diff --git a/Assets/ManagedResources/Prefabs/UI/ShopView/ShopView.prefab b/Assets/ManagedResources/Prefabs/UI/ShopView/ShopView.prefab index fa9519202e..643ef919be 100644 --- a/Assets/ManagedResources/Prefabs/UI/ShopView/ShopView.prefab +++ b/Assets/ManagedResources/Prefabs/UI/ShopView/ShopView.prefab @@ -1688,7 +1688,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!224 &224496811525665260 RectTransform: m_ObjectHideFlags: 0 @@ -3289,7 +3289,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} - m_AnchoredPosition: {x: 1.6000385, y: -4} + m_AnchoredPosition: {x: 1.6000385, y: 1.9} m_SizeDelta: {x: 188.58, y: 46.03} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &6740092622433103058 @@ -4145,18 +4145,18 @@ MonoBehaviour: Version=1.0.0.0, Culture=neutral, PublicKeyToken=null m_FontData: m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3} - m_FontSize: 35 + m_FontSize: 27 m_FontStyle: 0 m_BestFit: 0 m_MinSize: 0 m_MaxSize: 44 - m_Alignment: 4 + m_Alignment: 1 m_AlignByGeometry: 0 m_RichText: 1 - m_HorizontalOverflow: 1 + m_HorizontalOverflow: 0 m_VerticalOverflow: 1 m_LineSpacing: 0.7 - m_Text: "\u8FD9\u662F\u4E94\u4E2A\u5B57" + m_Text: "\u8FD9\u662F\u4E94\u4E2A\u5B57\u4EE8\u4E2A" LanguageIndex: 10412 --- !u!1 &3020615136999118653 GameObject: diff --git a/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua b/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua index 3a1cba51ed..06edbd21d1 100644 --- a/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Bag/BagPanel.lua @@ -532,7 +532,9 @@ function this.SingleItemDataShow(_go, _itemData) time.gameObject:SetActive(true) timeTxt.text= hours .. "小时" end - elseif _itemData.itemConfig.ItemType == ItemType.likeabilityItemChip or _itemData.itemConfig.ItemType == ItemType.EquipChip then + elseif _itemData.itemConfig.ItemType == ItemType.likeabilityItemChip + or _itemData.itemConfig.ItemType == ItemType.EquipChip + or _itemData.itemConfig.ItemType == ItemType.CommonChip then frameMask:SetActive(true) num:SetActive(false) frameMask:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.itemConfig.Quantity)) @@ -580,7 +582,10 @@ function this.SingleItemDataShow(_go, _itemData) this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true) end) end - elseif _itemData.itemConfig.ItemType == ItemType.HeroDebris or _itemData.itemConfig.ItemType==ItemType.likeabilityItemChip or _itemData.itemConfig.ItemType==ItemType.EquipChip then + elseif _itemData.itemConfig.ItemType == ItemType.HeroDebris + or _itemData.itemConfig.ItemType==ItemType.likeabilityItemChip + or _itemData.itemConfig.ItemType==ItemType.EquipChip + or _itemData.itemConfig.ItemType==ItemType.CommonChip then --角色碎片 if _itemData.num >= _itemData.itemConfig.UsePerCount then UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function() diff --git a/Assets/ManagedResources/~Lua/View/ItemView.lua b/Assets/ManagedResources/~Lua/View/ItemView.lua index 7b9be35789..a2b459aeab 100644 --- a/Assets/ManagedResources/~Lua/View/ItemView.lua +++ b/Assets/ManagedResources/~Lua/View/ItemView.lua @@ -176,7 +176,10 @@ function ItemView:GetRewardShow(_itemData, effectLayer) _itemData.configData = _itemData.itemConfig _itemData.backData = _itemData.itembackData end - if _itemData.configData.ItemType == ItemType.HeroDebris or _itemData.configData.ItemType ==ItemType.LingShouChip or _itemData.configData.ItemType == ItemType.EquipChip then + if _itemData.configData.ItemType == ItemType.HeroDebris + or _itemData.configData.ItemType ==ItemType.LingShouChip + or _itemData.configData.ItemType == ItemType.EquipChip + or _itemData.configData.ItemType == ItemType.CommonChip then --角色碎片 self.frameMask:SetActive(true) self.frameMask:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(_itemData.configData.Quantity)) @@ -595,7 +598,9 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage) self.UI_Effect_Kuang_HongSe:SetActive(heroConfigData.Star == 6) self.UI_effect_WuCai_Kuang:SetActive(heroConfigData.Quantity == 7) end - elseif itemDataConFig.ItemType == ItemType.HeroDebris or itemDataConFig.ItemType==ItemType.LingShouChip then + elseif itemDataConFig.ItemType == ItemType.HeroDebris + or itemDataConFig.ItemType==ItemType.LingShouChip + or itemDataConFig.ItemType == ItemType.CommonChip then --2角色碎片 self.frameMask:SetActive(true) self.frameMask:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(itemConfig[itemSId].Quantity))