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for i = 1, 8 do - tabs1[i] = Util.GetGameObject(self.transform, "box/Btn" .. i) - tabs1RedPoint[i] = Util.GetGameObject(self.transform, "box/Btn" .. i .. "/redPoint") + for i = 1, 9 do + tabs1[i] = Util.GetGameObject(self.transform, "Grid/box/Btn" .. i) + tabs1RedPoint[i] = Util.GetGameObject(self.transform, "Grid/box/Btn" .. i .. "/redPoint") tabs1[i]:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_002") end if not this.playerInfoView then @@ -70,7 +70,7 @@ function BagPanel:BindEvent() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) self:ClosePanel() end) - for i = 1, 8 do + for i = 1, 9 do Util.AddClick(tabs1[i], function() --设置tabs的琐碎----- this.tabs.transform.anchoredPosition = Vector2.New(0,-130) @@ -227,6 +227,9 @@ function this.OnClickTabBtn(_index, _clickBtn, isTop,isNotAni,_tabIndex) elseif (_index == ItemBaseType.JuLing) then itemData = BagManager.GetItemDataByItemType(ItemBaseType.JuLing) this:SetItemData(itemData, isTop,isNotAni) + elseif (_index == ItemBaseType.Gem) then + itemData = BagManager.GetItemDataByItemType(ItemBaseType.Gem) + this:SetItemData(itemData, isTop,isNotAni) else itemData = BagManager.GetBagItemDataByItemType(_index) this:SetItemData(itemData, isTop,isNotAni) @@ -366,9 +369,9 @@ function this.SingleItemDataShow(_go, _itemData) Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(false) fragmentIcon.gameObject:SetActive(false) num:SetActive(true) - num:GetComponent("Text").text = _itemData.num + num:GetComponent("Text").text = _itemData.num if _itemData.itemConfig.ItemType == ItemType.Equip then - --装备 + --装备 local equipConfig = ConfigManager.GetConfigData(ConfigName.EquipConfig,_itemData.itemConfig.Id) if equipConfig then local equipStarsConfig = ConfigManager.GetConfigData(ConfigName.EquipStarsConfig,equipConfig.Star) @@ -630,16 +633,14 @@ function this.SetBottomBarIsActive() local string = ConfigData[40].Value local num = string.split(string.split(string,"|")[1],"#")[2] tabs1[i]:SetActive(PlayerManager.level >= tonumber(num)) - end - --为魂印定开启规则 - if i == 6 then + elseif i == 6 then--为魂印定开启规则 local string = ConfigData[37].Value local num = string.split(string,"#")[1] tabs1[i]:SetActive(PlayerManager.level >= tonumber(num)) - end - --为聚灵定开启规则 - if i == 8 then + elseif i == 8 then--为聚灵定开启规则 tabs1[i]:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.TailsmanSoul)) + elseif i == 9 then--命格 + tabs1[i]:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.Gem)) end end end diff --git a/Assets/ManagedResources/~Lua/Modules/Gem/GemManager.lua b/Assets/ManagedResources/~Lua/Modules/Gem/GemManager.lua index 775b6eb571..8395638622 100644 --- a/Assets/ManagedResources/~Lua/Modules/Gem/GemManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Gem/GemManager.lua @@ -24,7 +24,7 @@ function this.UpdateGemsFromBag(_GemId,_num) end function this.GetWearedGem(_GemList) - for k,v in pairs(_GemList) do + for i,v in ipairs(_GemList) do LogPink(string.format("命格:%s index:%s ID:%s",v.gridId,v.gridIndex,v.itemId)) if v and v.gridId then if not this.myGemList[v.gridId] then