parent
a2cced9272
commit
32a38b6053
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@ -351,6 +351,7 @@ function this.SingleItemDataShow(_go, _itemData)
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local refine=Util.GetGameObject(_go.gameObject, "GameObject/item/refine"):GetComponent("Text")
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local refine=Util.GetGameObject(_go.gameObject, "GameObject/item/refine"):GetComponent("Text")
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local resetLv = Util.GetGameObject(_go.gameObject, "GameObject/item/resetLv")
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local resetLv = Util.GetGameObject(_go.gameObject, "GameObject/item/resetLv")
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local talismanStar = Util.GetGameObject(_go.gameObject, "GameObject/item/talismanStar")
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local talismanStar = Util.GetGameObject(_go.gameObject, "GameObject/item/talismanStar")
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local fragmentIcon = Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image")
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num:SetActive(true)
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num:SetActive(true)
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resetLv:SetActive(false)
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resetLv:SetActive(false)
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talismanStar:SetActive(false)
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talismanStar:SetActive(false)
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@ -358,7 +359,7 @@ function this.SingleItemDataShow(_go, _itemData)
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refine.gameObject:SetActive(false)
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refine.gameObject:SetActive(false)
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if _itemData.itemConfig then
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if _itemData.itemConfig then
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Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(false)
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Util.GetGameObject(_go.transform, "GameObject/item/innateImage"):SetActive(false)
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(false)
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fragmentIcon.gameObject:SetActive(false)
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num:SetActive(true)
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num:SetActive(true)
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num:GetComponent("Text").text = _itemData.num
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num:GetComponent("Text").text = _itemData.num
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if _itemData.itemConfig.ItemType == ItemType.Equip then
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if _itemData.itemConfig.ItemType == ItemType.Equip then
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@ -371,6 +372,9 @@ function this.SingleItemDataShow(_go, _itemData)
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SetHeroStars(this.spLoader, talismanStar, equipStarsConfig.Stars,1,Vector2.New(32.5,32.5),-15)
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SetHeroStars(this.spLoader, talismanStar, equipStarsConfig.Stars,1,Vector2.New(32.5,32.5),-15)
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end
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end
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end
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end
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elseif _itemData.itemConfig.ItemType == ItemType.likeabilityItem then
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fragmentIcon.gameObject:SetActive(true)
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fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(_itemData.itemConfig.PropertyName))
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elseif _itemData.itemConfig.ItemType == ItemType.Pokemon then
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elseif _itemData.itemConfig.ItemType == ItemType.Pokemon then
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Util.GetGameObject(_go.gameObject, "GameObject/item/frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(YaoHunFrame[_itemData.quality])
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Util.GetGameObject(_go.gameObject, "GameObject/item/frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(YaoHunFrame[_itemData.quality])
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num:SetActive(false)
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num:SetActive(false)
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@ -390,8 +394,8 @@ function this.SingleItemDataShow(_go, _itemData)
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end
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end
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local propertyName = itemConfig[_itemData.itemConfig.Id].PropertyName
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local propertyName = itemConfig[_itemData.itemConfig.Id].PropertyName
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if (propertyName ~= 0) then
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if (propertyName ~= 0) then
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(true)
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fragmentIcon.gameObject:SetActive(true)
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(propertyName))
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fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(propertyName))
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end
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end
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elseif _itemData.itemConfig.ItemType == ItemType.TalentItem then
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elseif _itemData.itemConfig.ItemType == ItemType.TalentItem then
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--天赋材料
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--天赋材料
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@ -418,8 +422,8 @@ function this.SingleItemDataShow(_go, _itemData)
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refine.gameObject:SetActive(true)
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refine.gameObject:SetActive(true)
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refine.text="+".._itemData.refineLv
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refine.text="+".._itemData.refineLv
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end
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end
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(true)
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fragmentIcon.gameObject:SetActive(true)
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName))
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fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName))
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elseif _itemData.itemConfig.ItemType == ItemType.HunYin then
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elseif _itemData.itemConfig.ItemType == ItemType.HunYin then
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SetSoulEffect(itemConfig[_itemData.itemConfig.Id].Quantity1,Util.GetGameObject(_go.transform, "GameObject/effects"))
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SetSoulEffect(itemConfig[_itemData.itemConfig.Id].Quantity1,Util.GetGameObject(_go.transform, "GameObject/effects"))
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Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false)
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Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false)
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@ -435,8 +439,8 @@ function this.SingleItemDataShow(_go, _itemData)
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frameMask:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.itemConfig.Quantity))
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frameMask:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.itemConfig.Quantity))
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local propertyName = itemConfig[_itemData.itemConfig.Id].PropertyName
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local propertyName = itemConfig[_itemData.itemConfig.Id].PropertyName
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if (propertyName ~= 0) then
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if (propertyName ~= 0) then
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):SetActive(true)
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fragmentIcon.gameObject:SetActive(true)
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Util.GetGameObject(_go.transform, "GameObject/item/fragmentIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(propertyName))
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fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(propertyName))
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end
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end
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talismanStar:SetActive(true)
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talismanStar:SetActive(true)
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SetHeroStars(this.spLoader,talismanStar, _itemData.itemConfig.HeroStar[1],1,Vector2.New(32.5,32.5),-15)
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SetHeroStars(this.spLoader,talismanStar, _itemData.itemConfig.HeroStar[1],1,Vector2.New(32.5,32.5),-15)
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