diff --git a/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityManager.lua b/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityManager.lua
index d071e1995c..853f1ce223 100644
--- a/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityManager.lua
@@ -211,7 +211,7 @@ function this.GetBaoKuData()
data.reward = RewardAllConfig[v.progress].Reward
data.configId = RewardAllConfig[v.progress].Id
end
- -- --LogGreen("Id:"..v.missionId.." rewardId:"..v.progress.." ")
+ LogGreen("Id:"..v.missionId.." rewardId:"..v.progress.." ")
table.insert(finalCardDatas,data)
end
end
@@ -230,7 +230,7 @@ function this.GetBaoKuData()
local data = {}
data.rewardId = v.missionId-1000
data.progress = v.progress
- -- LogYellow("rewardId:"..data.rewardId.." data.progress:"..data.progress)
+ LogYellow("rewardId:"..data.rewardId.." data.progress:"..data.progress)
data.configId = RewardAllConfig[data.rewardId].Id
table.insert(allData,data)
end
@@ -285,10 +285,10 @@ function this.GetLeftRewardData()
data[RewardConfig[i].Id].limit = RewardConfig[i].InitializeNum
end
- -- LogYellow("#finalCardDatas:"..#finalCardDatas.." actData.selectId:"..actData.selectId)
+ LogYellow("#finalCardDatas:"..#finalCardDatas.." actData.selectId:"..actData.selectId)
for i = 1, #finalCardDatas do
if finalCardDatas[i].rewardId and finalCardDatas[i].rewardId ~= 0 and finalCardDatas[i].rewardId ~= actData.selectId then
- -- LogYellow("i:"..i.." rewardId:"..tostring(finalCardDatas[i].rewardId) .." progress"..tonumber(data[finalCardDatas[i].rewardId].progress))
+ LogYellow("i:"..i.." rewardId:"..tostring(finalCardDatas[i].rewardId) .." progress"..tonumber(data[finalCardDatas[i].rewardId].progress))
data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress - 1
end
end
diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_YiJingBaoKu.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_YiJingBaoKu.lua
index ddc12c196d..5875d2a2ae 100644
--- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_YiJingBaoKu.lua
+++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_YiJingBaoKu.lua
@@ -137,29 +137,32 @@ function this:SetSingleData(index,item,data)
end
local aData = this.GetDataByRewardId(data.Id)
-- LogRed(aData.rewardId..":"..tostring(aData.progress))
- if aData.progress >= data.InitializeNum then
- t3 = false
- -- 如果是当前层选中的特殊奖励
- if aData.progress == data.InitializeNum and ActData.selectId == data.Id then--and ActData.curLevel > data.InitializeNum
- t3 = true
- end
- num.text = ""..(data.InitializeNum-aData.progress).."/"..data.InitializeNum..""
- else
- t3 = true
- num.text = (data.InitializeNum - aData.progress).."/"..data.InitializeNum
- end
+ -- if aData.progress >= data.InitializeNum then
+ -- t3 = false
+ -- -- 如果是当前层选中的特殊奖励
+ -- if aData.progress == data.InitializeNum and ActData.selectId == data.Id then--and ActData.curLevel > data.InitializeNum
+ -- t3 = true
+ -- end
+ -- num.text = ""..(data.InitializeNum-aData.progress).."/"..data.InitializeNum..""
+ -- else
+ -- t3 = true
+ -- num.text = (data.InitializeNum - aData.progress).."/"..data.InitializeNum
+ -- end
- select:SetActive(t1 and t2 and t3)
+ -- select:SetActive(t1 and t2 and t3)
end
-- 获取数量
function this.GetDataByRewardId(rId)
+ LogPink("rId:"..tostring(rId))
for k, v in ipairs(ActData.allData) do
+ LogGreen("v.rewardId:"..tostring(v.rewardId))
if v.rewardId == rId then
return v
end
end
+ LogError("rId:"..tostring(rId))
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_HomeLandEquip.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_HomeLandEquip.lua
index ec3cf710fc..764caaa1ba 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_HomeLandEquip.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_HomeLandEquip.lua
@@ -22,6 +22,7 @@ function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.titleText.text="摘星阁"
this.Btn1 = Util.GetGameObject(gameObject,"Btn1")
+ this.Btn1Text = Util.GetGameObject(gameObject,"Btn1/Text"):GetComponent("Text")
this.Btn2 = Util.GetGameObject(gameObject,"Btn2")
this.costCondition = Util.GetGameObject(gameObject,"Cost/Condition"):GetComponent("Text")
this.costIcon = Util.GetGameObject(gameObject,"Cost/Icon"):GetComponent("Image")
@@ -108,60 +109,76 @@ end
function this:SetData()
-- LogPink(HomeLandManager.EquipData[HomeLandManager.curEquip].Id)
local curIndex = HomeLandManager.curEquip
- local data = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Rate--当前装备加成
- local proData = EquipRankUp[HomeLandManager.levelProId].Rate--当前装备突破加成
-
- local nextData = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id + 1].Rate--下一装备加成
- local nextProData = EquipRankUp[HomeLandManager.levelProId + 1].Rate--下一装备突破加成
-
- local num1 = data + proData[curIndex]
- -- LogYellow(tostring(data).." @ "..tostring(proData[curIndex]))
- local num2 = 0
- if not HomeLandManager.GetCurIndexBtnsShow() then--如果都到达了等级上限
- num2 = data + nextProData[curIndex]
- -- LogYellow(tostring(data).." $ "..tostring(nextProData[curIndex]))
- else
- num2 = nextData + proData[curIndex]
- -- LogYellow(tostring(nextData).." # "..tostring(proData[curIndex]))
- end
- this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1).."%"..string.format("(%s",num2).."%)"
-
--设置消耗
local limit = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Limit
local cost = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Cost
- this.costIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[1][1]))
- if HomeLandManager.BuildData[limit[1]].level >= limit[2] then
- this.costCondition.text = ""
- this.costIcon.gameObject:SetActive(true)
- this.costNum.gameObject:SetActive(true)
- local color2 = BagManager.GetTotalItemNum(cost[1][1]) >= cost[1][2] and "#FFEED6" or "red"
- this.costNum.text = string.format("%s",color2,cost[1][2])
- else
- this.costIcon.gameObject:SetActive(false)
- this.costNum.gameObject:SetActive(false)
- this.costCondition.text = string.format("%s需要到达%s级",HomeLand[limit[1]].Name,limit[2])
- end
+ local data = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Rate--当前装备加成
+ local proData = EquipRankUp[HomeLandManager.levelProId].Rate--当前装备突破加成
- --按钮和tips显示
- local bool = HomeLandManager.GetCurIndexBtnsShow()
- -- LogBlue("bool:"..tostring(bool))
- this.Btn1:SetActive(bool)
- this.Btn2:SetActive(not bool)
- --不同显示
- this.Cost:SetActive(bool)
- this.Tips:SetActive(not bool)
- this.costCondition.gameObject:SetActive(true)
- this.Tips:GetComponent("Text").text = string.format("全部加持到达%s级后方可进行突破",EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Level)
- if not bool and HomeLandManager.GetAllCanUpgrade() then
- this.Cost:SetActive(true)
+ if cost then--如果有下一级
+ local nextData = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id + 1].Rate--下一装备加成
+ local nextProData = EquipRankUp[HomeLandManager.levelProId + 1].Rate--下一装备突破加成
+
+ local num1 = data + proData[curIndex]
+ -- LogYellow(tostring(data).." @ "..tostring(proData[curIndex]))
+ local num2 = 0
+ if not HomeLandManager.GetCurIndexBtnsShow() then--如果都到达了等级上限
+ num2 = data + nextProData[curIndex]
+ -- LogYellow(tostring(data).." $ "..tostring(nextProData[curIndex]))
+ else
+ num2 = nextData + proData[curIndex]
+ -- LogYellow(tostring(nextData).." # "..tostring(proData[curIndex]))
+ end
+ this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1).."%"..string.format("(%s",num2).."%)"
+
+ this.Btn1Text.text = "强 化"
+ Util.SetGray(this.Btn1,false)
+ this.Btn1:GetComponent("Button").enabled = true
+ this.costIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(cost[1][1]))
+ if HomeLandManager.BuildData[limit[1]].level >= limit[2] then
+ this.costCondition.text = ""
+ this.costIcon.gameObject:SetActive(true)
+ this.costNum.gameObject:SetActive(true)
+ local color2 = BagManager.GetTotalItemNum(cost[1][1]) >= cost[1][2] and "#FFEED6" or "red"
+ this.costNum.text = string.format("%s",color2,cost[1][2])
+ else
+ this.costIcon.gameObject:SetActive(false)
+ this.costNum.gameObject:SetActive(false)
+ this.costCondition.text = string.format("%s需要到达%s级",HomeLand[limit[1]].Name,limit[2])
+ end
+
+ --按钮和tips显示
+ local bool = HomeLandManager.GetCurIndexBtnsShow()
+ local bool2 =
+ -- LogBlue("bool:"..tostring(bool))
+ this.Btn1:SetActive(bool)
+ this.Btn2:SetActive(not bool)
+ --不同显示
+ this.Cost:SetActive(bool)
+ this.Tips:SetActive(not bool)
+ this.costCondition.gameObject:SetActive(true)
+ this.Tips:GetComponent("Text").text = string.format("全部加持到达%s级后方可进行突破",EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Level)
+ if not bool and HomeLandManager.GetAllCanUpgrade() then
+ this.Cost:SetActive(true)
+ this.Tips:SetActive(false)
+ this.costIcon.gameObject:SetActive(true)
+ this.costNum.gameObject:SetActive(true)
+ this.costCondition.gameObject:SetActive(false)
+ --突破的消耗和升级不同
+ local cost = EquipRankUp[HomeLandManager.levelProId].Cost
+ local color2 = BagManager.GetTotalItemNum(cost[1]) >= cost[2] and "#FFEED6" or "red"
+ this.costNum.text = string.format("%s",color2,cost[2])
+ end
+ else
+ this.Btn1:SetActive(true)
+ this.Btn2:SetActive(false)
+ this.Btn1Text.text = "已达上限"
+ Util.SetGray(this.Btn1,true)
+ this.Btn1:GetComponent("Button").enabled = false
+ local num1 = data + proData[curIndex]
+ this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1).."%"
+ this.Cost:SetActive(false)
this.Tips:SetActive(false)
- this.costIcon.gameObject:SetActive(true)
- this.costNum.gameObject:SetActive(true)
- this.costCondition.gameObject:SetActive(false)
- --突破的消耗和升级不同
- local cost = EquipRankUp[HomeLandManager.levelProId].Cost
- local color2 = BagManager.GetTotalItemNum(cost[1]) >= cost[2] and "#FFEED6" or "red"
- this.costNum.text = string.format("%s",color2,cost[2])
end
end