diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua index b3198373bb..0ad7f6746f 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua @@ -660,7 +660,7 @@ function this.ShowHeroEquip() elseif jewerConfig.Location == 2 then pos = 6 end - UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,2,curHeroData,curEquipTreasureDatas[index],nil,pos) + UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,2,curHeroData,curEquipTreasureDatas[i],nil,pos) end end end diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua index b261c15b8c..e1ac6e0fd7 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipTreasureChangePopup.lua @@ -208,7 +208,6 @@ function RoleEquipTreasureChangePopup:OnOpen(_openThisPanel,_type,_curHeroData,_ isShowBtn = _isShowBtn end function RoleEquipTreasureChangePopup:OnShow() - Log("openType:"..tostring(type)) --初始化 for i = 1, 2 do this.treasurePanel[i].bg:SetActive(false) @@ -377,15 +376,7 @@ function this.ShowEquipData(i) local baseInfo = EquipTreasureManager.GetCurLvPropertyValue(1,equipData[i].levelPool,equipData[i].lv) this.treasurePanel[i].BaseAttriNum.text = string.format("[强化等级:%s/%s]",equipData[i].lv,equipData[i].maxLv) this.SetPropertyShow1(baseInfo,this.BasePropertyList[i],this.treasurePanel[i].BaseAttriGrid) - if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" then - this.treasurePanel[i].strongAttri.gameObject:SetActive(false) - this.treasurePanel[i].refineMasterAttri:SetActive(false) - else - --强化共鸣 - this.GongMingSetData(1,this.strongPropertyList[i],this.treasurePanel[i].strongAttriGrid,this.treasurePanel[i].strongAttriNum,this.treasurePanel[i].strongAttri) - --精炼共鸣 - this.GongMingSetData(2,this.RefineMonsterPropertyList[i],this.treasurePanel[i].refineMasterAttriGrid,this.treasurePanel[i].refineMasterAttriNum,this.treasurePanel[i].refineMasterAttri) - end + --(精炼属性) local refineInfo = EquipTreasureManager.GetCurLvPropertyValue(2,equipData[i].refinePool,equipData[i].refineLv,true) this.treasurePanel[i].RefineAttriNum.text = string.format("[精炼等级:%s/%s]",equipData[i].refineLv,equipData[i].maxRefineLv) @@ -393,9 +384,18 @@ function this.ShowEquipData(i) this.treasurePanel[i].RefineAttri:SetActive(false) else this.treasurePanel[i].RefineAttri:SetActive(true) - this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,589) + this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,250) this.SetPropertyShow1(refineInfo,this.RefinePropertyList[i],this.treasurePanel[i].RefineAttriGrid) end + if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" then + this.treasurePanel[i].strongAttri.gameObject:SetActive(false) + this.treasurePanel[i].refineMasterAttri:SetActive(false) + else + --强化共鸣 + this.GongMingSetData(1,this.strongPropertyList[i],this.treasurePanel[i].strongAttriGrid,this.treasurePanel[i].strongAttriNum,this.treasurePanel[i].strongAttri,i) + --精炼共鸣 + this.GongMingSetData(2,this.RefineMonsterPropertyList[i],this.treasurePanel[i].refineMasterAttriGrid,this.treasurePanel[i].refineMasterAttriNum,this.treasurePanel[i].refineMasterAttri,i) + end --(神应属性) -- local treeInfo=SacredTreeManager.GetCurLvPropertyValue(3,equipData[i].treePool,equipData[i].treeLv or 0) -- this.treasurePanel[i].TreeAttriNum.text = string.format("[神应等级:%s/%s]",equipData[i].treeLv,equipData[i].maxTreeLv) @@ -403,7 +403,9 @@ function this.ShowEquipData(i) -- this.treasurePanel[i].TreeAttri:SetActive(false) -- else -- this.treasurePanel[i].TreeAttri:SetActive(true) - -- this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,589) + -- local vec = this.treasurePanel[index].bgScroll:GetComponent("RectTransform").sizeDelta + -- vec.y = vec.y + 100 + -- this.treasurePanel[index].bgScroll:GetComponent("RectTransform").sizeDelta = vec -- this.SetPropertyShow2(treeInfo,this.TreePropertyList[i],this.treasurePanel[i].TreeAttriGrid,this.TreePropertyList2[i]) -- end if i == 1 then @@ -413,7 +415,7 @@ function this.ShowEquipData(i) end -function this.GongMingSetData(curTabIndex,proPreList,grid,title,go) +function this.GongMingSetData(curTabIndex,proPreList,grid,title,go,index) --获取穿戴宝物强化/精炼的最小等级 local minLv--最小等级 local maxlv --最大等级 @@ -423,7 +425,7 @@ function this.GongMingSetData(curTabIndex,proPreList,grid,title,go) end go.gameObject:SetActive(true) for i = 1, #curHeroData.jewels do - local curEquipTreasureData = EquipTreasureManager.GetTreasureData(curHeroData.jewels[i]) + local curEquipTreasureData = EquipTreasureManager.GetSingleTreasureByIdDyn(curHeroData.jewels[i]) if curTabIndex == 1 then if minLv then if curEquipTreasureData.lv < minLv then @@ -477,6 +479,9 @@ function this.GongMingSetData(curTabIndex,proPreList,grid,title,go) go.gameObject:SetActive(false) return end + local vec = this.treasurePanel[index].bgScroll:GetComponent("RectTransform").sizeDelta + vec.y = vec.y + 100 + this.treasurePanel[index].bgScroll:GetComponent("RectTransform").sizeDelta = vec go.gameObject:SetActive(true) if curTabIndex == 1 then title.text = string.format("强化大师%s级",curJewelResonanceConfig.SortId)