【新·装备】增加战力对比图标
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c627c5cd28
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7efdfd5029
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@ -501,6 +501,80 @@ MonoBehaviour:
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@ -2697,8 +2771,8 @@ RectTransform:
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@ -2777,6 +2851,7 @@ RectTransform:
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@ -3012,9 +3087,9 @@ RectTransform:
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m_AnchorMax: {x: 0, y: 0}
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--- !u!114 &5201084322800259043
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@ -4540,7 +4615,7 @@ PrefabInstance:
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@ -26,6 +26,7 @@ function RewardEquipSingleShowPopup2:InitComponent()
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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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self.star=Util.GetGameObject(self.topBar, "star")
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self.powerNumUpDown = Util.GetGameObject(self.topBar, "powerUPorDown"):GetComponent("Image")
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self.effectbaijin = Util.GetGameObject(self.topBar, "fx_zhuangbeijiemian")
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--装备属性--midBar
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--basePro
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@ -163,6 +164,9 @@ function RewardEquipSingleShowPopup2:OnOpen(_parent,_equipData,_openType,_isShow
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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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if _targetEquipData then
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LogGreen("Id:"..tostring(_equipData.id).." Id2:"..tostring(_targetEquipData.id))
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end
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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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@ -194,6 +198,21 @@ function RewardEquipSingleShowPopup2:OnShow()
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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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if self.openType == 4 then
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self.powerNumUpDown.gameObject:SetActive(true)
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local Power = EquipManager.CalculateWarForce(self.equipData.id)
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local Power2 = EquipManager.CalculateWarForce(self.nextEquip.id)
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LogGreen("Id:"..tostring(self.equipData.id).."Power:"..tostring(Power).." Id2:"..tostring(self.equipData.id).."Power2:"..tostring(Power2))
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if(Power > Power2) then
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self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[1])
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elseif(Power < Power2)then
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self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[2])
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else
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self.powerNumUpDown.gameObject:SetActive(false)
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end
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else
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self.powerNumUpDown.gameObject:SetActive(false)
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end
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--basePro基础属性
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if equipConfigData.Property then
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@ -842,7 +842,7 @@ function this.SingleItemDataShow(_go, _itemData)
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end
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Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function()
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if curHeroEquipDatas[equipConfig[_itemData.id].Position] then
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local nextEquipData = EquipManager.GetSingleEquipData(_itemData.id)
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local nextEquipData = curHeroEquipDatas[equipConfig[_itemData.id].Position]
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if curHeroData.harmonyGongMing then
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this:OpenTips(nextEquipData,equipConfig[_itemData.id].Position)
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else
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