diff --git a/Assets/ManagedResources/Prefabs/UI/RoleInfo/FaXiangStrongPopup.prefab b/Assets/ManagedResources/Prefabs/UI/RoleInfo/FaXiangStrongPopup.prefab
index da1e362f8f..0818fbe2c0 100644
--- a/Assets/ManagedResources/Prefabs/UI/RoleInfo/FaXiangStrongPopup.prefab
+++ b/Assets/ManagedResources/Prefabs/UI/RoleInfo/FaXiangStrongPopup.prefab
@@ -2489,7 +2489,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
- m_AnchoredPosition: {x: 1.99, y: -284.14}
+ m_AnchoredPosition: {x: 1.99, y: -400}
m_SizeDelta: {x: 755.3, y: 88.74}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &7941771466587653062
@@ -2527,7 +2527,7 @@ MonoBehaviour:
m_BestFit: 1
m_MinSize: 3
m_MaxSize: 50
- m_Alignment: 1
+ m_Alignment: 4
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 0
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RewardTalismanSingleShowPopup2.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RewardTalismanSingleShowPopup2.lua
index f68fbb4eab..db4fd60a6f 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/RewardTalismanSingleShowPopup2.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/RewardTalismanSingleShowPopup2.lua
@@ -435,8 +435,8 @@ function RewardTalismanSingleShowPopup2:OnShow()
end
if self.openType == 2 then
if self.position>6 then
- self.upgradeRed:SetActive(false)
- self.upstarRed:SetActive(false)
+ self.upgradeRed:SetActive(FaXiangManager.CheckIsShowRed(self.equipData.idDyn,1))
+ self.upstarRed:SetActive(FaXiangManager.CheckIsShowRed(self.equipData.idDyn,2))
self.shenyingRed:SetActive(false)
else
self.upgradeRed:SetActive(HeroManager.CheckIsUpTreasure(self.equipData.idDyn,1))
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaXiangManager.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaXiangManager.lua
index 21bd2b2233..05a3e1218e 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaXiangManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaXiangManager.lua
@@ -252,10 +252,6 @@ function this.GetCurrStarAndNextStarPropertyValue(_id, _lv,_data)
return starList
end
-
-
-
-
--获取法相升级消耗
function this.GetFaXiangLevelCost(_pool,_lv)
local levelConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangLevelConfig,"PoolId",_pool,"Level",_lv)
@@ -485,7 +481,6 @@ end
--获取消耗物品数据
function this.GetCostItems(_config)
-
if _config==nil then
return
end
@@ -515,6 +510,40 @@ function this.GetCostItems(_config)
end
+--检测是否显示红点
+function this.CheckIsShowRed(_id,_type)
+ local faxiang=allTreasures[_id]
+ if not faxiang then
+ return false
+ end
+ local cost1
+ local cost2
+ local isLv=false
+ local isStar=false
+ if _type==1 then
+ if faxiang.lv~=faxiang.maxLv then
+ cost1,isLv=this.GetFaXiangLevelCost(faxiang.levelPool,faxiang.lv)
+ return isLv
+ end
+
+ elseif _type==2 then
+ if faxiang.refineLv~=faxiang.maxRefineLv then
+ cost2,isStar=this.GetFaXiangStarCost(faxiang.refinePool,faxiang.refineLv,faxiang)
+ return isStar
+ end
+ else
+ if faxiang.lv~=faxiang.maxLv then
+ cost1,isLv=this.GetFaXiangLevelCost(faxiang.levelPool,faxiang.lv)
+ return isLv
+ end
+ if faxiang.refineLv~=faxiang.maxRefineLv then
+ cost2,isStar=this.GetFaXiangStarCost(faxiang.refinePool,faxiang.refineLv,faxiang)
+ return isStar
+ end
+ end
+ return false
+end
+
--根据动态id获取法相
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaXiangStrongPopup.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaXiangStrongPopup.lua
index c55c0507d6..fc307d34a3 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaXiangStrongPopup.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaXiangStrongPopup.lua
@@ -181,10 +181,10 @@ end
function FaXiangStrongPopup:RefreshRedPoint(delta,isRefreshTabRed)
Timer.New(function()
- -- for k,v in pairs(this.treasureDatas2) do
- -- local redShow = HeroManager.CheckIsUpTreasure(v.data.idDyn,type)
- -- v.red.gameObject:SetActive(redShow)
- -- end
+ for k,v in pairs(this.treasureDatas2) do
+ local redShow = FaXiangManager.CheckIsShowRed(v.data.idDyn,type)
+ v.red.gameObject:SetActive(redShow)
+ end
this.select.transform:SetParent(curIndex.transform)
this.select:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(-8.5,5.04,0)
if type==1 then
@@ -197,23 +197,21 @@ function FaXiangStrongPopup:RefreshRedPoint(delta,isRefreshTabRed)
this.select.gameObject:SetActive(true)
this.select.transform:SetSiblingIndex(1)
end,delta):Start()
- -- if isRefreshTabRed then
- -- local redDataStrong ,redDataRefine,redDataShenying = false,false,false
- -- for k,v in pairs(datas) do
- -- if not redDataStrong then
- -- redDataStrong = HeroManager.CheckIsUpTreasure(v.idDyn,1)
- -- end
- -- if not redDataRefine then
- -- redDataRefine = HeroManager.CheckIsUpTreasure(v.idDyn,2)
- -- end
- -- if not redDataShenying then
- -- redDataShenying = HeroManager.CheckIsUpTreasure(v.idDyn,3)
- -- end
- -- end
- -- this.btn_strongPageRed.gameObject:SetActive(redDataStrong)
- -- this.btn_refinePageRed.gameObject:SetActive(redDataRefine)
- -- this.btn_shenyingPageRed.gameObject:SetActive(redDataShenying)
- -- end
+ if isRefreshTabRed then
+ local redDataStrong ,redDataRefine,redDataShenying = false,false,false
+ --for k,v in pairs(datas) do
+ if not redDataStrong then
+ redDataStrong = FaXiangManager.CheckIsShowRed(curEquipData.idDyn,1)
+ end
+ if not redDataRefine then
+ redDataRefine = FaXiangManager.CheckIsShowRed(curEquipData.idDyn,2)
+ end
+
+ --end
+ this.btn_strongPageRed.gameObject:SetActive(redDataStrong)
+ this.btn_refinePageRed.gameObject:SetActive(redDataRefine)
+
+ end
end
--界面打开时调用(用于子类重写)
@@ -346,6 +344,7 @@ function FaXiangStrongPopup:SetWindShow(_index)
for i = 1, #skillId do
des= des..ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig,skillId[i]).Desc
end
+ this.hintTxt.text="已提升至最大等级"
this.skillInfo.text= "".."法相技能: "..""..des
elseif _index == 2 then
this.titleTxt.text="法相升星"
@@ -378,8 +377,9 @@ function FaXiangStrongPopup:SetWindShow(_index)
des= des..ConfigManager.GetConfigData(ConfigName.PassiveSkillConfig,skillId[i]).Desc
end
this.skillInfo.text= "".."技能预览: "..""..des
+ this.hintTxt.text="已提升至最大星级"
end
-
+ this.hintTxt.gameObject:SetActive(isMax)
isGongMing = false
--if HarmonyManager.IsInfo(curEquipData.upHeroDid) and HarmonyManager.GetSingleAdditions(index) ~= -1 and _index == 1 then
-- if HarmonyManager.IsInfo(curEquipData.upHeroDid) and _index == 1 then
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua
index 156d9b064e..790e19a0e3 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua
@@ -143,6 +143,8 @@ function RoleEquipPanel:InitComponent()
this.equipBtn6 = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip6/Image")
this.equipBTn5Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip5/red")
this.equipBtn6Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip6/red")
+ this.equipBTn7Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip7/red")
+ this.equipBtn8Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip8/red")
for i = 1, 8 do
Util.GetGameObject(self.gameObject,"bg/equipInfo/equip"..i.."/mask"):GetComponent("Image").sprite = this.spLoader:LoadSprite(EquipPositionIcon[i])
end
@@ -1123,13 +1125,25 @@ function this.CheckRedTab()
showRed = false
end
redTabs[i].gameObject:SetActive(showRed)
- else
- local canEquips = HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,(i-4))
- redTabs[i].gameObject:SetActive(isCanUpEquipTreasure and isUpZhen and #canEquips > 0)
+ elseif i==5 then
+ -- body
+ local isRed
+ for j = 1, 2 do
+ local canEquips = HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId,(j-4))
+ if canEquips and #canEquips>0 then
+ isRed=true
+ end
+ end
+
+ redTabs[i].gameObject:SetActive(isCanUpEquipTreasure and isUpZhen and isRed)
+ elseif i==6 then
+ redTabs[i].gameObject:SetActive(false)
end
end
this.equipBTn5Add.gameObject:SetActive(curEquipTreasureDatas[5] and curEquipTreasureDatas[5].idDyn and HeroManager.CheckIsUpTreasure(curEquipTreasureDatas[5].idDyn,0) )
this.equipBtn6Add.gameObject:SetActive(curEquipTreasureDatas[6] and curEquipTreasureDatas[6].idDyn and HeroManager.CheckIsUpTreasure(curEquipTreasureDatas[6].idDyn,0) )
+ this.equipBTn7Add.gameObject:SetActive(curFaXiangDatas[7] and curFaXiangDatas[7].idDyn and FaXiangManager.CheckIsShowRed(curFaXiangDatas[7].idDyn,0) )
+ this.equipBtn8Add.gameObject:SetActive(curFaXiangDatas[8] and curFaXiangDatas[8].idDyn and FaXiangManager.CheckIsShowRed(curFaXiangDatas[8].idDyn,0) )
end
--选择图片设置父级