Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
wangzhenxing 2021-09-26 17:31:16 +08:00
commit e763b6472b
6 changed files with 5386 additions and 4499 deletions

View File

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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 398, y: 0}
m_SizeDelta: {x: 796, y: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 796, y: 5}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &2005831072674522890
MonoBehaviour:
@ -6308,7 +6767,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 1}
m_AnchorMax: {x: 0.5, y: 1}
m_AnchoredPosition: {x: 36.81, y: -0.000002716231}
m_AnchoredPosition: {x: 36.81, y: 0.0000065515565}
m_SizeDelta: {x: 912.79004, y: 0}
m_Pivot: {x: 0.5, y: 1}
--- !u!114 &4317155639266564529
@ -6369,10 +6828,10 @@ RectTransform:
m_Father: {fileID: 8365946484409031923}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: -32.98001, y: -37}
m_SizeDelta: {x: 260, y: 74}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &3502966719075532994
CanvasRenderer:

View File

@ -241,7 +241,7 @@ QualityNameDef = {
[4] = Language[10178],
[5] = Language[10176], --原橙色改为金色
[6] = Language[10177],
[7] = Language[10176]
[7] = "白金"
}
--装备类型描述定义

View File

@ -512,7 +512,7 @@ function this.DeleteHeroDatas(heroDIds)
-- end
-- end
--end
-- 清除佩戴的魂印
local soulPrintList = heroDatas[heroDIds[i]].soulPrintList
for i = 1, #soulPrintList do
@ -3649,8 +3649,6 @@ function this.GetCurHeroEquipSuitPros(equipIdList)
local curEquip = EquipManager.GetSingleEquipData(equipIdList[i])
if equipSuiteConfig[curEquip.equipConfig.Star] then--有套装
table.insert(curEquipLists,curEquip)
if #curEquipLists > 1 then
end
end
end
@ -3660,16 +3658,51 @@ function this.GetCurHeroEquipSuitPros(equipIdList)
local num = #curEquipLists
-- LogPink("num "..num)
for i = 1, #curEquipLists do
for _, configInfo in ConfigPairs(ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)) do
if configInfo.Id == curEquipLists[i].equipConfig.Star then
if num > 1 then
-- LogPink("curEquipLists[i].equipConfig.Star "..curEquipLists[i].equipConfig.Star.." "..num)
local curequipSuit = {curEquipLists[i].equipConfig.Star,configInfo.SuiteValue[num - 1]}
table.insert(equipSuit,curequipSuit)
local configInfo = equipSuiteConfig[curEquipLists[i].equipConfig.Star]
if configInfo and num > 1 then
-- LogPink("curEquipLists[i].equipConfig.Star "..curEquipLists[i].equipConfig.Star.." "..num)
local curequipSuit = {configInfo.Id, configInfo.SuiteValue[num - 1]}
table.insert(equipSuit, 1, curequipSuit)
end
num = num - 1
end
-- for i = 1, #equipSuit do
-- LogPink(equipSuit[i][1].. " " ..equipSuit[i][2][1])
-- end
return equipSuit
end
-- 获取白金套装属性
function this.GetCurHeroBaiJinEquipSuitPros(equipIdList)
local equipSuit = {}
local curEquipLists = {}
for i = 1, #equipIdList do
--套装加成
local curEquip = EquipManager.GetSingleEquipData(equipIdList[i])
if equipSuiteConfig[curEquip.equipConfig.Star] then--有套装
table.insert(curEquipLists,curEquip)
end
end
table.sort(curEquipLists, function(a, b)
return a.equipConfig.Star < b.equipConfig.Star
end)
local num = #curEquipLists
-- LogPink("num "..num)
for i = 1, #curEquipLists do
local configInfo = equipSuiteConfig[curEquipLists[i].equipConfig.Star]
if configInfo and configInfo.SuiteSkill then
local len = #configInfo.SuiteSkill
for x = len , 1, -1 do
local skill = configInfo.SuiteSkill[x]
if skill[1] == num then
-- LogPink("curEquipLists[i].equipConfig.Star "..configInfo.Id.." "..num)
local curequipSuit = {configInfo.Id, skill}
table.insert(equipSuit, 1, curequipSuit)
break
end
num = num - 1
end
end
num = num - 1
end
-- for i = 1, #equipSuit do
-- LogPink(equipSuit[i][1].. " " ..equipSuit[i][2][1])

View File

@ -6,7 +6,9 @@ local equipData
local func
local isRewardItemPop
local curSuitProGo = {}--当前套装属性对象
local baijinProGo = {}--当前套装属性对象
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
local _MainProList = {}
local isShowfenjie =true
--初始化组件(用于子类重写)
@ -33,6 +35,9 @@ function RewardEquipSingleShowPopup:InitComponent()
this.mainProGrid = Util.GetGameObject(self.transform, "Content/mainPro/bg")
this.mainProItem = Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName")
this.mainProItem:SetActive(false)
-- 不朽属性
this.baijinProPre = Util.GetGameObject(self.transform, "Content/baijinRect/baijinPro")
this.baijinProGrid = Util.GetGameObject(self.transform, "Content/baijinRect/proGrid")
-- this.mainProName=Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName"):GetComponent("Text")
-- this.mainProVale=Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName/curProVale"):GetComponent("Text")
@ -222,6 +227,37 @@ function RewardEquipSingleShowPopup:OnShow()
else
Util.GetGameObject(self.transform, "Content/proRect"):SetActive(false)
end
--白金套装属性
local suitConFig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
local curSuitConFig = suitConFig[equipConfigData.Star]
if curSuitConFig and curSuitConFig.SuiteSkill then
this.baijinProGrid.transform.parent.gameObject:SetActive(true)
if curSuitConFig then
for i = 1, math.max(#curSuitConFig.SuiteSkill, #baijinProGo) do
local go = baijinProGo[i]
if not go then
go = newObject(this.baijinProPre)
go.transform:SetParent(this.baijinProGrid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
baijinProGo[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #curSuitConFig.SuiteSkill do
local go = baijinProGo[i]
go.gameObject:SetActive(true)
local Star = curSuitConFig.Id
local suitNum = curSuitConFig.SuiteSkill[i][1]
local passiveId = curSuitConFig.SuiteSkill[i][2]
go:GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
Util.GetGameObject(go.transform, "vale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
end
end
else
this.baijinProGrid.transform.parent.gameObject:SetActive(false)
end
if this.jumpViewList and #this.jumpViewList > 0 then
for i = 1,#this.jumpViewList do
@ -304,6 +340,7 @@ end
function RewardEquipSingleShowPopup:OnDestroy()
this.spLoader:Destroy()
curSuitProGo = {}
baijinProGo = {}
_MainProList = {}
if this.jumpViewList and #this.jumpViewList > 0 then
for i = 1,#this.jumpViewList do

View File

@ -11,9 +11,12 @@ local equipDataList
local position
local curSuitProGo = {}--当前套装属性对象
local nextSuitProGo = {}--将要替换套装属性对象
local BaiJinProGo = {}--白金套装属性对象
local equipSuit = {}--当前英雄穿戴装备的套装信息 [suitId] = 件数
local baijinSuit = {}--当前英雄穿戴装备的白金套装信息 [suitId] = 件数
local equipSuiteConfig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
local _MainProList = {}
local _NextProList = {}
local change
@ -22,11 +25,13 @@ function RoleEquipChangePopup:InitComponent()
this.spLoader = SpriteLoader.New()
this.btnBack= Util.GetGameObject(self.transform, "btnBack")
this.go = Util.GetGameObject(self.transform, "GameObject")
this.go = Util.GetGameObject(self.transform, "GameObject")
this.mainProItem = Util.GetGameObject(this.go,"curProName")
this.mainProItem:SetActive(false)
this.otherProPre=Util.GetGameObject(this.go,"otherPro")
this.otherProPre:SetActive(false)
this.baijinProPre=Util.GetGameObject(this.go,"baijinPro")
this.baijinProPre:SetActive(false)
this.equipPanel = {}
for i = 1 ,2 do
if not this.equipPanel[i] then
@ -49,11 +54,16 @@ function RoleEquipChangePopup:InitComponent()
this.equipPanel[i].curEquipOrOkText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipOrOkText"):GetComponent("Text")
this.equipPanel[i].curEquipPosText=Util.GetGameObject(this.equipPanel[i].proGrid,"equipPosText"):GetComponent("Text")
this.equipPanel[i].mainProGrid = Util.GetGameObject(this.equipPanel[i].bg,"mainPro/bg")
this.equipPanel[i].rect = Util.GetGameObject(this.equipPanel[i].bg,"rect")
this.equipPanel[i].curotherProscroll=Util.GetGameObject(this.equipPanel[i].bg,"scroll")
this.equipPanel[i].otherProGrid=Util.GetGameObject(this.equipPanel[i].bg,"scroll/grid")
this.equipPanel[i].mainProGrid = Util.GetGameObject(this.equipPanel[i].bg,"rect/content/mainPro/bg")
this.equipPanel[i].curotherProscroll=Util.GetGameObject(this.equipPanel[i].bg,"rect/content/scroll")
this.equipPanel[i].otherProGrid=Util.GetGameObject(this.equipPanel[i].bg,"rect/content/scroll/grid")
this.equipPanel[i].baijinScroll=Util.GetGameObject(this.equipPanel[i].bg,"rect/content/baijin")
this.equipPanel[i].baijinProGrid=Util.GetGameObject(this.equipPanel[i].bg,"rect/content/baijin/grid")
this.equipPanel[i].castInfoObject=Util.GetGameObject(this.equipPanel[i].bg,"castInfoObject")
this.equipPanel[i].curCastInfo=Util.GetGameObject( this.equipPanel[i].castInfoObject,"castInfo"):GetComponent("Text")
@ -146,8 +156,10 @@ end
function RoleEquipChangePopup:OnShow()
equipSuit = {}
baijinSuit = {}
if curHeroData then
equipSuit = HeroManager.GetCurHeroEquipSuitPros(curHeroData.equipIdList)
baijinSuit = HeroManager.GetCurHeroBaiJinEquipSuitPros(curHeroData.equipIdList)
end
if type==1 then
this.equipPanel[2].bg:SetActive(false)
@ -195,6 +207,8 @@ function RoleEquipChangePopup:OnShow()
end
end
for i = 1,#this.equipPanel do
ForceRebuildLayout(this.equipPanel[i].baijinProGrid.transform)
ForceRebuildLayout(this.equipPanel[i].rect.transform)
ForceRebuildLayout(this.equipPanel[i].bg.transform)
end
ForceRebuildLayout(this.go.transform)
@ -276,31 +290,36 @@ function this.ShowCurEquipData(index)
end
if endProList and #endProList > 0 then
this.equipPanel[1].curotherProscroll:SetActive(true)
for i = 1, math.max(#endProList, #curSuitProGo) do
if not curSuitProGo[i] then
curSuitProGo[i] = newObjToParent(this.otherProPre,this.equipPanel[1].otherProGrid)
end
curSuitProGo[i].gameObject:SetActive(false)
for i = 1, math.max(#endProList, #curSuitProGo) do
if not curSuitProGo[i] then
curSuitProGo[i] = newObjToParent(this.otherProPre,this.equipPanel[1].otherProGrid)
end
for i = 1, #endProList do
local go = curSuitProGo[i]
go.gameObject:SetActive(true)
--type=data[2]--1 穿戴 2 卸下 3 替换
local proId = endProList[i][2][2]
local proVa = endProList[i][2][3]
local suitNum = endProList[i][2][1]
local Star = endProList[i][1]
curSuitProGo[i].gameObject:SetActive(false)
end
for i = 1, #endProList do
local go = curSuitProGo[i]
go.gameObject:SetActive(true)
--type=data[2]--1 穿戴 2 卸下 3 替换
local proId = endProList[i][2][2]
local proVa = endProList[i][2][3]
local suitNum = endProList[i][2][1]
local Star = endProList[i][1]
if type ~= 1 and #equipSuit > 0 then--激活的要变颜色
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(propertyConfig[proId].Info) .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
else
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(propertyConfig[proId].Info) .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
if type == 2 and #equipSuit > 0 then--激活的要变颜色
Util.GetGameObject(go.transform, "curProName"):GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(propertyConfig[proId].Info) .."+ "..GetPropertyFormatStr(propertyConfig[proId].Style,proVa) .. "</color>"
Util.GetGameObject(go.transform, "curProVale"):GetComponent("Text").text = "<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
end
end
end
else
this.equipPanel[1].curotherProscroll:SetActive(false)
end
-- 设置白金装备套装
this.SetBaijinProShow(1, curEquipData,equipConfigData,itemConfigData)
end
function this.NextCurEquipData()
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, nextEquipData.id)
@ -339,7 +358,78 @@ function this.NextCurEquipData()
else
this.equipPanel[2].curotherProscroll:SetActive(false)
end
-- 设置白金装备套装
this.SetBaijinProShow(2, curEquipData, equipConfigData,itemConfigData)
end
-- 设置白金装备套装显示
function this.SetBaijinProShow(CurOrNext, equipData, equipCfg, itemCfg)
local equipPanel = this.equipPanel[CurOrNext]
if not BaiJinProGo[CurOrNext] then
BaiJinProGo[CurOrNext] = {}
end
local proGoList = BaiJinProGo[CurOrNext]
local endProList = {}
local isGreen = false
if CurOrNext == 2 or type == 1 or #baijinSuit <= 0 then
if equipSuiteConfig[equipCfg.Star] and equipSuiteConfig[equipCfg.Star].SuiteSkill then
for i = 1, #equipSuiteConfig[equipCfg.Star].SuiteSkill do
table.insert(endProList,{equipCfg.Star,equipSuiteConfig[equipCfg.Star].SuiteSkill[i]})
end
end
else
endProList = baijinSuit
isGreen = true
end
if endProList and #endProList > 0 then
equipPanel.baijinScroll:SetActive(true)
this.SetScrollActive(CurOrNext, type == 3)
for i = 1, math.max(#endProList, #proGoList) do
if not proGoList[i] then
proGoList[i] = newObjToParent(this.baijinProPre,equipPanel.baijinProGrid)
end
proGoList[i].gameObject:SetActive(false)
end
for i = 1, #endProList do
local go = proGoList[i]
go.gameObject:SetActive(true)
--type=data[2]--1 穿戴 2 卸下 3 替换
local Star = endProList[i][1]
local suitNum = endProList[i][2][1]
local passiveId = endProList[i][2][2]
if isGreen then--激活的要变颜色
go:GetComponent("Text").text = "<color=#66FF00>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
Util.GetGameObject(go.transform, "vale"):GetComponent("Text").text = "<color=#66FF00>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
else
go:GetComponent("Text").text = "<color=#B9AC97>" .. GetLanguageStrById(passiveSkillConfig[passiveId].Desc) .. "</color>"
Util.GetGameObject(go.transform, "vale"):GetComponent("Text").text = "<color=#B9AC97>(" .. GetEquipSuitStr(Star,suitNum) .. ")</color>"
end
end
else
equipPanel.baijinScroll:SetActive(false)
this.SetScrollActive(CurOrNext, false)
end
end
-- 开启白金套装后要可以滑动
function this.SetScrollActive(CurOrNext, isScroll)
local rect = this.equipPanel[CurOrNext].rect
if isScroll then
rect:GetComponent("VerticalLayoutGroup").enabled = false
rect:GetComponent("ContentSizeFitter").enabled = false
rect:GetComponent("ScrollRect").enabled = true
rect.transform.sizeDelta = Vector2.New(800, 400)
Util.GetGameObject(rect, "content").transform.localPosition = Vector2.New(-350, -100)
else
rect:GetComponent("VerticalLayoutGroup").enabled = true
rect:GetComponent("ContentSizeFitter").enabled = true
rect:GetComponent("ScrollRect").enabled = false
end
end
--界面关闭时调用(用于子类重写)
function RoleEquipChangePopup:OnClose()
end
@ -350,6 +440,9 @@ function RoleEquipChangePopup:OnDestroy()
curSuitProGo = {}
nextSuitProGo = {}
this.mainProList = {}
-- 重置数据
baijinSuit = {}
BaiJinProGo = {}
end
return RoleEquipChangePopup