魂印特效关闭
parent
880b52763f
commit
0cd5ffca9d
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@ -1457,16 +1457,19 @@ function SetSoulEffect(quality,root)
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local effect = Util.GetGameObject(root,"UI_Effect_Kuang_JinSe")
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local effect1 = Util.GetGameObject(root,"UI_Effect_jinkuang_Fang")
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local effect2 = Util.GetGameObject(root,"UI_Effect_jinkuang_Yuan")
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if quality >= 7 then
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effect1.gameObject:SetActive(true)
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effect2.gameObject:SetActive(true)
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effect.gameObject:SetActive(false)
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else
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-- if quality >= 7 then
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-- effect1.gameObject:SetActive(true)
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-- effect2.gameObject:SetActive(true)
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-- effect.gameObject:SetActive(false)
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-- else
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-- effect1.gameObject:SetActive(false)
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-- effect2.gameObject:SetActive(false)
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-- effect.gameObject:SetActive(true)
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-- end
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effect1.gameObject:SetActive(false)
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effect2.gameObject:SetActive(false)
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effect.gameObject:SetActive(true)
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end
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end
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--- 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)
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--- 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...
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@ -92,8 +92,8 @@ end
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function QianKunBox:OnShow(sortingOrder)
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Util.AddParticleSortLayer(self.effect, sortingOrder - orginLayer)
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orginLayer = sortingOrder
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-- Util.AddParticleSortLayer(self.effect, sortingOrder - orginLayer)
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-- orginLayer = sortingOrder
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self.gameObject:SetActive(true)
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self:refreshMagicNum()
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@ -228,9 +228,12 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
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--魂印
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elseif _itemData.configData.ItemType == ItemType.HunYin then
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if effectLayer > 0 then
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self.UI_Effect_jinkuang_Fang:SetActive(_itemData.configData.Quantity == 7)
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self.UI_Effect_jinkuang_Yuan:SetActive(_itemData.configData.Quantity == 7)
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self.UI_Effect_Kuang_JinSe:SetActive(not (_itemData.configData.Quantity == 7))
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-- self.UI_Effect_jinkuang_Fang:SetActive(_itemData.configData.Quantity == 7)
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-- self.UI_Effect_jinkuang_Yuan:SetActive(_itemData.configData.Quantity == 7)
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-- self.UI_Effect_Kuang_JinSe:SetActive(not (_itemData.configData.Quantity == 7))
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self.UI_Effect_jinkuang_Fang:SetActive(false)
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self.UI_Effect_jinkuang_Yuan:SetActive(false)
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self.UI_Effect_Kuang_JinSe:SetActive(true)
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end
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self.iconGo:SetActive(false)
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self.circleFrameBg:SetActive(true)
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@ -485,9 +488,12 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
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UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,"",itemSId,0,0)
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end)
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elseif itemDataConFig.ItemType == ItemType.HunYin then
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self.UI_Effect_jinkuang_Fang:SetActive(itemConfig[itemSId].Quantity>=7)
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self.UI_Effect_jinkuang_Yuan:SetActive(itemConfig[itemSId].Quantity>=7)
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self.UI_Effect_Kuang_JinSe:SetActive(not (itemConfig[itemSId].Quantity>=7))
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-- self.UI_Effect_jinkuang_Fang:SetActive(itemConfig[itemSId].Quantity>=7)
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-- self.UI_Effect_jinkuang_Yuan:SetActive(itemConfig[itemSId].Quantity>=7)
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-- self.UI_Effect_Kuang_JinSe:SetActive(not (itemConfig[itemSId].Quantity>=7))
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self.UI_Effect_jinkuang_Fang:SetActive(false)
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self.UI_Effect_jinkuang_Yuan:SetActive(false)
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self.UI_Effect_Kuang_JinSe:SetActive(true)
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self.num:SetActive(true)
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self.frame.sprite = Util.LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
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self.iconGo:SetActive(false)
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