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new file mode 100644
index 0000000000..d3decd7f43
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@@ -0,0 +1,85 @@
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diff --git a/Assets/ManagedResources/Prefabs/Live2d/liveAnim_npc_map.prefab.meta b/Assets/ManagedResources/Prefabs/Live2d/liveAnim_npc_map.prefab.meta
new file mode 100644
index 0000000000..e8fd079d57
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diff --git a/Assets/ManagedResources/Prefabs/Live2d/liveAnim_npc_map_nv.prefab b/Assets/ManagedResources/Prefabs/Live2d/liveAnim_npc_map_nv.prefab
new file mode 100644
index 0000000000..1c7943ded5
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+++ b/Assets/ManagedResources/Prefabs/Live2d/liveAnim_npc_map_nv.prefab
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diff --git a/Assets/ManagedResources/Prefabs/Live2d/liveAnim_npc_map_nv.prefab.meta b/Assets/ManagedResources/Prefabs/Live2d/liveAnim_npc_map_nv.prefab.meta
new file mode 100644
index 0000000000..ba4a1af0c9
--- /dev/null
+++ b/Assets/ManagedResources/Prefabs/Live2d/liveAnim_npc_map_nv.prefab.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/ManagedResources/~Lua/Common/Language.lua b/Assets/ManagedResources/~Lua/Common/Language.lua
index 59eee07b32..ccfdf2254a 100644
--- a/Assets/ManagedResources/~Lua/Common/Language.lua
+++ b/Assets/ManagedResources/~Lua/Common/Language.lua
@@ -2213,7 +2213,7 @@ Language = {
[12212] = "宝物分解",
[12213] = "无可分解宝物!",
[12214] = "最多选择%s个宝物!",
- [12215] = "请选择需要分解的宝器!",
+ [12215] = "请选择需要分解的宝物!",
[12216] = "这里?",
[12217] = "无法用于无限循环的方法",
[12218] = "未命中",
@@ -2271,8 +2271,8 @@ Language = {
[12270] = "材料",
[12271] = "(注意:本次出售包含金色或红色装备!)",
[12272] = "出售数量不可为0个",
- [12273] = "宝物将分解为宝魂,若宝物已强化或精炼,分解后将清空强化和精炼等级,并100%返还养成材料。",
- [12274] = "(注意:本次出售包含金色或红色宝器!)",
+ [12273] = "宝物将分解为",
+ [12274] = "(注意:本次出售包含金色或红色宝物!)",
[12275] = "分解后获得:",
[12276] = "神将归元成功,等级重置为1级",
[12277] = "未查询到符合条件的装备!",
@@ -2292,4 +2292,5 @@ Language = {
[12291] = "请选择需要合成的神将",
[12292] = "%s星同阵营神将",
[12293] = "完成上方任务即可免费领取神将",
+ [12294] = ",若宝物已强化或精炼,分解后将清空强化和精炼等级,并100%返还养成材料。",
}
diff --git a/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionMainPanel.lua
index 78a74530ab..53450703eb 100644
--- a/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionMainPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionMainPanel.lua
@@ -61,7 +61,7 @@ function ExpeditionMainPanel:InitComponent()
--self.mask = Util.GetGameObject(self.parent, "mask")
--self.mask:SetActive(false)
npc = NameManager.roleSex == ROLE_SEX.BOY and "live2d_npc_map" or "live2d_npc_map_nv"
- local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one*0.2 or Vector3.one * 0.12
+ local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.26 or Vector3.one * 0.26
self.liveNode = poolManager:LoadLive(npc, Util.GetTransform(self.parent, "playerLive"), scale, Vector3.zero)
SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
if SkeletonGraphic then
diff --git a/Assets/ManagedResources/~Lua/Modules/Main/View/MainPlayerView.lua b/Assets/ManagedResources/~Lua/Modules/Main/View/MainPlayerView.lua
index 4168985156..238de7522d 100644
--- a/Assets/ManagedResources/~Lua/Modules/Main/View/MainPlayerView.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Main/View/MainPlayerView.lua
@@ -33,15 +33,21 @@ function MainPlayerView.New(isSelf, root, rect, pos)
scale = sex == ROLE_SEX.BOY and 1 or 0.5
instance.NpcGO = poolManager:LoadAsset(npc, PoolManager.AssetType.GameObject)
- instance.NpcGO:SetActive(true)
- instance.NpcGO.transform:SetParent(instance.roleRootTran)
- instance.NpcGO.transform.localPosition = Vector3.zero
- instance.NpcGO.transform.localScale = Vector3.one * 1.3 * scale
- instance.NpcGO.name = "npc"
- instance.SkeletonGraphic = Util.GetGameObject(instance.leader, "roleRoot/npc"):GetComponent("SkeletonAnimation")
- instance.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
- instance.SkeletonGraphic.transform.localEulerAngles = Vector3.zero
-
+ if not instance.NpcGO then
+ LogRed("npc:"..npc.."资源不存在")
+ else
+ instance.NpcGO:SetActive(true)
+ instance.NpcGO.transform:SetParent(instance.roleRootTran)
+ instance.NpcGO.transform.localPosition = Vector3.zero
+ instance.NpcGO.transform.localScale = Vector3.one * 1.3 * scale
+ instance.NpcGO.name = "npc"
+ instance.SkeletonGraphic = Util.GetGameObject(instance.leader, "roleRoot/npc"):GetComponent("SkeletonAnimation")
+ instance.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
+ instance.SkeletonGraphic.transform.localEulerAngles = Vector3.zero
+
+ end
+
+
instance.rect = rect
instance.leader:GetComponent("RectTransform").anchoredPosition = pos
instance.lastPos = pos
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveEquipTreasure.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveEquipTreasure.lua
index 033fefd1b1..ba74f8dc2f 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveEquipTreasure.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveEquipTreasure.lua
@@ -83,7 +83,8 @@ function this:OnShow(_parent,...)
isEquipShowSure=true
end
end
- this.bodyText.text= string.format( Language[12273],ConfigManager.GetConfigData(ConfigName.ItemConfig,29))
+ local itemName = ConfigManager.GetConfigData(ConfigName.ItemConfig,29).Name
+ this.bodyText.text= Language[12273]..itemName..Language[12294]
this.bodyText2:GetComponent("Text").text=Language[12274]
this.bodyText2.gameObject:SetActive(isEquipShowSure)
this.tipText.text = Language[12275]
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua
index aff9258c12..4c2c9bd2e0 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua
@@ -592,7 +592,7 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
for i, v in pairs(selectEquipTreasureData) do
local curEquipTreasureData = allTreasures[i]
if not curEquipTreasureData then return end
- --先把精炼的材料放进去 因为有宝器 放前边
+ --先把精炼的材料放进去 因为有宝器 放前边
if curEquipTreasureData.refineLv > 0 then
for i=0,curEquipTreasureData.refineLv-1 do
local refineJewelRankupConfig =ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",2,"Level",i,"PoolID",curEquipTreasureData.refinePool)
@@ -618,7 +618,8 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
end
if curEquipTreasureData.lv > 0 then
for i=0,curEquipTreasureData.lv - 1 do
- local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",1,"Level",i,"PoolID",curEquipTreasureData.LevelupPool)
+ local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",1,"Level",i,"PoolID",curEquipTreasureData.levelPool)
+
if lvJewelRankupConfig then
--强化消耗的材料
if lvJewelRankupConfig.UpExpend then