From 06ba097de492fed22f972aa502c3a00a5987a575 Mon Sep 17 00:00:00 2001 From: wangzhenxing Date: Thu, 11 Aug 2022 11:19:05 +0800 Subject: [PATCH] =?UTF-8?q?[=E8=83=8C=E5=8C=85]=3D=3D=3D=3D=3D=3D=3D=3D=3D?= =?UTF-8?q?=E8=A3=85=E5=A4=87=E7=A2=8E=E7=89=87=E6=8F=90=E4=BA=A4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/ManagedResources/~Lua/Common/GlobalDefine.lua | 3 ++- Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua | 4 ++-- .../~Lua/Modules/Popup/RewardItemSingleShowPopup.lua | 5 ++++- Assets/ManagedResources/~Lua/View/ItemView.lua | 8 ++++---- 4 files changed, 12 insertions(+), 8 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua index c388f4962e..724b664b12 100644 --- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua +++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua @@ -1112,7 +1112,8 @@ ItemType = { Gem = 31,--命石 TimeIsGold = 32, -- 挂机时长 GodPrint = 34, --神印 - likeabilityItemChip = 35, + likeabilityItemChip = 35, --好感度物品碎片 + EquipChip = 36, --装备碎片 } JumpType = { Lottery = 1, --招募 diff --git a/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua b/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua index 11ba003f9e..b655b76d7c 100644 --- a/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua @@ -521,7 +521,7 @@ function this.SingleItemDataShow(_go, _itemData) time.gameObject:SetActive(true) timeTxt.text= hours .. "小时" end - elseif _itemData.itemConfig.ItemType == ItemType.likeabilityItemChip then + elseif _itemData.itemConfig.ItemType == ItemType.likeabilityItemChip or _itemData.itemConfig.ItemType == ItemType.EquipChip then frameMask:SetActive(true) num:SetActive(false) frameMask:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.itemConfig.Quantity)) @@ -569,7 +569,7 @@ function this.SingleItemDataShow(_go, _itemData) this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true) end) end - elseif _itemData.itemConfig.ItemType == ItemType.HeroDebris or _itemData.itemConfig.ItemType==ItemType.likeabilityItemChip then + elseif _itemData.itemConfig.ItemType == ItemType.HeroDebris or _itemData.itemConfig.ItemType==ItemType.likeabilityItemChip or _itemData.itemConfig.ItemType==ItemType.EquipChip then --角色碎片 if _itemData.num >= _itemData.itemConfig.UsePerCount then UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function() diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemSingleShowPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemSingleShowPopup.lua index a1541d1063..17d3cdc8cb 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemSingleShowPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemSingleShowPopup.lua @@ -91,7 +91,9 @@ function RewardItemSingleShowPopup:BindEvent() PopupTipPanel.ShowTip(string.format("等级达%s后可以使用", itemConfigData.UseLevel)) return end - if itemConfigData.ItemType == ItemType.HeroDebris or itemConfigData.ItemType==ItemType.likeabilityItemChip then + if itemConfigData.ItemType == ItemType.HeroDebris + or itemConfigData.ItemType==ItemType.likeabilityItemChip + or itemConfigData.ItemType==ItemType.EquipChip then local gameSetting = ConfigManager.GetConfigData(ConfigName.GameSetting, 1) local endHeroNum=gameSetting.HeroNumlimit-LengthOfTable(HeroManager.GetAllHeroDatas()) local sum = BagManager.GetItemCountById(itemSid) / BagManager.bagDatas[itemSid].itemConfig.UsePerCount @@ -346,6 +348,7 @@ function RewardItemSingleShowPopup:OnShow() and (itemConfigData.ItemType == ItemType.HeroDebris or itemConfigData.ItemType == ItemType.ZuoQiChip or itemConfigData.ItemType == ItemType.likeabilityItemChip + or itemConfigData.ItemType == ItemType.EquipChip ) then this.btnSureText.text = Language[10193] diff --git a/Assets/ManagedResources/~Lua/View/ItemView.lua b/Assets/ManagedResources/~Lua/View/ItemView.lua index 594ea19f34..3bd967b9ad 100644 --- a/Assets/ManagedResources/~Lua/View/ItemView.lua +++ b/Assets/ManagedResources/~Lua/View/ItemView.lua @@ -176,7 +176,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer) _itemData.configData = _itemData.itemConfig _itemData.backData = _itemData.itembackData end - if _itemData.configData.ItemType == ItemType.HeroDebris or _itemData.configData.ItemType ==ItemType.LingShouChip then + if _itemData.configData.ItemType == ItemType.HeroDebris or _itemData.configData.ItemType ==ItemType.LingShouChip or _itemData.configData.ItemType == ItemType.EquipChip then --角色碎片 self.frameMask:SetActive(true) self.frameMask:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.configData.Quantity)) @@ -439,7 +439,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardGemSingleShowPopup, _itemData.backData.itemId,3) end) - elseif itemDataConFig.ItemType == ItemType.likeabilityItemChip then + elseif itemDataConFig.ItemType == ItemType.likeabilityItemChip or itemDataConFig.ItemType == ItemType.EquipChip then self.fragmentIcon:SetActive(true) if itemConfig[itemSId].PropertyName > 0 then self.fragmentIcon.gameObject:SetActive(true) @@ -532,7 +532,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop,true) end) - elseif itemDataConFig.ItemType == ItemType.likeabilityItem then + elseif itemDataConFig.ItemType == ItemType.likeabilityItem then self.fragmentIcon:SetActive(true) if itemConfig[itemSId].PropertyName > 0 then self.fragmentIcon.gameObject:SetActive(true) @@ -860,7 +860,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage) Util.AddOnceClick(self.frameBtn, function() UIManager.OpenPanel(UIName.GodPrintPopUp,0,nil,itemSId ) end) - elseif itemDataConFig.ItemType == ItemType.likeabilityItemChip then + elseif itemDataConFig.ItemType == ItemType.likeabilityItemChip or itemDataConFig.ItemType == ItemType.EquipChip then self.fragmentIcon:SetActive(true) if itemConfig[itemSId].PropertyName > 0 then self.fragmentIcon.gameObject:SetActive(true)