From 0b3cb6df9496501315e0cc07196ae605dba12f93 Mon Sep 17 00:00:00 2001 From: "PC-202302260912\\Administrator" <419983115@qq.com> Date: Thu, 12 Sep 2024 18:34:47 +0800 Subject: [PATCH] =?UTF-8?q?=E7=94=9F=E5=91=BD=E5=8D=A1=E4=BF=AE=E6=94=B9?= =?UTF-8?q?=E4=B8=BA=E6=84=8F=E5=BF=B5=20=E9=A2=84=E8=AE=BE=E4=BF=AE?= =?UTF-8?q?=E6=94=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Prefabs/UI/Popup/RoleInfoPopup.prefab | 6 +- .../UI/Popup/WishHeroRewardPopup.prefab | 6 +- .../UI/Recruit/HeroPreviewNewPanel.prefab | 8 +- .../UI/Recruit/RecruitEquipPanelNew.prefab | 2 +- .../UpGradePackage/UpGradePackagePanel.prefab | 264 +++++++++--------- .../~Lua/Common/GlobalDefine.lua | 8 +- .../ManagedResources/~Lua/Common/Language.lua | 24 +- .../~Lua/Modules/Carbon/DailyCarbonPanel.lua | 2 +- .../View/GeneralBigPopup_RecrutDetail.lua | 2 +- .../View/GeneralBigPopup_WishEquipDraw.lua | 6 +- .../Modules/Popup/FaLingSingleShowPopup.lua | 6 +- .../~Lua/Modules/Popup/FaLingStrongPopup.lua | 2 +- .../View/GeneralPopup_TalismanResolve.lua | 2 +- .../Modules/Popup/WishHeroRewardPopup.lua | 2 +- .../Modules/Recruit/HeroPreviewNewPanel.lua | 2 +- .../Modules/Recruit/RecruitEquipPanelNew.lua | 6 +- .../RoleInfo/FaLingUpStarListPanel.lua | 10 +- .../~Lua/Modules/RoleInfo/RoleInfoLayout.lua | 2 +- 18 files changed, 175 insertions(+), 185 deletions(-) diff --git a/Assets/ManagedResources/Prefabs/UI/Popup/RoleInfoPopup.prefab b/Assets/ManagedResources/Prefabs/UI/Popup/RoleInfoPopup.prefab index 4e1ef523af..ebd336a686 100644 --- a/Assets/ManagedResources/Prefabs/UI/Popup/RoleInfoPopup.prefab +++ b/Assets/ManagedResources/Prefabs/UI/Popup/RoleInfoPopup.prefab @@ -17467,8 +17467,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 1} m_AnchorMax: {x: 0.5, y: 1} - 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[8] = "生命卡碎片", + [8] = "意念碎片", [9] = "命石", [10] = "神印", [11] = "奥义卡", - [12] = "生命卡", + [12] = "意念", [13] = "神石", [14] = "主角礼物", [15] = "英雄礼物", diff --git a/Assets/ManagedResources/~Lua/Common/Language.lua b/Assets/ManagedResources/~Lua/Common/Language.lua index 556d36c5b5..6f16eaf1cf 100644 --- a/Assets/ManagedResources/~Lua/Common/Language.lua +++ b/Assets/ManagedResources/~Lua/Common/Language.lua @@ -535,7 +535,7 @@ Language = { [10534] = GetLanguageStrById("MonsterGroup 表中找不到奖励组ID "), [10535] = GetLanguageStrById("星解锁"), [10536] = GetLanguageStrById("英雄"), - [10537] = GetLanguageStrById("星获得专属生命卡!"), + [10537] = GetLanguageStrById("星获得专属意念!"), [10538] = GetLanguageStrById("点击查看英雄属性"), [10539] = GetLanguageStrById("无符合要求的英雄!"), [10540] = GetLanguageStrById("已将所有英雄复活并恢复全部血量!"), @@ -1520,8 +1520,8 @@ Language = { [11519] = GetLanguageStrById("饰品"), [11520] = GetLanguageStrById("界神技"), [11521] = GetLanguageStrById("材料"), - [11522] = GetLanguageStrById("分解中,包含了史诗及以上的生命卡。分解操作不可逆转,确定要进行分解吗?"), - [11523] = GetLanguageStrById("此英雄尚未获得专属生命卡!"), + [11522] = GetLanguageStrById("分解中,包含了史诗及以上的意念。分解操作不可逆转,确定要进行分解吗?"), + [11523] = GetLanguageStrById("此英雄尚未获得专属意念!"), [11524] = GetLanguageStrById("已装备该界神技"), [11525] = GetLanguageStrById("是否要将%s的%s装备到%s上?"), [11526] = GetLanguageStrById("装备成功!"), @@ -1609,9 +1609,9 @@ Language = { [11608] = GetLanguageStrById("英雄归元成功,等级重置为1级"), [11609] = GetLanguageStrById("确认归元"), [11610] = GetLanguageStrById("归元英雄会返还所有的升级材料,英雄重置为1级,此操作不可逆,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得:"), - [11611] = GetLanguageStrById("生命卡归元成功!"), + [11611] = GetLanguageStrById("意念归元成功!"), [11612] = GetLanguageStrById("确定归元"), - [11613] = GetLanguageStrById("%s的生命卡会重置为1阶,并返还进阶时消耗的金币和陨铁,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得:"), + [11613] = GetLanguageStrById("%s的意念会重置为1阶,并返还进阶时消耗的金币和陨铁,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得:"), [11614] = GetLanguageStrById("当前不可使用炸弹!"), [11615] = GetLanguageStrById("奖励层不可使用炸弹~"), [11616] = GetLanguageStrById("炸弹使用已达最大次数~"), @@ -1717,7 +1717,7 @@ Language = { [11716] = GetLanguageStrById("四星英雄"), [11717] = GetLanguageStrById("三星英雄"), [11718] = GetLanguageStrById("星:"), - [11719] = GetLanguageStrById("生命卡+25:"), + [11719] = GetLanguageStrById("意念+25:"), [11720] = GetLanguageStrById("火"), [11721] = GetLanguageStrById("水"), [11722] = GetLanguageStrById("风"), @@ -1732,7 +1732,7 @@ Language = { [11731] = GetLanguageStrById("资源已达上限,超出部分将无法获得,是否分解?"), [11732] = GetLanguageStrById("伙伴退役"), [11733] = GetLanguageStrById("英雄归元"), - [11734] = GetLanguageStrById("生命卡归元"), + [11734] = GetLanguageStrById("意念归元"), [11735] = GetLanguageStrById("神龙分解"), [11736] = GetLanguageStrById("请选择需要退役的英雄!"), [11737] = GetLanguageStrById("最多选择%s个英雄!"), @@ -1750,9 +1750,9 @@ Language = { [11749] = GetLanguageStrById("请选择一个需要归元的英雄!"), [11750] = GetLanguageStrById("请选择一个需要归元的英雄"), [11751] = GetLanguageStrById("请选择一个"), - [11752] = GetLanguageStrById("需要生命卡归元的英雄"), - [11753] = GetLanguageStrById("无可归元的生命卡!"), - [11754] = GetLanguageStrById("请选择一个需要归元生命卡的英雄!"), + [11752] = GetLanguageStrById("需要意念归元的英雄"), + [11753] = GetLanguageStrById("无可归元的意念!"), + [11754] = GetLanguageStrById("请选择一个需要归元意念的英雄!"), [11755] = GetLanguageStrById("宝箱开启数量不能为0"), [11756] = GetLanguageStrById("饰品强化"), [11757] = GetLanguageStrById("饰品精炼"), @@ -2263,7 +2263,7 @@ Language = { [12262] = GetLanguageStrById("道具种类:%s"), [12263] = GetLanguageStrById("1级英雄无法进行归元!"), [12264] = GetLanguageStrById("此英雄已被锁定!"), - [12265] = GetLanguageStrById("1级生命卡无法进行归元!"), + [12265] = GetLanguageStrById("1级意念无法进行归元!"), [12266] = GetLanguageStrById("信息"), [12267] = GetLanguageStrById("坐骑"), [12268] = GetLanguageStrById("暂未解锁"), @@ -2296,7 +2296,7 @@ Language = { [12295] = GetLanguageStrById("紫色神龙或碎片"), [12296] = GetLanguageStrById("蓝色神龙或碎片"), [12297] = GetLanguageStrById("其他道具"), - [12298] = GetLanguageStrById("生命卡\n直升25级"), + [12298] = GetLanguageStrById("意念\n直升25级"), [12299] = GetLanguageStrById("剩余:%s"), [12300] = GetLanguageStrById("已抢空"), [12301] = GetLanguageStrById("奖励已发放完毕!"), diff --git a/Assets/ManagedResources/~Lua/Modules/Carbon/DailyCarbonPanel.lua b/Assets/ManagedResources/~Lua/Modules/Carbon/DailyCarbonPanel.lua index f3db8df917..b962b50ac0 100644 --- a/Assets/ManagedResources/~Lua/Modules/Carbon/DailyCarbonPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Carbon/DailyCarbonPanel.lua @@ -21,7 +21,7 @@ local titleBg={ --神将 [3]={bg="r_richang_banner_3_zh", titleImg = "r_richang_banner_3_zi_zh", name="英雄副本",titleTip = GetLanguageStrById(specialConfig[43].Value),pos = Vector3.New(257.08,658.37,0)}, --法宝 - [4]={bg="r_richang_banner_2_zh", titleImg = "r_richang_banner_2_zi_zh",name="生命卡副本", titleTip = GetLanguageStrById(specialConfig[44].Value),pos = Vector3.New(257.08,651.24,0)}, + [4]={bg="r_richang_banner_2_zh", titleImg = "r_richang_banner_2_zi_zh",name="意念副本", titleTip = GetLanguageStrById(specialConfig[44].Value),pos = Vector3.New(257.08,651.24,0)}, --魂印 [5]={bg="r_richang_banner_1_zh", titleImg = "r_richang_banner_1_zi_zh", name="界神技副本",titleTip = GetLanguageStrById(specialConfig[45].Value),pos = Vector3.New(257.08,651.24,0)}, } diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RecrutDetail.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RecrutDetail.lua index 9f6c99d65a..c76b91f537 100644 --- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RecrutDetail.lua +++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_RecrutDetail.lua @@ -210,7 +210,7 @@ function this:BuildRateData(actType,UpItem,upItemList) elseif actType == ActivityTypeDef.tiandihonglu then for n,m in ipairs(upItemList) do local itemConfig=ConfigManager.TryGetConfigData(ConfigName.ItemConfig, m.Reward[1]) - table.insert(_upRateList,{id = m.Reward[1],tag = "生命卡碎片UP!", name=itemConfig.Name,value = m.WeightShow,color = "5B3B0B"}) + table.insert(_upRateList,{id = m.Reward[1],tag = "意念碎片UP!", name=itemConfig.Name,value = m.WeightShow,color = "5B3B0B"}) end rateList = this:RefreshSoulRate(UpItem,_upRateList,ItemType.talismanSoulChip) elseif actType == ActivityTypeDef.Incarnation then diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_WishEquipDraw.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_WishEquipDraw.lua index 5dab9bd3c4..15fc8a8ff8 100644 --- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_WishEquipDraw.lua +++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_WishEquipDraw.lua @@ -107,7 +107,7 @@ function this:Refresh(isTop,isAni) self.parent:ClosePanel() return end - local aaa=string.format("抽到5星英雄生命卡时,有%s%s几率转化为心愿生命卡!",RecruitManager.GetWishPro(),"%") + local aaa=string.format("抽到5星英雄意念时,有%s%s几率转化为心愿意念!",RecruitManager.GetWishPro(),"%") self.infoTxt.text=aaa self.selectBtn:SetActive(false) --self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition @@ -191,12 +191,12 @@ function this:ShowSingleHero(go,data,index) Util.SetGray(self.itemList[self.curSelect][index],true) Util.AddOnceClick(go,function () --PopupTipPanel.ShowTip("同系法宝只可选择一位~") - PopupTipPanel.ShowTip("心愿生命卡已满~") + PopupTipPanel.ShowTip("心愿意念已满~") end) elseif value == 2 then--上方选满 Util.SetGray(self.itemList[self.curSelect][index],true) Util.AddOnceClick(go,function () - PopupTipPanel.ShowTip("心愿生命卡已满~") + PopupTipPanel.ShowTip("心愿意念已满~") end) elseif value == 1 then--上方存在自己 self.maskList[self.curSelect][index]:SetActive(true) diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/FaLingSingleShowPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/FaLingSingleShowPopup.lua index d75f1a52a9..a7d8d8c9bb 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/FaLingSingleShowPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/FaLingSingleShowPopup.lua @@ -50,7 +50,7 @@ function FaLingSingleShowPopup:InitComponent() --superPro self.superPro = Util.GetGameObject(self.midBar, "superPro") self.superTitle = Util.GetGameObject(self.midBar, "superPro/Image/PropertyName"):GetComponent("Text") - self.superTitle.text="生命卡天赋" + self.superTitle.text="意念天赋" self.superProGrid = Util.GetGameObject(self.superPro, "proGrid") self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc") self.superProPre:SetActive(false) @@ -215,7 +215,7 @@ function FaLingSingleShowPopup:OnShow() else self.powerNum.text=EquipManager.CalculateWarForce(self.equipData.staticId) end - self.equipType.text="生命卡" + self.equipType.text="意念" --下部按钮信息 self.effectbaijin:SetActive(equipConfigData.Quantity==7) Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1) @@ -279,7 +279,7 @@ function FaLingSingleShowPopup:OnShow() end) end local args={} - args[1]="是否卸下当前护佑生命卡?" + args[1]="是否卸下当前护佑意念?" args[2]="卸下" args[3]="取消" args[4]=sureFunc diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/FaLingStrongPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/FaLingStrongPopup.lua index f6576d9ad9..04d7ccea92 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/FaLingStrongPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/FaLingStrongPopup.lua @@ -51,7 +51,7 @@ function FaLingStrongPopup:InitComponent() --superPro self.superPro = Util.GetGameObject(self.midBar, "superPro") self.superTitle = Util.GetGameObject(self.midBar, "superPro/Image/name"):GetComponent("Text") - self.superTitle.text="生命卡天赋" + self.superTitle.text="意念天赋" self.superProGrid = Util.GetGameObject(self.superPro, "proGrid") self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc") self.superProPre:SetActive(false) diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_TalismanResolve.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_TalismanResolve.lua index 7764dbffbd..e49061ff47 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_TalismanResolve.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_TalismanResolve.lua @@ -77,7 +77,7 @@ function this:OnShow(_parent,...) end --返还比 -- local num=tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/100 - this.bodyText.text = string.format("%s的生命卡会重置为1阶\n返还进阶消耗的材料,",heroReadingName) + this.bodyText.text = string.format("%s的意念会重置为1阶\n返还进阶消耗的材料,",heroReadingName) local _data={} for i=1,#dropList do diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/WishHeroRewardPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/WishHeroRewardPopup.lua index f0abc0c70f..c82371d6f2 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/WishHeroRewardPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/WishHeroRewardPopup.lua @@ -92,7 +92,7 @@ function this.RefreshPanel(isTop,isAni) this.title.text = "英雄心愿奖励" actId=11701 elseif type==4 then - this.title.text = "生命卡心愿奖励" + this.title.text = "意念心愿奖励" actId=11901 end actconfigs=ActivityGiftManager.GetActivityInfoByType(actId) diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/HeroPreviewNewPanel.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/HeroPreviewNewPanel.lua index e965bf9e13..48c2a489b7 100644 --- a/Assets/ManagedResources/~Lua/Modules/Recruit/HeroPreviewNewPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Recruit/HeroPreviewNewPanel.lua @@ -8,7 +8,7 @@ local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) --Tab local TabBox = require("Modules/Common/TabBox") local _TabData={[1] = { default = "UI_hz_gonghui_19", select = "UI_hz_gonghui_18", name = Language[10536] }, - [2] = { default = "UI_hz_gonghui_19", select = "UI_hz_gonghui_18", name = "生命卡" }, + [2] = { default = "UI_hz_gonghui_19", select = "UI_hz_gonghui_18", name = "意念" }, --[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[10306] } } local _TabFontColor = { default = Color.New(255 / 255, 255 / 255, 255 / 255, 1), diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitEquipPanelNew.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitEquipPanelNew.lua index 8858ec370d..f9545843f5 100644 --- a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitEquipPanelNew.lua +++ b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitEquipPanelNew.lua @@ -236,7 +236,7 @@ function RecruitEquipPanelNew:UpdataWishPanel() self.wishOpen.gameObject:SetActive(false) Util.SetGray(self.wishBtn,true) self.wishText.text = string.format("%s/%s",wishLv,data) - self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿生命卡~" + self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿意念~" else self.wishNoOpen.gameObject:SetActive(false) self.wishOpen.gameObject:SetActive(true) @@ -276,7 +276,7 @@ function RecruitEquipPanelNew:UpdataWishPanel() self.wishOpen.gameObject:SetActive(false) Util.SetGray(self.wishBtn,true) self.wishText.text = string.format("%s/%s",0,data) - self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿生命卡~" + self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿意念~" end --self:CheckNewWishHero() end) @@ -284,7 +284,7 @@ function RecruitEquipPanelNew:UpdataWishPanel() -- if RecruitManager.isTenRecruit == 0 then -- self.tenTipText.text = "每次十连必得五星神将法宝" -- else - self.tenTipText.text = string.format("剩余%s次必得五星生命卡",RecruitManager.GetRecruit2MustCount()) + self.tenTipText.text = string.format("剩余%s次必得五星意念",RecruitManager.GetRecruit2MustCount()) --end end diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaLingUpStarListPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaLingUpStarListPanel.lua index eedc4df2c6..4eb67d58a5 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaLingUpStarListPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaLingUpStarListPanel.lua @@ -89,7 +89,7 @@ function FaLingUpStarListPanel:OnOpen(heroData,_openThisPanel,_curSelectHeroList this.ScrollView:SetData(heroDataList, function (index, go) this.OnShowSingleCardData(go, heroDataList[index]) end,false,false) - this.infoTxt.text=string.format("强化所要生命卡 %s/%s",#curSelectHeroList,curNeedRoleNum) + this.infoTxt.text=string.format("强化所要意念 %s/%s",#curSelectHeroList,curNeedRoleNum) end function this.OnClickEnterHero(go,heroData,type) this.OnShowSingleCardData(go,heroData,type) @@ -147,7 +147,7 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择 table_removebyvalue(curSelectHeroList,heroData.did) isSelect=false choosed:SetActive(false) - this.infoTxt.text=string.format("强化所要生命卡 %s/%s",#curSelectHeroList,curNeedRoleNum) + this.infoTxt.text=string.format("强化所要意念 %s/%s",#curSelectHeroList,curNeedRoleNum) return end if LengthOfTable(curSelectHeroList)>=curNeedRoleNum then @@ -159,10 +159,10 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择 table.insert(curSelectHeroList,heroData.did) isSelect=true choosed:SetActive(true) - this.infoTxt.text=string.format("强化所要生命卡 %s/%s",#curSelectHeroList,curNeedRoleNum) + this.infoTxt.text=string.format("强化所要意念 %s/%s",#curSelectHeroList,curNeedRoleNum) end local args={} - args[1]="生命卡已经升级、升星,作为其他生命卡的材料将不会返还升级、升星材料" + args[1]="意念已经升级、升星,作为其他意念的材料将不会返还升级、升星材料" args[2]="确定" args[3]="取消" args[4]=sureFunc @@ -171,7 +171,7 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择 table.insert(curSelectHeroList,heroData.did) isSelect=true choosed:SetActive(true) - this.infoTxt.text=string.format("强化所要生命卡 %s/%s",#curSelectHeroList,curNeedRoleNum) + this.infoTxt.text=string.format("强化所要意念 %s/%s",#curSelectHeroList,curNeedRoleNum) end end) diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoLayout.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoLayout.lua index 1bf866b0e7..855f32f9cd 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoLayout.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoLayout.lua @@ -760,7 +760,7 @@ function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills if this.skillData[i].Type < 5 then local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,this.skillData[i].Type) if this.skillData[i].Type == 4 and this.skillData[i].state == 0 then - this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId),"\n(生命卡25级解锁)") + this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId),"\n(意念25级解锁)") this.skillPanelId = UIName.SkillInfoPopup else this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId))