排行榜宝物数据修改
parent
82b992c4ca
commit
f712786650
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@ -768,6 +768,7 @@ function this.InitSingleTreasureData(_singleData)
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single.maxTreeLv = currJewel.GodHoodMaxlv
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single.maxTreeLv = currJewel.GodHoodMaxlv
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single.treeLv = single.maxTreeLv or 0
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single.treeLv = single.maxTreeLv or 0
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single.fourTotal = _singleData.fourSpirit or 0
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single.fourTotal = _singleData.fourSpirit or 0
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single.treePool = currJewel.GodHoodPool
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single.upHeroDid=""
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single.upHeroDid=""
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local quantity=currJewel.Level
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local quantity=currJewel.Level
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single.quantity=quantity
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single.quantity=quantity
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@ -594,7 +594,7 @@ function this.InitUpdateEquipData(_equipData, heroData)
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if(heroData.jewels) then
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if(heroData.jewels) then
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for i = 1, #heroData.jewels do
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for i = 1, #heroData.jewels do
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if heroData.jewels[i] and heroData.jewels[i] == _equipData.id then
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if heroData.jewels[i] and heroData.jewels[i] == _equipData.id then
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this.InitSingleTreasureData(_equipData)
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this.InitSingleTreasureData(_equipData,heroData)
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end
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end
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end
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end
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end
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end
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@ -604,7 +604,7 @@ end
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local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
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local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
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local allTreasures = {}
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local allTreasures = {}
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--初始化单个宝物的数据
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--初始化单个宝物的数据
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function this.InitSingleTreasureData(_singleData)
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function this.InitSingleTreasureData(_singleData,heroData)
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if _singleData==nil then
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if _singleData==nil then
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return
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return
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end
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end
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@ -617,10 +617,11 @@ function this.InitSingleTreasureData(_singleData)
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single.refineLv=_singleData.rebuildLevel
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single.refineLv=_singleData.rebuildLevel
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single.treeLv = _singleData.treeLv or 0
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single.treeLv = _singleData.treeLv or 0
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single.fourTotal = _singleData.fourSpirit or 0
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single.fourTotal = _singleData.fourSpirit or 0
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single.treePool = currJewel.GodHoodPool
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single.maxLv=currJewel.Max[1]
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single.maxLv=currJewel.Max[1]
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single.maxRefineLv=currJewel.Max[2]
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single.maxRefineLv=currJewel.Max[2]
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single.maxTreeLv = currJewel.GodHoodMaxlv
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single.maxTreeLv = currJewel.GodHoodMaxlv
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single.upHeroDid=""
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single.upHeroDid = heroData.dynamicId
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local quantity=currJewel.Level
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local quantity=currJewel.Level
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single.quantity=quantity
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single.quantity=quantity
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single.frame=GetQuantityImageByquality(quantity)
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single.frame=GetQuantityImageByquality(quantity)
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@ -638,6 +639,7 @@ function this.InitSingleTreasureData(_singleData)
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single.icon=GetResourcePath(itemConfig[staticId].ResourceID)
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single.icon=GetResourcePath(itemConfig[staticId].ResourceID)
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single.strongConfig=this.GetCurrTreasureLvConfig(1,currJewel.LevelupPool,_singleData.exp)
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single.strongConfig=this.GetCurrTreasureLvConfig(1,currJewel.LevelupPool,_singleData.exp)
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single.refineConfig=this.GetCurrTreasureLvConfig(2,currJewel.RankupPool,_singleData.rebuildLevel)
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single.refineConfig=this.GetCurrTreasureLvConfig(2,currJewel.RankupPool,_singleData.rebuildLevel)
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LogGreen("single.treePool:"..single.fourTotal.." _singleData.fourSpirit:".._singleData.fourSpirit)
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--LogGreen("天宫推送宝器 _singleData.id ".._singleData.id)
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--LogGreen("天宫推送宝器 _singleData.id ".._singleData.id)
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allTreasures[_singleData.id]=single
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allTreasures[_singleData.id]=single
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end
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end
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@ -388,6 +388,7 @@ function this.InitSingleTreasureData(_singleData,_fourTotal,_treeLevel)
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single.maxTreeLv = currJewel.GodHoodMaxlv
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single.maxTreeLv = currJewel.GodHoodMaxlv
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single.treeLv = _treeLevel or 0
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single.treeLv = _treeLevel or 0
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single.fourTotal = _fourTotal or 0
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single.fourTotal = _fourTotal or 0
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single.treePool = currJewel.GodHoodPool
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local quantity=currJewel.Level
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local quantity=currJewel.Level
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single.quantity=quantity
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single.quantity=quantity
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single.frame=GetQuantityImageByquality(quantity)
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single.frame=GetQuantityImageByquality(quantity)
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@ -402,11 +402,13 @@ function this.SetPropertyShow2(_infos,_preList,_grid)
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for key, value in pairs(attriConfig) do
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for key, value in pairs(attriConfig) do
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local obj=_preList[index]
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local obj=_preList[index]
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local proper=propertyConfig[value[1]]
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local proper=propertyConfig[value[1]]
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local string
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local string = ""
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if proper.Style==1 then
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if _infos[value[1]] then
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string = GetLanguageStrById(proper.Info).."+".._infos[value[1]].currValue--value.currValue
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if proper.Style==1 then
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else
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string = GetLanguageStrById(proper.Info).."+".._infos[value[1]].currValue--value.currValue
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string = GetLanguageStrById(proper.Info).."+".._infos[value[1]].currValue/100 .."%"
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else
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string = GetLanguageStrById(proper.Info).."+".._infos[value[1]].currValue/100 .."%"
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end
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end
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end
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if index <= curTree then
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if index <= curTree then
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string = "<color=#66FF00>"..string.."</color>"
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string = "<color=#66FF00>"..string.."</color>"
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@ -108,6 +108,7 @@ end
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--获取当前等级加成的属性
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--获取当前等级加成的属性
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function this.GetCurLvPropertyValue(_type, _id, _lv)
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function this.GetCurLvPropertyValue(_type, _id, _lv)
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local lvConfig = nil
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local lvConfig = nil
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LogGreen("_type:".._type.." _id:".._id.." _lv:".._lv)
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--获取当前等级属性加成
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--获取当前等级属性加成
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for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
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for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
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if configInfo.Type == _type and configInfo.PoolID == _id and configInfo.Level == _lv then
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if configInfo.Type == _type and configInfo.PoolID == _id and configInfo.Level == _lv then
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@ -587,7 +587,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
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data = ExpeditionManager.GetSingleTreasureByIdDyn(self.Did)
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data = ExpeditionManager.GetSingleTreasureByIdDyn(self.Did)
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end
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end
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if not data then
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if not data then
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GoodFriendManager.GetSingleTreasureByIdDyn(self.Did)
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data = GoodFriendManager.GetSingleTreasureByIdDyn(self.Did)
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end
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end
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if not data then
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if not data then
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self.rightUplv.gameObject:SetActive(false)
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self.rightUplv.gameObject:SetActive(false)
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