Merge branch 'china/dev' into china/test

dev_chengFeng
wangzhenxing 2022-04-27 13:50:04 +08:00
commit f2d7042064
50 changed files with 3192 additions and 1670 deletions

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m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: -62.5}
m_AnchoredPosition: {x: 0, y: 36}
m_SizeDelta: {x: 900, y: 1211}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &7744938814033924867

View File

@ -490,6 +490,7 @@ PanelType = {
fagncunxunbao = {16,1288,1290},
HomeLand = {14,16,12061,12062},
ExploreFun = { 14, 16, 12061 }, -- 体力 2
GodPrint = { 14, 16, 1294 }, -- 神印
}
@ -786,6 +787,7 @@ RedPointType = {
Shop_Tab_General = 25310,
Shop_Tab_Soul = 25320,
Shop_Tab_Secret = 25321,
Shop_Tab_God = 25322,--神印页签
Shop_Tab_Arena = 25330,
Shop_Tab_Guild = 25331,
Shop_Tab_Roam = 25350,
@ -793,6 +795,7 @@ RedPointType = {
Shop_General_Check = 253100,
Shop_General_Refresh = 253101,
Shop_Soul_Refresh = 253102,
Shop_God_Refresh = 253103,--神印红点
Shop_Secret_Check = 253200,
Shop_Arena_Check = 253300,
Shop_Guild_Check = 253310,
@ -1037,6 +1040,7 @@ RedPointType = {
incarnation_demon = 43804,
incarnation_taoist = 43805,
tiandihonglu = 43806,
incarnation_force = 43807,--化身之力红点
recruitTreasure = 7010,
recruitTreasure_one = 7011,
@ -1693,12 +1697,15 @@ FUNCTION_OPEN_TYPE = {
WEEK_CARD = 117, -- 周卡
LINGMAIMIJING = 118,--灵脉秘境
TailsmanSoul = 119,
Incarnation = 120,
Incarnation = 120, --身外化身
ChouJiangRukou = 121,--限时招募,乾坤宝盒、灵兽宝阁入口
Explore = 123,
Gem = 122,--命格
FlyUp = 125,--飞升
HOMELAND = 124,--家园 浮生们
FlyUp = 125,--飞升
GodPrint=126,--神印
CROSS_CART=127,--跨服聊天
CROSS_RANK=128,--跨服排行榜
}
TaskGetBtnIconDef = {

View File

@ -2693,3 +2693,41 @@ function ConnectTable(curTable,targetTable)
end
return curTable
end
---检测功能开启方法
function CheckFunctionOpen(_funId)
local data = ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,_funId)
-- 当前玩家等级
local playerLv = PlayerManager.level
--开启规则
--1关卡开启
--2玩家等级开启
--3鸿蒙阵神将等级
local openRule = data.OpenRules
if openRule then
if openRule[1] == 1 and not FightPointPassManager.IsFightPointPass(openRule[2]) then -- 关卡开启
return false
elseif openRule[1] == 2 and playerLv < openRule[2] then -- 等级开启
return false
elseif openRule[1] == 3 and HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < openRule[2] then -- 鸿蒙阵神将共鸣等级
return false
end
end
--1#创角
--2#开服
local curTime=GetTimeStamp()
if data.IfOpen then
local type=data.IfOpen[1]
local dayNum=data.IfOpen[2]
if type==1 then
if curTime<PlayerManager.userCreateTime+dayNum*24*60*60 then
return false
end
elseif type==2 then
if curTime<PlayerManager.GetServerOpenTime()+dayNum*24*60*60 then
return false
end
end
end
return true
end

View File

@ -329,7 +329,8 @@ local SetSortingOrder = function(uiConfig, panel, isStackPanel, ...)
for i = 1, #this.stackList do
-- this.stackList[i].transform:SetAsLastSibling()
--特殊处理战斗特效穿透结算界面问题
if ((this.stackList[i].uiConfig.id==UIName.BattleWinPopup or this.stackList[i].uiConfig.id==UIName.BattleFailPopup) and UIManager.IsOpen(this.stackList[i].uiConfig.id) ) then
local windId=this.stackList[i].uiConfig.id
if ((windId==UIName.BattleWinPopup or windId==UIName.BattleFailPopup or windId==UIName.BattleBestPopup) and UIManager.IsOpen(this.stackList[i].uiConfig.id) ) then
addFloor=20
end
this.stackList[i]:SetSortingOrder((i+addFloor) * this.space)
@ -369,7 +370,6 @@ function UIManager.GetPanel(id, isSync, func, ...)
end
if not panel then
panel = reimport("Modules/"..uiConfig.script)
LogError("------------------"..uiConfig.script)
this.openedList[uiConfig.id] = panel
panel.uiConfig = uiConfig

View File

@ -124,7 +124,7 @@ function BagPanel:BindEvent()
if not temp or #temp < 1 then
PopupTipPanel.ShowTip("无可分解神印")
else
UIManager.OpenPanel(UIName.GodPrintResolvePanel, 4)--魂印
UIManager.OpenPanel(UIName.GodPrintResolvePanel,5)--魂印
end
end
end)
@ -277,7 +277,7 @@ function this.OnClickTabBtn(_index, _clickBtn, isTop,isNotAni,_tabIndex)
this:SetItemData(itemData, isTop,isNotAni)
end
if _index == ItemBaseType.GodPrint then
this.noneTxt.text="空空如也,神印可从<color=#2DE73B>挑战商店</color>获取"
this.noneTxt.text="空空如也,神印可从<color=#2DE73B>神印商店</color>获取"
else
this.noneTxt.text="空空如也"
end
@ -712,6 +712,10 @@ function this.SetBottomBarIsActive()
tabs1[i]:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.TailsmanSoul))
elseif i == 9 then--命格
tabs1[i]:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.Gem))
elseif i == 10 then --神印
tabs1[i]:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.GodPrint))
elseif i == 11 then --变身
tabs1[i]:SetActive(CheckFunctionOpen(FUNCTION_OPEN_TYPE.Incarnation))
end
if tabs1[i].activeInHierarchy then
num = num + 1

View File

@ -7114,14 +7114,22 @@ local passivityList = {
local p1 = args[3]
local v1 = args[4]
local round = args[5]
local buff=nil
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound)
-- 第i1回合开始
if curRound == i1 then
role:AddBuff(Buff.Create(role, BuffName.PropertyChange,round, BattlePropList[p1],v1, ct))
buff=Buff.Create(role, BuffName.PropertyChange,round, BattlePropList[p1],v1, ct)
role:AddBuff(buff)
end
end,nil,nil,role)
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEnd,function(curRound)
if curRound==i1+round-1 then
if buff and buff.caster==role then
buff.disperse = true
end
end
end)
end,
-- 敌方单位被击杀自身释放[a]技能,释放的技能类型为[b]。
-- a[int] b[int]
@ -11300,6 +11308,8 @@ local passivityList = {
local time=args[4]
local num=0
--处理伤害技能
local triggerSkill=nil
local isTrigger=false
local onDamageBefore=function(defRole, factorFunc, damageType, skill)
if type~=damageType or type>2 then
return
@ -11307,14 +11317,21 @@ local passivityList = {
if not skill or skill.type~=BattleSkillType.Special or skill.isAdd then
return
end
if isTrigger then
return
end
if num>=time then
return
end
if triggerSkill then
return
end
BattleUtil.RandomAction(p1,function()
role:AddSuperSkill(false,true,nil,false,false,p2)
triggerSkill=skill
num=num+1
end)
isTrigger=true
end
role.Event:AddEvent(BattleEventName.RoleDamageBefore,onDamageBefore,nil,nil,role)
--处理治疗技能
@ -11325,13 +11342,21 @@ local passivityList = {
if not skill or skill.type~=BattleSkillType.Special or skill.isAdd then
return
end
if isTrigger then
return
end
if num>=time then
return
end
if triggerSkill then
return
end
BattleUtil.RandomAction(p1,function()
role:AddSuperSkill(false,true,nil,false,false,p2)
triggerSkill=skill
num=num+1
end)
isTrigger=true
end
role.Event:AddEvent(BattleEventName.PassiveTreatingFactor,OnTreatSkill,nil,nil,role)
@ -11339,6 +11364,12 @@ local passivityList = {
num=0
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,onRoundChange,nil,nil,role)
local OnSkillCast=function()
triggerSkill=nil
isTrigger=false
end
role.Event:AddEvent(BattleEventName.SkillCastBefore,OnSkillCast,nil,nil,role)
end,

View File

@ -252,11 +252,11 @@ function this.SetData(root, data)
if type==1 or type==2 then
goBtnText.text=Language[10287]
goBtnImage.sprite=this.spLoader:LoadSprite("s_slbz_1anniuhuangse")
power.text = _power--string.format(Language[10288], _power)
power.text = _power
tip.gameObject:SetActive(false)
goIcon:SetActive(isOpen and freeTime<=0)
goIconNum:SetActive( isOpen and freeTime<=0)
if type==2 then
goIcon:SetActive(isOpen and freeTime<=0)
goIconNum:SetActive( isOpen and freeTime<=0)
goBtnText.text=Language[10289]
goBtnImage.sprite=this.spLoader:LoadSprite("s_slbz_1anniuhuise")
tip.text=Language[10290]
@ -350,7 +350,13 @@ end
---检测tab是否锁定
function this.TabIsLockCheck(index)
if CarbonManager.challengeCopyDataTable[index].openState==0 then
return true,"副本未开启"
local tipStr=""
if CarbonManager.challengeCopyDataTable[index].type==1 then
tipStr="副本每周一,三,五,七开启"
else
tipStr="副本每周二,四,六,七开启"
end
return true,tipStr
end
return false
end

View File

@ -222,8 +222,14 @@ function CarbonsPanel:TipShow(_go,_value)
self.timeList[_value.id].TextObj = timeText
self.timeList[_value.id].Text = "剩余时间:"
self.timeList[_value.id].time = ExpeditionManager.startTime + tonumber(expeditionData.SeasonEnd) - GetTimeStamp() + expeditionData.SeasonInterval * 60 - 300
elseif _value.id == FUNCTION_OPEN_TYPE.ENDLESS or _value.id == FUNCTION_OPEN_TYPE.TRIAL then--无尽副本\森罗幻境
time:SetActive(false)
elseif _value.id == FUNCTION_OPEN_TYPE.ENDLESS then
time:SetActive(true)
self.timeList[_value.id] = {}
self.timeList[_value.id].TextObj = timeText
self.timeList[_value.id].Text = "剩余时间:"
self.timeList[_value.id].time = CalculateSecondsNowTo_N_OClock(0)
elseif _value.id == FUNCTION_OPEN_TYPE.TRIAL then--无尽副本\森罗幻境
time:SetActive(true)
self.timeList[_value.id] = {}
self.timeList[_value.id].TextObj = timeText
self.timeList[_value.id].Text = "剩余时间:"
@ -366,7 +372,6 @@ function CarbonsPanel:BtnClick(id)
-- MapManager.SetViewSize(3)--设置视野范围(明雷形式)
-- MapManager.isTimeOut = false
-- UIManager.OpenPanel(UIName.EndLessCarbonPanel)
Log("~~~~~~~~~~~~~~~~~~打卡打卡")
UIManager.OpenPanel(UIName.ChallengeCopyPanel)
else
PopupTipPanel.ShowTip(Language[10281])

View File

@ -111,7 +111,7 @@ function this.IsChannelOpen(channel)
end
elseif channel == CHAT_CHANNEL.JUMP_SERVER then
-- 开服前七天, 未跨服都显示未跨服
if GetTimeStamp() - PlayerManager.GetServerOpenTime() < 7*24*60*60 or PlayerManager.isCross == 0 then
if not CheckFunctionOpen(FUNCTION_OPEN_TYPE.CROSS_CART) or PlayerManager.isCross == 0 then
return false, "未划分跨服分组"
end
end

View File

@ -90,7 +90,8 @@ function ExploreMainPanel:InitComponent()
self.rankBtn:SetActive(false)
self.taskBtn = Util.GetGameObject(self.gameObject, "btns/taskBtn")
self.taskBtn:SetActive(false)
self.shopBtn = Util.GetGameObject(self.gameObject, "btns/shopBtn")
self.shopBtn = Util.GetGameObject(self.gameObject, "btns/shopBtn")
self.shopBtn:SetActive(false)
end
--绑定事件(用于子类重写)

View File

@ -376,12 +376,14 @@ function this.RequestGetDailyReward(func)
end
Timer.New(function()
NetManager.GetHardStageDailyReward(function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(buyPriId,1)
PrivilegeManager.RefreshPrivilegeUsedTimes(freePriId,1)--记录抽卡次数
--PrivilegeManager.RefreshPrivilegeUsedTimes(buyPriId,1)
-- 刷新红点状态
CheckRedPointStatus(RedPointType.FightLevelDailyReward)
-- 触发状态改变
Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.DailyRewardStateChange)
-- 显示掉落
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1)
end)
end,1,1,false):Start()
@ -397,9 +399,20 @@ function this.RequestGetDailyReward(func)
PopupTipPanel.ShowTip(string.format(Language[10298],GetLanguageStrById(itemConfig[itemId].Name)))
return
end
ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP,storeId,1,function()
PrivilegeManager.RefreshPrivilegeUsedTimes(buyPriId,1)
s()
-- ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP,storeId,1,function()
-- PrivilegeManager.RefreshPrivilegeUsedTimes(buyPriId,1)
-- s()
-- end)
NetManager.GetHardStageDailyReward(function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(buyPriId,1)--记录抽卡次数
--PrivilegeManager.RefreshPrivilegeUsedTimes(buyPriId,1)
-- 刷新红点状态
CheckRedPointStatus(RedPointType.FightLevelDailyReward)
-- 触发状态改变
Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.DailyRewardStateChange)
-- 显示掉落
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1)
end)
end
end

View File

@ -98,9 +98,9 @@ function this:OnShow(_parent,_args)
end
if bagNum < list[i][2] then
isCan=false
numTxt.text=string.format("<color=#FF0000FF>%s/%s</color>",bagNum,list[i][2])
numTxt.text=string.format("<color=#FF0000FF>%s/%s</color>",PrintWanNum(bagNum),list[i][2])
else
numTxt.text=string.format("<color=#FFFFFFFF>%s/%s</color>",bagNum,list[i][2])
numTxt.text=string.format("<color=#FFFFFFFF>%s/%s</color>",PrintWanNum(bagNum),list[i][2])
end
Util.AddClick(btnObj,function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,itemConfig[list[i][1]].Id,nil)

View File

@ -47,7 +47,8 @@ function GodPrintPanel:InitComponent()
this.showBtn:SetActive(false)
this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn/btnBack")
this.empty=Util.GetGameObject(this.gameObject,"Empty")
this.emptyTxt=Util.GetGameObject(this.gameObject,"Empty/talkImage/Text"):GetComponent("Text")
this.emptyTxt.text="无符合条件的神印!"
--循环布局根节点
this.loopRoot=Util.GetGameObject(this.gameObject,"LoopRoot")
this.loopPre=Util.GetGameObject(this.loopRoot,"Pre")

View File

@ -23,6 +23,8 @@ function GodPrintPopUpV2:InitComponent()
this.backBtn=Util.GetGameObject(this.panel,"BackBtn")
this.title=Util.GetGameObject(this.panel,"Title"):GetComponent("Text")
this.empty=Util.GetGameObject(this.panel,"Empty")
this.emptyTxt=Util.GetGameObject(this.panel,"Empty/talkImage/Text"):GetComponent("Text")
this.emptyTxt.text="未佩戴神印!"
this.scrollRoot=Util.GetGameObject(this.gameObject,"ScrollRoot")
this.pre=Util.GetGameObject(this.scrollRoot,"Pre")
this.scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scrollRoot.transform,this.pre, nil,--

View File

@ -28,6 +28,7 @@ local _PanelType = {
[2] = PanelType.IronResource,
[3] = PanelType.requiem,
[4] = PanelType.StarSoul,
[5] = PanelType.GodPrint,
}
local list={}
@ -207,6 +208,7 @@ end
--界面打开时调用(用于子类重写)
function GodPrintResolvePanel:OnOpen(_tabType)
tabType=_tabType
LogError("tabtype=="..tabType)
isPlayanim = true
isTop = true
end
@ -245,6 +247,11 @@ function this.GetTabTypeShoePanel(_tabType)
this.soulPrintScroll:SetActive(true)
this.soulPrintObject:SetActive(true)
this.SortTypeClick(tabSortType,soulPrintEndBtns[1])
elseif _tabType==5 then
this.btnSoulPrintGrid:SetActive(true)
this.soulPrintScroll:SetActive(true)
this.soulPrintObject:SetActive(true)
this.SortTypeClick(tabSortType,soulPrintEndBtns[1])
end
end
--展示数据
@ -260,7 +267,7 @@ function this.SortTypeClick(_sortType,_btn)
this.EndTabBtnSelect(_btn)
this.CleanSelectList()
if tabType == 4 then
if tabType == 5 then
list={}
soulPrintData= BagManager.GetAllGodPrintData(tabSortType)
table.sort(soulPrintData,function(a,b)
@ -374,7 +381,7 @@ end
--计算奖励 和 已选择数量
function this.UpdataPanelRewardAndSelectText()
local allRewardData={}
if tabType == 4 then
if tabType == 5 then
this.selectText.text = Language[11728]..LengthOfTable(chooseIdList).."/"..#soulPrintData
for i, v in pairs(chooseIdList) do
local rewardGroupId = tonumber(itemConfig[v].ResolveReward)
@ -429,7 +436,7 @@ end
--快速选择英雄 或者 装备
function this.QuickSelectListData()
if tabType == 4 then
if tabType == 5 then
chooseIdList={}
local tempchooseIdList={}
for k, v in pairs(soulPrintData) do
@ -476,7 +483,7 @@ function this.SendBackResolveReCallBack(drop)
else
BagManager.OnShowTipDropNumZero(drop)
end
if tabType== 4 then
if tabType== 5 then
--移除魂印
GodPrintManager.RemoveSoulPrint(chooseIdList)
local soulPrint= GodPrintManager.GetSoulPrintQualityDataByType(this.soulPrintChooseType)
@ -494,7 +501,7 @@ function this.ResolveBtnClickEvent()
local curResolveAllItemList={}
local isSoulPrintShowSure=false
local type=-1
if tabType==4 then
if tabType==5 then
isSoulPrintShowSure=false
type=1
local temp = {}

View File

@ -241,14 +241,13 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
for id, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroConfig)) do
if (not v.Hide or v.Hide == 0) and HeroManager.InVersion(id) then
-- if v.Natural == 7 and (proId == 0 or v.PropertyName == proId) then
-- table.insert(tenHeroList,v)
-- else
if v.Natural == 6 and (proId == 0 or v.PropertyName == proId) then
if v.Natural == 7 and (proId == 0 or v.PropertyName == proId) then
table.insert(tenHeroList,v)
elseif v.Natural == 6 and (proId == 0 or v.PropertyName == proId) then
table.insert(sexHeroList,v)
if v.MaxRank==14 then
table.insert(tenHeroList,v)
end
-- if v.MaxRank==14 then
-- table.insert(tenHeroList,v)
-- end
elseif v.Natural == 5 and (proId == 0 or v.PropertyName == proId) then
table.insert(fiveHeroList,v)
elseif v.Natural == 4 and (proId == 0 or v.PropertyName == proId) then

View File

@ -44,11 +44,12 @@ function IncarnationForcePanel:BindEvent()
local curHaveItemNum=BagManager.GetItemCountById(this.configData.ExpCost[1])
local curCostItemNum=this.configData.ExpCost[2]
if curHaveItemNum <curCostItemNum then
PopupTipPanel.ShowTip("材料不足")
PopupTipPanel.ShowTip("化身之力不足,无法升级")
return
end
NetManager.SendTransformationForceUpRequest(IncarnationManager.incarnationForceLv,function ()
self:OnShow()
CheckRedPointStatus(RedPointType.incarnation_force)
end)
end)
BindRedPointObject(RedPointType.Practice_Cultivation,self.btnRed)
@ -83,7 +84,7 @@ function IncarnationForcePanel:OnShow()
self:SetSingleData(go,this.configData.PropList[i],i)
end
--设置等级
self.level.text = string.format("%s级",this.configData.Level)
self.level.text = string.format("化身等级:%s级",this.configData.Level)
self.power.text = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
local curHaveItemNum=BagManager.GetItemCountById(this.configData.ExpCost[1])
local curCostItemNum=this.configData.ExpCost[2]

View File

@ -54,13 +54,7 @@ function this.CreatEmptyItemData(id)
this.itemDataList[id].icon = itemConfig[ChangingCard[id].CardId].ResourceID
this.itemDataList[id].heroId = ChangingCard[id].desc2
this.itemDataList[id].proDatas =this.GetChangeCardProperty(id)
this.itemDataList[id].proDesList = {}
local str = "激活属性:"
str = this.GetproDesStr(str,this.itemDataList[id].proDatas)
table.insert(this.itemDataList[id].proDesList,str)
this.itemDataList[id].skillDatas = ChangingCard[id].Skill[1]
this.itemDataList[id].skillDes = PassiveSkillConfig[this.itemDataList[id].skillDatas].Desc
table.insert(this.itemDataList[id].proDesList,this.itemDataList[id].skillDes)
end
end
@ -72,7 +66,7 @@ function this.GetproDesStr(_str,dataList)
end
return str
end
--获取化身卡指定星级的技能描述
function this.GetSkillDesStr(id,Star)
local skillId= ChangingCard[id].Skill[Star+1]
local skillDes= PassiveSkillConfig[skillId].Desc
@ -117,6 +111,7 @@ function this.SetItemDataList(dataList,_incarnationForceLv)
this.SetLevel(dataList[i].id,dataList[i].level)
this.SetStar(dataList[i].id,dataList[i].star)
this.SetSkillData(dataList[i].id)
this.SetPropDatas(dataList[i].id)
this.incarnationForceLv=_incarnationForceLv
end
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Incarnation)
@ -162,14 +157,12 @@ end
function this.SetStar(id,star)
this.itemDataList[id].star=star
end
--设置激活技能数据
function this.SetSkillData(id)
local changeCardData=this.itemDataList[id]
changeCardData.skillDatas = ChangingCard[id].Skill[changeCardData.star+1]
this.itemDataList[id].skillDes = PassiveSkillConfig[changeCardData.skillDatas].Desc
this.itemDataList[id].proDesList[2]=this.itemDataList[id].skillDes
end
--设置变身卡所有属性加成
function this.SetPropDatas(id)
this.itemDataList[id].proDatas =this.GetChangeCardProperty(id)
end
@ -177,7 +170,7 @@ end
function this.GetStatusByItemId(id)
local config = ConfigManager.TryGetConfigDataByKey(ConfigName.ChangingCard,"CardId",id)
if config then
return this.itemDataList[config.ID].state
return this.itemDataList[config.Id].state
end
return -1
end
@ -294,6 +287,16 @@ function this.CheckRedData(red)
return false
end
---检测化身之力红点
function this.CheckPowerBtnRedData(red)
this.configData = ConfigManager.GetConfigData(ConfigName.ChangingForce,this.incarnationForceLv)
local curHaveItemNum=BagManager.GetItemCountById(this.configData.ExpCost[1])
local curCostItemNum=this.configData.ExpCost[2]
if curHaveItemNum >=curCostItemNum then
return true
end
return false
end
function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
local changeCardInfo=this.itemDataList[cardId]
@ -348,6 +351,44 @@ function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
return nil
end
function this.GetChangeCardPropertyAdd(cardId,level,star)
local cardConfig=ConfigManager.GetConfigData(ConfigName.ChangingCard,cardId)
local propList={}
for k,v in pairs(cardConfig.PropList) do
propList[v[1]]=v[2]
end
if star>0 then
local startProp
if star==1 then
startProp=cardConfig.Star1UpProps
elseif star==2 then
startProp=cardConfig.Star2UpProps
elseif star==3 then
startProp=cardConfig.Star3UpProps
end
for k,v in pairs(startProp) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
else
propList[v[1]]=v[2]
end
end
end
if level>0 then
local cardLvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel,"Level",level,"PoolId",cardConfig.LevelUpPool)
for k,v in pairs(cardLvConfig.PropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
else
propList[v[1]]=v[2]
end
end
end
return propList
end
return this

View File

@ -18,6 +18,7 @@ function IncarnationPanel:InitComponent()
self.selectBtn = Util.GetGameObject(self.gameObject,"bg/Tabs/selectBtn")
self.btnBack = Util.GetGameObject(self.gameObject,"bg/btnBack")
self.incarnationPowerBtn = Util.GetGameObject(self.gameObject,"bg/incarnationPowerBtn")
self.powerBtnRedPoint = Util.GetGameObject(self.gameObject,"bg/incarnationPowerBtn/redPoint")
self.addBtn = Util.GetGameObject(self.gameObject,"bg/addBtn")
self.helpBtn = Util.GetGameObject(self.gameObject,"bg/helpBtn")
self.helpPos = self.helpBtn:GetComponent("RectTransform").localPosition
@ -108,6 +109,7 @@ function IncarnationPanel:BindEvent()
BindRedPointObject(RedPointType.incarnation_buddish,tabsRedpoints[2].gameObject)
BindRedPointObject(RedPointType.incarnation_demon,tabsRedpoints[3].gameObject)
BindRedPointObject(RedPointType.incarnation_taoist,tabsRedpoints[4].gameObject)
BindRedPointObject(RedPointType.incarnation_force,self.powerBtnRedPoint.gameObject)
end
function IncarnationPanel:FindDatasIndexById(id)
@ -197,7 +199,7 @@ function IncarnationPanel:RefreshSingleCardPre(cardPre,data,isJump,index)
self.cardList[cardPre].cardBg.sprite = self.spLoader:LoadSprite(GetHeroCardStarFg[data.quality])
if isJump then
Util.AddOnceClick(self.cardList[cardPre].getBtn,function()
UIManager.OpenPanel(UIName.RewardTailsmanChipShowPopup, data.itemId, function()end)
UIManager.OpenPanel(UIName.RewardTailsmanChipShowPopup, data.itemId)
end)
end
for i = 0, 3 do
@ -318,18 +320,22 @@ function IncarnationPanel:SetSingleData(go,data,index)
end
end)
Util.AddOnceClick(self.itemPreList[go].activableBtn,function()
if data.state == 0 then
NetManager.UpOrDownTransformationRequest(data.id,0,1,function()
Util.AddOnceClick(self.itemPreList[go].incarnationningBtn,function()
if data.state == 2 then
NetManager.UpOrDownTransformationRequest(data.id,data.pos,1,function()
local oldPos = data.pos
data.state = 1
data.pos = 0
self:SetSingleData(go,data,index)
PopupTipPanel.ShowTip(string.format("成功激活%s",data.name))
CheckRedPointStatus(data.property + 438001)
end)
else
PopupTipPanel.ShowTip(string.format("成功激活%s",data.name))
end
end)
self.upLayoutData[oldPos] = nil
self:RefreshSingleCardPre(self.upLayoutItemList[oldPos].pos,nil,false,oldPos)
self.upLayoutItemList[oldPos].btn.gameObject:SetActive(false)
PopupTipPanel.ShowTip("成功卸下身外化身!")
end)
end
end)
Util.AddOnceClick(self.itemPreList[go].upLvBtn,function()
UIManager.OpenPanel(UIName.IncarnationUpPopup,1,data.id)
@ -390,6 +396,7 @@ function IncarnationPanel:OnDestroy()
ClearRedPointObject(RedPointType.incarnation_buddish,tabsRedpoints[2].gameObject)
ClearRedPointObject(RedPointType.incarnation_demon,tabsRedpoints[3].gameObject)
ClearRedPointObject(RedPointType.incarnation_taoist,tabsRedpoints[4].gameObject)
ClearRedPointObject(RedPointType.incarnation_force,self.powerBtnRedPoint.gameObject)
SubUIManager.Close(self.UpView)
end

View File

@ -4,14 +4,11 @@ local this=IncarnationUpHelpPopup
local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
function this:InitComponent()
this.spLoader = SpriteLoader.New()
this.btnBack = Util.GetGameObject(self.gameObject, "BackMask")
this.pro = Util.GetGameObject(self.gameObject, "pro")
this.proContent = Util.GetGameObject(self.pro, "content")
this.proGrid= Util.GetGameObject(self.gameObject, "scroll/proScroll/proScrollgrid2")
this.proGridPos = self.proGrid:GetComponent("RectTransform").anchoredPosition
this.proList = {}
this.back = Util.GetGameObject(self.gameObject, "BG/BackBtn")
this.maxLevel=Util.GetGameObject(self.gameObject, "maxLevel"):GetComponent("Text")
this.propGrid=Util.GetGameObject(self.gameObject, "propLayout/grid")
this.skillDes=Util.GetGameObject(self.gameObject, "skillDes"):GetComponent("Text")
end
function this:BindEvent()
@ -40,31 +37,30 @@ end
function this:OnOpen(_cardId)
local cardData= IncarnationManager.itemDataList[_cardId]
local cardConfig=ConfigManager.GetConfigData(ConfigName.ChangingCard,_cardId)
local levelConfigs=ConfigManager.GetAllConfigsDataByKey(ConfigName.ChangingCardLevel,"PoolId",cardConfig.LevelUpPool)
local isNew=this.proGrid.transform.childCount<=0
local maxStarProp=cardConfig.Star3UpProps
local levelConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel,"PoolId",cardConfig.LevelUpPool,"Level",cardConfig.LevelMax)
local maxLevelProp=levelConfig.PropList
this.maxLevel.text=cardConfig.LevelMax..""
this.skillDes.text="技能:"..IncarnationManager.GetSkillDesStr(_cardId,3)
local propList={}
for k,v in pairs(maxStarProp) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
else
propList[v[1]]=v[2]
end
end
for k,v in pairs(maxLevelProp) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
else
propList[v[1]]=v[2]
end
end
local index=0
for i = 1, #levelConfigs do
local go
if isNew then
go= newObjToParent(this.pro,this.proGrid)
else
go= this.proGrid.transform:GetChild(index)
end
local str=""
for j = 1, #levelConfigs[i].PropList do
local propId= levelConfigs[i].PropList[j][1]
local propVal= levelConfigs[i].PropList[j][2]
str = str..PropertyConfig[propId].Info.."+"..GetPropertyFormatStrOne(PropertyConfig[propId].Style,propVal).." "
end
if cardData.level==levelConfigs[i].Level then
Util.GetGameObject(go, "title"):GetComponent("Text").text=string.format("<color=#00FF00>%s级</color>",levelConfigs[i].Level)
Util.GetGameObject(go, "content"):GetComponent("Text").text=string.format("<color=#00FF00>%s</color>",str)
else
Util.GetGameObject(go, "title"):GetComponent("Text").text=string.format("<color=#FFFFFF>%s级</color>",levelConfigs[i].Level)
Util.GetGameObject(go, "content"):GetComponent("Text").text=string.format("<color=#FFFFFF>%s</color>",str)
end
for k,v in pairs(propList) do
local propText=this.propGrid.transform:GetChild(index):GetComponent("Text")
propText.text = PropertyConfig[k].Info.."+"..GetPropertyFormatStrOne(PropertyConfig[k].Style,v)
index=index+1
end
end
@ -81,7 +77,6 @@ end
--界面销毁时调用(用于子类重写)
function this:OnDestroy()
self.spLoader:Destroy()
self.proList = {}
end
return this

View File

@ -15,7 +15,8 @@ function this:InitComponent()
this.titleText = Util.GetGameObject(self.gameObject, "root/bg/titleText"):GetComponent("Text")
this.prefab=Util.GetGameObject(self.gameObject, "root/prefab")
this.itemView= SubUIManager.Open(SubUIConfig.ItemView, this.prefab.transform)
this.lvLayout=Util.GetGameObject(self.gameObject, "root/verLayout/lvLayout")
this.curLvText=Util.GetGameObject(this.lvLayout, "grid/curLv"):GetComponent("Text")
@ -25,6 +26,10 @@ function this:InitComponent()
this.curProp=Util.GetGameObject(this.proyLayout, "grid/curProp")
this.nextProp=Util.GetGameObject(this.proyLayout, "grid/nextProp")
this.forceLayout=Util.GetGameObject(self.gameObject, "root/verLayout/forceLayout")
this.curDrop=Util.GetGameObject(this.forceLayout, "grid/curDrop"):GetComponent("Text")
this.nextDrop=Util.GetGameObject(this.forceLayout, "grid/nextDrop"):GetComponent("Text")
this.skillLayout=Util.GetGameObject(self.gameObject, "root/verLayout/skillLayout")
this.curSkillDes=Util.GetGameObject(this.skillLayout, "grid/curSkillDes/text"):GetComponent("Text")
this.nextSkillDes=Util.GetGameObject(this.skillLayout, "grid/nextSkillDes/text"):GetComponent("Text")
@ -42,6 +47,7 @@ function this:InitComponent()
this.upLvBtn = Util.GetGameObject(this.costLayout, "upLvBtn")
this.upStarBtn = Util.GetGameObject(this.costLayout, "upStarBtn")
this.itemView= SubUIManager.Open(SubUIConfig.ItemView, this.prefab.transform)
end
function this:BindEvent()
@ -70,7 +76,11 @@ function this:BindEvent()
PopupTipPanel.ShowTip("星级已满")
return
end
if #curSelectMat<this.cardConfig.StarUpCost[curStar+1][2] then
local selectNum=0
for i = 1, #curSelectMat do
selectNum=selectNum+curSelectMat[i].num
end
if selectNum<this.cardConfig.StarUpCost[curStar+1][2] then
PopupTipPanel.ShowTip("材料不足")
return
end
@ -107,7 +117,6 @@ function this.UpdateWin()
cardData=IncarnationManager.itemDataList[curCardId]
curStar=cardData.star
curLevel=cardData.level
LogBlue("等级:"..curLevel.." 星级:"..curStar)
this.titleText.text=cardData.name
local propData=IncarnationManager.GetChangeCardProperty(curCardId)
if type==1 then
@ -120,17 +129,23 @@ function this.UpdateWin()
this.upLvBtn.gameObject:SetActive(true)
this.upStarBtn.gameObject:SetActive(false)
this.skillLayout.gameObject:SetActive(false)
local cardLvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel,"Level",curLevel,"PoolId",this.cardConfig.LevelUpPool)
this.curDrop.text=cardLvConfig.ChangingForceExp[2]
this.SetPropInfo(this.curProp,propData)
if this.CheckLevelLimit() then
this.nextLvText.gameObject:SetActive(false)
this.nextProp.gameObject:SetActive(false)
this.costGrid.gameObject:SetActive(false)
this.nextDrop.gameObject:SetActive(false)
else
this.nextProp.gameObject:SetActive(true)
this.costGrid.gameObject:SetActive(true)
this.nextDrop.gameObject:SetActive(true)
local nextPropData=IncarnationManager.GetChangeCardProperty(curCardId,true,false)
this.SetPropInfo(this.nextProp,nextPropData)
local cardLvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel,"Level",curLevel,"PoolId",this.cardConfig.LevelUpPool)
this.SetCostItem(cardLvConfig.Exp)
local nextCardLvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel,"Level",curLevel+1,"PoolId",this.cardConfig.LevelUpPool)
this.nextDrop.text="+"..nextCardLvConfig.ChangingForceExp[2]
end
else
@ -138,8 +153,7 @@ function this.UpdateWin()
Util.GetGameObject(this.curLvText.gameObject, "starImg"):SetActive(true)
Util.GetGameObject(this.nextLvText.gameObject, "starImg"):SetActive(true)
this.curLvText.text=curStar
this.nextLvText.text=curStar+1
this.curDrop.text=curStar>0 and this.cardConfig.StarUpExp[curStar][2] or 0
this.upLvBtn.gameObject:SetActive(false)
this.upStarBtn.gameObject:SetActive(true)
this.skillLayout.gameObject:SetActive(true)
@ -151,14 +165,18 @@ function this.UpdateWin()
this.nextProp.gameObject:SetActive(false)
this.costGrid.gameObject:SetActive(false)
this.nextSkillDes.transform.parent.gameObject:SetActive(false)
this.nextDrop.gameObject:SetActive(false)
else
this.nextSkillDes.gameObject:SetActive(true)
this.nextSkillDes.text=IncarnationManager.GetSkillDesStr(curCardId,curStar+1)
this.nextProp.gameObject:SetActive(true)
this.costGrid.gameObject:SetActive(true)
this.nextDrop.gameObject:SetActive(true)
local nextPropData=IncarnationManager.GetChangeCardProperty(curCardId,false,true)
this.nextLvText.text=curStar+1
this.SetPropInfo(this.nextProp,nextPropData)
this.SetCostItem(this.cardConfig.StarUpCost[curStar+1])
this.nextDrop.text="+"..this.cardConfig.StarUpExp[curStar+1][2]
end
end
@ -199,8 +217,7 @@ function this.SetCostItem(costData)
this.num.text= string.format("<color=#FF0000>%s</color>","0/"..costData[2])
this.bianImg.gameObject:SetActive(true)
end
Util.AddClick(Util.GetGameObject(this.costItem, "frame"), function()
Util.AddOnceClick(Util.GetGameObject(this.costItem, "frame"), function()
this.itemView:OnBtnCkickEvent(costData[1])
end)
end
@ -233,15 +250,13 @@ function this.CheckLevelLimit()
return false
end
function this:OnSortingOrderChange()
end
function this:OnClose()
Game.GlobalEvent:DispatchEvent(GameEvent.CommonEvent.RefreshIncarnationPanel)
end
function this:OnDestroy()
self.spLoader:Destroy()
curSelectMat={}
end
return this

View File

@ -77,7 +77,7 @@ function this:OnOpen(_openThisPanel,_curSelectHeroList,_needInfo)
heroDataList={}
local allItemList= BagManager.GetBagAllDataByItemType(29)
for i, v in pairs(allItemList) do
if v.quality==needQuality then
if v.quality==needQuality and v.num>0 then
table.insert(heroDataList,v)
end
end
@ -114,7 +114,7 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
icon.sprite = this.spLoader:LoadSprite(heroData.icon)
num.text = heroData.num
proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.itemConfig.val[9]))--9是阵营id
name.text = heroData.name
name.text =string.gsub(heroData.name, "变身", "")
Util.AddOnceClick(cardBtn, function()
local isSelect = false
local selectIndex = 0

View File

@ -6267,6 +6267,7 @@ function NetManager.SendTransformationUpGradeRequest(type,id,costList,func)
IncarnationManager.SetSkillData(info.id)
PopupTipPanel.ShowTip("升星成功")
end
CheckRedPointStatus(RedPointType.incarnation_force)
IncarnationManager.SetPropDatas(info.id)
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)

View File

@ -137,6 +137,8 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.Shop_Tab_Arena, RedPointType.Shop_Page_Play)
RPData:SetParent(RedPointType.Shop_Tab_Guild, RedPointType.Shop_Page_Play)
RPData:SetParent(RedPointType.Shop_Tab_Roam, RedPointType.Shop_Page_Roam)
RPData:SetParent(RedPointType.Shop_Tab_God, RedPointType.Shop_Page_Play)
RPData:SetParent(RedPointType.Shop_God_Refresh, RedPointType.Shop_Tab_God)
-- ====== 商店功能
RPData:SetParent(RedPointType.Shop_General_Check, RedPointType.Shop_Tab_General)
RPData:SetParent(RedPointType.Shop_General_Refresh, RedPointType.Shop_Tab_General)
@ -339,6 +341,7 @@ function this.InitRedPointAllRelate()
RPData:SetParent(RedPointType.incarnation_buddish,RedPointType.incarnation)
RPData:SetParent(RedPointType.incarnation_demon,RedPointType.incarnation)
RPData:SetParent(RedPointType.incarnation_taoist,RedPointType.incarnation)
RPData:SetParent(RedPointType.incarnation_force,RedPointType.incarnation)
RPData:SetParent(RedPointType.incarnation,RedPointType.Practice)
--命格
@ -391,6 +394,7 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.Shop_General_Check, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.Shop_General_Refresh, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.Shop_Soul_Refresh, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.Shop_God_Refresh, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.Shop_Secret_Check, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.Shop_Arena_Check, ShopManager.ShopRedCheck)
RPData:AddCheckFunc(RedPointType.Shop_Roam_Check, ShopManager.ShopRedCheck)
@ -651,6 +655,7 @@ function this.RegisterRedCheckFunc()
RPData:AddCheckFunc(RedPointType.incarnation_buddish,IncarnationManager.CheckRedData)
RPData:AddCheckFunc(RedPointType.incarnation_demon,IncarnationManager.CheckRedData)
RPData:AddCheckFunc(RedPointType.incarnation_taoist,IncarnationManager.CheckRedData)
RPData:AddCheckFunc(RedPointType.incarnation_force,IncarnationManager.CheckPowerBtnRedData)
RPData:AddCheckFunc(RedPointType.tiandihonglu,OperatingManager.GetTianDiHongLuRedPointStatus)
RPData:AddCheckFunc(RedPointType.recruitTreasure_one,RecruitTreasureManager.GetRedPointStatus)
@ -774,11 +779,6 @@ end
--- 检测红点状态
function this.CheckRedPointStatus(rpType)
function _CheckRepeat(rpType)
end
if this.isDirty then
if not table.indexof(this.refreshList, rpType) then
table.insert(this.refreshList, rpType)

View File

@ -588,9 +588,19 @@ function this.huashenInfoShow(teamInfo,Grid)
local itemview = SubUIManager.Open(SubUIConfig.ItemView, item.transform)
this.ItemList[i] = itemview
this.ItemList[i].transform:SetSiblingIndex(1)
end
this.ItemList[i]:OnOpen(false, {ChangingCard[value.id].CardId,0}, 1,false,false,false,this.sortingOrder)
this.ItemList[i]:OnOpen(false, {ChangingCard[value.id].CardId,0,0,value.level,value.star}, 1,false,false,false,this.sortingOrder)
Util.GetGameObject(item,"Name"):GetComponent("Text").text = ItemConfig[ChangingCard[value.id].CardId].Name
Util.GetGameObject(item,"lvbg/levelText"):GetComponent("Text").text = value.level
local starGrid= Util.GetGameObject(item,"starGrid")
for i = 0, 3 do
if i<value.star then
starGrid.transform:GetChild(i).gameObject:SetActive(true)
else
starGrid.transform:GetChild(i).gameObject:SetActive(false)
end
end
this.ItemList[i].gameObject:SetActive(true)
item:SetActive(true)
end

View File

@ -356,6 +356,8 @@ function RewardItemSingleShowPopup:OnShow()
elseif isBagPanel and itemConfigData.ItemType == 32 then -- 挂机奖励
this.btnSure:SetActive(true)
this.btnSureText.text = Language[10195]
elseif isBagPanel and itemConfigData.ItemType == 34 then
this.btnSure:SetActive(false)
else
this.btnSure:SetActive(false)
this.btnSureText.text = Language[10197]
@ -513,7 +515,6 @@ function RewardItemSingleShowPopup:OnShow()
else
this.checkHero:SetActive(false)
end
-- 判断是否要显示等级限制
this.armorLock.gameObject:SetActive(false)
if itemConfigData.UseLevel and itemConfigData.UseLevel > 0 and PlayerManager.level < itemConfigData.UseLevel then

View File

@ -4,13 +4,7 @@ local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
local _BaseProList = {}--基础属性对象
local _suitProList = {}--套装属性对象
local _superProList = {}--白金属性对象
local typeToUpdate = {
[2] = 2,--已穿戴->卸载单件
[3] = 1,--未穿戴->穿单件
[4] = 3,--未穿戴->替换单件
}
--初始化组件(用于子类重写)
function RewardTailsmanChipShowPopup:InitComponent()
self.spLoader = SpriteLoader.New()
@ -33,12 +27,10 @@ function RewardTailsmanChipShowPopup:InitComponent()
self.baseProGrid = Util.GetGameObject(self.basePro, "grid")
self.baseProPre = Util.GetGameObject(self.basePro, "grid/curProName")
self.baseProPre:SetActive(false)
--superPro
self.superPro = Util.GetGameObject(self.midBar, "superPro")
self.superProGrid = Util.GetGameObject(self.superPro, "proGrid")
self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc")
self.superProPre:SetActive(false)
--装备获取途径--btmBar
self.btmBar = Util.GetGameObject(self.transform, "Content/btmBar/howGet")
@ -71,38 +63,45 @@ function RewardTailsmanChipShowPopup:RemoveListener()
end
--界面打开时调用(用于子类重写)
function RewardTailsmanChipShowPopup:OnOpen(_equipData,_func)
if not _equipData then
return
function RewardTailsmanChipShowPopup:OnOpen(_cardId,_cardLv,_cardStar)
self.cardItemId = _cardId --化身卡道具id
self.level=0
self.star=0
if _cardLv then
self.level = _cardLv --化身卡等级
end
self.equipData = _equipData --当前装备数据
self.func = _func
if _cardStar then
self.star = _cardStar --化身卡星级
end
end
function RewardTailsmanChipShowPopup:OnShow()
local itemConfigData = IncarnationManager.GetIncarnationDataById(self.equipData)
local equipConfigData = ConfigManager.GetConfigData(ConfigName.ItemConfig,self.equipData)
self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..equipConfigData.Quantity)
local itemData = itemConfig[tonumber(self.cardItemId)]
local cardId=ConfigManager.GetConfigDataByKey(ConfigName.ChangingCard,"CardId",self.cardItemId).Id
local proDatas = IncarnationManager.GetChangeCardPropertyAdd(cardId,self.level,self.star)
self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..itemData.Quantity)
self.equipQuaText.text=GetStringByEquipQua(equipConfigData.Quantity,GetQuaStringByEquipQua(equipConfigData.Quantity))
self.eqiopName.text=GetStringByEquipQua(equipConfigData.Quantity,GetLanguageStrById(equipConfigData.Name))
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(equipConfigData.Quantity))
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(equipConfigData.ResourceID))
self.equipInfoText.text = GetLanguageStrById(equipConfigData.ItemDescribe)
self.equipQuaText.text=GetStringByEquipQua(itemData.Quantity,GetQuaStringByEquipQua(itemData.Quantity))
self.eqiopName.text=GetStringByEquipQua(itemData.Quantity,GetLanguageStrById(itemData.Name))
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemData.Quantity))
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemData.ResourceID))
self.equipInfoText.text = GetLanguageStrById(itemData.ItemDescribe)
self.equipType.text = ""
--下部按钮信息
self.effectbaijin:SetActive(equipConfigData.Quantity==7)
self.effectbaijin:SetActive(itemData.Quantity==7)
Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
--basePro基础属性
if itemConfigData.proDatas then
if proDatas then
self.basePro:SetActive(true)
for _, pro in ipairs(_BaseProList) do
pro:SetActive(false)
end
for index, prop in ipairs(itemConfigData.proDatas) do
local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, index)
for index, prop in ipairs(proDatas) do
local proConfigData = propertyConfig[index]
if proConfigData then
if not _BaseProList[index] then
_BaseProList[index] = newObjToParent(self.baseProPre, self.baseProGrid)
@ -120,11 +119,7 @@ function RewardTailsmanChipShowPopup:OnShow()
else
self.basePro:SetActive(false)
end
if not _superProList[1] then
_superProList[1] = newObjToParent(self.superProPre, self.superProGrid)
end
_superProList[1].gameObject:SetActive(true)
_superProList[1]:GetComponent("Text").text = itemConfigData.skillDes
self.superProPre:GetComponent("Text").text = IncarnationManager.GetSkillDesStr(cardId,self.star)
--获取途径
if self.jumpViewList and #self.jumpViewList > 0 then
@ -132,15 +127,15 @@ function RewardTailsmanChipShowPopup:OnShow()
SubUIManager.Close(self.jumpViewList[i])
end
end
local curitemData = itemConfig[tonumber(self.equipData)]
if curitemData and curitemData.Jump then
if curitemData.Jump and #curitemData.Jump>0 then
self.canGetScrollView:SetData(curitemData.Jump,function (index, item)
if itemData and itemData.Jump then
if itemData.Jump and #itemData.Jump>0 then
self.canGetScrollView:SetData(itemData.Jump,function (index, item)
local tempView = nil
if self.isShowGo then
tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],true)
tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, itemData.Jump[index],true)
else
tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],false)
tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, itemData.Jump[index],false)
end
table.insert(self.jumpViewList,tempView)
end,true,true)
@ -152,10 +147,6 @@ function RewardTailsmanChipShowPopup:OnShow()
ForceRebuildLayout(self.midBar.transform)
ForceRebuildLayout(self.midBar.transform)
ForceRebuildLayout(self.midBar.transform)
if self.func then
self.func()
end
end
--界面关闭时调用(用于子类重写)
@ -169,8 +160,6 @@ end
function RewardTailsmanChipShowPopup:OnDestroy()
self.spLoader:Destroy()
_BaseProList = {}
_suitProList = {}
_superProList = {}
self.jumpViewList = {}
end

View File

@ -6,7 +6,7 @@ local costConfig=ConfigManager.GetConfigData(ConfigName.SpecialConfig,147)
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local func
function ChangeHeroProConfirmWindow:InitComponent()
LogError("1111111111111")
-- LogError("1111111111111")
local gameObject=self.gameObject
this.bgBtn=gameObject
this.titleText=Util.GetGameObject(gameObject,"content/TitleText"):GetComponent("Text")

View File

@ -72,12 +72,15 @@ function this.TabAdapter(tab, index, status)
-- 刷新红点显示
_TabRedpot[index] = Util.GetGameObject(tab, "Redpot")
this.RefreshTabRedpot(index)
if status=="lock" then
tab:SetActive(false)
end
end
-- tab可用性检测
function this.PageTabIsLockCheck(index)
if index == 2 then
-- 开服前七天, 未跨服都不打开跨服排行榜
if GetTimeStamp() - PlayerManager.GetServerOpenTime() < 7*24*60*60 or PlayerManager.isCross == 0 then
if not CheckFunctionOpen(FUNCTION_OPEN_TYPE.CROSS_RANK) or PlayerManager.isCross == 0 then
return true, "未划分跨服分组!"
end
else

View File

@ -41,6 +41,7 @@ function RecruitPanelNew:InitComponent()
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
self.wish = Util.GetGameObject(self.panel,"wishBtn")
self.wish:SetActive(false)
self.wishNoOpen = Util.GetGameObject(self.wish,"noOpen")
self.wishBtn = Util.GetGameObject(self.wishNoOpen,"Img")
self.wishTextImg = Util.GetGameObject(self.wishNoOpen,"ImgText")
@ -181,7 +182,8 @@ function RecruitPanelNew:UpdataWishPanel()
self.tenTip.gameObject:SetActive(false)
return
end
self.wish.gameObject:SetActive(true)
--屏蔽心愿
self.wish.gameObject:SetActive(false)
--如果没有达到150抽按钮置灰
local data = tonumber(specialConfig[119].Value)
NetManager.ChoiceWishHeroRequest(nil,function ()

View File

@ -433,7 +433,7 @@ function this.GetSkillsData()
OpenPassiveSkillRules=GetPassiveByMaxStar(curHeroData.heroConfig,OpenPassiveSkillRules)
if OpenPassiveSkillRules then
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
LogError("#OpenPassiveSkillRules=="..#OpenPassiveSkillRules.." compoundNum=="..compoundNum)
-- LogError("#OpenPassiveSkillRules=="..#OpenPassiveSkillRules.." compoundNum=="..compoundNum)
heroSkill.Name = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
heroSkill.state = 1
if curHeroData.star == 12 then

View File

@ -234,6 +234,7 @@ function RoleInfoPanel:BindEvent()
Util.AddClick(this.godPrintBtn,function ()
if not isOpenGod then
PopupTipPanel.ShowTip("神将六星解锁神印")
return
end
UIManager.OpenPanel(UIName.GodPrintPanel,curHeroData,heroDatas)
end)
@ -672,7 +673,7 @@ function this:UpdateHeroInfoData()
for k,v in pairs(this.PageList) do
v:OnHide()
end
LogError("_CurPageIndex==".._CurPageIndex)
-- LogError("_CurPageIndex==".._CurPageIndex)
if _CurPageIndex == RoleInfoPanelIndex.pifu then
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",curHeroData.id)
local HeoSkin = {}
@ -766,7 +767,7 @@ function this:UpdateHeroInfoData()
if config then
local limits = string.split(config.Value, "#")
if limits then
this.godPrintBtn:SetActive(ActTimeCtrlManager.IsQualifiled(126))
this.godPrintBtn:SetActive(ActTimeCtrlManager.IsQualifiled(126)and curHeroData.heroConfig.MaxRank >= 6)
isOpenGod=curHeroData.star >= tonumber(limits[1])
Util.SetGray(this.godPrintBtn, not isOpenGod)
Util.GetGameObject(this.godPrintBtn, "lock"):SetActive(not isOpenGod)

View File

@ -362,6 +362,8 @@ function this.GetTabRPType(shopType)
rpType = RedPointType.Shop_Tab_Roam
elseif shopType == SHOP_TYPE.GUILD_SHOP then
rpType = RedPointType.Shop_Tab_Guild
elseif shopType == SHOP_TYPE.GodPrint then
rpType = RedPointType.Shop_Tab_God
end
return rpType
end

View File

@ -1110,6 +1110,8 @@ function this.ShopRedCheck(redType)
return this.ShopRefreshRPIsShow(SHOP_TYPE.GENERAL_SHOP)
elseif redType == RedPointType.Shop_Soul_Refresh then
return this.ShopRefreshRPIsShow(SHOP_TYPE.SOUL_PRINT_SHOP)
elseif redType == RedPointType.Shop_God_Refresh then
return this.ShopRefreshRPIsShow(SHOP_TYPE.GodPrint)
end
end
@ -1130,6 +1132,8 @@ function this.CheckShopRedpot(shopType)
CheckRedPointStatus(RedPointType.Shop_General_Refresh)
elseif shopType == SHOP_TYPE.SOUL_PRINT_SHOP then
CheckRedPointStatus(RedPointType.Shop_Soul_Refresh)
elseif shopType == SHOP_TYPE.GodPrint then
CheckRedPointStatus(RedPointType.Shop_God_Refresh)
elseif shopType == SHOP_TYPE.BUYCOIN_SHOP then
CheckRedPointStatus(RedPointType.UpView_Gold)
end

View File

@ -413,8 +413,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.PokemonGetInfoPopup, true, _itemData.backData)
end)
elseif _itemData.ItemType == ItemType.Incarnation then
--5随机道具6符文
elseif _itemData.ItemType == ItemType.Incarnation then--化身卡
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[ _itemData.backData.itemId].Quantity))
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[ _itemData.backData.itemId].ResourceID))
Util.AddOnceClick(self.frameBtn, function()
@ -795,12 +794,11 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop,true)
end)
elseif itemDataConFig.ItemType == ItemType.Incarnation then
--5随机道具6符文
elseif itemDataConFig.ItemType == ItemType.Incarnation then--化身卡
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
Util.AddOnceClick(self.frameBtn, function()
UIManager.OpenPanel(UIName.RewardTailsmanChipShowPopup, itemSId, nil)
UIManager.OpenPanel(UIName.RewardTailsmanChipShowPopup, itemSId,_reward[4],_reward[5])
end)
elseif itemDataConFig.ItemType == ItemType.Ride then--坐骑
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))

View File

@ -62,10 +62,12 @@ function JumpViewNew:OnOpen(jumpId,heroConfig,parent)
self.desc.text = "完成至尊降世可直接获得玉皇大帝"
elseif self.jumpSData.Type == JumpType.Lottery then
self.costIconPos.gameObject:SetActive(false)
self.desc.text = "设为心愿神将会有更高概率"
--self.desc.text = "设为心愿神将会有更高概率"
self.desc.text = "使用点将神符抽取神将"
elseif self.jumpSData.Type == JumpType.Lottery then
self.costIconPos.gameObject:SetActive(false)
self.desc.text = "设为心愿神将会有更高概率"
--self.desc.text = "设为心愿神将会有更高概率"
self.desc.text = "使用点将神符抽取神将"
elseif self.jumpSData.Type == JumpType.ElementDrawCard then
self.info.text = GetLanguageStrById(self.jumpSData.Title)
self.costIconPos.gameObject:SetActive(false)

View File

@ -182,9 +182,10 @@ function this:OnClose()
-- 红点销毁
if self.ShopType == SHOP_TYPE.GENERAL_SHOP then
ClearRedPointObject(RedPointType.Shop_General_Refresh)
end
if self.ShopType == SHOP_TYPE.SOUL_PRINT_SHOP then
elseif self.ShopType == SHOP_TYPE.SOUL_PRINT_SHOP then
ClearRedPointObject(RedPointType.Shop_Soul_Refresh)
elseif self.ShopType == SHOP_TYPE.GodPrint then
ClearRedPointObject(RedPointType.Shop_God_Refresh)
end
if self.ScrollView then
@ -605,13 +606,13 @@ function this:ShopItemAdapter(shopItem, itemData)
PopupTipPanel.ShowTip(Language[12039])
end)
Util.AddOnceClick(bg, function()
if con.ItemType == ItemType.Incarnation then
local num = BagManager.GetItemCountById(con.Id)
if num > 0 or IncarnationManager.GetStatusByItemId(con.Id) >= 0 then
PopupTipPanel.ShowTip("无法选择已获取过的变身卡!")
return
end
end
-- if con.ItemType == ItemType.Incarnation then
-- local num = BagManager.GetItemCountById(con.Id)
-- if num > 0 or IncarnationManager.GetStatusByItemId(con.Id) >= 0 then
-- PopupTipPanel.ShowTip("无法选择已获取过的变身卡!")
-- return
-- end
-- end
-- 售空
if isEmpty then
PopupTipPanel.ShowTip(Language[12039])
@ -676,16 +677,18 @@ function this:ShowShop(shopType,_sortingOrder)
self.refreshRedpot:SetActive(false)
if self.ShopType == SHOP_TYPE.GENERAL_SHOP then
ClearRedPointObject(RedPointType.Shop_General_Refresh)
end
if self.ShopType == SHOP_TYPE.SOUL_PRINT_SHOP then
elseif self.ShopType == SHOP_TYPE.SOUL_PRINT_SHOP then
ClearRedPointObject(RedPointType.Shop_Soul_Refresh)
elseif self.ShopType == SHOP_TYPE.GodPrint then
ClearRedPointObject(RedPointType.Shop_God_Refresh)
end
-- 绑定新红点
if shopType == SHOP_TYPE.GENERAL_SHOP then
BindRedPointObject(RedPointType.Shop_General_Refresh, self.refreshRedpot)
end
if shopType == SHOP_TYPE.SOUL_PRINT_SHOP then
elseif shopType == SHOP_TYPE.SOUL_PRINT_SHOP then
BindRedPointObject(RedPointType.Shop_Soul_Refresh, self.refreshRedpot)
elseif shopType == SHOP_TYPE.GodPrint then
BindRedPointObject(RedPointType.Shop_God_Refresh, self.refreshRedpot)
end
-- 刷新显示

View File

@ -589,13 +589,13 @@ function ShopViewNew:ShopItemAdapter(shopItem, itemData)
PopupTipPanel.ShowTip("商品已售空")
end)
Util.AddOnceClick(bg, function()
if con.ItemType == ItemType.Incarnation then
local num = BagManager.GetItemCountById(con.Id)
if num > 0 or IncarnationManager.GetStatusByItemId(con.Id) >= 0 then
PopupTipPanel.ShowTip("无法选择已获取过的变身卡!")
return
end
end
-- if con.ItemType == ItemType.Incarnation then
-- local num = BagManager.GetItemCountById(con.Id)
-- if num > 0 or IncarnationManager.GetStatusByItemId(con.Id) >= 0 then
-- PopupTipPanel.ShowTip("无法选择已获取过的变身卡!")
-- return
-- end
-- end
-- 售空
if isEmpty then
PopupTipPanel.ShowTip("商品已售空")

View File

@ -1,7 +1,5 @@
fileFormatVersion: 2
guid: 7ad071edc48d0d8469028957a2df9c67
timeCreated: 1525414862
licenseType: Pro
guid: 0d4e522e6543f8646b28a4410bb9a3ce
DefaultImporter:
externalObjects: {}
userData:

View File

@ -16,7 +16,7 @@ if DebugServerIp then
require("mobdebug").start(DebugServerIp)
end
require "misc.functions"
require "misc.functions_lua"
Mathf = require "UnityEngine.Mathf"
Vector3 = require "UnityEngine.Vector3"
Quaternion = require "UnityEngine.Quaternion"