【红点修改】
parent
3c34072214
commit
4a4f613ab2
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@ -202,7 +202,7 @@ function this.IsGongMing(did)
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end
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end
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-- body
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-- body
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end
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end
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--初始化选人列表的长度
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function this:SetInitList()
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function this:SetInitList()
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local heroDataList = HeroManager.GetAllHeroDatas(1)
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local heroDataList = HeroManager.GetAllHeroDatas(1)
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local list = {}
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local list = {}
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@ -558,16 +558,17 @@ end
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function this.RefreshEnvoyPoint()
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function this.RefreshEnvoyPoint()
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-- body
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-- body
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if this.hongmengAdditions[1] then
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local data = this.GetSingleAdditionsData(HarmonyAddType.AddLv)
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if data then
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-- body
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-- body
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if this.hongmengAdditions[1].heroTid == 0 then
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if data.heroTid == 0 then
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-- body
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-- body
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local sum = this:HongMengTowerUpLimit()
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local sum = this:HongMengTowerUpLimit()
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if this.hongmengAdditions[1].value <= sum then
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if data.value <= sum then
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-- body
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-- body
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for i = 1, #this.hongmengGuards do
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for i = 1, #this.hongmengGuards do
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-- body
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-- body
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if this.hongmengGuards[i].heroId == "" and this.hongmengGuards[i].time == 0 then
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if data.heroId == "" and data.time == 0 then
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-- body
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-- body
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return true
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return true
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end
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end
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@ -583,21 +584,25 @@ end
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function this.RefreshUpTowerPoint()
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function this.RefreshUpTowerPoint()
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-- body
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-- body
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if this.hongmengAdditions[1] then
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local data = this.GetSingleAdditionsData(HarmonyAddType.AddLv)
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if data then
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-- body
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-- body
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if this.hongmengAdditions[1].heroTid == 0 then
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if data.heroTid == 0 then
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-- body
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-- body
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local sum = this:HongMengTowerUpLimit()
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local sum = this:HongMengTowerUpLimit()
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if this.hongmengAdditions[1].value >= sum then
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print(sum,data.value)
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if data.value >= sum then
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-- body
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-- body
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print("false")
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return false
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return false
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else
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else
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local data = this.GetHongMengUpData()
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local prop = this.GetHongMengUpData()
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-- LogGreen(data.LevelUp[1][2].." "..data.LevelUp[2][2])
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-- LogGreen(data.LevelUp[1][2].." "..data.LevelUp[2][2])
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-- LogYellow(BagManager.GetTotalItemNum(UpViewRechargeType.Gold))
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-- LogYellow(BagManager.GetTotalItemNum(UpViewRechargeType.Gold))
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if data and BagManager.GetTotalItemNum(UpViewRechargeType.Gold) >= data.LevelUp[1][2] then
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if prop and BagManager.GetTotalItemNum(UpViewRechargeType.Gold) >= prop.LevelUp[1][2] then
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-- body
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-- body
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if BagManager.GetTotalItemNum(UpViewRechargeType.GrowthAmulet) >= data.LevelUp[2][2] then
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if BagManager.GetTotalItemNum(UpViewRechargeType.GrowthAmulet) >= prop.LevelUp[2][2] then
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print("true")
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return true
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return true
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end
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end
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@ -110,8 +110,8 @@ function HongMengEnvoyPanel:BindEvent()
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self.UpBtn,
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self.UpBtn,
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function()
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function()
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--二级共鸣弹窗
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--二级共鸣弹窗
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local sum = HarmonyManager:HongMengTowerUpLimit()
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if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).value >= sum then
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if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).value >= HarmonyManager:HongMengTowerUpLimit() then
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-- body
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-- body
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PopupTipPanel.ShowTip("鸿蒙碑等级已达上限!")
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PopupTipPanel.ShowTip("鸿蒙碑等级已达上限!")
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else
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else
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@ -132,7 +132,7 @@ function HongMengEnvoyPanel:BindEvent()
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NetManager.UpHongMengGrade(
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NetManager.UpHongMengGrade(
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function()
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function()
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-- body
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-- body
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local sum = HarmonyManager:HongMengTowerUpLimit()
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HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).value = HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).value + 1
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HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).value = HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).value + 1
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if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).value >= sum then
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if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).value >= sum then
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-- body
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-- body
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@ -143,7 +143,7 @@ function HongMengEnvoyPanel:BindEvent()
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self.UpBtnRedPoint:SetActive(false)
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self.UpBtnRedPoint:SetActive(false)
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end
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end
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local sum = HarmonyManager:HongMengTowerUpLimit()
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self.GradeText.text = string.format("%d/%d", HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).value, sum)
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self.GradeText.text = string.format("%d/%d", HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).value, sum)
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--检测红点 UpdateGongMingLv
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--检测红点 UpdateGongMingLv
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@ -208,6 +208,7 @@ function HongMengEnvoyPanel:IsUpBtnGray()
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self.imageGame:SetActive(false)
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self.imageGame:SetActive(false)
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self.TextGame:SetActive(false)
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self.TextGame:SetActive(false)
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self.UnShowText:SetActive(true)
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self.UnShowText:SetActive(true)
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-- self.UpBtnRedPoint:SetActive(false)
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else
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else
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Util.SetGray(self.UpBtn, false)
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Util.SetGray(self.UpBtn, false)
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self.imageGame:SetActive(true)
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self.imageGame:SetActive(true)
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