635 lines
24 KiB
Lua
635 lines
24 KiB
Lua
PokemonManager = {}
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local this = PokemonManager
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local spiritAnimal = ConfigManager.GetConfig(ConfigName.SpiritAnimal)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local spiritAnimalBook = ConfigManager.GetConfig(ConfigName.SpiritAnimalBook)
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local pokemons = {}--灵兽数据
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local pokemonFetter = {}--灵兽羁绊
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local pokemonFormation = {}--灵兽编队
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local pokemonGet = {} --已经获得过的灵兽
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function this.Initialize()
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pokemons = {}
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pokemonFormation = {}
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for i = 1, 6 do
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local teamInfo = {}
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teamInfo.pokemonId = nil
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teamInfo.position = i
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table.insert(pokemonFormation, teamInfo)
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end
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Game.GlobalEvent:AddEvent(GameEvent.Pokemon.PokemonChipRefresh, this.PokemonChipRefresh)
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end
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---------------------------------------------
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--初始化灵兽数据
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---------------------------------------------
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function this.InitPokemonsData(_msgPokemonList)
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if _msgPokemonList then
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-- LogPink("初始化灵兽数据" .. #_msgPokemonList)
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for i = 1, #_msgPokemonList do
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this.UpdatePokemonDatas(_msgPokemonList[i])
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end
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end
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--
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Pokemon)
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end
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--刷新本地数据v 掉落时调用
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function this.UpdatePokemonDatas(_msgPokemonData,isRefreshFetter)--单个掉落时 需要检测是否激活羁绊isRefreshFetter
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local singPokemonData = {}
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-- LogPink("单个灵兽信息 ".._msgPokemonData.tempId.." ".. _msgPokemonData.level.." ".. _msgPokemonData.star.." ".._msgPokemonData.id)
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singPokemonData.heroBackData = _msgPokemonData
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singPokemonData.id = _msgPokemonData.tempId
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singPokemonData.dynamicId = _msgPokemonData.id
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singPokemonData.star = _msgPokemonData.star
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singPokemonData.lv = _msgPokemonData.level
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if spiritAnimal[singPokemonData.id].Live <= 0 then return end
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singPokemonData.live = GetResourcePath(spiritAnimal[singPokemonData.id].Live)
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singPokemonData.scale = spiritAnimal[singPokemonData.id].Scale
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singPokemonData.position = spiritAnimal[singPokemonData.id].Position
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singPokemonData.config= spiritAnimal[_msgPokemonData.tempId]
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pokemons[singPokemonData.dynamicId] = singPokemonData
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if isRefreshFetter then
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this.GetPokemonRefreshFetter(singPokemonData.id)
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end
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end
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--获取当前灵兽数据
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function this.GetSinglePokemonData(_did)
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if not _did then return nil end
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if pokemons[_did] then
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return pokemons[_did]
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else
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return nil
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end
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end
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--获取所有灵兽数据
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function this.GetPokemonDatas()
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local list = {}
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for k,v in pairs(pokemons) do
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table.insert(list, v)
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end
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-- 排序
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local AllPokemonFormationDids = PokemonManager.GetAllPokemonFormationDids()
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table.sort(list, function(a,b)
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if AllPokemonFormationDids[a.dynamicId] and AllPokemonFormationDids[b.dynamicId] or not AllPokemonFormationDids[a.dynamicId] and not AllPokemonFormationDids[b.dynamicId] then
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if spiritAnimal[a.id].Quality == spiritAnimal[b.id].Quality then
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if a.star == b.star then
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if a.lv == b.lv then
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return a.id < b.id
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else
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return a.lv > b.lv
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end
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else
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return a.star > b.star
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end
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else
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return spiritAnimal[a.id].Quality > spiritAnimal[b.id].Quality
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end
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else
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return AllPokemonFormationDids[a.dynamicId] and not AllPokemonFormationDids[b.dynamicId]
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end
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end)
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return list
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end
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--获取所有灵兽数据
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function this.GetPokemonUpZhenDatas()
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local formationUpZhens = {}
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for i = 1, #pokemonFormation do
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if pokemons[pokemonFormation[i].pokemonId] then
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table.insert(formationUpZhens, pokemons[pokemonFormation[i].pokemonId])
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end
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end
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return formationUpZhens
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end
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--获取所有灵兽数据
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function this.GetPokemonResolveDatas()
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local curAllPokemonList = {}
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local list=this.GetAllPokemonFormationDids()
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for key, value in pairs(pokemons) do
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if list and not list[value.dynamicId] then
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table.insert(curAllPokemonList,value)
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end
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end
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return curAllPokemonList
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end
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--移除多个灵兽数据
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function this.RemovePokemonData(ids)
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if not ids then
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return
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end
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for i = 1,#ids do
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local id=ids[i]
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this.RemoveSinglePokemonData(id)
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end
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end
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--获取当前可上阵的所有灵兽数据 curUpZhenPokemonData 如果不为空就时替换上阵操作
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function this.GetCanUpZhenPokemonDatas(curUpZhenPokemonData)
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local upZhenSidList = this.GetAllPokemonFormationSids()
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local curAllPokemonList = {}
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for key, value in pairs(pokemons) do
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if not upZhenSidList[value.id] then
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table.insert(curAllPokemonList,value)
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end
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if curUpZhenPokemonData then
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if value.id == curUpZhenPokemonData.id and value.dynamicId ~= curUpZhenPokemonData.dynamicId then
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table.insert(curAllPokemonList,value)
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end
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end
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end
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return curAllPokemonList
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end
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--移除灵兽数据
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function this.RemoveSinglePokemonData(_did)
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if not _did then return end
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if pokemons[_did] then
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pokemons[_did] = nil
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end
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end
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--前端刷新单个灵兽数据
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function this.UpdateSinglePokemonData(_did,_lv,_star)
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if not _did then return end
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if pokemons[_did] then
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pokemons[_did].lv = _lv
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pokemons[_did].star = _star
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end
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end
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--获取当前所有可吞卡灵兽数据
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function this.GetNoUpLvPokemonData(_id,_did)
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local curAllPokemonList = {}
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local upZhenDids = this.GetAllPokemonFormationDids()
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for key, value in pairs(pokemons) do
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if not upZhenDids[value.dynamicId] and value.star <= 0 and value.lv <= 1 and value.id == _id and value.dynamicId ~= _did then
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table.insert(curAllPokemonList,value)
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end
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end
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return curAllPokemonList
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end
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--获取单个灵兽属性 (灵兽属性/编队人数 灵兽属性会平分给上阵的所有神将)
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function this.GetSinglePokemonAddProData(_did,_star)--_star 传值的话就用此星级计算属性
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-- LogPink("_did 1 ".._did)
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if not pokemons[_did] then return end
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-- LogPink("_did 2 ".._did)
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local addAllProVal = {}
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local curPokeonData = pokemons[_did]
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local curPokemonConFig = ConfigManager.GetConfigData(ConfigName.SpiritAnimal,curPokeonData.id)
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local curPokemonLvConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalLevel,"Quality",curPokemonConFig.Quality,"Level",curPokeonData.lv)
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local curPokemonStarConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalStar,"Quality",curPokemonConFig.Quality,"Star",_star and _star or curPokeonData.star)
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--基础
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addAllProVal[HeroProType.Hp] = curPokemonConFig.Hp
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addAllProVal[HeroProType.Attack] = curPokemonConFig.Attack
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addAllProVal[HeroProType.PhysicalDefence] = curPokemonConFig.PhysicalDefence
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addAllProVal[HeroProType.MagicDefence] = curPokemonConFig.MagicDefence
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--升级
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for i = 1, #curPokemonLvConFig.CharacterLevelPara do
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local curPro = curPokemonLvConFig.CharacterLevelPara[i]
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if curPro[2] > 0 then
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if addAllProVal[curPro[1]] then
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addAllProVal[curPro[1]]=addAllProVal[curPro[1]]+curPro[2]
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else
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addAllProVal[curPro[1]]=curPro[2]
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end
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end
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end
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--升星 属性=(基础属性+等级属性)*(1+星级倍率)
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local StarPara = curPokemonStarConFig.StarPara/10000
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local addEndAllProVal = {}
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for key, value in pairs(addAllProVal) do
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addEndAllProVal[key] = math.floor(value * (1 + StarPara))
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end
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return addEndAllProVal
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end
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--获取单个灵兽属性 (灵兽属性/编队人数 灵兽属性会平分给上阵的所有神将)
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function this.GetSinglePokemonAddProDataByLvAndStar(_did,_lv,_star)--_star 传值的话就用此星级计算属性
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LogError("did".._did.. " lv".._lv.." star".._star)
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local addAllProVal = {}
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local curPokemonConFig = ConfigManager.GetConfigData(ConfigName.SpiritAnimal,_did)
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local curPokemonLvConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalLevel,"Quality",curPokemonConFig.Quality,"Level",_lv)
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local curPokemonStarConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalStar,"Quality",curPokemonConFig.Quality,"Star",_star)
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--基础
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addAllProVal[HeroProType.Hp] = curPokemonConFig.Hp
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addAllProVal[HeroProType.Attack] = curPokemonConFig.Attack
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addAllProVal[HeroProType.PhysicalDefence] = curPokemonConFig.PhysicalDefence
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addAllProVal[HeroProType.MagicDefence] = curPokemonConFig.MagicDefence
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--升级
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for i = 1, #curPokemonLvConFig.CharacterLevelPara do
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local curPro = curPokemonLvConFig.CharacterLevelPara[i]
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if curPro[2] > 0 then
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if addAllProVal[curPro[1]] then
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addAllProVal[curPro[1]]=addAllProVal[curPro[1]]+curPro[2]
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else
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addAllProVal[curPro[1]]=curPro[2]
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end
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end
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end
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--升星 属性=(基础属性+等级属性)*(1+星级倍率)
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local StarPara = curPokemonStarConFig.StarPara/10000
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local addEndAllProVal = {}
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for key, value in pairs(addAllProVal) do
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addEndAllProVal[key] = value * (1 + StarPara)
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end
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return addEndAllProVal
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end
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--获取单个灵兽属性 (灵兽属性/编队人数 灵兽属性会平分给上阵的所有神将)
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function this.GetSinglePokemonAddProDataBySid(_sid)
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local addAllProVal = {}
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local curPokemonConFig = ConfigManager.GetConfigData(ConfigName.SpiritAnimal,_sid)
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--基础
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addAllProVal[HeroProType.Hp] = curPokemonConFig.Hp
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addAllProVal[HeroProType.Attack] = curPokemonConFig.Attack
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addAllProVal[HeroProType.PhysicalDefence] = curPokemonConFig.PhysicalDefence
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addAllProVal[HeroProType.MagicDefence] = curPokemonConFig.MagicDefence
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return addAllProVal
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end
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--根据星级获得技能id
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function this.GetCurStarSkillId(_sid,_star)
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local curConFig = ConfigManager.GetConfigData(ConfigName.SpiritAnimal,_sid)
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local skillId = nil
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if curConFig then
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for i = 1, #curConFig.SkillArray do
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if curConFig.SkillArray[i][1] == _star then
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skillId = curConFig.SkillArray[i][2]
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end
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end
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end
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return skillId
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end
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---------------------------------------------
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--灵兽羁绊 (羁绊属性直接就是团队属性)
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---------------------------------------------
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function this.InitPokemonsGetrData(_msgPokemonGetList)
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if not _msgPokemonGetList then
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return
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end
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pokemonGet = {}
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for i = 1, #_msgPokemonGetList do
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pokemonGet[_msgPokemonGetList[i]] = _msgPokemonGetList[i]
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end
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TianShuMiJuanManger.CheckFetterStatus(3)
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end
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function this.GetAllPokemonGetDatas()
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return pokemonGet
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end
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--判断是否激活新的灵兽羁绊数据
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function this.GetPokemonRefreshFetter(_sid)
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if pokemonGet[_sid] then
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return
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end
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pokemonGet[_sid] = _sid
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TianShuMiJuanManger.CheckFetterStatus(3)
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end
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--获取所有的灵兽种类
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function this.GetCurPokemonSidList()
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local curPokemonSidList = {}
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for key, value in pairs(pokemons) do
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curPokemonSidList[value.id] = value
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end
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return curPokemonSidList
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end
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--获取所有灵兽羁绊总和属性 (羁绊属性直接加在团队属性上)
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function this.GetAllPokemonFetterAddPros()
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return TianShuMiJuanManger.GetAllFetterAddProsBy(3)
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end
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----获取所有灵兽羁绊总和静态战力
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function this.GetAllPokemonFetterAddProsSWarPower()
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return TianShuMiJuanManger.GetAllPokemonFetterAddProsSWarPower(3)
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end
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---------------------------------------------
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--灵兽编队
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---------------------------------------------
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--刷新本地灵兽编队数据
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function this.UpdatePokemonFormationDatas(_msgPokemonFormationList)
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-- LogPink("# _msgPokemonFormationList "..# _msgPokemonFormationList)
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if not _msgPokemonFormationList then
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return
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end
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for i = 1, #_msgPokemonFormationList do
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-- LogPink("_msgPokemonFormationList[i].pokemonId ".._msgPokemonFormationList[i].pokemonId)
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pokemonFormation[_msgPokemonFormationList[i].position].pokemonId = _msgPokemonFormationList[i].pokemonId
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end
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end
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--获取变队形信息
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function this.GetAllPokemonFormationData()
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-- for i = 1, #pokemonFormation do
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-- if pokemonFormation[i].pokemonId then
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-- LogPink("pokemonFormation[i].pokemonId "..pokemonFormation[i].position.." "..pokemonFormation[i].pokemonId)
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-- end
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-- end
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return pokemonFormation
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end
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--获取编队灵兽静态id list
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function this.GetAllPokemonFormationSids()
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local formationSids = {}
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for i = 1, #pokemonFormation do
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if pokemons[pokemonFormation[i].pokemonId] then
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formationSids[pokemons[pokemonFormation[i].pokemonId].id] = pokemons[pokemonFormation[i].pokemonId]
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end
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end
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return formationSids
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end
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--获取编队灵兽动态id list
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function this.GetAllPokemonFormationDids()
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local formationDids = {}
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for i = 1, #pokemonFormation do
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if pokemons[pokemonFormation[i].pokemonId] then
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formationDids[pokemonFormation[i].pokemonId] = pokemonFormation[i]
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end
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end
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return formationDids
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end
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--获取灵兽编队属性
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function this.GetPokemonFormationAddPro()
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local allPro = {}
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for key, value in pairs(pokemonFormation) do
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if value.pokemonId and pokemons[value.pokemonId] then
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local curPokemonAddPro = this.GetSinglePokemonAddProData(value.pokemonId)
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HeroManager.DoubleTableCompound(allPro, curPokemonAddPro)
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end
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end
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return allPro
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end
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--获取灵兽编队属性 在编队中的团队属性加成 除以英雄编队人数
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function this.GetPokemonFormationTeamAddPro(heroFormationNum)
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local allPro = this.GetPokemonFormationAddPro()
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-- local formationHeros = FormationManager.GetWuJinFormationHeroIds(formationIndex)
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-- local heroFormationNum = #formationHeros
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for key, value in pairs(allPro) do
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allPro[key] = math.floor(value/heroFormationNum)
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end
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return allPro
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end
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--刷新编队信息 type 1 上阵 2 下阵 3 替换(上阵)
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function this.RefreshPokemonFormation(_pokemonFormation)
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for i = 1, #pokemonFormation do
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if _pokemonFormation[i] and _pokemonFormation[i].pokemonId then
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if i == _pokemonFormation[i].position then
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-- LogPink("_msgPokemonFormationList[i].pokemonId ".._pokemonFormation[i].pokemonId)
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pokemonFormation[i].pokemonId = _pokemonFormation[i].pokemonId
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end
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end
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end
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end
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function this.PiaoWarPowerChange(oldWarPower,newWarPower)
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--飘战力
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LogPink("oldWarPower ~= newWarPower "..oldWarPower.." "..newWarPower)
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if oldWarPower ~= newWarPower then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = newWarPower})--,pos=Vector3.New(-467,837.2),duration=0.7,isShowBg=false,isShowOldNum=false,pivot=Vector2.New(0,0.5)})
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end
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end
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---------------------------------------------
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--红点检测
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---------------------------------------------
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--灵兽红点检测方法
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function this.CheckRedPointStatusPokemonMainCityRed()
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-- LogPink("···········刷新灵兽红点···········")
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CheckRedPointStatus(RedPointType.Pokemon_UpLv)
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CheckRedPointStatus(RedPointType.Pokemon_UpStar)
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CheckRedPointStatus(RedPointType.Pokemon_CanUpZhen)
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CheckRedPointStatus(RedPointType.Pokemon_ChipCompound)
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CheckRedPointStatus(RedPointType.Pokemon_Fetter)
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CheckRedPointStatus(RedPointType.Pokemon_Recruit)
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end
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--上阵灵兽升级红点
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function this.RefreshPokemonUpLvRedPoint()
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local isOpen = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.POKEMON)
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if not isOpen then
|
||
return false
|
||
end
|
||
for i = 1, #pokemonFormation do
|
||
if pokemonFormation[i] and pokemonFormation[i].pokemonId then
|
||
local curPokemonData = pokemons[pokemonFormation[i].pokemonId]
|
||
if curPokemonData then
|
||
local singlePokemonPoint = this.GetSinglePokemonUpLvRedPoint(curPokemonData)
|
||
if singlePokemonPoint then
|
||
-- LogPink("上阵灵兽升级红点true")
|
||
return true
|
||
end
|
||
end
|
||
end
|
||
end
|
||
-- LogPink("上阵灵兽升级红点false")
|
||
return false
|
||
end
|
||
--上阵灵兽升级红点2
|
||
function this.GetSinglePokemonUpLvRedPoint(curPokemonData)
|
||
local pokemonConFig = spiritAnimal[curPokemonData.id]
|
||
local upLvConFig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.SpiritAnimalLevel,"Quality",pokemonConFig.Quality,"Level",curPokemonData.lv)
|
||
if curPokemonData.lv < pokemonConFig.MaxLevel then
|
||
local canUpLv = true
|
||
for j = 1, #upLvConFig.Consume do
|
||
local curMaterialBagNum = BagManager.GetItemCountById(upLvConFig.Consume[j][1])
|
||
if curMaterialBagNum < upLvConFig.Consume[j][2] then
|
||
canUpLv = false
|
||
end
|
||
end
|
||
if canUpLv then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
--上阵灵兽升星红点
|
||
function this.RefreshPokemonUpStarRedPoint()
|
||
local isOpen = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.POKEMON)
|
||
if not isOpen then
|
||
return false
|
||
end
|
||
for i = 1, #pokemonFormation do
|
||
if pokemonFormation[i] and pokemonFormation[i].pokemonId then
|
||
local curPokemonData = pokemons[pokemonFormation[i].pokemonId]
|
||
local singlePokemonPoint = this.GetSinglePokemonUpStarRedPoint(curPokemonData)
|
||
if singlePokemonPoint then
|
||
-- LogPink("上阵灵兽升星红点true")
|
||
return true
|
||
end
|
||
end
|
||
end
|
||
-- LogPink("上阵灵兽升星红点false")
|
||
return false
|
||
end
|
||
--上阵灵兽升星红点2
|
||
function this.GetSinglePokemonUpStarRedPoint(curPokemonData)
|
||
if curPokemonData and curPokemonData.star < spiritAnimal[curPokemonData.id].MaxStar then
|
||
local curUpStarConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.SpiritAnimalStar,"Quality", spiritAnimal[curPokemonData.id].Quality, "Star", curPokemonData.star)
|
||
if curUpStarConfig then
|
||
local upStarMaterialsData = {{curPokemonData.id,curUpStarConfig.ConsumeItemNum}}
|
||
for j = 1, #curUpStarConfig.ConsumeRes do
|
||
table.insert(upStarMaterialsData,curUpStarConfig.ConsumeRes[j])
|
||
end
|
||
local isCanUpStar = true
|
||
for k = 1, #upStarMaterialsData do
|
||
if upStarMaterialsData[k] then
|
||
local configMaterialId = upStarMaterialsData[k][1]
|
||
local configMaterialNum = upStarMaterialsData[k][2]
|
||
local curMaterialBagNum
|
||
if k == 1 then--需要的灵兽
|
||
local NoUpLvPokemonData = PokemonManager.GetNoUpLvPokemonData(curPokemonData.id,curPokemonData.dynamicId)
|
||
curMaterialBagNum = LengthOfTable(NoUpLvPokemonData)
|
||
elseif k >= 2 then--需要的材料
|
||
curMaterialBagNum = BagManager.GetItemCountById(upStarMaterialsData[k][1])
|
||
end
|
||
if curMaterialBagNum < configMaterialNum then
|
||
isCanUpStar = false
|
||
end
|
||
end
|
||
end
|
||
if isCanUpStar then
|
||
return true
|
||
end
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
--可以上阵灵兽红点
|
||
function this.RefreshPokemonCanUpZhenRedPoint()
|
||
local isOpen = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.POKEMON)
|
||
if not isOpen then
|
||
return false
|
||
end
|
||
local canPokemonList = this.GetCanUpZhenPokemonDatas()
|
||
if #canPokemonList <= 0 then
|
||
-- LogPink("可以上阵灵兽红点false")
|
||
return false
|
||
end
|
||
local pokemonPosLocks = ConfigManager.GetConfigData(ConfigName.SpiritAnimalSetting,1).BlockUnlockLevel
|
||
for i = 1, 6 do
|
||
local state = 1--1 未解锁 隐藏 2 即将解锁 3 已解锁 未上阵 4 已解锁 已上阵
|
||
if pokemonPosLocks[i] <= PlayerManager.level then
|
||
state = 3
|
||
if pokemonFormation[i] and pokemonFormation[i].pokemonId then
|
||
state = 4
|
||
end
|
||
else
|
||
state = 2
|
||
end
|
||
if state == 3 and #canPokemonList > 0 then
|
||
-- LogPink("可以上阵灵兽红点true")
|
||
return true
|
||
end
|
||
end
|
||
-- LogPink("可以上阵灵兽红点false")
|
||
return false
|
||
end
|
||
|
||
--可激活的羁绊
|
||
function this.RefreshPokemonFetterRedPoint()
|
||
TianShuMiJuanManger.CheckRedPoint(3)
|
||
end
|
||
|
||
--免费抽卡次数
|
||
function this.RefreshPokemonRecruitRedPoint()
|
||
--屏蔽御兽斋红点
|
||
-- local isOpen = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.POKEMON)
|
||
-- if not isOpen then
|
||
-- return false
|
||
-- end
|
||
-- --获取免费次数
|
||
-- local currLottery= ConfigManager.GetConfigData(ConfigName.LotterySetting,RecruitType.LingShowSingle)
|
||
-- local freeTimesId=currLottery.FreeTimes
|
||
-- local freeTime = 0
|
||
-- if freeTimesId>0 then
|
||
-- freeTime= PrivilegeManager.GetPrivilegeRemainValue(freeTimesId)
|
||
-- end
|
||
-- local isFree = freeTime and freeTime >= 1
|
||
-- if isFree then
|
||
-- -- LogPink("免费抽卡次数true")
|
||
-- return true
|
||
-- else
|
||
-- -- LogPink("免费抽卡次数false")
|
||
-- return false
|
||
-- end
|
||
return false
|
||
end
|
||
function this.PokemonChipRefresh()
|
||
CheckRedPointStatus(RedPointType.Pokemon_ChipCompound)
|
||
end
|
||
--碎片可以合成红点
|
||
function this.PokemonChipCompoundRedPoint()
|
||
local isOpen = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.POKEMON)
|
||
if not isOpen then
|
||
return false
|
||
end
|
||
local pokemonChipList = BagManager.GetDataByItemType(ItemType.LingShouChip)
|
||
if #pokemonChipList > 0 then
|
||
for i = 1, #pokemonChipList do
|
||
if BagManager.GetItemCountById(pokemonChipList[i].id) >= itemConfig[pokemonChipList[i].id].UsePerCount then
|
||
-- LogPink("碎片可以合成红点true")
|
||
return true
|
||
end
|
||
end
|
||
end
|
||
-- LogPink("碎片可以合成红点false")
|
||
return false
|
||
end
|
||
|
||
|
||
function this.SetHeroStars(spLoader, starPre,star,type,starSize)
|
||
if star < 6 then
|
||
for i = 1, 17 do
|
||
if i <= star then
|
||
starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[1])
|
||
starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
|
||
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
|
||
else
|
||
starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
|
||
end
|
||
end
|
||
elseif star > 5 and star < 10 then
|
||
for i = 1, 17 do
|
||
if i <= star - 5 then
|
||
starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[2])
|
||
starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
|
||
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
|
||
else
|
||
starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
|
||
end
|
||
end
|
||
elseif star > 9 then
|
||
if type and type == 1 then
|
||
for i = 1, 17 do
|
||
if i == star - 4 then
|
||
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
|
||
else
|
||
starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
|
||
end
|
||
end
|
||
elseif type and type == 2 then
|
||
for i = 1, 17 do
|
||
if i > 11 and i == star + 2 then
|
||
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
|
||
else
|
||
starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
|
||
end
|
||
end
|
||
else
|
||
for i = 1, 17 do
|
||
if i == star - 4 then
|
||
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
|
||
else
|
||
starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return this |