diff --git a/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua b/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua
index c1d52c1f83..be87a5828d 100644
--- a/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/GodSoul/GodSoulManager.lua
@@ -335,24 +335,27 @@ function this.CheckCanUpGodSoul(curHeroData,lv,datas)
return isAll,enoughData,enoughDatas
end
if godData then
- for k,v in pairs(godDatas) do
- local isChoosed = this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,v.dynamicId)
- if isChoosed and isChoosed ~= lv and isChoosed > 0 then
+ for k,v in pairs(godDatas) do
+ if curHeroData.dynamicId == v.dynamicId then
else
- for j = 1,#godData do
- if v.star >= godData[j].star then
- if godData[j].id > 0 and v.heroConfig.Id == godData[j].id then
- enoughData[j] = enoughData[j] + 1
- elseif godData[j].property > 0 and v.property == godData[j].property then
- enoughData[j] = enoughData[j] + 1
- elseif godData[j].profession > 0 and v.profession == godData[j].profession then
- enoughData[j] = enoughData[j] + 1
- elseif godData[j].property == 0 and godData[j].profession == 0 and godData[j].id == 0 then
- enoughData[j] = enoughData[j] + 1
- end
- local isAll,enoughData,enoughDatas = s()
- if isAll then
- return isAll,enoughData,enoughDatas
+ local isChoosed = this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,v.dynamicId)
+ if isChoosed and isChoosed ~= lv and isChoosed > 0 then
+ else
+ for j = 1,#godData do
+ if v.star >= godData[j].star then
+ if godData[j].id > 0 and v.heroConfig.Id == godData[j].id then
+ enoughData[j] = enoughData[j] + 1
+ elseif godData[j].property > 0 and v.property == godData[j].property then
+ enoughData[j] = enoughData[j] + 1
+ elseif godData[j].profession > 0 and v.profession == godData[j].profession then
+ enoughData[j] = enoughData[j] + 1
+ elseif godData[j].property == 0 and godData[j].profession == 0 and godData[j].id == 0 then
+ enoughData[j] = enoughData[j] + 1
+ end
+ local isAll,enoughData,enoughDatas = s()
+ if isAll then
+ return isAll,enoughData,enoughDatas
+ end
end
end
end
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua
index d20fd80b6f..82cac29365 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGodSoulLayout.lua
@@ -147,7 +147,7 @@ function RoleGodSoulLayout:UpdataSingleGod(index)
end
end
end
-
+ self.gridList[index].red.gameObject:SetActive(false)
if not self.addShow then
self.gridList[index].tip.text = "需要:" --未解锁红色
self.gridList[index].costGrid.gameObject:SetActive(true)
@@ -163,7 +163,7 @@ function RoleGodSoulLayout:UpdataSingleGod(index)
Util.SetGray(self.gridList[index].godGrid,true) --勾魂图标 未激活时置灰
--Util.SetGray(self.gridList[index].des.gameObject,true)
self.gridList[index].des.text = string.format("%s",self.godDatas[index].skill) --神魂效果 绿色 未激活时置灰
- local isShow = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,index) or false
+ local isShow = GodSoulManager.CheckRedPointGodSoul(self.curHeroData) or false
self.gridList[index].red.gameObject:SetActive(isShow)
else
Util.SetGray(self.gridList[index].godGrid,false)