界面调整
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@ -228,9 +228,9 @@ function BattleArmorResultUI:refreshUnitInfo()
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local desc, over = armorData:getTaskDescByIndex(chapterId, index, nil, taskProgrees)
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local desc, over = armorData:getTaskDescByIndex(chapterId, index, nil, taskProgrees)
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starDesc:setText(desc)
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starDesc:setText(desc)
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if over then
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if over then
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star:setSprite(GConst.ATLAS_PATH.COMMON, "common_star_1")
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star:setSprite(GConst.ATLAS_PATH.BATTLE, "battle_star_1")
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else
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else
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star:setSprite(GConst.ATLAS_PATH.COMMON, "common_star_2")
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star:setSprite(GConst.ATLAS_PATH.BATTLE, "battle_star_2")
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end
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end
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local h = starDesc:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).preferredHeight
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local h = starDesc:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).preferredHeight
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@ -451,11 +451,13 @@ function BattleUI:refreshTaskBtn()
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local uiMap = self.root:genAllChildren()
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local uiMap = self.root:genAllChildren()
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local taskBtn = uiMap["battle_ui.top_node.task_btn"]
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local taskBtn = uiMap["battle_ui.top_node.task_btn"]
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if self.battleController.battleType == GConst.BattleConst.BATTLE_TYPE.DAILY_CHALLENGE then
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if self.battleController.battleType == GConst.BattleConst.BATTLE_TYPE.DAILY_CHALLENGE then
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taskBtn:setSprite(GConst.ATLAS_PATH.BATTLE, "battle_btn_task")
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taskBtn:setActive(true)
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taskBtn:setActive(true)
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taskBtn:addClickListener(function()
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taskBtn:addClickListener(function()
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ModuleManager.DailyChallengeManager:showBattleTaskUI()
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ModuleManager.DailyChallengeManager:showBattleTaskUI()
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end)
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end)
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elseif self.battleController.battleType == GConst.BattleConst.BATTLE_TYPE.DUNGEON_ARMOR then
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elseif self.battleController.battleType == GConst.BattleConst.BATTLE_TYPE.DUNGEON_ARMOR then
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taskBtn:setSprite(GConst.ATLAS_PATH.BATTLE, "battle_btn_task_2")
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taskBtn:setActive(true)
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taskBtn:setActive(true)
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taskBtn:addClickListener(function()
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taskBtn:addClickListener(function()
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ModuleManager.DungeonArmorManager:showBattleTaskUI()
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ModuleManager.DungeonArmorManager:showBattleTaskUI()
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@ -6,18 +6,15 @@ function ChapterCell:refresh(id)
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local bg1 = uiMap["chapter_cell.bg_1"]
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local bg1 = uiMap["chapter_cell.bg_1"]
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local bg2 = uiMap["chapter_cell.bg_2"]
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local bg2 = uiMap["chapter_cell.bg_2"]
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local touchNode = uiMap["chapter_cell.touch_node"]
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local touchNode = uiMap["chapter_cell.touch_node"]
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local lockInfo = uiMap["chapter_cell.cloud.lock_info"]
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if index % 2 ~= 0 then -- 奇数
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if index % 2 ~= 0 then -- 奇数
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bg1:setVisible(true)
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bg1:setVisible(true)
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bg2:setVisible(false)
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bg2:setVisible(false)
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touchNode:setAnchoredPositionX(-125)
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touchNode:setAnchoredPositionX(-125)
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lockInfo:setAnchoredPositionX(-125)
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else
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else
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bg1:setVisible(false)
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bg1:setVisible(false)
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bg2:setVisible(true)
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bg2:setVisible(true)
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touchNode:setAnchoredPositionX(125)
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touchNode:setAnchoredPositionX(125)
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lockInfo:setAnchoredPositionX(125)
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end
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end
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local config = ConfigManager:getConfig("chapter_dungeon_armor")[id]
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local config = ConfigManager:getConfig("chapter_dungeon_armor")[id]
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@ -100,19 +97,6 @@ function ChapterCell:refresh(id)
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GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.PASS_REQUIRE))
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GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.PASS_REQUIRE))
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end)
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end)
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end
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end
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local cloud = uiMap["chapter_cell.cloud"]
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local unlock, p, needP = armorData:getStagePassEnough(id)
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if unlock then
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cloud:setVisible(false)
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else
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cloud:setVisible(true)
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p = p or 0
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needP = needP or 1
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uiMap["chapter_cell.cloud.lock_info.p_slider"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = p / needP
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uiMap["chapter_cell.cloud.lock_info.desc_1"]:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_10, needP))
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uiMap["chapter_cell.cloud.lock_info.desc_2"]:setText(p .. "/" .. needP)
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end
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end
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end
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return ChapterCell
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return ChapterCell
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@ -23,6 +23,7 @@ function DungeonArmorMainUI:ctor()
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self.armorData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_ARMOR)
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self.armorData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_ARMOR)
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self.chapterList = {}
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self.chapterList = {}
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self.targetId = self.armorData:getPassedMaxId()
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self.targetId = self.armorData:getPassedMaxId()
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self.unlockId = nil
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for id, info in pairs(ConfigManager:getConfig("chapter_dungeon_armor")) do
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for id, info in pairs(ConfigManager:getConfig("chapter_dungeon_armor")) do
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table.insert(self.chapterList, id)
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table.insert(self.chapterList, id)
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if not self.targetId then
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if not self.targetId then
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@ -33,7 +34,8 @@ function DungeonArmorMainUI:ctor()
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self.targetId = id
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self.targetId = id
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end
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end
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if not self.armorData:getStagePassEnough(id) then
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if (id - 1) > 0 and not self.armorData:getStagePassEnough(id - 1) then -- 显示两个未解锁的
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self.unlockId = id - 1
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break
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break
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end
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end
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end
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end
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@ -127,6 +129,7 @@ function DungeonArmorMainUI:refreshScrollrect()
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end)
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end)
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end
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end
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self.scrollRect:refillCells(#self.chapterList, nil, self.targetId)
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self.scrollRect:refillCells(#self.chapterList, nil, self.targetId)
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self:refreshCloud(self.unlockId)
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end
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end
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function DungeonArmorMainUI:refreshFormation()
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function DungeonArmorMainUI:refreshFormation()
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@ -218,4 +221,32 @@ function DungeonArmorMainUI:refreshBG(chapterId, index)
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end
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end
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end
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end
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function DungeonArmorMainUI:refreshCloud(id)
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local uiMap = self.root:genAllChildren()
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local cloud = uiMap["dungeon_armor_main_ui.scrollrect.viewport.content.cloud"]
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if not id then
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cloud:setVisible(false)
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return
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end
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cloud:setVisible(true)
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local unlock, p, needP = self.armorData:getStagePassEnough(id)
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if unlock then
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cloud:setVisible(false)
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else
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cloud:setVisible(true)
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uiMap["dungeon_armor_main_ui.scrollrect.viewport.content.cloud.mask"]:addClickListener(function()
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GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_10, needP))
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end)
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p = p or 0
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needP = needP or 1
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uiMap["dungeon_armor_main_ui.scrollrect.viewport.content.cloud.lock_info.p_slider"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = p / needP
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uiMap["dungeon_armor_main_ui.scrollrect.viewport.content.cloud.lock_info.desc_1"]:setText(I18N:getGlobalText(I18N.GlobalConst.HERO_DESC_10, needP))
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uiMap["dungeon_armor_main_ui.scrollrect.viewport.content.cloud.lock_info.desc_2"]:setText(p .. "/" .. needP)
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-- 位置
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local zheng = id // 6
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cloud:setAnchoredPositionY(1200 * zheng + 100)
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end
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end
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return DungeonArmorMainUI
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return DungeonArmorMainUI
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