【装备】======添加蓝白装备

dev_chengFeng
wangzhenxing 2022-06-14 15:58:18 +08:00
parent 56380704c7
commit 5d41ecc114
9 changed files with 875 additions and 41 deletions

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@ -4587,7 +4587,7 @@ ParticleSystem:
--- !u!199 &199292536100335576
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -9743,7 +9743,7 @@ ParticleSystem:
--- !u!199 &199229546761392958
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -14455,7 +14455,7 @@ ParticleSystem:
--- !u!199 &199279656314761550
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -19329,7 +19329,7 @@ ParticleSystem:
--- !u!199 &199644431562662576
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -24336,7 +24336,7 @@ ParticleSystem:
--- !u!199 &390592418498937924
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -29039,7 +29039,7 @@ ParticleSystem:
--- !u!199 &390592418721527563
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -33889,7 +33889,7 @@ ParticleSystem:
--- !u!199 &8664954557480921215
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -38557,7 +38557,7 @@ ParticleSystem:
--- !u!199 &733573741626297749
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -39481,6 +39481,7 @@ RectTransform:
- {fileID: 5600153691064848650}
- {fileID: 2199886401291512776}
- {fileID: 7987541132360792074}
- {fileID: 5045099944225478942}
m_Father: {fileID: 224797861638971062}
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@ -44516,7 +44517,7 @@ ParticleSystem:
--- !u!199 &4646177660843182176
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -49919,7 +49920,7 @@ ParticleSystem:
--- !u!199 &7976911801660639537
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -54695,7 +54696,7 @@ ParticleSystem:
--- !u!199 &7976911802419575422
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -59442,7 +59443,7 @@ ParticleSystem:
--- !u!199 &8190610699073711227
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -64127,7 +64128,7 @@ ParticleSystem:
--- !u!199 &8190588626320395787
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -68699,7 +68700,7 @@ ParticleSystem:
--- !u!199 &8191231073530852077
ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -73384,7 +73385,7 @@ ParticleSystem:
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ParticleSystemRenderer:
serializedVersion: 6
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@ -74000,3 +74001,143 @@ Transform:
type: 3}
m_PrefabInstance: {fileID: 2987332810791492156}
m_PrefabAsset: {fileID: 0}
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m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
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m_Modifications:
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@ -247,7 +247,8 @@ QualityNameDef = {
[4] = Language[10178],
[5] = Language[10176], --原橙色改为金色
[6] = Language[10177],
[7] = "白金"
[7] = "白金",
[8] = "蓝白",
}
--装备类型描述定义

View File

@ -390,6 +390,10 @@ function this.SingleItemDataShow(_go, _itemData)
if UI_effect_WuCai_Kuang then
UI_effect_WuCai_Kuang:SetActive(false)
end
local c_ui_qinyan_duan = Util.GetGameObject(_go.transform, "GameObject/effects/c_ui_qinyan_duan")
if c_ui_qinyan_duan then
c_ui_qinyan_duan:SetActive(false)
end
local UI_Effect_Kuang_JinSe = Util.GetGameObject(_go.transform, "GameObject/effects/UI_Effect_Kuang_JinSe")
if UI_Effect_Kuang_JinSe then
UI_Effect_Kuang_JinSe:SetActive(false)

View File

@ -8,6 +8,7 @@ local _TabData={ [1] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name =
[2] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10392] },
[3] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10393] },
[4] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = Language[10394] },
[5] = { default = "zbhc_sanji2", select = "zbhc_sanji1", name = "神装" },
--[5] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "戒指" },
--[6] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "腰带" }
}
@ -29,6 +30,7 @@ local needGoldNum = 0
local needOtherNum=0
local otherId=1258
local allGo = {}
local allUp={}
function this:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
this.tabBox = Util.GetGameObject(gameObject, "CompoundPanel_Equip/TabBox")
@ -61,7 +63,12 @@ function this:BindEvent()
end)
--
Util.AddClick(this.autoCompoundBtn, function()
this.AutoCompound(curIndex)
if curIndex==5 then
this.AutoAllCompound()
else
this.AutoCompound(curIndex)
end
end)
Util.AddClick(this.addBtn, function()
this.CompoundNumChange(1)
@ -138,23 +145,36 @@ end
local sortingOrder = 0
function this:OnSortingOrderChange(_sortingOrder)
sortingOrder = _sortingOrder
for i, v in pairs(allUp) do
--LogError("2222222222222222222")
-- Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
SetParticleSortLayer(v,sortingOrder+2)
end
for i, v in pairs(allGo) do
Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
end
--Util.AddParticleSortLayer(v, _sortingOrder - sortingOrder )
SetParticleSortLayer(v,sortingOrder+2)
end
end
function this.OnClickTabBtn(_curIndex, isNotTop,isNotAni)
curIndex = _curIndex
local equipDatas=nil
if curIndex==5 then
equipDatas = EquipManager.GetAllGodEquips()
this.autoCompoundBtn:SetActive(false)
else
equipDatas = EquipManager.GetAllSEquipsByPosition(curIndex)
this.autoCompoundBtn:SetActive(true)
end
bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(curIndex)
local equipDatas = EquipManager.GetAllSEquipsByPosition(curIndex)
LogError("equipDatas len=="..#equipDatas)
if equipDatas and #equipDatas > 0 then
curSelectEquip = equipDatas[1]
end
this.ShowTitleData(equipStarsConfig[curSelectEquip.Star])
this.ScrollView:SetData(equipDatas, function (index, go)
this.SingleItemDataShow(go, equipDatas[index],equipStarsConfig[equipDatas[index].Star])
end, isNotTop, isNotAni)
this.ShowTitleData(equipStarsConfig[curSelectEquip.Star])
end
function this.ShowTitleData(curEquipStarsConfig)
@ -240,7 +260,13 @@ function this.ShowTitleEquipData(_go,_itemData,curEquipStarsConfig)
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[_itemData.Id].ResourceID))
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text = GetLanguageStrById(itemConfig[_itemData.Id].Name)
local effect=Util.GetGameObject(_go.transform,"UI_effect_WuCai_Kuang")
effect:SetActive(curEquipStarsConfig.Quality>=7)
local effect2=Util.GetGameObject(_go.transform,"c_ui_qinyan_duan")
effect:SetActive(curEquipStarsConfig.Quality==7)
effect2:SetActive(curEquipStarsConfig.Quality==8)
SetParticleSortLayer(effect,sortingOrder+2)
SetParticleSortLayer(effect2,sortingOrder+2)
table.insert(allUp,effect)
table.insert(allUp,effect2)
--Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=_itemData.Name
SetHeroStars(this.spLoader, Util.GetGameObject(_go.transform, "star"), curEquipStarsConfig.Stars,1,nil,-15)
Util.AddClick(Util.GetGameObject(_go.transform,"icon"), function()
@ -262,6 +288,7 @@ function this.SingleItemDataShow(_go,_itemData,curEquipStarsConfig)
Util.GetGameObject(_go.transform,"icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(itemConfig[_itemData.Id].ResourceID))
Util.GetGameObject(_go.transform,"name"):GetComponent("Text").text=SubString2(GetLanguageStrById(_itemData.Name),8)
Util.GetGameObject(_go.transform,"UI_effect_WuCai_Kuang"):SetActive(curEquipStarsConfig.Quality==7)
Util.GetGameObject(_go.transform,"c_ui_qinyan_duan"):SetActive(curEquipStarsConfig.Quality==8)
SetHeroStars(this.spLoader, Util.GetGameObject(_go.transform, "star"), curEquipStarsConfig.Stars,1,nil,-15)
local choosed =Util.GetGameObject(_go.transform, "choosed")
choosed:SetActive(curSelectEquip.Id == _itemData .Id)
@ -444,6 +471,114 @@ function this.AutoCompound(_position)
end)
end
function this.AutoAllCompound()
--进度剩余的的装备材料的数量
--进度需要的消耗金币的数量
local shengGoldNum = 0
--进度需要消耗其他物品的数量
local shengOtherNum = 0
--进度剩余的的消耗材料的数量
local bagNums = {}
local curRewards = {}
local isNoGold = false--是否缺金币
for aaa = 1, 4 do
if isNoGold then
break
end
local curPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(aaa)
local bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(aaa)
--已有的消耗材料数量
for i = 1, #curPosEquips do
if equipStarsConfig[i].RankupResources then
for j = 1, #equipStarsConfig[i].RankupResources do
bagNums[equipStarsConfig[i].RankupResources[j][1]] = BagManager.GetItemCountById(equipStarsConfig[i].RankupResources[j][1])
end
end
end
--一种装备一种装备的循环检测 金币能合成的数量 与 背包装备能合成的数量 取最小值 然后扣除临时消耗道具
--最后所有装备存在curPosEquips 与 之前背包 bagPosEquips 作比较 看合成了什么装备 删除了什么装备 和计算消耗材料
for i = 1, #curPosEquips do
local materialEndNum = -1
--合成的1个 下一个装备的需要的消耗材料的数量
local materialNums = {}
--当前已有的消耗材料能合成的下一个装备的数量最大数量
if equipStarsConfig[i].RankupResources then
for j = 1, #equipStarsConfig[i].RankupResources do
local itemId = equipStarsConfig[i].RankupResources[j][1]
materialNums[itemId] = equipStarsConfig[i].RankupResources[j][2]
local curItmeCompoundNums =math.floor( bagNums[itemId] / equipStarsConfig[i].RankupResources[j][2])
if materialEndNum == -1 then
materialEndNum = curItmeCompoundNums
elseif materialEndNum > curItmeCompoundNums then
materialEndNum = curItmeCompoundNums
end
end
end
if i < #curPosEquips or i == 1 then
--当前拥有的装备材料能合成的下一个装备的数量
local curQuEquipCompoundNum = math.floor(curPosEquips[i] / equipStarsConfig[i].RankupCount)
local endCompoundNum = materialEndNum > curQuEquipCompoundNum and curQuEquipCompoundNum or materialEndNum
if not isNoGold and materialEndNum < 1 and curQuEquipCompoundNum > 0 then
isNoGold = true
end
for itemId, num in pairs(materialNums) do
bagNums[itemId] = bagNums[itemId] - endCompoundNum * num
if itemId==14 then
shengGoldNum = shengGoldNum + endCompoundNum * num
else
shengOtherNum = shengOtherNum + endCompoundNum * num
end
end
curPosEquips[i] = curPosEquips[i] - endCompoundNum * equipStarsConfig[i].RankupCount
if curPosEquips[i + 1] then
curPosEquips[i + 1] = curPosEquips[i + 1] + endCompoundNum
end
end
end
for i = 1, #curPosEquips do
local str = ""
if curPosEquips[i] - bagPosEquips[i] > 0 then
str = Language[10396]..i.." "..curPosEquips[i] - bagPosEquips[i]
local singleEquipData = {}
singleEquipData.id = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipConfig,"Position",aaa,"Star",i).Id
singleEquipData.num = curPosEquips[i] - bagPosEquips[i]
table.insert(curRewards,{singleEquipData.id,singleEquipData.num})
else
str = str .. Language[10397]..bagPosEquips[i] - curPosEquips[i]
end
end
end
if isNoGold and #curRewards <= 0 then
PopupTipPanel.ShowTip(Language[10395])
return
end
if shengGoldNum <= 0 then
PopupTipPanel.ShowTip(Language[10398])
return
end
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.EquipCompound,
shengGoldNum,shengOtherNum,curRewards,function ()
NetManager.ComplexEquipRequest(curIndex,0,0,function(msg)
SoundManager.PlaySound(SoundConfig.UI_Duanzao)
SoundManager.PlaySound(SoundConfig.UI_Baoqi)
this.OnClickTabBtn(curIndex, true, true)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
end)
end)
end)
end
-- tab节点显示自定义
function this.TabAdapter(tab, index, status)
local tabLab = Util.GetGameObject(tab, "Text")
@ -467,6 +602,7 @@ function this:OnDestroy()
this.spLoader:Destroy()
needGoldNum=0
allGo = {}
allUp={}
end
return this

View File

@ -344,6 +344,7 @@ function this.GetEquipCompoundDataByEquipPosition1(_position)
)
local num = starEquips[1].Star
LogError("num==="..num)
--LogBlue(num)
local equips = {}
for i = 1, num do
@ -387,7 +388,7 @@ function this.GetAllSEquipsByPosition(_position)
local equips = {}
for i = 1, #starEquips do
if starEquips[i].Star and starEquips[i].Star > 0 and starEquips[i].Star ~= 1 then --最低等级的装备 合成不了
if starEquips[i].Star and starEquips[i].Star > 0 and starEquips[i].Star < 18 and starEquips[i].Star ~= 1 then --最低等级的装备 合成不了
table.insert(equips, starEquips[i])
end
end
@ -407,6 +408,40 @@ function this.GetAllSEquipsByPosition(_position)
-- end
return equips
end
function this.GetAllGodEquips()
local starEquips = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipConfig, "Quality", 7)
local starEquips2 = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipConfig, "Quality", 8)
local equips = {}
for i = 1, #starEquips do
if starEquips[i].Star and starEquips[i].Star > 0 and starEquips[i].Star ~= 1 then --最低等级的装备 合成不了
table.insert(equips, starEquips[i])
end
end
for i = 1, #starEquips2 do
if starEquips2[i].Star and starEquips2[i].Star > 0 and starEquips2[i].Star ~= 1 then --最低等级的装备 合成不了
table.insert(equips, starEquips2[i])
end
end
table.sort(
equips,
function(a, b)
if a.Star == b.Star then
return a.Id < b.Id
else
return a.Star < b.Star
end
end
)
-- LogBlue(#equips)
-- for i = 1, #equips do
-- LogBlue(equips[i].Id.." "..equips[i].Star)
-- end
return equips
end
function this.SetEquipStarShow(spLoader, starGrid, equipId)
if equipConfig[equipId] then

View File

@ -237,7 +237,11 @@ function RewardEquipSingleShowPopup2:OnShow()
self:SetBtns()
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(self.equipData.id))
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(self.equipData.id))
self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..equipConfigData.Quality)
local aaa=equipConfigData.Quality
if equipConfigData.Quality==8 then
aaa=7
end
self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..aaa)
self.equipQuaText.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
self.eqiopName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(equipConfigData.Quality))

View File

@ -64,7 +64,7 @@ function ItemView:InitComponent()
self.UI_Effect_jinkuang_Yuan = Util.GetGameObject(self.gameObject, "effects/UI_Effect_jinkuang_Yuan")
self.UI_effect_ItemView_saoguang = Util.GetGameObject(self.gameObject, "effects/UI_effect_ItemView_saoguang")
self.UI_effect_WuCai_Kuang = Util.GetGameObject(self.gameObject, "effects/UI_effect_WuCai_Kuang")
self.c_ui_qinyan_duan = Util.GetGameObject(self.gameObject, "effects/c_ui_qinyan_duan")
self:InitFrameEffect()
end
@ -135,6 +135,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self.UI_Effect_jinkuang_Yuan:SetActive(false)
self.UI_effect_ItemView_saoguang:SetActive(false)
self.UI_effect_WuCai_Kuang:SetActive(false)
self.c_ui_qinyan_duan:SetActive(false)
self.frame.sprite = self.spLoader:LoadSprite(_itemData.frame)
self.icon.sprite = self.spLoader:LoadSprite(_itemData.icon)
self.num:GetComponent("Text").text = PrintWanNum(_itemData.num)
@ -153,6 +154,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
Util.AddParticleSortLayer(self.UI_Effect_jinkuang_Yuan, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.c_ui_qinyan_duan, effectLayer - self.EffectOrginLayerQu)
self.EffectOrginLayerQu = effectLayer
Util.GetGameObject(self.UI_effect_ItemView_saoguang, "saoguang"):GetComponent("RectTransform").localScale =
Vector2.New(self.scale * 0.48,self.scale * 0.48)
@ -168,6 +170,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
self.c_ui_qinyan_duan:SetActive(_itemData.configData.Quantity1 == 8)
end
if _itemData.configData == nil then
_itemData.configData = _itemData.itemConfig
@ -231,6 +234,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5 or _itemData.configData.Quantity1 == 4)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
self.c_ui_qinyan_duan:SetActive(_itemData.configData.Quantity1 == 8)
end
--摘星阁加成
if self.allData and self.allData.homeEquipLv and self.allData.homeEquipLv[1] > 0 then
@ -349,6 +353,7 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Star == 5)
self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Star == 6)
self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Star == 7)
self.c_ui_qinyan_duan:SetActive(_itemData.configData.Quantity1 == 8)
end
--摘星阁加成
if self.allData and self.allData.homeEquipLv and self.allData.homeEquipLv[1] > 0 then
@ -445,6 +450,7 @@ function ItemView:SetEffectLayer(effectLayer)
Util.AddParticleSortLayer(self.UI_Effect_Kuang_HongSe, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.c_ui_qinyan_duan,effectLayer-self.EffectOrginLayerQu)
Util.SetParticleSortLayer(self.starGrid,effectLayer + 1)
self:SetFrameEffectLayer(effectLayer)
@ -477,6 +483,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
self.UI_Effect_jinkuang_Yuan:SetActive(false)
self.UI_effect_ItemView_saoguang:SetActive(false)
self.UI_effect_WuCai_Kuang:SetActive(false)
self.c_ui_qinyan_duan:SetActive(false)
self.rightUplv.gameObject:SetActive(false)
self.middleDownLv.gameObject:SetActive(false)
self.iconGo:SetActive(true)
@ -490,6 +497,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
Util.AddParticleSortLayer(self.UI_Effect_jinkuang_Yuan, effectLayer - self.EffectOrginLayerQu )
Util.AddParticleSortLayer(self.UI_effect_ItemView_saoguang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.UI_effect_WuCai_Kuang, effectLayer - self.EffectOrginLayerQu)
Util.AddParticleSortLayer(self.c_ui_qinyan_duan, effectLayer - self.EffectOrginLayerQu)
self.EffectOrginLayerQu = effectLayer
Util.GetGameObject(self.UI_effect_ItemView_saoguang, "saoguang"):GetComponent("RectTransform").localScale =
Vector2.New(self.scale * 0.48,self.scale * 0.48)
@ -594,6 +602,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity1 == 5 or itemDataConFig.Quantity1 == 4)
self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity1 == 6)
self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity1 == 7)
self.c_ui_qinyan_duan:SetActive(itemDataConFig.Quantity1 == 8)
end
Util.AddOnceClick(self.frameBtn, function()
-- UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, itemSId)