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fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(_itemData.itemConfig.PropertyName)) + if _itemData.itemConfig.PropertyName > 0 then + fragmentIcon.gameObject:SetActive(true) + fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(_itemData.itemConfig.PropertyName)) + else + fragmentIcon.gameObject:SetActive(false) + end elseif _itemData.itemConfig.ItemType == ItemType.Pokemon then Util.GetGameObject(_go.gameObject, "GameObject/item/frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(YaoHunFrame[_itemData.quality]) num:SetActive(false) diff --git a/Assets/ManagedResources/~Lua/Modules/Likability/HeroLikeAbilityPanel.lua b/Assets/ManagedResources/~Lua/Modules/Likability/HeroLikeAbilityPanel.lua index 2299d3d93f..142d3a67d2 100644 --- a/Assets/ManagedResources/~Lua/Modules/Likability/HeroLikeAbilityPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Likability/HeroLikeAbilityPanel.lua @@ -56,7 +56,7 @@ function HeroLikeAbilityPanel:InitComponent() self.progressText = Util.GetGameObject(self.transform, "likeability/progressText"):GetComponent("Text") self.lookBtn = Util.GetGameObject(self.transform, "likeability/lookBtn") - self.grid = Util.GetGameObject(self.transform, "gift/grid") + self.grid = Util.GetGameObject(self.transform, "gift/scroll/grid") self.itemPre = Util.GetGameObject(self.transform, "gift/itemPre") self.select = Util.GetGameObject(self.transform, "gift/select") self.remainTimes = Util.GetGameObject(self.transform, "remainTimes"):GetComponent("Text") @@ -317,7 +317,7 @@ function HeroLikeAbilityPanel:UpdateItemList(isChange) self.itemList[i].data = items[i] end self.itemList[i].pre.gameObject:SetActive(true) - self.itemList[i].go:OnOpen(false,{items[i].id,items[i].num},1.1,false,false,false,self.sortingOrder) + self.itemList[i].go:OnOpen(false,{items[i].id,items[i].num},1,false,false,false,self.sortingOrder) if items[i].num < 1 then Util.SetGray(self.itemList[i].pre.gameObject,true) else @@ -358,7 +358,7 @@ end function HeroLikeAbilityPanel:SetSelectKuang(par) self.select.gameObject:SetActive(true) self.select.transform:SetParent(par.transform) - self.select.transform.localPosition = Vector3.zero + self.select.transform.localPosition = Vector3.New(-7.5,3.5) end function HeroLikeAbilityPanel:SetHeroLiveData() diff --git a/Assets/ManagedResources/~Lua/Modules/Likability/LikabilityManager.lua b/Assets/ManagedResources/~Lua/Modules/Likability/LikabilityManager.lua index 1647dea74b..8ef80fa03d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Likability/LikabilityManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Likability/LikabilityManager.lua @@ -89,6 +89,7 @@ function this.GetAllItemsData() data.num = BagManager.GetItemCountById(k) data.id = k data.property = ItemConfig[k].PropertyName + data.Quantity = ItemConfig[k].Quantity table.insert(list,data) end table.sort(list,function(a,b) diff --git a/Assets/ManagedResources/~Lua/View/ItemView.lua b/Assets/ManagedResources/~Lua/View/ItemView.lua index e947f7bda1..8304db878c 100644 --- a/Assets/ManagedResources/~Lua/View/ItemView.lua +++ b/Assets/ManagedResources/~Lua/View/ItemView.lua @@ -432,7 +432,12 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage) end) elseif itemDataConFig.ItemType == ItemType.likeabilityItem then self.fragmentIcon:SetActive(true) - self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig[itemSId].PropertyName)) + if itemConfig[itemSId].PropertyName > 0 then + self.fragmentIcon.gameObject:SetActive(true) + self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig[itemSId].PropertyName)) + else + self.fragmentIcon.gameObject:SetActive(false) + end self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity)) self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID)) Util.AddOnceClick(self.frameBtn, function()