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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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						 | 
					
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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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						 | 
					@ -73,7 +79,7 @@ function RoleGiftPanel:InitComponent()
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    this.UpScrollView.moveTween.MomentumAmount = 1
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					    this.UpScrollView.moveTween.MomentumAmount = 1
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    this.UpScrollView.moveTween.Strength = 1
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					    this.UpScrollView.moveTween.Strength = 1
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    Util.GetGameObject(self.transform, "powerBtn"):GetComponent("Image").sprite = Util.LoadSprite(
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					    Util.GetGameObject(self.transform, "powerBtn"):GetComponent("Image").sprite = Util.LoadSprite(
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    "UI_hz_shenjiang_15_zh")
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					        "UI_hz_shenjiang_15_zh")
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			||||||
    this.force = Util.GetGameObject(self.transform, "powerBtn/value"):GetComponent("Text")
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					    this.force = Util.GetGameObject(self.transform, "powerBtn/value"):GetComponent("Text")
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    this.itemNumText = Util.GetGameObject(self.transform, "itemNumText"):GetComponent("Text")
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					    this.itemNumText = Util.GetGameObject(self.transform, "itemNumText"):GetComponent("Text")
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    this.upLvEffect = Util.GetGameObject(self.transform, "powerBtn/effect")
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					    this.upLvEffect = Util.GetGameObject(self.transform, "powerBtn/effect")
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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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			||||||
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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)
 | 
					        this.proGrid:SetActive(false)
 | 
				
			||||||
        this.proEmptyObj:SetActive(true)
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					        this.proEmptyObj:SetActive(true)
 | 
				
			||||||
    end
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					    end
 | 
				
			||||||
 | 
					    for _, item in ipairs(_MainProList) do
 | 
				
			||||||
 | 
					        item:SetActive(false)
 | 
				
			||||||
 | 
					    end
 | 
				
			||||||
 | 
					    local props = {}
 | 
				
			||||||
 | 
					
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			||||||
 | 
					
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			||||||
 | 
					    for _, data in ipairs(giftDatas) do
 | 
				
			||||||
 | 
					        local equipConfigData = ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(data.id))
 | 
				
			||||||
 | 
					        LogError("礼物id:" .. data.id)
 | 
				
			||||||
 | 
					        if equipConfigData and equipConfigData.Property then
 | 
				
			||||||
 | 
					            for index, prop in ipairs(equipConfigData.Property) do
 | 
				
			||||||
 | 
					                local find = false
 | 
				
			||||||
 | 
					                for i = 1, #props do
 | 
				
			||||||
 | 
					                    if props[i].id == prop[1] then
 | 
				
			||||||
 | 
					                        props[i].value = props[i].value + prop[2]
 | 
				
			||||||
 | 
					                        find = true
 | 
				
			||||||
 | 
					                        break
 | 
				
			||||||
 | 
					                    end
 | 
				
			||||||
 | 
					                end
 | 
				
			||||||
 | 
					                if find == false then
 | 
				
			||||||
 | 
					                    table.insert(props, { id = prop[1], value = prop[2] })
 | 
				
			||||||
 | 
					                end
 | 
				
			||||||
 | 
					            end
 | 
				
			||||||
 | 
					        end
 | 
				
			||||||
 | 
					        if #props > 0 then
 | 
				
			||||||
 | 
					            this.mainPro:SetActive(true)
 | 
				
			||||||
 | 
					            for i = 1, #props do
 | 
				
			||||||
 | 
					                local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, props[i].id)
 | 
				
			||||||
 | 
					                if proConfigData then
 | 
				
			||||||
 | 
					                    if not _MainProList[i] then
 | 
				
			||||||
 | 
					                        _MainProList[i] = newObjToParent(this.mainProItem, this.mainProGrid)
 | 
				
			||||||
 | 
					                    end
 | 
				
			||||||
 | 
					                    _MainProList[i]:SetActive(true)
 | 
				
			||||||
 | 
					                    Util.GetGameObject(_MainProList[i], "curProName"):GetComponent("Text").text = GetLanguageStrById(
 | 
				
			||||||
 | 
					                        proConfigData.Info)
 | 
				
			||||||
 | 
					                    local vText = Util.GetGameObject(_MainProList[i], "curProVale"):GetComponent("Text")
 | 
				
			||||||
 | 
					                    Util.GetGameObject(_MainProList[i], "curProIcon"):GetComponent("Image").sprite = Util.LoadSprite(
 | 
				
			||||||
 | 
					                        proConfigData.Icon)
 | 
				
			||||||
 | 
					                    -- if prop[2] > 0 then
 | 
				
			||||||
 | 
					                    --     vText.text = "+"..GetPropertyFormatStr(proConfigData.Style, prop[2])
 | 
				
			||||||
 | 
					                    -- else
 | 
				
			||||||
 | 
					                    vText.text = "+" .. GetPropertyFormatStr(proConfigData.Style, props[i].value)
 | 
				
			||||||
 | 
					                    -- end
 | 
				
			||||||
 | 
					                end
 | 
				
			||||||
 | 
					            end
 | 
				
			||||||
 | 
					        else
 | 
				
			||||||
 | 
					            this.mainPro:SetActive(false)
 | 
				
			||||||
 | 
					        end
 | 
				
			||||||
 | 
					        LogError("属性数量:" .. tostring(#props))
 | 
				
			||||||
 | 
					    end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    --this.tipInfo.text=string.format("神将潜能等级+%s",GiftManager.GetHeroGiftAddPotencyLv(curHeroData.dynamicId))
 | 
					    --this.tipInfo.text=string.format("神将潜能等级+%s",GiftManager.GetHeroGiftAddPotencyLv(curHeroData.dynamicId))
 | 
				
			||||||
    --显示下面可赠送的
 | 
					    --显示下面可赠送的
 | 
				
			||||||
    this:OnClickTabBtn(1)
 | 
					    this:OnClickTabBtn(1)
 | 
				
			||||||
| 
						 | 
					@ -320,7 +378,7 @@ function this.SingleProShowData(data, go)
 | 
				
			||||||
        if #data > 1 then
 | 
					        if #data > 1 then
 | 
				
			||||||
            curGo:SetActive(true)
 | 
					            curGo:SetActive(true)
 | 
				
			||||||
            Util.GetGameObject(curGo, "proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig
 | 
					            Util.GetGameObject(curGo, "proName"):GetComponent("Text").text = GetLanguageStrById(propertyConfig
 | 
				
			||||||
            [data[i].proId].Info) .. ":"
 | 
					                [data[i].proId].Info) .. ":"
 | 
				
			||||||
            local proVale = Util.GetGameObject(curGo, "proVale"):GetComponent("Text")
 | 
					            local proVale = Util.GetGameObject(curGo, "proVale"):GetComponent("Text")
 | 
				
			||||||
            if propertyConfig[data[i].proId].Style == 1 then     --绝对值
 | 
					            if propertyConfig[data[i].proId].Style == 1 then     --绝对值
 | 
				
			||||||
                proVale.text = GetPropertyFormatStr(propertyConfig[data[i].proId].Style, data[i].proVal)
 | 
					                proVale.text = GetPropertyFormatStr(propertyConfig[data[i].proId].Style, data[i].proVal)
 | 
				
			||||||
| 
						 | 
					@ -334,7 +392,7 @@ function this.SingleProShowData(data, go)
 | 
				
			||||||
                end
 | 
					                end
 | 
				
			||||||
            end
 | 
					            end
 | 
				
			||||||
            Util.GetGameObject(curGo, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(propertyConfig
 | 
					            Util.GetGameObject(curGo, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(propertyConfig
 | 
				
			||||||
            [data[i].proId].Icon)
 | 
					                [data[i].proId].Icon)
 | 
				
			||||||
        else
 | 
					        else
 | 
				
			||||||
            curGo:SetActive(false)
 | 
					            curGo:SetActive(false)
 | 
				
			||||||
        end
 | 
					        end
 | 
				
			||||||
| 
						 | 
					@ -372,7 +430,7 @@ function this.SingleUpItemShow(_go, data, _index)
 | 
				
			||||||
            end
 | 
					            end
 | 
				
			||||||
            BagManager.isBagPanel = false
 | 
					            BagManager.isBagPanel = false
 | 
				
			||||||
            --UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,data,2,false,nil,curHeroData,4)
 | 
					            --UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,data,2,false,nil,curHeroData,4)
 | 
				
			||||||
            UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this, data,curHeroData, nil, false, false, true)
 | 
					            UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2, this, data, curHeroData, nil, false, false, true)
 | 
				
			||||||
        end
 | 
					        end
 | 
				
			||||||
        )
 | 
					        )
 | 
				
			||||||
    else
 | 
					    else
 | 
				
			||||||
| 
						 | 
					@ -463,7 +521,7 @@ function this.SingleItemDataShow(_go, _itemData)
 | 
				
			||||||
    local tip = Util.GetGameObject(_go.transform, "tip")
 | 
					    local tip = Util.GetGameObject(_go.transform, "tip")
 | 
				
			||||||
    tip:SetActive(_itemData.isUp == 1)
 | 
					    tip:SetActive(_itemData.isUp == 1)
 | 
				
			||||||
    local isHave = CheckListIsContainValue1(allUpIds, _itemData.id) or
 | 
					    local isHave = CheckListIsContainValue1(allUpIds, _itemData.id) or
 | 
				
			||||||
    CheckListIsContainValue1(upSuitId, equipConfig[_itemData.id].SuiteID)
 | 
					        CheckListIsContainValue1(upSuitId, equipConfig[_itemData.id].SuiteID)
 | 
				
			||||||
    redPoint:SetActive(isHave == false and curNum > #allUpIds)
 | 
					    redPoint:SetActive(isHave == false and curNum > #allUpIds)
 | 
				
			||||||
    this.equipPreList[_go].gameObject:SetActive(true)
 | 
					    this.equipPreList[_go].gameObject:SetActive(true)
 | 
				
			||||||
    this.equipPreList[_go].transform:SetAsFirstSibling()
 | 
					    this.equipPreList[_go].transform:SetAsFirstSibling()
 | 
				
			||||||
| 
						 | 
					@ -476,10 +534,10 @@ function this.SingleItemDataShow(_go, _itemData)
 | 
				
			||||||
    Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"), function()
 | 
					    Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"), function()
 | 
				
			||||||
        BagManager.isBagPanel = true
 | 
					        BagManager.isBagPanel = true
 | 
				
			||||||
        if isHave then
 | 
					        if isHave then
 | 
				
			||||||
            UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this, _itemData,curHeroData, nil, false, false, true)
 | 
					            UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2, this, _itemData, curHeroData, nil, false, false, true)
 | 
				
			||||||
        else
 | 
					        else
 | 
				
			||||||
            --UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4)
 | 
					            --UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this,_itemData,3,false,nil,curHeroData,4)
 | 
				
			||||||
            UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2,this, _itemData,curHeroData, nil, false, true, false)
 | 
					            UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2, this, _itemData, curHeroData, nil, false, true, false)
 | 
				
			||||||
        end
 | 
					        end
 | 
				
			||||||
    end
 | 
					    end
 | 
				
			||||||
    )
 | 
					    )
 | 
				
			||||||
| 
						 | 
					@ -492,7 +550,10 @@ function this:SetSelectBtn()
 | 
				
			||||||
    this.selectBtn:GetComponent("RectTransform").anchoredPosition3D = Vector3(-12.28, 1.08, 0)
 | 
					    this.selectBtn:GetComponent("RectTransform").anchoredPosition3D = Vector3(-12.28, 1.08, 0)
 | 
				
			||||||
    this.selectBtn.transform:SetSiblingIndex(1)
 | 
					    this.selectBtn.transform:SetSiblingIndex(1)
 | 
				
			||||||
    Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and
 | 
					    Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and
 | 
				
			||||||
    tableName[indexBtnNum] or "<size=40>" .. tableName[indexBtnNum] .. "</size>"                                                                                                        --typeTab[indexBtnNum]
 | 
					        tableName[indexBtnNum] or
 | 
				
			||||||
 | 
					        "<size=40>" ..
 | 
				
			||||||
 | 
					        tableName[indexBtnNum] ..
 | 
				
			||||||
 | 
					        "</size>" --typeTab[indexBtnNum]
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
--选择图片设置父级
 | 
					--选择图片设置父级
 | 
				
			||||||
| 
						 | 
					@ -510,7 +571,7 @@ end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
--界面销毁时调用(用于子类重写)
 | 
					--界面销毁时调用(用于子类重写)
 | 
				
			||||||
function RoleGiftPanel:OnDestroy()
 | 
					function RoleGiftPanel:OnDestroy()
 | 
				
			||||||
 | 
					    _MainProList = {}
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
return RoleGiftPanel
 | 
					return RoleGiftPanel
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
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		Reference in New Issue