【装备】======添加特效
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1422c234d6
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4c82f2d58c
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@ -441,7 +441,7 @@ function this.EquipInfo()
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this.treasureDatas[pos].gameObject:SetActive(true)
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this.treasureDatas[pos].transform:SetAsFirstSibling()
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-- LogRed(tostring(curEquipData.homeEquipLv[1]).." "..tostring(curEquipData.homeEquipLv[2]))
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this.treasureDatas[pos]:OnOpen(false, {curEquipData.id,0}, 0.8, false, false, false, 0,nil,curEquipData)
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this.treasureDatas[pos]:OnOpen(false, {curEquipData.id,0}, 0.8, false, false, false,orginLayer,nil,curEquipData)
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end
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local frameBtn = Util.GetGameObject(pos, "mask")
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@ -547,7 +547,7 @@ function this:SingleDataShow(go,index)
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-- else
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-- LogError("无homeEquipLv")
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-- end
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this.equipPreList2[go]:OnOpen(false,{curHeroEquipDatas[index].id,0}, 1, false, false, false, 0,nil,curHeroEquipDatas[index])
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this.equipPreList2[go]:OnOpen(false,{curHeroEquipDatas[index].id,0}, 1, false, false, false, orginLayer,nil,curHeroEquipDatas[index])
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if HarmonyManager:IsShowGongMingEqiup(curHeroData.dynamicId) and curHeroData.harmonyGongMing then
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-- body
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Util.GetGameObject(go.transform, "HongMenging"):SetActive(true)
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@ -557,7 +557,7 @@ function this:SingleDataShow(go,index)
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elseif curEquipTreasureDatas[index] then
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this.equipPreList2[go].gameObject:SetActive(true)
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mask.gameObject:SetActive(false)
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this.equipPreList2[go]:OnOpen(false,{curEquipTreasureDatas[index].id,0}, 1, false, false, false, 0,curEquipTreasureDatas[index].idDyn)
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this.equipPreList2[go]:OnOpen(false,{curEquipTreasureDatas[index].id,0}, 1, false, false, false, orginLayer,curEquipTreasureDatas[index].idDyn)
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--鸿蒙阵 共享数据判断
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if HarmonyManager.IsInfo(curEquipTreasureDatas[index].upHeroDid) and curEquipTreasureDatas[index].equipType == 1 then
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Util.GetGameObject(go.transform, "HongMenging"):SetActive(true)
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@ -684,7 +684,7 @@ function this.SingleItemDataShow(_go, _itemData)
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this.equipPreList[_go].gameObject:SetActive(true)
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this.equipPreList[_go].transform:SetAsFirstSibling()
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if itemConfig[_itemData.id].ItemType == ItemType.EquipTreasure then
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this.equipPreList[_go]:OnOpen(false,{_itemData.id,0}, 1.1, true, false, false, 0,_itemData.idDyn)
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this.equipPreList[_go]:OnOpen(false,{_itemData.id,0}, 1.1, true, false, false, orginLayer,_itemData.idDyn)
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if curHeroCanUpEquipTreasuresTabs and #curHeroCanUpEquipTreasuresTabs > 0 then
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local isShow = false
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for i = 1, #curHeroCanUpEquipTreasuresTabs do
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@ -713,7 +713,7 @@ function this.SingleItemDataShow(_go, _itemData)
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end
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)
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else
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this.equipPreList[_go]:OnOpen(false,{_itemData.id,_itemData.num}, 1, true, false, false, 0)
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this.equipPreList[_go]:OnOpen(false,{_itemData.id,_itemData.num}, 1, true, false, false, orginLayer)
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if curHeroCanUpEquipTabs and #curHeroCanUpEquipTabs > 0 then
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local isShow = false
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for i = 1, #curHeroCanUpEquipTabs do
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