【ID1010233】

【宝物详情优化】在装备界面和情报界面增加宝物共鸣属性显示
dev_chengFeng
jiaoyangna 2021-09-08 12:19:59 +08:00
parent 1757b3cad7
commit 7abd0955e2
4 changed files with 6 additions and 6 deletions

View File

@ -596,7 +596,7 @@ function this.InitUpdateEquipData(_equipData, heroData)
if(heroData.jewels) then
for i = 1, #heroData.jewels do
if heroData.jewels[i] and heroData.jewels[i] == _equipData.id then
this.InitSingleTreasureData(_equipData)
this.InitSingleTreasureData(_equipData,heroData)
end
end
end
@ -606,7 +606,7 @@ end
local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
local allTreasures = {}
--初始化单个宝物的数据
function this.InitSingleTreasureData(_singleData)
function this.InitSingleTreasureData(_singleData,heroData)
if _singleData==nil then
return
end
@ -619,7 +619,7 @@ function this.InitSingleTreasureData(_singleData)
single.refineLv=_singleData.rebuildLevel
single.maxLv=currJewel.Max[1]
single.maxRefineLv=currJewel.Max[2]
single.upHeroDid=""
single.upHeroDid=heroData.dynamicId
local quantity=currJewel.Level
single.quantity=quantity
single.frame=GetQuantityImageByquality(quantity)

View File

@ -382,7 +382,6 @@ function this.EquipInfo()
local pos= jewelConfig[data.id].Location
local o=Util.GetGameObject(this.babyGrid,"Pre"..pos)
LogRed("!!!")
local btn=Util.GetGameObject(o,"Frame")
btn.gameObject:SetActive(true)
local frame=Util.GetGameObject(o,"Frame"):GetComponent("Image")

View File

@ -509,7 +509,7 @@ end
--计算战斗力
function this.CalculateWarForce(Did)
local curTreasure = allTreasures[Did]
local curTreasure = allTreasures[Did] or ExpeditionManager.GetSingleTreasureByIdDyn(Did) or GoodFriendManager.GetSingleTreasureByIdDyn(Did)
if curTreasure then
return this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv)
end

View File

@ -387,6 +387,7 @@ function this.ShowEquipData(i)
this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,250)
this.SetPropertyShow1(refineInfo,this.RefinePropertyList[i],this.treasurePanel[i].RefineAttriGrid)
end
if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" then
this.treasurePanel[i].strongAttri.gameObject:SetActive(false)
this.treasurePanel[i].refineMasterAttri:SetActive(false)
@ -425,7 +426,7 @@ function this.GongMingSetData(curTabIndex,proPreList,grid,title,go,index)
end
go.gameObject:SetActive(true)
for i = 1, #curHeroData.jewels do
local curEquipTreasureData = EquipTreasureManager.GetSingleTreasureByIdDyn(curHeroData.jewels[i])
local curEquipTreasureData = EquipTreasureManager.GetSingleTreasureByIdDyn(curHeroData.jewels[i]) or ExpeditionManager.GetSingleTreasureByIdDyn(curHeroData.jewels[i]) or GoodFriendManager.GetSingleTreasureByIdDyn(curHeroData.jewels[i])
if curTabIndex == 1 then
if minLv then
if curEquipTreasureData.lv < minLv then