parent
1757b3cad7
commit
7abd0955e2
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@ -596,7 +596,7 @@ function this.InitUpdateEquipData(_equipData, heroData)
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if(heroData.jewels) then
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for i = 1, #heroData.jewels do
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if heroData.jewels[i] and heroData.jewels[i] == _equipData.id then
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this.InitSingleTreasureData(_equipData)
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this.InitSingleTreasureData(_equipData,heroData)
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end
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end
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end
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@ -606,7 +606,7 @@ end
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local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
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local allTreasures = {}
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--初始化单个宝物的数据
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function this.InitSingleTreasureData(_singleData)
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function this.InitSingleTreasureData(_singleData,heroData)
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if _singleData==nil then
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return
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end
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@ -619,7 +619,7 @@ function this.InitSingleTreasureData(_singleData)
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single.refineLv=_singleData.rebuildLevel
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single.maxLv=currJewel.Max[1]
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single.maxRefineLv=currJewel.Max[2]
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single.upHeroDid=""
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single.upHeroDid=heroData.dynamicId
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local quantity=currJewel.Level
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single.quantity=quantity
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single.frame=GetQuantityImageByquality(quantity)
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@ -382,7 +382,6 @@ function this.EquipInfo()
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local pos= jewelConfig[data.id].Location
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local o=Util.GetGameObject(this.babyGrid,"Pre"..pos)
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LogRed("!!!")
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local btn=Util.GetGameObject(o,"Frame")
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btn.gameObject:SetActive(true)
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local frame=Util.GetGameObject(o,"Frame"):GetComponent("Image")
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@ -509,7 +509,7 @@ end
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--计算战斗力
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function this.CalculateWarForce(Did)
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local curTreasure = allTreasures[Did]
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local curTreasure = allTreasures[Did] or ExpeditionManager.GetSingleTreasureByIdDyn(Did) or GoodFriendManager.GetSingleTreasureByIdDyn(Did)
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if curTreasure then
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return this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv)
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end
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@ -387,6 +387,7 @@ function this.ShowEquipData(i)
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this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,250)
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this.SetPropertyShow1(refineInfo,this.RefinePropertyList[i],this.treasurePanel[i].RefineAttriGrid)
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end
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if equipData[i].upHeroDid == "" or equipData[i].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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@ -425,7 +426,7 @@ function this.GongMingSetData(curTabIndex,proPreList,grid,title,go,index)
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end
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go.gameObject:SetActive(true)
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for i = 1, #curHeroData.jewels do
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local curEquipTreasureData = EquipTreasureManager.GetSingleTreasureByIdDyn(curHeroData.jewels[i])
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local curEquipTreasureData = EquipTreasureManager.GetSingleTreasureByIdDyn(curHeroData.jewels[i]) or ExpeditionManager.GetSingleTreasureByIdDyn(curHeroData.jewels[i]) or GoodFriendManager.GetSingleTreasureByIdDyn(curHeroData.jewels[i])
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if curTabIndex == 1 then
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if minLv then
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if curEquipTreasureData.lv < minLv then
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