xiyou_yueNanZhengshi
zhangjiannan 2024-09-30 15:39:37 +08:00
parent c48d4e94c8
commit f65cef243e
21 changed files with 2005 additions and 1971 deletions

View File

@ -278,5 +278,5 @@ MonoBehaviour:
isUpdate: 0
isSDK: 0
isSDKLogin: 0
isGuide: 1
isOpenGM: 0
isGuide: 0
isOpenGM: 1

View File

@ -68,7 +68,7 @@ Material:
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _R: 0.1
- _R: 0.100000024
- _ScaleX: 0.5625
- _ScaleY: 1
- _SmoothnessTextureChannel: 0

View File

@ -43718,10 +43718,10 @@ MonoBehaviour:
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 40
m_FontSize: 30
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 4
m_MinSize: 3
m_MaxSize: 40
m_Alignment: 3
m_AlignByGeometry: 0
@ -45393,10 +45393,10 @@ MonoBehaviour:
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 48
m_FontSize: 30
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 4
m_MinSize: 3
m_MaxSize: 50
m_Alignment: 4
m_AlignByGeometry: 0

View File

@ -17561,7 +17561,7 @@ MonoBehaviour:
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 36
m_FontSize: 25
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 2
@ -23032,7 +23032,7 @@ MonoBehaviour:
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 36
m_FontSize: 25
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 2

View File

@ -1171,7 +1171,7 @@
[11170] = GetLanguageStrById("装备成功!"),
[11171] = GetLanguageStrById("卸下成功!"),
[11172] = GetLanguageStrById("道具种类:"),
[11173] = GetLanguageStrById(" (+%s解锁)"),
[11173] = GetLanguageStrById("(+%s解锁)"),
[11174] = GetLanguageStrById("天书套装天赋:"),
[11175] = GetLanguageStrById("以下神将可装备:"),
[11176] = GetLanguageStrById("未佩戴天书!"),

View File

@ -34,9 +34,9 @@ local curType = 0
local dataList = {}
local list = {}
local colorText = {
sprite = {[0] = "s_slbz_1anniuhuise", [1] = "s_slbz_1anniuongse", [2] = "s_slbz_1anniuhuangse"},
color = {[0] = "3B3B3B", [1] = "855139", [2] = "8B670C"},
text = {[0] = Language[10314], [1] = Language[10340], [2] = Language[10386]}
sprite = { [0] = "s_slbz_1anniuhuise", [1] = "s_slbz_1anniuongse", [2] = "s_slbz_1anniuhuangse" },
color = { [0] = "3B3B3B", [1] = "855139", [2] = "8B670C" },
text = { [0] = Language[10314], [1] = Language[10340], [2] = Language[10386] }
}
local difficult = {
text = {
@ -78,15 +78,15 @@ function this:InitComponent()
local v21 = Util.GetGameObject(self.gameObject, "Panel/Scroll"):GetComponent("RectTransform").rect
this.ScrollView =
SubUIManager.Open(
SubUIConfig.ScrollCycleView,
Util.GetGameObject(self.gameObject, "Panel/Scroll").transform,
this.levelPre,
nil,
Vector2.New(v21.width, v21.height),
1,
1,
Vector2.New(0, 15)
)
SubUIConfig.ScrollCycleView,
Util.GetGameObject(self.gameObject, "Panel/Scroll").transform,
this.levelPre,
nil,
Vector2.New(v21.width, v21.height),
1,
1,
Vector2.New(0, 15)
)
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
this.prefab = Util.GetGameObject(self.gameObject, "ItemView")
@ -129,7 +129,7 @@ this.RefreshPanel = function()
end
function this:OnOpen(_type)
this.UpView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main})
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
curType = _type
XuanYuanMirrorManager.curType = curType
end
@ -146,10 +146,10 @@ function this:SwitchView(isNotAni)
this:SetLevelData(go, dataList[index])
table.insert(list, go)
end
,true,isNotAni)
, true, isNotAni)
local t = 0
for k,v in ipairs(dataList) do
if v.state == 1 then
for k, v in ipairs(dataList) do
if v.state == 1 then
t = k
break
end
@ -188,6 +188,7 @@ function this:NewItemView(config, gameObject, ...)
end
return sub
end
function this:playUIAnimsOnStart(gameObject)
local anims = gameObject:GetComponentsInChildren(typeof(PlayFlyAnim))
if anims.Length > 0 then
@ -211,7 +212,7 @@ function this:SetLevelData(go, data)
local costNumText = Util.GetGameObject(btnFight, "IconNum"):GetComponent("Text")
costNumText.gameObject:SetActive(false)
local tip = Util.GetGameObject(go, "Tip"):GetComponent("Text")
local tip = Util.GetGameObject(go, "Tip"):GetComponent("Text")
tip.gameObject:SetActive(true)
local itemId = storeData.Cost[1][1] --消耗道具
@ -229,14 +230,15 @@ function this:SetLevelData(go, data)
costIcon.gameObject:SetActive(true)
costIcon.sprite = SetIcon(this.spLoader, itemId)
if BagManager.GetItemCountById(itemId) < costNum then
costNumText.text =string.format("<color=#%s>%s</color>", "E23823", PrintWanNum2(costNum))
costNumText.text = string.format("<color=#%s>%s</color>", "E23823", PrintWanNum2(costNum))
else
costNumText.text =string.format("<color=#%s>%s</color>", colorText.color[data.state], PrintWanNum2(costNum))
costNumText.text = string.format("<color=#%s>%s</color>", colorText.color[data.state],
PrintWanNum2(costNum))
end
end
end
end
Util.AddOnceClick(btnFight,function()
Util.AddOnceClick(btnFight, function()
if data.state == 0 then
PopupTipPanel.ShowTip(Language[10396])
else
@ -245,35 +247,36 @@ function this:SetLevelData(go, data)
PopupTipPanel.ShowTip(Language[10319])
return
end
LogError("costnum==="..costNum)
LogError("XuanYuanMirrorManager.freeTime="..XuanYuanMirrorManager.freeTime)
LogError("costnum===" .. costNum)
LogError("XuanYuanMirrorManager.freeTime=" .. XuanYuanMirrorManager.freeTime)
if BagManager.GetItemCountById(itemId) < costNum and XuanYuanMirrorManager.freeTime <= 0 then
PopupTipPanel.ShowTip(string.format(Language[10320], GetLanguageStrById(itemConfig[itemId].Name)))
return
end
if data.state == 2 then
end
if data.state == 2 then
if XuanYuanMirrorManager.freeTime <= 0 then
ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP,storeData.Id,1,function()
PrivilegeManager.RefreshPrivilegeUsedTimes(XuanYuanMirrorManager.buyTimeId, 1)
ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP, storeData.Id, 1, function()
PrivilegeManager.RefreshPrivilegeUsedTimes(XuanYuanMirrorManager.buyTimeId, 1)
end)
end
XuanYuanMirrorManager.ExecuteFightBattle(data.id,2,function()
PrivilegeManager.RefreshPrivilegeUsedTimes(XuanYuanMirrorManager.freeTimeId, 1)
end
XuanYuanMirrorManager.ExecuteFightBattle(data.id, 2, function()
PrivilegeManager.RefreshPrivilegeUsedTimes(XuanYuanMirrorManager.freeTimeId, 1)
CheckRedPointStatus(RedPointType.People_Mirror)
this:OnShow(true)
this:OnShow(true)
end)
elseif data.state == 1 then
if XuanYuanMirrorManager.freeTime <= 0 then
local func = function()
ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP,storeData.Id,1,function()
PrivilegeManager.RefreshPrivilegeUsedTimes(XuanYuanMirrorManager.buyTimeId, 1)
local func = function()
ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP, storeData.Id, 1, function()
PrivilegeManager.RefreshPrivilegeUsedTimes(XuanYuanMirrorManager.buyTimeId, 1)
end)
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.XUANYUAN_MIRROR, curType, data)
end
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.XuanYuanBuyTimes,costNum,func,GetLanguageStrById(itemConfig[itemId].Name))
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.XuanYuanBuyTimes, costNum, func,
GetLanguageStrById(itemConfig[itemId].Name))
else
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.XUANYUAN_MIRROR, curType, data)
end
end
end
end
end)
@ -293,7 +296,7 @@ function this:SetLevelData(go, data)
end
rewards[n].gameObject:SetActive(true)
local o = this:NewItemView(SubUIConfig.ItemView, rewards[n])
o:OnOpen(false, {m.id, m.num}, 0.78, false)
o:OnOpen(false, { m.id, m.num }, 0.78, false)
local image = Util.GetGameObject(rewards[n].gameObject, "PreciousShow")
image.gameObject:SetActive(true)
Util.GetGameObject(image, "Text").gameObject:SetActive(false)
@ -305,7 +308,7 @@ function this:SetLevelData(go, data)
end
rewards[n].gameObject:SetActive(true)
local o = this:NewItemView(SubUIConfig.ItemView, rewards[n])
o:OnOpen(false, {m.id, m.num}, 0.78, false)
o:OnOpen(false, { m.id, m.num }, 0.78, false)
local image = Util.GetGameObject(rewards[n].gameObject, "PreciousShow")
image.gameObject:SetActive(false)
elseif (data.state == 1 or data.state == 0) and m.israte == 2 then
@ -314,7 +317,7 @@ function this:SetLevelData(go, data)
end
rewards[n].gameObject:SetActive(true)
local o = this:NewItemView(SubUIConfig.ItemView, rewards[n])
o:OnOpen(false, {m.id, m.num}, 0.78, false)
o:OnOpen(false, { m.id, m.num }, 0.78, false)
local image = Util.GetGameObject(rewards[n].gameObject, "PreciousShow")
image.gameObject:SetActive(true)
Util.GetGameObject(image, "Text").gameObject:SetActive(false)
@ -322,37 +325,37 @@ function this:SetLevelData(go, data)
end
end
end
Util.GetGameObject(go, "Bg/BgQuality/title"):GetComponent("Text").text = ""--mirrors[data.type].id
Util.GetGameObject(go, "Bg/BgQuality/title"):GetComponent("Text").text = "" --mirrors[data.type].id
Util.GetGameObject(go, "Bg/BgQuality/difficult"):GetComponent("Text").text = difficult.text[data.difficulity]
Util.GetGameObject(go, "Bg/BgQuality/Text"):GetComponent("Text").text = data.power
Util.GetGameObject(go, "Bg/BgQuality/Text"):GetComponent("Text").text = GetLanguageStrById(data.power)
if GetCurLanguage() == 2 then
Util.GetGameObject(go,"Bg/BgQuality/title"):GetComponent("Text").fontSize = 28
Util.GetGameObject(go,"Bg/BgQuality/difficult"):GetComponent("Text").fontSize = 28
Util.GetGameObject(go,"Bg/BgQuality/power"):GetComponent("Text").fontSize = 28
Util.GetGameObject(go, "Bg/BgQuality/title"):GetComponent("Text").fontSize = 28
Util.GetGameObject(go, "Bg/BgQuality/difficult"):GetComponent("Text").fontSize = 28
Util.GetGameObject(go, "Bg/BgQuality/power"):GetComponent("Text").fontSize = 28
end
end
--界面打开时调用(用于子类重写)
function this:OnShow(...)
local args = {...}
local args = { ... }
dataList = XuanYuanMirrorManager.GetMirrorLevelData(curType)
this:RefreshTimes()
this:RefreshTimes()
local buyTimeId = XuanYuanMirrorManager.buyTimeId
storeData = ConfigManager.GetConfigDataByDoubleKey(ConfigName.StoreConfig, "StoreId", 7, "Limit", buyTimeId)
local usedTimes=PrivilegeManager.GetPrivilegeUsedTimes(buyTimeId)
local privilegeTime=PrivilegeManager.GetPrivilegeNumber(buyTimeId)
--商店表数据
LogError("usedtimes=="..usedTimes.." privegetime=="..privilegeTime)
local buyTimes = usedTimes>= privilegeTime and privilegeTime or usedTimes+1
LogError("bugytimes=="..buyTimeId.." buytimes=="..buyTimes)
if buyTimes==0 then
costNum=0
local usedTimes = PrivilegeManager.GetPrivilegeUsedTimes(buyTimeId)
local privilegeTime = PrivilegeManager.GetPrivilegeNumber(buyTimeId)
--商店表数据
LogError("usedtimes==" .. usedTimes .. " privegetime==" .. privilegeTime)
local buyTimes = usedTimes >= privilegeTime and privilegeTime or usedTimes + 1
LogError("bugytimes==" .. buyTimeId .. " buytimes==" .. buyTimes)
if buyTimes == 0 then
costNum = 0
else
costNum = storeData.Cost[2][buyTimes]
end
LogError("-----------------costnum=="..costNum)
this:SwitchView(args[1])
LogError("-----------------costnum==" .. costNum)
this:SwitchView(args[1])
end
--界面打开时调用(用于子类重写)
@ -388,4 +391,4 @@ function this:OnDestroy()
this.ScrollView = nil
end
return XuanYuanMirrorPanelList
return XuanYuanMirrorPanelList

View File

@ -4,43 +4,43 @@ local this = ExpeditionMonsterInfoPopup
--子模块脚本
local contentScripts = {
--招募
[1] = {view = require("Modules/Expedition/View/ExpeditionMonsterInfo_Recruit"), panelName = "ExpeditionMonsterInfo_Recruit",type=EXPEDITON_POPUP_TYPE.Recruit},
[1] = { view = require("Modules/Expedition/View/ExpeditionMonsterInfo_Recruit"), panelName = "ExpeditionMonsterInfo_Recruit", type = EXPEDITON_POPUP_TYPE.Recruit },
--商店
[2] = {view = require("Modules/Expedition/View/ExpeditionMonsterInfo_Shop"), panelName = "ExpeditionMonsterInfo_Shop",type=EXPEDITON_POPUP_TYPE.Shop},
[2] = { view = require("Modules/Expedition/View/ExpeditionMonsterInfo_Shop"), panelName = "ExpeditionMonsterInfo_Shop", type = EXPEDITON_POPUP_TYPE.Shop },
-- 普通 精英 boss 贪婪
[3]= {view=require("Modules/Expedition/View/ExpeditionMonsterInfo_Monster"),panelName="ExpeditionMonsterInfo_Monster",type=EXPEDITON_POPUP_TYPE.Monster},
[3] = { view = require("Modules/Expedition/View/ExpeditionMonsterInfo_Monster"), panelName = "ExpeditionMonsterInfo_Monster", type = EXPEDITON_POPUP_TYPE.Monster },
--试炼
[4]= {view=require("Modules/Expedition/View/ExpeditionMonsterInfo_Trail"),panelName="ExpeditionMonsterInfo_Trail",type=EXPEDITON_POPUP_TYPE.Trail},
[4] = { view = require("Modules/Expedition/View/ExpeditionMonsterInfo_Trail"), panelName = "ExpeditionMonsterInfo_Trail", type = EXPEDITON_POPUP_TYPE.Trail },
--贪婪
[5]= {view=require("Modules/Expedition/View/ExpeditionMonsterInfo_Greed"),panelName="ExpeditionMonsterInfo_Greed",type=EXPEDITON_POPUP_TYPE.Greed},
[6]= {view=require("Modules/Expedition/View/MonsterCampFormationInfo"),panelName="MonsterCampFormationInfo",type = EXPEDITON_POPUP_TYPE.MonsterXinMo},
[5] = { view = require("Modules/Expedition/View/ExpeditionMonsterInfo_Greed"), panelName = "ExpeditionMonsterInfo_Greed", type = EXPEDITON_POPUP_TYPE.Greed },
[6] = { view = require("Modules/Expedition/View/MonsterCampFormationInfo"), panelName = "MonsterCampFormationInfo", type = EXPEDITON_POPUP_TYPE.MonsterXinMo },
-- 四灵试炼 boss
[7]= {view=require("Modules/Expedition/View/MonsterFormationInfo"),panelName="MonsterFormationInfo",type = EXPEDITON_POPUP_TYPE.FourElementMonster},
[7] = { view = require("Modules/Expedition/View/MonsterFormationInfo"), panelName = "MonsterFormationInfo", type = EXPEDITON_POPUP_TYPE.FourElementMonster },
-- 七界试炼
[8]= {view=require("Modules/QiJieShiLian/QiJieShiLianMonsterInfo"),panelName="QiJieMonsterFormationInfo",type = EXPEDITON_POPUP_TYPE.QiJieShiLianMonster},
[8] = { view = require("Modules/QiJieShiLian/QiJieShiLianMonsterInfo"), panelName = "QiJieMonsterFormationInfo", type = EXPEDITON_POPUP_TYPE.QiJieShiLianMonster },
}
--子模块预设
local contentPrefabs={}
local contentPrefabs = {}
--打开弹窗索引
local index=0
local index = 0
--初始化组件(用于子类重写)
function ExpeditionMonsterInfoPopup:InitComponent()
this.contents=Util.GetGameObject(this.gameObject,"Contents")
this.BGImage1=Util.GetGameObject(this.gameObject,"Contents/BG/BGImage1")
this.BGImage2=Util.GetGameObject(this.gameObject,"Contents/BG/BGImage2")
this.mask = Util.GetGameObject(this.gameObject,"BgMask")
this.contents = Util.GetGameObject(this.gameObject, "Contents")
this.BGImage1 = Util.GetGameObject(this.gameObject, "Contents/BG/BGImage1")
this.BGImage2 = Util.GetGameObject(this.gameObject, "Contents/BG/BGImage2")
this.mask = Util.GetGameObject(this.gameObject, "BgMask")
--this.backBtn=Util.GetGameObject(this.contents,"BackBtn")
--子模块脚本初始化
for i = 1, #contentScripts do
contentScripts[i].view:InitComponent(Util.GetGameObject(this.contents, contentScripts[i].panelName))
this.spLoader = SpriteLoader.New()
this.spLoader = SpriteLoader.New()
end
--预设赋值
for i=1,#contentScripts do
contentPrefabs[i]=Util.GetGameObject(this.contents,contentScripts[i].panelName)
for i = 1, #contentScripts do
contentPrefabs[i] = Util.GetGameObject(this.contents, contentScripts[i].panelName)
end
end
@ -50,8 +50,8 @@ function ExpeditionMonsterInfoPopup:BindEvent()
contentScripts[i].view:BindEvent()
end
--返回按钮
Util.AddClick(this.mask,function()
self:ClosePanel()
Util.AddClick(this.mask, function()
self:ClosePanel()
end)
end
@ -70,34 +70,30 @@ function ExpeditionMonsterInfoPopup:RemoveListener()
end
--界面打开时调用(用于子类重写)
function ExpeditionMonsterInfoPopup:OnOpen(popupType,...)
function ExpeditionMonsterInfoPopup:OnOpen(popupType, ...)
-- local args={...}
-- popupType=args[1]
--根据传入类型打开对应面板
for i,v in pairs(contentScripts) do
if popupType==v.type then
index=i
for i, v in pairs(contentScripts) do
if popupType == v.type then
index = i
break
end
end
for i=1,#contentPrefabs do
for i = 1, #contentPrefabs do
contentPrefabs[i].gameObject:SetActive(false)
end
this.BGImage1:SetActive(index == 1 or index == 2)
this.BGImage2:SetActive(index == 3 or index == 4 or index == 5 or index == 6 or index == 7 or index == 8)
contentPrefabs[index].gameObject:SetActive(true)
contentScripts[index].view:OnShow(this,...)--1、传入自己 2、传入不定参
contentScripts[index].view:OnShow(this, ...) --1、传入自己 2、传入不定参
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function ExpeditionMonsterInfoPopup:OnShow()
end
--界面关闭时调用(用于子类重写)
function ExpeditionMonsterInfoPopup:OnClose()
for i = 1, #contentScripts do
@ -109,8 +105,8 @@ end
function ExpeditionMonsterInfoPopup:OnDestroy()
for i = 1, #contentScripts do
contentScripts[i].view:OnDestroy()
this.spLoader:Destroy()
this.spLoader:Destroy()
end
end
return ExpeditionMonsterInfoPopup
return ExpeditionMonsterInfoPopup

View File

@ -23,8 +23,8 @@ function FightSmallChoosePanel:InitComponent()
self.BtnBack = Util.GetGameObject(self.transform, "btnBack")
self.worldBtn = Util.GetGameObject(self.transform, "worldBtn")
self.curMapBg = Util.GetGameObject(self.gameObject, "curMap/curMapBg"):GetComponent("Image")
for i=1, 20 do
smallListGo[i] = Util.GetGameObject(self.gameObject, "curMap/curMapBg/mapAreaPre (".. i ..")")
for i = 1, 20 do
smallListGo[i] = Util.GetGameObject(self.gameObject, "curMap/curMapBg/mapAreaPre (" .. i .. ")")
end
self.selectMap = Util.GetGameObject(self.gameObject, "curMap/selectMap")
@ -51,12 +51,11 @@ end
--绑定事件(用于子类重写)
function FightSmallChoosePanel:BindEvent()
Util.AddClick(self.BtnBack, function()
self:ClosePanel()
end)
Util.AddClick(self.worldBtn, function()
UIManager.OpenPanel(UIName.FightMiddleChoosePanel,curSmallFightId,false)
UIManager.OpenPanel(UIName.FightMiddleChoosePanel, curSmallFightId, false)
end)
end
@ -72,26 +71,24 @@ end
--界面打开时调用(用于子类重写)
function FightSmallChoosePanel:OnOpen(smallFightId)
curSmallFightId = smallFightId
curMiddleFightId = math.floor(smallFightId/1000)
difficultType = smallFightId%10
curMiddleFightId = math.floor(smallFightId / 1000)
difficultType = smallFightId % 10
-- Log("打开关卡 "..smallFightId .." 章节id ".. curMiddleFightId .. " 难度 ".. difficultType)
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function FightSmallChoosePanel:OnShow()
--self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
self:OnShowPanelData()
SoundManager.PlaySound(SoundConfig.Sound_LittleMap)
if self.liveNode then
self.liveNode:OnClose()
end
self.liveNode = PlayerLiveView:New(Util.GetGameObject(self.selectMap, "pos"),self.sortingOrder)
self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale4,Vector3.New(0,40,0))
if FightPointPassManager.GetRoleDirection()==1 then
self.liveNode = PlayerLiveView:New(Util.GetGameObject(self.selectMap, "pos"), self.sortingOrder)
self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale4, Vector3.New(0, 40, 0))
if FightPointPassManager.GetRoleDirection() == 1 then
self.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT)
else
self.liveNode:SetWalkDir(WALK_DIR.RUN_RIGHT)
@ -115,9 +112,9 @@ function FightSmallChoosePanel:OnShowPanelData()
-- end
-- end
if self.liveNode == nil then
self.liveNode = PlayerLiveView:New(Util.GetGameObject(self.selectMap, "pos"),1)
self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale4,Vector3.New(0,40,0))
if FightPointPassManager.GetRoleDirection()==1 then
self.liveNode = PlayerLiveView:New(Util.GetGameObject(self.selectMap, "pos"), 1)
self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale4, Vector3.New(0, 40, 0))
if FightPointPassManager.GetRoleDirection() == 1 then
self.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT)
else
self.liveNode:SetWalkDir(WALK_DIR.RUN_RIGHT)
@ -128,7 +125,8 @@ function FightSmallChoosePanel:OnShowPanelData()
self.curMapBg.sprite = self.spLoader:LoadSprite(curMiddleConFigData.ChapterBg)
self.curMapBg:SetNativeSize()
self.curMapBg.transform.localScale = Vector3.one
self.curMapBg.transform.localPosition = Vector3.New(curMiddleConFigData.ChapterBgPos[1],curMiddleConFigData.ChapterBgPos[2],0)
self.curMapBg.transform.localPosition = Vector3.New(curMiddleConFigData.ChapterBgPos[1],
curMiddleConFigData.ChapterBgPos[2], 0)
curDifficulSData = {}
if difficultType == FightDifficultyState.SimpleLevel then
@ -145,11 +143,11 @@ function FightSmallChoosePanel:OnShowPanelData()
for i = 1, math.max(#curDifficulSData, #smallListGo) do
local go = smallListGo[i]
if not go then
go=newObject(smallListGo[1])
go = newObject(smallListGo[1])
go.transform:SetParent(Util.GetGameObject(self.gameObject, "curMap/curMapBg").transform)
go.transform.localScale = Vector3.one
go.transform.localPosition=Vector3.zero;
go.gameObject.name = "mapAreaPre (".. i ..")"
go.transform.localPosition = Vector3.zero;
go.gameObject.name = "mapAreaPre (" .. i .. ")"
smallListGo[i] = go
end
go.gameObject:SetActive(false)
@ -165,28 +163,34 @@ function FightSmallChoosePanel:OnShowPanelData()
self.chapterInfo:SetActive(true)
end
--章节文字显示
self.titleText.text = GetLanguageStrById(curMiddleConFigData.Name) .."·"..NumToComplexFont[curMiddleFightId]
self.titleText.text = GetLanguageStrById(curMiddleConFigData.Name) .. "·" .. NumToComplexFont[curMiddleFightId]
local descs = string.split(GetLanguageStrById(curMiddleConFigData.info), "#")
for i = 1, #chaterInfoList do
chaterInfoList[i].text = descs[i] or ""
end
end
function FightSmallChoosePanel:SingleSmallFightShow(indext)
smallListGo[indext]:SetActive(true)
local curSmallFightConFig = mainLevelConfig[curDifficulSData[indext]]
smallListGo[indext]:GetComponent("RectTransform").anchoredPosition = Vector2.New(curSmallFightConFig.LevelPointPosition[1], curSmallFightConFig.LevelPointPosition[2])
Util.GetGameObject(smallListGo[indext].transform, "icon"):SetActive((math.floor((curSmallFightConFig.Id%100)/10))%5 ~= 0)
Util.GetGameObject(smallListGo[indext].transform, "icon2"):SetActive((math.floor((curSmallFightConFig.Id%100)/10))%5 == 0)
smallListGo[indext]:GetComponent("RectTransform").anchoredPosition = Vector2.New(
curSmallFightConFig.LevelPointPosition[1], curSmallFightConFig.LevelPointPosition[2])
Util.GetGameObject(smallListGo[indext].transform, "icon"):SetActive((math.floor((curSmallFightConFig.Id % 100) / 10)) %
5 ~= 0)
Util.GetGameObject(smallListGo[indext].transform, "icon2"):SetActive((math.floor((curSmallFightConFig.Id % 100) / 10)) %
5 == 0)
if curSmallFightConFig.Id == curSmallFightId then
self:SelectRenPos(smallListGo[indext])
end
end
function FightSmallChoosePanel:SelectRenPos(_parent)
self.selectMap.transform:SetParent(_parent.transform.parent)
self.selectMap.transform.localPosition = _parent.transform.localPosition
self.selectMap.transform.localScale = Vector3.one
--self.selectMap.transform.localPosition = Vector3.zero
end
--界面关闭时调用(用于子类重写)
function FightSmallChoosePanel:OnClose()
end
@ -206,4 +210,4 @@ function FightSmallChoosePanel:OnDestroy()
-- end
end
return FightSmallChoosePanel
return FightSmallChoosePanel

View File

@ -96,7 +96,7 @@ function PracticeStatePreview:SetSingleData(index, _go, _data)
end
if _data.RealmDesc then
specialText.gameObject:SetActive(true)
specialText.text = GetLanguageStrById(GetLanguageStrById(_data.RealmDesc))
specialText.text = GetLanguageStrById(_data.RealmDesc)
if _data.IsActive == 1 or _data.IsActive == 2 then
specialText.text = string.format("<color=#1CC853>%s</color>", GetLanguageStrById(_data.RealmDesc))
end

View File

@ -2,7 +2,7 @@
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder=0
local sortingOrder = 0
local QiJieStageBuff = ConfigManager.GetConfig(ConfigName.QijieStageBuff)
--初始化组件(用于子类重写)
function this:InitComponent(gameObject)
@ -24,10 +24,10 @@ function this:RemoveListener()
end
--界面打开时调用(用于子类重写)
function this:OnShow(_parent,...)
parent=_parent
function this:OnShow(_parent, ...)
parent = _parent
sortingOrder = _parent.sortingOrder
local _args = {...}
local _args = { ... }
local data = _args[1]
local pos = _args[2]
if pos then
@ -36,7 +36,7 @@ function this:OnShow(_parent,...)
if not this.addTextList then
this.addTextList = {}
end
for k,v in ipairs(this.addTextList) do
for k, v in ipairs(this.addTextList) do
v.gameObject:SetActive(false)
end
for i = 1, #data.Buff do
@ -48,16 +48,16 @@ function this:OnShow(_parent,...)
this.addTextList[i].transform.localPosition = Vector3.zero
end
this.addTextList[i]:SetActive(true)
local str = QiJieStageBuff[attri].Describe
local str = GetLanguageStrById(QiJieStageBuff[attri].Describe)
this.addTextList[i]:GetComponent("Text").text = str
this.addTextList[i]:GetComponent("Text").text = string.format("<color=#2E2929>·%s</color>",str)
this.addTextList[i]:GetComponent("Text").text = string.format("<color=#2E2929>·%s</color>", str)
end
end
--界面关闭时调用(用于子类重写)
function this:OnClose()
if parent then
parent.contents:GetComponent("RectTransform").localPosition = Vector2(0,0)
parent.contents:GetComponent("RectTransform").localPosition = Vector2(0, 0)
end
end
@ -66,4 +66,4 @@ function this:OnDestroy()
this.addTextList = {}
end
return this
return this

View File

@ -310,18 +310,22 @@ function GodPrintPopUp:RefreshShow(_type)
elseif index == 2 then
if equipConfig[soulId].Star >= index - 1 then
stringInfo = stringInfo ..
"<color=#44C853>" .. curStr .. string.format(Language[11173], index - 1) .. "</color>\n"
"<color=#44C853>" ..
curStr .. " " .. string.format(Language[11173], index - 1) .. "</color>\n"
else
stringInfo = stringInfo ..
"<color=#725949>" .. curStr .. string.format(Language[11173], index - 1) .. "</color>\n"
"<color=#725949>" ..
curStr .. " " .. string.format(Language[11173], index - 1) .. "</color>\n"
end
else
if equipConfig[soulId].Star >= index - 1 then
stringInfo = stringInfo ..
"<color=#44C853>" .. curStr .. string.format(Language[11173], index - 1) .. "</color>\n"
"<color=#44C853>" ..
curStr .. " " .. string.format(Language[11173], index - 1) .. "</color>\n"
else
stringInfo = stringInfo ..
"<color=#725949>" .. curStr .. string.format(Language[11173], index - 1) .. "</color>\n"
"<color=#725949>" ..
curStr .. " " .. string.format(Language[11173], index - 1) .. "</color>\n"
end
end
end

View File

@ -19,7 +19,7 @@ function RewardGemSingleShowPopup:InitComponent()
this.topBar = Util.GetGameObject(self.transform, "bg/topBar")
this.itemPos = Util.GetGameObject(self.transform, "bg/topBar/armor/itemPos")
this.itemView = SubUIManager.Open(SubUIConfig.ItemView,this.itemPos.transform)
this.itemView = SubUIManager.Open(SubUIConfig.ItemView, this.itemPos.transform)
this.armorType = Util.GetGameObject(self.transform, "bg/topBar/armor/info/armorType"):GetComponent("Text")
this.armorLanTuNum = Util.GetGameObject(self.transform, "bg/topBar/armor/info/armorLanTuNum"):GetComponent("Text")
this.effectbaijin = Util.GetGameObject(self.topBar, "fx_zhuangbeijiemian")
@ -28,13 +28,14 @@ function RewardGemSingleShowPopup:InitComponent()
this.itemName = Util.GetGameObject(this.info, "name"):GetComponent("Text")
this.armorTitle = Util.GetGameObject(this.info, "armorTitle"):GetComponent("Text")
this.armorDesc = Util.GetGameObject(this.info, "armorDesc"):GetComponent("Text")
this.equipQuaText = Util.GetGameObject(self.transform, "bg/topBar/armor/equipQuaText"):GetComponent("Text")
this.equipQuaText = Util.GetGameObject(self.transform, "bg/topBar/armor/equipQuaText"):GetComponent("Text")
this.armorInfo = Util.GetGameObject(self.transform, "bg/topBar/armorInfo")
this.armorInfoText = Util.GetGameObject(self.transform, "bg/topBar/armorInfo"):GetComponent("Text")
this.howGet = Util.GetGameObject(self.transform, "bg/midBar/layout1")
this.scroll = Util.GetGameObject(self.transform, "bg/midBar/scroll")
this.equipProGrid = Util.GetGameObject(self.transform, "bg/midBar/scroll/grid")
this.equipProGridCom = Util.GetGameObject(self.transform, "bg/midBar/scroll/grid"):GetComponent("VerticalLayoutGroup")
this.equipProGridCom = Util.GetGameObject(self.transform, "bg/midBar/scroll/grid"):GetComponent(
"VerticalLayoutGroup")
this.bottomBar = Util.GetGameObject(self.transform, "bg/bottomBar")
this.btnSure = Util.GetGameObject(self.transform, "bg/bottomBar/btnSure")
this.btnJump = Util.GetGameObject(self.transform, "bg/bottomBar/btnJump")
@ -47,12 +48,10 @@ function RewardGemSingleShowPopup:InitComponent()
this.proPre = Util.GetGameObject(this.proGrid, "proName")
this.proPre:SetActive(false)
this.proList = {}
end
--绑定事件(用于子类重写)
function RewardGemSingleShowPopup:BindEvent()
Util.AddClick(this.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = false
@ -63,31 +62,31 @@ function RewardGemSingleShowPopup:BindEvent()
PlayerManager.RewardItemSingleShowPopupIsRoleUpStarLayout2 = false
self:ClosePanel()
end)
Util.AddClick(this.btnUse, function()--使用跳转
Util.AddClick(this.btnUse, function() --使用跳转
JumpManager.GoJump(40056)
self:ClosePanel()
end)
Util.AddClick(this.btnClose, function()--替换,穿戴
Util.AddClick(this.btnClose, function() --替换,穿戴
self:ClosePanel()
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.SelectGem,this.gemType,this.position)
UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.SelectGem, this.gemType, this.position)
end)
Util.AddClick(this.btnSure, function()--卸下命石
NetManager.LifeGridChangeRequest(2,this.gemType,this.position,itemSid,function ()
Util.AddClick(this.btnSure, function() --卸下命石
NetManager.LifeGridChangeRequest(2, this.gemType, this.position, itemSid, function()
Game.GlobalEvent:DispatchEvent(GameEvent.Gem.RefreshPanel)
self:ClosePanel()
end)
end)
Util.AddClick(this.btnJump, function()--合成
if this.openType == 2 then--命格界面中
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.GemCompound,itemSid,this.position)
Util.AddClick(this.btnJump, function() --合成
if this.openType == 2 then --命格界面中
UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.GemCompound, itemSid, this.position)
self:ClosePanel()
elseif this.openType == 1 then--背包中
elseif this.openType == 1 then --背包中
local num = BagManager.GetTotalItemNum(itemSid)
if num/gemConfig[itemSid].UpgradeNum >= 2 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.GemMoreCom,itemSid,num)
if num / gemConfig[itemSid].UpgradeNum >= 2 then
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.GemMoreCom, itemSid, num)
self:ClosePanel()
else
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.GemCompound,itemSid,nil)
UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.GemCompound, itemSid, nil)
self:ClosePanel()
end
end
@ -105,7 +104,7 @@ function RewardGemSingleShowPopup:RemoveListener()
end
function RewardGemSingleShowPopup:OnSortingOrderChange()
Util.SetParticleSortLayer(this.effectbaijin,self.sortingOrder + 1)
Util.SetParticleSortLayer(this.effectbaijin, self.sortingOrder + 1)
end
--界面打开时调用(用于子类重写)
@ -124,9 +123,10 @@ function RewardGemSingleShowPopup:OnOpen(...)
this.position = data[5]
end
end
function RewardGemSingleShowPopup:OnShow()
Log("itemSid"..tostring(itemSid))
this.itemName.text =GetLanguageStrById(itemData.config.Name)-- GetStringByEquipQua(itemData.config.Quality, GetLanguageStrById(itemData.config.Name))
Log("itemSid" .. tostring(itemSid))
this.itemName.text = GetLanguageStrById(itemData.config.Name) -- GetStringByEquipQua(itemData.config.Quality, GetLanguageStrById(itemData.config.Name))
--LogError(GetStringByEquipQua(itemConfigData.Quantity, GetLanguageStrById(itemConfigData.Name)))
--this.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..itemData.itemConfig.Quality)
this.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_4")
@ -137,21 +137,21 @@ function RewardGemSingleShowPopup:OnShow()
this.btnJump:SetActive(false)
this.bottomBar:SetActive(false)
this.btnUse:SetActive(false)
if this.openType == 1 then--背包中打开
if this.openType == 1 then --背包中打开
this.howGet:SetActive(true)
this.scroll:SetActive(true)
this.btnJump:SetActive(false)
this.bottomBar:SetActive(true)
this.btnUse:SetActive(true)
elseif this.openType == 2 then--装备命石时打开
elseif this.openType == 2 then --装备命石时打开
this.btnClose:SetActive(true)
this.btnSure:SetActive(true)
this.btnJump:SetActive(true)
this.bottomBar:SetActive(true)
if gemConfig[itemSid].Level == 10 then--十级命石不显示合成
if gemConfig[itemSid].Level == 10 then --十级命石不显示合成
this.btnJump:SetActive(false)
end
elseif this.openType == 3 then--itemview打开
elseif this.openType == 3 then --itemview打开
this.howGet:SetActive(true)
this.scroll:SetActive(true)
this.bottomBar:SetActive(false)
@ -162,21 +162,21 @@ function RewardGemSingleShowPopup:OnShow()
local creatJumpData = function(jumpDataList)
local jumpSortData = {}
if jumpDataList and #jumpDataList > 0 then
for i = 1, #jumpDataList do--为关卡跳转做的排序数据
for i = 1, #jumpDataList do --为关卡跳转做的排序数据
local jumpData = {}
jumpData.id = jumpDataList[i]
jumpData.data = JumpConfig[jumpDataList[i]]
table.insert(jumpSortData,jumpData)
table.insert(jumpSortData, jumpData)
end
end
return jumpSortData
end
if this.jumpViewList and #this.jumpViewList > 0 then
for i = 1,#this.jumpViewList do
for i = 1, #this.jumpViewList do
SubUIManager.Close(this.jumpViewList[i])
end
end
end
this.jumpViewList = {}
this.equipQuaText.gameObject:SetActive(true)
@ -185,28 +185,30 @@ function RewardGemSingleShowPopup:OnShow()
this.armorTitle.gameObject:SetActive(false)
this.armorDesc.gameObject:SetActive(false)
this.armorType.gameObject:SetActive(true)
this.armorLanTuNum.text = ""--Language[12192] .. BagManager.GetItemCountById(itemSid)
this.armorLanTuNum.text = "" --Language[12192] .. BagManager.GetItemCountById(itemSid)
this.armorLanTuNum.gameObject:SetActive(this.openType ~= 2)
this.armorType.text ="" --this.getType()--道具类型显示
this.armorInfoText.text ="" --string.gsub(GetLanguageStrById(itemConfigData.ItemDescribe), "\\n", "")
this.effectbaijin:SetActive(itemData.config.Quality==7)
Util.SetParticleSortLayer(this.effectbaijin,self.sortingOrder + 1)
this.armorType.text = "" --this.getType()--道具类型显示
this.armorInfoText.text = "" --string.gsub(GetLanguageStrById(itemConfigData.ItemDescribe), "\\n", "")
this.effectbaijin:SetActive(itemData.config.Quality == 7)
Util.SetParticleSortLayer(this.effectbaijin, self.sortingOrder + 1)
--显示跳转
local jumpDataList = {} --itemConfigData.Jump
local jumpSortData = creatJumpData(jumpDataList)
for i = 1, #jumpSortData do
-- type 大于 10000为活动 直接显示按钮如果小于1000 为功能 开启才显示
if jumpSortData[i].id > 0 and (JumpConfig[jumpSortData[i].id].Type >= 10000 or ActTimeCtrlManager.SingleFuncState(JumpConfig[jumpSortData[i].id].Type)) then
local tempView = SubUIManager.Open(SubUIConfig.JumpView, this.equipProGrid.transform, jumpSortData[i].id,true,self)
local tempView = SubUIManager.Open(SubUIConfig.JumpView, this.equipProGrid.transform, jumpSortData[i].id,
true, self)
if tempView then
table.insert(this.jumpViewList,tempView)
table.insert(this.jumpViewList, tempView)
end
end
end
this.scroll:GetComponent("RectTransform").sizeDelta = Vector2.New(912.8,600)
this.scroll:GetComponent("RectTransform").sizeDelta = Vector2.New(912.8, 600)
this.equipProGridCom.spacing = 130
if jumpDataList and #jumpDataList then
this.equipProGrid:GetComponent("RectTransform").sizeDelta = Vector2.New(807.7,this.equipProGridCom.spacing*(#jumpDataList))
this.equipProGrid:GetComponent("RectTransform").sizeDelta = Vector2.New(807.7,
this.equipProGridCom.spacing * (#jumpDataList))
end
this.itemView:OnOpen(true, itemData, 1.1, false, false, false, self.sortingOrder)
@ -220,13 +222,13 @@ function this.RedPointCheck()
if this.openType == 2 then
local numInBag = BagManager.GetTotalItemNum(itemSid)
local redPointData = GemManager.GetGemsFromBagByType(gemConfig[itemSid].Type)
for key, value in pairs(redPointData) do--红点检测更换
for key, value in pairs(redPointData) do --红点检测更换
if value.id > itemSid then
this.closeRed:SetActive(true)
break
end
end
for key, value in pairs(redPointData) do--红点检测合成
for key, value in pairs(redPointData) do --红点检测合成
if numInBag + 1 >= gemConfig[itemSid].UpgradeNum and gemConfig[itemSid].NextGem > 0 then
this.jumpRed:SetActive(true)
break
@ -243,24 +245,25 @@ function this.SetGemProperty()
for i = 1, #data do
local go = this.proList[i]
if not go then
go = newObjToParent(this.proPre,this.proGrid)
go = newObjToParent(this.proPre, this.proGrid)
this.proList[i] = go
end
go:SetActive(true)
local str=""
local add=""
if data[i][2]==itemData.config.MaxProperty then
add=string.format(" <color=#529764FF>%s</color>","(Max)")
local str = ""
local add = ""
if data[i][2] == itemData.config.MaxProperty then
add = string.format(" <color=#529764FF>%s</color>", "(Max)")
else
add=string.format(" <color=#529764FF>%s</color>","("..string.format("%.2f",data[i][2]/itemData.config.MaxProperty*100).."%)")
add = string.format(" <color=#529764FF>%s</color>",
"(" .. string.format("%.2f", data[i][2] / itemData.config.MaxProperty * 100) .. "%)")
end
if PropertyConfig[data[i][1]].Style==1 then
str=string.format( "%s+%s",PropertyConfig[data[i][1]].Info,data[i][2])
elseif PropertyConfig[data[i][1]].Style==2 then
LogError("data[i][2]=============="..data[i][2])
str=string.format( "%s+%s",PropertyConfig[data[i][1]].Info,data[i][2]/100).."%"
if PropertyConfig[data[i][1]].Style == 1 then
str = string.format("%s+%s", GetLanguageStrById(PropertyConfig[data[i][1]].Info), data[i][2])
elseif PropertyConfig[data[i][1]].Style == 2 then
LogError("data[i][2]==============" .. data[i][2])
str = string.format("%s+%s", GetLanguageStrById(PropertyConfig[data[i][1]].Info), data[i][2] / 100) .. "%"
end
go:GetComponent("Text").text = str..add
go:GetComponent("Text").text = str .. add
end
end
@ -268,24 +271,24 @@ end
function this.getType()
local type = itemConfig[itemSid].ItemBaseType
if type == 1 then
return Language[11172]..Language[10256]
return Language[11172] .. Language[10256]
elseif type == 2 then
return Language[11172]..Language[10228]
return Language[11172] .. Language[10228]
elseif type == 4 then
return Language[11172]..Language[12193]
return Language[11172] .. Language[12193]
elseif type == 5 then
return Language[11172]..Language[12194]
return Language[11172] .. Language[12194]
elseif type == 6 then
return Language[11172]..Language[10452]
return Language[11172] .. Language[10452]
elseif type == 7 then
return Language[11172]..Language[12195]
return Language[11172] .. Language[12195]
end
end
--界面关闭时调用(用于子类重写)
function RewardGemSingleShowPopup:OnClose()
if this.jumpViewList and #this.jumpViewList > 0 then
for i = 1,#this.jumpViewList do
for i = 1, #this.jumpViewList do
SubUIManager.Close(this.jumpViewList[i])
end
end
@ -296,7 +299,7 @@ end
function RewardGemSingleShowPopup:OnDestroy()
SubUIManager.Close(this.itemView)
if this.jumpViewList and #this.jumpViewList > 0 then
for i = 1,#this.jumpViewList do
for i = 1, #this.jumpViewList do
SubUIManager.Close(this.jumpViewList[i])
end
end
@ -305,16 +308,17 @@ function RewardGemSingleShowPopup:OnDestroy()
this.gemType = nil
this.position = nil
this.spLoader:Destroy()
end
function this.WarPowerChange(oldPowerNum,type)
function this.WarPowerChange(oldPowerNum, type)
-- 设置脏数据
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.PlayerExtra)
--
Game.GlobalEvent:DispatchEvent(GameEvent.Bag.OnBagShowWarPowerChange,oldPowerNum,type)
--
Game.GlobalEvent:DispatchEvent(GameEvent.Bag.OnBagShowWarPowerChange, oldPowerNum, type)
local newPowerNum = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if oldPowerNum ~= newPowerNum then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPowerNum,newValue = newPowerNum})
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2, { oldValue = oldPowerNum, newValue = newPowerNum })
end
end
return RewardGemSingleShowPopup
return RewardGemSingleShowPopup

View File

@ -508,15 +508,19 @@ function RewardTalismanSingleShowPopup2:SetSkillShow(_infos, _preList, _grid, _l
local str = ""
if self.position > 6 then
if value.lv <= _lv then
str = "<color=#1CC853>" .. proper.Desc .. " (" .. value.lv .. Language[12233] .. "</color>"
str = "<color=#1CC853>" ..
GetLanguageStrById(proper.Desc) .. " (" .. value.lv .. Language[12233] .. "</color>"
else
str = "<color=#828282>" .. proper.Desc .. " (" .. value.lv .. Language[12233] .. "</color>"
str = "<color=#828282>" ..
GetLanguageStrById(proper.Desc) .. " (" .. value.lv .. Language[12233] .. "</color>"
end
else
if value.lv <= _lv then
str = "<color=#1CC853>" .. proper.Desc .. Language[12234] .. value.lv .. Language[12235] .. "</color>"
str = "<color=#1CC853>" ..
GetLanguageStrById(proper.Desc) .. Language[12234] .. value.lv .. Language[12235] .. "</color>"
else
str = "<color=#828282>" .. proper.Desc .. Language[12234] .. value.lv .. Language[12235] .. "</color>"
str = "<color=#828282>" ..
GetLanguageStrById(proper.Desc) .. Language[12234] .. value.lv .. Language[12235] .. "</color>"
end
end
@ -569,7 +573,7 @@ function RewardTalismanSingleShowPopup2:SetPropertyShow1(_infos, _preList, _grid
end
else
str = str ..
GetLanguageStrById(proper.Info) .. "+" .. value.currValue .. string.format(Language[12236], 0, 0)
GetLanguageStrById(proper.Info) .. "+" .. value.currValue .. string.format(Language[12236], 0, 0)
end
obj.transform:GetComponent("Text").text = str
obj.gameObject:SetActive(true)
@ -624,7 +628,9 @@ function RewardTalismanSingleShowPopup2:SetPropertyShow2(_infos, _preList, _grid
else
string = "<color=#828282>" ..
string ..
"\n" .. "<size=25>" .. string.format(Language[12237], GetLanguageStrById(attriConfig[index][2])) .. "</size></color>"
"\n" ..
"<size=25>" ..
string.format(Language[12237], GetLanguageStrById(attriConfig[index][2])) .. "</size></color>"
end
obj.transform:GetComponent("Text").text = string
obj.gameObject:SetActive(true)

View File

@ -16,9 +16,9 @@ function this.Initialize()
this.HeroWithImprintList = {} --英雄身上的神印
this.PointsData = {}
this.LinesData = {}
this.FourQuadrantData = {} --四象心法数据
this.FourQuadrantData = {} --四象心法数据
this.fourQuadrantUpStarPropMap = {} --四象心法进阶属性加成职业id<属性id属性值>
this.playerSkillList = {} --主角技能列表
this.playerSkillList = {} --主角技能列表
this.CultivationLevel = 0
for key, value in ConfigPairs(SkillBaseConfig) do
this.playerSkillList[value.Id] = 0
@ -278,15 +278,17 @@ end
function this.GetPreviewSingleText(id, value)
if id > 112 then
if PropertyConfig[id].Style == 1 then
return string.format("%s", PropertyConfig[id].Info), string.format("+%s", value)
return string.format("%s", GetLanguageStrById(PropertyConfig[id].Info)), string.format("+%s", value)
elseif PropertyConfig[id].Style == 2 then
return string.format("%s", PropertyConfig[id].Info), string.format("+%s", value) .. "%"
return string.format("%s", GetLanguageStrById(PropertyConfig[id].Info)), string.format("+%s", value) .. "%"
end
else
if PropertyConfig[id].Style == 1 then
return string.format(Language[12460], PropertyConfig[id].Info), string.format("+%s", value)
return string.format(Language[12460], GetLanguageStrById(PropertyConfig[id].Info)),
string.format("+%s", value)
elseif PropertyConfig[id].Style == 2 then
return string.format(Language[12460], PropertyConfig[id].Info), string.format("+%s", value) .. "%"
return string.format(Language[12460], GetLanguageStrById(PropertyConfig[id].Info)),
string.format("+%s", value) .. "%"
end
end
end
@ -440,7 +442,7 @@ function this.GetLinesData()
local x = (this.PointsData[i].Pos.x + this.PointsData[i + 1].Pos.x) / 2
data.Pos = Vector3.New(x, 0, 0)
local r = math.acos((this.PointsData[i + 1].Pos.x - this.PointsData[i].Pos.x) /
(this.PointsData[i + 1].Pos.y - this.PointsData[i].Pos.y))
(this.PointsData[i + 1].Pos.y - this.PointsData[i].Pos.y))
if (r / math.pi) * 180 > 90 then
data.Rota = Vector3.New(0, 0, (r / math.pi) * 180 - 10)
else
@ -642,7 +644,7 @@ function this.HeroCalculateFourQuaWarForce(_professionId)
if propertyInfo.propertyNum > 0 then
if addAllProVal[propertyInfo.propertyId] then
addAllProVal[propertyInfo.propertyId] = addAllProVal[propertyInfo.propertyId] +
propertyInfo.propertyNum
propertyInfo.propertyNum
else
addAllProVal[propertyInfo.propertyId] = propertyInfo.propertyNum
end

View File

@ -147,9 +147,9 @@ function this.CheckGoalIsFinish(_dataId, _obj, _formationList)
final = false
end
end
_obj.text = string.format("<color=#BAAF98>%s</color>", goalData.Describe)
_obj.text = string.format("<color=#BAAF98>%s</color>", GetLanguageStrById(goalData.Describe))
if final then
_obj.text = string.format("<color=#27DD65>%s</color>", goalData.Describe)
_obj.text = string.format("<color=#27DD65>%s</color>", GetLanguageStrById(goalData.Describe))
end
return final
end

View File

@ -98,7 +98,7 @@ end
-- 编队数据匹配
function QiJieShiLianMonsterInfo:FormationAdapter()
self.titleText.text = string.format(Language[12491], self.configData.Chapter, self.configData.Stage)
self.titleText.text = string.format(Language[12491], GetLanguageStrById(self.configData.Chapter), self.configData.Stage)
self.power.text = self.configData.Puwer
local bossTeaminfo = monsterGroup[self.configData.MonsterGroup].Contents[1]
for i = 1, #heroListGo do

View File

@ -236,14 +236,15 @@ end
function QiJieShiLianPanel:SetTabBox()
local tabList = QiJieShiLianManager.GetTabList()
self.ScrollView:SetData(tabList, function(index, go)
Util.GetGameObject(go, "Text"):GetComponent("Text").text = tabList[index].Chapter
Util.GetGameObject(go, "Text"):GetComponent("Text").text = GetLanguageStrById(tabList[index].Chapter)
local state = tabList[index].QijieType == self.configData.QijieType
local name = state and "r_hero_xuanze_001" or "r_hero_xuanze_002"
Util.GetGameObject(go, "Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(name)
Util.GetGameObject(go, "LockImage"):SetActive(not state)
Util.AddOnceClick(go, function()
if not state then
PopupTipPanel.ShowTip(string.format(Language[12495], NumToWeek[index], tabList[index].Chapter))
PopupTipPanel.ShowTip(string.format(Language[12495], NumToWeek[index],
GetLanguageStrById(tabList[index].Chapter)))
end
end)
end, false, true)
@ -256,7 +257,7 @@ function QiJieShiLianPanel:SetTopBar()
local text = self.qijieData.curRank > 0 and self.qijieData.curRank or Language[10036]
local text2 = self.qijieData.curScore >= 0 and self.qijieData.curScore or "0"
self.info.text = string.format(Language[12496], text, text2)
self.name.text = string.format(Language[12491], self.configData.Chapter, self.configData.Stage)
self.name.text = string.format(Language[12491], GetLanguageStrById(self.configData.Chapter), self.configData.Stage)
end
--设置下方挑战信息和奖励信息

View File

@ -171,7 +171,7 @@ function this.SetScrollPre(root, data)
SoulPrintSpriteByQuantity[data.Quantity].circleBg2)
Util.GetGameObject(root, "circleFrameBg/circleFrame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[data.Quantity].circle)
local str = data.Name
local str = GetLanguageStrById(data.Name)
if GetCurLanguage() == 0 and LengthString(data.Name) >= 5 then
str = SubString(data.Name, 4) .. "..."
end

View File

@ -2,11 +2,11 @@
require("Base/BasePanel")
SoulPrintHandBook = Inherit(BasePanel)
local this = SoulPrintHandBook
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig)
local orginLayer=0--层级
local allSoulPrintData={}--所有魂印数据
local curIndex = 0--当前选择索引
local orginLayer = 0 --层级
local allSoulPrintData = {} --所有魂印数据
local curIndex = 0 --当前选择索引
local chooseNum = 0
@ -14,7 +14,7 @@ local tabs = {}
local itemData = {}
local currentDataList = {}
local chooseIdList = {}
local list={}
local list = {}
function SoulPrintHandBook:InitComponent()
this.spLoader = SpriteLoader.New()
@ -25,17 +25,17 @@ function SoulPrintHandBook:InitComponent()
end
this.selectBtn = Util.GetGameObject(this.gameObject, "Tabs/selectBtn")
this.selectBtnText = Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text")
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,--
Vector2.New(this.scrollRoot.transform.rect.width,this.scrollRoot.transform.rect.height),1,4,Vector2.New(50,15))
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
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, --
Vector2.New(this.scrollRoot.transform.rect.width, this.scrollRoot.transform.rect.height), 1, 4,
Vector2.New(50, 15))
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
this.scrollView.moveTween.MomentumAmount = 1
this.scrollView.moveTween.Strength = 2
end
function SoulPrintHandBook:BindEvent()
@ -47,9 +47,9 @@ function SoulPrintHandBook:BindEvent()
-- curIndex = 0
return
end
curIndex = i
curIndex = i
this.OnRefresh(curIndex)
this:SetSelect()
end)
@ -69,13 +69,14 @@ end
function SoulPrintHandBook:AddListener()
end
function SoulPrintHandBook:RemoveListener()
end
function SoulPrintHandBook:OnSortingOrderChange()
--特效层级重设
for _, v in pairs(list) do
Util.SetParticleSortLayer(v, this.sortingOrder+1)
Util.SetParticleSortLayer(v, this.sortingOrder + 1)
end
orginLayer = self.sortingOrder
end
@ -86,7 +87,7 @@ end
function SoulPrintHandBook:OnShow()
this.GetAllData()
curIndex=4
curIndex = 4
this.OnRefresh(curIndex)
this.SetBottomBarIsActive()
this:SetSelect()
@ -97,9 +98,10 @@ function SoulPrintHandBook:SetSelect()
this.selectBtn.transform.localPosition = tabs[curIndex].transform.localPosition
this.selectBtnText.text = Util.GetGameObject(tabs[curIndex].transform, "Text"):GetComponent("Text").text
end
function this.GetAllData()
allSoulPrintData = {}
local allCurSoulPrintData= ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipConfig,"Position",5)
local allCurSoulPrintData = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipConfig, "Position", 5)
for i = 1, #allCurSoulPrintData do
local curSpiritAnimalBook
-- for _, configInfo in ConfigPairs(ConfigManager.GetConfig(ConfigName.SpiritAnimalBook)) do
@ -113,10 +115,11 @@ function this.GetAllData()
-- table.insert(allSoulPrintData,allCurSoulPrintData[i])
-- end
-- else
table.insert(allSoulPrintData,allCurSoulPrintData[i])
table.insert(allSoulPrintData, allCurSoulPrintData[i])
--end
end
end
--特殊的开启条件
function this.SetBottomBarIsActive()
for i = 1, #tabs do
@ -135,18 +138,18 @@ end
function SoulPrintHandBook:OnDestroy()
this.spLoader:Destroy()
list = {}
this.scrollView=nil
this.scrollView = nil
end
local orginLayer2=0
local orginLayer2 = 0
--打开页面时,页面数据刷新
function this.OnRefresh(index)
local tempData={}
local tempData = {}
-- local num = ConfigData[89].Value
if index==0 then
if index == 0 then
-- if PlayerManager.level >= tonumber(num) then--达到80级才显示白色魂印
tempData=allSoulPrintData
tempData = allSoulPrintData
-- else
-- for i,v in ipairs(allSoulPrintData) do
-- if v.Quality ~= 7 then
@ -155,16 +158,16 @@ function this.OnRefresh(index)
-- end
-- end
else
for i,v in ipairs(allSoulPrintData) do
if v.Quality==(index+3) then
table.insert( tempData, v)
for i, v in ipairs(allSoulPrintData) do
if v.Quality == (index + 3) then
table.insert(tempData, v)
end
end
end
--预设容器
this.scrollView:SetData(tempData,function(index,root)
this.SetScrollPre(root,tempData[index])
this.scrollView:SetData(tempData, function(index, root)
this.SetScrollPre(root, tempData[index])
list[root] = root
end)
this.scrollView:SetIndex(1)
@ -172,26 +175,29 @@ function this.OnRefresh(index)
orginLayer2 = this.sortingOrder
orginLayer = this.sortingOrder
end
--设置预设
function this.SetScrollPre(root,data)
Util.SetParticleSortLayer(root, this.sortingOrder+1)
SetSoulEffect(itemConfig[data.Id].Quantity1,root)
local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image")
local icon=Util.GetGameObject(root,"circleFrameBg/Icon"):GetComponent("Image")
local name=Util.GetGameObject(root,"Name"):GetComponent("Text")
Util.AddOnceClick(root,function()
UIManager.OpenPanel(UIName.SoulPrintPopUp,3,nil,data.Id,nil)
function this.SetScrollPre(root, data)
Util.SetParticleSortLayer(root, this.sortingOrder + 1)
SetSoulEffect(itemConfig[data.Id].Quantity1, root)
local frame = Util.GetGameObject(root, "Frame"):GetComponent("Image")
local icon = Util.GetGameObject(root, "circleFrameBg/Icon"):GetComponent("Image")
local name = Util.GetGameObject(root, "Name"):GetComponent("Text")
Util.AddOnceClick(root, function()
UIManager.OpenPanel(UIName.SoulPrintPopUp, 3, nil, data.Id, nil)
end)
frame.sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(data.Quality))
icon.sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.Id].ResourceID))
Util.GetGameObject(root,"circleFrameBg"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[data.Id].Quantity].circleBg2)
Util.GetGameObject(root,"circleFrameBg/circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[data.Id].Quantity].circle)
local str = data.Name
if GetCurLanguage() == 0 and LengthString(data.Name)>=5 then
str = SubString(data.Name,4).."..."
frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(data.Quality))
icon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[data.Id].ResourceID))
Util.GetGameObject(root, "circleFrameBg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[itemConfig[data.Id].Quantity].circleBg2)
Util.GetGameObject(root, "circleFrameBg/circleFrame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[itemConfig[data.Id].Quantity].circle)
local str = GetLanguageStrById(data.Name)
if GetCurLanguage() == 0 and LengthString(data.Name) >= 5 then
str = SubString(data.Name, 4) .. "..."
end
name.text = str--SubString2(GetLanguageStrById(data.Name),10)
name.text = str --SubString2(GetLanguageStrById(data.Name),10)
end
return SoulPrintHandBook
return SoulPrintHandBook

View File

@ -0,0 +1,8 @@
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guid: 928fd3985e8c04d4fa22136ad79aee4d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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