diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitPanelNew.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitPanelNew.lua index 2dad41105d..adf4d4ac08 100644 --- a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitPanelNew.lua +++ b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitPanelNew.lua @@ -399,7 +399,7 @@ function RecruitPanelNew:UpdatePanelData() JumpManager.GoJump(20009) end local args={} - args[1]="当前强者招募券数量不足,是否前往每日商店购买" + args[1]="当前招募龙珠数量不足,是否前往每日商店购买" args[2]="前往" args[3]="取消" args[4]=sureFunc diff --git a/Assets/ManagedResources/~Lua/View/JumpViewNew.lua b/Assets/ManagedResources/~Lua/View/JumpViewNew.lua index 5f51fd1a66..81459bbaf3 100644 --- a/Assets/ManagedResources/~Lua/View/JumpViewNew.lua +++ b/Assets/ManagedResources/~Lua/View/JumpViewNew.lua @@ -63,11 +63,11 @@ function JumpViewNew:OnOpen(jumpId,heroConfig,parent) elseif self.jumpSData.Type == JumpType.Lottery then self.costIconPos.gameObject:SetActive(false) --self.desc.text = "设为心愿神将会有更高概率" - self.desc.text = "使用强者招募券抽取英雄" + self.desc.text = "使用招募龙珠抽取英雄" elseif self.jumpSData.Type == JumpType.Lottery then self.costIconPos.gameObject:SetActive(false) --self.desc.text = "设为心愿神将会有更高概率" - self.desc.text = "使用强者招募券抽取英雄" + self.desc.text = "使用招募龙珠抽取英雄" elseif self.jumpSData.Type == JumpType.ElementDrawCard then self.info.text = GetLanguageStrById(self.jumpSData.Title) self.costIconPos.gameObject:SetActive(false)