建木神树bug修改
parent
290a284596
commit
e91edae1cf
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@ -10600,6 +10600,7 @@ RectTransform:
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- {fileID: 4663419730025427567}
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m_Father: {fileID: 249968238702547965}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -11452,6 +11453,85 @@ Animator:
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m_HasTransformHierarchy: 1
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m_AllowConstantClipSamplingOptimization: 1
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m_KeepAnimatorControllerStateOnDisable: 0
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m_Name: Text
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m_Icon: {fileID: 0}
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m_IsActive: 1
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--- !u!224 &56467236738518938
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RectTransform:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6867206597551021426}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 8633555331539142215}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 35, y: 35}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2703524141127747054
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6867206597551021426}
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m_CullTransparentMesh: 0
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--- !u!114 &3311643116072573029
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6867206597551021426}
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m_EditorHideFlags: 0
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m_Script: {fileID: 708705254, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_FontData:
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m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
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m_FontSize: 23
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m_FontStyle: 0
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m_BestFit: 0
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m_MinSize: 0
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m_MaxSize: 50
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m_Alignment: 4
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 1
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m_VerticalOverflow: 1
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m_LineSpacing: 1
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m_Text: 100
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--- !u!1 &6886743111393572980
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GameObject:
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m_ObjectHideFlags: 0
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@ -11827,6 +11907,81 @@ MonoBehaviour:
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m_FillClockwise: 1
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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--- !u!1 &7265240548483264191
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 8633555331539142215}
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- component: {fileID: 2571934949732263402}
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- component: {fileID: 4319416126592036627}
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m_Layer: 5
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m_Name: treeLv
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!224 &8633555331539142215
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RectTransform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7265240548483264191}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 56467236738518938}
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m_Father: {fileID: 5211199677466938847}
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m_RootOrder: 7
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 0}
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m_AnchorMax: {x: 1, y: 0}
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m_AnchoredPosition: {x: 24.6, y: -5.4}
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m_SizeDelta: {x: 45, y: 45}
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m_Pivot: {x: 1, y: 0}
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--- !u!222 &2571934949732263402
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7265240548483264191}
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m_CullTransparentMesh: 0
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--- !u!114 &4319416126592036627
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7265240548483264191}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 21300000, guid: 895a1069d68145244a20a7a3629262de, type: 3}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillClockwise: 1
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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--- !u!1 &7308303796595219447
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GameObject:
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m_ObjectHideFlags: 0
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@ -1603,7 +1603,7 @@ Language = {
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[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:"),
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[11603] = GetLanguageStrById("宝物分解"),
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[11604] = GetLanguageStrById("宝物将分解为"),
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[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。"),
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[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。"),
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[11606] = GetLanguageStrById("(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>宝物!)"),
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[11607] = GetLanguageStrById("分解后获得:"),
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[11608] = GetLanguageStrById("神将归元成功,等级重置为1级"),
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@ -131,6 +131,7 @@ function this.SingleHeroDataShow(go,_equipTreasureData)
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end
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Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text =SubString2(GetLanguageStrById(_equipTreasureData.itemConfig.Name),8)
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Util.GetGameObject(_go.transform, "treeLv/Text"):GetComponent("Text").text = _equipTreasureData.treeLv
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Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(_equipTreasureData.itemConfig.PropertyName))
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local choosed =Util.GetGameObject(_go.transform, "choosed")
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choosed:SetActive(selectEquipTreasureData[_equipTreasureData.idDyn] ~= nil)
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@ -91,7 +91,7 @@ function EquipTreasureStrongPopup:BindEvent()
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return
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end
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this:SetWindShow(3,0)
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-- this:RefreshRedPoint(0,false)
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this:RefreshRedPoint(0,false)
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end)
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--强化按钮
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@ -200,13 +200,20 @@ function EquipTreasureStrongPopup:BindEvent()
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return
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end)
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--神应按钮
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--神应升级按钮
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Util.AddClick(this.btnShenying, function()
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--材料是否足够
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if isMatEnough==false then
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,matId)
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return
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end
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NetManager.SendUpgradeGodTreeRequest(curEquipData.idDyn,1,function (msg)
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PopupTipPanel.ShowTip("升级成功")
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this:SetWindShow(type)
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Timer.New(function()
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this:SetWindShow(type,0)
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end,0.1):Start()
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this.treasureDatas[curIndex]:OnOpen(false, {curEquipData.id,0}, 1, false, false, false, 0,curEquipData.idDyn)
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this:RefreshRedPoint(0,true)
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this:RefreshRedPoint(0.2,true)
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local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv ,curEquipData.refineLv - 1,curEquipData.treeLv)
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local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv,curEquipData.refineLv,curEquipData.treeLv)
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if oldWarPowerValue ~= newWarPowerValue then
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@ -251,7 +258,7 @@ function EquipTreasureStrongPopup:RefreshRedPoint(delta,isRefreshTabRed)
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end
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this.btn_strongPageRed.gameObject:SetActive(redDataStrong)
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this.btn_refinePageRed.gameObject:SetActive(redDataRefine)
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this.btn_shenyingPageRed.gameObject:SetActive(redDataRefine)
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this.btn_shenyingPageRed.gameObject:SetActive(redDataShenying)
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end
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end
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@ -194,35 +194,28 @@ function this.GetPropText(_treeLv,index)
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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
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configNextData = nil
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end
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-- LogRed("#configData.Property:"..tostring(#configData.Property))
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for i = 1, #configData.Property do
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local bool = MonsterCampManager.GetFourElementTotalWave() >= ClientAttriData[i][2]
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local color1 = bool and "#F3D98F" or "#A0A0A0"--是否解锁了当前属性
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local color2 = bool and "#00FF00" or "#A0A0A0"--是否解锁了当前属性
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local propArr=configData.Property[i]
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local propId=propArr[1]
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data[propId] = {}
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data[propId].currValue = propArr[2]
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-- if PropertyConfig[propArr[1]].Style == 1 then
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-- data[propId].currValue = propArr[2]
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-- elseif PropertyConfig[propArr[1]].Style == 2 then
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-- data[propId].currValue = propArr[2]
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-- end
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-- LogPink("configNextData:"..tostring(configNextData))
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if configNextData then
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local nextPropArr=configNextData.Property[i]
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data[propId].nextValue = nextPropArr[2]
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-- if PropertyConfig[nextPropArr[1]].Style == 1 then
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-- data[propId].nextValue = nextPropArr[2] - propArr[2]
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-- elseif PropertyConfig[nextPropArr[1]].Style == 2 then
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-- data[propId].nextValue = nextPropArr[2] - propArr[2]
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-- end
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else
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local color = not bool and "A0A0A0" or "F3D98F"
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data[propId].nextValue = string.format("<color=#%s>已达上限</color>",color)
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if bool then
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local propArr=configData.Property[i]
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local propId=propArr[1]
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data[propId] = {}
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data[propId].currValue = propArr[2]
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if configNextData then
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local nextPropArr=configNextData.Property[i]
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data[propId].nextValue = nextPropArr[2]
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else
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local color = not bool and "A0A0A0" or "F3D98F"
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data[propId].nextValue = string.format("<color=#%s>已达上限</color>",color)
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end
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end
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-- LogGreen(data[i].text1.." "..data[i].text2)
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end
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return data
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local propertyData = {}
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for i = 1, #ClientAttriData do
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if data[ClientAttriData[i][1]] then
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propertyData[ClientAttriData[i][1]]=data[ClientAttriData[i][1]]
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end
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end
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return propertyData
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end
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return this
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