parent
7ac8f03cd3
commit
8c01285354
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@ -42,6 +42,7 @@ function EquipTreasureStrongPopup:InitComponent()
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local rootWidth=this.firstScroll.transform.rect.width
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local rootWidth=this.firstScroll.transform.rect.width
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this.firstScrollCycleView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.firstScroll.transform,this.itemPre,nil, Vector2.New(rootWidth,rootHight), 1, 5, Vector2.New(15,30))
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this.firstScrollCycleView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.firstScroll.transform,this.itemPre,nil, Vector2.New(rootWidth,rootHight), 1, 5, Vector2.New(15,30))
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this.gongming = Util.GetGameObject(this.content,"gongming")
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this.gongming = Util.GetGameObject(this.content,"gongming")
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this.gongming.gameObject:SetActive(false)
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this.select = Util.GetGameObject(this.content,"select")
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this.select = Util.GetGameObject(this.content,"select")
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end
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end
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@ -62,6 +63,9 @@ function EquipTreasureStrongPopup:BindEvent()
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end)
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end)
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--强化按钮
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--强化按钮
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Util.AddClick(this.btnStrong, function()
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Util.AddClick(this.btnStrong, function()
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if HarmonyManager.IsInfo(curEquipData.upHeroDid) then
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return
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end
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--如果强化界面 强化到最高等级谈提示 精炼界面 就切界面
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--如果强化界面 强化到最高等级谈提示 精炼界面 就切界面
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if type==1 then
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if type==1 then
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if isMax then
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if isMax then
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@ -260,8 +264,8 @@ function EquipTreasureStrongPopup:SetWindShow(_index)
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this.btnRefine:SetActive(false)
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this.btnRefine:SetActive(false)
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this.btnStrong:SetActive(true)
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this.btnStrong:SetActive(true)
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this.SetBtnSelect(this.btn_strongPage)
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this.SetBtnSelect(this.btn_strongPage)
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isMax = curEquipData.lv == curEquipData.maxLv
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isMax = curEquipData.lv == curEquipData.maxLv
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this.properList[0].leftTxt.text = "强化等级"
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this.properList[0].leftTxt.text = "强化等级"
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if isMax then
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if isMax then
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this.properList[0].rightTxt.text = Language[11062]
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this.properList[0].rightTxt.text = Language[11062]
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this.btnStrong.gameObject:SetActive(false)
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this.btnStrong.gameObject:SetActive(false)
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@ -291,7 +295,13 @@ function EquipTreasureStrongPopup:SetWindShow(_index)
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items = this:GetCostItems(curEquipData.refineConfig)
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items = this:GetCostItems(curEquipData.refineConfig)
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this.hintTxt.text=Language[11782]
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this.hintTxt.text=Language[11782]
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end
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end
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this.hintTxt.gameObject:SetActive(isMax)
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if HarmonyManager.IsInfo(curEquipData.upHeroDid) and _index == 1 then
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this.hintTxt.text = "共鸣中的宝物无法强化"
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this.hintTxt.gameObject:SetActive(true)
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else
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this.hintTxt.gameObject:SetActive(isMax)
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end
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this:SetPropertyShow(propertyShow)
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this:SetPropertyShow(propertyShow)
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this:CostShow(items)
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this:CostShow(items)
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end
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end
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@ -424,14 +434,20 @@ end
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--设置属性的显示
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--设置属性的显示
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function EquipTreasureStrongPopup:SetPropertyShow(_infos)
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function EquipTreasureStrongPopup:SetPropertyShow(_infos)
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if this.hintTxt.gameObject.activeInHierarchy then
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this.properList[0].go.gameObject:SetActive(false)
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this.propertyGrid.gameObject:SetActive(false)
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return
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end
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this.propertyGrid.gameObject:SetActive(true)
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if type == 1 and HarmonyManager.IsInfo(curEquipData.upHeroDid) then
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if type == 1 and HarmonyManager.IsInfo(curEquipData.upHeroDid) then
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for i = 0, #this.properList do
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for i = 0, #this.properList do
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this.properList[i].go.gameObject:SetActive(false)
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this.properList[i].go.gameObject:SetActive(false)
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end
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end
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this.gongming.gameObject:SetActive(true)
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--this.gongming.gameObject:SetActive(true)
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return
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return
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end
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end
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this.gongming.gameObject:SetActive(false)
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--this.gongming.gameObject:SetActive(false)
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this.properList[0].go.gameObject:SetActive(true)
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this.properList[0].go.gameObject:SetActive(true)
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for i = 1, #this.properList do
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for i = 1, #this.properList do
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this.properList[i].go.gameObject:SetActive(false)
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this.properList[i].go.gameObject:SetActive(false)
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@ -359,7 +359,7 @@ end
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function this.SetPropertyShow(_infos,_preList,_grid)
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function this.SetPropertyShow(_infos,_preList,_grid)
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local dataCount=LengthOfTable(_infos)
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local dataCount=LengthOfTable(_infos)
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local preCount=#_preList
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local preCount = #_preList
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for i = 1, dataCount-preCount do
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for i = 1, dataCount-preCount do
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local go = newObject(this.propertyPre)
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local go = newObject(this.propertyPre)
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go.transform:SetParent(_grid.transform)
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go.transform:SetParent(_grid.transform)
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