فهرست منبع

Merge remote-tracking branch 'remotes/origin/zhaoyang' into guodong

guodong 3 سال پیش
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51c1f3b926
24فایلهای تغییر یافته به همراه143 افزوده شده و 163 حذف شده
  1. 1 1
      FGUIProject/assets/Card/CardMoodUI.xml
  2. 4 4
      FGUIProject/assets/Card/CardUpUI.xml
  3. 2 2
      FGUIProject/assets/Card/components/ComConsumeCurrency.xml
  4. 7 7
      FGUIProject/assets/Card/components/ComFosterBottom.xml
  5. 1 1
      GameClient/Assets/Game/CSShare
  6. 6 8
      GameClient/Assets/Game/HotUpdate/Data/CardDataManager.cs
  7. 1 1
      GameClient/Assets/Game/HotUpdate/Data/DecomposeDataManager.cs
  8. 8 4
      GameClient/Assets/Game/HotUpdate/Data/ItemDataManager.cs
  9. 1 6
      GameClient/Assets/Game/HotUpdate/Data/ScoreSystemData.cs
  10. 0 33
      GameClient/Assets/Game/HotUpdate/Data/SkillDataManager.cs
  11. 17 2
      GameClient/Assets/Game/HotUpdate/ServerProxy/CardSProxy.cs
  12. 25 0
      GameClient/Assets/Game/HotUpdate/ServerProxy/ClothingDecomposeSProxy.cs
  13. 11 0
      GameClient/Assets/Game/HotUpdate/ServerProxy/ClothingDecomposeSProxy.cs.meta
  14. 9 22
      GameClient/Assets/Game/HotUpdate/Views/Card/CardDetailView.cs
  15. 1 6
      GameClient/Assets/Game/HotUpdate/Views/Card/CardFilterView.cs
  16. 6 31
      GameClient/Assets/Game/HotUpdate/Views/Card/CardFosterView.cs
  17. 2 1
      GameClient/Assets/Game/HotUpdate/Views/Card/CardSkillView.cs
  18. 1 1
      GameClient/Assets/Game/HotUpdate/Views/Card/CardStoryView.cs
  19. 22 29
      GameClient/Assets/Game/HotUpdate/Views/ClothingDecompose/ClothingDecomposeView.cs
  20. 5 1
      GameClient/Assets/Game/HotUpdate/Views/CommonGame/ApproachOfItemView.cs
  21. 1 0
      GameClient/Assets/Game/HotUpdate/Views/DressUp/DressUpFightView.cs
  22. 12 3
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryCardChoose.cs
  23. BIN
      GameClient/Assets/ResIn/Config/excelConfig.sqlite.bytes
  24. BIN
      GameClient/Assets/ResIn/UI/Card/Card_fui.bytes

+ 1 - 1
FGUIProject/assets/Card/CardMoodUI.xml

@@ -20,7 +20,7 @@
     <component id="n2_lc71" name="btnPlay" src="lc718j" fileName="components/btnPlay.xml" xy="485,1771">
       <relation target="" sidePair="bottom-bottom"/>
     </component>
-    <component id="n4_lc71" name="comProgress" src="lc718l" fileName="components/ComProgress.xml" xy="540,2560">
+    <component id="n4_lc71" name="comProgress" src="lc718l" fileName="components/ComProgress.xml" xy="540,2560" touchable="false">
       <relation target="" sidePair="bottom-bottom"/>
     </component>
   </displayList>

+ 4 - 4
FGUIProject/assets/Card/CardUpUI.xml

@@ -1,17 +1,17 @@
 <?xml version="1.0" encoding="utf-8"?>
 <component size="936,550">
-  <controller name="c1" pages="0,,1," selected="1"/>
+  <controller name="c1" pages="0,,1," selected="0"/>
   <displayList>
-    <image id="n10_lc1j" name="n10" src="lwri5u" fileName="images/hc_kuang_6.png" pkg="mk0fwx0x" xy="0,0" size="936,550"/>
+    <image id="n10_lc1j" name="n10" src="lwri5u" fileName="imagesExport/hc_kuang_6.png" pkg="mk0fwx0x" xy="0,0" size="936,550"/>
     <image id="n11_lc1j" name="n11" src="lc1j8y" fileName="images/sj_xian.png" xy="13,79"/>
-    <text id="n12_lc1j" name="txtTitle" xy="367,50" pivot="0.5,0" size="212,69" fontSize="52" color="#876e54" text="恭喜升">
+    <text id="n12_lc1j" name="txtTitle" xy="367,50" pivot="0.5,0" size="212,69" fontSize="52" color="#876e54" text="恭喜升">
       <gearText controller="c1" pages="1" values="恭喜升星" default="恭喜升级"/>
     </text>
     <text id="n4_jzrr" name="txtLast" xy="402,230" pivot="1,0" anchor="true" size="117,64" group="n7_jzrr" fontSize="48" color="#876e54" text="Lv10"/>
     <text id="n5_jzrr" name="txtNow" xy="534,230" size="117,64" group="n7_jzrr" fontSize="48" color="#d27869" text="Lv20"/>
     <text id="n6_jzrr" name="n6" xy="466,231" pivot="0.5,0" anchor="true" size="62,64" group="n7_jzrr" fontSize="48" color="#949494" text="&gt;&gt;"/>
     <group id="n7_jzrr" name="n7" xy="285,230" size="366,65"/>
-    <list id="n8_jzrr" name="listProperty" xy="59,389" size="860,68" layout="row" defaultItem="ui://eg2y0ldpojlzk">
+    <list id="n8_jzrr" name="listProperty" xy="59,389" size="860,68" layout="row" defaultItem="ui://eg2y0ldpojlzk" align="center" autoClearItems="true">
       <item/>
       <item/>
       <item/>

+ 2 - 2
FGUIProject/assets/Card/components/ComConsumeCurrency.xml

@@ -3,7 +3,7 @@
   <displayList>
     <image id="n4_a713" name="n4" src="a71377" fileName="imagesExport/kp_dikuang_3.png" pkg="eg2y0ldp" xy="60,3"/>
     <text id="n2_ojlz" name="n2" xy="0,0" size="65,42" fontSize="30" color="#7d634a" autoSize="none" text="消耗"/>
-    <loader id="n1_ojlz" name="loaIcon" xy="70,-6" size="54,54" url="ui://eg2y0ldpq08x3" autoSize="true"/>
-    <text id="n3_ojlz" name="txtCount" xy="120,0" size="160,42" fontSize="28" color="#ffffff" align="center" vAlign="middle" autoSize="none" text="999/55555"/>
+    <loader id="n1_ojlz" name="loaIcon" xy="70,-6" size="60,60" url="ui://eg2y0ldpq08x3" autoSize="true"/>
+    <text id="n3_ojlz" name="txtCount" xy="120,1" size="160,39" fontSize="28" color="#ffffff" align="center" vAlign="middle" text="999/55555"/>
   </displayList>
 </component>

+ 7 - 7
FGUIProject/assets/Card/components/ComFosterBottom.xml

@@ -2,7 +2,7 @@
 <component size="1080,1709" overflow="hidden" opaque="false">
   <controller name="ctrlFullStar" pages="0,,1," selected="0"/>
   <controller name="ctrlFullLv" pages="0,,1," selected="0"/>
-  <controller name="ctrlTab" exported="true" pages="0,,1,,2," selected="2"/>
+  <controller name="ctrlTab" exported="true" pages="0,,1,,2," selected="1"/>
   <displayList>
     <image id="n70_lc71" name="n70" src="842s6e" fileName="images/kp_bj_2.png" xy="0,209"/>
     <component id="n67_lc71" name="btnStory" src="ojlzl" fileName="components/btnStory.xml" xy="791,621"/>
@@ -17,11 +17,11 @@
       <property target="title" propertyId="0" value="升级"/>
     </component>
     <component id="n18_ojlz" name="btnStar" src="ojlzr" fileName="components/btnTab.xml" xy="422,1044" group="n22_842s">
-      <Button controller="ctrlTab" page="1"/>
+      <Button checked="true" controller="ctrlTab" page="1"/>
       <property target="title" propertyId="0" value="升星"/>
     </component>
     <component id="n19_ojlz" name="btnSkill" src="ojlzr" fileName="components/btnTab.xml" xy="708,1044" group="n22_842s">
-      <Button checked="true" controller="ctrlTab" page="2"/>
+      <Button controller="ctrlTab" page="2"/>
       <property target="title" propertyId="0" value="技能"/>
     </component>
     <group id="n22_842s" name="grpTab" xy="136,1044" size="808,66" advanced="true" layout="hz" colGap="50" excludeInvisibles="true"/>
@@ -76,17 +76,17 @@
     <text id="n59_l2by" name="n59" xy="540,1325" pivot="0.5,0" anchor="true" size="324,54" group="n55_l2by" fontSize="40" color="#736b64" text="已提升至最高等级">
       <gearDisplay controller="ctrlFullStar" pages="1"/>
     </text>
-    <list id="n47_wr9a" name="listStarConsume" xy="127,1307" size="876,196" group="n57_l2by" layout="row" colGap="166" defaultItem="ui://7l6lvkaywr9a82" align="center">
+    <list id="n47_wr9a" name="listStarConsume" xy="102,1307" size="876,196" group="n57_l2by" layout="row" colGap="166" defaultItem="ui://7l6lvkaywr9a82" align="center">
       <item/>
       <item/>
       <item/>
     </list>
-    <component id="n51_l2by" name="comStarCousumeGold" src="ojlz61" fileName="components/ComConsumeCurrency.xml" xy="415,1506" group="n57_l2by"/>
-    <component id="n52_l2by" name="btnUpStar" src="842s6q" fileName="components/Button9.xml" pkg="eg2y0ldp" xy="398,1573" size="270,74" group="n57_l2by">
+    <component id="n51_l2by" name="comStarCousumeGold" src="ojlz61" fileName="components/ComConsumeCurrency.xml" xy="395,1506" size="289,42" group="n57_l2by"/>
+    <component id="n52_l2by" name="btnUpStar" src="842s6q" fileName="components/Button9.xml" pkg="eg2y0ldp" xy="405,1573" size="270,74" group="n57_l2by">
       <Button title="升星"/>
     </component>
     <component id="n56_l2by" name="comTips" src="l2by86" fileName="components/ComTips.xml" pkg="eg2y0ldp" xy="622,1546" group="n57_l2by"/>
-    <group id="n57_l2by" name="n57" xy="127,1307" size="876,340" group="n55_l2by" advanced="true">
+    <group id="n57_l2by" name="n57" xy="102,1307" size="876,340" group="n55_l2by" advanced="true">
       <gearDisplay controller="ctrlFullStar" pages="0"/>
     </group>
     <list id="n64_l2by" name="listShowCard" xy="11,1382" size="1056,274" group="n55_l2by" layout="row" colGap="100" defaultItem="ui://7l6lvkayl2by89" align="center">

+ 1 - 1
GameClient/Assets/Game/CSShare

@@ -1 +1 @@
-Subproject commit de965c0b7b29ba1382c6ef238abc68e4ccba019a
+Subproject commit 506b34d9c3b9400de0fabb78d0dda1d2ecc46802

+ 6 - 8
GameClient/Assets/Game/HotUpdate/Data/CardDataManager.cs

@@ -52,8 +52,8 @@ namespace GFGGame
             {
                 _cardDicByType[cardData.itemCfg.rarity] = new Dictionary<int, CardData>();
             }
-            _cardDicByType[0].Add(cardData.id, cardData);
-            _cardDicByType[cardData.itemCfg.rarity].Add(cardData.id, cardData);
+            _cardDicByType[0][cardData.id] = cardData;
+            _cardDicByType[cardData.itemCfg.rarity][cardData.id] = cardData;
 
         }
 
@@ -61,7 +61,7 @@ namespace GFGGame
         {
             List<string> resources = new List<string>();
             resources.Add(itemCfg.res);
-            if (itemCfg.cardRes! != "")
+            if (itemCfg.cardRes != "")
             {
                 resources.Add(itemCfg.cardRes);
             }
@@ -216,18 +216,16 @@ namespace GFGGame
                 {
 
                     //培养度
-                    // List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(cardList[i].itemCfg.rarity);
                     int maxLv = CardRarityCfgArray.Instance.GetCfg(cardList[i].itemCfg.rarity).maxCardLvl;
-
-                    // List<CardStarCfg> cardStarCfgs = CardCfgManager.GetCardStarCfgsByTypeAndRarity(cardList[i].itemCfg.subType, cardList[i].itemCfg.rarity);
                     ICollection keys = selectList[(int)EnumCardFilterType.FOSTER].Keys;
                     foreach (int key in keys)
                     {
                         if (key == ConstCardState.STATE_FULL_LV && cardList[i].lv == maxLv ||
                             key == ConstCardState.STATE_LV && cardList[i].lv < maxLv ||
-                            key == ConstCardState.STATE_FULL_STAR && isFullStar(cardList[i].id, cardList[i].star) ||
-                            key == ConstCardState.STATE_STAR && !isFullStar(cardList[i].id, cardList[i].star))
+                            key == ConstCardState.STATE_FULL_STAR && isFullStar(cardList[i].id, cardList[i].star, false) ||
+                            key == ConstCardState.STATE_STAR && !isFullStar(cardList[i].id, cardList[i].star, false))
                         {
+                            if (_cardList.IndexOf(cardList[i]) >= 0) continue;//一张卡片同时满足星级和等级条件时,不能重复添加
                             _cardList.Add(cardList[i]);
 
                             continue;

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Data/DecomposeDataManager.cs

@@ -7,7 +7,7 @@ namespace GFGGame
         Dictionary<int, List<int>> _decomposeData = new Dictionary<int, List<int>>();//所有数量大于1的换装部件数据
         List<int> _rewardList = new List<int>();
 
-        public const int MaxCount = 10;
+        public const int MaxCount = 999;
         public void Clear()
         {
             _decomposeData.Clear();

+ 8 - 4
GameClient/Assets/Game/HotUpdate/Data/ItemDataManager.cs

@@ -41,12 +41,16 @@ namespace GFGGame
             if (ItemUtilCS.IsDressUpItem(itemID) && itemID % GameConst.MAX_COUNT_EVERY_TYPE_ITEM > 0)
             {
                 DressUpMenuItemDataManager.Add(itemID);
+                if (!DressUpMenuItemDataManager.CheckIsSceneType(itemID))
+                {
+                    DecomposeDataManager.Instance.Add(itemID);
+                }
             }
 
-            if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
-            {
-                DecomposeDataManager.Instance.Add(itemID);
-            }
+            // if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
+            // {
+            //     DecomposeDataManager.Instance.Add(itemID);
+            // }
             PhotographDataManager.Instance.Add(itemID);
             EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
         }

+ 1 - 6
GameClient/Assets/Game/HotUpdate/Data/ScoreSystemData.cs

@@ -153,10 +153,7 @@ namespace GFGGame
         {
             skillScore = 0;
             showCard = false;
-            // if (!SkillDataManager.Instance.dicPassivitySkill.TryGetValue(InstanceZonesDataManager.currentCardId, out Dictionary<int, List<PassivitySkillCfg>> cfgs))
-            // {
-            //     return;
-            // }
+
             List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(InstanceZonesDataManager.currentCardId);
             if (skillCfgs.Count == 0) return;
 
@@ -165,7 +162,6 @@ namespace GFGGame
                 PassivitySkillCfg skillCfg = skillCfgs[i];
                 int skillLv = SkillDataManager.Instance.GetSkillLv(InstanceZonesDataManager.currentCardId, skillCfg.skillId);
                 PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLv, skillCfg.skillId);
-                // int skillLv = SkillDataManager.Instance.GetSkillLv(InstanceZonesDataManager.currentCardId, cfg.skillId);
 
                 if (partId == skillCfg.subTypes || skillCfg.subTypes == 0)
                 {
@@ -175,7 +171,6 @@ namespace GFGGame
                         //卡牌中包含主技能且此技能被触发,在评分阶段才展示卡牌效果,一张卡牌只要有一个技能需要显示,那就直接显示
                         showCard = true;
                     }
-                    // Debug.Log(" i:" + i + "   cardScore:" + skillScore);
                     skillScore += mainScore * skillLvCfg.count / 100 * isProbability;
                 }
             }

+ 0 - 33
GameClient/Assets/Game/HotUpdate/Data/SkillDataManager.cs

@@ -13,7 +13,6 @@ namespace GFGGame
         public const string SKILL_SHIELD = "shield";
 
         public Dictionary<int, Dictionary<int, int>> skillData = new Dictionary<int, Dictionary<int, int>>();
-        // public Dictionary<int, Dictionary<int, List<PassivitySkillCfg>>> dicPassivitySkill = new Dictionary<int, Dictionary<int, List<PassivitySkillCfg>>>();
 
         public void Clear()
         {
@@ -37,11 +36,6 @@ namespace GFGGame
             this.skillData[cardId][skillId] = skillLv;
         }
 
-        // public void UpSkill(int cardId, int skillId)
-        // {
-        //     CardSProxy.UpgradeCardSkill(cardId, skillId).Coroutine();
-        // }
-
         //获取npc释放技能顺序
         public Dictionary<int, RoleSkillCfg> GetNpcSkill()
         {
@@ -59,20 +53,6 @@ namespace GFGGame
 
         public int GetSkillLv(int cardId, int skillId)
         {
-            // SkillData skillData;
-            // if (SkillDataManager.Instance.skillData.ContainsKey(cardId) && SkillDataManager.Instance.skillData[cardId].ContainsKey(skillId))
-            // {
-            //     skillData = SkillDataManager.Instance.skillData[cardId][skillId];
-            // }
-            // else
-            // {
-            //     skillData = new SkillData();
-            //     skillData.cardId = cardId;
-            //     skillData.skillId = skillId;
-            //     skillData.lv = 1;
-            // }
-            // return skillData;
-
             int lv = 1;
             if (this.skillData.ContainsKey(cardId) && this.skillData[cardId].ContainsKey(skillId))
             {
@@ -81,18 +61,5 @@ namespace GFGGame
             return lv;
         }
 
-        public PassivitySkillCfg GetPassivitySkillCfg(int cardId, int skillId)
-        {
-            List<PassivitySkillCfg> cfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
-            for (int i = 0; i < cfgs.Count; i++)
-            {
-                if (cfgs[i].skillId == skillId) return cfgs[i];
-            }
-            return null;
-        }
-        // public PassivitySkillLvlCfg GetPassivitySkillLvlCfg(int skillId, int lv)
-        // {
-        //     return PassivitySkillLvlCfgArray.Instance.GetCfg(lv, skillId);
-        // }
     }
 }

+ 17 - 2
GameClient/Assets/Game/HotUpdate/ServerProxy/CardSProxy.cs

@@ -43,6 +43,13 @@ namespace GFGGame
             {
                 if (response.Error == ErrorCode.ERR_Success)
                 {
+                    CardData cardData = CardDataManager.GetCardDataById(response.CardId);
+                    cardData.lv = response.CardLvl;
+                    cardData.exp = response.CardExp;
+                    for (int i = 0; i < response.KsAttribute.Count; i++)
+                    {
+                        cardData.scores[response.KsAttribute[i]] = response.VsAttribute[i];
+                    }
                     return true;
                 }
             }
@@ -56,6 +63,12 @@ namespace GFGGame
             {
                 if (response.Error == ErrorCode.ERR_Success)
                 {
+                    CardData cardData = CardDataManager.GetCardDataById(response.CardId);
+                    cardData.star = response.CardStar;
+                    for (int i = 0; i < response.KsAttribute.Count; i++)
+                    {
+                        cardData.scores[response.KsAttribute[i]] = response.VsAttribute[i];
+                    }
                     return true;
                 }
             }
@@ -64,12 +77,14 @@ namespace GFGGame
         //resIndex:0默认,1特殊
         public static async ETTask<bool> ChangeCardRes(int cardId, int resIndex)
         {
-            M2C_ChangeCardLvl response = null;
-            response = (M2C_ChangeCardLvl)await MessageHelper.SendToServer(new C2M_ChangeCardLvl() { CardId = cardId, ResIndex = resIndex });
+            M2C_ChangeCardRes response = null;
+            response = (M2C_ChangeCardRes)await MessageHelper.SendToServer(new C2M_ChangeCardRes() { CardId = cardId, ResIndex = resIndex });
             if (response != null)
             {
                 if (response.Error == ErrorCode.ERR_Success)
                 {
+                    CardData cardData = CardDataManager.GetCardDataById(cardId);
+                    cardData.resIndex = resIndex;
                     return true;
                 }
             }

+ 25 - 0
GameClient/Assets/Game/HotUpdate/ServerProxy/ClothingDecomposeSProxy.cs

@@ -0,0 +1,25 @@
+using System.Collections.Generic;
+using ET;
+using GFGGame;
+
+
+namespace GFGGame
+{
+    public static class ClothingDecomposeSProxy
+    {
+        public static async ETTask<bool> ClothingDecompose(List<int> itemIds, List<int> itemNums)
+        {
+            M2C_ClothingDecompose response = null;
+            response = (M2C_ClothingDecompose)await MessageHelper.SendToServer(new C2M_ClothingDecompose() { itemIds = itemIds, itemNums = itemNums });
+            if (response != null)
+            {
+                if (response.Error == ErrorCode.ERR_Success)
+                {
+                    BonusController.TryShowBonusList(ItemUtil.CreateItemDataList(response.bonusList));
+                    return true;
+                }
+            }
+            return false;
+        }
+    }
+}

+ 11 - 0
GameClient/Assets/Game/HotUpdate/ServerProxy/ClothingDecomposeSProxy.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d33bfa1e75db9e54dbcc08044bf75748
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 9 - 22
GameClient/Assets/Game/HotUpdate/Views/Card/CardDetailView.cs

@@ -52,26 +52,16 @@ namespace GFGGame
         {
             base.OnShown();
             CardSProxy.GetCardInfos().Coroutine();
-
-            _ui.m_listRole.selectedIndex = this._selectType;
+            int listRoleSelect = this.viewData != null ? (int)this.viewData : 0;
+            _ui.m_listRole.selectedIndex = listRoleSelect;
             _ui.m_listRole.numItems = listRoleCount;
-            this.UpdateCardList(_ui.m_listRole.selectedIndex);
+            this.UpdateCardList((int)_ui.m_listRole.GetChildAt(_ui.m_listRole.selectedIndex).data);
 
         }
         private void UpdateCardList(int rarity = 0)
         {
-            // _ui.m_listCard.numItems = 0;
-
-            // Dictionary<int, CardData> cardDic = CardDataManager.GetCardDicByRarity(rarity);
-
-            // if (cardDic == null)
-            // {
-            //     _ui.m_listCard.numItems = 0;
-            //     return;
-            // }
-            // else
-            // {
-            List<CardData> cardList = CardDataManager.GetCardListByRarity(rarity);// CardDataManager.CardDicToList(cardDic);
+
+            List<CardData> cardList = CardDataManager.GetCardListByRarity(rarity);
             if (CardDataManager._selectList.Keys.Count > 0)
             {
                 //筛选
@@ -80,8 +70,6 @@ namespace GFGGame
             _ui.m_listCard.data = cardList;
             _ui.m_listCard.numItems = cardList.Count;
 
-            // }
-
             _ui.m_txtTips.visible = _ui.m_listCard.numItems == 0 ? true : false;
         }
         private void RenderListCardItem(int index, GObject obj)
@@ -102,8 +90,8 @@ namespace GFGGame
         private void OnClickListCardItem(EventContext context)
         {
 
-            ViewManager.Show(ViewName.CARD_FOSTER_VIEW, (context.data as GObject).data, new object[] { ViewName.CARD_DETAIL_VIEW });
-            this.Clear();
+            ViewManager.Show(ViewName.CARD_FOSTER_VIEW, (context.data as GObject).data, new object[] { ViewName.CARD_DETAIL_VIEW, _ui.m_listRole.selectedIndex });
+            // this.Clear();
 
         }
         private void RenderListRoleItem(int index, GObject obj)
@@ -113,7 +101,6 @@ namespace GFGGame
         private void OnClickListRoleItem(EventContext context)
         {
             int index = (int)(context.data as GObject).data;
-            this._selectType = index == 0 ? 0 : listRoleCount - index;
             this.UpdateCardList(index);
 
         }
@@ -123,7 +110,7 @@ namespace GFGGame
         /*******************************************************监听函数**************************************************/
         private void OnclickBtnFilter()
         {
-            ViewManager.Show(ViewName.CARD_FILTER_VIEW);
+            ViewManager.Show(ViewName.CARD_FILTER_VIEW, null, new object[] { ViewName.CARD_DETAIL_VIEW, _ui.m_listRole.selectedIndex });
         }
         private void OnClickBtnBack()
         {
@@ -139,7 +126,7 @@ namespace GFGGame
         }
         private void Clear()
         {
-            this._selectType = 0;
+            // this._selectType = 0;
             CardDataManager._selectList.Clear();
             _ui.m_listRole.selectedIndex = 0;
             _ui.m_listCard.selectedIndex = 0;

+ 1 - 6
GameClient/Assets/Game/HotUpdate/Views/Card/CardFilterView.cs

@@ -116,12 +116,7 @@ namespace GFGGame
         }
         private void OnClickBtnGo()
         {
-            //this.viewData = this._selectList;
-            ViewManager.Hide(ViewName.CARD_FILTER_VIEW);
-
-            ViewManager.Show(ViewName.CARD_DETAIL_VIEW);
-
-            //ViewManager.GoBackFrom(ViewName.CARD_FILTER_VIEW);
+            ViewManager.GoBackFrom(ViewName.CARD_FILTER_VIEW);
         }
         protected override void OnHide()
         {

+ 6 - 31
GameClient/Assets/Game/HotUpdate/Views/Card/CardFosterView.cs

@@ -94,7 +94,7 @@ namespace GFGGame
             });
 
             EventAgent.AddEventListener(ConstMessage.CARD_UP_SKILL, UpdateUpSkillView);
-            EventAgent.AddEventListener(ConstMessage.ITEM_CHANGED, OnItemChangeListener);
+            // EventAgent.AddEventListener(ConstMessage.ITEM_CHANGED, OnItemChangeListener);
 
         }
 
@@ -111,6 +111,8 @@ namespace GFGGame
             this.UpdateNormal();
             this.UpdateCardRes();
             this.UpdateUpLvView();
+            this.UpdateUpStarView();
+            this.UpdateUpSkillView();
             _comFosterBottom.m_ctrlTab.selectedIndex = this._selectTab;
         }
         private void ClearItemsCountList()
@@ -380,35 +382,8 @@ namespace GFGGame
         }
         private void OnClcikBtnAll()
         {
-            // bool isFullLv = false;
-            // int exp = 0;
-            // for (int i = 0; i < itemsCount.Count; i++)
-            // {
-            //     UI_ComConsume listItem = UI_ComConsume.Proxy(_comFosterBottom.m_listLvConsume.GetChildAt(i));
-            //     int itemNum = ItemDataManager.GetItemNum(upgradeCardItemsArr[i]);
-            //     int maxLv = CardRarityCfgArray.Instance.GetCfg(_cardData.itemCfg.rarity).maxCardLvl;
-            //     int needExp = CardLvlCfgArray.Instance.GetCfg(maxLv, _cardData.itemCfg.rarity).needExp;
-            //     for (int j = 1; j <= itemNum; j++)
-            //     {
-            //         exp += ItemCfgArray.Instance.GetCfg(upgradeCardItemsArr[i]).cardUpLvExp;
-            //         CardDataManager.GetPreViewLvAndExp(_cardData.itemCfg.rarity, _cardData.lv, _cardData.exp, exp, out int previewLv, out int previewExp);
-            //         itemsCount[i] = j;
-            //         listItem.m_txtUseCount.text = j.ToString();
-            //         Debug.Log("previewLv:" + previewLv + "  maxLv:" + maxLv + "   previewExp:" + previewExp + "   needExp:" + needExp);
-            //         if (previewLv >= maxLv && previewExp >= needExp)
-            //         {
-            //             isFullLv = true;
-            //             break;
-            //         }
-            //     }
-            //     if (isFullLv) break;
-            // }
-            // //  listItem.m_txtUseCount.text = itemsCount[index].ToString();
-            // this.UpdatePreView();
-
             for (int i = 0; i < itemsCount.Count; i++)
             {
-                // UI_ComConsume listItem = UI_ComConsume.Proxy(_comFosterBottom.m_listLvConsume.GetChildAt(i));
                 int itemNum = ItemDataManager.GetItemNum(upgradeCardItemsArr[i]);
                 for (int j = 0; j < itemNum; j++)
                 {
@@ -457,7 +432,7 @@ namespace GFGGame
                 {
                     if (_showLv - lv >= 1)
                     {
-                        this._selectTab = _comFosterBottom.m_ctrlTab.selectedIndex;
+                        // this._selectTab = _comFosterBottom.m_ctrlTab.selectedIndex;
                         ViewManager.Show(ViewName.CARD_UP_VIEW, new object[] { _cardData.scores, "lv", lv, _showLv }, new object[] { ViewName.CARD_FOSTER_VIEW, _cardData });
                     }
                     this.UpdateCommon();
@@ -550,7 +525,6 @@ namespace GFGGame
 
         private async void OnClickShowCardListItem(EventContext context)
         {
-            // CardDataManager.SetShowCard(_cardData.id, (string)((context.data as GButton).data));
             int resIndex = (int)(context.data as GObject).data;
             if (resIndex != _cardData.resIndex)
             {
@@ -614,7 +588,7 @@ namespace GFGGame
                 this.UpdateCommon();
                 this.UpdateUpStarView();
 
-                this._selectTab = _comFosterBottom.m_ctrlTab.selectedIndex;
+                // this._selectTab = _comFosterBottom.m_ctrlTab.selectedIndex;
                 ViewManager.Show(ViewName.CARD_UP_VIEW, new object[] { _cardData.scores, "star", _cardData.star - 1, _cardData.star }, new object[] { ViewName.CARD_FOSTER_VIEW, _cardData });
             }
         }
@@ -708,6 +682,7 @@ namespace GFGGame
             {
                 this.UpdateUpSkillView();
             }
+            this._selectTab = _comFosterBottom.m_ctrlTab.selectedIndex;
         }
         private void OnItemChangeListener()
         {

+ 2 - 1
GameClient/Assets/Game/HotUpdate/Views/Card/CardSkillView.cs

@@ -56,7 +56,7 @@ namespace GFGGame
             int skillLv = SkillDataManager.Instance.GetSkillLv(_cardId, _skillId);
             UpdateComLv(_ui.m_comCurLV, skillLv, skillLv + "级");
 
-            if (PassivitySkillLvlCfgArray.Instance.GetCfg(skillLv, _skillId) == null) //已满级
+            if (PassivitySkillLvlCfgArray.Instance.GetCfg(skillLv + 1, _skillId) == null) //已满级
             {
                 _ui.m_c1.selectedIndex = 1;
                 return;
@@ -69,6 +69,7 @@ namespace GFGGame
         }
         private void UpdateComLv(UI_ComSkillDiscribe com, int lv, string title)
         {
+            PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(lv, _skillId);
             com.m_txtLv.text = title;
             com.m_txtDiscribe.text = string.Format(skillCfg.describe, skillLvCfg.probability, skillLvCfg.count);
         }

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/Card/CardStoryView.cs

@@ -66,7 +66,7 @@ namespace GFGGame
                 PromptController.Instance.ShowFloatTextPrompt(string.Format("词牌星级达到{0}级解锁", _viewData.itemCfg.cardMoodStar));
                 return;
             }
-            ViewManager.Show(ViewName.CARD_Mood_VIEW, _viewData);
+            ViewManager.Show(ViewName.CARD_Mood_VIEW, _viewData, new object[] { typeof(CardStoryView).Name, _viewData });
         }
         protected override void OnHide()
         {

+ 22 - 29
GameClient/Assets/Game/HotUpdate/Views/ClothingDecompose/ClothingDecomposeView.cs

@@ -1,5 +1,6 @@
 using System;
 using System.Collections.Generic;
+using System.Linq;
 using FairyGUI;
 using UI.ClothingDecompose;
 
@@ -10,8 +11,9 @@ namespace GFGGame
         private UI_ClothingDecomposeUI _ui;
         private ValueBarController _valueBarController;
 
-        private List<int> _datas = new List<int>();
+        private List<int> _clothingDatas = new List<int>();
         private Dictionary<int, int> _decomposeData = new Dictionary<int, int>();
+
         private int _decomposeCount = 0;//要分解物品的数量
         private int _curRarity = 0;
         public override void Dispose()
@@ -71,11 +73,11 @@ namespace GFGGame
         private void OnClickBtnRarity(int rarity)
         {
             _curRarity = rarity;
-            _datas = DecomposeDataManager.Instance.GetDecomposeDataByRarity(rarity);
-            _ui.m_list.visible = _datas != null && _datas.Count > 0;
-            _ui.m_txtNone.visible = _datas == null || _datas.Count == 0;
-            if (_datas == null) return;
-            _ui.m_list.numItems = _datas.Count;
+            _clothingDatas = DecomposeDataManager.Instance.GetDecomposeDataByRarity(rarity);
+            _ui.m_list.visible = _clothingDatas != null && _clothingDatas.Count > 0;
+            _ui.m_txtNone.visible = _clothingDatas == null || _clothingDatas.Count == 0;
+            if (_clothingDatas == null) return;
+            _ui.m_list.numItems = _clothingDatas.Count;
             _ui.m_btnSelect.selected = false;
             CancleAll();
             UpdateConsume();
@@ -84,7 +86,7 @@ namespace GFGGame
         private void ListItemRander(int index, GObject obj)
         {
             UI_ListItem item = UI_ListItem.Proxy(obj);
-            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_datas[index]);
+            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_clothingDatas[index]);
             RarityIconController.UpdateRarityIcon(item.m_loaRarity, itemCfg.id, false);
             string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
             item.m_loaIcon.url = ResPathUtil.GetIconPath(itemCfg.res, ext);
@@ -92,7 +94,7 @@ namespace GFGGame
             item.m_imgSelect.visible = false;
             int itemHasCount = DecomposeDataManager.Instance.ItemCanDecomposeCount(itemCfg.id);
             item.m_txtHasCount.text = itemHasCount.ToString();
-            int itemCount = _decomposeData.ContainsKey(_datas[index]) ? _decomposeData[_datas[index]] : 0;
+            int itemCount = _decomposeData.ContainsKey(_clothingDatas[index]) ? _decomposeData[_clothingDatas[index]] : 0;
             item.m_txtCount.text = itemCount.ToString();
             item.m_imgSelect.visible = itemCount > 0;
             item.m_btnMinus.visible = itemCount > 0;
@@ -175,9 +177,9 @@ namespace GFGGame
         {
             int lastCount = DecomposeDataManager.MaxCount - _decomposeCount;
 
-            for (int i = 0; i < _datas.Count; i++)
+            for (int i = 0; i < _clothingDatas.Count; i++)
             {
-                int itemId = _datas[i];
+                int itemId = _clothingDatas[i];
                 int itemHasCount = DecomposeDataManager.Instance.ItemCanDecomposeCount(itemId);
                 int itemLastCount = _decomposeData.ContainsKey(itemId) ? itemHasCount - _decomposeData[itemId] : itemHasCount;
 
@@ -188,12 +190,12 @@ namespace GFGGame
                 _decomposeCount += count;
                 if (lastCount == 0) break;
             }
-            _ui.m_list.numItems = _datas.Count;
+            _ui.m_list.numItems = _clothingDatas.Count;
         }
         private void CancleAll()
         {
             _decomposeData.Clear();
-            _ui.m_list.numItems = _datas.Count;
+            _ui.m_list.numItems = _clothingDatas.Count;
             _decomposeCount = 0;
 
         }
@@ -204,8 +206,8 @@ namespace GFGGame
             DecomposeCfg cfg = DecomposeCfgArray.Instance.GetCfg(_curRarity);
             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cfg.consumeId);
             _ui.m_listReward.numItems = _decomposeCount > 0 ? cfg.itemsArr.Length : 0;
-            _ui.m_txtConsume.text = string.Format("消耗{0}X{1}", itemCfg.name, (_decomposeCount * cfg.consumeCount));
             _ui.m_txtShow.text = string.Format("*  分解{0}件{1}可获得  *", StringUtil.GetColorText(_decomposeCount.ToString(), "#DA826E"), ConstDressRarity.DressRarityList()[_curRarity]);
+            _ui.m_txtConsume.text = string.Format("消耗{0}X{1}", itemCfg.name, (_decomposeCount * cfg.consumeCount));
         }
         private void ListRewardItemRander(int index, GObject obj)
         {
@@ -234,7 +236,7 @@ namespace GFGGame
                 DecomposeItem();
             }
         }
-        private void DecomposeItem()
+        private async void DecomposeItem()
         {
             DecomposeCfg cfg = DecomposeCfgArray.Instance.GetCfg(_curRarity);
             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cfg.consumeId);
@@ -245,23 +247,14 @@ namespace GFGGame
                 PromptController.Instance.ShowFloatTextPrompt(string.Format("{0}不足", itemCfg.name));
                 return;
             }
-            ItemDataManager.Remove(cfg.consumeId, consumeCount);
-            foreach (int key in _decomposeData.Keys)
-            {
-                ItemDataManager.Remove(key, _decomposeData[key]);
-            }
-            List<ItemData> listReward = new List<ItemData>();
-            for (int i = 0; i < cfg.itemsArr.Length; i++)
+
+            List<int> itemIds = _decomposeData.Keys.ToList<int>();
+            List<int> itemNums = _decomposeData.Values.ToList<int>();
+            bool result = await ClothingDecomposeSProxy.ClothingDecompose(itemIds, itemNums);
+            if (result)
             {
-                ItemData itemData = new ItemData();
-                itemData.id = cfg.itemsArr[i][0];
-                itemData.num = cfg.itemsArr[i][1] * _decomposeCount;
-                listReward.Add(itemData);
-                ItemDataManager.Add(itemData.id, itemData.num);
+                OnClickBtnRarity(_curRarity);
             }
-
-            BonusController.TryShowBonusList(listReward);
-            OnClickBtnRarity(_curRarity);
         }
         private void OnClickBtnRule()
         {

+ 5 - 1
GameClient/Assets/Game/HotUpdate/Views/CommonGame/ApproachOfItemView.cs

@@ -116,7 +116,11 @@ namespace GFGGame
                     string value = infos[1];
                     var levelCfgId = int.Parse(value);
                     var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
-
+                    if (!MainStoryDataManager.CheckLevelUnlock(levelCfgId))
+                    {
+                        PromptController.Instance.ShowFloatTextPrompt("关卡未开启");
+                        break;
+                    }
                     if (levelCfg.type == ConstInstanceZonesType.Story)
                     {
                         if ((string)_fromeViewDatas[0] == ViewName.DRESS_UP_FIGHT_VIEW)

+ 1 - 0
GameClient/Assets/Game/HotUpdate/Views/DressUp/DressUpFightView.cs

@@ -155,6 +155,7 @@ namespace GFGGame
             _ui.m_comListType1.target.x = _ui.target.width;
             _ui.m_comListType2.target.x = _ui.target.width;
             _ui.m_partsList.target.x = _ui.target.width;
+            _ui.m_partsList2.target.x = _ui.target.width;
             _ui.m_scoreType.url = "ui://CommonGame/kp_sx_" + _fightCfg.scoreType;
             this.showListType1();
             if (_sceneObject == null)

+ 12 - 3
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryCardChoose.cs

@@ -48,11 +48,20 @@ namespace GFGGame
 
         private void UpdateView(int index)
         {
+            // CardData cardData = cardList[index];
+            _ui.m_loaScore.url = ResPathUtil.GetCommonGameResPath("kp_sx_" + _scoreType);
+
             int cardId = cardList[index].id;
+            _ui.m_txtName.text = "";
+            _ui.m_txtDiscribe.text = "";
+
             PassivitySkillCfg cfg = ScoreSystemData.Instance.GetShowSkillCfg(cardId);
-            _ui.m_txtName.text = cfg == null ? "" : cfg.name;
-            _ui.m_txtDiscribe.text = cfg == null ? "" : cfg.describe;
-            _ui.m_loaScore.url = ResPathUtil.GetCommonGameResPath("kp_sx_" + _scoreType);
+            if (cfg == null) return;
+            int skillId = ScoreSystemData.Instance.GetShowSkillCfg(cardId).skillId;
+            int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillId);
+            PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLv, skillId);
+            _ui.m_txtName.text = cfg.name;
+            _ui.m_txtDiscribe.text = string.Format(cfg.describe, skillLvCfg.probability, skillLvCfg.count);
         }
         private void RenderListCardItem(int index, GObject obj)
         {

BIN
GameClient/Assets/ResIn/Config/excelConfig.sqlite.bytes


BIN
GameClient/Assets/ResIn/UI/Card/Card_fui.bytes