【修行】预览增加星数,魂灵宝
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@ -52,6 +52,8 @@ function PracticeStatePreview:SetSingleData(index,_go,_data)
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local specialText = Util.GetGameObject(_go,"SpecialText"):GetComponent("Text")
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local specialText = Util.GetGameObject(_go,"SpecialText"):GetComponent("Text")
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local textPre = Util.GetGameObject(_go,"Content/Text")
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local textPre = Util.GetGameObject(_go,"Content/Text")
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local content = Util.GetGameObject(_go,"Content")
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local content = Util.GetGameObject(_go,"Content")
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local star = Util.GetGameObject(_go,"title/Star"):GetComponent("Text")
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local starImg = Util.GetGameObject(_go,"title/Image")
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if not self.textList[_go] then
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if not self.textList[_go] then
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self.textList[_go] = {}
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self.textList[_go] = {}
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end
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end
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@ -102,6 +104,18 @@ function PracticeStatePreview:SetSingleData(index,_go,_data)
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specialText.gameObject:SetActive(false)
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specialText.gameObject:SetActive(false)
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end
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end
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title.text = string.format("%s期",_data.RealmName)
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title.text = string.format("%s期",_data.RealmName)
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if _data.NeedStarNum ~= 0 then
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star.gameObject:SetActive(true)
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starImg.gameObject:SetActive(true)
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if _data.NeedStarNum > PracticeManager.StarNum then
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star.text = string.format("<color=red>需要%s</color>",_data.NeedStarNum)
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else
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star.text = string.format("<color=#00ff00>需要%s</color>",_data.NeedStarNum)
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end
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else
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star.gameObject:SetActive(false)
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starImg.gameObject:SetActive(false)
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end
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ForceRebuildLayout(_go.transform)
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ForceRebuildLayout(_go.transform)
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_go:SetActive(true)
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_go:SetActive(true)
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end
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end
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@ -196,6 +196,7 @@ function RoleEquipTreasureChangePopup:OnOpen(_openThisPanel,_type,_curHeroData,_
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position = _position--treelv
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position = _position--treelv
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end
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end
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function RoleEquipTreasureChangePopup:OnShow()
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function RoleEquipTreasureChangePopup:OnShow()
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Log("openType:"..tostring(type))
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--初始化
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--初始化
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for i = 1, 2 do
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for i = 1, 2 do
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this.treasurePanel[i].bg:SetActive(false)
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this.treasurePanel[i].bg:SetActive(false)
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@ -223,8 +224,8 @@ function RoleEquipTreasureChangePopup:OnShow()
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this.treasurePanel[1].EquipBtns:SetActive((type == 1) or (type == 2))
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this.treasurePanel[1].EquipBtns:SetActive((type == 1) or (type == 2))
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this.treasurePanel[2].EquipBtns:SetActive(type == 3)
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this.treasurePanel[2].EquipBtns:SetActive(type == 3)
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this.treasurePanel[1].EquipBtnAdd:SetActive(type == 1)
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this.treasurePanel[1].EquipBtnAdd:SetActive(type == 1)
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this.treasurePanel[1].EquipBtnStrong:SetActive(type == 1 or (type == 2) or (type == 4))
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this.treasurePanel[1].EquipBtnStrong:SetActive((type == 2) or (type == 4))
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this.treasurePanel[1].EquipBtnRefine:SetActive(type == 1 or (type == 2) or (type == 4))
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this.treasurePanel[1].EquipBtnRefine:SetActive((type == 2) or (type == 4))
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this.treasurePanel[1].EquipBtnRemove:SetActive((type == 2) or (type == 4))
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this.treasurePanel[1].EquipBtnRemove:SetActive((type == 2) or (type == 4))
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this.curEquipSign.gameObject:SetActive(type == 3)
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this.curEquipSign.gameObject:SetActive(type == 3)
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