diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua index 8a5d6ce79a..d96e1c79b1 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua @@ -42,7 +42,6 @@ function EquipTreasureStrongPopup:InitComponent() local rootWidth=this.firstScroll.transform.rect.width this.firstScrollCycleView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.firstScroll.transform,this.itemPre,nil, Vector2.New(rootWidth,rootHight), 1, 5, Vector2.New(15,30)) this.gongming = Util.GetGameObject(this.content,"gongming") - this.gongming.gameObject:SetActive(false) this.select = Util.GetGameObject(this.content,"select") end @@ -63,9 +62,6 @@ function EquipTreasureStrongPopup:BindEvent() end) --强化按钮 Util.AddClick(this.btnStrong, function() - if HarmonyManager.IsInfo(curEquipData.upHeroDid) then - return - end --如果强化界面 强化到最高等级谈提示 精炼界面 就切界面 if type==1 then if isMax then @@ -264,8 +260,8 @@ function EquipTreasureStrongPopup:SetWindShow(_index) this.btnRefine:SetActive(false) this.btnStrong:SetActive(true) this.SetBtnSelect(this.btn_strongPage) - isMax = curEquipData.lv == curEquipData.maxLv - this.properList[0].leftTxt.text = "强化等级" + isMax = curEquipData.lv == curEquipData.maxLv + this.properList[0].leftTxt.text = "强化等级" if isMax then this.properList[0].rightTxt.text = Language[11062] this.btnStrong.gameObject:SetActive(false) @@ -295,13 +291,7 @@ function EquipTreasureStrongPopup:SetWindShow(_index) items = this:GetCostItems(curEquipData.refineConfig) this.hintTxt.text=Language[11782] end - - if HarmonyManager.IsInfo(curEquipData.upHeroDid) and _index == 1 then - this.hintTxt.text = "共鸣中的宝物无法强化" - this.hintTxt.gameObject:SetActive(true) - else - this.hintTxt.gameObject:SetActive(isMax) - end + this.hintTxt.gameObject:SetActive(isMax) this:SetPropertyShow(propertyShow) this:CostShow(items) end @@ -434,20 +424,14 @@ end --设置属性的显示 function EquipTreasureStrongPopup:SetPropertyShow(_infos) - if this.hintTxt.gameObject.activeInHierarchy then - this.properList[0].go.gameObject:SetActive(false) - this.propertyGrid.gameObject:SetActive(false) - return - end - this.propertyGrid.gameObject:SetActive(true) if type == 1 and HarmonyManager.IsInfo(curEquipData.upHeroDid) then for i = 0, #this.properList do this.properList[i].go.gameObject:SetActive(false) end - --this.gongming.gameObject:SetActive(true) + this.gongming.gameObject:SetActive(true) return end - --this.gongming.gameObject:SetActive(false) + this.gongming.gameObject:SetActive(false) this.properList[0].go.gameObject:SetActive(true) for i = 1, #this.properList do this.properList[i].go.gameObject:SetActive(false) diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua index 150fa852f6..31f37c0b4b 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua @@ -359,7 +359,7 @@ end function this.SetPropertyShow(_infos,_preList,_grid) local dataCount=LengthOfTable(_infos) - local preCount = #_preList + local preCount=#_preList for i = 1, dataCount-preCount do local go = newObject(this.propertyPre) go.transform:SetParent(_grid.transform)