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m_SizeDelta: {x: 160, y: 35} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0, y: 1} --- !u!222 &5747301298875000768 CanvasRenderer: @@ -1370,3 +1408,17 @@ MonoBehaviour: m_VerticalOverflow: 1 m_LineSpacing: 1 m_Text: "\u5168\u4F53\u751F\u547D" +--- !u!114 &8841633203694036813 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 8883238478301340286} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 1741964061, guid: f70555f144d8491a825f0804e09c671c, type: 3} + m_Name: + m_EditorClassIdentifier: + m_HorizontalFit: 2 + m_VerticalFit: 2 diff --git a/Assets/ManagedResources/~Lua/Modules/Likability/LikabilityManager.lua b/Assets/ManagedResources/~Lua/Modules/Likability/LikabilityManager.lua index 9ad30c5c0d..bb4352710f 100644 --- a/Assets/ManagedResources/~Lua/Modules/Likability/LikabilityManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Likability/LikabilityManager.lua @@ -20,7 +20,8 @@ function this.InitializeTableData() data.Id = v.Id data.Type = v.Type data.lv = v.Level - data.value = v.FavorDegree + data.value = this.GetTotalValue(data.lv,v.Type) + LogGreen("data.value:"..data.value) data.Property = v.Property data.priPro = v.PrivilegeProperty if v.Type == 1 then @@ -51,6 +52,20 @@ function this.InitializeTableData() end end +function this.GetTotalValue(lv,indexType) + local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.LikeAbility,"Type",indexType) + local num = 0 + if lv == 0 then + return num + end + for i = 1,lv do + if configs[i].FavorDegree and configs[i].FavorDegree > 0 then + num = num + configs[i].FavorDegree + end + end + return num +end + function this.CheckIsMaxLv(heroId) local totalCurNum,totalLv,totalNum = this.GetTotalHeroLikeLv(heroId) if totalLv >= this.HeroLvList[#this.HeroLvList].lv then @@ -143,8 +158,8 @@ function this.GetLv(indexType,value) list = this.HeroLvList end for i = 1,#list do - if not list[i].value or list[i].value <= 0 or value < list[i].value then - return list[i].lv,list[i].value + if value < list[i].value then + return list[i].lv - 1,list[i].value end end end @@ -163,11 +178,13 @@ function this.GetProData(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.Property do - if not allPro[n.Property[i][1]] then - allPro[n.Property[i][1]] = 0 + if n.Property and #n.Property > 0 then + for i = 1,#n.Property do + if not allPro[n.Property[i][1]] then + allPro[n.Property[i][1]] = 0 + end + allPro[n.Property[i][1]] = allPro[n.Property[i][1]] + n.Property[i][2] end - allPro[n.Property[i][1]] = allPro[n.Property[i][1]] + n.Property[i][2] end break end @@ -175,11 +192,13 @@ function this.GetProData(indexType,index,lv) else for _,n in ipairs(list) do if n.Property and #n.Property > 0 and lv <= n.lv then - for i = 1,#n.Property do - if not allPro[n.Property[i][1]] then - allPro[n.Property[i][1]] = 0 + if n.Property and #n.Property > 0 then + for i = 1,#n.Property do + if not allPro[n.Property[i][1]] then + allPro[n.Property[i][1]] = 0 + end + allPro[n.Property[i][1]] = allPro[n.Property[i][1]] + n.Property[i][2] end - allPro[n.Property[i][1]] = allPro[n.Property[i][1]] + n.Property[i][2] end end end @@ -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 \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua b/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua index e9284a0fd1..9ad1f3667c 100644 --- a/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Likability/LikeAbilityPanel.lua @@ -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() diff --git a/Assets/ManagedResources/~Lua/Modules/Likability/LikeabilityPopup.lua b/Assets/ManagedResources/~Lua/Modules/Likability/LikeabilityPopup.lua index 79b045bad3..80bcb6e5da 100644 --- a/Assets/ManagedResources/~Lua/Modules/Likability/LikeabilityPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Likability/LikeabilityPopup.lua @@ -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,"总好感度属性:","","全体%s\n全体%s","",nil) - local pro2 = LikabilityManager.GetViewProData(1,lv,lv,"当前等级加成:","%s级","属性加成:%s %s","特权加成:%s",nil) + local pro1 = LikabilityManager.GetViewProData(1,-1,lv,"总好感度属性:","","全体%s\n全体%s","",lv + 1) + local pro2 = LikabilityManager.GetViewProData(1,lv,lv,"当前等级加成:","%s级","属性加成:%s %s","特权加成:%s",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 diff --git a/Assets/ManagedResources/~Lua/Modules/Likability/RoleLikeabilityPopup.lua b/Assets/ManagedResources/~Lua/Modules/Likability/RoleLikeabilityPopup.lua index 7c0c12ddda..e7eaac5986 100644 --- a/Assets/ManagedResources/~Lua/Modules/Likability/RoleLikeabilityPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Likability/RoleLikeabilityPopup.lua @@ -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,"","好感度%s级(%s/%s)",""..self.curheroData.ReadingName.." %s %s","特权加成:%s",nil) + local pro2 = LikabilityManager.GetViewProData(self.curheroData.Id,lv,lv,"","好感度%s级(%s/%s)",""..self.curheroData.ReadingName.." %s %s","特权加成:%s",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