魂印开启显示修改提交
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@ -243,11 +243,15 @@ function this.SetLoopUI()
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LogError("最大槽位数量"..loopCount.." 可装备槽位数量"..didLen.." 最大动态等级"..didLv.." 配置最大等级"..maxLv)
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--初始化
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for i=1, #loopList do
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loopList[i]:SetActive(false)
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end
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for i=1,loopCount do
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if not loopList[i] then
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loopList[i]=newObjToParent(this.loopPre,this.loopRoot)
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end
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loopList[i].name="Pre"..i
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loopList[i]:SetActive(true)
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end
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--设置不包含最后一位 为默认
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for j=1,loopCount do
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@ -260,22 +264,26 @@ function this.SetLoopUI()
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this.SetLoopPre(loopList[j],1,nil,nil,j)
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end
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end
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--最后一位锁定
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local rules=equipSignSetting[maxLv].OpenRules
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if rules[1]==1 then
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if PlayerManager.level<rules[2] then
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this.SetLoopPre(loopList[loopCount],2,nil,didLv)
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else
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this.SetLoopPre(loopList[loopCount],1)
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end
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elseif rules[1]==2 then
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if curHeroData.star<rules[2] then
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this.SetLoopPre(loopList[loopCount],2,nil,didLv)
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else
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this.SetLoopPre(loopList[loopCount],1)
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end
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end
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--最后一位锁定
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for k, v in ConfigPairs(equipSignSetting) do
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local rules=v.OpenRules
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if rules[1]==1 then
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if PlayerManager.level<rules[2] then
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this.SetLoopPre(loopList[loopCount],2,nil,didLv)
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break
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else
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this.SetLoopPre(loopList[loopCount],1)
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end
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elseif rules[1]==2 then
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if curHeroData.star<rules[2] then
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this.SetLoopPre(loopList[loopCount],2,nil,didLv)
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break
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else
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this.SetLoopPre(loopList[loopCount],1)
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end
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end
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end
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--数据赋值
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for k=1,#curHeroData.soulPrintList do
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local index=curHeroData.soulPrintList[k].position
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