四海试炼上阵界面修改
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b3f0022089
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06a1b0ea97
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@ -653,7 +653,7 @@ function this.OnClickTabBtn(_proId, isTop,isAni)
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this.SetRoleList(heros, isTop,isAni)
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this.SetRoleList(heros, isTop,isAni)
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if this.opView.SetCampIconByCurType then
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if this.opView.SetCampIconByCurType then
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this.opView.SetCampIconByCurType(tabs,this.selectBtn)
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this.opView.SetCampIconByCurType(tabs,this.selectBtn,this.selectTxt)
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else
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else
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for i = 0 , #tabs do
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for i = 0 , #tabs do
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Util.SetGray(tabs[i],false)
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Util.SetGray(tabs[i],false)
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@ -37,7 +37,7 @@ function this.GetFormationIndex()
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end
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end
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--- 设置阵营
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--- 设置阵营
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function this.SetCampIconByCurType(tabs,selectBtn)
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function this.SetCampIconByCurType(tabs,selectBtn,selectTxt)
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for i = 0 , #tabs do
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for i = 0 , #tabs do
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tabs[i]:GetComponent("Button").enabled = false
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tabs[i]:GetComponent("Button").enabled = false
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if i == curType then
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if i == curType then
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@ -45,6 +45,7 @@ function this.SetCampIconByCurType(tabs,selectBtn)
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selectBtn.transform:SetParent(tabs[i].transform)
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selectBtn.transform:SetParent(tabs[i].transform)
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selectBtn.transform:DOAnchorPos(Vector3.zero,0)
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selectBtn.transform:DOAnchorPos(Vector3.zero,0)
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selectBtn.transform:DOScale(Vector3.one,0)
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selectBtn.transform:DOScale(Vector3.one,0)
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selectTxt.text=PropertyType[curType]
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Util.SetGray(tabs[i],false)
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Util.SetGray(tabs[i],false)
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else
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else
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Util.SetGray(tabs[i],true)
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Util.SetGray(tabs[i],true)
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@ -77,7 +77,7 @@ function this:OnShow(_parent,...)
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end
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end
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--返还比
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--返还比
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-- local num=tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/100
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-- local num=tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/100
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this.bodyText.text = string.format("<color=#00FF66>%s</color>的法宝会重置为<color=#00FF66>1</color>阶\n返还<color=#00FF66>进阶消耗</color>的材料,",heroReadingName)
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this.bodyText.text = string.format("<color=#00FF66>%s</color>的生命卡会重置为<color=#00FF66>1</color>阶\n返还<color=#00FF66>进阶消耗</color>的材料,",heroReadingName)
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local _data={}
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local _data={}
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for i=1,#dropList do
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for i=1,#dropList do
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