宝物共鸣修改
parent
4805b041e8
commit
ad850da05f
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@ -3727,6 +3727,7 @@ function this.CheckIsUpTreasure(Did,index)
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if index == 1 then
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if index == 1 then
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isMax = curEquipData.lv == curEquipData.maxLv
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isMax = curEquipData.lv == curEquipData.maxLv
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items,isMatEnough = this.GetCostItems(curEquipData,curEquipData.strongConfig)
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items,isMatEnough = this.GetCostItems(curEquipData,curEquipData.strongConfig)
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isMatEnough = isMatEnough and not (HarmonyManager.IsInfo(curEquipData.upHeroDid) and HarmonyManager.GetSingleAdditions(HarmonyAddType.HunSoulPrint) ~= -1)
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elseif index == 2 then
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elseif index == 2 then
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isMax = curEquipData.refineLv == curEquipData.maxRefineLv
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isMax = curEquipData.refineLv == curEquipData.maxRefineLv
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items,isMatEnough = this.GetCostItems(curEquipData,curEquipData.refineConfig)
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items,isMatEnough = this.GetCostItems(curEquipData,curEquipData.refineConfig)
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@ -3735,6 +3736,7 @@ function this.CheckIsUpTreasure(Did,index)
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items,isMatEnough = this.GetCostItems(curEquipData,curEquipData.refineConfig)
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items,isMatEnough = this.GetCostItems(curEquipData,curEquipData.refineConfig)
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if not isMatEnough then
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if not isMatEnough then
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items,isMatEnough = this.GetCostItems(curEquipData,curEquipData.strongConfig)
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items,isMatEnough = this.GetCostItems(curEquipData,curEquipData.strongConfig)
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isMatEnough = isMatEnough and not (HarmonyManager.IsInfo(curEquipData.upHeroDid) and HarmonyManager.GetSingleAdditions(HarmonyAddType.HunSoulPrint) ~= -1)
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end
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end
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end
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end
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local teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
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local teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
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@ -12,6 +12,7 @@ local isMax=false
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local isEnough = false
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local isEnough = false
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local curIndex
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local curIndex
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local datas
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local datas
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local isGongMing = false
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--初始化组件(用于子类重写)
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--初始化组件(用于子类重写)
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function EquipTreasureStrongPopup:InitComponent()
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function EquipTreasureStrongPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.spLoader = SpriteLoader.New()
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@ -73,7 +74,7 @@ function EquipTreasureStrongPopup:BindEvent()
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end)
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end)
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--强化按钮
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--强化按钮
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Util.AddClick(this.btnStrong, function()
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Util.AddClick(this.btnStrong, function()
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if HarmonyManager.IsInfo(curEquipData.upHeroDid) then
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if isGongMing then
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return
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return
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end
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end
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--如果强化界面 强化到最高等级谈提示 精炼界面 就切界面
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--如果强化界面 强化到最高等级谈提示 精炼界面 就切界面
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@ -353,8 +354,10 @@ function EquipTreasureStrongPopup:SetWindShow(_index,delta)
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this.hintTxt.text=Language[11782]
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this.hintTxt.text=Language[11782]
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end
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end
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end
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end
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isGongMing = false
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if HarmonyManager.IsInfo(curEquipData.upHeroDid) and _index == 1 then
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local index = curEquipData.equipType == 1 and HarmonyAddType.HunSoulPrint or HarmonyAddType.LingSoulPrint
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if HarmonyManager.IsInfo(curEquipData.upHeroDid) and HarmonyManager.GetSingleAdditions(index) ~= -1 and _index == 1 then
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isGongMing = true
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this.hintTxt.text = "共鸣中的宝物无法强化"
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this.hintTxt.text = "共鸣中的宝物无法强化"
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this.hintTxt.gameObject:SetActive(true)
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this.hintTxt.gameObject:SetActive(true)
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this.Image2.gameObject:SetActive(false)
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this.Image2.gameObject:SetActive(false)
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@ -376,8 +379,7 @@ function EquipTreasureStrongPopup:CostShow(items)
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this.costItemPreList = {}
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this.costItemPreList = {}
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end
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end
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--显示消耗物品
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--显示消耗物品
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if items and isMax==false then
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if items then
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this.costItemGrid.gameObject:SetActive(true)
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for i = 1,math.max(#items,#this.costItemPreList) do
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for i = 1,math.max(#items,#this.costItemPreList) do
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if not items[i] then
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if not items[i] then
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this.costItemPreList[i].gameObject:SetActive(false)
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this.costItemPreList[i].gameObject:SetActive(false)
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@ -419,7 +421,7 @@ function EquipTreasureStrongPopup:SetPropertyShow(_infos)
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return
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return
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end
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end
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this.propertyGrid.gameObject:SetActive(true)
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this.propertyGrid.gameObject:SetActive(true)
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if type == 1 and HarmonyManager.IsInfo(curEquipData.upHeroDid) then
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if isGongMing then
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for i = 0, #this.properList do
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for i = 0, #this.properList do
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this.properList[i].go.gameObject:SetActive(false)
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this.properList[i].go.gameObject:SetActive(false)
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end
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end
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@ -186,9 +186,8 @@ function RoleEquipTreasureChangePopup:OnOpen(_openThisPanel,_type,_curHeroData,_
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curEquipData = _curEquipData
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curEquipData = _curEquipData
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nextEquipData = _nextEquipData
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nextEquipData = _nextEquipData
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position = _position
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position = _position
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local index = curEquipData.equipType == 1 and HarmonyAddType.HunSoulPrint or HarmonyAddType.LingSoulPrint
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if HarmonyManager.IsInfo(curEquipData.upHeroDid) and HarmonyManager.GetSingleAdditions(index) ~= -1 then
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if HarmonyManager.IsInfo(curEquipData.upHeroDid) then
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-- bod
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-- bod
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isGongMing = true
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isGongMing = true
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Util.SetGray(this.curEquipBtnStrong, true)
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Util.SetGray(this.curEquipBtnStrong, true)
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@ -196,8 +195,6 @@ function RoleEquipTreasureChangePopup:OnOpen(_openThisPanel,_type,_curHeroData,_
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else
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else
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isGongMing = false
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isGongMing = false
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Util.SetGray(this.curEquipBtnStrong, false)
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Util.SetGray(this.curEquipBtnStrong, false)
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end
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end
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end
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end
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function RoleEquipTreasureChangePopup:OnShow()
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function RoleEquipTreasureChangePopup:OnShow()
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