diff --git a/Assets/ManagedResources/~Lua/Modules/Compound/CompoundPanel.lua b/Assets/ManagedResources/~Lua/Modules/Compound/CompoundPanel.lua index 118cdd0e9..d3d049354 100644 --- a/Assets/ManagedResources/~Lua/Modules/Compound/CompoundPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Compound/CompoundPanel.lua @@ -9,32 +9,39 @@ local _TabData = { select = "X1_tongyong_fenlan_yixuanzhong_02", name = GetLanguageStrById(12320), title = "X1_hecheng_zhuangbei_xuanzhong" - }, + }, [2] = { default = "X1_tongyong_fenlan_weixuanzhong_02", select = "X1_tongyong_fenlan_yixuanzhong_02", name = GetLanguageStrById(22321), title = "X1_hecheng_jiezhi_xuanzhong" - }, + }, [3] = { default = "X1_tongyong_fenlan_weixuanzhong_02", select = "X1_tongyong_fenlan_yixuanzhong_02", name = GetLanguageStrById(50183), title = "X1_beibao_fenlantubiao_05" - }, + }, + [4] = { + default = "X1_tongyong_fenlan_weixuanzhong_02", + select = "X1_tongyong_fenlan_yixuanzhong_02", + name = GetLanguageStrById(1012392), + title = "X1_hecheng_liwu_xuanzhong" + }, } local curIndex = 1 this.contents = { - [1] = {view = require("Modules/Compound/view/CompoundPanel_Equip"), panelName = "CompoundPanel_Equip"}, - [2] = {view = require("Modules/Compound/view/CompoundPanel_CombatPlan"), panelName = "CompoundPanel_CombatPlan"}, - [3] = {view = require("Modules/Compound/view/CompoundPanel_SoulPrint"), panelName = "CompoundPanel_SoulPrint"}, + [1] = { view = require("Modules/Compound/view/CompoundPanel_Equip"), panelName = "CompoundPanel_Equip" }, + [2] = { view = require("Modules/Compound/view/CompoundPanel_CombatPlan"), panelName = "CompoundPanel_CombatPlan" }, + [3] = { view = require("Modules/Compound/view/CompoundPanel_SoulPrint"), panelName = "CompoundPanel_SoulPrint" }, + [4] = { view = require("Modules/Compound/view/CompoundPanel_Gift"), panelName = "CompoundPanel_Gift" }, } --初始化组件(用于子类重写) function CompoundPanel:InitComponent() - this.EquipHelpBtn = Util.GetGameObject(self.gameObject,"panle/CompoundPanel_Equip/helpBtn") - this.CombatPlanHelpBtn = Util.GetGameObject(self.gameObject,"panle/CompoundPanel_CombatPlan/Compound/helpBtn") - this.SoulPrintHelpBtn = Util.GetGameObject(self.gameObject,"panle/CompoundPanel_SoulPrint/helpBtn") + this.EquipHelpBtn = Util.GetGameObject(self.gameObject, "panle/CompoundPanel_Equip/helpBtn") + this.CombatPlanHelpBtn = Util.GetGameObject(self.gameObject, "panle/CompoundPanel_CombatPlan/Compound/helpBtn") + this.SoulPrintHelpBtn = Util.GetGameObject(self.gameObject, "panle/CompoundPanel_SoulPrint/helpBtn") this.EquipHelpBtnPos = this.EquipHelpBtn:GetComponent("RectTransform").localPosition this.CombatPlanHelpBtnPos = this.CombatPlanHelpBtn:GetComponent("RectTransform").localPosition @@ -44,14 +51,14 @@ function CompoundPanel:InitComponent() this.tabBox = Util.GetGameObject(self.gameObject, "TabBox") this.HeadFrameView = SubUIManager.Open(SubUIConfig.PlayerHeadFrameView, self.transform) - this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowRight}) + this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowRight }) this.btnBack = Util.GetGameObject(self.gameObject, "btnBack") this.btnBack2 = Util.GetGameObject(self.gameObject, "btnBack2") --预设赋值 this.prefabs = {} for i = 1, #this.contents do - this.prefabs[i] = Util.GetGameObject(self.gameObject,this.contents[i].panelName) + this.prefabs[i] = Util.GetGameObject(self.gameObject, this.contents[i].panelName) this.contents[i].view:InitComponent(Util.GetGameObject(self.gameObject, "panle/" .. this.contents[i].panelName)) end this.isRefresh = false @@ -63,11 +70,11 @@ function CompoundPanel:BindEvent() self:ClosePanel() end) - Util.AddClick(this.btnBack2, function () + Util.AddClick(this.btnBack2, function() this.btnBack:SetActive(true) this.btnBack2:SetActive(false) - Util.GetGameObject(self.gameObject,"panle/CompoundPanel_CombatPlan/Compound"):SetActive(true) - Util.GetGameObject(self.gameObject,"panle/CompoundPanel_CombatPlan/PromotionPanel"):SetActive(false) + Util.GetGameObject(self.gameObject, "panle/CompoundPanel_CombatPlan/Compound"):SetActive(true) + Util.GetGameObject(self.gameObject, "panle/CompoundPanel_CombatPlan/PromotionPanel"):SetActive(false) end) for i = 1, #this.contents do @@ -78,15 +85,17 @@ end function CompoundPanel.RefreshHelpBtn() if curIndex == 1 then Util.AddOnceClick(this.EquipHelpBtn, function() - UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.EquipCompose ,this.EquipHelpBtnPos.x,this.EquipHelpBtnPos.y) + UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.EquipCompose, this.EquipHelpBtnPos.x, this.EquipHelpBtnPos.y) end) elseif curIndex == 2 then Util.AddOnceClick(this.CombatPlanHelpBtn, function() - UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.CombatPlan,this.CombatPlanHelpBtnPos.x,this.CombatPlanHelpBtnPos.y) + UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.CombatPlan, this.CombatPlanHelpBtnPos.x, + this.CombatPlanHelpBtnPos.y) end) elseif curIndex == 3 then Util.AddOnceClick(this.SoulPrintHelpBtn, function() - UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.SoulPrintCommond,this.SoulPrintHelpBtnPos.x,this.SoulPrintHelpBtnPos.y) + UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.SoulPrintCommond, this.SoulPrintHelpBtnPos.x, + this.SoulPrintHelpBtnPos.y) end) else -- this.HelpBtn:SetActive(false) @@ -128,7 +137,6 @@ function CompoundPanel:OnShow() this.BindRedpoint() end - function CompoundPanel:OnSortingOrderChange() this.sortingOrder = self.sortingOrder for i = 1, #this.contents do @@ -138,7 +146,7 @@ end -- tab节点显示自定义 function this.TabAdapter(tab, index, status) - Util.GetGameObject(tab,"bg"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status]) + Util.GetGameObject(tab, "bg"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status]) local name = Util.GetGameObject(tab, "name") local name2 = Util.GetGameObject(tab, "name2") @@ -159,19 +167,24 @@ function this.SwitchView(index) local oldSelect oldSelect, curIndex = curIndex, index for i = 1, #this.contents do - if oldSelect ~= 0 and oldSelect ~= nil then this.contents[oldSelect].view:OnClose() break end + if oldSelect ~= 0 and oldSelect ~= nil then + this.contents[oldSelect].view:OnClose() + break + end end --切换预设显隐 for i = 1, #this.prefabs do - this.prefabs[i].gameObject:SetActive(i == index)--切换子模块预设显隐 + this.prefabs[i].gameObject:SetActive(i == index) --切换子模块预设显隐 end --区分显示 if index == 1 then - this.upView:OnOpen({showType = UpViewOpenType.ShowRight, panelType = PanelType.Main}) + this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main }) elseif index == 2 then - this.upView:OnOpen({showType = UpViewOpenType.ShowRight, panelType = PanelType.Main}) + this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main }) elseif index == 3 then - this.upView:OnOpen({showType = UpViewOpenType.ShowRight, panelType = PanelType.Main}) + this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main }) + elseif index == 4 then + this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main }) end this.RefreshHelpBtn() --执行子模块初始化 @@ -179,14 +192,16 @@ function this.SwitchView(index) end --刷新魂印合成的方法 -function this.UpdateCompoundPanel_SoulPrint(equipSign,index) - this.contents[curIndex].view.ShowTitleEquipData(nil,equipSign,index) +function this.UpdateCompoundPanel_SoulPrint(equipSign, index) + this.contents[curIndex].view.ShowTitleEquipData(nil, equipSign, index) end --绑定红点 function this.BindRedpoint() - BindRedPointObject(RedPointType.ResearchInstitute_EquipCompound,Util.GetGameObject(Util.GetGameObject(this.tabBox,"mask/box").transform:GetChild(0), "redpoint")) - BindRedPointObject(RedPointType.ResearchInstitute_RingCompound,Util.GetGameObject(Util.GetGameObject(this.tabBox,"mask/box").transform:GetChild(1), "redpoint")) + BindRedPointObject(RedPointType.ResearchInstitute_EquipCompound, + Util.GetGameObject(Util.GetGameObject(this.tabBox, "mask/box").transform:GetChild(0), "redpoint")) + BindRedPointObject(RedPointType.ResearchInstitute_RingCompound, + Util.GetGameObject(Util.GetGameObject(this.tabBox, "mask/box").transform:GetChild(1), "redpoint")) CheckRedPointStatus(RedPointType.ResearchInstitute_RingCompound) end @@ -210,4 +225,4 @@ function CompoundPanel:OnDestroy() end end -return CompoundPanel \ No newline at end of file +return CompoundPanel diff --git a/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_Gift.lua b/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_Gift.lua index 737edc85c..485d52850 100644 --- a/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_Gift.lua +++ b/Assets/ManagedResources/~Lua/Modules/Compound/view/CompoundPanel_Gift.lua @@ -15,24 +15,24 @@ local selectUpList={} local itemType=0 local funcList={} function this:InitComponent(gameObject) - this.spLoader = SpriteLoader.New() + --this.spLoader = SpriteLoader.New() allGo = {} for i = 1, 3 do selectUpList[i]=0 - needSoulPrint[i] = Util.GetGameObject(gameObject, "CompoundPanel_Gift/titleGo/needEquip"..i) + needSoulPrint[i] = Util.GetGameObject(gameObject, "titleGo/needEquip"..i) end - this.compoundSoulPrint = Util.GetGameObject(gameObject, "CompoundPanel_Gift/titleGo/compoundEquip") - this.compoundSoulPrintBtn = Util.GetGameObject(gameObject, "CompoundPanel_Gift/titleGo/compoundEquip/frame") + this.compoundSoulPrint = Util.GetGameObject(gameObject, "titleGo/compoundEquip") + this.compoundSoulPrintBtn = Util.GetGameObject(gameObject, "titleGo/compoundEquip/frame") for i = 1, 2 do - needGold[i] = Util.GetGameObject(gameObject, "CompoundPanel_Gift/compoundBtn/GameObject/needGoldText ("..i..")") + needGold[i] = Util.GetGameObject(gameObject, "compoundBtn/GameObject/needGoldText ("..i..")") end --this.needGoldText = Util.GetGameObject(gameObject, "CompoundPanel_SoulPrint/compoundBtn/needGoldText"):GetComponent("Text") - this.compoundBtn = Util.GetGameObject(gameObject, "CompoundPanel_Gift/compoundBtn") - this.autoSelectBtn = Util.GetGameObject(gameObject, "CompoundPanel_Gift/autoCompoundBtn") - this.equipPre = Util.GetGameObject(gameObject, "CompoundPanel_Gift/equipPre") - this.ScrollBar=Util.GetGameObject(gameObject, "CompoundPanel_Gift/Scrollbar"):GetComponent("Scrollbar") - local v2 = Util.GetGameObject(gameObject, "CompoundPanel_Gift/scroll"):GetComponent("RectTransform").rect - this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "CompoundPanel_Gift/scroll").transform, + this.compoundBtn = Util.GetGameObject(gameObject, "compoundBtn") + this.autoSelectBtn = Util.GetGameObject(gameObject, "autoCompoundBtn") + this.equipPre = Util.GetGameObject(gameObject, "equipPre") + this.ScrollBar=Util.GetGameObject(gameObject, "Scrollbar"):GetComponent("Scrollbar") + local v2 = Util.GetGameObject(gameObject, "scroll"):GetComponent("RectTransform").rect + this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "scroll").transform, this.equipPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(40,30)) this.ScrollView.moveTween.MomentumAmount = 1 this.ScrollView.moveTween.Strength = 1 @@ -90,7 +90,7 @@ function this.OnShowData() soulPrintDatas = {} --local allDatas = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.EquipConfig,"Position",5,"Quality",7) for i,v in ConfigPairs(equipSign) do - if v.Position==8 and v.Formula and #v.Formula>0 and tonumber(v.Formula[1][1])~=nil then + if v.Position==9 and v.Formula and #v.Formula>0 and tonumber(v.Formula[1][1])~=nil then table.insert(soulPrintDatas,v) end end @@ -115,7 +115,7 @@ function this.ShowGoldNum(equipSign) for i = 1, #equipSign.Resource do if needGold[i] then needGold[i]:SetActive(true) - Util.GetGameObject(needGold[i],"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,equipSign.Resource[i][1]).ResourceID)) + Util.GetGameObject(needGold[i],"Image"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,equipSign.Resource[i][1]).ResourceID)) if equipSign.Resource[1][2] > BagManager.GetItemCountById(equipSign.Resource[1][1]) then materidaIsCan = false needGold[i]:GetComponent("Text").text = PrintWanNum2(equipSign.Resource[i][2])--string.format("%s", equipSign.Resource[i][2]) @@ -144,8 +144,8 @@ function this.ShowTitleEquipData(_go,_id,index) Util.GetGameObject(_go.transform,"name"):SetActive(false) local starpar=Util.GetGameObject(_go.transform,"star") if equipSign and _id and _id~=0 then - Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(equipSign[_id].Quality)) - Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[_id].ResourceID)) + Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByquality(equipSign[_id].Quality)) + Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[_id].ResourceID)) Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text = GetLanguageStrById(equipSign.Name) starpar:SetActive(true) SetHeroStars(this.spLoader,starpar,equipSign[_id].Star,1,nil,-15) @@ -171,13 +171,13 @@ function this.SingleItemDataShow(_go,_curequipSign) Util.AddParticleSortLayer(_go, sortingOrder) end local curequipSign = _curequipSign - Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetQuantityImageByquality(curequipSign.Quality)) + Util.GetGameObject(_go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByquality(curequipSign.Quality)) local icon=Util.GetGameObject(_go.transform,"icon") icon:SetActive(true) - icon:GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID)) - Util.GetGameObject(_go.transform,"circleFrameBg/Icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID)) - Util.GetGameObject(_go.transform,"circleFrameBg/circleFrame"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circle) - Util.GetGameObject(_go.transform,"circleFrameBg"):SetActive(false) --:GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circleBg2) + icon:GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID)) + Util.GetGameObject(_go.transform,"circleFrameBg/Icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[curequipSign.Id].ResourceID)) + Util.GetGameObject(_go.transform,"circleFrameBg/circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circle) + Util.GetGameObject(_go.transform,"circleFrameBg"):SetActive(false) --:GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[curequipSign.Id].Quantity].circleBg2) Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text= SubString2(string.gsub(GetLanguageStrById(curequipSign.Name),Language[11520],""),6);--curequipSign.Name Util.GetGameObject(_go.transform, "UI_effect_WuCai_Kuang"):SetActive(curequipSign.Quality == 7) local starPar=Util.GetGameObject(_go.transform,"star") diff --git a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua index 7c77d853f..70354ba34 100644 --- a/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua @@ -8713,5 +8713,56 @@ function this.VoucherPriceBuyGiftGoodsRequest(discountID, Id, func) end end) end +--礼物升星 +function NetManager.GiftEquipUpStarRequest(_id,func) + local data=HeroInfoProto_pb.GiftEquipUpStarRequest() + data.giftId= _id + local msg = data:SerializeToString() + Network:SendMessageWithCallBack(MessageTypeProto_pb.GiftEquipUpStarRequest,MessageTypeProto_pb.GiftEquipUpStarResponse,msg,function(buffer) + local data = buffer:DataByte() + local msg = HeroInfoProto_pb.GiftEquipUpStarResponse() + msg:ParseFromString(data) + if func then + func(msg) + end + end) +end +--礼物穿戴 +function NetManager.GiftEquipWearRequest(_type,_roleId,_ids,_func) + local data = HeroInfoProto_pb.GiftEquipWearRequest() + data.operate=_type + data.role=_roleId + for i=1,#_ids do + table.insert(data.giftIds,_ids[i]) + end + local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) + local msg = data:SerializeToString() + Network:SendMessageWithCallBack(MessageTypeProto_pb.GiftEquipWearRequest,MessageTypeProto_pb.GiftEquipWearResponse,msg,function(buffer) + --msg:ParseFromString(data) + --HeroPropManager.SetDirtyByType(_roleId, Hero_Prop_Type.Gift) + if _func then + _func() + end + if _roleId=="0" then + local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL) + for i = 1, 6 do + if formationList.teamHeroInfos[i] then + 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 diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua index a32ef9e76..84b3359b4 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGiftPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGiftPanel.lua index 17146cfb4..9fcf1001d 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGiftPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGiftPanel.lua @@ -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)