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

dev_chengFeng
wangzhenxing 2021-11-08 14:02:57 +08:00
commit e99f8c285f
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m_AnchoredPosition: {x: 0, y: -2.8999176}
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m_HorizontalScrollbarVisibility: 2
m_VerticalScrollbarVisibility: 2
m_HorizontalScrollbarSpacing: -3
m_VerticalScrollbarSpacing: -3
m_OnValueChanged:
m_PersistentCalls:
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m_TypeName: UnityEngine.UI.ScrollRect+ScrollRectEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
--- !u!114 &1730522389
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
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m_Name:
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--- !u!1 &68800249841692746
GameObject:
m_ObjectHideFlags: 0
@ -5435,7 +5612,7 @@ ParticleSystem:
--- !u!199 &3447803802487261251
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -10200,7 +10377,7 @@ ParticleSystem:
--- !u!199 &3448436361607758249
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -10276,7 +10453,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!224 &4492416899189015336
RectTransform:
m_ObjectHideFlags: 0
@ -10311,7 +10488,7 @@ MonoBehaviour:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3463041959843326024}
m_Enabled: 1
m_Enabled: 0
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: ebfe0e44da74fbd44b1b744995de2324, type: 3}
m_Name:
@ -15324,7 +15501,7 @@ ParticleSystem:
--- !u!199 &4141603992395181126
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -20080,7 +20257,7 @@ ParticleSystem:
--- !u!199 &4142096904690902444
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -20177,7 +20354,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 104.63, y: -26.8}
m_AnchoredPosition: {x: 104.630005, y: -26.800003}
m_SizeDelta: {x: 209.26, y: 53.6}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &5105460874341393129
@ -20652,6 +20829,7 @@ RectTransform:
- {fileID: 8982201631689377852}
- {fileID: 1358314236051475038}
- {fileID: 4492416899189015336}
- {fileID: 1730522388}
m_Father: {fileID: 4147245335766002681}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@ -25461,7 +25639,7 @@ ParticleSystem:
--- !u!199 &8150055608921953722
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -30300,7 +30478,7 @@ ParticleSystem:
--- !u!199 &8150093881506533526
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -34908,7 +35086,7 @@ ParticleSystem:
--- !u!199 &8149844058021750556
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -40067,7 +40245,7 @@ ParticleSystem:
--- !u!199 &8150313071393215758
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -44702,7 +44880,7 @@ ParticleSystem:
--- !u!199 &8149659266324971368
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -49494,7 +49672,7 @@ ParticleSystem:
--- !u!199 &8149944050700344892
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -54250,7 +54428,7 @@ ParticleSystem:
--- !u!199 &8150391816981997660
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -58948,7 +59126,7 @@ ParticleSystem:
--- !u!199 &8149946920513474104
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}

View File

@ -309,7 +309,7 @@ MonoBehaviour:
m_Right: 0
m_Top: 0
m_Bottom: 0
m_ChildAlignment: 3
m_ChildAlignment: 6
m_Spacing: 0
m_ChildForceExpandWidth: 0
m_ChildForceExpandHeight: 0

View File

@ -1078,6 +1078,7 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 224669665164019098}
- component: {fileID: 5492817785588821158}
m_Layer: 0
m_Name: scroll
m_TagString: Untagged
@ -1104,6 +1105,14 @@ RectTransform:
m_AnchoredPosition: {x: 7.5000114, y: -36.800003}
m_SizeDelta: {x: 920, y: 1189.6}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &5492817785588821158
CanvasRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1571024332592318}
m_CullTransparentMesh: 0
--- !u!1 &1787199283794164
GameObject:
m_ObjectHideFlags: 0

View File

@ -1,35 +1,36 @@
require("Base/BasePanel")
DropGetSSRHeroShopPanel = Inherit(BasePanel)
local heroConfigData = ConfigManager.GetConfig(ConfigName.HeroConfig)
local passiveSkillConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
local passiveSkillLogicConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
local heroRankupConfig=ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
local heroBackData = {}
local callBack
local orginLayer
--初始化组件(用于子类重写)
function DropGetSSRHeroShopPanel:InitComponent()
self.spLoader = SpriteLoader.New()
orginLayer = 0
self.live2dRoot = Util.GetGameObject(self.gameObject, "live2dRoot")
self.bg = Util.GetGameObject(self.gameObject, "bg")
self.bg2 = Util.GetGameObject(self.gameObject, "bg2")
screenAdapte(self.bg2)
self.heroName = Util.GetGameObject(self.transform, "rolePanel/rolePanel1/nameAndPossLayout/heroName"):GetComponent("Text")
--self.profession = Util.GetGameObject(self.transform, "rolePanel/rolePanel1/nameAndPossLayout/posImage/posImage/posImage"):GetComponent("Image")
Util.GetGameObject(self.transform, "rolePanel/rolePanel1/nameAndPossLayout/posImage"):SetActive(false)
self.proImage = Util.GetGameObject(self.transform, "rolePanel/rolePanel1/nameAndPossLayout/proImage/proImage"):GetComponent("Image")
self.starGrid = Util.GetGameObject(self.transform, "rolePanel/rolePanel1/sartAndLvLayout")
self.sureBtn = Util.GetGameObject(self.transform, "sureBtn")
--self.dragView = SubUIManager.Open(SubUIConfig.DragView, self.gameObject.transform)
--self.dragView.transform:SetSiblingIndex(1)
self.UI_Effect_chouka = Util.GetGameObject(self.transform, "bg/UI_Effect_chouka")
--self.quality=Util.GetGameObject(self.transform,"rolePanel/rolePanel1/nameAndPossLayout/quality/quality"):GetComponent("Image")
--self.qualityImage=Util.GetGameObject(self.transform,"quality"):GetComponent("Image")
--self.quality=Util.GetGameObject(self.transform,"quality/qualityText")
Util.GetGameObject(self.transform,"quality"):SetActive(false)
self.doubleQuality=Util.GetGameObject(self.transform,"quality/qualityDoubleText")
self.posImage=Util.GetGameObject(self.transform,"Pos/PosImage"):GetComponent("Image")
self.pos = Util.GetGameObject(self.transform,"Pos")
self.posText=Util.GetGameObject(self.pos ,"PosText"):GetComponent("Text")
self.sureBtn = Util.GetGameObject(self.transform, "sureBtn")
self.rolePanel = Util.GetGameObject(self.transform, "rolePanel")
self.heroName = Util.GetGameObject(self.transform, "rolePanel/Panel/name/heroName"):GetComponent("Text")
self.proImage = Util.GetGameObject(self.transform, "rolePanel/Panel/name/proImage/proImage/proImage"):GetComponent("Image")
self.starGrid = Util.GetGameObject(self.transform, "rolePanel/Panel/star")
self.posImage=Util.GetGameObject(self.transform,"rolePanel/Pos/PosImage"):GetComponent("Image")
self.posText=Util.GetGameObject(self.transform,"rolePanel/Pos/PosText"):GetComponent("Text")
self.info=Util.GetGameObject(self.gameObject,"rolePanel/Panel/Info")
self.infoTitleBg=Util.GetGameObject(self.info,"TitleBg")
self.infoTitle=Util.GetGameObject(self.infoTitleBg,"Title"):GetComponent("Text")
self.infoBody=Util.GetGameObject(self.info,"BodyBg/Viewport/Body"):GetComponent("Text")
self.infoBodyGo=Util.GetGameObject(self.info,"BodyBg")
end
--绑定事件(用于子类重写)
@ -38,13 +39,6 @@ function DropGetSSRHeroShopPanel:BindEvent()
Util.AddClick(self.sureBtn, function()
self:ClosePanel()
end)
--Util.AddClick(this.dragView.gameObject, function ()
-- local testLive= Util.GetGameObject(this.live2dRoot, "testLive")
-- if testLive then
-- local SkeletonGraphic = testLive:GetComponent("SkeletonGraphic")
-- SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
-- end
--end)
end
--添加事件监听(用于子类重写)
@ -67,10 +61,9 @@ function DropGetSSRHeroShopPanel:OnOpen(_heroBackData,func)
end
function DropGetSSRHeroShopPanel:OnSortingOrderChange()
Util.AddParticleSortLayer(self.bg, self.sortingOrder - orginLayer)
self.live2dRoot:GetComponent("Canvas").sortingOrder = self.sortingOrder + 10
Util.GetGameObject(self.transform,"Pos"):GetComponent("Canvas").sortingOrder = self.sortingOrder + 20
self.rolePanel:GetComponent("Canvas").sortingOrder = self.sortingOrder + 100
orginLayer = self.sortingOrder
end
@ -90,21 +83,62 @@ function DropGetSSRHeroShopPanel:OnShow()
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
end)
--self.dragView:SetDragGO(testLiveGO)
self.posImage.sprite=self.spLoader:LoadSprite(GetHeroPosStr(heroStaticData.Profession))
self.posText.text=GetLanguageStrById(heroStaticData.HeroLocation)
SetTextVerTial(self.posText.transform,Vector3.New(67.01,0.3,0),"MiddleLeft")
local starSize = Vector2.New(60,60)
SetHeroStars(self.spLoader, self.starGrid, heroBackData.star,2,starSize,-10,Vector2.New(0.5,0.5))
self.infoTitle.text=GetLanguageStrById(heroStaticData.HeroLocationDesc1)
SetHeroStars(self.spLoader, self.starGrid, heroStaticData.Star,1,Vector2.New(52,52),-2,Vector2.New(0.5,0.5))
-- self.profession.sprite = self.spLoader:LoadSprite(GetJobSpriteStrByJobNum(heroStaticData.Profession))
self.proImage.sprite =self.spLoader:LoadSprite(GetProStrImageByProNum(heroStaticData.PropertyName))
self.heroName.text =GetLanguageStrById(heroStaticData.ReadingName)
--self.quality.sprite=self.spLoader:LoadSprite(GetQualityIconByQualityNumer(heroStaticData.Natural))
--self.qualityImage.sprite=GetQuantityImage(self.spLoader, heroStaticData.Natural)
--self.quality:SetActive(heroStaticData.Natural < 10)
--self.doubleQuality:SetActive(heroStaticData.Natural >= 10)
--self.quality:GetComponent("Text").text = heroStaticData.Natural
--self.doubleQuality:GetComponent("Text").text = heroStaticData.Natural
self.heroName.text =GetLanguageStrById(heroStaticData.ReadingName) --string.format("lv.%s", heroData.lv)
Util.GetGameObject(self.transform,"Pos"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroPosBgStr(heroStaticData.Profession))
self.posImage.sprite=self.spLoader:LoadSprite(GetHeroPosStr(heroStaticData.Profession))
self.posText.text=GetLanguageStrById(heroStaticData.HeroLocation)
SetTextVerTial(self.posText.gameObject,Vector3.New(63.76,1.5,0),"MiddleLeft")
--指定星级开启info
self.info:SetActive(heroStaticData.Star == 5 or heroStaticData.Star == 4)
self.infoBodyGo:SetActive(heroStaticData.Star == 5)
self.infoTitle.text=GetLanguageStrById(heroStaticData.HeroLocationDesc1)
if heroStaticData.Star == 5 then
local t={}
local upStarSkillDataList={} --数据容器
--获取几星激活数据
for i = 1, #heroStaticData.OpenPassiveSkillRules do
if heroStaticData.OpenPassiveSkillRules[i][1] == 2 then
local passiveSkillConfig = passiveSkillConfig[heroStaticData.OpenPassiveSkillRules[i][3]]
if passiveSkillConfig and passiveSkillLogicConfig[passiveSkillConfig.Id].Judge == 1 and string.len(passiveSkillConfig.Desc) > 1 then
local d = {}
d.passiveSkillConfig = passiveSkillConfig
d.OpenPassiveSkillRules = heroStaticData.OpenPassiveSkillRules[i]
d.titleStr = "<size=34><color=#5AC383>"..NumToSimplenessFont[heroRankupConfig[heroStaticData.OpenPassiveSkillRules[i][2]].Phase[2]] .. Language[11718]
table.insert(upStarSkillDataList,d)
end
end
end
--数据插入t
for j = 1, #upStarSkillDataList do
if passiveSkillLogicConfig[upStarSkillDataList[j].passiveSkillConfig.Id].Judge == 1 then
table.insert(t,upStarSkillDataList[j].titleStr..GetLanguageStrById(upStarSkillDataList[j].passiveSkillConfig.Desc).."\n")
end
end
--获取法宝数据
local dTalis = ConfigManager.GetConfigData(ConfigName.HeroConfig,heroStaticData.Id).EquipTalismana--当前法宝数据 data[1]星级 data[2]法宝ID
local dowerAllData= ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana,"TalismanaId",dTalis[2])--当前法宝全部天赋数据(天赋可能为空)
local dowerData={}--当前法宝全部技能数据(天赋不为空)
for k=1,#dowerAllData do
if dowerAllData[k].OpenSkillRules then
table.insert(dowerData, dowerAllData[k])
end
end
--数据插入t,保证在星数据后
for n=1,#dowerData do
if dowerData[n].Level==25 then
table.insert(t,Language[11719]..GetLanguageStrById(passiveSkillConfig[dowerData[n].OpenSkillRules[1]].Desc).."\n")
end
end
local s=table.concat(t)--将表里字符串拼接
--看这下面 是全角空格哦~
self.infoBody.text=string.sub(s,1,-2)--去除最后\n
end
PlayUIAnim(self.transform)
end
@ -122,7 +156,6 @@ end
--界面销毁时调用(用于子类重写)
function DropGetSSRHeroShopPanel:OnDestroy()
self.spLoader:Destroy()
end
return DropGetSSRHeroShopPanel

View File

@ -93,7 +93,7 @@ function RoleInfoPopup:BindEvent()
Util.AddClick(this.ShenhunBtn,function()
local s = function()
local pro = {}
local lv = GodSoulManager.GetGodSoulLv(curHeroData.dynamicId)
local lv = curHeroData.godSoulLv
local skillList = GodSoulManager.GetGodSoulDataByLv(curHeroData.heroConfig.Id,0)
for i = 1,LengthOfTable(skillList) do
@ -290,7 +290,6 @@ function this.RoleInfo1()
this.pinjieRoot.gameObject:SetActive(false)
this.shenhunRoot.gameObject:SetActive(true)
for i = 1,#this.shenhunList do
Util.SetGray(this.shenhunList[i].go,true)
if i > star then
this.shenhunList[i].fx_shenhun.gameObject:SetActive(false)
this.shenhunList[i].goItem.gameObject:SetActive(true)

View File

@ -58,9 +58,9 @@ function TempPool:RecycleAll()
end
end
function TempPool:Destroy()
self.MomNode = nil
self.NodeList = nil
self.UsedIndex = nil
self.MomNode = {}
self.NodeList = {}
self.UsedIndex = {}
end
-- 按钮开闭状态改变
@ -148,12 +148,6 @@ function GiveMePowerPanel:BindEvent()
end)
end
-- 初始化Tab管理器
this.TabCtrl = TabBox.New()
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetChangeTabCallBack(this.OnTabChange)
this.TabCtrl:Init(this.tabbox, _TabData)
-- 初始化对象池
TempPool:Init()
--TempPool:Register("res1", this.resItem1)
@ -590,6 +584,13 @@ function GiveMePowerPanel:OnOpen(...)
-- 检测任务
-- UKnowNothingToThePowerManager.CheckTask()
--
-- 初始化Tab管理器
this.TabCtrl = TabBox.New()
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetChangeTabCallBack(this.OnTabChange)
this.TabCtrl:Init(this.tabbox, _TabData)
if this.TabCtrl then
this.TabCtrl:ChangeTab(1)
end

View File

@ -25,6 +25,7 @@ function RoleGodSoulLayout:InitComponent()
self.grid = Util.GetGameObject(self.gameObject,"bgdi/scroll/grid")
self.gridPos = self.grid:GetComponent("RectTransform").anchoredPosition
self.gridList = {}
self.effectbaijin = Util.GetGameObject(self.gameObject,"bgdi/topLayout/fx_zhuangbeijiemian2")
end
function RoleGodSoulLayout:OnSortingOrderChange()
@ -85,6 +86,7 @@ function RoleGodSoulLayout:OnShow()
self.gameObject:SetActive(true)
self:SetData()
Util.SetParticleSortLayer(self.bgdi,self.sortingOrder + 1)
Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
end
function RoleGodSoulLayout:SetData()
@ -217,8 +219,18 @@ function RoleGodSoulLayout:UpdataSingleGod2(index)
self.gridList[index].godLvList[i] = newObjToParent(self.godPre,self.gridList[index].godGrid)
end
self.gridList[index].godLvList[i].gameObject:SetActive(true)
local shenhun = Util.GetGameObject(self.gridList[index].godLvList[i],"fx_shenhun")
local shenhunImage = Util.GetGameObject(self.gridList[index].godLvList[i],"godItem")
if index <= self.lv then
shenhun.gameObject:SetActive(true)
shenhunImage.gameObject:SetActive(false)
else
shenhun.gameObject:SetActive(false)
shenhunImage.gameObject:SetActive(true)
end
end
end
self.gridList[index].add.gameObject:SetActive(true)
self.gridList[index].addImage.gameObject:SetActive(true)
Util.SetGray(self.gridList[index].addImage,false)

View File

@ -294,6 +294,9 @@ function this:SortHeroDatas(_heroDatas)
if a.lv == b.lv then
--判断战力是否相同
if a.warPower == b.warPower then
local aGodLv = GodSoulManager.GetGodSoulLv(a.dynamicId)
local bGodLv = GodSoulManager.GetGodSoulLv(b.dynamicId)
if aGodLv == bGodLv then
---判断星级是否相同
if a.star == b.star then
--返回图鉴排序
@ -301,6 +304,9 @@ function this:SortHeroDatas(_heroDatas)
else
return a.star > b.star
end
else
return aGodLv >bGodLv
end
else
return a.warPower > b.warPower
end
@ -309,6 +315,9 @@ function this:SortHeroDatas(_heroDatas)
end
--根据品阶排列
elseif sortType==SortTypeConst.Natural then
local aGodLv = GodSoulManager.GetGodSoulLv(a.dynamicId)
local bGodLv = GodSoulManager.GetGodSoulLv(b.dynamicId)
if aGodLv == bGodLv then
--是否星级相同
if a.star == b.star then
--判断战力是否相同
@ -326,6 +335,9 @@ function this:SortHeroDatas(_heroDatas)
else
return a.star > b.star
end
else
return aGodLv >bGodLv
end
end
else
--一个在一个不在先返回在的+不在的

View File

@ -32,7 +32,7 @@ function TalismanUpStarSuccessPanel:InitComponent()
--特性提升
self.speciality=Util.GetGameObject(self.gameObject,"Info/Panel/Speciality")
self.specialityText=Util.GetGameObject(self.speciality,"Text"):GetComponent("Text")
self.specialityText=Util.GetGameObject(self.speciality,"Scroll/Text"):GetComponent("Text")
end
function TalismanUpStarSuccessPanel:BindEvent()
@ -135,6 +135,7 @@ function TalismanUpStarSuccessPanel:ShowProAndSkillData()
if (curLv+1)==dowerData[n].Level then
self.speciality:SetActive(true)
self.specialityText.text=GetLanguageStrById(passiveSkillConfig[dowerData[n].OpenSkillRules[1]].Desc)
self.specialityText.transform.localPosition = Vector3.New(0, -100, 0)
return
end
end

View File

@ -253,13 +253,13 @@ function this.SingleRideClickShowInfo(data,go)
this.skillList[i].icon.sprite = this.spLoader:LoadSprite(GetResourcePath(data.Icon[i]))
Util.AddOnceClick(this.skillList[i].btn,function()
this.skillDes.gameObject:SetActive(true)
local data = {}
data.icon = GetResourcePath(data.Icon[i])
local data1 = {}
data1.icon = GetResourcePath(data.Icon[i])
local strs = string.split(data.SkillEffect,"|")
local strDes = string.split(strs[i],"#")
data.title = strDes[1]
data.des = strDes[2]
this.SetSkillDes(data)
data1.title = strDes[1]
data1.des = strDes[2]
this.SetSkillDes(data1)
end)
end
end

View File

@ -167,13 +167,21 @@ function WorldArenaMyTeamPanel:SetSingleFormation(go,data,index)
local heroData=HeroManager.GetSingleHeroData(heroTid)
self.Heros[index][hero.position].hero:SetActive(true)
local star,starType = heroData.GetStar(1)
SetHeroStars(self.spLoader, self.Heros[index][hero.position].starGrid, star,starType)
local starScale = -15
local starSize = Vector2.New(32,32)
if starType == 3 then
starScale = -16
starSize = Vector2.New(0.8,-15)
elseif starType == 2 then
starSize = Vector2.New(48,48)
end
SetHeroStars(self.spLoader, self.Heros[index][hero.position].starGrid, star,starType,starSize,starScale)
Util.SetParticleSortLayer(self.Heros[index][hero.position].starGrid,self.sortingOrder + 1)
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroData.id)
allPower=allPower+heroData.warPower
self.Heros[index][hero.position].proIconsprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
self.Heros[index][hero.position].levelText.text = heroData.lv
self.Heros[index][hero.position].framesprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
self.Heros[index][hero.position].frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
SetHeroIcon(self.spLoader, hero,self.Heros[index][hero.position].icon,heroConfig)
local heroData = {}
Util.AddOnceClick(self.Heros[index][hero.position].icon.gameObject, function()

View File

@ -168,6 +168,7 @@ function this.RankNodeAdapter(node, data,index)
newHero.level=pro[1]
newHero.heroid=hero.realId
newHero.star=hero.star
newHero.godSoulLv = hero.godSoulLv
newHero.position=hero.position
newHero.skinId=hero.skinId
table.insert(heroTeam.team,newHero)
@ -182,6 +183,7 @@ function this.RankNodeAdapter(node, data,index)
newHero.level=pro[1]
newHero.heroid=hero.realId
newHero.star=hero.star
newHero.godSoulLv = hero.godSoulLv
newHero.position=hero.position
newHero.skinId=hero.skinId
table.insert(enTeam.team,newHero)