魂印特效关闭

dev_chengFeng
ZhangBiao 2020-08-03 16:11:04 +08:00
parent 880b52763f
commit 0cd5ffca9d
3 changed files with 26 additions and 17 deletions

View File

@ -1457,16 +1457,19 @@ function SetSoulEffect(quality,root)
local effect = Util.GetGameObject(root,"UI_Effect_Kuang_JinSe")
local effect1 = Util.GetGameObject(root,"UI_Effect_jinkuang_Fang")
local effect2 = Util.GetGameObject(root,"UI_Effect_jinkuang_Yuan")
if quality >= 7 then
effect1.gameObject:SetActive(true)
effect2.gameObject:SetActive(true)
effect.gameObject:SetActive(false)
else
-- if quality >= 7 then
-- effect1.gameObject:SetActive(true)
-- effect2.gameObject:SetActive(true)
-- effect.gameObject:SetActive(false)
-- else
-- effect1.gameObject:SetActive(false)
-- effect2.gameObject:SetActive(false)
-- effect.gameObject:SetActive(true)
-- end
effect1.gameObject:SetActive(false)
effect2.gameObject:SetActive(false)
effect.gameObject:SetActive(true)
end
end
--- 本方法适用滚动条中 生成item的使用 主要适用每条滚动条item数量不定的滚动条中
--- itemview重设复用 1根节点 2生成到父节点 3item容器 4容器上限 5缩放 6层级 7根据数据类型生成 8不定参数据...

View File

@ -92,8 +92,8 @@ end
function QianKunBox:OnShow(sortingOrder)
Util.AddParticleSortLayer(self.effect, sortingOrder - orginLayer)
orginLayer = sortingOrder
-- Util.AddParticleSortLayer(self.effect, sortingOrder - orginLayer)
-- orginLayer = sortingOrder
self.gameObject:SetActive(true)
self:refreshMagicNum()

View File

@ -228,9 +228,12 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
--魂印
elseif _itemData.configData.ItemType == ItemType.HunYin then
if effectLayer > 0 then
self.UI_Effect_jinkuang_Fang:SetActive(_itemData.configData.Quantity == 7)
self.UI_Effect_jinkuang_Yuan:SetActive(_itemData.configData.Quantity == 7)
self.UI_Effect_Kuang_JinSe:SetActive(not (_itemData.configData.Quantity == 7))
-- self.UI_Effect_jinkuang_Fang:SetActive(_itemData.configData.Quantity == 7)
-- self.UI_Effect_jinkuang_Yuan:SetActive(_itemData.configData.Quantity == 7)
-- self.UI_Effect_Kuang_JinSe:SetActive(not (_itemData.configData.Quantity == 7))
self.UI_Effect_jinkuang_Fang:SetActive(false)
self.UI_Effect_jinkuang_Yuan:SetActive(false)
self.UI_Effect_Kuang_JinSe:SetActive(true)
end
self.iconGo:SetActive(false)
self.circleFrameBg:SetActive(true)
@ -485,9 +488,12 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,"",itemSId,0,0)
end)
elseif itemDataConFig.ItemType == ItemType.HunYin then
self.UI_Effect_jinkuang_Fang:SetActive(itemConfig[itemSId].Quantity>=7)
self.UI_Effect_jinkuang_Yuan:SetActive(itemConfig[itemSId].Quantity>=7)
self.UI_Effect_Kuang_JinSe:SetActive(not (itemConfig[itemSId].Quantity>=7))
-- self.UI_Effect_jinkuang_Fang:SetActive(itemConfig[itemSId].Quantity>=7)
-- self.UI_Effect_jinkuang_Yuan:SetActive(itemConfig[itemSId].Quantity>=7)
-- self.UI_Effect_Kuang_JinSe:SetActive(not (itemConfig[itemSId].Quantity>=7))
self.UI_Effect_jinkuang_Fang:SetActive(false)
self.UI_Effect_jinkuang_Yuan:SetActive(false)
self.UI_Effect_Kuang_JinSe:SetActive(true)
self.num:SetActive(true)
self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.iconGo:SetActive(false)