礼物修改 点将神符不足弹出提示

dev_one_discount
wangzhenxing 2023-09-20 14:37:05 +08:00
parent e37b4befbd
commit 266c5b12af
7 changed files with 216 additions and 12 deletions

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@ -1145,6 +1145,7 @@ ItemType = {
ReplaceCard=52,--神将置换卡 ReplaceCard=52,--神将置换卡
GodWeapon =53, --神兵 GodWeapon =53, --神兵
GodWeaponChip=54,--神兵碎片 GodWeaponChip=54,--神兵碎片
Gift=56,--礼物
} }
JumpType = { JumpType = {
Lottery = 1, --招募 Lottery = 1, --招募

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@ -394,7 +394,16 @@ function RecruitPanelNew:UpdatePanelData()
Util.AddOnceClick(m.btn,function() Util.AddOnceClick(m.btn,function()
if not isFree then if not isFree then
if BagManager.GetItemCountById(itemId)<itemNum then if BagManager.GetItemCountById(itemId)<itemNum then
PopupTipPanel.ShowTip(itemConfig[itemId].Name.."数量不足!") --PopupTipPanel.ShowTip(itemConfig[itemId].Name.."数量不足!")
local sureFunc=function()
JumpManager.GoJump(20009)
end
local args={}
args[1]="当前点将神符数量不足,是否前往秘宝商店购买"
args[2]="前往"
args[3]="取消"
args[4]=sureFunc
UIManager.OpenPanel(UIName.GMCommonConfirmPanel,args)
return return
end end
end end

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@ -307,11 +307,13 @@ function this.SingleItemDataShow(_go, _itemData)
this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform) this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform)
end end
local redPoint = Util.GetGameObject(_go.transform, "redPoint") local redPoint = Util.GetGameObject(_go.transform, "redPoint")
local tip=Util.GetGameObject(_go.transform, "tip")
tip:SetActive(_itemData.isUp==1)
local isHave=CheckListIsContainValue1(allUpIds,_itemData.id) local isHave=CheckListIsContainValue1(allUpIds,_itemData.id)
redPoint:SetActive(isHave==false) redPoint:SetActive(isHave==false)
this.equipPreList[_go].gameObject:SetActive(true) this.equipPreList[_go].gameObject:SetActive(true)
this.equipPreList[_go].transform:SetAsFirstSibling() this.equipPreList[_go].transform:SetAsFirstSibling()
if itemConfig[_itemData.id].ItemType == ItemType.Equip then --if itemConfig[_itemData.id].ItemType == ItemType.Equip then
this.equipPreList[_go]:OnOpen(false,{_itemData.id,_itemData.num}, 1.1, true, false, false, orginLayer,_itemData.idDyn) this.equipPreList[_go]:OnOpen(false,{_itemData.id,_itemData.num}, 1.1, true, false, false, orginLayer,_itemData.idDyn)
-- 0.查看属性 1.穿戴 2.卸下 3.交换 -- 0.查看属性 1.穿戴 2.卸下 3.交换
--宝物界面 --宝物界面
@ -324,7 +326,7 @@ function this.SingleItemDataShow(_go, _itemData)
end end
end end
) )
end --end
end end
function this:SetSelectBtn() function this:SetSelectBtn()

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@ -358,11 +358,13 @@ function this.SingleItemDataShow(_go, _itemData)
this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform) this.equipPreList[_go] = SubUIManager.Open(SubUIConfig.ItemView,_go.transform)
end end
local redPoint = Util.GetGameObject(_go.transform, "redPoint") local redPoint = Util.GetGameObject(_go.transform, "redPoint")
local tip=Util.GetGameObject(_go.transform, "tip")
tip:SetActive(_itemData.isUp==1)
local isHave=CheckListIsContainValue1(allUpIds,_itemData.id) local isHave=CheckListIsContainValue1(allUpIds,_itemData.id)
redPoint:SetActive(isHave==false and curNum>#allUpIds) redPoint:SetActive(isHave==false and curNum>#allUpIds)
this.equipPreList[_go].gameObject:SetActive(true) this.equipPreList[_go].gameObject:SetActive(true)
this.equipPreList[_go].transform:SetAsFirstSibling() this.equipPreList[_go].transform:SetAsFirstSibling()
if itemConfig[_itemData.id].ItemType == ItemType.Equip then --if itemConfig[_itemData.id].ItemType == ItemType.Equip then
this.equipPreList[_go]:OnOpen(false,{_itemData.id,_itemData.num}, 1.1, true, false, false, orginLayer,_itemData.idDyn) this.equipPreList[_go]:OnOpen(false,{_itemData.id,_itemData.num}, 1.1, true, false, false, orginLayer,_itemData.idDyn)
-- 0.查看属性 1.穿戴 2.卸下 3.交换 -- 0.查看属性 1.穿戴 2.卸下 3.交换
--宝物界面 --宝物界面
@ -375,7 +377,7 @@ function this.SingleItemDataShow(_go, _itemData)
end end
end end
) )
end --end
end end