龙珠修改
parent
13028d37d4
commit
3287d0b938
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@ -8594,6 +8594,11 @@ PrefabInstance:
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propertyPath: m_Pivot.y
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value: 0.5
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objectReference: {fileID: 0}
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type: 3}
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propertyPath: m_SizeDelta.x
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 3461869958402333818, guid: 5499cdbed3f400441b21a8becb5b5e84,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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@ -8649,6 +8654,26 @@ PrefabInstance:
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propertyPath: m_TargetGraphic
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value:
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objectReference: {fileID: 3290334893541118100}
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type: 3}
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propertyPath: m_AnchorMin.y
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value: 0
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objectReference: {fileID: 0}
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propertyPath: m_AnchorMax.y
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 3395823834833100134, guid: 5499cdbed3f400441b21a8becb5b5e84,
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propertyPath: m_AnchoredPosition.x
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 3395823834833100134, guid: 5499cdbed3f400441b21a8becb5b5e84,
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propertyPath: m_AnchoredPosition.y
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 381753831834081747, guid: 5499cdbed3f400441b21a8becb5b5e84,
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type: 3}
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propertyPath: m_SizeDelta.x
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@ -853,7 +853,7 @@ MonoBehaviour:
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m_Top: 0
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m_Bottom: 0
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m_ChildAlignment: 0
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m_Spacing: 0
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m_Spacing: -40
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m_ChildForceExpandWidth: 0
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m_ChildForceExpandHeight: 0
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m_ChildControlWidth: 0
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@ -17,7 +17,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &309311515
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RectTransform:
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m_ObjectHideFlags: 0
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@ -754,7 +754,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 51.71, y: 2.600006}
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m_AnchoredPosition: {x: 30, y: 2.600006}
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m_SizeDelta: {x: 291.48, y: 30}
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m_Pivot: {x: 0, y: 0}
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--- !u!222 &3458859693125887700
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@ -1063,7 +1063,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &3461425765958726042
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RectTransform:
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m_ObjectHideFlags: 0
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@ -8,7 +8,8 @@ local teamHero = {}
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local roleDatas = {}
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this.isFirstOpen = true
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local tabs = {}
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local tabsImg = {"z_icon_01_zh","r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh","z_icon_qingjinbao"}
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local tabsImg = { "z_icon_01_zh", "r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh",
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"z_icon_qingjinbao" }
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local soulPrintData = {}
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local orginLayer = 0
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local orginLayer2 = 0
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@ -23,6 +24,8 @@ function RoleListPanel:InitComponent()
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this.cardPre:GetComponent("RectTransform").localScale = Vector3.New(1, 1, 1)
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local starPre = poolManager:LoadAsset("starGrid", PoolManager.AssetType.GameObject)
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starPre.transform:SetParent(Util.GetGameObject(self.transform, "card(Clone)/card/star").transform)
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starPre.transform.localScale = Vector3.one
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starPre.transform.localPosition = Vector3.zero
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local particles1 = starPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
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for key, value in pairs(particles1:ToTable()) do
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local mat = value:GetComponent(typeof(UnityEngine.Renderer))
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@ -40,7 +43,8 @@ function RoleListPanel:InitComponent()
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elseif mat.material.shader.name == "UI Particles/Additive" then
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mat.material.shader = poolManager:LoadAsset("UI-Particle-Add_1", poolManager.AssetType.Other)
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elseif mat.material.shader.name == "YXZ/Effect/Mix Masking(Without Moving)_alphablend" then
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mat.material.shader=poolManager:LoadAsset("YXZ_MixMaskingWithoutMoving_alphablend_1",poolManager.AssetType.Other)
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mat.material.shader = poolManager:LoadAsset("YXZ_MixMaskingWithoutMoving_alphablend_1",
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poolManager.AssetType.Other)
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end
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end
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local meshs = this.cardPre:GetComponentsInChildren(typeof(UnityEngine.MeshRenderer))
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@ -90,19 +94,17 @@ function RoleListPanel:InitComponent()
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--this.UpView.gameObject:AddComponent(typeof(UnityEngine.Canvas)).overrideSorting=true
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--this.UpView.overrideSorting=true
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local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "scroll").transform,
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,
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Util.GetGameObject(self.transform, "scroll").transform,
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this.cardPre, this.ScrollBar, Vector2.New(-v2.x * 2, -v2.y * 2 + 20), 1, 5, Vector2.New(25, 8))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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this.maxk = Util.GetGameObject(self.gameObject, "maxk")
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end
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--绑定事件(用于子类重写)
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function RoleListPanel:BindEvent()
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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HeroManager.heroListPanelSortID = SortTypeConst.Natural
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@ -193,12 +195,10 @@ function this:OnSortingOrderChange()
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-- if this.UpView then
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-- SetParticleSortLayer(this.UpView,self.sortingOrder+2)
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-- end
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end
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--界面打开时调用(用于子类重写)
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function RoleListPanel:OnShow()
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--检测成员红点
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CheckRedPointStatus(RedPointType.Role)
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@ -273,15 +273,19 @@ function this:SetRoleList(_roleDatas)
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orginLayer2 = self.sortingOrder
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orginLayer = self.sortingOrder
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end
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function this.SingleHeroDataShow(_go, _heroData)
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local heroData = _heroData
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SetHeroBg(this.spLoader, Util.GetGameObject(_go.transform, "card"),Util.GetGameObject(_go.transform, "card/bg"),_heroData.star,heroData.heroConfig.Quality,this.sortingOrder + 1)
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SetHeroBg(this.spLoader, Util.GetGameObject(_go.transform, "card"), Util.GetGameObject(_go.transform, "card/bg"),
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_heroData.star, heroData.heroConfig.Quality, this.sortingOrder + 1)
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if HarmonyManager.IsChangeColor(heroData.dynamicId) then
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Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = "<color=#0f0>"..heroData.lv.."</color>"
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Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = "<color=#0f0>" ..
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heroData.lv .. "</color>"
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elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) then
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local temp = HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv)
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if temp.heroTid == 0 and temp.value > 0 then
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Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = "<color=#ffbe22>"..heroData.lv.."</color>"
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Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = "<color=#ffbe22>" ..
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heroData.lv .. "</color>"
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else
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Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
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end
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@ -289,24 +293,30 @@ function this.SingleHeroDataShow(_go,_heroData)
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Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
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end
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Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.heroConfig.ReadingName)
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Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(heroData.heroConfig.ShowLive))
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Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.heroConfig
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.ReadingName)
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Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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GetResourcePath(heroData.heroConfig.ShowLive))
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SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image"), heroData.heroConfig.Toward)
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Util.GetGameObject(_go.transform, "card/pos/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.professionIcon)
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Util.GetGameObject(_go.transform, "card/pos/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData
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.professionIcon)
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local imageCom = Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("RectTransform")
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--if heroData.changeProId == 1 or heroData.changeProId == 2 or heroData.changeProId == 3 or heroData.changeProId == 4 then
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imageCom.sizeDelta = Vector2.New(30, 30)
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--else
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-- imageCom.sizeDelta=Vector2.New(60,30)
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--end
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imageCom.gameObject:GetComponent("Image").sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.changeProId))
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Util.GetGameObject(_go.transform, "card/heroStage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
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imageCom.gameObject:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData
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.changeProId))
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Util.GetGameObject(_go.transform, "card/heroStage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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HeroStageSprite[heroData.heroConfig.HeroStage])
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Util.GetGameObject(_go.transform, "card/redAndLock"):SetActive(true)
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local redPoint = Util.GetGameObject(_go.transform, "card/redAndLock/redPoint")
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Util.GetGameObject(_go.transform, "card/redAndLock/lockImage"):SetActive(heroData.lockState == 1)
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Util.GetGameObject(_go.transform, "card/core"):SetActive(heroData.heroConfig.Main == 1)
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Util.GetGameObject(_go.transform, "card/starnum"):GetComponent("Text").text=_heroData.star.."/".._heroData.maxStar
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Util.GetGameObject(_go.transform, "card/starnum"):GetComponent("Text").text = _heroData.star ..
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"/" .. _heroData.maxStar
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_go.transform.localScale = Vector3.one * 0.95
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local starGrid = Util.GetGameObject(_go.transform, "star")
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local starPre = Util.GetGameObject(_go.transform, "starPre")
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@ -320,7 +330,7 @@ function this.SingleHeroDataShow(_go,_heroData)
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elseif starType == 2 then
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starSize = Vector2.New(60, 57)
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end
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-- SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
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SetHeroStars(this.spLoader, starGrid, star, starType, starSize, starScale)
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Util.SetParticleSortLayer(starGrid, this.sortingOrder + 1)
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--local cardBtn = Util.GetGameObject(_go.transform, "card(Clone)")
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SoulPrintManager.UnLockSoulPrintPos(heroData)
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@ -340,6 +350,7 @@ function this.SingleHeroDataShow(_go,_heroData)
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this.OnClickEnterHeroInfo(heroData, HeroManager.heroSortedDatas, teamHero[heroData.dynamicId] ~= nil)
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end)
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end
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function this:SetSelectBtn()
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this.selectBtn.transform:SetParent(tabs[proId].transform)
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this.selectBtn:GetComponent("RectTransform").localPosition = Vector3.zero
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@ -437,7 +448,6 @@ function RoleListPanel:OnClose()
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isFristOpenTime:Stop()
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isFristOpenTime = nil
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end
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end
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--界面销毁时调用(用于子类重写)
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@ -453,8 +463,6 @@ function RoleListPanel:OnDestroy()
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this.playerInfoView = nil
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end
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ClearRedPointObject(RedPointType.LikeabilityRed, this.haoganduRed)
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end
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return RoleListPanel
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@ -3,35 +3,57 @@ local MainShopPanel = Inherit(BasePanel)
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local this = MainShopPanel
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-- Tab管理器
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local TabBox = require("Modules/Common/TabBox")
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local _Tab2Sprite = {default = "x1_haoyou_biaoqian_weixuanzhong", select = "x1_haoyou_biaoqian_xuanzhong", lock = "s_shop_qieye_1"}
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local _Tab2FontColor = { default = Color.New(255 / 255, 255 / 255, 255 / 255, 1),
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local _Tab2Sprite = {
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default = "x1_haoyou_biaoqian_weixuanzhong_quekou",
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select = "x1_haoyou_biaoqian_xuanzhong",
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lock =
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"s_shop_qieye_1"
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}
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local _Tab2FontColor = {
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default = Color.New(255 / 255, 255 / 255, 255 / 255, 1),
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lock = Color.New(255 / 255, 255 / 255, 255 / 255, 1),
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select = Color.New(255 / 255, 255 / 255, 255 / 255, 1) }
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select = Color.New(255 / 255, 255 / 255, 255 / 255, 1)
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}
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local _ShopTypeConfig = ConfigManager.GetConfig(ConfigName.StoreTypeConfig)
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local _ShopPage = {
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[SHOP_PAGE.RECHARGE] = { -- 充值
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default = "UI_hz_gonghui_31", lock = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31",
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rpType = RedPointType.Shop_Page_Recharge,name="充值商店"
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default = "UI_hz_gonghui_31",
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lock = "UI_hz_gonghui_31",
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select = "UI_hz_gonghui_31",
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rpType = RedPointType.Shop_Page_Recharge,
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name = "充值商店"
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},
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[SHOP_PAGE.GENERAL] = { -- 杂货
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default = "UI_hz_gonghui_32", lock = "UI_hz_gonghui_32", select = "UI_hz_gonghui_32",
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rpType = RedPointType.Shop_Page_General,name="杂货商店"
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default = "UI_hz_gonghui_32",
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lock = "UI_hz_gonghui_32",
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select = "UI_hz_gonghui_32",
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rpType = RedPointType.Shop_Page_General,
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name = "杂货商店"
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},
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[SHOP_PAGE.COIN] = { -- 代币
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default = "UI_hz_gonghui_33", lock = "UI_hz_gonghui_33", select = "UI_hz_gonghui_33",
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rpType = RedPointType.Shop_Page_Coin,name="代币商店"
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default = "UI_hz_gonghui_33",
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lock = "UI_hz_gonghui_33",
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select = "UI_hz_gonghui_33",
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rpType = RedPointType.Shop_Page_Coin,
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name = "代币商店"
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},
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[SHOP_PAGE.PLAY] = { -- 玩法
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default = "UI_hz_gonghui_34", lock = "UI_hz_gonghui_34", select = "UI_hz_gonghui_34",
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rpType = RedPointType.Shop_Page_Play,name="玩法商店"
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default = "UI_hz_gonghui_34",
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lock = "UI_hz_gonghui_34",
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select = "UI_hz_gonghui_34",
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rpType = RedPointType.Shop_Page_Play,
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name = "玩法商店"
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},
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[SHOP_PAGE.EXCHANGE] = { -- 兑换
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default = "UI_hz_gonghui_31", lock = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31", name = "兑换商店"
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},
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[SHOP_PAGE.JUMPSERVER] = { -- 云游
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default = "UI_hz_gonghui_32", lock = "UI_hz_gonghui_32", select = "UI_hz_gonghui_32",
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rpType = RedPointType.Shop_Page_Roam,name="宇宙生存挑战"
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default = "UI_hz_gonghui_32",
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lock = "UI_hz_gonghui_32",
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select = "UI_hz_gonghui_32",
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rpType = RedPointType.Shop_Page_Roam,
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name = "宇宙生存挑战"
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},
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[SHOP_PAGE.YUANSHEN] = { -- 元神
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default = "UI_hz_gonghui_33", lock = "UI_hz_gonghui_33", select = "UI_hz_gonghui_33", name = "元神商店"
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@ -72,6 +94,7 @@ function MainShopPanel:InitComponent()
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-- 上部货币显示
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft })
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end
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--绑定事件(用于子类重写)
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function MainShopPanel:BindEvent()
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-- 初始化Tab管理器
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@ -97,14 +120,13 @@ function MainShopPanel:BindEvent()
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Util.AddClick(this.vipDetailBtn, function()
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UIManager.OpenPanel(UIName.VipPanelV2)
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end)
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end
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--添加事件监听(用于子类重写)
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function MainShopPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.SetVipPartInfo)
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end
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--移除事件监听(用于子类重写)
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function MainShopPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.SetVipPartInfo)
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@ -147,7 +169,6 @@ function MainShopPanel:OnOpen(chooseShopType)
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end
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end
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assert(this._ChoosePageIndex and this._ChooseShopIndex, Language[11887])
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end
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-- 打开,重新打开时回调
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@ -216,6 +237,7 @@ function this.PageTabIsLockCheck(index)
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end
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return false
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end
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-- tab改变事件
|
||||
function this.OnPageTabChange(index, lastIndex)
|
||||
this._CurPageIndex = index
|
||||
|
@ -277,6 +299,7 @@ function this.ShopTabAdapter(tab, index, status)
|
|||
this.BindTabRedpot(shopType, redpot)
|
||||
end
|
||||
end
|
||||
|
||||
-- tab可用性检测
|
||||
function this.ShopTabIsLockCheck(index)
|
||||
local shopType = this._MainShopTypeList[index]
|
||||
|
@ -290,6 +313,7 @@ function this.ShopTabIsLockCheck(index)
|
|||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- tab改变事件
|
||||
function this.OnShopTabChange(index, lastIndex)
|
||||
if this._CurShopIndex == index then return end
|
||||
|
@ -325,7 +349,6 @@ function this.OnShopTabChange(index, lastIndex)
|
|||
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = config.ResourcesBar })
|
||||
end
|
||||
|
||||
|
||||
-- 绑定数据
|
||||
local _PageBindData = {}
|
||||
local _TabBindData = {}
|
||||
|
@ -335,6 +358,7 @@ function this.BindPageRedpot(page, redpot)
|
|||
BindRedPointObject(rpType, redpot)
|
||||
_PageBindData[rpType] = redpot
|
||||
end
|
||||
|
||||
function this.ClearPageRedpot(page)
|
||||
-- 清除红点绑定
|
||||
if page then -- 清除某个
|
||||
|
@ -370,6 +394,7 @@ function this.GetTabRPType(shopType)
|
|||
end
|
||||
return rpType
|
||||
end
|
||||
|
||||
--- 绑定红点
|
||||
function this.BindTabRedpot(shopType, redpot)
|
||||
local rpType = this.GetTabRPType(shopType)
|
||||
|
@ -377,6 +402,7 @@ function this.BindTabRedpot(shopType, redpot)
|
|||
BindRedPointObject(rpType, redpot)
|
||||
_TabBindData[rpType] = redpot
|
||||
end
|
||||
|
||||
--- 清除红点
|
||||
function this.ClearTabRedpot(shopType)
|
||||
-- 清除红点绑定
|
||||
|
@ -396,6 +422,7 @@ end
|
|||
--界面关闭时调用(用于子类重写)
|
||||
function MainShopPanel:OnClose()
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function MainShopPanel:OnDestroy()
|
||||
this.spLoader:Destroy()
|
||||
|
@ -438,4 +465,3 @@ function this.SetVipPartInfo()
|
|||
end
|
||||
|
||||
return MainShopPanel
|
||||
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
|
||||
local _ShopTypeConfig = ConfigManager.GetConfig(ConfigName.StoreTypeConfig)
|
||||
-- 通用得商店逻辑
|
||||
local ShopView = {}
|
||||
|
@ -14,6 +13,7 @@ function this:New(gameObject)
|
|||
o.transform = gameObject.transform
|
||||
return o
|
||||
end
|
||||
|
||||
--初始化组件(用于子类重写)
|
||||
function this:InitComponent()
|
||||
self.spLoader = SpriteLoader.New()
|
||||
|
@ -148,18 +148,22 @@ function this:BindEvent()
|
|||
UIManager.OpenPanel(UIName.HelpPopup, self.ShopConfig.HelpId, self.helpPosition.x, self.helpPosition.y + 372) --因层级锚点原因,需手动调整高度
|
||||
end)
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
function this:AddListener()
|
||||
Game.GlobalEvent:AddEvent(GameEvent.Shop.OnShopInfoChange, self.RefreshShopInfo, self)
|
||||
end
|
||||
|
||||
--移除事件监听(用于子类重写)
|
||||
function this:RemoveListener()
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.Shop.OnShopInfoChange, self.RefreshShopInfo, self)
|
||||
end
|
||||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function this:OnOpen(...)
|
||||
|
||||
end
|
||||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function this:OnClose()
|
||||
self.spLoader:Destroy()
|
||||
|
@ -277,8 +281,6 @@ function this:RefreshLive()
|
|||
poolManager:SetLiveClearCall(self.ShopConfig.LiveName, self.liveNode, function()
|
||||
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
|
||||
end)
|
||||
|
||||
|
||||
end
|
||||
|
||||
-- 开始倒计时
|
||||
|
@ -419,7 +421,6 @@ function this:RefreshBase()
|
|||
-- else
|
||||
self.contentBg:SetActive(false)
|
||||
-- end
|
||||
|
||||
end
|
||||
|
||||
-- 刷新物品列表
|
||||
|
@ -505,7 +506,10 @@ function this:ShopItemAdapter(shopItem, itemData)
|
|||
itemName.text = SubString2(GetLanguageStrById(con.Name), 8)
|
||||
if con.ItemType == ItemType.LingShouChip then
|
||||
local haveCount = BagManager.GetTotalItemNum(con.Id)
|
||||
itemName.text = itemName.text.."\n"..string.format("<color=%s><size=%s>%s(%s/%s)</size></color>",UIColorStr.BLACK, "25", "拥有:", haveCount, con.UsePerCount)
|
||||
itemName.text = itemName.text ..
|
||||
"\n" ..
|
||||
string.format("<color=%s><size=%s>%s(%s/%s)</size></color>", UIColorStr.BLACK, "25", "拥有:", haveCount,
|
||||
con.UsePerCount)
|
||||
end
|
||||
if con.ItemType == ItemType.Talisman then
|
||||
itemDes.gameObject:SetActive(true)
|
||||
|
@ -517,7 +521,6 @@ function this:ShopItemAdapter(shopItem, itemData)
|
|||
else
|
||||
itemDes.gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
else
|
||||
itemDes.gameObject:SetActive(false)
|
||||
end
|
||||
|
@ -530,7 +533,8 @@ function this:ShopItemAdapter(shopItem, itemData)
|
|||
local isDiscount = itemInfo.IsDiscount == 1
|
||||
discountbg:SetActive(isDiscount)
|
||||
if isDiscount then
|
||||
discountbg:GetComponent("Image").sprite = self.spLoader:LoadSprite("s_shop_zhekou_0" .. itemInfo.DiscountDegree.."_zh")
|
||||
discountbg:GetComponent("Image").sprite = self.spLoader:LoadSprite("s_shop_zhekou_0" ..
|
||||
itemInfo.DiscountDegree .. "_zh")
|
||||
end
|
||||
end
|
||||
-- 消耗物品的信息
|
||||
|
@ -581,6 +585,11 @@ function this:ShopItemAdapter(shopItem, itemData)
|
|||
local imgColor = isEmpty and Color.New(0.5, 0.5, 0.5, 1) or Color.New(1, 1, 1, 1)
|
||||
local textA = isEmpty and 0.7 or 1
|
||||
Util.SetColor(bg, imgColor)
|
||||
local bgImage = Util.GetGameObject(bg, "Image")
|
||||
imgColor = isEmpty and Color.New(0.5, 0.5, 0.5, 1) or Color.New(0.54, 0.38, 0.81, 1)
|
||||
local pricebg = Util.GetGameObject(bg, "pricebg"):GetComponent("Image")
|
||||
pricebg.color =isEmpty and Color.New(0.1, 0.1, 0.1, 1) or Color.New(0.15, 0.15, 0.15, 1)
|
||||
Util.SetColor(bgImage, imgColor)
|
||||
SetAlpha(itemName, textA)
|
||||
--SetAlpha(limitTip, textA)
|
||||
SetAlpha(itemPrice, textA)
|
||||
|
@ -678,8 +687,6 @@ function this:RechargeShopItemAdapter(shopItem, itemData)
|
|||
self:RechargeSuccessFunc(itemData.goodsId)
|
||||
end)
|
||||
end)
|
||||
|
||||
|
||||
end
|
||||
|
||||
-- 充值成功回调
|
||||
|
|
Loading…
Reference in New Issue