装备红点、文案
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@ -38,6 +38,12 @@ function HeroCell:refresh(heroEntity, isGray)
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local heroInfo = heroEntity:getConfig()
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local heroInfo = heroEntity:getConfig()
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self:_refresh(heroInfo, isGray)
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self:_refresh(heroInfo, isGray)
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if 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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local canLvUp = heroEntity:canLvUp()
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local canLvUp = heroEntity:canLvUp()
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self.lvUpArrow:setVisible(canLvUp)
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self.lvUpArrow:setVisible(canLvUp)
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if canLvUp then
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if canLvUp then
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@ -22,7 +22,7 @@ function ArmorInfoComp:init()
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self.btnUp = uiMap["armor_info.upgrade.btn_up"]
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self.btnUp = uiMap["armor_info.upgrade.btn_up"]
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self.txUp = uiMap["armor_info.upgrade.btn_up.tx_desc"]
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self.txUp = uiMap["armor_info.upgrade.btn_up.tx_desc"]
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self.txNum = uiMap["armor_info.upgrade.btn_up.tx_num"]
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self.txNum = uiMap["armor_info.upgrade.btn_up.tx_num"]
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self.btnAttr = uiMap["armor_info.attr.btn_attr"]
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self.btnAttr = uiMap["armor_info.attr"]
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self.imgCurBg = uiMap["armor_info.current.cur_armor.bg"]
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self.imgCurBg = uiMap["armor_info.current.cur_armor.bg"]
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self.rootCurEffect = uiMap["armor_info.current.cur_armor.root_effect"]
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self.rootCurEffect = uiMap["armor_info.current.cur_armor.root_effect"]
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self.txCurName = uiMap["armor_info.current.cur_armor.name.tx_name"]
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self.txCurName = uiMap["armor_info.current.cur_armor.name.tx_name"]
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@ -231,6 +231,12 @@ function ArmorInfoComp:refreshPart(index)
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end)
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end)
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imgType:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, stage <= 1 and "frame_dec_1" or "frame_dec_2")
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imgType:setSprite(GConst.ATLAS_PATH.ICON_EQUIP, stage <= 1 and "frame_dec_1" or "frame_dec_2")
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txLevel:setText("+".. armorEntity:getLevel())
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txLevel:setText("+".. armorEntity:getLevel())
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if armorEntity:canLevelUp() then
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armorObj:addRedPoint(50, 50, 0.6)
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else
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armorObj:removeRedPoint()
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end
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end
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end
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-- 播放部位升级动效
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-- 播放部位升级动效
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@ -172,6 +172,17 @@ function HeroDetailUI:refreshShow()
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self.btnLeft:setVisible(self:isExistLeftHero())
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self.btnLeft:setVisible(self:isExistLeftHero())
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self.btnRight:setVisible(self:isExistRightHero())
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self.btnRight:setVisible(self:isExistRightHero())
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self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_HERO)
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self.commonInfo:setSizeDeltaY(SIZE_DELTA_Y_HERO)
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if DataManager.EquipData:canUpgradeWeapon(self.heroEntity:getCfgId()) then
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self.btnWeapon:addRedPoint(-70, 0, 0.6)
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else
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self.btnWeapon:removeRedPoint()
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end
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if DataManager.EquipData:canUpgradeArmor(self.heroEntity:getCfgId()) then
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self.btnArmor:addRedPoint(-70, 0, 0.6)
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else
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self.btnArmor:removeRedPoint()
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end
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end
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end
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end
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end
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@ -30,6 +30,7 @@ function WeaponInfoComp:init()
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for i = 1, 2 do
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for i = 1, 2 do
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self.attr[i] = uiMap["weapon_info.attr_" .. i]
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self.attr[i] = uiMap["weapon_info.attr_" .. i]
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end
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end
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self.canvasWeapon = self.imgWeapon:getComponent(GConst.TYPEOF_UNITY_CLASS.CANVAS)
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self.txDesc1:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_4))
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self.txDesc1:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_4))
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self.txDesc2:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_5))
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self.txDesc2:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_5))
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@ -191,7 +192,11 @@ function WeaponInfoComp:playEffect(isUpgrade, isUpSection)
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-- 常驻特效
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-- 常驻特效
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local effectIdx = math.ceil(self.weaponEntity:getStage() / 2)
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local effectIdx = math.ceil(self.weaponEntity:getStage() / 2)
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if EFFECT_FIX[effectIdx] then
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if EFFECT_FIX[effectIdx] then
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EffectManager:loadUIEffectAsync(EFFECT_FIX[effectIdx], self.uiRoot, self.rootEffect, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
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EffectManager:loadUIEffectAsync(EFFECT_FIX[effectIdx], self.uiRoot, self.rootEffect, GConst.UI_EFFECT_ORDER.LEVEL1, function(obj)
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if self.canvasWeapon and self.uiRoot then
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self.canvasWeapon.overrideSorting = true
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self.canvasWeapon.sortingOrder = self.uiRoot:getUIOrder() + GConst.UI_EFFECT_ORDER.LEVEL1
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end
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obj:setIsLoop(true)
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obj:setIsLoop(true)
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obj:play()
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obj:play()
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end)
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end)
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@ -72,6 +72,50 @@ function EquipData:getEquip(id, part)
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return self.equips[id][part]
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return self.equips[id][part]
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end
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end
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-- 是否有装备可升级
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function EquipData:canUpgradeEquip(heroId)
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if self:canUpgradeWeapon(heroId) then
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return true
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end
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if self:canUpgradeArmor(heroId) then
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return true
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end
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return false
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end
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-- 武器是否可升级
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function EquipData:canUpgradeWeapon(heroId)
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if not self:isWeaponOpen() then
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return false
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end
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local entity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.WEAPON)
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if entity:canLevelUp() then
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return true
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end
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return false
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end
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-- 防具是否可升级
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function EquipData:canUpgradeArmor(heroId)
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if not self:isArmorOpen() then
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return false
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end
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local entity
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for name, part in pairs(GConst.EquipConst.PART_TYPE) do
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entity = self:getEquip(heroId, part)
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if part ~= GConst.EquipConst.PART_TYPE.WEAPON then
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if entity:canLevelUp() then
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return true
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end
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end
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end
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return false
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end
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-- 获取防具最小阶段
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-- 获取防具最小阶段
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function EquipData:getMinArmorStage(heroId)
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function EquipData:getMinArmorStage(heroId)
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local minStage = -1
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local minStage = -1
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@ -215,6 +215,9 @@ function EquipEntity:getAttrDesc()
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local level = self.cfg.features_level[i]
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local level = self.cfg.features_level[i]
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local attr = self.cfg.features_attr[i]
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local attr = self.cfg.features_attr[i]
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local str = I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_3) .. level .. ":".. GFunc.getAttrDesc(attr.type, attr.num)
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local str = I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_3) .. level .. ":".. GFunc.getAttrDesc(attr.type, attr.num)
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if self:getPart() ~= GConst.EquipConst.PART_TYPE.WEAPON then
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str = I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_26, level) .. GFunc.getAttrDesc(attr.type, attr.num)
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end
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if i < stage + 1 then
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if i < stage + 1 then
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strAttr = "<color=#EEDFFF>" .. strAttr.. str .. "\n</color>"
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strAttr = "<color=#EEDFFF>" .. strAttr.. str .. "\n</color>"
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else
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else
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