【神将详情】根据魂印的显示修改界面的大小
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@ -22,6 +22,8 @@ function RoleInfoPopup:InitComponent()
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this.content = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content"):GetComponent("RectTransform")
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this.backBtn = Util.GetGameObject(self.transform, "Panel/BackBtn")
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this.bg = Util.GetGameObject(self.transform, "Panel/BG")
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this.sc = Util.GetGameObject(self.transform, "Panel/Scroll View")
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this.roleInfo0 = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/RoleInfo0")
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this.head = Util.GetGameObject(this.roleInfo0, "Head")
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@ -463,13 +465,25 @@ end
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function this.SoulPrintInfo()
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local curHeroSoulPrintDatas = {}
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this.soulPrintInfo.gameObject:SetActive(#curHeroData.soulPrintList~=0)
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-- 没有魂印不显示
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if #curHeroData.soulPrintList==0 then
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this.soulPrintInfo.gameObject:SetActive(false)
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this.backBtn.transform.localPosition = Vector2.New(432.5, 590)
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this.bg.transform.sizeDelta = Vector2.New(935, 1250)
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this.sc.transform.sizeDelta = Vector2.New(935, 1132)
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return
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end
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this.soulPrintInfo.gameObject:SetActive(true)
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this.backBtn.transform.localPosition = Vector2.New(432.5, 690)
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this.bg.transform.sizeDelta = Vector2.New(935, 1450)
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this.sc.transform.sizeDelta = Vector2.New(935, 1332)
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for key, value in pairs(soulPrintPreList) do
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if value then
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value:SetActive(false)
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end
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end
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if #curHeroData.soulPrintList==0 then return end
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for i,v in pairs(curHeroData.soulPrintList) do --生成预设
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if not soulPrintPreList[i] then
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