Update - 1.9.0.107

EN: 1.9.0.107
CN: 1.9.0.108
JP: 1.9.0.112
KR: 1.9.0.112
This commit is contained in:
SL1900
2026-05-14 16:00:00 +09:00
parent 4b880806ef
commit eafd8f4088
1034 changed files with 809589 additions and 23067 deletions
@@ -380,7 +380,7 @@ function CharacterInfoCtrl:OnBtnClick_btnSetFavorite()
local func_callback = function()
PlayerData.Char:SetCharFavoriteState(self.characterId, bOnFavorite)
if bOnFavorite then
sTip = ConfigTable.GetUIText("SetCharacterCommon_Tip")
local sTip = ConfigTable.GetUIText("SetCharacterCommon_Tip")
EventManager.Hit(EventId.OpenMessageBox, sTip)
EventManager.Hit(EventId.TemporaryBlockInput, 0.5)
end
@@ -93,6 +93,5 @@ function CharacterRelationCtrl:PlaySwitchAnim(nClosePanelId, nOpenPanelId)
end
function CharacterRelationCtrl:ResetData()
self._mapNode.favourPanel:ResetData()
self._mapNode.favourPanel:ResetData()
end
return CharacterRelationCtrl
@@ -116,6 +116,10 @@ function CharAdvanceCtrl:InitData(nCharId, mapCurLevel, nMaxAdvance)
if nCurWorldClass < self.nNeedWorldClass then
NovaAPI.SetTMPText(self._mapNode.txtAdvanceTips, orderedFormat(ConfigTable.GetUIText("Char_Advance_WorldClass_Limit"), self.nNeedWorldClass))
end
else
self._mapNode.btnAdvance.gameObject:SetActive(false)
self._mapNode.btnAutoFill.gameObject:SetActive(false)
self._mapNode.txtAdvanceTips.gameObject:SetActive(false)
end
end
end
@@ -295,14 +295,13 @@ function CharAdvancePreviewInfoCtrl:RefreshRewardInfo()
self._mapNode.txtWaitPicked.gameObject:SetActive(self.playerCharData.nAdvance < self.curSelectAdvance)
if #self.AdvanceRewardData > 0 then
table.sort(self.AdvanceRewardData, function(a, b)
if not a and not b then
if AllEnum.FrameColor_New[ConfigTable.GetData_Item(a.id).Rarity] > AllEnum.FrameColor_New[ConfigTable.GetData_Item(b.id).Rarity] then
return true
elseif AllEnum.FrameColor_New[ConfigTable.GetData_Item(a.id).Rarity] == AllEnum.FrameColor_New[ConfigTable.GetData_Item(b.id).Rarity] then
if a and b then
local nRarityA = ConfigTable.GetData_Item(a.id) ~= nil and ConfigTable.GetData_Item(a.id).Rarity or 0
local nRarityB = ConfigTable.GetData_Item(b.id) ~= nil and ConfigTable.GetData_Item(b.id).Rarity or 0
if nRarityA == nRarityB then
return a.tid < b.tid
else
return false
end
return nRarityA < nRarityB
end
return true
end)
@@ -339,6 +338,9 @@ function CharAdvancePreviewInfoCtrl:OnEvent_RefreshAdInfo(nSelectAdvance)
NovaAPI.SetTMPText(self._mapNode.txtNeedLv, orderedFormat(ConfigTable.GetUIText("Advance_Need_Level"), self.curGradeLevelArr[nSelectAdvance]))
local AdvanceUpId = 100 * self.charId + nSelectAdvance
self.AdvanceUpData = ConfigTable.GetData("CharacterAdvance", AdvanceUpId)
if self.AdvanceUpData == nil then
return
end
self.curSelectAdvance = nSelectAdvance
self:RefreshAdvanceBuffs()
self:RefreshPreAdvanceMaterials()
+6 -9
View File
@@ -69,12 +69,7 @@ CharBgCtrl._mapEventConfig = {
function CharBgCtrl:CreateRT()
end
function CharBgCtrl:ReleaseRT()
self._mapNode.trCamera.targetTexture = nil
NovaAPI.SetTexture(self._mapNode.imgBgRT, nil)
if self.rtPanel ~= nil then
GameUIUtils.ReleaseRenderTexture(self.rtPanel)
self.rtPanel = nil
end
end
function CharBgCtrl:GetOffsetData(sOffset)
local objOffset
@@ -268,10 +263,12 @@ function CharBgCtrl:OnDrag_Character(mDrag)
self.nDragStartPosX = mDrag.EventData.position.x
elseif mDrag.DragEventType == AllEnum.UIDragType.DragEnd then
local dragEndPosX = mDrag.EventData.position.x
if dragEndPosX - self.nDragStartPosX > self.nDragThreshold then
self:OnEvent_SwitchCurChar(true)
elseif dragEndPosX - self.nDragStartPosX < -self.nDragThreshold then
self:OnEvent_SwitchCurChar(false)
if self.nDragStartPosX ~= nil then
if dragEndPosX - self.nDragStartPosX > self.nDragThreshold then
self:OnEvent_SwitchCurChar(true)
elseif dragEndPosX - self.nDragStartPosX < -self.nDragThreshold then
self:OnEvent_SwitchCurChar(false)
end
end
end
end
+4 -12
View File
@@ -90,18 +90,10 @@ local char_panel_show_cfg = {
bgPosX = -60,
L2DPosX = -3,
weaponPosX = 28
},
[PanelId.CharFavourGift] = {
bShowTopBar = true,
type = AllEnum.CharBgPanelShowType.L2D,
bgPosX = -60,
L2DPosX = -3,
weaponPosX = 28
}
}
local char_sub_panel = {
[PanelId.CharUpPanel] = true,
[PanelId.CharFavourGift] = true
[PanelId.CharUpPanel] = true
}
local panel_switch_anim_cfg = {
[PanelId.CharUpPanel] = {
@@ -220,12 +212,12 @@ function CharBgPanel:OnEnable()
end
function CharBgPanel:OnDisable()
end
function CharBgPanel:OnEvent_CharRelatePanelOpen(nPanelId, ncharId, tbCharList, param1)
function CharBgPanel:OnEvent_CharRelatePanelOpen(nPanelId, nCharId, tbCharList, param1)
self.nClosePanelId = self.nPanelId
self.nPanelId = nPanelId
self.bSecondPanel = false
if nil ~= ncharId then
self.ncharId = ncharId
if nil ~= nCharId then
self.nCharId = nCharId
end
if nil ~= tbCharList then
self.tbCharList = tbCharList
@@ -181,8 +181,8 @@ function CharEquipmentCtrl:OnEnable()
end
end
function CharEquipmentCtrl:OnDestroy()
PlayerData.Equipment:GetEquipmentSelect()
PlayerData.Equipment:GetEquipmentUpgrade()
PlayerData.Equipment:ClearEquipmentSelect()
PlayerData.Equipment:ClearEquipmentUpgrade()
self.nLastIndex = 0
end
function CharEquipmentCtrl:OnBtnClick_EquipmentSlot(_, nIndex)