[功能]=========战斗统计界面添加死亡置灰
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@ -255,7 +255,6 @@ end
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function this.ItemAdapter(item, data, showType)
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local head = Util.GetGameObject(item, "headpos/head")
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this.HeadAdapter(head, data.info, showType)
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local damage = Util.GetGameObject(item, "damage"):GetComponent("Text")
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local progress = Util.GetGameObject(item, "progress")
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local scroll = Util.GetGameObject(item, "scroll")
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@ -329,7 +328,7 @@ function this.GetSpecialText(key, value)
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end
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-- 头像数据匹配
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function this.HeadAdapter(head, data)
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function this.HeadAdapter(head,data,type)
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local frame = Util.GetGameObject(head, "frame"):GetComponent("Image")
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local icon = Util.GetGameObject(head, "icon"):GetComponent("Image")
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local prefess = Util.GetGameObject(head, "pro")
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@ -340,7 +339,9 @@ function this.HeadAdapter(head, data)
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local lv = Util.GetGameObject(head, "lv")
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local lvText = Util.GetGameObject(head, "lv/Text"):GetComponent("Text")
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local starRoot = Util.GetGameObject(head, "star")
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local deadObj = Util.GetGameObject(head, "deadObj")
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local aa=0
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local frameStr="r_characterbg_goden"
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if data.type == BattleUnitType.Role then
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local roleId = data.roleData.monsterId or data.roleData.roleId
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@ -436,6 +437,13 @@ function this.HeadAdapter(head, data)
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frame.sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(SpiritAnimal[id].Quality))
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icon:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(SpiritAnimal[id].Icon))
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end
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if data.isRealDead and (type==1 or type==2) then
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Util.SetGray(icon.gameObject ,true)
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deadObj:SetActive(true)
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else
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Util.SetGray(icon.gameObject,false)
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deadObj:SetActive(false)
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end
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end
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