diff --git a/Assets/ManagedResources/Prefabs/UI/Resolve/ResolvePanel.prefab b/Assets/ManagedResources/Prefabs/UI/Resolve/ResolvePanel.prefab index a8a32d6100..64eef431fa 100644 --- a/Assets/ManagedResources/Prefabs/UI/Resolve/ResolvePanel.prefab +++ b/Assets/ManagedResources/Prefabs/UI/Resolve/ResolvePanel.prefab @@ -7769,7 +7769,7 @@ MonoBehaviour: m_Right: 0 m_Top: 0 m_Bottom: 0 - m_ChildAlignment: 2 + m_ChildAlignment: 1 m_Spacing: -2.41 m_ChildForceExpandWidth: 0 m_ChildForceExpandHeight: 0 diff --git a/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua b/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua index 3d9d43e3e3..d29ed706ac 100644 --- a/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua @@ -508,9 +508,28 @@ function BagPanel:OnShow() SoundManager.PlayMusic(SoundConfig.BGM_Main) BagManager.isBagPanel = true + this.SetBottomBarIsActive() this.FreshPlayerInfo() this.SetPlayerHead() end +--特殊的开启条件 +function this.SetBottomBarIsActive() + local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig) + for i = 1, #tabs1 do + --为宝物定开启规则 + if i == 5 then + local string = ConfigData[40].Value + local num = string.split(string.split(string,"|")[1],"#")[2] + tabs1[i]:SetActive(PlayerManager.level >= tonumber(num)) + end + --为魂印定开启规则 + if i == 6 then + local string = ConfigData[37].Value + local num = string.split(string,"#")[1] + tabs1[i]:SetActive(PlayerManager.level >= tonumber(num)) + end + end +end -- 刷新玩家信息显示 function this.FreshPlayerInfo() diff --git a/Assets/ManagedResources/~Lua/Modules/Compound/CompoundPanel.lua b/Assets/ManagedResources/~Lua/Modules/Compound/CompoundPanel.lua index a0107e2f1a..2d9faa8bc5 100644 --- a/Assets/ManagedResources/~Lua/Modules/Compound/CompoundPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Compound/CompoundPanel.lua @@ -92,6 +92,8 @@ function CompoundPanel:OnShow() this.TabCtrl:Init(this.tabBox, _TabData, curIndex) end + + function CompoundPanel:OnSortingOrderChange() this.sortingOrder = self.sortingOrder for i = 1, #this.contents do @@ -105,7 +107,24 @@ function this.TabAdapter(tab, index, status) Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status]) tabLab:GetComponent("Text").text = _TabData[index].name tabLab:GetComponent("Text").color = _TabFontColor[status] + this.SetBottomBarIsActive(tab, index) end + +--特殊的开启条件 +function this.SetBottomBarIsActive(tab, index) + local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig) + + if index == 2 then + local string = ConfigData[40].Value + local num = string.split(string.split(string,"|")[1],"#")[2] + tab:SetActive(PlayerManager.level >= tonumber(num)) + end + if index == 3 then + local string = ConfigData[89].Value + tab:SetActive(PlayerManager.level >= tonumber(string)) + end +end + --切换视图 function this.SwitchView(index) --先执行上一面板关闭逻辑 diff --git a/Assets/ManagedResources/~Lua/Modules/Resolve/ResolvePanel.lua b/Assets/ManagedResources/~Lua/Modules/Resolve/ResolvePanel.lua index 87f328dfea..d4fbbe2b9b 100644 --- a/Assets/ManagedResources/~Lua/Modules/Resolve/ResolvePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Resolve/ResolvePanel.lua @@ -186,6 +186,18 @@ function this.TabAdapter(tab, index, status) Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status]) tabLab:GetComponent("Text").text = _TabData[index].name tabLab:GetComponent("Text").color = _TabFontColor[status] + this.SetBottomBarIsActive(tab, index) +end + +--特殊的开启条件 +function this.SetBottomBarIsActive(tab, index) + local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig) + + if index == 4 then + local string = ConfigData[40].Value + local num = string.split(string.split(string,"|")[1],"#")[2] + tab:SetActive(PlayerManager.level >= tonumber(num)) + end end function this.RewardGridGoMov(isSha,fun) diff --git a/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintHandBook.lua b/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintHandBook.lua index cb7009e019..f248090027 100644 --- a/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintHandBook.lua +++ b/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintHandBook.lua @@ -3,6 +3,7 @@ require("Base/BasePanel") SoulPrintHandBook = Inherit(BasePanel) local this = SoulPrintHandBook local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig) +local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig) local orginLayer=0--层级 local allSoulPrintData={}--所有魂印数据 local curIndex = 0--当前选择索引 @@ -82,6 +83,18 @@ end function SoulPrintHandBook:OnShow() curIndex=0 this.OnRefresh(curIndex) + this.SetBottomBarIsActive() +end + +--特殊的开启条件 +function this.SetBottomBarIsActive() + for i = 1, #tabs do + --为白金魂印定开启规则 + if i == 4 then + local num = ConfigData[89].Value + tabs[i]:SetActive(PlayerManager.level >= tonumber(num)) + end + end end function SoulPrintHandBook:OnClose() @@ -96,8 +109,18 @@ local orginLayer2=0 --打开页面时,页面数据刷新 function this.OnRefresh(index) local tempData={} + local num = ConfigData[89].Value + if index==0 then - tempData=allSoulPrintData + if PlayerManager.level >= tonumber(num) then--达到80级才显示白色魂印 + tempData=allSoulPrintData + else + for i,v in ipairs(allSoulPrintData) do + if v.Quality ~= 7 then + table.insert(tempData, v) + end + end + end else for i,v in ipairs(allSoulPrintData) do if v.Quality==(index+3) then @@ -105,6 +128,7 @@ function this.OnRefresh(index) end end end + --预设容器 list={} this.scrollView:SetData(tempData,function(index,root)