【新·装备】增加战力对比图标

dev_chengFeng
ZhangBiao 2021-11-09 18:24:38 +08:00
parent c627c5cd28
commit 7efdfd5029
3 changed files with 101 additions and 7 deletions

View File

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View File

@ -26,6 +26,7 @@ function RewardEquipSingleShowPopup2:InitComponent()
self.equipInfoText=Util.GetGameObject(self.topBar, "equipInfoText"):GetComponent("Text")
self.powerNum=Util.GetGameObject(self.topBar, "powerNum"):GetComponent("Text")
self.star=Util.GetGameObject(self.topBar, "star")
self.powerNumUpDown = Util.GetGameObject(self.topBar, "powerUPorDown"):GetComponent("Image")
self.effectbaijin = Util.GetGameObject(self.topBar, "fx_zhuangbeijiemian")
--装备属性--midBar
--basePro
@ -163,6 +164,9 @@ function RewardEquipSingleShowPopup2:OnOpen(_parent,_equipData,_openType,_isShow
self.curHeroData = _curHeroData --装备了该装备的英雄数据
self.position = _position --装备的位置
self.nextEquip = _targetEquipData--要替换的目标装备
if _targetEquipData then
LogGreen("Id:"..tostring(_equipData.id).." Id2:"..tostring(_targetEquipData.id))
end
self.isShowGo = _isShowGo and _isShowGo or false--是否显示跳转按钮
self.func = _func
end
@ -194,6 +198,21 @@ function RewardEquipSingleShowPopup2:OnShow()
--下部按钮信息
self.effectbaijin:SetActive(equipConfigData.Quality==7)
Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
if self.openType == 4 then
self.powerNumUpDown.gameObject:SetActive(true)
local Power = EquipManager.CalculateWarForce(self.equipData.id)
local Power2 = EquipManager.CalculateWarForce(self.nextEquip.id)
LogGreen("Id:"..tostring(self.equipData.id).."Power:"..tostring(Power).." Id2:"..tostring(self.equipData.id).."Power2:"..tostring(Power2))
if(Power > Power2) then
self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[1])
elseif(Power < Power2)then
self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[2])
else
self.powerNumUpDown.gameObject:SetActive(false)
end
else
self.powerNumUpDown.gameObject:SetActive(false)
end
--basePro基础属性
if equipConfigData.Property then

View File

@ -842,7 +842,7 @@ function this.SingleItemDataShow(_go, _itemData)
end
Util.AddOnceClick(Util.GetGameObject(_go.transform, "mask"),function()
if curHeroEquipDatas[equipConfig[_itemData.id].Position] then
local nextEquipData = EquipManager.GetSingleEquipData(_itemData.id)
local nextEquipData = curHeroEquipDatas[equipConfig[_itemData.id].Position]
if curHeroData.harmonyGongMing then
this:OpenTips(nextEquipData,equipConfig[_itemData.id].Position)
else