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