【易经宝库】第三层抽取完成后bug修复

dev_chengFeng
ZhangBiao 2020-11-09 11:09:42 +08:00
parent f26214ac58
commit 9ca403ebff
6 changed files with 27 additions and 14 deletions

View File

@ -16898,7 +16898,7 @@ MonoBehaviour:
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: "\u4F7F \u7528"
m_Text: "\u786E \u5B9A\r"
LanguageIndex: 11274
--- !u!1 &4502575453775152244
GameObject:

View File

@ -154,9 +154,11 @@ function this.GetLeftRewardData()
data[RewardConfig[i].Id].limit = RewardConfig[i].InitializeNum
end
-- LogYellow("#finalCardDatas:"..#finalCardDatas.." actData.selectId:"..actData.selectId)
for i = 1, #finalCardDatas do
if finalCardDatas[i].rewardId ~= 0 then
data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress -1
if finalCardDatas[i].rewardId and finalCardDatas[i].rewardId ~= 0 and finalCardDatas[i].rewardId ~= actData.selectId then
-- LogYellow("i:"..i.." rewardId:"..tostring(finalCardDatas[i].rewardId) .." progress"..tonumber(data[finalCardDatas[i].rewardId].progress))
data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress - 1
end
end
return data

View File

@ -109,7 +109,7 @@ function YiJingBaoKu:Refresh()
if ActData.selectId == 0 then--如果没有选择了最终奖励
YiJingBaoKu:ResetCardToFront()--把卡片全部翻到正面
YiJingBaoKu:InitSetAllCard()--显示所有奖励
this.tip.text = "选择本层珍稀秘宝"
this.tip.text = "选择本层珍稀秘宝"
else--选择了最终奖励
YiJingBaoKu:ResetCardToBack()--把卡片全部翻到背面
YiJingBaoKu:SetFinalReward()--设置最终奖励

View File

@ -116,7 +116,6 @@ function this:SetSingleData(index,item,data)
num.gameObject:SetActive(true)
limit1.gameObject:SetActive(false)
select:SetActive(true)
num.text = ActData.allData[index].progress.."/"..data.InitializeNum
else
limit1.gameObject:SetActive(true)
limit1.text = data.LevelLimit.."级可选"
@ -126,7 +125,6 @@ function this:SetSingleData(index,item,data)
num.gameObject:SetActive(true)
limit2.gameObject:SetActive(false)
select:SetActive(true)
num.text = ActData.allData[index].progress.."/"..data.InitializeNum
else
limit2.gameObject:SetActive(true)
limit2.text = ""..data.FloorLimit.."层可选"
@ -135,10 +133,15 @@ function this:SetSingleData(index,item,data)
-- LogRed(ActData.allData[index].rewardId..""..tostring(ActData.allData[index].progress))
if ActData.allData[index].progress > data.InitializeNum then
t3 = false
elseif ActData.allData[index].progress == data.InitializeNum and ActData.curLevel > data.InitializeNum then
t3 = false
num.text = "<color=red>"..(data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum.."</color>"
else
t3 = true
num.text = (data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum
end
num.gameObject:SetActive(t1 and t2 and t3)
num.gameObject:SetActive(t1 and t2)
select:SetActive(t1 and t2 and t3)
end

View File

@ -59,14 +59,22 @@ function this:OnShow(_parent,...)
finalReward = SubUIManager.Open(SubUIConfig.ItemView,this.bigIcon.transform)
end
finalReward:OnOpen(false, BlessingConfig[ActData.selectId].Reward, 1.1, false, false, false, sortingOrder)
this.bigNum.text = "1/1"
-- for i = 1, #ActData.allData do
-- if ActData.selectId == ActData.allData[i].configId then
-- this.bigNum.text = ActData.allData[i].progress.."/"..BlessingConfig[ActData.selectId].InitializeNum
-- end
-- end
--
local t1 = false
for i = 1, #ActData.finalCardDatas do
if ActData.selectId == ActData.finalCardDatas[i].rewardId then
t1 = true
end
end
if t1 then
this.bigNum.text = "<color=red>0/1</color>"
else
this.bigNum.text = "1/1"
end
local leftRewardData = DynamicActivityManager.GetLeftRewardData()
-- LogYellow("#leftRewardData"..#leftRewardData)
local tempData={}
for key, value in pairs(leftRewardData) do
table.insert(tempData,value)

View File

@ -44,7 +44,7 @@ function this:OnShow(_parent,...)
curId = _args[1]
this.titleText.text=Language[11351]
this.tip.text = "切换本层珍秘宝为"
this.tip.text = "切换本层珍秘宝为"
if not finalReward then
finalReward = SubUIManager.Open(SubUIConfig.ItemView,this.root.transform)