fix bug
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02ad035a42
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466c8543f1
@ -12,8 +12,8 @@ function HeroManager:showHeroUnlockUI(heroIdList)
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UIManager:showUI("app/ui/hero/hero_unlock_ui", {heroIdList = heroIdList})
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end
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function HeroManager:showHeroSkillInfoUI(heroEntity, idx, buffId)
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UIManager:showUI("app/ui/hero/hero_skill_info_ui", {heroEntity = heroEntity, idx = idx, buffId = buffId})
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function HeroManager:showHeroSkillInfoUI(heroEntity, idx, buffId, isUnlock)
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UIManager:showUI("app/ui/hero/hero_skill_info_ui", {heroEntity = heroEntity, idx = idx, buffId = buffId, isUnlock = isUnlock})
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end
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function HeroManager:upgradeHero(heroId, heroEntity, level)
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@ -130,7 +130,11 @@ function ArenaUI:onLoadRootComplete()
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end
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UIManager:showUI("app/ui/arena/arena_match_ui")
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end)
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self:bind(DataManager.ArenaData, "isDirty", function()
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self:onRefresh()
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end)
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self:updateTime()
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end
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@ -25,8 +25,6 @@ function HeroInfoComp:init()
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self.txHp = uiMap["hero_info.bg_6.hp_tx"]
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self.txAtk = uiMap["hero_info.bg_5.atk_tx"]
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-- self.bgFragment = uiMap["hero_info.fragment_bg"]
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self.spineObjSkill = uiMap["hero_info.ui_spine_obj_skill"]
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-- self.spineObjLv = uiMap["hero_info.ui_spine_obj_lv"]
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self.spineObj = uiMap["hero_info.ui_spine_obj"]
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self.upgrade = uiMap["hero_info.up"]
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self.bgElement = uiMap["hero_info.element_bg"]
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@ -56,8 +54,6 @@ function HeroInfoComp:init()
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self.costCells[i] = uiMap["hero_info.up.reward_cell_" .. i]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
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end
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self.spineObjSkill:setVisible(false)
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-- self.spineObjLv:setVisible(false)
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self.spineObj:setVisible(false)
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self.txUpdesc:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_15, 1))
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self.txUpdesc5:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_15, 5))
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@ -155,12 +151,6 @@ function HeroInfoComp:refresh(checkLevel)
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skillLv:setText(GConst.EMPTY_STRING)
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end
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skillBg:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueBg(skillId, true))
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-- if i == activeCount and isLvChange and self.heroEntity:getLv() == skillLvs[i] then
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-- local x, y = skillBg:fastGetAnchoredPosition()
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-- self.spineObjSkill:setAnchoredPosition(x, y)
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-- self.spineObjSkill:setVisible(true)
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-- self.spineObjSkill:playAnim("idle", false, true)
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-- end
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end
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end
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end
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@ -265,17 +255,17 @@ function HeroInfoComp:refresh(checkLevel)
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self.spineObj:playAnim("idle", false, true)
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end
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if self.onlyLook then -- 仅查看的不显示升级和激活按钮
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self.upgrade:setVisible(false)
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-- self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_LOOK)
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-- self.bgFragment:setVisible(false)
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-- self.spineObjLv:setVisible(false)
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-- self.txLv:setAnchoredPositionX(lvTxW / 2)
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else
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self.upgrade:setVisible(true)
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-- self.baseObject:setSizeDeltaY(SIZE_DELTA_Y_HERO)
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-- self.txLv:setAnchoredPositionX(-44)
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-- self.bgFragment:setVisible(true)
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self.upgrade:setVisible(not self.onlyLook)
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local needPop, isUnlock, skillIdx = self.heroEntity:checkSkillUnlock()
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if needPop then
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local skillInfo = skillList[skillIdx]
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if skillInfo then
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local skillId = skillInfo[2]
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local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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Logger.logHighlight("================= isUnlock = %s", isUnlock)
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ModuleManager.HeroManager:showHeroSkillInfoUI(self.heroEntity, skillIdx, cfg.buff_id, isUnlock)
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end
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end
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end
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@ -292,6 +292,12 @@ function MainComp:refreshRedPoint()
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else
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self.rightBtn:removeRedPoint()
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end
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if DataManager.ArenaData:hasEntranceRedDot() then
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self.arenaBtn:addRedPoint(70, 20, 0.5)
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else
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self.arenaBtn:removeRedPoint()
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end
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end
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function MainComp:getArenaBtnPosition()
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@ -168,11 +168,11 @@ function MainCityUI:_addListeners()
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end
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return
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end
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self.bottomBtnSpines[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:playAnimComplete("born1", false, false, function()
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self.bottomBtnSpines[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:playAnimComplete("born2", false, false, function()
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self.bottomBtnSpines[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:playAnim("idle", false, false)
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end)
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end)
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-- self.bottomBtnSpines[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:playAnimComplete("born1", false, false, function()
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-- -- self.bottomBtnSpines[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:playAnimComplete("born2", false, false, function()
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-- -- -- self.bottomBtnSpines[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:playAnim("idle", false, false)
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-- -- end)
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-- end)
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self:refreshBottom(GConst.MainCityConst.BOTTOM_PAGE.SHOP, true)
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if self.subComps and self.subComps[GConst.MainCityConst.BOTTOM_PAGE.SHOP] then
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self.subComps[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:switchPage(page)
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@ -310,11 +310,11 @@ function MainCityUI:initBottomUI()
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BIReport:postHomeBtnCilck(BIReport.CLICK_BTN_TYPE[MainCityUI.CLICK_BTN_TYPE[i]])
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end
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self.bottomBtnSpines[i]:playAnimComplete("born1", false, false, function()
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self.bottomBtnSpines[i]:playAnimComplete("born2", false, false, function()
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self.bottomBtnSpines[i]:playAnim("idle", false, false)
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end)
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end)
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-- self.bottomBtnSpines[i]:playAnimComplete("born1", false, false, function()
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-- -- self.bottomBtnSpines[i]:playAnimComplete("born2", false, false, function()
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-- -- -- self.bottomBtnSpines[i]:playAnim("idle", false, false)
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-- -- end)
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-- end)
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self:refreshBottom(i, true)
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end)
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table.insert(self.bottomBtnCells, cellCom)
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@ -372,6 +372,8 @@ function MainCityUI:refreshBottom(selectedIndex, playAnim)
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end
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local oldIndex = self.selectedIndex
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self.selectedIndex = selectedIndex and selectedIndex or GConst.MainCityConst.BOTTOM_PAGE.MAIN
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self.bottomBtnSpines[oldIndex]:playAnimComplete("born2", false, false)
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self.bottomBtnSpines[self.selectedIndex]:playAnimComplete("born1", false, false)
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self:switchComp()
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-- 动效
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@ -102,7 +102,7 @@ function ArenaData:onBoughtGift(giftId)
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end
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function ArenaData:setDirty()
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self.data.isDirty = not self.data.isDirty
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self.data.isDirty = not self.data.isDirty
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end
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-- 通用 ----------------------------------------------------------------------
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@ -282,6 +282,7 @@ function HeroEntity:setLv(lv, onlyChangeLv)
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if self.data.lv == lv then
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return
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end
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self.oldLv = self.data.lv
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self.data.lv = lv
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self:_updateAllBaseAttr()
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self:setDirty()
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@ -534,6 +535,35 @@ function HeroEntity:getUnlockRogueId()
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return self.config.rouge_skill
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end
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function HeroEntity:checkSkillUnlock()
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if not self.oldLv then
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return false
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end
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local needPop = false
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local isUnlock = false
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local skillIdx = 1
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for i = 1, 4 do
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local ids = self.config["rouge_skill_" .. i]
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if ids then
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for ii = #ids, 1, -1 do
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if self.data.lv >= ids[ii][1] and self.oldLv < ids[ii][1] then
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skillIdx = ii
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needPop = true
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isUnlock = ii == 1
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break
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end
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end
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else
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break
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end
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if needPop then
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break
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end
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end
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self.oldLv = nil
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return needPop, isUnlock, skillIdx
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end
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function HeroEntity:getRogueSkillList()
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if not self.rogueSkillList then
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self.rogueSkillList = {}
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