【四象心法】bug修改
parent
b0c69c81a8
commit
6b2eaf6cca
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@ -268,23 +268,7 @@ function this.UpdateData(_professionId)
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lastPropertyLimit={}
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end
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if fourQuadConfig.RankupCost then
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this.upStarCostitem= ConfigManager.GetConfigData(ConfigName.ItemConfig,fourQuadConfig.RankupCost[1][1])
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this.limitHint.gameObject:SetActive(true)
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if this.CheckIsUpStar() then
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this.limitCost.gameObject:SetActive(false)
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this.limitHint.text=string.format("<color=#24F604>进阶后,四种属性全部提升%s%%</color>",10)
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else
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local itemName=this.upStarCostitem.Name
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local itemIcon=GetResourcePath(this.upStarCostitem.ResourceID)
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this.limitHint.text=string.format("四种属性强化至上限后使用 <color=#24F604>%s</color>进阶",itemName)
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this.limitCost.gameObject:SetActive(true)
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this.limitCost.sprite=this.spLoader:LoadSprite(itemIcon)
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this.itemView:OnOpen(false, {this.upStarCostitem.Id,1}, 0, false,false,false)
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end
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else
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this.limitHint.gameObject:SetActive(false)
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end
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upStarProperty=PracticeManager.fourQuadrantUpStarPropMap[_professionId]
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this.SaveOldProp(propertyList)
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@ -308,6 +292,7 @@ end
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---刷新界面强化进阶按钮状态和消耗显示
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function this.UpdateBtnStateAndCostShow()
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this.UpdateUpStarTip()
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local costArr={}
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--检测是否可以进阶
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if this.CheckIsUpStar() then
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@ -356,6 +341,26 @@ function this.UpdateBtnStateAndCostShow()
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end
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end
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function this.UpdateUpStarTip()
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if fourQuadConfig.RankupCost then
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this.upStarCostitem= ConfigManager.GetConfigData(ConfigName.ItemConfig,fourQuadConfig.RankupCost[1][1])
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this.limitHint.gameObject:SetActive(true)
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if this.CheckIsUpStar() then
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this.limitCost.gameObject:SetActive(false)
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this.limitHint.text=string.format("<color=#24F604>进阶后,四种属性全部提升%s%%</color>",10)
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else
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local itemName=this.upStarCostitem.Name
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local itemIcon=GetResourcePath(this.upStarCostitem.ResourceID)
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this.limitHint.text=string.format("四种属性强化至上限后使用 <color=#24F604>%s</color>进阶",itemName)
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this.limitCost.gameObject:SetActive(true)
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this.limitCost.sprite=this.spLoader:LoadSprite(itemIcon)
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this.itemView:OnOpen(false, {this.upStarCostitem.Id,1}, 0, false,false,false)
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end
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else
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this.limitHint.gameObject:SetActive(false)
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end
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end
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---更新属性信息
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function this.UpdateProperty(_propertyInfoList)
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local _propertyInfoMap={}
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