1、抽卡界面不展示装备升级红点2、英雄未解锁时显示初始数值
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@ -99,13 +99,20 @@ function HeroCell:refreshRedPoint()
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return
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end
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if DataManager.FormationData:heroInFormation(GConst.BattleConst.FORMATION_TYPE.STAGE, self.heroEntity:getCfgId()) and DataManager.EquipData:canUpgradeEquip(self.heroEntity:getCfgId()) then
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if not self.notShowRedPoint and
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DataManager.FormationData:heroInFormation(GConst.BattleConst.FORMATION_TYPE.STAGE, self.heroEntity:getCfgId()) and
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DataManager.EquipData:canUpgradeEquip(self.heroEntity:getCfgId()) then
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self.selfNode:addRedPoint(55, -35, 0.64)
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else
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self.selfNode:removeRedPoint()
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end
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end
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-- 设置是否展示红点
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function HeroCell:setShowRedPoint(show)
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self.notShowRedPoint = not show
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end
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function HeroCell:getHeroId()
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if not self.heroEntity then
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return
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@ -49,9 +49,17 @@ function AttrCell:showHp()
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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if self.heroEntity:isActived() then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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else
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value = self.heroEntity:getCfgHp(self.heroEntity:getBeginLv())
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end
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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value = self.heroEntity:getCfgHp(self.heroEntity:getLv())
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if self.heroEntity:isActived() then
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value = self.heroEntity:getCfgHp(self.heroEntity:getLv())
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else
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value = self.heroEntity:getCfgHp(self.heroEntity:getBeginLv())
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end
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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value = self.weaponEntity:getHp()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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@ -72,9 +80,17 @@ function AttrCell:showAtk()
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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if self.heroEntity:isActived() then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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else
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value = self.heroEntity:getCfgAtk(self.heroEntity:getBeginLv())
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end
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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value = self.heroEntity:getCfgAtk(self.heroEntity:getLv())
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if self.heroEntity:isActived() then
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value = self.heroEntity:getCfgAtk(self.heroEntity:getLv())
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else
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value = self.heroEntity:getCfgAtk(self.heroEntity:getBeginLv())
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end
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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value = self.weaponEntity:getAttack()
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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@ -163,8 +163,8 @@ function HeroInfoComp:refresh(checkLevel)
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end
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else
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str = I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_5)
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hpStr = self.heroEntity:getHp(self.heroEntity:getBeginLv()) // DEFAULT_FACTOR
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atkStr = self.heroEntity:getAtk(self.heroEntity:getBeginLv()) // DEFAULT_FACTOR
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hpStr = self.heroEntity:getCfgHp(self.heroEntity:getBeginLv()) // DEFAULT_FACTOR
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atkStr = self.heroEntity:getCfgAtk(self.heroEntity:getBeginLv()) // DEFAULT_FACTOR
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end
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self.txUpdesc:setText(str)
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self.txUpNum:setText(materials[2])
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@ -15,6 +15,7 @@ function BoxHeroCell:refresh(data)
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self.data = data
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local id = data.id
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local num = data.count
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self.heroCell:setShowRedPoint(false)
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local heroEntity = DataManager.HeroData:getHeroById(id)
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if heroEntity then
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