建木神树bug修改

yuanshuai 2022-09-06 15:47:16 +08:00
parent 290a284596
commit e91edae1cf
5 changed files with 188 additions and 32 deletions

View File

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View File

@ -1603,7 +1603,7 @@ Language = {
[11602] = GetLanguageStrById("恭送神将会获得仙缘余尘,若神将已升级,突破或进阶,还会返还%s%s消耗的金币、成长护符和九转金丹是否确定恭送所选神将\n\n\t\t\t\t\t\t\t送神后获得:"),
[11603] = GetLanguageStrById("宝物分解"),
[11604] = GetLanguageStrById("宝物将分解为"),
[11605] = GetLanguageStrById(",若宝物已强化或精炼,分解后将清空强化和精炼等级并100%返还养成材料。"),
[11605] = GetLanguageStrById(",若宝物已强化、精炼或神应,分解后将清空强化、精炼等级和神应等级并100%返还养成材料。"),
[11606] = GetLanguageStrById("(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>宝物!)"),
[11607] = GetLanguageStrById("分解后获得:"),
[11608] = GetLanguageStrById("神将归元成功,等级重置为1级"),

View File

@ -131,6 +131,7 @@ function this.SingleHeroDataShow(go,_equipTreasureData)
end
Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text =SubString2(GetLanguageStrById(_equipTreasureData.itemConfig.Name),8)
Util.GetGameObject(_go.transform, "treeLv/Text"):GetComponent("Text").text = _equipTreasureData.treeLv
Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(_equipTreasureData.itemConfig.PropertyName))
local choosed =Util.GetGameObject(_go.transform, "choosed")
choosed:SetActive(selectEquipTreasureData[_equipTreasureData.idDyn] ~= nil)

View File

@ -91,7 +91,7 @@ function EquipTreasureStrongPopup:BindEvent()
return
end
this:SetWindShow(3,0)
-- this:RefreshRedPoint(0,false)
this:RefreshRedPoint(0,false)
end)
--强化按钮
@ -200,13 +200,20 @@ function EquipTreasureStrongPopup:BindEvent()
return
end)
--神应按钮
--神应升级按钮
Util.AddClick(this.btnShenying, function()
--材料是否足够
if isMatEnough==false then
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,matId)
return
end
NetManager.SendUpgradeGodTreeRequest(curEquipData.idDyn,1,function (msg)
PopupTipPanel.ShowTip("升级成功")
this:SetWindShow(type)
Timer.New(function()
this:SetWindShow(type,0)
end,0.1):Start()
this.treasureDatas[curIndex]:OnOpen(false, {curEquipData.id,0}, 1, false, false, false, 0,curEquipData.idDyn)
this:RefreshRedPoint(0,true)
this:RefreshRedPoint(0.2,true)
local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv ,curEquipData.refineLv - 1,curEquipData.treeLv)
local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv,curEquipData.refineLv,curEquipData.treeLv)
if oldWarPowerValue ~= newWarPowerValue then
@ -251,7 +258,7 @@ function EquipTreasureStrongPopup:RefreshRedPoint(delta,isRefreshTabRed)
end
this.btn_strongPageRed.gameObject:SetActive(redDataStrong)
this.btn_refinePageRed.gameObject:SetActive(redDataRefine)
this.btn_shenyingPageRed.gameObject:SetActive(redDataRefine)
this.btn_shenyingPageRed.gameObject:SetActive(redDataShenying)
end
end

View File

@ -194,35 +194,28 @@ function this.GetPropText(_treeLv,index)
if _treeLv >= maxSacredLevel then--如果当前神树等级超出魂灵宝所能达到的最大等级就取最大
configNextData = nil
end
-- LogRed("#configData.Property:"..tostring(#configData.Property))
for i = 1, #configData.Property do
local bool = MonsterCampManager.GetFourElementTotalWave() >= ClientAttriData[i][2]
local color1 = bool and "#F3D98F" or "#A0A0A0"--是否解锁了当前属性
local color2 = bool and "#00FF00" or "#A0A0A0"--是否解锁了当前属性
local propArr=configData.Property[i]
local propId=propArr[1]
data[propId] = {}
data[propId].currValue = propArr[2]
-- if PropertyConfig[propArr[1]].Style == 1 then
-- data[propId].currValue = propArr[2]
-- elseif PropertyConfig[propArr[1]].Style == 2 then
-- data[propId].currValue = propArr[2]
-- end
-- LogPink("configNextData:"..tostring(configNextData))
if configNextData then
local nextPropArr=configNextData.Property[i]
data[propId].nextValue = nextPropArr[2]
-- if PropertyConfig[nextPropArr[1]].Style == 1 then
-- data[propId].nextValue = nextPropArr[2] - propArr[2]
-- elseif PropertyConfig[nextPropArr[1]].Style == 2 then
-- data[propId].nextValue = nextPropArr[2] - propArr[2]
-- end
else
local color = not bool and "A0A0A0" or "F3D98F"
data[propId].nextValue = string.format("<color=#%s>已达上限</color>",color)
if bool then
local propArr=configData.Property[i]
local propId=propArr[1]
data[propId] = {}
data[propId].currValue = propArr[2]
if configNextData then
local nextPropArr=configNextData.Property[i]
data[propId].nextValue = nextPropArr[2]
else
local color = not bool and "A0A0A0" or "F3D98F"
data[propId].nextValue = string.format("<color=#%s>已达上限</color>",color)
end
end
-- LogGreen(data[i].text1.." "..data[i].text2)
end
return data
local propertyData = {}
for i = 1, #ClientAttriData do
if data[ClientAttriData[i][1]] then
propertyData[ClientAttriData[i][1]]=data[ClientAttriData[i][1]]
end
end
return propertyData
end
return this