Merge branch 'china/dev_bt_develop_faxiang' of http://60.1.1.230/gaoxin/JL_Client into china/dev_bt_develop_faxiang
commit
8195d63809
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@ -112,7 +112,7 @@ function BagPanel:BindEvent()
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else
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UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 4)--魂印
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end
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elseif sortIndex == ItemBaseType.EquipTreasure then--法宝
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elseif sortIndex == ItemBaseType.EquipTreasure then--宝物
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local temp = EquipTreasureManager.GetAllTreasures()
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if not temp or #temp < 1 then
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PopupTipPanel.ShowTip("无可分解宝物")
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@ -493,7 +493,7 @@ function this.SingleItemDataShow(_go, _itemData)
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SetHeroStars(this.spLoader, talismanStar, 0,1,Vector2.New(32.5,32.5),-15)
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num:SetActive(true)
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elseif _itemData.itemConfig.ItemType == ItemType.EquipTreasure then
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--宝器
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--宝物
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num:SetActive(false)
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if _itemData.lv>0 then
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strongLv.gameObject:SetActive(true)
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@ -509,6 +509,16 @@ function this.SingleItemDataShow(_go, _itemData)
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end
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fragmentIcon.gameObject:SetActive(true)
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fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName))
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elseif _itemData.itemConfig.ItemType == ItemType.FaXiang then--法相
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num:SetActive(false)
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if _itemData.lv>0 then
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strongLv.gameObject:SetActive(true)
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strongLv.text=_itemData.lv
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end
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talismanStar:SetActive(true)
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SetHeroStars(this.spLoader, talismanStar, _itemData.refineLv,1,Vector2.New(32.5,32.5),-15)
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fragmentIcon.gameObject:SetActive(true)
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fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName))
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elseif _itemData.itemConfig.ItemType == ItemType.HunYin or _itemData.itemConfig.ItemType == ItemType.GodPrint then
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SetSoulEffect(itemConfig[_itemData.itemConfig.Id].Quantity1,Util.GetGameObject(_go.transform, "GameObject/effects"))
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Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false)
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@ -602,14 +612,17 @@ function this.SingleItemDataShow(_go, _itemData)
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UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
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end)
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end
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elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.EquipTreasure then
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--宝器
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elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.EquipTreasure then--宝物
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-- UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0, _itemData.idDyn,_itemData.id, _itemData.lv,_itemData.refineLv, function()
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-- this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
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-- end)
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UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup2,this,_itemData,1,true,true,nil,0,nil,function()
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this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
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end)
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elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.FaXiang then--法相
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UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup2,this,_itemData,1,true,true,nil,7,nil,function()
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this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
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end)
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elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.SoulPrint then
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--魂印
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if _itemData.itemConfig.ItemType==13 then
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@ -424,7 +424,7 @@ function RewardTalismanSingleShowPopup2:OnShow()
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end
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--大师属性
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if self.equipData.upHeroDid == "" or self.equipData.upHeroDid == "0" then
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if self.equipData.upHeroDid == "" or self.equipData.upHeroDid == "0" or self.position>6 then
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self.baseMaster:SetActive(false)
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self.refineMaster:SetActive(false)
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else
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