[背包]=========装备碎片提交
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d38d35cadb
commit
06ba097de4
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@ -1112,7 +1112,8 @@ ItemType = {
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Gem = 31,--命石
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Gem = 31,--命石
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TimeIsGold = 32, -- 挂机时长
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TimeIsGold = 32, -- 挂机时长
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GodPrint = 34, --神印
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GodPrint = 34, --神印
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likeabilityItemChip = 35,
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likeabilityItemChip = 35, --好感度物品碎片
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EquipChip = 36, --装备碎片
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}
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}
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JumpType = {
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JumpType = {
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Lottery = 1, --招募
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Lottery = 1, --招募
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@ -521,7 +521,7 @@ function this.SingleItemDataShow(_go, _itemData)
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time.gameObject:SetActive(true)
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time.gameObject:SetActive(true)
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timeTxt.text= hours .. "小时"
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timeTxt.text= hours .. "小时"
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end
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end
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elseif _itemData.itemConfig.ItemType == ItemType.likeabilityItemChip then
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elseif _itemData.itemConfig.ItemType == ItemType.likeabilityItemChip or _itemData.itemConfig.ItemType == ItemType.EquipChip then
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frameMask:SetActive(true)
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frameMask:SetActive(true)
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num:SetActive(false)
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num:SetActive(false)
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frameMask:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.itemConfig.Quantity))
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frameMask:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.itemConfig.Quantity))
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@ -569,7 +569,7 @@ function this.SingleItemDataShow(_go, _itemData)
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this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
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this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
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end)
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end)
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end
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end
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elseif _itemData.itemConfig.ItemType == ItemType.HeroDebris or _itemData.itemConfig.ItemType==ItemType.likeabilityItemChip then
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elseif _itemData.itemConfig.ItemType == ItemType.HeroDebris or _itemData.itemConfig.ItemType==ItemType.likeabilityItemChip or _itemData.itemConfig.ItemType==ItemType.EquipChip then
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--角色碎片
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--角色碎片
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if _itemData.num >= _itemData.itemConfig.UsePerCount then
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if _itemData.num >= _itemData.itemConfig.UsePerCount then
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UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
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UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
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@ -91,7 +91,9 @@ function RewardItemSingleShowPopup:BindEvent()
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PopupTipPanel.ShowTip(string.format("等级达%s后可以使用", itemConfigData.UseLevel))
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PopupTipPanel.ShowTip(string.format("等级达%s后可以使用", itemConfigData.UseLevel))
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return
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return
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end
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end
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if itemConfigData.ItemType == ItemType.HeroDebris or itemConfigData.ItemType==ItemType.likeabilityItemChip then
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if itemConfigData.ItemType == ItemType.HeroDebris
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or itemConfigData.ItemType==ItemType.likeabilityItemChip
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or itemConfigData.ItemType==ItemType.EquipChip then
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local gameSetting = ConfigManager.GetConfigData(ConfigName.GameSetting, 1)
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local gameSetting = ConfigManager.GetConfigData(ConfigName.GameSetting, 1)
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local endHeroNum=gameSetting.HeroNumlimit-LengthOfTable(HeroManager.GetAllHeroDatas())
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local endHeroNum=gameSetting.HeroNumlimit-LengthOfTable(HeroManager.GetAllHeroDatas())
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local sum = BagManager.GetItemCountById(itemSid) / BagManager.bagDatas[itemSid].itemConfig.UsePerCount
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local sum = BagManager.GetItemCountById(itemSid) / BagManager.bagDatas[itemSid].itemConfig.UsePerCount
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@ -346,6 +348,7 @@ function RewardItemSingleShowPopup:OnShow()
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and (itemConfigData.ItemType == ItemType.HeroDebris
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and (itemConfigData.ItemType == ItemType.HeroDebris
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or itemConfigData.ItemType == ItemType.ZuoQiChip
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or itemConfigData.ItemType == ItemType.ZuoQiChip
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or itemConfigData.ItemType == ItemType.likeabilityItemChip
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or itemConfigData.ItemType == ItemType.likeabilityItemChip
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or itemConfigData.ItemType == ItemType.EquipChip
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)
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)
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then
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then
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this.btnSureText.text = Language[10193]
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this.btnSureText.text = Language[10193]
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@ -176,7 +176,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
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_itemData.configData = _itemData.itemConfig
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_itemData.configData = _itemData.itemConfig
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_itemData.backData = _itemData.itembackData
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_itemData.backData = _itemData.itembackData
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end
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end
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if _itemData.configData.ItemType == ItemType.HeroDebris or _itemData.configData.ItemType ==ItemType.LingShouChip then
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if _itemData.configData.ItemType == ItemType.HeroDebris or _itemData.configData.ItemType ==ItemType.LingShouChip or _itemData.configData.ItemType == ItemType.EquipChip then
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--角色碎片
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--角色碎片
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self.frameMask:SetActive(true)
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self.frameMask:SetActive(true)
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self.frameMask:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.configData.Quantity))
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self.frameMask:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.configData.Quantity))
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@ -439,7 +439,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
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Util.AddOnceClick(self.frameBtn, function()
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Util.AddOnceClick(self.frameBtn, function()
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UIManager.OpenPanel(UIName.RewardGemSingleShowPopup, _itemData.backData.itemId,3)
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UIManager.OpenPanel(UIName.RewardGemSingleShowPopup, _itemData.backData.itemId,3)
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end)
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end)
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elseif itemDataConFig.ItemType == ItemType.likeabilityItemChip then
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elseif itemDataConFig.ItemType == ItemType.likeabilityItemChip or itemDataConFig.ItemType == ItemType.EquipChip then
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self.fragmentIcon:SetActive(true)
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self.fragmentIcon:SetActive(true)
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if itemConfig[itemSId].PropertyName > 0 then
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if itemConfig[itemSId].PropertyName > 0 then
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self.fragmentIcon.gameObject:SetActive(true)
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self.fragmentIcon.gameObject:SetActive(true)
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@ -860,7 +860,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
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Util.AddOnceClick(self.frameBtn, function()
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Util.AddOnceClick(self.frameBtn, function()
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UIManager.OpenPanel(UIName.GodPrintPopUp,0,nil,itemSId )
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UIManager.OpenPanel(UIName.GodPrintPopUp,0,nil,itemSId )
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end)
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end)
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elseif itemDataConFig.ItemType == ItemType.likeabilityItemChip then
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elseif itemDataConFig.ItemType == ItemType.likeabilityItemChip or itemDataConFig.ItemType == ItemType.EquipChip then
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self.fragmentIcon:SetActive(true)
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self.fragmentIcon:SetActive(true)
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if itemConfig[itemSId].PropertyName > 0 then
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if itemConfig[itemSId].PropertyName > 0 then
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self.fragmentIcon.gameObject:SetActive(true)
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self.fragmentIcon.gameObject:SetActive(true)
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