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[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