diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua index d96e1c79b1..8a5d6ce79a 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua @@ -42,6 +42,7 @@ function EquipTreasureStrongPopup:InitComponent() local rootWidth=this.firstScroll.transform.rect.width this.firstScrollCycleView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.firstScroll.transform,this.itemPre,nil, Vector2.New(rootWidth,rootHight), 1, 5, Vector2.New(15,30)) this.gongming = Util.GetGameObject(this.content,"gongming") + this.gongming.gameObject:SetActive(false) this.select = Util.GetGameObject(this.content,"select") end @@ -62,6 +63,9 @@ function EquipTreasureStrongPopup:BindEvent() end) --强化按钮 Util.AddClick(this.btnStrong, function() + if HarmonyManager.IsInfo(curEquipData.upHeroDid) then + return + end --如果强化界面 强化到最高等级谈提示 精炼界面 就切界面 if type==1 then if isMax then @@ -260,8 +264,8 @@ function EquipTreasureStrongPopup:SetWindShow(_index) this.btnRefine:SetActive(false) this.btnStrong:SetActive(true) this.SetBtnSelect(this.btn_strongPage) - isMax = curEquipData.lv == curEquipData.maxLv - this.properList[0].leftTxt.text = "强化等级" + isMax = curEquipData.lv == curEquipData.maxLv + this.properList[0].leftTxt.text = "强化等级" if isMax then this.properList[0].rightTxt.text = Language[11062] this.btnStrong.gameObject:SetActive(false) @@ -291,7 +295,13 @@ function EquipTreasureStrongPopup:SetWindShow(_index) items = this:GetCostItems(curEquipData.refineConfig) this.hintTxt.text=Language[11782] end - this.hintTxt.gameObject:SetActive(isMax) + + if HarmonyManager.IsInfo(curEquipData.upHeroDid) and _index == 1 then + this.hintTxt.text = "共鸣中的宝物无法强化" + this.hintTxt.gameObject:SetActive(true) + else + this.hintTxt.gameObject:SetActive(isMax) + end this:SetPropertyShow(propertyShow) this:CostShow(items) end @@ -424,14 +434,20 @@ end --设置属性的显示 function EquipTreasureStrongPopup:SetPropertyShow(_infos) + if this.hintTxt.gameObject.activeInHierarchy then + this.properList[0].go.gameObject:SetActive(false) + this.propertyGrid.gameObject:SetActive(false) + return + end + this.propertyGrid.gameObject:SetActive(true) if type == 1 and HarmonyManager.IsInfo(curEquipData.upHeroDid) then for i = 0, #this.properList do this.properList[i].go.gameObject:SetActive(false) end - this.gongming.gameObject:SetActive(true) + --this.gongming.gameObject:SetActive(true) return end - this.gongming.gameObject:SetActive(false) + --this.gongming.gameObject:SetActive(false) this.properList[0].go.gameObject:SetActive(true) for i = 1, #this.properList do this.properList[i].go.gameObject:SetActive(false) diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua index 31f37c0b4b..150fa852f6 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua @@ -359,7 +359,7 @@ end function this.SetPropertyShow(_infos,_preList,_grid) local dataCount=LengthOfTable(_infos) - local preCount=#_preList + local preCount = #_preList for i = 1, dataCount-preCount do local go = newObject(this.propertyPre) go.transform:SetParent(_grid.transform)