Branch_DNA
parent
3fb92e5e7f
commit
2c9a82687f
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@ -9,32 +9,39 @@ local _TabData = {
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select = "X1_tongyong_fenlan_yixuanzhong_02",
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name = GetLanguageStrById(12320),
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title = "X1_hecheng_zhuangbei_xuanzhong"
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},
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},
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[2] = {
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default = "X1_tongyong_fenlan_weixuanzhong_02",
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select = "X1_tongyong_fenlan_yixuanzhong_02",
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name = GetLanguageStrById(22321),
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title = "X1_hecheng_jiezhi_xuanzhong"
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},
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},
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[3] = {
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default = "X1_tongyong_fenlan_weixuanzhong_02",
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select = "X1_tongyong_fenlan_yixuanzhong_02",
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name = GetLanguageStrById(50183),
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title = "X1_beibao_fenlantubiao_05"
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},
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},
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[4] = {
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default = "X1_tongyong_fenlan_weixuanzhong_02",
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select = "X1_tongyong_fenlan_yixuanzhong_02",
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name = GetLanguageStrById(1012392),
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title = "X1_hecheng_liwu_xuanzhong"
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},
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}
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local curIndex = 1
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this.contents = {
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[1] = {view = require("Modules/Compound/view/CompoundPanel_Equip"), panelName = "CompoundPanel_Equip"},
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[2] = {view = require("Modules/Compound/view/CompoundPanel_CombatPlan"), panelName = "CompoundPanel_CombatPlan"},
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[3] = {view = require("Modules/Compound/view/CompoundPanel_SoulPrint"), panelName = "CompoundPanel_SoulPrint"},
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[1] = { view = require("Modules/Compound/view/CompoundPanel_Equip"), panelName = "CompoundPanel_Equip" },
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[2] = { view = require("Modules/Compound/view/CompoundPanel_CombatPlan"), panelName = "CompoundPanel_CombatPlan" },
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[3] = { view = require("Modules/Compound/view/CompoundPanel_SoulPrint"), panelName = "CompoundPanel_SoulPrint" },
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[4] = { view = require("Modules/Compound/view/CompoundPanel_Gift"), panelName = "CompoundPanel_Gift" },
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}
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--初始化组件(用于子类重写)
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function CompoundPanel:InitComponent()
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this.EquipHelpBtn = Util.GetGameObject(self.gameObject,"panle/CompoundPanel_Equip/helpBtn")
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this.CombatPlanHelpBtn = Util.GetGameObject(self.gameObject,"panle/CompoundPanel_CombatPlan/Compound/helpBtn")
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this.SoulPrintHelpBtn = Util.GetGameObject(self.gameObject,"panle/CompoundPanel_SoulPrint/helpBtn")
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this.EquipHelpBtn = Util.GetGameObject(self.gameObject, "panle/CompoundPanel_Equip/helpBtn")
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this.CombatPlanHelpBtn = Util.GetGameObject(self.gameObject, "panle/CompoundPanel_CombatPlan/Compound/helpBtn")
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this.SoulPrintHelpBtn = Util.GetGameObject(self.gameObject, "panle/CompoundPanel_SoulPrint/helpBtn")
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this.EquipHelpBtnPos = this.EquipHelpBtn:GetComponent("RectTransform").localPosition
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this.CombatPlanHelpBtnPos = this.CombatPlanHelpBtn:GetComponent("RectTransform").localPosition
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@ -44,14 +51,14 @@ function CompoundPanel:InitComponent()
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this.tabBox = Util.GetGameObject(self.gameObject, "TabBox")
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this.HeadFrameView = SubUIManager.Open(SubUIConfig.PlayerHeadFrameView, self.transform)
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this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowRight})
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this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowRight })
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this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.btnBack2 = Util.GetGameObject(self.gameObject, "btnBack2")
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--预设赋值
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this.prefabs = {}
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for i = 1, #this.contents do
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this.prefabs[i] = Util.GetGameObject(self.gameObject,this.contents[i].panelName)
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this.prefabs[i] = Util.GetGameObject(self.gameObject, this.contents[i].panelName)
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this.contents[i].view:InitComponent(Util.GetGameObject(self.gameObject, "panle/" .. this.contents[i].panelName))
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end
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this.isRefresh = false
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@ -63,11 +70,11 @@ function CompoundPanel:BindEvent()
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self:ClosePanel()
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end)
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Util.AddClick(this.btnBack2, function ()
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Util.AddClick(this.btnBack2, function()
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this.btnBack:SetActive(true)
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this.btnBack2:SetActive(false)
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Util.GetGameObject(self.gameObject,"panle/CompoundPanel_CombatPlan/Compound"):SetActive(true)
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Util.GetGameObject(self.gameObject,"panle/CompoundPanel_CombatPlan/PromotionPanel"):SetActive(false)
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Util.GetGameObject(self.gameObject, "panle/CompoundPanel_CombatPlan/Compound"):SetActive(true)
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Util.GetGameObject(self.gameObject, "panle/CompoundPanel_CombatPlan/PromotionPanel"):SetActive(false)
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end)
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for i = 1, #this.contents do
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@ -78,15 +85,17 @@ end
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function CompoundPanel.RefreshHelpBtn()
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if curIndex == 1 then
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Util.AddOnceClick(this.EquipHelpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.EquipCompose ,this.EquipHelpBtnPos.x,this.EquipHelpBtnPos.y)
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.EquipCompose, this.EquipHelpBtnPos.x, this.EquipHelpBtnPos.y)
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end)
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elseif curIndex == 2 then
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Util.AddOnceClick(this.CombatPlanHelpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.CombatPlan,this.CombatPlanHelpBtnPos.x,this.CombatPlanHelpBtnPos.y)
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.CombatPlan, this.CombatPlanHelpBtnPos.x,
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this.CombatPlanHelpBtnPos.y)
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end)
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elseif curIndex == 3 then
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Util.AddOnceClick(this.SoulPrintHelpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.SoulPrintCommond,this.SoulPrintHelpBtnPos.x,this.SoulPrintHelpBtnPos.y)
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.SoulPrintCommond, this.SoulPrintHelpBtnPos.x,
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this.SoulPrintHelpBtnPos.y)
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end)
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else
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-- this.HelpBtn:SetActive(false)
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@ -128,7 +137,6 @@ function CompoundPanel:OnShow()
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this.BindRedpoint()
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end
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function CompoundPanel:OnSortingOrderChange()
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this.sortingOrder = self.sortingOrder
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for i = 1, #this.contents do
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@ -138,7 +146,7 @@ end
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-- tab节点显示自定义
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function this.TabAdapter(tab, index, status)
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Util.GetGameObject(tab,"bg"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status])
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Util.GetGameObject(tab, "bg"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status])
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local name = Util.GetGameObject(tab, "name")
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local name2 = Util.GetGameObject(tab, "name2")
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@ -159,19 +167,24 @@ function this.SwitchView(index)
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local oldSelect
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oldSelect, curIndex = curIndex, index
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for i = 1, #this.contents do
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if oldSelect ~= 0 and oldSelect ~= nil then this.contents[oldSelect].view:OnClose() break end
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if oldSelect ~= 0 and oldSelect ~= nil then
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this.contents[oldSelect].view:OnClose()
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break
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end
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end
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--切换预设显隐
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for i = 1, #this.prefabs do
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this.prefabs[i].gameObject:SetActive(i == index)--切换子模块预设显隐
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this.prefabs[i].gameObject:SetActive(i == index) --切换子模块预设显隐
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end
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--区分显示
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if index == 1 then
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this.upView:OnOpen({showType = UpViewOpenType.ShowRight, panelType = PanelType.Main})
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this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
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elseif index == 2 then
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this.upView:OnOpen({showType = UpViewOpenType.ShowRight, panelType = PanelType.Main})
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this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
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elseif index == 3 then
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this.upView:OnOpen({showType = UpViewOpenType.ShowRight, panelType = PanelType.Main})
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this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
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elseif index == 4 then
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this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
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end
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this.RefreshHelpBtn()
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--执行子模块初始化
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@ -179,14 +192,16 @@ function this.SwitchView(index)
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end
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--刷新魂印合成的方法
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function this.UpdateCompoundPanel_SoulPrint(equipSign,index)
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this.contents[curIndex].view.ShowTitleEquipData(nil,equipSign,index)
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function this.UpdateCompoundPanel_SoulPrint(equipSign, index)
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this.contents[curIndex].view.ShowTitleEquipData(nil, equipSign, index)
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end
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--绑定红点
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function this.BindRedpoint()
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BindRedPointObject(RedPointType.ResearchInstitute_EquipCompound,Util.GetGameObject(Util.GetGameObject(this.tabBox,"mask/box").transform:GetChild(0), "redpoint"))
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BindRedPointObject(RedPointType.ResearchInstitute_RingCompound,Util.GetGameObject(Util.GetGameObject(this.tabBox,"mask/box").transform:GetChild(1), "redpoint"))
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BindRedPointObject(RedPointType.ResearchInstitute_EquipCompound,
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Util.GetGameObject(Util.GetGameObject(this.tabBox, "mask/box").transform:GetChild(0), "redpoint"))
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BindRedPointObject(RedPointType.ResearchInstitute_RingCompound,
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Util.GetGameObject(Util.GetGameObject(this.tabBox, "mask/box").transform:GetChild(1), "redpoint"))
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CheckRedPointStatus(RedPointType.ResearchInstitute_RingCompound)
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end
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@ -210,4 +225,4 @@ function CompoundPanel:OnDestroy()
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end
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end
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return CompoundPanel
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return CompoundPanel
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@ -15,24 +15,24 @@ local selectUpList={}
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local itemType=0
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local funcList={}
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function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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--this.spLoader = SpriteLoader.New()
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allGo = {}
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for i = 1, 3 do
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selectUpList[i]=0
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needSoulPrint[i] = Util.GetGameObject(gameObject, "CompoundPanel_Gift/titleGo/needEquip"..i)
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needSoulPrint[i] = Util.GetGameObject(gameObject, "titleGo/needEquip"..i)
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end
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this.compoundSoulPrint = Util.GetGameObject(gameObject, "CompoundPanel_Gift/titleGo/compoundEquip")
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this.compoundSoulPrintBtn = Util.GetGameObject(gameObject, "CompoundPanel_Gift/titleGo/compoundEquip/frame")
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this.compoundSoulPrint = Util.GetGameObject(gameObject, "titleGo/compoundEquip")
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this.compoundSoulPrintBtn = Util.GetGameObject(gameObject, "titleGo/compoundEquip/frame")
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for i = 1, 2 do
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needGold[i] = Util.GetGameObject(gameObject, "CompoundPanel_Gift/compoundBtn/GameObject/needGoldText ("..i..")")
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needGold[i] = Util.GetGameObject(gameObject, "compoundBtn/GameObject/needGoldText ("..i..")")
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end
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--this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/compoundBtn/needGoldText"):GetComponent("Text")
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this.compoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Gift/compoundBtn")
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this.autoSelectBtn = Util.GetGameObject(gameObject, "CompoundPanel_Gift/autoCompoundBtn")
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this.equipPre = Util.GetGameObject(gameObject, "CompoundPanel_Gift/equipPre")
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this.ScrollBar=Util.GetGameObject(gameObject, "CompoundPanel_Gift/Scrollbar"):GetComponent("Scrollbar")
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local v2 = Util.GetGameObject(gameObject, "CompoundPanel_Gift/scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "CompoundPanel_Gift/scroll").transform,
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this.compoundBtn = Util.GetGameObject(gameObject, "compoundBtn")
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this.autoSelectBtn = Util.GetGameObject(gameObject, "autoCompoundBtn")
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this.equipPre = Util.GetGameObject(gameObject, "equipPre")
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this.ScrollBar=Util.GetGameObject(gameObject, "Scrollbar"):GetComponent("Scrollbar")
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local v2 = Util.GetGameObject(gameObject, "scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "scroll").transform,
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this.equipPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(40,30))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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@ -90,7 +90,7 @@ function this.OnShowData()
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soulPrintDatas = {}
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--local allDatas = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.EquipConfig,"Position",5,"Quality",7)
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for i,v in ConfigPairs(equipSign) do
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if v.Position==8 and v.Formula and #v.Formula>0 and tonumber(v.Formula[1][1])~=nil then
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if v.Position==9 and v.Formula and #v.Formula>0 and tonumber(v.Formula[1][1])~=nil then
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table.insert(soulPrintDatas,v)
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end
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end
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@ -115,7 +115,7 @@ function this.ShowGoldNum(equipSign)
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for i = 1, #equipSign.Resource do
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if needGold[i] then
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needGold[i]:SetActive(true)
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Util.GetGameObject(needGold[i],"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,equipSign.Resource[i][1]).ResourceID))
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Util.GetGameObject(needGold[i],"Image"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,equipSign.Resource[i][1]).ResourceID))
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if equipSign.Resource[1][2] > BagManager.GetItemCountById(equipSign.Resource[1][1]) then
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materidaIsCan = false
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needGold[i]:GetComponent("Text").text = PrintWanNum2(equipSign.Resource[i][2])--string.format("<color=#FF0011>%s</color>", equipSign.Resource[i][2])
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@ -144,8 +144,8 @@ function this.ShowTitleEquipData(_go,_id,index)
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Util.GetGameObject(_go.transform,"name"):SetActive(false)
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local starpar=Util.GetGameObject(_go.transform,"star")
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if equipSign and _id and _id~=0 then
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(equipSign[_id].Quality))
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Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[_id].ResourceID))
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByquality(equipSign[_id].Quality))
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Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[_id].ResourceID))
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Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text = GetLanguageStrById(equipSign.Name)
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starpar:SetActive(true)
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SetHeroStars(this.spLoader,starpar,equipSign[_id].Star,1,nil,-15)
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@ -171,13 +171,13 @@ function this.SingleItemDataShow(_go,_curequipSign)
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Util.AddParticleSortLayer(_go, sortingOrder)
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end
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local curequipSign = _curequipSign
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(curequipSign.Quality))
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Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByquality(curequipSign.Quality))
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local icon=Util.GetGameObject(_go.transform,"icon")
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icon:SetActive(true)
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icon:GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID))
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Util.GetGameObject(_go.transform,"circleFrameBg/Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID))
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Util.GetGameObject(_go.transform,"circleFrameBg/circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circle)
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Util.GetGameObject(_go.transform,"circleFrameBg"):SetActive(false) --:GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circleBg2)
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icon:GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID))
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Util.GetGameObject(_go.transform,"circleFrameBg/Icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID))
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Util.GetGameObject(_go.transform,"circleFrameBg/circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circle)
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Util.GetGameObject(_go.transform,"circleFrameBg"):SetActive(false) --:GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circleBg2)
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Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text= SubString2(string.gsub(GetLanguageStrById(curequipSign.Name),Language[11520],""),6);--curequipSign.Name
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Util.GetGameObject(_go.transform, "UI_effect_WuCai_Kuang"):SetActive(curequipSign.Quality == 7)
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local starPar=Util.GetGameObject(_go.transform,"star")
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@ -8713,5 +8713,56 @@ function this.VoucherPriceBuyGiftGoodsRequest(discountID, Id, func)
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end
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end)
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end
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--礼物升星
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function NetManager.GiftEquipUpStarRequest(_id,func)
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local data=HeroInfoProto_pb.GiftEquipUpStarRequest()
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data.giftId= _id
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local msg = data:SerializeToString()
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Network:SendMessageWithCallBack(MessageTypeProto_pb.GiftEquipUpStarRequest,MessageTypeProto_pb.GiftEquipUpStarResponse,msg,function(buffer)
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local data = buffer:DataByte()
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local msg = HeroInfoProto_pb.GiftEquipUpStarResponse()
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msg:ParseFromString(data)
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if func then
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func(msg)
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end
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end)
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end
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--礼物穿戴
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function NetManager.GiftEquipWearRequest(_type,_roleId,_ids,_func)
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local data = HeroInfoProto_pb.GiftEquipWearRequest()
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data.operate=_type
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data.role=_roleId
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for i=1,#_ids do
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table.insert(data.giftIds,_ids[i])
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end
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local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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local msg = data:SerializeToString()
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Network:SendMessageWithCallBack(MessageTypeProto_pb.GiftEquipWearRequest,MessageTypeProto_pb.GiftEquipWearResponse,msg,function(buffer)
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--msg:ParseFromString(data)
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--HeroPropManager.SetDirtyByType(_roleId, Hero_Prop_Type.Gift)
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if _func then
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_func()
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end
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if _roleId=="0" then
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local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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for i = 1, 6 do
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if formationList.teamHeroInfos[i] then
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HeroPropManager.SetDirtyByType(formationList.teamHeroInfos[i].heroId, Hero_Prop_Type.Gift)
|
||||
end
|
||||
end
|
||||
else
|
||||
HeroPropManager.SetDirtyByType(_roleId, Hero_Prop_Type.Gift)
|
||||
end
|
||||
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Gift)
|
||||
--FormationManager.UserPowerChanged()
|
||||
--获取新战力
|
||||
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
|
||||
CheckRedPointStatus(RedPointType.playerGift)
|
||||
local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
|
||||
if oldWarPower ~= tempPower then
|
||||
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
return this
|
||||
|
|
|
|||
|
|
@ -124,7 +124,7 @@ function RewardEquipSingleShowPopup2:BindEvent()
|
|||
--穿戴
|
||||
Util.AddOnceClick(self.btnWear, function()
|
||||
|
||||
if equipConfigData.Position==7 or equipConfigData.Position==8 then
|
||||
if equipConfigData.Position==9 then
|
||||
local idList={}
|
||||
table.insert(idList,self.equipData.id)
|
||||
local heroId=""
|
||||
|
|
@ -170,7 +170,7 @@ function RewardEquipSingleShowPopup2:BindEvent()
|
|||
--卸下
|
||||
Util.AddOnceClick(self.btnDown, function()
|
||||
|
||||
if equipConfigData.Position==7 or equipConfigData.Position==8 then
|
||||
if equipConfigData.Position==9 then
|
||||
local idList={}
|
||||
local heroId=""
|
||||
if self.curHeroData then
|
||||
|
|
@ -321,7 +321,7 @@ function RewardEquipSingleShowPopup2:OnShow()
|
|||
else
|
||||
self.powerNum.text=EquipManager.CalculateWarForce(self.equipData.id)
|
||||
end
|
||||
if equipConfigData.Position==7 or equipConfigData.Position==8 then
|
||||
if equipConfigData.Position==9 then
|
||||
SetHeroStars(self.spLoader,self.star,equipConfigData.Star,1,nil,-15)
|
||||
else
|
||||
EquipManager.SetEquipStarShow(self.spLoader, self.star,equipConfigData.Id)
|
||||
|
|
@ -373,9 +373,9 @@ function RewardEquipSingleShowPopup2:OnShow()
|
|||
_BaseProList[num] = newObjToParent(self.baseProPre, self.baseProGrid)
|
||||
end
|
||||
_BaseProList[num]:SetActive(true)
|
||||
if equipConfigData.Position==7 then
|
||||
_BaseProList[num]:GetComponent("Text").text ="全体英雄"..GetLanguageStrById(proConfigData.Info)
|
||||
else
|
||||
if equipConfigData.Position==9 then
|
||||
--_BaseProList[num]:GetComponent("Text").text ="全体英雄"..GetLanguageStrById(proConfigData.Info)
|
||||
--else
|
||||
_BaseProList[num]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
|
||||
end
|
||||
|
||||
|
|
@ -383,7 +383,7 @@ function RewardEquipSingleShowPopup2:OnShow()
|
|||
-- Util.GetGameObject(vText.gameObject, "homeValue"):GetComponent("Text").text = ""--摘星阁加持文字显示位置
|
||||
local str=""
|
||||
if prop[2] > 0 then
|
||||
if equipConfigData.Position==8 and self.curHeroData then
|
||||
if equipConfigData.Position==9 and self.curHeroData then
|
||||
LogError("GiftManager.GetPlayerGiftAdd()============="..GiftManager.GetPlayerGiftAdd().." prop[2]==========="..prop[2].." HeroManager.ReturnGiftAtt()=="..HeroManager.ReturnGiftAtt())
|
||||
local proValue =math.floor(prop[2]*(1+GiftManager.GetPlayerGiftAdd()/100)+0.5)
|
||||
vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])--..
|
||||
|
|
@ -432,7 +432,7 @@ function RewardEquipSingleShowPopup2:OnShow()
|
|||
|
||||
end
|
||||
--礼物显示添加潜能等级
|
||||
if equipConfigData.Position==7 or equipConfigData.Position==8 then
|
||||
if equipConfigData.Position==9 then
|
||||
if equipConfigData.PotentialNew and #equipConfigData.PotentialNew>0 and type(equipConfigData.PotentialNew[1])~="userdata" then
|
||||
num=num+1
|
||||
if not _BaseProList[num] then
|
||||
|
|
@ -453,9 +453,9 @@ function RewardEquipSingleShowPopup2:OnShow()
|
|||
end
|
||||
_BaseProList[num]:SetActive(true)
|
||||
Util.GetGameObject(_BaseProList[num], "curProVale").gameObject:SetActive(false)
|
||||
if equipConfigData.Position==7 then
|
||||
_BaseProList[num]:GetComponent("Text").text =string.format("全体英雄礼物属性+%s%%",equipConfigData.HeroGitUp/100)
|
||||
end
|
||||
--if equipConfigData.Position==7 then
|
||||
--_BaseProList[num]:GetComponent("Text").text =string.format("全体英雄礼物属性+%s%%",equipConfigData.HeroGitUp/100)
|
||||
--end
|
||||
end
|
||||
end
|
||||
-- for index, prop in ipairs(equipConfigData.PlayerProperty) do
|
||||
|
|
|
|||
|
|
@ -23,7 +23,6 @@ local heroListData
|
|||
local isDown=false
|
||||
--初始化组件(用于子类重写)RoleEquipChangePopup
|
||||
function RoleGiftPanel:InitComponent()
|
||||
LogError("dddddddddddddddddddddddddddd")
|
||||
--this.spLoader = SpriteLoader.New()
|
||||
this.bg2 = Util.GetGameObject(self.transform, "bg2")
|
||||
screenAdapte(this.bg2)
|
||||
|
|
@ -95,7 +94,6 @@ function RoleGiftPanel:InitComponent()
|
|||
|
||||
this.proEmptyObj = Util.GetGameObject(self.transform, "proEmptyObj")
|
||||
Util.GetGameObject(self.transform, "proEmptyObj/Text"):GetComponent("Text").text="暂无加成属性"
|
||||
LogError("vvvvvvvvvvvvvvvvvvvvvvvvv")
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
|
|
|
|||
Loading…
Reference in New Issue