法相背包显示修改

dev_chengFeng
yuanshuai 2023-02-20 10:59:12 +08:00
parent 726b53355e
commit 9fecd102e9
1 changed files with 17 additions and 4 deletions

View File

@ -112,7 +112,7 @@ function BagPanel:BindEvent()
else else
UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 4)--魂印 UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 4)--魂印
end end
elseif sortIndex == ItemBaseType.EquipTreasure then-- elseif sortIndex == ItemBaseType.EquipTreasure then--
local temp = EquipTreasureManager.GetAllTreasures() local temp = EquipTreasureManager.GetAllTreasures()
if not temp or #temp < 1 then if not temp or #temp < 1 then
PopupTipPanel.ShowTip("无可分解宝物") PopupTipPanel.ShowTip("无可分解宝物")
@ -493,7 +493,7 @@ function this.SingleItemDataShow(_go, _itemData)
SetHeroStars(this.spLoader, talismanStar, 0,1,Vector2.New(32.5,32.5),-15) SetHeroStars(this.spLoader, talismanStar, 0,1,Vector2.New(32.5,32.5),-15)
num:SetActive(true) num:SetActive(true)
elseif _itemData.itemConfig.ItemType == ItemType.EquipTreasure then elseif _itemData.itemConfig.ItemType == ItemType.EquipTreasure then
--宝 --宝
num:SetActive(false) num:SetActive(false)
if _itemData.lv>0 then if _itemData.lv>0 then
strongLv.gameObject:SetActive(true) strongLv.gameObject:SetActive(true)
@ -509,6 +509,16 @@ function this.SingleItemDataShow(_go, _itemData)
end end
fragmentIcon.gameObject:SetActive(true) fragmentIcon.gameObject:SetActive(true)
fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName)) fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName))
elseif _itemData.itemConfig.ItemType == ItemType.FaXiang then--法相
num:SetActive(false)
if _itemData.lv>0 then
strongLv.gameObject:SetActive(true)
strongLv.text=_itemData.lv
end
talismanStar:SetActive(true)
SetHeroStars(this.spLoader, talismanStar, _itemData.refineLv,1,Vector2.New(32.5,32.5),-15)
fragmentIcon.gameObject:SetActive(true)
fragmentIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(itemConfig[_itemData.itemConfig.Id].PropertyName))
elseif _itemData.itemConfig.ItemType == ItemType.HunYin or _itemData.itemConfig.ItemType == ItemType.GodPrint then elseif _itemData.itemConfig.ItemType == ItemType.HunYin or _itemData.itemConfig.ItemType == ItemType.GodPrint then
SetSoulEffect(itemConfig[_itemData.itemConfig.Id].Quantity1,Util.GetGameObject(_go.transform, "GameObject/effects")) SetSoulEffect(itemConfig[_itemData.itemConfig.Id].Quantity1,Util.GetGameObject(_go.transform, "GameObject/effects"))
Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false) Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):SetActive(false)
@ -602,14 +612,17 @@ function this.SingleItemDataShow(_go, _itemData)
UIManager.ClosePanel(UIName.RewardItemSingleShowPopup) UIManager.ClosePanel(UIName.RewardItemSingleShowPopup)
end) end)
end end
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.EquipTreasure then elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.EquipTreasure then--宝物
--宝器
-- UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0, _itemData.idDyn,_itemData.id, _itemData.lv,_itemData.refineLv, function() -- UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup, 0, _itemData.idDyn,_itemData.id, _itemData.lv,_itemData.refineLv, function()
-- this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true) -- this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
-- end) -- end)
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup2,this,_itemData,1,true,true,nil,0,nil,function() UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup2,this,_itemData,1,true,true,nil,0,nil,function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true) this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
end) end)
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.FaXiang then--法相
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup2,this,_itemData,1,true,true,nil,7,nil,function()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
end)
elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.SoulPrint then elseif _itemData.itemConfig.ItemBaseType == ItemBaseType.SoulPrint then
--魂印 --魂印
if _itemData.itemConfig.ItemType==13 then if _itemData.itemConfig.ItemType==13 then