diff --git a/Assets/ManagedResources/~Lua/Modules/Practice/FourQuadrantPopup.lua b/Assets/ManagedResources/~Lua/Modules/Practice/FourQuadrantPopup.lua
index 1e2a6a7833..4366c45f55 100644
--- a/Assets/ManagedResources/~Lua/Modules/Practice/FourQuadrantPopup.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Practice/FourQuadrantPopup.lua
@@ -268,23 +268,7 @@ function this.UpdateData(_professionId)
lastPropertyLimit={}
end
- if fourQuadConfig.RankupCost then
- this.upStarCostitem= ConfigManager.GetConfigData(ConfigName.ItemConfig,fourQuadConfig.RankupCost[1][1])
- this.limitHint.gameObject:SetActive(true)
- if this.CheckIsUpStar() then
- this.limitCost.gameObject:SetActive(false)
- this.limitHint.text=string.format("进阶后,四种属性全部提升%s%%",10)
- else
- local itemName=this.upStarCostitem.Name
- local itemIcon=GetResourcePath(this.upStarCostitem.ResourceID)
- this.limitHint.text=string.format("四种属性强化至上限后使用 %s进阶",itemName)
- this.limitCost.gameObject:SetActive(true)
- this.limitCost.sprite=this.spLoader:LoadSprite(itemIcon)
- this.itemView:OnOpen(false, {this.upStarCostitem.Id,1}, 0, false,false,false)
- end
- else
- this.limitHint.gameObject:SetActive(false)
- end
+
upStarProperty=PracticeManager.fourQuadrantUpStarPropMap[_professionId]
this.SaveOldProp(propertyList)
@@ -308,6 +292,7 @@ end
---刷新界面强化进阶按钮状态和消耗显示
function this.UpdateBtnStateAndCostShow()
+ this.UpdateUpStarTip()
local costArr={}
--检测是否可以进阶
if this.CheckIsUpStar() then
@@ -356,6 +341,26 @@ function this.UpdateBtnStateAndCostShow()
end
end
+function this.UpdateUpStarTip()
+ if fourQuadConfig.RankupCost then
+ this.upStarCostitem= ConfigManager.GetConfigData(ConfigName.ItemConfig,fourQuadConfig.RankupCost[1][1])
+ this.limitHint.gameObject:SetActive(true)
+ if this.CheckIsUpStar() then
+ this.limitCost.gameObject:SetActive(false)
+ this.limitHint.text=string.format("进阶后,四种属性全部提升%s%%",10)
+ else
+ local itemName=this.upStarCostitem.Name
+ local itemIcon=GetResourcePath(this.upStarCostitem.ResourceID)
+ this.limitHint.text=string.format("四种属性强化至上限后使用 %s进阶",itemName)
+ this.limitCost.gameObject:SetActive(true)
+ this.limitCost.sprite=this.spLoader:LoadSprite(itemIcon)
+ this.itemView:OnOpen(false, {this.upStarCostitem.Id,1}, 0, false,false,false)
+ end
+ else
+ this.limitHint.gameObject:SetActive(false)
+ end
+end
+
---更新属性信息
function this.UpdateProperty(_propertyInfoList)
local _propertyInfoMap={}