【易经宝库】第三层抽取完成后bug修复
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f26214ac58
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@ -16898,7 +16898,7 @@ MonoBehaviour:
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_Text: "\u4F7F \u7528"
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m_Text: "\u786E \u5B9A\r"
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LanguageIndex: 11274
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--- !u!1 &4502575453775152244
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GameObject:
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@ -154,9 +154,11 @@ function this.GetLeftRewardData()
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data[RewardConfig[i].Id].limit = RewardConfig[i].InitializeNum
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end
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-- LogYellow("#finalCardDatas:"..#finalCardDatas.." actData.selectId:"..actData.selectId)
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for i = 1, #finalCardDatas do
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if finalCardDatas[i].rewardId ~= 0 then
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data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress -1
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if finalCardDatas[i].rewardId and finalCardDatas[i].rewardId ~= 0 and finalCardDatas[i].rewardId ~= actData.selectId then
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-- LogYellow("i:"..i.." rewardId:"..tostring(finalCardDatas[i].rewardId) .." progress"..tonumber(data[finalCardDatas[i].rewardId].progress))
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data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress - 1
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end
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end
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return data
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@ -109,7 +109,7 @@ function YiJingBaoKu:Refresh()
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if ActData.selectId == 0 then--如果没有选择了最终奖励
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YiJingBaoKu:ResetCardToFront()--把卡片全部翻到正面
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YiJingBaoKu:InitSetAllCard()--显示所有奖励
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this.tip.text = "选择本层珍稀有秘宝"
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this.tip.text = "选择本层珍稀秘宝"
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else--选择了最终奖励
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YiJingBaoKu:ResetCardToBack()--把卡片全部翻到背面
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YiJingBaoKu:SetFinalReward()--设置最终奖励
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@ -116,7 +116,6 @@ function this:SetSingleData(index,item,data)
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num.gameObject:SetActive(true)
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limit1.gameObject:SetActive(false)
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select:SetActive(true)
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num.text = ActData.allData[index].progress.."/"..data.InitializeNum
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else
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limit1.gameObject:SetActive(true)
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limit1.text = data.LevelLimit.."级可选"
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@ -126,7 +125,6 @@ function this:SetSingleData(index,item,data)
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num.gameObject:SetActive(true)
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limit2.gameObject:SetActive(false)
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select:SetActive(true)
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num.text = ActData.allData[index].progress.."/"..data.InitializeNum
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else
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limit2.gameObject:SetActive(true)
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limit2.text = "第"..data.FloorLimit.."层可选"
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@ -135,10 +133,15 @@ function this:SetSingleData(index,item,data)
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-- LogRed(ActData.allData[index].rewardId..":"..tostring(ActData.allData[index].progress))
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if ActData.allData[index].progress > data.InitializeNum then
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t3 = false
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elseif ActData.allData[index].progress == data.InitializeNum and ActData.curLevel > data.InitializeNum then
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t3 = false
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num.text = "<color=red>"..(data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum.."</color>"
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else
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t3 = true
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num.text = (data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum
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end
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num.gameObject:SetActive(t1 and t2 and t3)
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num.gameObject:SetActive(t1 and t2)
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select:SetActive(t1 and t2 and t3)
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end
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@ -59,14 +59,22 @@ function this:OnShow(_parent,...)
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finalReward = SubUIManager.Open(SubUIConfig.ItemView,this.bigIcon.transform)
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end
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finalReward:OnOpen(false, BlessingConfig[ActData.selectId].Reward, 1.1, false, false, false, sortingOrder)
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this.bigNum.text = "1/1"
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-- for i = 1, #ActData.allData do
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-- if ActData.selectId == ActData.allData[i].configId then
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-- this.bigNum.text = ActData.allData[i].progress.."/"..BlessingConfig[ActData.selectId].InitializeNum
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-- end
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-- end
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--
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local t1 = false
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for i = 1, #ActData.finalCardDatas do
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if ActData.selectId == ActData.finalCardDatas[i].rewardId then
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t1 = true
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end
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end
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if t1 then
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this.bigNum.text = "<color=red>0/1</color>"
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else
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this.bigNum.text = "1/1"
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end
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local leftRewardData = DynamicActivityManager.GetLeftRewardData()
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-- LogYellow("#leftRewardData"..#leftRewardData)
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local tempData={}
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for key, value in pairs(leftRewardData) do
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table.insert(tempData,value)
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@ -44,7 +44,7 @@ function this:OnShow(_parent,...)
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curId = _args[1]
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this.titleText.text=Language[11351]
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this.tip.text = "切换本层珍惜秘宝为"
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this.tip.text = "切换本层珍稀秘宝为"
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if not finalReward then
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finalReward = SubUIManager.Open(SubUIConfig.ItemView,this.root.transform)
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