【法宝聚灵】背包和掉落界面不显示碎片框
parent
047e5cbe72
commit
b10dad4285
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@ -348,6 +348,8 @@ function this.SingleItemDataShow(_go, _itemData)
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end
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end
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upHeroInage:SetActive(false)
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upHeroInage:SetActive(false)
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local frameMask = Util.GetGameObject(_go.transform, "GameObject/item/frameMask")
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local frameMask = Util.GetGameObject(_go.transform, "GameObject/item/frameMask")
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local frameMaskExp = Util.GetGameObject(_go.transform, "GameObject/item/frameMask/exp")
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local frameMaskExpMask = Util.GetGameObject(_go.transform, "GameObject/item/frameMask/mask")
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frameMask:SetActive(false)
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frameMask:SetActive(false)
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local num = Util.GetGameObject(_go.gameObject, "GameObject/item/num")
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local num = Util.GetGameObject(_go.gameObject, "GameObject/item/num")
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local strongLv=Util.GetGameObject(_go.gameObject, "GameObject/item/lv"):GetComponent("Text")
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local strongLv=Util.GetGameObject(_go.gameObject, "GameObject/item/lv"):GetComponent("Text")
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@ -386,6 +388,14 @@ function this.SingleItemDataShow(_go, _itemData)
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elseif _itemData.itemConfig.ItemType == ItemType.Pokemon then
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elseif _itemData.itemConfig.ItemType == ItemType.Pokemon then
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Util.GetGameObject(_go.gameObject, "GameObject/item/frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(YaoHunFrame[_itemData.quality])
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Util.GetGameObject(_go.gameObject, "GameObject/item/frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(YaoHunFrame[_itemData.quality])
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num:SetActive(false)
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num:SetActive(false)
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-- 法宝聚灵显示碎片边框
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elseif _itemData.itemConfig.ItemType == ItemType.talismanSoulChip then
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frameMask:SetActive(true)
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frameMaskExp:SetActive(false)
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frameMaskExpMask:SetActive(false)
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frameMask:GetComponent("Image").sprite = this.spLoader:LoadSprite("f_fabaojuling_zijiemianfabaokuang1")
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elseif _itemData.itemConfig.ItemType == ItemType.HeroDebris then
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elseif _itemData.itemConfig.ItemType == ItemType.HeroDebris then
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frameMask:SetActive(true)
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frameMask:SetActive(true)
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num:SetActive(false)
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num:SetActive(false)
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@ -393,13 +403,9 @@ function this.SingleItemDataShow(_go, _itemData)
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Util.GetGameObject(_go.transform, "GameObject/item/frameMask/exp/Text"):GetComponent("Text").text = BagManager.GetItemCountById(_itemData.itemConfig.Id) .. "/" .. _itemData.itemConfig.UsePerCount
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Util.GetGameObject(_go.transform, "GameObject/item/frameMask/exp/Text"):GetComponent("Text").text = BagManager.GetItemCountById(_itemData.itemConfig.Id) .. "/" .. _itemData.itemConfig.UsePerCount
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local curExpVal = BagManager.GetItemCountById(_itemData.itemConfig.Id) / _itemData.itemConfig.UsePerCount
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local curExpVal = BagManager.GetItemCountById(_itemData.itemConfig.Id) / _itemData.itemConfig.UsePerCount
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local expValue = curExpVal >= 1 and 1 or curExpVal
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local expValue = curExpVal >= 1 and 1 or curExpVal
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Util.GetGameObject(_go.transform, "GameObject/item/frameMask/exp"):GetComponent("Slider").value = expValue
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frameMaskExp:SetActive(true)
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local expMask = Util.GetGameObject(_go.transform, "GameObject/item/frameMask/mask")
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frameMaskExp:GetComponent("Slider").value = expValue
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if expValue >= 1 then
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frameMaskExpMask:SetActive(expValue >= 1)
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expMask:SetActive(true)
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else
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expMask:SetActive(false)
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end
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local propertyName = itemConfig[_itemData.itemConfig.Id].PropertyName
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local propertyName = itemConfig[_itemData.itemConfig.Id].PropertyName
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if (propertyName ~= 0) then
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if (propertyName ~= 0) then
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fragmentIcon.gameObject:SetActive(true)
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fragmentIcon.gameObject:SetActive(true)
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@ -247,19 +247,29 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
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UIManager.OpenPanel(UIName.SoulPrintPopUp, ShowType.showTip3, nil,_itemData.backData.itemId)
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UIManager.OpenPanel(UIName.SoulPrintPopUp, ShowType.showTip3, nil,_itemData.backData.itemId)
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end)
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end)
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elseif _itemData.configData.ItemType == ItemType.heroDogFood then --狗粮
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elseif _itemData.configData.ItemType == ItemType.heroDogFood then --狗粮
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--狗粮
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--狗粮
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Util.AddOnceClick(self.frameBtn, function()
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Util.AddOnceClick(self.frameBtn, function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop)
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop)
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end)
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end)
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self.heroShowGo:SetActive(true)
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self.heroShowGo:SetActive(true)
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local propertyName=itemConfig[_itemData.backData.itemId].PropertyName
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local propertyName=itemConfig[_itemData.backData.itemId].PropertyName
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if(propertyName~=0) then
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if(propertyName~=0) then
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self.fragmentIcon:SetActive(true)
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self.fragmentIcon:SetActive(true)
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self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(propertyName))
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self.fragmentIcon:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(propertyName))
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end
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end
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self.starGrid:SetActive(true)
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self.starGrid:SetActive(true)
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local star = _itemData.configData.HeroStar[1]
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local star = _itemData.configData.HeroStar[1]
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SetHeroStars(self.spLoader,self.starGrid, star,1,Vector2.New(32.5,32.5),-15)
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SetHeroStars(self.spLoader,self.starGrid, star,1,Vector2.New(32.5,32.5),-15)
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elseif _itemData.configData.ItemType == ItemType.talismanSoulChip then
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self.num:SetActive(false)
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self.frame.sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[_itemData.backData.itemId].Quantity))
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self.frameMask:SetActive(true)
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self.frameMask:GetComponent("Image").sprite = self.spLoader:LoadSprite("f_fabaojuling_zijiemianfabaokuang1")
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self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[_itemData.backData.itemId].ResourceID))
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self.starGrid:SetActive(false)
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Util.AddOnceClick(self.frameBtn, function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,_itemData.backData.itemId,nil,self.isRewardItemPop,true)
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end)
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else
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else
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Util.AddOnceClick(self.frameBtn, function()
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Util.AddOnceClick(self.frameBtn, function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop)
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, _itemData.backData.itemId,nil,self.isRewardItemPop)
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