diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua index ca85ad383b..7aa7de8b92 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua @@ -513,6 +513,14 @@ function this.DeleteHeroDatas(heroDIds) -- end --end + -- 清除佩戴的魂印 + local soulPrintList = heroDatas[heroDIds[i]].soulPrintList + for i = 1, #soulPrintList do + if soulPrintList[i] then + SoulPrintManager.DelSoulPrintUpHeroDynamicId(soulPrintList[i].equipId, heroDIds[i]) + end + end + --清楚编队上的英雄 FormationManager.AllFormationDeleCurHeroId(heroDIds[i]) --清除英雄魂印上挂载的英雄did diff --git a/Assets/ManagedResources/~Lua/Modules/Resolve/HeroAndEquipResolvePanel.lua b/Assets/ManagedResources/~Lua/Modules/Resolve/HeroAndEquipResolvePanel.lua index a77fcb08a6..dad17e3355 100644 --- a/Assets/ManagedResources/~Lua/Modules/Resolve/HeroAndEquipResolvePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Resolve/HeroAndEquipResolvePanel.lua @@ -69,9 +69,11 @@ function HeroAndEquipResolvePanel:InitComponent() soulPrintEndBtns[i]=Util.GetGameObject(self.transform, "endTabs/btnSoulPrintGrid/btnSoulPrintGrid/Btn"..i) Util.AddClick( soulPrintEndBtns[i], function() if tabSortType == i+3 then + isTop = true this.SortTypeClick(0,equipEndBtns[i])--全部 else tabSortType = i+3 + isTop = true this.SortTypeClick(tabSortType,soulPrintEndBtns[i]) end end) @@ -296,11 +298,11 @@ function this.SortTypeClick(_sortType,_btn) isTop = false end --特效层级重设 - for i=1,#list do - Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer2) - end - orginLayer2 = this.sortingOrder - orginLayer = this.sortingOrder + for i=1,#list do + Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer2) + end + orginLayer2 = this.sortingOrder + orginLayer = this.sortingOrder end end @@ -490,10 +492,6 @@ function this.SendBackResolveReCallBack(drop) local soulPrint= SoulPrintManager.GetSoulPrintQualityDataByType(this.soulPrintChooseType) soulPrintData=SoulPrintManager.GetSoulPrintAndSort(soulPrint) this.selectText.text = Language[11728].."0/"..#soulPrintData - --this.SortSoulPrintData(soulPrintData) - --this.ScrollView3:SetData(soulPrintData, function (index, go) - -- this:SetSoulPrintData(go, soulPrintData[index],index) - --end) end this.CleanSelectList() --刷新界面 @@ -518,8 +516,8 @@ function this.ResolveBtnClickEvent() temp[chooseIdList[i]] = 1 end if not isSoulPrintShowSure then - for i=1,#soulPrintData do - if soulPrintData[i].id == chooseIdList[i] and soulPrintData[i].quality >= 4 then + for x=1,#soulPrintData do + if soulPrintData[x].id == chooseIdList[i] and soulPrintData[x].quality > 4 then isSoulPrintShowSure=true break end