628 lines
33 KiB
Lua
628 lines
33 KiB
Lua
----- 神将合成 -----
|
|
local this = {}
|
|
local sortingOrder=0
|
|
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
|
local curIndex = 0
|
|
local curNeedHero = {}
|
|
local curSelectHero = {}
|
|
local curSelectHeroConfig = {}
|
|
local curSelectGO
|
|
local materidaIsCan = false
|
|
local tabs={}
|
|
local needHeros={}
|
|
function this:InitComponent(gameObject)
|
|
this.compoundBtn = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/compoundBtn")
|
|
needHeros = {}
|
|
for i = 1, 4 do
|
|
needHeros[i] = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/needHero" .. i)
|
|
end
|
|
for i = 1, 5 do
|
|
tabs[i] = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Tabs/grid/Btn" .. i)
|
|
end
|
|
this.selectBtn=Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Tabs/selectBtn")
|
|
this.heroPre = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/heroPre")
|
|
this.ScrollBar=Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Scrollbar"):GetComponent("Scrollbar")
|
|
local v2 = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/scroll"):GetComponent("RectTransform").rect
|
|
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/scroll").transform,
|
|
this.heroPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(50,15))
|
|
this.ScrollView.moveTween.MomentumAmount = 1
|
|
this.ScrollView.moveTween.Strength = 1
|
|
|
|
--up compound Hero info
|
|
this.compoundHero = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/compoundHero/Hero")
|
|
this.compoundHeroTipText = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/compoundHero/tipText")
|
|
this.compoundHeroTipText:GetComponent("Text").text = "请选择需要合成的神将"
|
|
this.compoundHerobg=Util.GetGameObject(this.compoundHero,"Bg1"):GetComponent("Image")
|
|
this.compoundHerolv=Util.GetGameObject(this.compoundHero,"lv/Text"):GetComponent("Text")
|
|
this.compoundHerohp = Util.GetGameObject(this.compoundHero,"hpProgress/hp"):GetComponent("Image")
|
|
this.compoundHerohpPass = Util.GetGameObject(this.compoundHero,"hpProgress/hpPass"):GetComponent("Image")
|
|
this.compoundHerorage = Util.GetGameObject(this.compoundHero,"rageProgress/rage"):GetComponent("Image")
|
|
this.compoundHerofg=Util.GetGameObject(this.compoundHero,"Bg2"):GetComponent("Image")
|
|
this.compoundHeropro=Util.GetGameObject(this.compoundHero,"Pro/Image"):GetComponent("Image")
|
|
this.compoundHerostarGrid=Util.GetGameObject(this.compoundHero,"StarGrid")
|
|
this.compoundHeroname=Util.GetGameObject(this.compoundHero,"Name/Text"):GetComponent("Text")
|
|
this.compoundHeroyuanImage=Util.GetGameObject(this.compoundHero,"yuanImage")
|
|
this.compoundHerolive = Util.GetGameObject(this.compoundHero, "Mask/icon"):GetComponent("RawImage")
|
|
this.compoundHerozs = Util.GetGameObject(this.compoundHero, "zs")
|
|
Util.GetGameObject(this.compoundHero,"hpProgress").gameObject:SetActive(false)
|
|
Util.GetGameObject(this.compoundHero,"rageProgress").gameObject:SetActive(false)
|
|
Util.GetGameObject(this.compoundHero,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
|
|
end
|
|
|
|
function this:BindEvent()
|
|
Util.AddClick(this.compoundBtn, function()
|
|
this.Compound(curIndex)
|
|
end)
|
|
end
|
|
|
|
function this:AddListener()
|
|
end
|
|
|
|
function this:RemoveListener()
|
|
end
|
|
|
|
local sortingOrder = 0
|
|
function this:OnSortingOrderChange(_sortingOrder)
|
|
sortingOrder = _sortingOrder
|
|
end
|
|
function this:OnShow(...)
|
|
curIndex = 0
|
|
sortingOrder =0
|
|
for i = 0,#tabs - 1 do
|
|
local index=i
|
|
Util.GetGameObject(tabs[i + 1], "Image"):GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(index))
|
|
Util.AddOnceClick(tabs[i + 1], function()
|
|
this.HeroCompoundBtnClick(tabs[i + 1],index)
|
|
end)
|
|
end
|
|
this.HeroCompoundBtnClick(tabs[1],curIndex)
|
|
end
|
|
|
|
|
|
--英雄类型按钮点击事件
|
|
function this.HeroCompoundBtnClick(_btn,_curIndex)
|
|
curIndex = _curIndex
|
|
this.SetBtnSelect(_btn)
|
|
this.ShowCurrPosHeroCompound()
|
|
end
|
|
--显示当前阵营的英雄
|
|
function this.ShowCurrPosHeroCompound()
|
|
local heroDatas = this.GetAllHeroCompoundData(curIndex)
|
|
this.SelectHeroShow(nil)
|
|
this.ScrollView:SetData(heroDatas, function (index, go)
|
|
this.SingleHeroDataShow(go, heroDatas[index])
|
|
end)
|
|
|
|
end
|
|
|
|
--设置按钮选中
|
|
function this.SetBtnSelect(_parObj)
|
|
this.selectBtn.transform:SetParent(_parObj.transform)
|
|
this.selectBtn.transform.localScale = Vector3.one
|
|
this.selectBtn.transform.localPosition=Vector3.zero
|
|
end
|
|
function this.ShowTitleData(curHeroCompoundData)
|
|
if curHeroCompoundData then
|
|
local _star = curHeroCompoundData.star
|
|
local heroData = curHeroCompoundData.haveHeroList[1][1]
|
|
local heroConfig = heroData and heroData.heroConfig or curHeroCompoundData.config
|
|
this.compoundHero:SetActive(true)
|
|
this.compoundHeroTipText:SetActive(false)
|
|
this.compoundHerobg.sprite = Util.LoadSprite(GetHeroCardStarBg[_star])
|
|
local zsName = GetHeroCardStarZs[_star]
|
|
this.compoundHerofg.sprite = Util.LoadSprite(GetHeroCardStarFg[_star])
|
|
this.compoundHeroyuanImage:SetActive(false)
|
|
SetCardStars(this.compoundHerostarGrid,_star)
|
|
local curHeroHpVal = nil--FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId)
|
|
this.compoundHerohp.fillAmount = curHeroHpVal or 1
|
|
this.compoundHerohpPass.fillAmount = curHeroHpVal or 1
|
|
this.compoundHerorage.fillAmount = 0.5
|
|
local liveName = GetResourcePath(heroConfig.Live)
|
|
local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroConfig.Id)
|
|
local scale = roleConfig.play_liveScale
|
|
local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
|
|
this.compoundHerolive.texture = CardRendererManager.GetSpineTexture(1, liveName, Vector3.one * scale, livePos, true)
|
|
this.compoundHerolive.transform.localScale = Vector3.one
|
|
this.compoundHerolive.transform.localPosition = Vector3.zero
|
|
this.compoundHeropro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
|
this.compoundHeroname.text=heroConfig.ReadingName
|
|
if zsName == "" then
|
|
this.compoundHerozs:SetActive(false)
|
|
else
|
|
this.compoundHerozs:SetActive(true)
|
|
this.compoundHerozs:GetComponent("Image").sprite = Util.LoadSprite(zsName)
|
|
end
|
|
if heroData then--第一位是否有英雄
|
|
this.compoundHerolv.text=heroData.lv
|
|
else
|
|
this.compoundHerolv.text=1
|
|
end
|
|
else
|
|
this.compoundHero:SetActive(false)
|
|
this.compoundHeroTipText:SetActive(true)
|
|
end
|
|
end
|
|
local upStarConsumeMaterial = {}
|
|
local upStarMaterialIsAll = {}
|
|
local curSelectUpStarData
|
|
local curSelectUpStarGo
|
|
local upStarRankUpConfig
|
|
--更新英雄进阶数据
|
|
function this.UpdateHeroUpStarData(_curUpStarData)
|
|
--进阶吞英雄条件
|
|
if _curUpStarData then
|
|
upStarConsumeMaterial={}
|
|
upStarMaterialIsAll = {}
|
|
for i = 1, #_curUpStarData.upStarMaterialsData do
|
|
local upStarMaterialsData = _curUpStarData.upStarMaterialsData[i]
|
|
local curUpStarData = _curUpStarData.upStarData[i]
|
|
local go = needHeros[i + 1]
|
|
go:SetActive(true)
|
|
upStarConsumeMaterial[i]={}
|
|
upStarMaterialIsAll[i]=false
|
|
local proImage = Util.GetGameObject(go.transform, "iconbg/proImage")
|
|
local iconDefault = Util.GetGameObject(go.transform,"iconDefault")
|
|
local icon = Util.GetGameObject(go.transform,"icon")
|
|
local frame = Util.GetGameObject(go.transform,"frame")
|
|
local addBtn=Util.GetGameObject(go.transform,"add")
|
|
local addBtnImage = Util.GetGameObject(go.transform,"add/add")
|
|
local num = Util.GetGameObject(go.transform,"num")
|
|
local num = Util.GetGameObject(go.transform,"num")
|
|
local starGrid = Util.GetGameObject(go.transform, "iconbg/starGrid")
|
|
proImage:SetActive(false)
|
|
if upStarMaterialsData.Issame==1 or upStarMaterialsData.IsId>0 then
|
|
iconDefault:SetActive(false)
|
|
icon:SetActive(true)
|
|
proImage:SetActive(true)
|
|
if upStarMaterialsData.Issame==1 then
|
|
icon:GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(_curUpStarData.config.Icon))
|
|
frame:GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(_curUpStarData.config.Quality, upStarMaterialsData.StarLimit))
|
|
proImage:GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(_curUpStarData.config.PropertyName))
|
|
elseif upStarMaterialsData.IsId>0 then
|
|
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, upStarMaterialsData.IsId)
|
|
icon:GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(heroConfig.Icon))
|
|
frame:GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroConfig.Quality, upStarMaterialsData.StarLimit))
|
|
proImage:GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
|
end
|
|
else
|
|
if upStarMaterialsData.IsSameClan ==1 then
|
|
proImage:SetActive(true)
|
|
proImage:GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(_curUpStarData.config.PropertyName))
|
|
end
|
|
iconDefault:SetActive(true)
|
|
icon:SetActive(false)
|
|
frame:GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(nil,upStarMaterialsData.StarLimit))
|
|
end
|
|
-- local upStarHeroListData=HeroManager.GetUpStarHeroListData(curUpStarData.Id,curSelectHero)
|
|
-- if upStarHeroListData.state>0 then
|
|
-- addBtnImage:SetActive(true)
|
|
-- else
|
|
-- addBtnImage:SetActive(false)
|
|
-- end
|
|
num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,curUpStarData[4])
|
|
-- if #_curUpStarData.haveHeroList[i + 1] >= curUpStarData[4] then
|
|
-- num:GetComponent("Text").text=string.format("<color=#FFFFFF>%s/%s</color>",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
|
|
-- else
|
|
-- num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",#_curUpStarData.haveHeroList[i + 1],curUpStarData[4])
|
|
-- end
|
|
SetHeroStars(starGrid, upStarMaterialsData.StarLimit,1,nil,-15.3)
|
|
-- LogGreen("_curUpStarData.haveHeroList3[i] "..#_curUpStarData.haveHeroList3[i + 1])
|
|
Util.AddOnceClick(addBtn, function()
|
|
-- curSelectUpStarData=curUpStarData[i]
|
|
-- curSelectUpStarGo=go
|
|
-- local curShowHeroListData=self:SetShowHeroListData(upStarConsumeMaterial,upStarHeroListData.heroList)
|
|
-- --参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
|
|
-- UIManager.OpenPanel(UIName.RoleUpStarListPanel,curShowHeroListData,upStarMaterialsData,curUpStarData,this,upStarConsumeMaterial[i],curSelectHero)
|
|
|
|
curSelectUpStarData=curUpStarData
|
|
curSelectUpStarGo=go
|
|
local curShowHeroListData=this.SetShowHeroListData(upStarConsumeMaterial,_curUpStarData.haveHeroList3[i + 1])
|
|
--参数1 显示的herolist 2 3 升当前星的规则 4 打开RoleUpStarListPanel的界面
|
|
UIManager.OpenPanel(UIName.CompoundHeroUpStarListPanel,curShowHeroListData,upStarMaterialsData,curUpStarData,this,upStarConsumeMaterial[i],curSelectHero)
|
|
end)
|
|
end
|
|
if curSelectHero then
|
|
--自动选择进阶妖灵师材料
|
|
this.AutoSelectUpStarHeroList(_curUpStarData)
|
|
end
|
|
else
|
|
for i = 1, #needHeros do
|
|
needHeros[i]:SetActive(false)
|
|
end
|
|
end
|
|
end
|
|
--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
|
|
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
|
|
local curEndShowHeroListData={}
|
|
for i = 1, #curHeroList do
|
|
if curHeroList[i].dynamicId ~= curSelectHero.dynamicId then
|
|
curHeroList[i].isSelect=2
|
|
-- LogGreen("curHeroList[i] "..curHeroList[i].dynamicId)
|
|
table.insert(curEndShowHeroListData,curHeroList[i])
|
|
end
|
|
end
|
|
-- LogGreen("#curEndShowHeroListData "..#curEndShowHeroListData)
|
|
for j = 1, #upStarConsumeMaterial do
|
|
if upStarConsumeMaterial[j] and #upStarConsumeMaterial[j]>0 then
|
|
for k = 1, #upStarConsumeMaterial[j] do
|
|
if j==curSelectUpStarData[2] then--curSelectUpStarData 当前坑位选择的英雄信息
|
|
for _, v in pairs(curEndShowHeroListData) do
|
|
if v.dynamicId==upStarConsumeMaterial[j][k] then
|
|
v.isSelect=1
|
|
end
|
|
end
|
|
else
|
|
for i, v in pairs(curEndShowHeroListData) do
|
|
if v.dynamicId==upStarConsumeMaterial[j][k] then
|
|
curEndShowHeroListData[i] = nil
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
local curList={}
|
|
for _, v in pairs(curEndShowHeroListData) do
|
|
-- LogGreen("#curList "..v.id.." "..v.isSelect)
|
|
table.insert(curList,v)
|
|
end
|
|
return curList
|
|
end
|
|
--升星选择祭品后刷新界面
|
|
function this.AutoSelectUpStarHeroList(_curUpStarData)
|
|
local curUpStarData= _curUpStarData.upStarMaterialsData
|
|
if curUpStarData and #curUpStarData>0 then
|
|
for i = 1, #curUpStarData do
|
|
curSelectUpStarGo = needHeros[i + 1]
|
|
curSelectUpStarData=curUpStarData[i]
|
|
local upStarHeroListData=_curUpStarData.haveHeroList3[i + 1]
|
|
local curSelectHeroList = {}
|
|
if curSelectUpStarData.Issame ==1
|
|
or curSelectUpStarData.IsId > 0
|
|
or (curSelectUpStarData.IsSameClan == 1
|
|
and curSelectUpStarData.StarLimit == 3
|
|
and curSelectHero.heroConfig.Qualiy ~= 3) then
|
|
if LengthOfTable(upStarHeroListData) >= _curUpStarData.upStarData[i][4] then
|
|
for j = 1, LengthOfTable(upStarHeroListData) do
|
|
LogGreen(_curUpStarData.upStarData[i][4])
|
|
if #curSelectHeroList < _curUpStarData.upStarData[i][4] then
|
|
if upStarHeroListData[j].lockState == 0 and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId then--upStarHeroListData[i].isFormation == ""
|
|
table.insert(curSelectHeroList,upStarHeroListData[j])
|
|
end
|
|
end
|
|
end
|
|
this.UpdateUpStarPosHeroData(curSelectHeroList, _curUpStarData.upStarData[i])
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
--刷新当前升星坑位英雄的信息
|
|
function this.UpdateUpStarPosHeroData(curSelectHeroList,_upStarData)
|
|
-- LogGreen("LengthOfTable(curSelectHeroList) "..LengthOfTable(curSelectHeroList))
|
|
local upStarData = _upStarData and _upStarData or curSelectUpStarData
|
|
if LengthOfTable(curSelectHeroList) < upStarData[4] then
|
|
upStarMaterialIsAll[upStarData[2]]=2
|
|
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(true)
|
|
-- local upStarHeroListData=HeroManager.GetUpStarHeroListData(curSelectUpStarData.upStarMaterialsData.Id,curHeroData)
|
|
-- if upStarHeroListData.state<=0 then
|
|
-- Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(false)
|
|
-- end
|
|
Util.GetGameObject(curSelectUpStarGo.transform,"num"):GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>", LengthOfTable(curSelectHeroList),upStarData[4])
|
|
else
|
|
upStarMaterialIsAll[upStarData[2]]=1
|
|
Util.GetGameObject(curSelectUpStarGo.transform,"add/add"):SetActive(false)
|
|
Util.GetGameObject(curSelectUpStarGo.transform,"num"):GetComponent("Text").text=string.format("<color=#FFFFFFFF>%s/%s</color>", LengthOfTable(curSelectHeroList),upStarData[4])
|
|
end
|
|
local curUpStarConsumeMaterial={}
|
|
for i, v in pairs(curSelectHeroList) do
|
|
table.insert(curUpStarConsumeMaterial,v.dynamicId)
|
|
end
|
|
upStarConsumeMaterial[upStarData[2]]=curUpStarConsumeMaterial
|
|
for i = 1, #upStarConsumeMaterial do
|
|
-- LogGreen("选择升星位置的英雄数量 "..#upStarConsumeMaterial[i])
|
|
if #upStarConsumeMaterial[i]>0 then
|
|
for j = 1, #upStarConsumeMaterial[i] do
|
|
-- LogGreen("选择升星位置的英雄都有谁 "..upStarConsumeMaterial[i][j])
|
|
end
|
|
end
|
|
end
|
|
end
|
|
--更新英雄进阶数据
|
|
function this.UpdateFirstHeroUpStarData(curHeroCompoundData)
|
|
local go = needHeros[1]
|
|
local proImage = Util.GetGameObject(go.transform, "iconbg/proImage")
|
|
local iconDefault = Util.GetGameObject(go.transform,"iconDefault")
|
|
local icon = Util.GetGameObject(go.transform,"icon")
|
|
local frame = Util.GetGameObject(go.transform,"frame")
|
|
local addBtn=Util.GetGameObject(go.transform,"add")
|
|
local addBtnImage = Util.GetGameObject(go.transform,"add/add")
|
|
local num = Util.GetGameObject(go.transform,"num")
|
|
local num = Util.GetGameObject(go.transform,"num")
|
|
local starGrid = Util.GetGameObject(go.transform, "iconbg/starGrid")
|
|
if curSelectHero or curHeroCompoundData then
|
|
local heroConfig = curSelectHero and curSelectHero.heroConfig or curHeroCompoundData.config
|
|
go:SetActive(true)
|
|
proImage:SetActive(true)
|
|
iconDefault:SetActive(false)
|
|
addBtnImage:SetActive(false)
|
|
icon:GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(heroConfig.Icon))
|
|
frame:GetComponent("Image").sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroConfig.Quality, heroConfig.Star))
|
|
proImage:GetComponent("Image").sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
|
SetHeroStars(starGrid, heroConfig.Star,1,nil,-15.3)
|
|
if curSelectHero then
|
|
num:GetComponent("Text").text=string.format("<color=#FFFFFF>%s/%s</color>",1,1)
|
|
else
|
|
num:GetComponent("Text").text=string.format("<color=#FF0000FF>%s/%s</color>",0,1)
|
|
end
|
|
else
|
|
needHeros[1]:SetActive(false)
|
|
end
|
|
end
|
|
--数据显示
|
|
function this.SingleHeroDataShow(_go,_heroData)
|
|
local go = _go
|
|
local heroData = _heroData
|
|
Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.config.Quality,heroData.star))
|
|
Util.GetGameObject(go.transform, "lv"):SetActive(false)-- :GetComponent("Text").text = heroData.lv
|
|
Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.config.Icon))
|
|
Util.GetGameObject(go.transform, "posIcon"):SetActive(false)--:GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
|
|
Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.config.PropertyName))
|
|
local formationMask = Util.GetGameObject(go.transform, "formationMask")
|
|
formationMask:SetActive(false)--(heroData.isFormation ~= "" and heroData.isFormation ~= Language[11108]) or heroData.lockState == 1)
|
|
local starGrid = Util.GetGameObject(go.transform, "star")
|
|
SetHeroStars(starGrid, heroData.star,1,nil,nil,Vector2.New(0,1))
|
|
local progress1 = Util.GetGameObject(go.transform, "progressBg/progress1")--红
|
|
local progress2 = Util.GetGameObject(go.transform, "progressBg/progress2")--蓝
|
|
local progressText = Util.GetGameObject(go.transform, "progressBg/progressText"):GetComponent("Text")
|
|
|
|
local num = LengthOfTable(heroData.haveHeroList2)/heroData.needNum
|
|
progress1:SetActive(LengthOfTable(heroData.haveHeroList2) < heroData.needNum)
|
|
progress2:SetActive(LengthOfTable(heroData.haveHeroList2) >= heroData.needNum)
|
|
progress1:GetComponent("Image").fillAmount = num
|
|
progress2:GetComponent("Image").fillAmount = num
|
|
progressText.text = LengthOfTable(heroData.haveHeroList2).."/"..heroData.needNum
|
|
local cardBtn = Util.GetGameObject(go.transform, "icon")
|
|
local choosed = Util.GetGameObject(go.transform, "choosed")
|
|
choosed:SetActive(false)
|
|
if curSelectHeroConfig and curSelectHeroConfig.config and curSelectHeroConfig.config.Id == _heroData.config.Id then
|
|
choosed:SetActive(true)
|
|
curSelectGO = choosed
|
|
this.SelectHeroShow(curSelectHeroConfig)
|
|
end
|
|
Util.AddOnceClick(cardBtn, function()
|
|
if curSelectHeroConfig and curSelectHeroConfig.config then
|
|
if curSelectHeroConfig.config.Id == _heroData.config.Id then
|
|
choosed:SetActive(false)
|
|
curSelectHeroConfig = nil
|
|
curSelectGO = nil
|
|
this.SelectHeroShow(nil)
|
|
return
|
|
else
|
|
curSelectHeroConfig = heroData
|
|
if curSelectGO then
|
|
curSelectGO:SetActive(false)
|
|
end
|
|
choosed:SetActive(true)
|
|
curSelectGO = choosed
|
|
this.SelectHeroShow(curSelectHeroConfig)
|
|
end
|
|
else
|
|
curSelectHeroConfig = heroData
|
|
choosed:SetActive(true)
|
|
curSelectGO = choosed
|
|
this.SelectHeroShow(curSelectHeroConfig)
|
|
end
|
|
end)
|
|
end
|
|
function this.Compound()
|
|
for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
|
|
if v.Star == curSelectHero.heroConfig.Star and v.LimitStar == curSelectHero.heroConfig.Star and v.OpenStar == curSelectHero.heroConfig.Star + 1 then
|
|
upStarRankUpConfig = v
|
|
end
|
|
end
|
|
local isUpStarMaterialsHero=true
|
|
for i = 1, #upStarMaterialIsAll do
|
|
if upStarMaterialIsAll[i]==2 then
|
|
isUpStarMaterialsHero=false
|
|
end
|
|
end
|
|
if isUpStarMaterialsHero then
|
|
NetManager.HeroUpStarEvent(curSelectHero.dynamicId,upStarConsumeMaterial ,function (msg)
|
|
UIManager.OpenPanel(UIName.RoleUpStarSuccessPanel,curSelectHero,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
|
|
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
|
|
if #dropItemTabs > 0 then
|
|
UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function ()
|
|
this.DeleteUpStarMaterials()
|
|
end)
|
|
else
|
|
this.DeleteUpStarMaterials()
|
|
end
|
|
end)
|
|
end)
|
|
-- 进阶音效
|
|
PlaySoundWithoutClick(SoundConfig.Sound_Recruit3)
|
|
else
|
|
PopupTipPanel.ShowTip(Language[11852])
|
|
end
|
|
end
|
|
--扣除升星 消耗的材料 更新英雄数据
|
|
function this.DeleteUpStarMaterials()
|
|
HeroManager.UpdateSingleHeroDatas(curSelectHero.dynamicId,curSelectHero.lv,curSelectHero.star+1,curSelectHero.breakId,upStarRankUpConfig.Id,true)
|
|
HeroManager.UpdateSingleHeroSkillData(curSelectHero.dynamicId)
|
|
--本地数据删除材料英雄
|
|
for i = 1, #upStarConsumeMaterial do
|
|
HeroManager.DeleteHeroDatas(upStarConsumeMaterial[i])
|
|
end
|
|
--刷新界面
|
|
this.ShowCurrPosHeroCompound()
|
|
end
|
|
-- tab节点显示自定义
|
|
function this.TabAdapter(tab, index, status)
|
|
local tabLab = Util.GetGameObject(tab, "Text")
|
|
local tabImage = Util.GetGameObject(tab,"Image")
|
|
tabImage:GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status])
|
|
tabImage:GetComponent("Image"):SetNativeSize()
|
|
tabLab:GetComponent("Text").text = _TabData[index].name
|
|
tabLab:GetComponent("Text").color = _TabFontColor[status]
|
|
tabImage.transform.localPosition = Vector3.New( tabImage.transform.localPosition.x, _TabImagePos[status], 0);
|
|
end
|
|
--切换视图
|
|
function this.SwitchView(index)
|
|
this.OnClickTabBtn(index)
|
|
end
|
|
|
|
function this:OnClose()
|
|
curNeedHero = {}
|
|
curSelectHero = {}
|
|
curSelectHeroConfig = {}
|
|
curSelectGO = nil
|
|
end
|
|
|
|
function this:OnDestroy()
|
|
end
|
|
local heroRankupGroup = ConfigManager.GetConfig(ConfigName.HeroRankupGroup)
|
|
local upSortHeroList,downSoryHeroList
|
|
local allCompoundHeroConFigData = {}
|
|
--获取英雄可合成数据(所有可以英雄四星生五星 五星生六星)
|
|
function this.GetAllHeroCompoundData(index)
|
|
upSortHeroList,downSoryHeroList = HeroManager.ByCompoundHeroGetAllHeros()
|
|
allCompoundHeroConFigData = {}
|
|
for _, configInfo in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroConfig)) do
|
|
if (configInfo.Star == 4 or configInfo.Star == 5) and (index == 0 or configInfo.PropertyName == index)then
|
|
local curHeroCompoundData = {}
|
|
curHeroCompoundData.star = configInfo.Star + 1
|
|
curHeroCompoundData.config = configInfo
|
|
curHeroCompoundData.haveHeroList = {}--可以选择的英雄数量 [1][2][3] 无重数据
|
|
curHeroCompoundData.haveHeroList2 = {}--可以选择的英雄数量 记数量去重用 did = didData
|
|
curHeroCompoundData.haveHeroList3 = {}--可以选择的英雄数量 [1][2][3] 重数据
|
|
curHeroCompoundData.needNum = 1--需要英雄数量 第一位先加上
|
|
curHeroCompoundData.haveHeroList[1] = {}
|
|
curHeroCompoundData.haveHeroList3[1] = {}
|
|
curHeroCompoundData.upStarData = {}
|
|
curHeroCompoundData.upStarMaterialsData = {}
|
|
--其后几位加数量
|
|
if configInfo.RankupConsumeMaterial then
|
|
for i = 1, #configInfo.RankupConsumeMaterial do
|
|
if configInfo.RankupConsumeMaterial[i][1] == curHeroCompoundData.star then
|
|
curHeroCompoundData.needNum = curHeroCompoundData.needNum + configInfo.RankupConsumeMaterial[i][4]
|
|
curHeroCompoundData.haveHeroList[configInfo.RankupConsumeMaterial[i][2] + 1] = {}
|
|
curHeroCompoundData.haveHeroList3[configInfo.RankupConsumeMaterial[i][2] + 1] = {}
|
|
curHeroCompoundData.upStarData[i] = configInfo.RankupConsumeMaterial[i]
|
|
table.insert(curHeroCompoundData.upStarData,configInfo.RankupConsumeMaterial[i])
|
|
table.insert(curHeroCompoundData.upStarMaterialsData,heroRankupGroup[configInfo.RankupConsumeMaterial[i][3]])
|
|
end
|
|
end
|
|
end
|
|
for key, bagHeroValue in pairs(downSoryHeroList) do
|
|
--第一位
|
|
-- if LengthOfTable(curHeroCompoundData.haveHeroList2) >= curHeroCompoundData.needNum then return end
|
|
if bagHeroValue.heroConfig.Id == configInfo.Id and ((bagHeroValue.heroConfig.Star == 4 and bagHeroValue.star == 4) or (bagHeroValue.heroConfig.Star == 5 and bagHeroValue.star == 5)) then
|
|
if #curHeroCompoundData.haveHeroList[1] < 1 then
|
|
table.insert(curHeroCompoundData.haveHeroList[1],bagHeroValue)
|
|
curHeroCompoundData.haveHeroList2[bagHeroValue.dynamicId] = bagHeroValue
|
|
end
|
|
table.insert(curHeroCompoundData.haveHeroList3[1],bagHeroValue)
|
|
end
|
|
end
|
|
this.GetAllHeroCompoundData2(configInfo,curHeroCompoundData)
|
|
table.insert(allCompoundHeroConFigData,curHeroCompoundData)
|
|
end
|
|
end
|
|
return allCompoundHeroConFigData
|
|
end
|
|
function this.GetAllHeroCompoundData2(configInfo,curHeroCompoundData,isGet)
|
|
if isGet then
|
|
for i = 2, #curHeroCompoundData.haveHeroList do
|
|
curHeroCompoundData.haveHeroList[i] = {}
|
|
curHeroCompoundData.haveHeroList3[i] = {}
|
|
end
|
|
curHeroCompoundData.haveHeroList2[curHeroCompoundData.haveHeroList[1][1].dynamicId] = curHeroCompoundData.haveHeroList[1][1]
|
|
end
|
|
for key, bagHeroValue in pairs(upSortHeroList) do
|
|
--其后几位
|
|
if configInfo.RankupConsumeMaterial then
|
|
for i = 1, #configInfo.RankupConsumeMaterial do
|
|
if configInfo.RankupConsumeMaterial[i][1] == curHeroCompoundData.star then
|
|
local curNeedHeroData = nil
|
|
local heroRankUpGroup = heroRankupGroup[configInfo.RankupConsumeMaterial[i][3]]
|
|
if heroRankUpGroup.Issame == 1 then --需要同名卡
|
|
if bagHeroValue.id == configInfo.Id then
|
|
if bagHeroValue.star == heroRankUpGroup.StarLimit then
|
|
if heroRankUpGroup.IsSameClan == 1 then
|
|
if bagHeroValue.property == configInfo.PropertyName then
|
|
if heroRankUpGroup.IsId > 0 then
|
|
if bagHeroValue.id == heroRankUpGroup.IsId then
|
|
curNeedHeroData = bagHeroValue
|
|
end
|
|
else
|
|
curNeedHeroData = bagHeroValue
|
|
end
|
|
end
|
|
else
|
|
if heroRankUpGroup.IsId > 0 then
|
|
if bagHeroValue.id == heroRankUpGroup.IsId then
|
|
curNeedHeroData = bagHeroValue
|
|
end
|
|
else
|
|
curNeedHeroData = bagHeroValue
|
|
end
|
|
end
|
|
end
|
|
end
|
|
else
|
|
if bagHeroValue.star == heroRankUpGroup.StarLimit then
|
|
if heroRankUpGroup.IsSameClan == 1 then
|
|
if bagHeroValue.property == configInfo.PropertyName then
|
|
if heroRankUpGroup.IsId > 0 then
|
|
if bagHeroValue.id == heroRankUpGroup.IsId then
|
|
curNeedHeroData = bagHeroValue
|
|
end
|
|
else
|
|
curNeedHeroData = bagHeroValue
|
|
end
|
|
end
|
|
else
|
|
if heroRankUpGroup.IsId > 0 then
|
|
if bagHeroValue.id == heroRankUpGroup.IsId then
|
|
curNeedHeroData = bagHeroValue
|
|
end
|
|
else
|
|
curNeedHeroData = bagHeroValue
|
|
end
|
|
end
|
|
end
|
|
end
|
|
if #curHeroCompoundData.haveHeroList[configInfo.RankupConsumeMaterial[i][2] + 1] < configInfo.RankupConsumeMaterial[i][4] then
|
|
if curNeedHeroData and not curHeroCompoundData.haveHeroList2[curNeedHeroData.dynamicId] then
|
|
-- LogGreen("SID "..curHeroCompoundData.config.Id.." pos "..configInfo.RankupConsumeMaterial[i][2] + 1 .." curNeedHeroData.dynamicId "..curNeedHeroData.dynamicId)
|
|
table.insert(curHeroCompoundData.haveHeroList[configInfo.RankupConsumeMaterial[i][2] + 1],curNeedHeroData)
|
|
curHeroCompoundData.haveHeroList2[curNeedHeroData.dynamicId] = curNeedHeroData
|
|
end
|
|
end
|
|
if curNeedHeroData then
|
|
table.insert(curHeroCompoundData.haveHeroList3[configInfo.RankupConsumeMaterial[i][2] + 1],curNeedHeroData)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
if isGet then
|
|
return curHeroCompoundData
|
|
end
|
|
end
|
|
--点击获取数据
|
|
function this.SelectHeroShow(curHeroCompoundData)
|
|
if curHeroCompoundData then
|
|
curSelectHero = curHeroCompoundData.haveHeroList[1][1]
|
|
this.ShowTitleData(curHeroCompoundData)
|
|
this.UpdateFirstHeroUpStarData(curHeroCompoundData)
|
|
this.UpdateHeroUpStarData(curHeroCompoundData)
|
|
else
|
|
curSelectHero = nil
|
|
this.ShowTitleData(nil)
|
|
this.UpdateFirstHeroUpStarData(nil)
|
|
this.UpdateHeroUpStarData(nil)
|
|
end
|
|
end
|
|
return this |