宝物共鸣修改
parent
040cd78dc4
commit
63780c4c7a
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@ -153,7 +153,6 @@ end
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function this.GetSingleHeroSingleEquipData(_equipid, _heroDid)
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_equipid = tonumber(_equipid)
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if HarmonyManager.GetSingleAdditions(HarmonyAddType.AddEquip) > 0 and HarmonyManager.IsInfo(_heroDid) then
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LogGreen("正在共鸣中")
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return HarmonyManager.equipDatas[_equipid]--.upHeroDidList[_heroDid]
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elseif this.equipDatas[_equipid] and this.equipDatas[_equipid].upHeroDidList and this.equipDatas[_equipid].upHeroDidList[_heroDid] then
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return this.equipDatas[_equipid]
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@ -116,10 +116,11 @@ end
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function this.UpdateHongMengDataAdditions(hongmengAdditions)
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this.hongmengAdditions = hongmengAdditions
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-- for i = 1, #this.hongmengAdditions do
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-- print(this.hongmengAdditions[i].heroTid)
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-- print(this.hongmengAdditions[i].value)
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-- end
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for i = 1, #this.hongmengAdditions do
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-- LogGreen("this.hongmengAdditions[i].heroTid:"..this.hongmengAdditions[i].heroTid)
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-- LogGreen("this.hongmengAdditions[i].value:"..this.hongmengAdditions[i].value)
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-- LogGreen("this.hongmengAdditions[i].additionType:"..this.hongmengAdditions[i].additionType)
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end
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--LogGreen("hongmengAdditions "..#this.hongmengAdditions)
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for i = 1, #this.hongmengAdditions do
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@ -416,9 +417,8 @@ function this.GetSingleAdditions(type)
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if this.hongmengAdditions then
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-- body
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for i = 1, #this.hongmengAdditions do
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if this.hongmengAdditions[i].additionType == type then
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if this.hongmengAdditions[i].additionType == type then
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--LogGreen("this.hongmengAdditions[i].additionType:"..this.hongmengAdditions[i].additionType.." this.hongmengAdditions[i].value :"..this.hongmengAdditions[i].value )
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return this.hongmengAdditions[i].value
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end
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end
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@ -3098,8 +3098,6 @@ function this.GetHeroIsUpEquip(heroDid)
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for _, v in ipairs(equips) do
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if EquipManager.GetSingleHeroSingleEquipData(v.id, heroDid) then
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--英雄已经装备了这个装备
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LogGreen("英雄已经装备了这个装备v.id:"..v.id)
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else
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local equipConfigData = equipConfig[v.id]
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local pos = equipConfigData.Position
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@ -608,9 +608,9 @@ function this.ShowHeroEquip()
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Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite =
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this.spLoader:LoadSprite(GetProStrImageByProNum(curEquipTreasureDatas[i].itemConfig.PropertyName))
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--鸿蒙阵 共享数据判断
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if HarmonyManager.IsInfo(curEquipTreasureDatas[i].upHeroDid) and HarmonyManager.GetSingleAdditions(HarmonyAddType.HunSoulPrint) ~= -1 then
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if HarmonyManager.IsInfo(curEquipTreasureDatas[i].upHeroDid) and HarmonyManager.GetSingleAdditions(HarmonyAddType.HunSoulPrint) ~= -1 and curEquipTreasureDatas[i].equipType == 1 then
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Util.GetGameObject(go.transform, "HongMenging"):SetActive(true)
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elseif HarmonyManager.IsInfo(curEquipTreasureDatas[i].upHeroDid) and HarmonyManager.GetSingleAdditions(HarmonyAddType.LingSoulPrint) ~= -1 then
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elseif HarmonyManager.IsInfo(curEquipTreasureDatas[i].upHeroDid) and HarmonyManager.GetSingleAdditions(HarmonyAddType.LingSoulPrint) ~= -1 and curEquipTreasureDatas[i].equipType == 2 then
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Util.GetGameObject(go.transform, "HongMenging"):SetActive(true)
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else
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Util.GetGameObject(go.transform, "HongMenging"):SetActive(false)
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