奥义卡UI修改(差一张虚位以待)

onepiece_demo_arena
xiejun 2024-01-16 14:10:04 +08:00
parent 27bc8f5442
commit aca20158a8
3 changed files with 14227 additions and 13774 deletions

View File

@ -3542,11 +3542,11 @@ GetIncarnationNameColor = {
--Hero大卡背景
GetIncarnationHeroCardStarBg = {
[1] = "t_chengyuankuang_huise",
[2] = "t_chengyuankuang_lvse",
[3] = "t_chengyuankuang_lan",
[4] = "t_chengyuankuang_zi",
[5] = "t_chengyuankuang_huang",
[6] = "t_chengyuankuang_hong",
[7] = "t_chengyuankuang_zhaunshi",
[1] = "UI_hz_zhonghe03_54_16",
[2] = "UI_hz_zhonghe03_54_16",
[3] = "UI_hz_zhonghe03_54_15",
[4] = "UI_hz_zhonghe03_54_14",
[5] = "UI_hz_zhonghe03_54_13",
[6] = "UI_hz_zhonghe03_54_1",
[7] = "UI_hz_zhonghe03_54",
}

View File

@ -53,6 +53,7 @@ function IncarnationPanel:InitComponent()
self.upLayoutItemList[i].pos = Util.GetGameObject(self.upLayoutItemList[i].go,"cardPre")
self.upLayoutItemList[i].posImg = Util.GetGameObject(self.upLayoutItemList[i].go,"posText"):GetComponent("Image")
self.upLayoutItemList[i].posImg.sprite=self.spLoader:LoadSprite("r_fxgz_shuzi_"..i)
self.upLayoutItemList[i].posImg.gameObject:SetActive(false)
self.upLayoutItemList[i].getBtn = Util.GetGameObject(self.upLayoutItemList[i].pos,"getBtn")
self.upLayoutItemList[i].lv = Util.GetGameObject(self.upLayoutItemList[i].go,"lvText"):GetComponent("Text")
self.upLayoutItemList[i].desTxt = Util.GetGameObject(self.upLayoutItemList[i].go,"desText"):GetComponent("Text")
@ -237,6 +238,7 @@ function IncarnationPanel:RefreshSingleCardPre(cardPre,data,isJump,index)
self.cardList[cardPre].getBtn = Util.GetGameObject(cardPre,"getBtn")
self.cardList[cardPre].StarGrid = Util.GetGameObject(cardPre,"StarGrid")
self.cardList[cardPre].lv = Util.GetGameObject(cardPre,"lv/Text"):GetComponent("Text")
self.cardList[cardPre].starBg = Util.GetGameObject(cardPre,"starBg")
end
if data then
cardPre.gameObject:SetActive(true)
@ -267,13 +269,14 @@ function IncarnationPanel:RefreshSingleCardPre(cardPre,data,isJump,index)
end)
end
SetCardStars(self.cardList[cardPre].StarGrid,data.star,1)
-- for i = 0, 8 do
-- if i<data.star then
-- self.cardList[cardPre].StarGrid.transform:GetChild(i).gameObject:SetActive(true)
-- else
-- self.cardList[cardPre].StarGrid.transform:GetChild(i).gameObject:SetActive(false)
-- end
-- end
self.cardList[cardPre].starBg:SetActive(data.star~=0)
for i = 0, 8 do
if i<data.star then
self.cardList[cardPre].StarGrid.transform:GetChild(i).gameObject:SetActive(true)
else
self.cardList[cardPre].StarGrid.transform:GetChild(i).gameObject:SetActive(false)
end
end
self.cardList[cardPre].lv.text=data.level
else
cardPre.gameObject:SetActive(false)