Branch_oumei
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@ -27,7 +27,7 @@ function RewardEquipSingleShowPopup2:InitComponent()
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this.equipProGrid=Util.GetGameObject(self.transform, "bg/Content/proRect/proGrid")
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this.equipProGrid=Util.GetGameObject(self.transform, "bg/Content/proRect/proGrid")
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this.mainPro=Util.GetGameObject(self.transform, "bg/Content/mainPro")
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this.mainPro=Util.GetGameObject(self.transform, "bg/Content/mainPro")
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this.mainProGrid = Util.GetGameObject(self.transform, "bg/Content/mainPro/bg")
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this.mainProGrid = Util.GetGameObject(self.transform, "bg/Content/mainPro/bg")
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this.mainProItem = Util.GetGameObject(self.transform, "bg/Content/mainPro/bg/proPre")
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this.mainProItem = Util.GetGameObject(self.transform, "mainPro/bg/proPre")
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this.mainProItem:SetActive(false)
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this.mainProItem:SetActive(false)
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-- this.mainProName=Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName"):GetComponent("Text")
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-- this.mainProName=Util.GetGameObject(self.transform, "Content/mainPro/bg/curProName"):GetComponent("Text")
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@ -21,6 +21,8 @@ local index = 0
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local lv, curNum, maxNum
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local lv, curNum, maxNum
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local heroListData
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local heroListData
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local isDown = false
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local isDown = false
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local _MainProList = {}
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local giftDatas
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--初始化组件(用于子类重写)RoleEquipChangePopup
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--初始化组件(用于子类重写)RoleEquipChangePopup
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function RoleGiftPanel:InitComponent()
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function RoleGiftPanel:InitComponent()
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--this.spLoader = SpriteLoader.New()
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--this.spLoader = SpriteLoader.New()
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@ -40,6 +42,10 @@ function RoleGiftPanel:InitComponent()
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end
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end
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--effectList[i] = Util.GetGameObject(self.transform, "bg/equipInfo/equip" .. i .. "/effect")
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--effectList[i] = Util.GetGameObject(self.transform, "bg/equipInfo/equip" .. i .. "/effect")
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end
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end
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this.mainPro = Util.GetGameObject(self.transform, "mainPro")
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this.mainProGrid = Util.GetGameObject(self.transform, "mainPro/bg")
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this.mainProItem = Util.GetGameObject(self.transform, "mainPro/bg/proPre")
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this.mainProItem:SetActive(false)
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this.titleTxt = Util.GetGameObject(self.gameObject, "title"):GetComponent("Text")
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this.titleTxt = Util.GetGameObject(self.gameObject, "title"):GetComponent("Text")
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this.titleTxt.text = "英雄礼物"
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this.titleTxt.text = "英雄礼物"
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this.selectBtn = Util.GetGameObject(self.gameObject, "selectBtn")
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this.selectBtn = Util.GetGameObject(self.gameObject, "selectBtn")
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@ -241,7 +247,7 @@ function this.RefreshWindowData()
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this.lvTxt.text = "收集度" .. lv .. "级"
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this.lvTxt.text = "收集度" .. lv .. "级"
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--LogError("lv========="..lv.." curnum=="..curNum.." maxNum=="..maxNum)
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--LogError("lv========="..lv.." curnum=="..curNum.." maxNum=="..maxNum)
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--maxNum=0
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--maxNum=0
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local giftDatas = {}
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giftDatas = {}
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allUpIds = {}
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allUpIds = {}
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upSuitId = {}
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upSuitId = {}
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for i = 1, maxNum do
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for i = 1, maxNum do
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@ -282,6 +288,7 @@ function this.RefreshWindowData()
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local proList = GiftManager.GetHeroGiftAddPro(curHeroData.dynamicId)
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local proList = GiftManager.GetHeroGiftAddPro(curHeroData.dynamicId)
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table.insert(proList, string.format("英雄潜能等级+%s", GiftManager.GetHeroGiftAddPotencyLv(curHeroData.dynamicId)))
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table.insert(proList, string.format("英雄潜能等级+%s", GiftManager.GetHeroGiftAddPotencyLv(curHeroData.dynamicId)))
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local originalList = GiftManager.GetHeroGiftAddOriginalPro(curHeroData.dynamicId)
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local originalList = GiftManager.GetHeroGiftAddOriginalPro(curHeroData.dynamicId)
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LogError("属性:" .. tostring(#proList))
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if proList and #proList > 0 then
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if proList and #proList > 0 then
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this.proGrid:SetActive(true)
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this.proGrid:SetActive(true)
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this.proEmptyObj:SetActive(false)
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this.proEmptyObj:SetActive(false)
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@ -295,7 +302,7 @@ function this.RefreshWindowData()
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len = this.proGrid.transform.childCount
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len = this.proGrid.transform.childCount
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for i = 1, len do
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for i = 1, len do
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if i <= #proList then
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if i <= #proList then
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--this.proGrid.transform:GetChild(i-1).gameObject:SetActive(true)
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this.proGrid.transform:GetChild(i - 1).gameObject:SetActive(true)
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--LogError("originalList[i]======================"..originalList[i])
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--LogError("originalList[i]======================"..originalList[i])
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--this.proGrid.transform:GetChild(i-1):GetComponent("Text").text=proList[i]
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--this.proGrid.transform:GetChild(i-1):GetComponent("Text").text=proList[i]
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this.SingleProShowData({ proId = i, proVal = proList[i] },
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this.SingleProShowData({ proId = i, proVal = proList[i] },
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@ -308,6 +315,57 @@ function this.RefreshWindowData()
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this.proGrid:SetActive(false)
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this.proGrid:SetActive(false)
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this.proEmptyObj:SetActive(true)
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this.proEmptyObj:SetActive(true)
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end
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end
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for _, item in ipairs(_MainProList) do
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item:SetActive(false)
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end
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local props = {}
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for _, data in ipairs(giftDatas) do
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local equipConfigData = ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(data.id))
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LogError("礼物id:" .. data.id)
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if equipConfigData and equipConfigData.Property then
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for index, prop in ipairs(equipConfigData.Property) do
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local find = false
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for i = 1, #props do
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if props[i].id == prop[1] then
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props[i].value = props[i].value + prop[2]
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find = true
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break
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end
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end
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if find == false then
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table.insert(props, { id = prop[1], value = prop[2] })
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end
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end
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end
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if #props > 0 then
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this.mainPro:SetActive(true)
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for i = 1, #props do
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local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, props[i].id)
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if proConfigData then
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if not _MainProList[i] then
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_MainProList[i] = newObjToParent(this.mainProItem, this.mainProGrid)
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end
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_MainProList[i]:SetActive(true)
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Util.GetGameObject(_MainProList[i], "curProName"):GetComponent("Text").text = GetLanguageStrById(
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proConfigData.Info)
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local vText = Util.GetGameObject(_MainProList[i], "curProVale"):GetComponent("Text")
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Util.GetGameObject(_MainProList[i], "curProIcon"):GetComponent("Image").sprite = Util.LoadSprite(
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proConfigData.Icon)
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-- if prop[2] > 0 then
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-- vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])
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-- else
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vText.text = "+" .. GetPropertyFormatStr(proConfigData.Style, props[i].value)
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-- end
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end
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end
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else
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this.mainPro:SetActive(false)
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end
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LogError("属性数量:" .. tostring(#props))
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end
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--this.tipInfo.text=string.format("神将潜能等级+%s",GiftManager.GetHeroGiftAddPotencyLv(curHeroData.dynamicId))
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--this.tipInfo.text=string.format("神将潜能等级+%s",GiftManager.GetHeroGiftAddPotencyLv(curHeroData.dynamicId))
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--显示下面可赠送的
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--显示下面可赠送的
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this:OnClickTabBtn(1)
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this:OnClickTabBtn(1)
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@ -492,7 +550,10 @@ function this:SetSelectBtn()
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this.selectBtn:GetComponent("RectTransform").anchoredPosition3D = Vector3(-12.28, 1.08, 0)
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this.selectBtn:GetComponent("RectTransform").anchoredPosition3D = Vector3(-12.28, 1.08, 0)
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this.selectBtn.transform:SetSiblingIndex(1)
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this.selectBtn.transform:SetSiblingIndex(1)
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Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and
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Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and
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tableName[indexBtnNum] or "<size=40>" .. tableName[indexBtnNum] .. "</size>" --typeTab[indexBtnNum]
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tableName[indexBtnNum] or
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"<size=40>" ..
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tableName[indexBtnNum] ..
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"</size>" --typeTab[indexBtnNum]
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end
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end
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--选择图片设置父级
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--选择图片设置父级
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@ -510,7 +571,7 @@ end
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--界面销毁时调用(用于子类重写)
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--界面销毁时调用(用于子类重写)
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function RoleGiftPanel:OnDestroy()
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function RoleGiftPanel:OnDestroy()
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_MainProList = {}
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end
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end
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return RoleGiftPanel
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return RoleGiftPanel
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