好感度等级修改提交
parent
14b967185b
commit
e59f160387
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@ -20,7 +20,8 @@ function this.InitializeTableData()
|
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data.Id = v.Id
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data.Type = v.Type
|
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data.lv = v.Level
|
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data.value = v.FavorDegree
|
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data.value = this.GetTotalValue(data.lv,v.Type)
|
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LogGreen("data.value:"..data.value)
|
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data.Property = v.Property
|
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data.priPro = v.PrivilegeProperty
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if v.Type == 1 then
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|
@ -51,6 +52,20 @@ function this.InitializeTableData()
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end
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end
|
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|
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function this.GetTotalValue(lv,indexType)
|
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local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.LikeAbility,"Type",indexType)
|
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local num = 0
|
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if lv == 0 then
|
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return num
|
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end
|
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for i = 1,lv do
|
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if configs[i].FavorDegree and configs[i].FavorDegree > 0 then
|
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num = num + configs[i].FavorDegree
|
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end
|
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end
|
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return num
|
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end
|
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|
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function this.CheckIsMaxLv(heroId)
|
||||
local totalCurNum,totalLv,totalNum = this.GetTotalHeroLikeLv(heroId)
|
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if totalLv >= this.HeroLvList[#this.HeroLvList].lv then
|
||||
|
@ -143,8 +158,8 @@ function this.GetLv(indexType,value)
|
|||
list = this.HeroLvList
|
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end
|
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for i = 1,#list do
|
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if not list[i].value or list[i].value <= 0 or value < list[i].value then
|
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return list[i].lv,list[i].value
|
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if value < list[i].value then
|
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return list[i].lv - 1,list[i].value
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end
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end
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end
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|
@ -163,11 +178,13 @@ function this.GetProData(indexType,index,lv)
|
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if index >= 0 then
|
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for _,n in ipairs(list) do
|
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if indexType == n.Type and index == n.lv then
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for i = 1,#n.Property do
|
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if not allPro[n.Property[i][1]] then
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allPro[n.Property[i][1]] = 0
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if n.Property and #n.Property > 0 then
|
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for i = 1,#n.Property do
|
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if not allPro[n.Property[i][1]] then
|
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allPro[n.Property[i][1]] = 0
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end
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allPro[n.Property[i][1]] = allPro[n.Property[i][1]] + n.Property[i][2]
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end
|
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allPro[n.Property[i][1]] = allPro[n.Property[i][1]] + n.Property[i][2]
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end
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break
|
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end
|
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|
@ -175,11 +192,13 @@ function this.GetProData(indexType,index,lv)
|
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else
|
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for _,n in ipairs(list) do
|
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if n.Property and #n.Property > 0 and lv <= n.lv then
|
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for i = 1,#n.Property do
|
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if not allPro[n.Property[i][1]] then
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allPro[n.Property[i][1]] = 0
|
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if n.Property and #n.Property > 0 then
|
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for i = 1,#n.Property do
|
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if not allPro[n.Property[i][1]] then
|
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allPro[n.Property[i][1]] = 0
|
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end
|
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allPro[n.Property[i][1]] = allPro[n.Property[i][1]] + n.Property[i][2]
|
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end
|
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allPro[n.Property[i][1]] = allPro[n.Property[i][1]] + n.Property[i][2]
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end
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end
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end
|
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|
@ -198,11 +217,13 @@ function this.GetPrivilageProData(indexType,index,lv)
|
|||
if index >= 0 then
|
||||
for _,n in ipairs(list) do
|
||||
if indexType == n.Type and index == n.lv then
|
||||
for i = 1,#n.priPro do
|
||||
if not allPro[n.priPro[i][1]] then
|
||||
allPro[n.priPro[i][1]] = 0
|
||||
end
|
||||
allPro[n.priPro[i][1]] = allPro[n.priPro[i][1]] + n.priPro[i][2]
|
||||
if n.priPro and #n.priPro > 0 then
|
||||
for i = 1,#n.priPro do
|
||||
if not allPro[n.priPro[i][1]] then
|
||||
allPro[n.priPro[i][1]] = 0
|
||||
end
|
||||
allPro[n.priPro[i][1]] = allPro[n.priPro[i][1]] + n.priPro[i][2]
|
||||
end
|
||||
end
|
||||
break
|
||||
end
|
||||
|
@ -210,11 +231,13 @@ function this.GetPrivilageProData(indexType,index,lv)
|
|||
else
|
||||
for _,n in ipairs(list) do
|
||||
if n.priPro and #n.priPro > 0 and lv <= n.lv then
|
||||
for i = 1,#n.priPro do
|
||||
if not allPro[n.priPro[i][1]] then
|
||||
allPro[n.priPro[i][1]] = 0
|
||||
if n.priPro and #n.priPro > 0 then
|
||||
for i = 1,#n.priPro do
|
||||
if not allPro[n.priPro[i][1]] then
|
||||
allPro[n.priPro[i][1]] = 0
|
||||
end
|
||||
allPro[n.priPro[i][1]] = allPro[n.priPro[i][1]] + n.priPro[i][2]
|
||||
end
|
||||
allPro[n.priPro[i][1]] = allPro[n.priPro[i][1]] + n.priPro[i][2]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -306,26 +329,30 @@ function this.GetViewProData(indexType,add,lv,title1,title2,subtitle1,subtitle2,
|
|||
else
|
||||
list = this.HeroLvList
|
||||
end
|
||||
local num,lv,totalNum = LikabilityManager.GetTotalHeroLikeLv(-1)
|
||||
local num,lv,totalNum = LikabilityManager.GetTotalHeroLikeLv(indexType)
|
||||
if all then
|
||||
for i = 1,#list do
|
||||
local color = ""
|
||||
if lv <= list[i].lv then
|
||||
if lv >= list[i].lv then
|
||||
color = "5dc446"
|
||||
else
|
||||
color = "fdf5e5"
|
||||
end
|
||||
if title2 and title2 ~= "" then
|
||||
table.insert(data.prolist,string.format(title2,color,lv,num,totalNum))
|
||||
table.insert(data.prolist,string.format(title2,color,list[i].lv,num,list[i].value))
|
||||
end
|
||||
this.GetViewProDatas(indexType,add,lv,subtitle1,subtitle2,nextLv,data.prolist,color)
|
||||
local str1,str2 = this.GetViewProDatas(indexType,add,lv,subtitle1,subtitle2,nextLv,color)
|
||||
table.insert(data.prolist,str1)
|
||||
table.insert(data.prolist,str2)
|
||||
end
|
||||
else
|
||||
local color = "5dc446"
|
||||
if title2 and title2 ~= "" then
|
||||
table.insert(data.prolist,string.format(title2,color,lv,num,totalNum))
|
||||
end
|
||||
this.GetViewProDatas(indexType,add,lv,subtitle1,subtitle2,nextLv,data.prolist,color)
|
||||
local str1,str2 = this.GetViewProDatas(indexType,add,lv,subtitle1,subtitle2,nextLv,color)
|
||||
table.insert(data.prolist,str1)
|
||||
table.insert(data.prolist,str2)
|
||||
end
|
||||
return data
|
||||
end
|
||||
|
@ -338,14 +365,21 @@ end
|
|||
--subtitle1普通属性内容
|
||||
--subtitle2特权属性内容
|
||||
--nextLv: 下一等级
|
||||
function this.GetViewProDatas(indexType,add,lv,subtitle1,subtitle2,nextLv,list,color)
|
||||
function this.GetViewProDatas(indexType,add,lv,subtitle1,subtitle2,nextLv,color)
|
||||
local num = 0
|
||||
if indexType > 1 then
|
||||
indexType = 2
|
||||
end
|
||||
local str1,str2 = "",""
|
||||
local pro1 = LikabilityManager.GetProData(indexType,add,lv)
|
||||
local str = this.SetProvalue(pro1,1,subtitle1,nextLv,indexType,color)
|
||||
table.insert(list,str)
|
||||
if LengthOfTable(pro1) > 0 then
|
||||
str1 = this.SetProvalue(pro1,1,subtitle1,nextLv,indexType,color)
|
||||
end
|
||||
local pro2 = LikabilityManager.GetPrivilageProData(indexType,add,lv)
|
||||
str = this.SetProvalue(pro2,2,subtitle2,nextLv,indexType,color)
|
||||
table.insert(list,str)
|
||||
if LengthOfTable(pro2) > 0 then
|
||||
str2 = this.SetProvalue(pro2,2,subtitle2,nextLv,indexType,color)
|
||||
end
|
||||
return str1,str2
|
||||
end
|
||||
|
||||
--属性列表 ,1属性 2特权, 标签,
|
||||
|
@ -371,11 +405,12 @@ function this.SetProvalue(prolist,proType,tag,nextLv,indexType,color)
|
|||
|
||||
else
|
||||
local config = ConfigManager.GetConfigDataByKey(ConfigName.PrivilegeTypeConfig,"PrivilegeType",k)
|
||||
str1 = string.format(config.PrivilegeType,GetPropertyFormatStrOne(config.IfFloat, v))
|
||||
str1 = string.format(config.Name,GetPropertyFormatStrOne(config.IfFloat, v))
|
||||
end
|
||||
table.insert(newProList,str1)
|
||||
end
|
||||
str = string.format(tag,color,(newProList[1] or ""),(newProList[2] or ""))
|
||||
return str
|
||||
end
|
||||
|
||||
return this
|
|
@ -120,11 +120,10 @@ function LikeAbilityPanel:UpDataProSingleList(data,index)
|
|||
if not self.proList[index] then
|
||||
self.proList[index] = {}
|
||||
self.proList[index].go = newObjToParent(self.pro,self.proGrid)
|
||||
self.proList[index].title = Util.GetGameObject(self.proList[index].go, "title"):GetComponent("Text")
|
||||
end
|
||||
self.proList[index].go.gameObject:SetActive(true)
|
||||
self.proList[index].title = Util.GetGameObject(self.proList[index].go, "title"):GetComponent("Text")
|
||||
LogGreen("data.content:"..data.content)
|
||||
self.proList[index].title.text = data.content
|
||||
self.proList[index].go.gameObject:SetActive(true)
|
||||
self.proList[index].title.text = data.content
|
||||
for i = 1,math.max(#self.proList[index],#data.prolist) do
|
||||
if not data.prolist[i] then
|
||||
self.proList[index][i].go.gameObject:SetActive(false)
|
||||
|
@ -133,11 +132,16 @@ function LikeAbilityPanel:UpDataProSingleList(data,index)
|
|||
self.proList[index][i] = {}
|
||||
self.proList[index][i].go = newObjToParent(self.proContent,self.proList[index].go)
|
||||
self.proList[index][i].goText = self.proList[index][i].go:GetComponent("Text")
|
||||
end
|
||||
if data.prolist[i] == "" then
|
||||
self.proList[index][i].go.gameObject:SetActive(false)
|
||||
else
|
||||
self.proList[index][i].go.gameObject:SetActive(true)
|
||||
self.proList[index][i].goText.text = data.prolist[i]
|
||||
end
|
||||
self.proList[index][i].go.gameObject:SetActive(true)
|
||||
self.proList[index][i].goText.text = data.prolist[i]
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function LikeAbilityPanel:UpdataHeroDataPanel()
|
||||
|
|
|
@ -15,9 +15,9 @@ function LikeabilityPopup:InitComponent()
|
|||
--self.likeabilitymask.fillAmount
|
||||
self.lv = Util.GetGameObject(self.likeabilityBtn, "lv"):GetComponent("Text")
|
||||
self.progress = Util.GetGameObject(self.likeabilityBtn, "progress"):GetComponent("Text")
|
||||
self.pro = Util.GetGameObject(self.transform, "di/pro")
|
||||
self.pro = Util.GetGameObject(self.transform, "pro")
|
||||
self.proContent = Util.GetGameObject(self.pro, "content")
|
||||
self.proGrid = Util.GetGameObject(self.transform, "di/proScroll")
|
||||
self.proGrid = Util.GetGameObject(self.transform, "scroll/proScroll/proScrollgrid")
|
||||
self.proList = {}
|
||||
end
|
||||
|
||||
|
@ -61,10 +61,11 @@ function LikeabilityPopup:UpdateTopLayoutPanel()
|
|||
self.likeabilitymask.fillAmount = num/totalNum
|
||||
end
|
||||
self:UpDataProList(lv)
|
||||
end
|
||||
|
||||
function LikeabilityPopup:UpDataProList(lv)
|
||||
local pro1 = LikabilityManager.GetViewProData(1,-1,lv,"<color=#fed97f>总好感度属性:</color>","","<color=#%s>全体%s\n全体%s</color>","",nil)
|
||||
local pro2 = LikabilityManager.GetViewProData(1,lv,lv,"<color=#fed97f>当前等级加成:</color>","<color=#%s>%s级</color>","<color=#%s>属性加成:%s %s</color>","<color=#%s>特权加成:%s</color>",nil)
|
||||
local pro1 = LikabilityManager.GetViewProData(1,-1,lv,"<color=#fed97f>总好感度属性:</color>","","<color=#%s>全体%s\n全体%s</color>","",lv + 1)
|
||||
local pro2 = LikabilityManager.GetViewProData(1,lv,lv,"<color=#fed97f>当前等级加成:</color>","<color=#%s>%s级</color>","<color=#%s>属性加成:%s %s</color>","<color=#%s>特权加成:%s</color>",nil,true)
|
||||
for i = 1,#self.proList do
|
||||
self.proList[i].go.gameObject:SetActive(false)
|
||||
end
|
||||
|
@ -76,12 +77,18 @@ function LikeabilityPopup:UpDataProSingleList(data,index)
|
|||
if not self.proList[index] then
|
||||
self.proList[index] = {}
|
||||
self.proList[index].go = newObjToParent(self.pro,self.proGrid)
|
||||
self.proList[index].title = Util.GetGameObject(self.proList[index].go, "title"):GetComponent("Text")
|
||||
self.proList[index].fenge = Util.GetGameObject(self.proList[index].go, "Image")
|
||||
if index == 1 then
|
||||
self.proList[index].fenge.gameObject:SetActive(false)
|
||||
else
|
||||
self.proList[index].fenge.gameObject:SetActive(true)
|
||||
end
|
||||
end
|
||||
self.proList[index].go.gameObject:SetActive(true)
|
||||
self.proList[index].title = Util.GetGameObject(self.proList[index].go, "title"):GetComponent("Text")
|
||||
self.proList[index].title.text = data.content
|
||||
for i = 1,math.max(#self.proList[index],#data.prolist) do
|
||||
if not data.prolist[index][i] then
|
||||
if not data.prolist[i] then
|
||||
self.proList[index][i].go.gameObject:SetActive(false)
|
||||
else
|
||||
if not self.proList[index][i] then
|
||||
|
@ -89,8 +96,12 @@ function LikeabilityPopup:UpDataProSingleList(data,index)
|
|||
self.proList[index][i].go = newObjToParent(self.proContent,self.proList[index].go)
|
||||
self.proList[index][i].goText = self.proList[index][i].go:GetComponent("Text")
|
||||
end
|
||||
self.proList[index][i].go.gameObject:SetActive(true)
|
||||
self.proList[index][i].goText.text = data.prolist[i]
|
||||
if data.prolist[i] == "" then
|
||||
self.proList[index][i].go.gameObject:SetActive(false)
|
||||
else
|
||||
self.proList[index][i].go.gameObject:SetActive(true)
|
||||
self.proList[index][i].goText.text = data.prolist[i]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -12,9 +12,10 @@ function RoleLikeabilityPopup:InitComponent()
|
|||
self.lvText = Util.GetGameObject(self.icon.transform, "lv"):GetComponent("Text")
|
||||
self.progress = Util.GetGameObject(self.transform, "scroll/likeability/di/progress"):GetComponent("Image")
|
||||
self.progressText = Util.GetGameObject(self.transform, "scroll/likeability/progressText"):GetComponent("Text")
|
||||
self.pro = Util.GetGameObject(self.transform, "di/pro")
|
||||
|
||||
self.pro = Util.GetGameObject(self.transform, "pro")
|
||||
self.proContent = Util.GetGameObject(self.pro, "content")
|
||||
self.proGrid = Util.GetGameObject(self.transform, "di/proScroll")
|
||||
self.proGrid = Util.GetGameObject(self.transform, "scroll/proScroll/proScrollGrid")
|
||||
self.pos = Util.GetGameObject(self.transform, "scroll/pos")
|
||||
self.proList = {}
|
||||
end
|
||||
|
@ -53,22 +54,20 @@ function RoleLikeabilityPopup:OnShow()
|
|||
end
|
||||
|
||||
function RoleLikeabilityPopup:UpdateTopLayoutPanel()
|
||||
local num,lv,totalNum = LikabilityManager.GetTotalHeroLikeLv(-1)
|
||||
local config = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LikeAbility,"Type",1,"Level",lv)
|
||||
self.likeabilityDi.sprite = self.spLoader:LoadSprite(config.Bg)
|
||||
self.lv.text = lv
|
||||
if not self.totalNum or self.totalNum <= 0 then
|
||||
self.progress.text = "好感度最佳"
|
||||
self.likeabilitymask.fillAmount = 1
|
||||
local num,lv,totalNum = LikabilityManager.GetTotalHeroLikeLv(self.curheroData.Id)
|
||||
self.lvText.text = lv
|
||||
if LikabilityManager.CheckIsMaxLv(self.curheroData.Id) then
|
||||
self.progressText.text = "好感度最佳"
|
||||
self.progress.fillAmount = 1
|
||||
else
|
||||
self.progress.text = string.format("%s/%s",num,totalNum)
|
||||
self.likeabilitymask.fillAmount = num/totalNum
|
||||
self.progressText.text = string.format("%s/%s",num,totalNum)
|
||||
self.progress.fillAmount = num/totalNum
|
||||
end
|
||||
self:UpDataProList(lv)
|
||||
end
|
||||
|
||||
function RoleLikeabilityPopup:UpDataProList(lv)
|
||||
local pro2 = LikabilityManager.GetViewProData(1,lv,lv,"","<color=#%s>好感度%s级(%s/%s)</color>","<color=#%s>"..self.curheroData.ReadingName.." %s %s</color>","<color=#%s>特权加成:%s</color>",nil)
|
||||
local pro2 = LikabilityManager.GetViewProData(self.curheroData.Id,lv,lv,"","<color=#%s>好感度%s级(%s/%s)</color>","<color=#%s>"..self.curheroData.ReadingName.." %s %s</color>","<color=#%s>特权加成:%s</color>",nil,true)
|
||||
for i = 1,#self.proList do
|
||||
self.proList[i].go.gameObject:SetActive(false)
|
||||
end
|
||||
|
@ -82,9 +81,15 @@ function RoleLikeabilityPopup:UpDataProSingleList(data,index)
|
|||
end
|
||||
self.proList[index].go.gameObject:SetActive(true)
|
||||
self.proList[index].title = Util.GetGameObject(self.proList[index].go, "title"):GetComponent("Text")
|
||||
self.proList[index].title.text = data.content
|
||||
if data.content == "" then
|
||||
self.proList[index].title.gameObject:SetActive(false)
|
||||
else
|
||||
self.proList[index].title.gameObject:SetActive(true)
|
||||
self.proList[index].title.text = data.content
|
||||
end
|
||||
|
||||
for i = 1,math.max(#self.proList[index],#data.prolist) do
|
||||
if not data.prolist[index][i] then
|
||||
if not data.prolist[i] then
|
||||
self.proList[index][i].go.gameObject:SetActive(false)
|
||||
else
|
||||
if not self.proList[index][i] then
|
||||
|
@ -92,8 +97,12 @@ function RoleLikeabilityPopup:UpDataProSingleList(data,index)
|
|||
self.proList[index][i].go = newObjToParent(self.proContent,self.proList[index].go)
|
||||
self.proList[index][i].goText = self.proList[index][i].go:GetComponent("Text")
|
||||
end
|
||||
self.proList[index][i].go.gameObject:SetActive(true)
|
||||
self.proList[index][i].goText.text = data.prolist[i]
|
||||
if data.prolist[i] == "" then
|
||||
self.proList[index][i].go.gameObject:SetActive(false)
|
||||
else
|
||||
self.proList[index][i].go.gameObject:SetActive(true)
|
||||
self.proList[index][i].goText.text = data.prolist[i]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue