【物品特效】修复魂印特效显示错误

dev_chengFeng
gaoxin 2021-07-09 17:05:55 +08:00
parent 1a33172a27
commit 1f4499e8bb
1 changed files with 15 additions and 7 deletions

View File

@ -219,13 +219,15 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
end
--魂印
elseif _itemData.configData.ItemType == ItemType.HunYin then
if effectLayer > 0 then
if effectLayer > 0 and _itemData.configData.Quantity1 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(false)
self.UI_Effect_jinkuang_Yuan:SetActive(false)
self.UI_Effect_Kuang_JinSe:SetActive(true)
-- self.UI_Effect_jinkuang_Fang:SetActive(false)
-- self.UI_Effect_jinkuang_Yuan:SetActive(false)
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
end
self.iconGo:SetActive(false)
self.circleFrameBg:SetActive(true)
@ -539,9 +541,15 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
-- 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.UI_Effect_jinkuang_Fang:SetActive(false)
-- self.UI_Effect_jinkuang_Yuan:SetActive(false)
-- self.UI_Effect_Kuang_JinSe:SetActive(true)
if effectLayer > 0 and itemConfig[itemSId].Quantity1 then
self.UI_Effect_Kuang_JinSe:SetActive(itemConfig[itemSId].Quantity1 == 5)
self.UI_Effect_Kuang_HongSe:SetActive(itemConfig[itemSId].Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(itemConfig[itemSId].Quantity1 == 7)
end
self.num:SetActive(true)
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[itemSId].Quantity))
self.iconGo:SetActive(false)