bug修改提交
parent
2b5830b76a
commit
81122369c6
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@ -93,7 +93,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &1004934361
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RectTransform:
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m_ObjectHideFlags: 0
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@ -109,10 +109,10 @@ RectTransform:
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m_Father: {fileID: 5117868206164008583}
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m_RootOrder: 5
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 790, y: -50}
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m_SizeDelta: {x: 60, y: 88}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1004934365
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CanvasRenderer:
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@ -69320,6 +69320,11 @@ PrefabInstance:
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propertyPath: m_Pivot.y
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value: 0.5
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objectReference: {fileID: 0}
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- target: {fileID: 3285305655078153422, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_LocalPosition.y
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value: 43
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objectReference: {fileID: 0}
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- target: {fileID: 2320031819680067764, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_IsActive
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@ -69330,11 +69335,6 @@ PrefabInstance:
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propertyPath: m_IsActive
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 3285305655078153422, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_LocalPosition.y
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value: 43
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objectReference: {fileID: 0}
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- target: {fileID: 2320031819916146514, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_IsActive
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@ -2580,7 +2580,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 54.2, y: -90}
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m_AnchoredPosition: {x: 0, y: -90}
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m_SizeDelta: {x: 16.22, y: 33.59}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1472422953
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@ -2618,7 +2618,7 @@ MonoBehaviour:
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m_BestFit: 0
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m_MinSize: 3
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m_MaxSize: 50
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m_Alignment: 8
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m_Alignment: 4
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 1
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@ -27884,7 +27884,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 54.2, y: -90}
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m_AnchoredPosition: {x: 0, y: -90}
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m_SizeDelta: {x: 16.22, y: 33.59}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5920624837821711060
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@ -27922,7 +27922,7 @@ MonoBehaviour:
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m_BestFit: 0
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m_MinSize: 3
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m_MaxSize: 50
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m_Alignment: 8
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m_Alignment: 4
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 1
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@ -31725,7 +31725,7 @@ MonoBehaviour:
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m_BestFit: 0
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m_MinSize: 3
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m_MaxSize: 50
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m_Alignment: 8
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m_Alignment: 4
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 1
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@ -490,6 +490,7 @@ PanelType = {
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fagncunxunbao = {16,1288,1290},
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HomeLand = {14,16,12061,12062},
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ExploreFun = { 14, 16, 12061 }, -- 体力 2
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GodPrint = { 14, 16, 1294 }, -- 神印
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}
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@ -124,7 +124,7 @@ function BagPanel:BindEvent()
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if not temp or #temp < 1 then
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PopupTipPanel.ShowTip("无可分解神印")
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else
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UIManager.OpenPanel(UIName.GodPrintResolvePanel, 4)--魂印
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UIManager.OpenPanel(UIName.GodPrintResolvePanel,5)--魂印
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end
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end
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end)
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@ -98,9 +98,9 @@ function this:OnShow(_parent,_args)
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end
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if bagNum < list[i][2] then
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isCan=false
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numTxt.text=string.format("<color=#FF0000FF>%s/%s</color>",bagNum,list[i][2])
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numTxt.text=string.format("<color=#FF0000FF>%s/%s</color>",PrintWanNum(bagNum),list[i][2])
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else
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numTxt.text=string.format("<color=#FFFFFFFF>%s/%s</color>",bagNum,list[i][2])
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numTxt.text=string.format("<color=#FFFFFFFF>%s/%s</color>",PrintWanNum(bagNum),list[i][2])
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end
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Util.AddClick(btnObj,function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,itemConfig[list[i][1]].Id,nil)
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@ -28,6 +28,7 @@ local _PanelType = {
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[2] = PanelType.IronResource,
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[3] = PanelType.requiem,
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[4] = PanelType.StarSoul,
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[5] = PanelType.GodPrint,
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}
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local list={}
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@ -207,6 +208,7 @@ end
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--界面打开时调用(用于子类重写)
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function GodPrintResolvePanel:OnOpen(_tabType)
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tabType=_tabType
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LogError("tabtype=="..tabType)
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isPlayanim = true
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isTop = true
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end
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@ -245,6 +247,11 @@ function this.GetTabTypeShoePanel(_tabType)
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this.soulPrintScroll:SetActive(true)
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this.soulPrintObject:SetActive(true)
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this.SortTypeClick(tabSortType,soulPrintEndBtns[1])
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elseif _tabType==5 then
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this.btnSoulPrintGrid:SetActive(true)
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this.soulPrintScroll:SetActive(true)
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this.soulPrintObject:SetActive(true)
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this.SortTypeClick(tabSortType,soulPrintEndBtns[1])
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end
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end
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--展示数据
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@ -260,7 +267,7 @@ function this.SortTypeClick(_sortType,_btn)
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this.EndTabBtnSelect(_btn)
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this.CleanSelectList()
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if tabType == 4 then
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if tabType == 5 then
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list={}
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soulPrintData= BagManager.GetAllGodPrintData(tabSortType)
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table.sort(soulPrintData,function(a,b)
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@ -374,7 +381,7 @@ end
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--计算奖励 和 已选择数量
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function this.UpdataPanelRewardAndSelectText()
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local allRewardData={}
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if tabType == 4 then
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if tabType == 5 then
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this.selectText.text = Language[11728]..LengthOfTable(chooseIdList).."/"..#soulPrintData
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for i, v in pairs(chooseIdList) do
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local rewardGroupId = tonumber(itemConfig[v].ResolveReward)
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@ -429,7 +436,7 @@ end
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--快速选择英雄 或者 装备
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function this.QuickSelectListData()
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if tabType == 4 then
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if tabType == 5 then
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chooseIdList={}
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local tempchooseIdList={}
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for k, v in pairs(soulPrintData) do
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@ -476,7 +483,7 @@ function this.SendBackResolveReCallBack(drop)
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else
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BagManager.OnShowTipDropNumZero(drop)
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end
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if tabType== 4 then
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if tabType== 5 then
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--移除魂印
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GodPrintManager.RemoveSoulPrint(chooseIdList)
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local soulPrint= GodPrintManager.GetSoulPrintQualityDataByType(this.soulPrintChooseType)
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@ -494,7 +501,7 @@ function this.ResolveBtnClickEvent()
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local curResolveAllItemList={}
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local isSoulPrintShowSure=false
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local type=-1
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if tabType==4 then
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if tabType==5 then
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isSoulPrintShowSure=false
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type=1
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local temp = {}
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@ -356,6 +356,8 @@ function RewardItemSingleShowPopup:OnShow()
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elseif isBagPanel and itemConfigData.ItemType == 32 then -- 挂机奖励
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this.btnSure:SetActive(true)
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this.btnSureText.text = Language[10195]
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elseif isBagPanel and itemConfigData.ItemType == 34 then
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this.btnSure:SetActive(false)
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else
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this.btnSure:SetActive(false)
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this.btnSureText.text = Language[10197]
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@ -463,10 +465,12 @@ function RewardItemSingleShowPopup:OnShow()
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this.armorType.gameObject:SetActive(true)
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this.armorLanTuNum.gameObject:SetActive(true)
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this.armorType.text = this.getType()--道具类型显示
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LogError("11111111111")
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this.armorLanTuNum.text = Language[11516] .. BagManager.GetItemCountById(itemSid)
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this.armorInfoText.text = string.gsub(GetLanguageStrById(itemConfigData.ItemDescribe), "\\n", "")
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local jumpDataList = itemConfigData.Jump
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local jumpSortData = creatJumpData(jumpDataList)
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LogError("222222222")
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for i = 1, #jumpSortData do
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if jumpSortData[i].id > 0 then
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-- type 大于 10000为活动 直接显示按钮,如果小于1000 为功能 开启才显示
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@ -492,6 +496,7 @@ function RewardItemSingleShowPopup:OnShow()
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end
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end
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end
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LogError("33333333")
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this.scroll:GetComponent("RectTransform").sizeDelta = Vector2.New(912.8,600)
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-- if jumpDataList and #jumpDataList then
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-- this.equipProGrid:GetComponent("RectTransform").sizeDelta = Vector2.New(807.7,this.equipProGridCom.spacing*(#jumpDataList))
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@ -513,7 +518,7 @@ function RewardItemSingleShowPopup:OnShow()
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else
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this.checkHero:SetActive(false)
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end
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LogError("44444444444444")
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-- 判断是否要显示等级限制
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this.armorLock.gameObject:SetActive(false)
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if itemConfigData.UseLevel and itemConfigData.UseLevel > 0 and PlayerManager.level < itemConfigData.UseLevel then
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@ -521,6 +526,7 @@ function RewardItemSingleShowPopup:OnShow()
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this.armorLock.text = string.format("<color=%s>等级达%s后可以使用</color>", UIColorStr.RED, itemConfigData.UseLevel)
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end
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ForceRebuildLayout(this.equipProGrid.transform)
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LogError("5555555555")
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end
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--获取道具种类
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