【新·魂灵宝】提交
parent
da07b59ad8
commit
76c3c5c0bf
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@ -3249,8 +3249,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 11, y: 34}
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m_SizeDelta: {x: 347.16, y: 30}
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m_AnchoredPosition: {x: 166.07, y: 34}
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m_SizeDelta: {x: 734.83, y: 30}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &539216850492600908
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CanvasRenderer:
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File diff suppressed because it is too large
Load Diff
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@ -425,7 +425,8 @@ UIName = {
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TreasureStoreSeason2 = 431,--新百宝商会
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PracticeSkillInfoPanel = 430, --修行主角技能信息界面
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DemonSlayerNewPanel = 432, --新版三界降魔
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RoleGodSoulLayout = 434,
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RoleGodSoulLayout = 434, --神魂界面
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RewardTalismanSingleShowPopup2 = 435, --新·魂灵宝
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}
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SubUIConfig = {
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@ -3,9 +3,6 @@ local RewardTalismanSingleShowPopup2 = Inherit(BasePanel)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
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-- local _BaseProList = {}--基础属性对象
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-- local _suitProList = {}--套装属性对象
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-- local _superProList = {}--白金属性对象
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local typeToUpdate = {
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[2] = 2,--已穿戴->卸载单件
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[3] = 1,--未穿戴->穿单件
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@ -16,33 +13,40 @@ function RewardTalismanSingleShowPopup2:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.mask = Util.GetGameObject(self.transform, "mask")
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self.content = Util.GetGameObject(self.transform, "Content")
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--装备详情--topBar
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self.textPre = Util.GetGameObject(self.transform, "TextPre")
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self.linePre = Util.GetGameObject(self.transform, "line")
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--topBar
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self.topBar = Util.GetGameObject(self.transform, "Content/topBar")
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--装备详情
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self.eqiopName = Util.GetGameObject(self.topBar, "name"):GetComponent("Text")
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self.icon = Util.GetGameObject(self.topBar, "icon")
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self.equipType=Util.GetGameObject(self.topBar, "equipType"):GetComponent("Text")
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self.equipQuaText=Util.GetGameObject(self.topBar, "equipQuaText"):GetComponent("Text")
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self.equipInfoText=Util.GetGameObject(self.topBar, "equipInfoText"):GetComponent("Text")
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self.powerNum=Util.GetGameObject(self.topBar, "powerNum"):GetComponent("Text")
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--装备属性--midBar
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--basePro
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-- self.midBar = Util.GetGameObject(self.transform, "Content/midBar")
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-- self.basePro = Util.GetGameObject(self.midBar, "basePro")
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-- self.baseProName = Util.GetGameObject(self.basePro, "PropertyName"):GetComponent("Text")
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-- self.baseProGrid = Util.GetGameObject(self.basePro, "grid")
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-- self.baseProPre = Util.GetGameObject(self.basePro, "grid/curProName")
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-- self.baseProPre:SetActive(false)
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-- --suitPro
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-- self.suitPro = Util.GetGameObject(self.midBar, "suitPro")
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-- self.suitProName = Util.GetGameObject(self.suitPro, "PropertyName"):GetComponent("Text")
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-- self.suitProGrid = Util.GetGameObject(self.suitPro, "proGrid")
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-- self.suitProPre = Util.GetGameObject(self.suitPro, "proGrid/proPre")
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-- self.suitProPre:SetActive(false)
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-- --superPro
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-- self.superPro = Util.GetGameObject(self.midBar, "superPro")
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-- self.superProGrid = Util.GetGameObject(self.superPro, "proGrid")
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-- self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc")
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-- self.superProPre:SetActive(false)
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self.midBar = Util.GetGameObject(self.transform, "Content/midBar/Grid")
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--baseAttri
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self.baseAttri = Util.GetGameObject(self.midBar, "baseAttri")
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self.baseName = Util.GetGameObject(self.baseAttri, "baseName/attriName"):GetComponent("Text")
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self.baseLevel = Util.GetGameObject(self.baseAttri, "baseName/attriNum"):GetComponent("Text")
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self.baseGrid = Util.GetGameObject(self.baseAttri, "grid")
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self.baseMaster = Util.GetGameObject(self.midBar, "baseMasterAttri")
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self.baseMasterName = Util.GetGameObject(self.baseMaster, "baseMaster/attriName"):GetComponent("Text")
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self.baseMasterGrid = Util.GetGameObject(self.baseMaster, "gridMaster")
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--refineAttri
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self.refineAttri = Util.GetGameObject(self.midBar, "refineAttri")
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self.refineName = Util.GetGameObject(self.refineAttri, "refineName/attriName"):GetComponent("Text")
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self.refineLevel = Util.GetGameObject(self.refineAttri, "refineName/attriNum"):GetComponent("Text")
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self.refineGrid = Util.GetGameObject(self.refineAttri, "grid")
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self.refineMasterName = Util.GetGameObject(self.refineAttri, "refineMaster/attriName"):GetComponent("Text")
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self.refineMasterGrid = Util.GetGameObject(self.refineAttri, "gridMaster")
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--treeAttri
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self.treeAttri = Util.GetGameObject(self.midBar, "treeAttri")
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self.treeName = Util.GetGameObject(self.treeAttri, "treeName/attriName"):GetComponent("Text")
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self.treeLevel = Util.GetGameObject(self.treeAttri, "treeName/attriNum"):GetComponent("Text")
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self.treeGrid = Util.GetGameObject(self.treeAttri, "grid")
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--分解按钮--btmBar
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self.btmBar = Util.GetGameObject(self.transform, "Content/btmBar")
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@ -53,6 +57,8 @@ function RewardTalismanSingleShowPopup2:InitComponent()
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self.btnWear = Util.GetGameObject(self.btnGrid, "btnWear")
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self.btnDown = Util.GetGameObject(self.btnGrid, "btnDown")
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self.btnSwitch = Util.GetGameObject(self.btnGrid, "btnSwitch")
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self.btnUpgrade = Util.GetGameObject(self.btnGrid, "btnUpgrade")
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self.btnUpstar = Util.GetGameObject(self.btnGrid, "btnUpstar")
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--装备获取途径--btmBar
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self.canGetPre = Util.GetGameObject(self.btmBar, "scroll/canGetPre")
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self.canGetGrid = Util.GetGameObject(self.btmBar, "scroll")
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@ -61,7 +67,15 @@ function RewardTalismanSingleShowPopup2:InitComponent()
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self.canGetScrollView.moveTween.MomentumAmount = 1
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self.canGetScrollView.moveTween.Strength = 2
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self.canGetScrollView.elastic = false
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--跳转itemlist
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self.jumpViewList = {}
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--装备icon
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self.itemPre = nil
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self.BaseAttriList = {}--基础属性对象
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self.RefineAttriList = {}--精炼属性对象
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self.treeAttriList = {}--神应属性对象
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self.treeAttriList2 = {}--神应属性对象2
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end
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--绑定事件(用于子类重写)
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@ -105,76 +119,290 @@ function RewardTalismanSingleShowPopup2:OnOpen(_parent,_equipData,_openType,_isS
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if not _equipData then
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return
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end
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-- self.parent = _parent --父界面
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-- self.equipData = _equipData --当前装备数据
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-- self.openType = _openType --0不显示按钮、1背包、2已穿戴(显示卸下)、3未穿戴(显示穿戴)、4未穿戴(显示替换)
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-- self.howGet:SetActive(_isShowGet and true or false)--是否显示获取途径
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-- self.btnGrid:SetActive(self.openType ~= 0)
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-- self.curHeroData = _curHeroData --装备了该装备的英雄数据
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-- self.position = _position --装备的位置
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-- self.nextEquip = _targetEquipData--要替换的目标装备
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-- self.isShowGo = _isShowGo and _isShowGo or false--是否显示跳转按钮
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-- self.func = _func
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self.parent = _parent --父界面
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self.equipData = _equipData --当前装备数据
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self.openType = _openType --0不显示按钮、1背包、2已穿戴(显示卸下)、3未穿戴(显示穿戴)、4未穿戴(显示替换)
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self.howGet:SetActive(_isShowGet and true or false)--是否显示获取途径
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self.btnGrid:SetActive(self.openType ~= 0)
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self.curHeroData = _curHeroData --装备了该装备的英雄数据
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self.nextEquip = _targetEquipData--要替换的目标装备
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self.isShowGo = _isShowGo and _isShowGo or false--是否显示跳转按钮
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self.func = _func
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end
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function RewardTalismanSingleShowPopup2:SetBtns()
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local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(self.equipData.id))
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self.btnSure:SetActive(itemConfigData.IfResolve==1)
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self.btnJump:SetActive(itemConfigData.UseJump and itemConfigData.UseJump > 0 and BagManager.isBagPanel)
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self.btnJump:SetActive(BagManager.isBagPanel)
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self.btnWear:SetActive(self.openType == 3)
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self.btnDown:SetActive(self.openType == 2)
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self.btnSwitch:SetActive(self.openType == 4)
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self.btnUpgrade:SetActive(self.openType == 2)
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self.btnUpstar:SetActive(self.openType == 2)
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end
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function RewardTalismanSingleShowPopup2:OnShow()
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--上部装备基础信息
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-- Log("装备id:"..tostring(self.equipData.id).." openType:"..tostring(self.openType))
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-- self:SetBtns()
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-- local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(self.equipData.id))
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-- local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(self.equipData.id))
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-- self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..equipConfigData.Quality)
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-- self.equipQuaText.text=GetStringByEquipQua(equipConfigData.Quality,GetQuaStringByEquipQua(equipConfigData.Quality))
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-- self.eqiopName.text=GetStringByEquipQua(equipConfigData.Quality,GetLanguageStrById(equipConfigData.Name))
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-- self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(equipConfigData.Quality))
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-- self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfigData.ResourceID))
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-- self.equipInfoText.text=GetLanguageStrById(itemConfigData.ItemDescribe)
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-- self.powerNum.text=EquipManager.CalculateWarForce(self.equipData.id)
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-- EquipManager.SetEquipStarShow(self.spLoader, self.star,equipConfigData.Id)
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-- self.equipType.text=Language[11089]..GetEquipPosStrByEquipPosNum(equipConfigData.Position)
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-- --下部按钮信息
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-- self.effectbaijin:SetActive(equipConfigData.Quality==7)
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-- Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
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self:SetBtns()
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--=============================上部装备基础信息============================
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local equipConfigData = ConfigManager.GetConfigData(ConfigName.JewelConfig, self.equipData.id)
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local itemConfigData = ConfigManager.GetConfigData(ConfigName.ItemConfig, self.equipData.id)
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--魂灵宝Icon
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if not self.itemPre then
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self.itemPre = SubUIManager.Open(SubUIConfig.ItemView,self.icon.transform)
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end
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self.itemPre:OnOpen(false,{equipConfigData.Id,0},1,false, false,false, 0,self.equipData.idDyn)
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--装备描述
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self.equipInfoText.text = GetLanguageStrById(itemConfigData.ItemDescribe)
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--品质
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self.equipQuaText.text = GetStringByEquipQua(equipConfigData.Level,GetQuaStringByEquipQua(equipConfigData.Level))
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--装备名称
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self.eqiopName.text=GetStringByEquipQua(itemConfigData.Quantity,GetLanguageStrById(itemConfigData.Name))
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--装备类型
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self.equipType.text = string.format("宝物类型:%s",EquipTreasureTypeStr[equipConfigData.Location])
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--上方底图
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self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..equipConfigData.Level)
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--计算战力
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local Power = 0
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if not self.equipData.idDyn then
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Power = EquipTreasureManager.CalculateWarForceBySid(self.equipData.id, self.equipData.lv, self.equipData.refineLv, self.equipData.treeLv)
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else
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Power = EquipTreasureManager.CalculateWarForce(self.equipData.idDyn)
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end
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self.powerNum.text = Power
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-- --获取途径
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-- if self.jumpViewList and #self.jumpViewList > 0 then
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-- for i = 1,#self.jumpViewList do
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-- SubUIManager.Close(self.jumpViewList[i])
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-- end
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-- end
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-- local curitemData = itemConfig[tonumber(self.equipData.id)]
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-- if curitemData and curitemData.Jump then
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-- if curitemData.Jump and #curitemData.Jump>0 then
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-- self.canGetScrollView:SetData(curitemData.Jump,function (index, item)
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-- local tempView = nil
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-- if self.isShowGo then
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-- tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],true)
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-- else
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-- tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],false)
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-- end
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-- table.insert(self.jumpViewList,tempView)
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-- end,true,true)
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-- end
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--=============================中部========================================
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-- if self.equipData.upHeroDid == "" or self.equipData.upHeroDid == "0" then
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-- this.treasurePanel[i].strongAttri.gameObject:SetActive(false)
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-- this.treasurePanel[i].refineMasterAttri:SetActive(false)
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-- end
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--(基础属性)
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local baseInfo = EquipTreasureManager.GetCurLvPropertyValue(1,self.equipData.levelPool,self.equipData.lv)
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self.baseLevel.text = string.format("[强化等级:%s/%s]",self.equipData.lv,self.equipData.maxLv)
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self:SetPropertyShow1(baseInfo,self.BaseAttriList,self.baseGrid)
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--(精炼属性)
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local refineInfo = EquipTreasureManager.GetCurLvPropertyValue(2,self.equipData.refinePool,self.equipData.refineLv,true)
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self.refineLevel.text = string.format("[精炼等级:%s/%s]",self.equipData.refineLv,self.equipData.maxRefineLv)
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if LengthOfTable(refineInfo) == 0 or refineInfo == nil then
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self.refineAttri:SetActive(false)
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else
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self.refineAttri:SetActive(true)
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self:SetPropertyShow1(refineInfo,self.RefineAttriList,self.refineGrid)
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end
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--(神应属性)
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local treeInfo=SacredTreeManager.GetCurLvPropertyValue(3,self.equipData.treePool,self.equipData.treeLv or 0)
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self.treeLevel.text = string.format("[神应等级:%s/%s]",self.equipData.treeLv,self.equipData.maxTreeLv)
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if (self.equipData.treeLv < 1 and SacredTreeManager.CulAttri(self.equipData) < 1) or self.openType == 1 or self.openType ~= 0 then
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self.treeAttri:SetActive(false)
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else
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self.treeAttri:SetActive(true)
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self:SetPropertyShow2(treeInfo,self.treeAttriList,self.treeGrid,self.treeAttriList2)
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end
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--=============================下部=========================================
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--获取途径
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if self.jumpViewList and #self.jumpViewList > 0 then
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for i = 1,#self.jumpViewList do
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SubUIManager.Close(self.jumpViewList[i])
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end
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end
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local curitemData = itemConfig[tonumber(self.equipData.id)]
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if curitemData and curitemData.Jump then
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if curitemData.Jump and #curitemData.Jump>0 then
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self.canGetScrollView:SetData(curitemData.Jump,function (index, item)
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local tempView = nil
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if self.isShowGo then
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tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],true)
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else
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tempView = SubUIManager.Open(SubUIConfig.JumpView, item.transform, curitemData.Jump[index],false)
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end
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table.insert(self.jumpViewList,tempView)
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end,true,true)
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end
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end
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-- --(此处需要三遍才能完全打开)
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-- ForceRebuildLayout(self.midBar.transform)
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-- ForceRebuildLayout(self.midBar.transform)
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-- ForceRebuildLayout(self.midBar.transform)
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--(此处需要三遍才能完全打开)
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ForceRebuildLayout(self.midBar.transform)
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ForceRebuildLayout(self.midBar.transform)
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ForceRebuildLayout(self.midBar.transform)
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-- if self.func then
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-- self.func()
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-- end
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if self.func then
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self.func()
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end
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end
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--基础和精炼属性专用
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function RewardTalismanSingleShowPopup2:SetPropertyShow1(_infos,_preList,_grid)
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local dataCount=LengthOfTable(_infos)
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local preCount=#_preList
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for i = 1, dataCount-preCount do
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local go = newObject(self.textPre)
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go.transform:SetParent(_grid.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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go.gameObject:SetActive(false)
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table.insert(_preList,go)
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end
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local index=1
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for key, value in pairs(_infos) do
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local obj=_preList[index]
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local proper=propertyConfig[key]
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if proper.Style==1 then
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obj.transform:GetComponent("Text").text = GetLanguageStrById(proper.Info).."+".. value.currValue
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else
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obj.transform:GetComponent("Text").text=GetLanguageStrById(proper.Info).."+"..value.currValue/100 .."%"
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end
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obj.gameObject:SetActive(true)
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index=index+1
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end
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for i = 1, #_preList do
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if i>=index then
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_preList[i]:SetActive(false)
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end
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end
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end
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--神应专用
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function RewardTalismanSingleShowPopup2:SetPropertyShow2(_infos,_preList,_grid,_preList2)
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local curTree = SacredTreeManager.CulAttri(self.equipData)
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local attriConfig = ConfigManager.GetConfigDataByKey(ConfigName.GodHoodTreeSetting,"Id",0).PropertyUnlcokLevelForClient
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local dataCount=LengthOfTable(_infos)
|
||||
local preCount=#_preList ---行数
|
||||
for i = 1, math.ceil(dataCount/2) - preCount do
|
||||
local go = newObject(self.linePre)
|
||||
go.transform:SetParent(_grid.transform)
|
||||
go.transform.localScale = Vector3.one
|
||||
go.transform.localPosition = Vector3.zero
|
||||
go.gameObject:SetActive(false)
|
||||
table.insert(_preList,go)
|
||||
end
|
||||
preCount = #_preList2
|
||||
for i = 1, dataCount - preCount do
|
||||
local go = newObject(self.textPre)
|
||||
table.insert(_preList2,go)
|
||||
go.transform:SetParent(_preList[math.ceil(#_preList2/2)].transform)
|
||||
go.transform.localScale = Vector3.one
|
||||
go.transform.localPosition = Vector3.zero
|
||||
go.gameObject:SetActive(false)
|
||||
end
|
||||
local index=1
|
||||
for key, value in pairs(attriConfig) do
|
||||
local obj = _preList2[index]
|
||||
_preList[math.ceil(index/2)].gameObject:SetActive(true)
|
||||
local proper=propertyConfig[value[1]]
|
||||
local string = ""
|
||||
if _infos[value[1]] then
|
||||
if proper.Style==1 then
|
||||
string = GetLanguageStrById(proper.Info).."+".._infos[value[1]].currValue--value.currValue
|
||||
else
|
||||
string = GetLanguageStrById(proper.Info).."+".._infos[value[1]].currValue/100 .."%"
|
||||
end
|
||||
end
|
||||
if index <= curTree then
|
||||
string = "<color=#66FF00>"..string.."</color>"
|
||||
else
|
||||
string = "<color=#828282>"..string.."\n".."<size=25>"..string.format("(四灵试炼%s层解锁)",attriConfig[index][2]).."</size></color>"
|
||||
end
|
||||
obj.transform:GetComponent("Text").text = string
|
||||
obj.gameObject:SetActive(true)
|
||||
index=index+1
|
||||
end
|
||||
for i = 1, #_preList2 do
|
||||
if i >= index then
|
||||
_preList2[i]:SetActive(false)
|
||||
end
|
||||
end
|
||||
for i = 1, #_preList do
|
||||
if i > math.ceil(index/2) then
|
||||
_preList[i]:SetActive(false)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--大师判断
|
||||
function RewardTalismanSingleShowPopup2:GongMingSetData(curTabIndex,proPreList,grid,title,go)
|
||||
--获取穿戴宝物强化/精炼的最小等级
|
||||
local minLv--最小等级
|
||||
local maxlv --最大等级
|
||||
if #self.equipData.jewels < 2 then
|
||||
go.gameObject:SetActive(false)
|
||||
return
|
||||
end
|
||||
go.gameObject:SetActive(true)
|
||||
for i = 1, #self.equipData.jewels do
|
||||
local curEquipTreasureData = EquipTreasureManager.GetTreasureData(self.equipData.jewels[i])
|
||||
if curTabIndex == 1 then
|
||||
if minLv then
|
||||
if curEquipTreasureData.lv < minLv then
|
||||
minLv = curEquipTreasureData.lv
|
||||
end
|
||||
else
|
||||
minLv = curEquipTreasureData.lv
|
||||
end
|
||||
if maxlv then
|
||||
if curEquipTreasureData.maxLv < maxlv then
|
||||
maxlv = curEquipTreasureData.maxLv
|
||||
end
|
||||
else
|
||||
maxlv = curEquipTreasureData.maxLv
|
||||
end
|
||||
elseif curTabIndex == 2 then
|
||||
if minLv then
|
||||
if curEquipTreasureData.refineLv < minLv then
|
||||
minLv = curEquipTreasureData.refineLv
|
||||
end
|
||||
else
|
||||
minLv = curEquipTreasureData.refineLv
|
||||
end
|
||||
if maxlv then
|
||||
if curEquipTreasureData.maxRefineLv < maxlv then
|
||||
maxlv = curEquipTreasureData.maxRefineLv
|
||||
end
|
||||
else
|
||||
maxlv = curEquipTreasureData.maxRefineLv
|
||||
end
|
||||
end
|
||||
end
|
||||
local curJewelResonanceConfig = nil
|
||||
local allCurTypeJewelResonanceConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.JewelResonanceConfig,"Type",curTabIndex)
|
||||
table.sort(allCurTypeJewelResonanceConfig,function(a,b)
|
||||
return a.SortId<b.SortId
|
||||
end)
|
||||
for i = 1, #allCurTypeJewelResonanceConfig do
|
||||
--获取当前强化/精炼 大师等级数据
|
||||
if allCurTypeJewelResonanceConfig[i].Level <= minLv then
|
||||
if curJewelResonanceConfig then
|
||||
if curJewelResonanceConfig.SortId < allCurTypeJewelResonanceConfig[i].SortId then
|
||||
curJewelResonanceConfig = allCurTypeJewelResonanceConfig[i]
|
||||
end
|
||||
else
|
||||
curJewelResonanceConfig = allCurTypeJewelResonanceConfig[i]
|
||||
end
|
||||
end
|
||||
end
|
||||
if curJewelResonanceConfig.SortId < 1 then
|
||||
go.gameObject:SetActive(false)
|
||||
return
|
||||
end
|
||||
go.gameObject:SetActive(true)
|
||||
if curTabIndex == 1 then
|
||||
title.text = string.format("<color=#FE2F33>强化大师%s级</color>",curJewelResonanceConfig.SortId)
|
||||
else
|
||||
title.text = string.format("<color=#FE2F33>精炼大师%s级</color>",curJewelResonanceConfig.SortId)
|
||||
end
|
||||
for i = 1, math.max(#curJewelResonanceConfig.Property,#proPreList) do
|
||||
if not curJewelResonanceConfig.Property[i] then
|
||||
proPreList[i].gameObject:SetActive(false)
|
||||
else
|
||||
if not proPreList[i] then
|
||||
proPreList[i] = newObjToParent(self.textPre,grid.transform)
|
||||
end
|
||||
proPreList[i].gameObject:SetActive(true)
|
||||
local str = GetLanguageStrById(propertyConfig[curJewelResonanceConfig.Property[i][1]].Info).."+"..GetPropertyFormatStr(propertyConfig[curJewelResonanceConfig.Property[i][1]].Style,curJewelResonanceConfig.Property[i][2])
|
||||
proPreList[i].transform:GetComponent("Text").text = string.format("<color=#66FF00>%s</color>",str)
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
|
@ -189,10 +417,12 @@ end
|
|||
--界面销毁时调用(用于子类重写)
|
||||
function RewardTalismanSingleShowPopup2:OnDestroy()
|
||||
self.spLoader:Destroy()
|
||||
-- _BaseProList = {}
|
||||
-- _suitProList = {}
|
||||
-- _superProList = {}
|
||||
self.BaseAttriList = {}--基础属性对象
|
||||
self.RefineAttriList = {}--精炼属性对象
|
||||
self.treeAttriList = {}--神应属性对象
|
||||
self.treeAttriList2 = {}--神应属性对象2
|
||||
self.jumpViewList = {}
|
||||
self.itemPre = nil
|
||||
end
|
||||
|
||||
return RewardTalismanSingleShowPopup2
|
Loading…
Reference in New Issue