【觉醒】 增加觉醒页签
parent
de677bee2f
commit
f94c84f1cd
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@ -41,6 +41,8 @@ this.heroResolveLicence = {}
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--this.lvProVal = {}--单体等级限制加成
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--this.allHeroProVal = {}--团体加成
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--this.specialProVal = {}--减乘
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this.awakeStarIndex = 10-- 前端写死觉醒星级标志
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function this.Initialize()
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for i = 1, WarPowerTypeAllNum do
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this.allProVal[i] = {
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@ -21,37 +21,36 @@ local parent = {}
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local upStarPreList = {}
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local heroDatas = {}
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local isUpZhen = false
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local allAddProVal = {}
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--初始化组件(用于子类重写)
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function this:InitComponent(gameObject)
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this.gameObject = gameObject
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this.upStar=Util.GetGameObject(gameObject,"awake")
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this.noUpStarText=Util.GetGameObject(gameObject,"noUpStarText")
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this.upStarPre=Util.GetGameObject(this.upStar,"upStarPre")
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this.upStarGrid=Util.GetGameObject(this.upStar,"grid")
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this.upStarBtn=Util.GetGameObject(this.upStar,"btns/upStarBtn")
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this.upStarBtnRedPoint=Util.GetGameObject(this.upStar,"btns/upStarBtn/redPoint")
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this.goldBtn=Util.GetGameObject(this.upStar,"goldGrid/gold")
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this.goldText=Util.GetGameObject(this.upStar,"goldGrid/gold/Text"):GetComponent("Text")
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this.goldImage=Util.GetGameObject(this.upStar,"goldGrid/gold")
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this.gold2Btn=Util.GetGameObject(this.upStar,"goldGrid/gold2")
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this.gold2Text=Util.GetGameObject(this.upStar,"goldGrid/gold2/Text"):GetComponent("Text")
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this.gold2Image=Util.GetGameObject(this.upStar,"goldGrid/gold2")
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this.roleUpStarLayoutTip=Util.GetGameObject(this.upStar,"tip"):GetComponent("Text")
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this.roleUpStarRedPoint=Util.GetGameObject(gameObject,"rolePanel/btnList/btnUpStar/redPoint")
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this.goCompoundHero=Util.GetGameObject(this.upStar.transform, "goCompoundHero")
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Util.GetGameObject(this.upStar.transform, "goCompoundHero/Text"):GetComponent("Text").text = Language[12290]
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--升星属性
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this.curStarGrid = Util.GetGameObject(this.upStar.transform, "upStarProInfo/curStarGrid")
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this.nextStarGrid = Util.GetGameObject(this.upStar.transform, "upStarProInfo/nextStarGrid")
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this.skillInfoGrid = Util.GetGameObject(this.upStar.transform, "upStarProInfo/skillInfo")
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this.skillInfoGrid:SetActive(false)
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this.atkPro_UpStar=Util.GetGameObject(gameObject,"upStar/upStarProInfo/pro/atk")
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this.hpPro_UpStar=Util.GetGameObject(gameObject,"upStar/upStarProInfo/pro/hp")
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this.phyDef_UpStar=Util.GetGameObject(gameObject,"upStar/upStarProInfo/pro/phyDef")
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this.magDef_UpStar=Util.GetGameObject(gameObject,"upStar/upStarProInfo/pro/magDef")
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this.lv_UpStar=Util.GetGameObject(gameObject,"upStar/upStarProInfo/pro/lv/proValue"):GetComponent("Text")
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this.nextlv_UpStar=Util.GetGameObject(gameObject,"upStar/upStarProInfo/pro/lv/nextproValue"):GetComponent("Text")
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Util.GetGameObject(this.gameObject,"Image/Text"):GetComponent("Text").text = "神将觉醒"
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Util.GetGameObject(this.gameObject,"Image (3)/Text"):GetComponent("Text").text = "觉醒要求"
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Util.GetGameObject(this.gameObject,"tip"):GetComponent("Text").text = "觉醒后神将天赋会发生变化"
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Util.GetGameObject(this.gameObject,"upStarBtn/Text"):GetComponent("Text").text = "觉 醒"
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Util.GetGameObject(this.gameObject,"lvUp/Text"):GetComponent("Text").text = "等级上限:"
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--天赋
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this.talent1Image = Util.GetGameObject(this.gameObject,"talent/talent (1)"):GetComponent("Image")
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this.talent1Progress = Util.GetGameObject(this.gameObject,"talent/talent (1)/progress"):GetComponent("Text")
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this.talent2Image = Util.GetGameObject(this.gameObject,"talent/talent (2)"):GetComponent("Image")
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this.talent2Progress = Util.GetGameObject(this.gameObject,"talent/talent (2)/progress"):GetComponent("Text")
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this.curLvEnd = Util.GetGameObject(this.gameObject,"lvUp/curLvEnd"):GetComponent("Text")
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this.nextLvEnd = Util.GetGameObject(this.gameObject,"lvUp/nextLvEnd"):GetComponent("Text")
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--升星觉醒
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this.upStarPre=Util.GetGameObject(this.gameObject,"upStarPre")
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this.upStarGrid=Util.GetGameObject(this.gameObject,"grid")
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this.upStarBtnRedPoint=Util.GetGameObject(this.gameObject,"upStarBtn/redPoint")
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this.goldBtn=Util.GetGameObject(this.gameObject,"goldGrid/gold")
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this.goldText=Util.GetGameObject(this.gameObject,"goldGrid/gold/Text"):GetComponent("Text")
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this.goldImage=Util.GetGameObject(this.gameObject,"goldGrid/gold")
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this.gold2Btn=Util.GetGameObject(this.gameObject,"goldGrid/gold2")
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this.gold2Text=Util.GetGameObject(this.gameObject,"goldGrid/gold2/Text"):GetComponent("Text")
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this.gold2Image=Util.GetGameObject(this.gameObject,"goldGrid/gold2")
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this.upStarBtn=Util.GetGameObject(this.gameObject,"upStarBtn")
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return this
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end
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@ -59,15 +58,7 @@ end
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function this:BindEvent()
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--升星
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Util.AddClick(this.upStarBtn, function()
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self:StarUpClick()
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end)
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--前往化虚坛
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Util.AddClick(this.goCompoundHero, function()
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.COMPOUND_HERO) then
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JumpManager.GoJump(750001)
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else
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PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.COMPOUND_HERO))
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end
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this.StarUpClick()
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end)
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end
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@ -87,38 +78,24 @@ function this:OnShow(_sortinglayer,_parent,_curHerodata,_isUpZhen,_heroDatas)
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parent = _parent
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heroDatas = _heroDatas
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isUpZhen = _isUpZhen
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this:GetCurHeroUpLvOrUpStarSData()
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this:UpdateHeroUpStarData()--进阶
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this.GetCurHeroUpLvOrUpStarSData()
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this.UpdateHeroUpStarData()--进阶
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end
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--更新英雄进阶数据
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function this:UpdateHeroUpStarData()
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function this.UpdateHeroUpStarData()
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--进阶材料
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this:UpdateHeroUpStarMaterialShow()
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--计算面板属性
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if isUpZhen then
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local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId)
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allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
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else
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allAddProVal = HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
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end
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this.UpdateHeroUpStarMaterialShow()
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--进阶属性提升
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if upStarRankUpConfig and upStarRankUpConfig.Id then
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this:UpdateHeroUpStarProUpShow()
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end
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this.curLvEnd.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData)
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this.nextLvEnd.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id)
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--进阶吞英雄条件
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Util.ClearChild(this.upStarGrid.transform)
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local curUpStarData= HeroManager.GetHeroCurUpStarInfo(curHeroData.dynamicId)
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if curUpStarData and #curUpStarData>0 then
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this.upStar:SetActive(true)
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this.noUpStarText:SetActive(false)
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parent.talentTipStrGo:SetActive(true)
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upStarConsumeMaterial={}
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upStarMaterialIsAll = {}
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upStarPreList = {}
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this.goCompoundHero:SetActive(curHeroData.star == 4 or curHeroData.star == 5)
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for i = 1, #curUpStarData do
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local go=newObject(this.upStarPre)
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go.transform:SetParent(this.upStarGrid.transform)
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@ -153,7 +130,6 @@ function this:UpdateHeroUpStarData()
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Util.GetGameObject(go.transform,"iconDefault"):SetActive(true)
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Util.GetGameObject(go.transform,"icon"):SetActive(false)
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Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(nil,curUpStarData[i].upStarMaterialsData.StarLimit))
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--
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end
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local upStarHeroListData=HeroManager.GetUpStarHeroListData(curUpStarData[i].upStarMaterialsData.Id,curHeroData)
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if upStarHeroListData.state>0 then
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@ -167,20 +143,16 @@ function this:UpdateHeroUpStarData()
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Util.AddOnceClick(addBtn, function()
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curSelectUpStarData=curUpStarData[i]
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curSelectUpStarGo=go
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local curShowHeroListData=self:SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
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local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
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--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
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UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,curUpStarData[i].upStarMaterialsData,curUpStarData[i].upStarData,this,upStarConsumeMaterial[i],curHeroData)
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end)
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end
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else
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this.upStar:SetActive(false)
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this.noUpStarText:SetActive(true)
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parent.talentTipStrGo:SetActive(false)
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end
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self:AutoSelectUpStarHeroList(curUpStarData)
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this.AutoSelectUpStarHeroList(curUpStarData)
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end
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--获取当前英雄的下一突破 和 升星 静态数据
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function this:GetCurHeroUpLvOrUpStarSData()
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function this.GetCurHeroUpLvOrUpStarSData()
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isHeroUpStar = false
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upStarRankUpConfig = {}
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local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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@ -197,7 +169,7 @@ function this:GetCurHeroUpLvOrUpStarSData()
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end
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end
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--更新英雄进阶材料显示
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function this:UpdateHeroUpStarMaterialShow()
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function this.UpdateHeroUpStarMaterialShow()
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--进阶金币 妖壶条件
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if upStarRankUpConfig then
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isUpStarMaterials=true
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@ -237,40 +209,8 @@ function this:UpdateHeroUpStarMaterialShow()
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end
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end
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--进阶属性提升
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function this:UpdateHeroUpStarProUpShow()
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if upStarRankUpConfig and upStarRankUpConfig.Id then
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local size = Vector2.New (45,45)
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SetHeroStars(this.curStarGrid, curHeroData.star,2,size,-9)
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SetHeroStars(this.nextStarGrid, curHeroData.star + 1,2,size,-9)
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--this.curLvEnd.text = HeroManager.GetCurHeroStarLvEnd(1,curHeroData)
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--this.nextLvEnd.text = HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id)
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local nextUpStarConFig = ConfigManager.GetConfigData(ConfigName.HeroRankupConfig,upStarRankUpConfig.Id)
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local nextProUpVal = 0
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if nextUpStarConFig then nextProUpVal = nextUpStarConFig.PropertiesDisplay end
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--this.proUpVal.text = GetPropertyFormatStr(2, nextProUpVal)
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--this.UpdateHeroUpStarProUpSkillShow(this.skillInfoGrid,self:NextStarUpSkillTabs())
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local nextallAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,curHeroData.breakId,upStarRankUpConfig.Id)
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this:ProShow(this.atkPro_UpStar,allAddProVal,HeroProType.Attack,nextallAddProVal)
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this:ProShow(this.hpPro_UpStar,allAddProVal,HeroProType.Hp,nextallAddProVal)
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this:ProShow(this.phyDef_UpStar,allAddProVal,HeroProType.PhysicalDefence,nextallAddProVal)
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this:ProShow(this.magDef_UpStar,allAddProVal,HeroProType.MagicDefence,nextallAddProVal)
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this.lv_UpStar.text= HeroManager.GetCurHeroStarLvEnd(1,curHeroData)
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this.nextlv_UpStar.text= HeroManager.GetCurHeroStarLvEnd(2,curHeroData,curHeroData.breakId,upStarRankUpConfig.Id)
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end
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end
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function this:ProShow(go,allAddProVal,HeroProType,nextallAddProVal)
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local curProSConFig = ConfigManager.GetConfigData(ConfigName.PropertyConfig,HeroProType)
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Util.GetGameObject(go,"proName"):GetComponent("Text").text = curProSConFig.Info..":"
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Util.GetGameObject(go,"proValue"):GetComponent("Text").text = allAddProVal[HeroProType]
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Util.GetGameObject(go,"Image"):GetComponent("Image").sprite = Util.LoadSprite(PropertyTypeIconDef[HeroProType])
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if nextallAddProVal then
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Util.GetGameObject(go,"nextproValue"):GetComponent("Text").text = nextallAddProVal[HeroProType]
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end
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end
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--升星选择祭品后刷新界面
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function this:AutoSelectUpStarHeroList(_curUpStarData)
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function this.AutoSelectUpStarHeroList(_curUpStarData)
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local curUpStarData= _curUpStarData
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if curUpStarData and #curUpStarData>0 then
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for i = 1, #curUpStarData do
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@ -289,7 +229,7 @@ function this:AutoSelectUpStarHeroList(_curUpStarData)
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table.insert(curSelectHeroList,upStarHeroListData.heroList[i])
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end
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end
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self:UpdateUpStarPosHeroData(curSelectHeroList)
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this.UpdateUpStarPosHeroData(curSelectHeroList)
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end
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end
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end
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@ -302,7 +242,7 @@ end
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--刷新当前升星坑位英雄的信息
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function this:UpdateUpStarPosHeroData(curSelectHeroList)
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function this.UpdateUpStarPosHeroData(curSelectHeroList)
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if LengthOfTable(curSelectHeroList)<curSelectUpStarData.upStarData[4] then
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upStarMaterialIsAll[curSelectUpStarData.upStarData[2]]=2
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Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
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@ -331,7 +271,7 @@ function this:UpdateUpStarPosHeroData(curSelectHeroList)
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end
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end
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--分析设置升星界面显示的英雄list数据 如果当前升星材料的坑位的英雄数据与 以其他坑位有重合并且选择上的英雄不显示 如果是当前坑位显示的英雄显示对勾
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function this:SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
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function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗的总消耗组 2 当前坑位可选择的所有英雄
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--Log("#curHeroList "..#curHeroList)
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local curEndShowHeroListData2={}
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for i = 1, #curHeroList do
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@ -368,7 +308,7 @@ function this:SetShowHeroListData(upStarConsumeMaterial,curHeroList)--1 消耗
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return curList
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end
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--进阶按钮点击事件处理
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function this:StarUpClick()
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function this.StarUpClick()
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if curHeroData.lv>=HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then
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PopupTipPanel.ShowTip(Language[11846])
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return
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@ -390,10 +330,10 @@ function this:StarUpClick()
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if #dropItemTabs > 0 then
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BagManager.SetDropIsSHowEquipPrint(false)
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UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function ()
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self:DeleteUpStarMaterials()
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this.DeleteUpStarMaterials()
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end)
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else
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self:DeleteUpStarMaterials()
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this.DeleteUpStarMaterials()
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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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--扣除升星 消耗的材料 更新英雄数据
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function this:DeleteUpStarMaterials()
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function this.DeleteUpStarMaterials()
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HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.lv,curHeroData.star+1,curHeroData.breakId,upStarRankUpConfig.Id,true)
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HeroManager.UpdateSingleHeroSkillData(curHeroData.dynamicId)
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for i, v in pairs(heroDatas) do
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@ -4,6 +4,7 @@ local this = RoleInfoPanel
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local RoleSkinPanel = require("Modules/RoleInfo/RoleSkinPanel")
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local RoleInfoLayout = require("Modules/RoleInfo/RoleInfoLayout")
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local RoleUpStarLayout = require("Modules/RoleInfo/RoleUpStarLayout")
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local RoleAwakeLayout = require("Modules/RoleInfo/RoleAwakeLayout")
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local RoleStoryLayout = require("Modules/RoleInfo/RoleStoryLayout")
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local _CurPageIndex = 1
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},
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[2] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "进阶",rpType = -1,
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},
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[3] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "传说",rpType = -1,
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[3] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "觉醒",rpType = -1,
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},
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[4] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "皮肤",rpType = -1,
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[4] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "传说",rpType = -1,
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},
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[5] = {default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",title = "皮肤",rpType = -1,
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},
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}
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@ -101,8 +104,9 @@ function RoleInfoPanel:InitComponent()
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this.PageList = {
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[1] = RoleInfoLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleInfoLayout")),
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[2] = RoleUpStarLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleUpStarLayout")),
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[3] = RoleStoryLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleStoryLayout")),
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[4] = RoleSkinPanel:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleSkinLayout")),
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[3] = RoleAwakeLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleAwakelayout")),
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[4] = RoleStoryLayout:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleStoryLayout")),
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[5] = RoleSkinPanel:InitComponent(Util.GetGameObject(self.transform, "rolePanel/layout/roleSkinLayout")),
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}
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||||
|
||||
this.dragView = SubUIManager.Open(SubUIConfig.DragView, self.gameObject.transform)
|
||||
|
@ -211,7 +215,7 @@ function RoleInfoPanel:RemoveListener()
|
|||
end
|
||||
|
||||
this.UpdateSkinShow = function()
|
||||
if _CurPageIndex == 4 then
|
||||
if _CurPageIndex == 5 then
|
||||
this:OnPageTabChange(_CurPageIndex)
|
||||
end
|
||||
end
|
||||
|
@ -372,7 +376,7 @@ function this:UpdateBtnList()
|
|||
if not tabsList[k] then
|
||||
tabsList[k] = newObjToParent(this.btnPre,this.btnList)
|
||||
end
|
||||
if k == 4 then
|
||||
if k == 5 then
|
||||
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",curHeroData.id)
|
||||
local HeoSkin = {}
|
||||
for i = 1 ,#configs do
|
||||
|
@ -388,7 +392,6 @@ function this:UpdateBtnList()
|
|||
else
|
||||
tabsList[k].gameObject:SetActive(true)
|
||||
end
|
||||
|
||||
local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text")
|
||||
local redpot = Util.GetGameObject(tabsList[k], "redPoint")
|
||||
title.text = v.title
|
||||
|
@ -411,6 +414,19 @@ function this:UpdateBtnList()
|
|||
end
|
||||
end)
|
||||
end
|
||||
--根据星级决定叶签现隐
|
||||
if tabsList[2] and tabsList[3] then
|
||||
if curHeroData.star < 10 then
|
||||
tabsList[2].gameObject:SetActive(true)
|
||||
tabsList[3].gameObject:SetActive(false)
|
||||
elseif curHeroData.star == 10 and curHeroData.heroConfig.Awaken and #curHeroData.heroConfig.Awaken > 0 then
|
||||
tabsList[2].gameObject:SetActive(false)
|
||||
tabsList[3].gameObject:SetActive(true)
|
||||
else
|
||||
tabsList[2].gameObject:SetActive(false)
|
||||
tabsList[3].gameObject:SetActive(false)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function this:CheckRedPointType(index,isShowRedPoint)
|
||||
|
@ -447,7 +463,7 @@ end
|
|||
function this:UpdateHeroInfoData()
|
||||
this:UpdateBtnList()
|
||||
|
||||
if _CurPageIndex == 4 then
|
||||
if _CurPageIndex == 5 then
|
||||
local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.HeroSkin,"HeroId",curHeroData.id)
|
||||
local HeoSkin = {}
|
||||
for i = 1 ,#configs do
|
||||
|
|
Loading…
Reference in New Issue