心愿限制显示从5级改成抽卡100次

SK_LongZhu
PC-202302260912\Administrator 2025-08-13 18:43:45 +08:00
parent 6e873841ac
commit a3efb9f0af
2 changed files with 18 additions and 8 deletions

View File

@ -236,8 +236,11 @@ function RecruitEquipPanelNew:UpdataWishPanel()
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",wishLv,data)
self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿意念~"
local wishData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.WishConfig,"Level",data,"LotteryType",1)
self.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1] or 0,wishData.DrawCardNumber)
--self.wishText.text = string.format("%s/%s",wishLv,data)
--self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿意念~"
self.wishTipIma.text = "召唤次数达到"..wishData.DrawCardNumber.."次后开启心愿功能,\n将有更高概率获得心愿意念~"
else
self.wishNoOpen.gameObject:SetActive(false)
self.wishOpen.gameObject:SetActive(true)
@ -276,8 +279,11 @@ function RecruitEquipPanelNew:UpdataWishPanel()
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",0,data)
self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿意念~"
--self.wishText.text = string.format("%s/%s",0,data)
--self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿意念~"
local wishData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.WishConfig,"Level",data,"LotteryType",1)
self.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1] or 0,wishData.DrawCardNumber)
self.wishTipIma.text = "召唤次数达到"..wishData.DrawCardNumber.."次后开启心愿功能,\n将有更高概率获得心愿意念~"
end
--self:CheckNewWishHero()
end)

View File

@ -227,8 +227,9 @@ function RecruitPanelNew:UpdataWishPanel()
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",wishLv,data)
self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿英雄~"
local wishData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.WishConfig,"Level",data,"LotteryType",1)
self.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1] or 0,wishData.DrawCardNumber)
self.wishTipIma.text = "召唤次数达到"..wishData.DrawCardNumber.."次后开启心愿功能,\n将有更高概率获得心愿英雄~"
else
self.wishNoOpen.gameObject:SetActive(false)
self.wishOpen.gameObject:SetActive(true)
@ -267,8 +268,11 @@ function RecruitPanelNew:UpdataWishPanel()
self.wishNoOpen.gameObject:SetActive(true)
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",0,data)
self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿英雄~"
--self.wishText.text = string.format("%s/%s",0,data)
--self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿英雄~"
local wishData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.WishConfig,"Level",data,"LotteryType",1)
self.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1] or 0,wishData.DrawCardNumber)
self.wishTipIma.text = "召唤次数达到"..wishData.DrawCardNumber.."次后开启心愿功能,\n将有更高概率获得心愿英雄~"
end
self:CheckNewWishHero()
end)