【七界试炼】提交
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@ -845,7 +845,7 @@ MonoBehaviour:
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m_Alignment: 4
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 0
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m_HorizontalOverflow: 1
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_Text: "\u6392\u884C\u5956\u52B1\u5C06\u5728\u6D3B\u52A8\u7ED3\u675F\u540E\u901A\u8FC7\u90AE\u4EF6\u53D1\u653E"
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@ -3697,7 +3697,7 @@ MonoBehaviour:
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m_Alignment: 4
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 0
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m_HorizontalOverflow: 1
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_Text: "\u6392\u884C\u5956\u52B1\u5C06\u5728\u6D3B\u52A8\u7ED3\u675F\u540E\u901A\u8FC7\u90AE\u4EF6\u53D1\u653E"
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@ -3,7 +3,7 @@ local this = GeneralTreasureMangaer
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function this.Initialize()
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this.TreasureList = {
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[ActivityTypeDef.QiJieTreasure] = {ActId = 0,endTime = 0,dataList = {},configName = ConfigName.QijieTreasure},
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[ActivityTypeDef.QiJieTreasure] = {ActId = 0,endTime = 0,dataList = {},configName = ConfigName.QijieTreasure,itemId = 1240},
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}
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this.InitConfigData()
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end
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@ -51,7 +51,7 @@ function this.GetTreasureData(ActType)
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local curTypeData = this.TreasureList[ActType]
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curTypeData.ActId = actInfo.activityId
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curTypeData.endTime = actInfo.endTime
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curTypeData.value = actInfo.value
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curTypeData.value = BagManager.GetTotalItemNum(curTypeData.itemId)
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curTypeData.treasureState = 0
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for k,v in pairs(actInfo.mission) do
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if v.missionId == -1 then
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@ -107,7 +107,7 @@ function QiJieTreasure:SetSingleData(index,_go,_data)
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local obj = Util.GetGameObject(_go,"Pre ("..i..")")
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if _data[i] then
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obj:SetActive(true)
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Util.GetGameObject(obj,"Name"):GetComponent("Text").text = _data[i].Name
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Util.GetGameObject(obj,"Name"):GetComponent("Text").text = string.format( "<color=%s>%s</color>",QualityTextDef[_data[i].Quality+1],_data[i].Name)
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local img = Util.GetGameObject(obj,"Image"):GetComponent("Image")
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local imgLight = Util.GetGameObject(obj,"light"):GetComponent("Image")
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local imgKuang = Util.GetGameObject(obj,"kuang"):GetComponent("Image")
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@ -168,6 +168,13 @@ function this.FormatTreasureData(_tabNum)
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for k,v in pairs(this.treasureList) do
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table.insert(list,v)
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end
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table.sort(list,function (a,b)
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if a.Quality == b.Quality then
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return a.Id < b.Id
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else
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return a.Quality > b.Quality
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end
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end)
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if _tabNum and _tabNum > 0 then
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for i = #list, 1,-1 do
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if list[i].Quality ~= _tabNum then
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@ -219,7 +226,7 @@ function this.GetTreasureEffect(treasureList)
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local moneyNum = 0
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local attriList1 = {}
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local attriList2 = {}
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LogYellow(tostring(#treasureList))
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-- LogYellow(tostring(#treasureList))
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for i = 1, #treasureList do
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LogYellow(tostring(treasureList[i]))
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local tData = QijieHolyConfig[treasureList[i]]
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