神魂提交
parent
eadf4a4f1c
commit
82d0e28baa
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@ -336,6 +336,8 @@ function this.CheckCanUpGodSoul(curHeroData,lv,datas)
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end
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if godData then
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for k,v in pairs(godDatas) do
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if curHeroData.dynamicId == v.dynamicId then
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else
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local isChoosed = this.CheckExistBindHeroDataByDid(curHeroData.dynamicId,v.dynamicId)
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if isChoosed and isChoosed ~= lv and isChoosed > 0 then
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else
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@ -358,6 +360,7 @@ function this.CheckCanUpGodSoul(curHeroData,lv,datas)
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end
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end
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end
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end
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return s()
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end
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return false,enoughData,enoughDatas
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@ -147,7 +147,7 @@ function RoleGodSoulLayout:UpdataSingleGod(index)
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end
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end
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end
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self.gridList[index].red.gameObject:SetActive(false)
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if not self.addShow then
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self.gridList[index].tip.text = "<color=#B5AA95>需要:</color>" --未解锁红色
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self.gridList[index].costGrid.gameObject:SetActive(true)
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@ -163,7 +163,7 @@ function RoleGodSoulLayout:UpdataSingleGod(index)
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Util.SetGray(self.gridList[index].godGrid,true) --勾魂图标 未激活时置灰
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--Util.SetGray(self.gridList[index].des.gameObject,true)
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self.gridList[index].des.text = string.format("<color=#B5AA95>%s</color>",self.godDatas[index].skill) --神魂效果 绿色 未激活时置灰
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local isShow = GodSoulManager.CheckCanUpGodSoul(self.curHeroData,index) or false
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local isShow = GodSoulManager.CheckRedPointGodSoul(self.curHeroData) or false
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self.gridList[index].red.gameObject:SetActive(isShow)
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else
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Util.SetGray(self.gridList[index].godGrid,false)
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