替换主界面
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@ -184,6 +184,7 @@ GConst.ATLAS_PATH = {
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UI_LOGIN = "assets/arts/atlas/ui/login.asset",
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UI_LOGIN = "assets/arts/atlas/ui/login.asset",
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ICON_SKILL = "assets/arts/atlas/icon/skill.asset",
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ICON_SKILL = "assets/arts/atlas/icon/skill.asset",
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ICON_HERO = "assets/arts/atlas/icon/hero.asset",
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ICON_HERO = "assets/arts/atlas/icon/hero.asset",
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ICON_HERO_2 = "assets/arts/atlas/icon/hero_2.asset",
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ICON_SKILL_ROGUE = "assets/arts/atlas/icon/skill_rogue.asset",
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ICON_SKILL_ROGUE = "assets/arts/atlas/icon/skill_rogue.asset",
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ICON_BUFF = "assets/arts/atlas/icon/buff.asset",
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ICON_BUFF = "assets/arts/atlas/icon/buff.asset",
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BOUNTY = "assets/arts/atlas/ui/bounty.asset",
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BOUNTY = "assets/arts/atlas/ui/bounty.asset",
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@ -414,6 +415,16 @@ GConst.HERO_FRAME_GRAY_QLT = {
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[7] = "frame_gray_7",
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[7] = "frame_gray_7",
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}
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}
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GConst.HERO_DEC_QLT = {
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[1] = "frame_dec_1",
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[2] = "frame_dec_2",
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[3] = "frame_dec_3",
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[4] = "frame_dec_4",
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[5] = "frame_dec_5",
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[6] = "frame_dec_6",
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[7] = "frame_dec_7",
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}
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GConst.QLT_LABLE = {
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GConst.QLT_LABLE = {
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DEFAULT = "equip_quality_1",
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DEFAULT = "equip_quality_1",
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GRAY = "equip_quality_1",
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GRAY = "equip_quality_1",
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@ -4,6 +4,7 @@ function HeroCell:init()
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local uiMap = self.baseObject:genAllChildren()
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local uiMap = self.baseObject:genAllChildren()
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self.icon = uiMap["hero_cell.hero_bg.icon"]
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self.icon = uiMap["hero_cell.hero_bg.icon"]
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self.heroBg = uiMap["hero_cell.hero_bg"]
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self.heroBg = uiMap["hero_cell.hero_bg"]
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self.heroDec = uiMap["hero_cell.hero_bg.dec"]
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self.check = uiMap["hero_cell.hero_bg.mask"]
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self.check = uiMap["hero_cell.hero_bg.mask"]
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self.matchImg = uiMap["hero_cell.hero_bg.match_img"]
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self.matchImg = uiMap["hero_cell.hero_bg.match_img"]
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self.progressBg = uiMap["hero_cell.hero_bg.progress_bg"]
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self.progressBg = uiMap["hero_cell.hero_bg.progress_bg"]
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@ -100,7 +101,8 @@ function HeroCell:_refresh(heroInfo, isGray)
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else
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else
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self.heroBg:setSprite(GConst.ATLAS_PATH.ICON_HERO, GConst.FRAME_QLT[heroInfo.qlt])
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self.heroBg:setSprite(GConst.ATLAS_PATH.ICON_HERO, GConst.FRAME_QLT[heroInfo.qlt])
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end
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end
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self.icon:setSprite(GConst.ATLAS_PATH.ICON_HERO, tostring(heroInfo.icon))
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self.heroDec:setSprite(GConst.ATLAS_PATH.ICON_HERO, GConst.HERO_DEC_QLT[heroInfo.qlt])
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self.icon:setSprite(GConst.ATLAS_PATH.ICON_HERO_2, tostring(heroInfo.icon))
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self.matchImg:setSprite(GConst.ATLAS_PATH.ICON_HERO, GConst.HeroConst.MATCH_ICON_NAME[heroInfo.position])
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self.matchImg:setSprite(GConst.ATLAS_PATH.ICON_HERO, GConst.HeroConst.MATCH_ICON_NAME[heroInfo.position])
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self.check:setVisible(false)
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self.check:setVisible(false)
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self.sImg:setVisible(heroInfo.qlt >= 4)
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self.sImg:setVisible(heroInfo.qlt >= 4)
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@ -97,6 +97,8 @@ function ChapterComp:refreshChapter(force)
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end
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end
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local mysteryBoxCount = DataManager.ChapterData:getChapterMysteryBoxRewardCount(chapterId)
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local mysteryBoxCount = DataManager.ChapterData:getChapterMysteryBoxRewardCount(chapterId)
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local mysteryBoxBg = self.uiMap["chapter_comp.img.bg"]
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mysteryBoxBg:setVisible(mysteryBoxCount > 0)
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local mysteryBoxIcon = self.uiMap["chapter.img.mystery_box_icon"]
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local mysteryBoxIcon = self.uiMap["chapter.img.mystery_box_icon"]
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mysteryBoxIcon:setVisible(mysteryBoxCount > 0)
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mysteryBoxIcon:setVisible(mysteryBoxCount > 0)
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if mysteryBoxCount > 0 then
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if mysteryBoxCount > 0 then
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