject:SetActive(true)
else
this.skillList[i].skillName.text = ""
this.skillList[i].skillIma.gameObject:SetActive(false)
end
if this.skillData[i].state == 0 then
Util.SetGray(this.skillList[i].go,true)
else
Util.SetGray(this.skillList[i].go,false)
end
Util.AddOnceClick(this.skillList[i].icon.gameObject, function()
this.SetSelectSkillImage(this.skillList[i].icon.gameObject)
if this.skillData[i].Type < 5 then
local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,this.skillData[i].Type)
this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId))
this.skillGridCanvas.sortingOrder = this.skillPanel.sortingOrder + 1
else
if this.skillPanel then
UIManager.ClosePanel(UIName.SkillInfoPopup)
end
if this.skillData[i].Type > 4 and this.skillData[i].Type < 8 then
UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
elseif this.skillData[i].Type == 8 then
if this.skillData[i].state == 0 then
UIManager.OpenPanel(UIName.RoleGodSoulLayout,curHeroData.heroConfig,11)
else
UIManager.OpenPanel(UIName.RoleGodSoulLayout,curHeroData)
end
end
end
end)
end
end
LogGreen("#this.skillData:"..#this.skillData)
if #this.skillData > 2 then
this.line1.gameObject:SetActive(true)
else
this.line1.gameObject:SetActive(false)
end
if #this.skillData > 4 then
this.line2.gameObject:SetActive(true)
else
this.line2.gameObject:SetActive(false)
end
end
--更新英雄升级 和 突破 的材料显示
function this:UpdateHeroUpLvAndBreakMaterialShow()
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
@ -526,7 +727,7 @@ function this:UpdateHeroUpLvAndBreakData()
this.tipUpLv.gameObject:SetActive(true)
this.itemGrid.gameObject:SetActive(false)
this.upLvBtnText.text=Language[11805]
this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_001")--r_chouka_button_004
--this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_001")--r_chouka_button_004
_isClicked = false
_isReqLvUp = false
else
@ -534,10 +735,10 @@ function this:UpdateHeroUpLvAndBreakData()
this.tipUpLv.gameObject:SetActive(false)
if isHeroUpTuPo and upTuPoRankUpConfig and curHeroData.lv == upTuPoRankUpConfig.LimitLevel then
this.upLvBtnText.text=Language[11805]
this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_001")--r_chouka_button_004
--this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_001")--r_chouka_button_004
else
this.upLvBtnText.text=Language[11063]
this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_002")
--this.upLvBtnImage.sprite = this.spLoader:LoadSprite("r_hero_button_002")
end
if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass==1 and curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then--当前突破全部完成
if curStarRankUpConfig then--进阶过处理

View File

@ -80,9 +80,6 @@ function RoleInfoPanel:InitComponent()
this.unlockImage=Util.GetGameObject(this.lockBtn.transform,"unlock")
this.unlockImage:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_jiesuo_zh")
this.pos = Util.GetGameObject(this.roleInfoRoot,"Pos")
this.posBgImage = this.pos:GetComponent("Image")
this.posImage = Util.GetGameObject(this.roleInfoRoot,"PosImage"):GetComponent("Image")
this.posText = Util.GetGameObject(this.roleInfoRoot,"PosText"):GetComponent("Text")
this.posQuality = Util.GetGameObject(this.roleInfoRoot,"quality"):GetComponent("Image")
this.RecallBtn=Util.GetGameObject(this.roleInfoRoot,"RecallBtn")--角色归元按钮
this.RecallBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_fabao_guiyuan_zh")
@ -106,14 +103,6 @@ function RoleInfoPanel:InitComponent()
this.imprintBtn=Util.GetGameObject(self.transform,"leftGrid/imprintBtn")
this.imprintBtnIcon=Util.GetGameObject(this.imprintBtn,"icon"):GetComponent("Image")
this.imprintImg=Util.GetGameObject(this.imprintBtn,"Image"):GetComponent("Image")
this.godSoulBtn=Util.GetGameObject(self.transform,"leftGrid/godSoulBtn")
this.godSoulBtnIcon=Util.GetGameObject(this.godSoulBtn,"icon"):GetComponent("Image")
this.godSoulBtnRed=Util.GetGameObject(this.godSoulBtn,"redPoint"):GetComponent("Image")
this.talentBtn=Util.GetGameObject(self.transform,"leftGrid/talentBtn")
this.talentBtnIcon=Util.GetGameObject(this.talentBtn,"icon"):GetComponent("Image")
this.talentProgress=Util.GetGameObject(this.talentBtn,"progress"):GetComponent("Text")
this.talentTipStr=Util.GetGameObject(this.talentBtn,"tipStr"):GetComponent("Text")
this.talentTipStrGo=Util.GetGameObject(this.talentBtn,"tipStr")
this.PageList = {}
@ -233,12 +222,7 @@ function RoleInfoPanel:BindEvent()
Util.AddClick(this.lockBtn,function()
this:HeroLockEvent()
end)
Util.AddClick(this.talentBtn,function()
UIManager.OpenPanel(UIName.RoleTalentPopup,curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
end)
Util.AddClick(this.godSoulBtn,function()
UIManager.OpenPanel(UIName.RoleGodSoulLayout,curHeroData)
end)
end
--添加事件监听(用于子类重写)
@ -592,10 +576,7 @@ function this:SetSelectBtn(index)
this.selectBtn.transform.localPosition=Vector3.zero
this.selectBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_001")
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and tabs[index].title or "<size=45>"..tabs[index].title.."</size>"--tabs[index].title--
this.talentTipStrGo:SetActive(false)
if index == RoleInfoPanelIndex.jinjie then
this.talentTipStrGo:SetActive(true)
end
end
-- tab改变事件
@ -717,15 +698,9 @@ function this:UpdateHeroInfoData()
this.starGrid:SetActive(false)
this.starGrid:SetActive(true)
------------------------------------------
this.posImage.sprite =this.spLoader:LoadSprite(curHeroData.professionIcon)
this.heroName.text = curHeroData.name
this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
--定位描述相关
this.posBgImage.sprite=this.spLoader:LoadSprite(GetHeroPosBgStr(curHeroData.heroConfig.Profession))
this.posImage.sprite=this.spLoader:LoadSprite(GetHeroPosStr(curHeroData.heroConfig.Profession))
this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(curHeroData.heroConfig.Natural))
this.posText.text=GetLanguageStrById(curHeroData.heroConfig.HeroLocation)
SetTextVerTial(this.posText.gameObject,Vector3.New(64,21,0),"MiddleLeft")
this.unlockImage:SetActive(curHeroData.lockState == 0)
this.lockImage:SetActive(curHeroData.lockState == 1)
--魂印
@ -735,20 +710,7 @@ function this:UpdateHeroInfoData()
if not soulPrintIsOpen then
Util.GetGameObject(this.soulPrintBtn, "lock/Text"):GetComponent("Text").text= NumToSimplenessFont[EquipSignUnlock[2][2]]..Language[10535]
end
--天赋
this.talentBtn:SetActive(curHeroData.heroConfig.OpenPassiveSkillRules ~= nil)
local talentBtnImage = curHeroData.star == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
this.talentBtnIcon.sprite = this.spLoader:LoadSprite(talentBtnImage)
local OpenPassiveSkillRules = curHeroData.star == HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
if OpenPassiveSkillRules then
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
this.talentProgress.text = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
if allUpStarOpenData[curHeroData.star + 1] then
this.talentTipStr.text = Language[11818].. NumToSimplenessFont[curHeroData.star + 1] ..Language[11819]
else
this.talentTipStr.text = ""
end
end
local WarPower = 0
if isUpZhen then
WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
@ -770,9 +732,6 @@ function this:UpdateHeroInfoData()
end
ForceRebuildLayout(this.starGrid.transform)
this.godSoulBtn.gameObject:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.shenhun) and curHeroData.heroConfig.IsSoulOpen == 1 and curHeroData.star > 10)
local upStarRedPointState = GodSoulManager.CheckRedPointGodSoul(curHeroData)
this.godSoulBtnRed.gameObject:SetActive(upStarRedPointState)
this.reStarBtn.gameObject:SetActive(curHeroData.star > 5 and curHeroData.star < 10)
end

View File

@ -150,7 +150,6 @@ function RoleUpStarLayout:UpdateHeroUpStarData()
if curUpStarData and #curUpStarData>0 then
this.upStar:SetActive(true)
this.noUpStarText:SetActive(false)
parent.talentTipStrGo:SetActive(true)
upStarConsumeMaterial={}
upStarMaterialIsAll = {}
upStarPreList = {}
@ -212,7 +211,6 @@ function RoleUpStarLayout:UpdateHeroUpStarData()
else
this.upStar:SetActive(false)
this.noUpStarText:SetActive(true)
parent.talentTipStrGo:SetActive(false)
end
self:AutoSelectUpStarHeroList(curUpStarData)
end