parent
a012ece114
commit
b1b0bf1cab
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@ -660,7 +660,7 @@ function this.ShowHeroEquip()
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elseif jewerConfig.Location == 2 then
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elseif jewerConfig.Location == 2 then
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pos = 6
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pos = 6
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end
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end
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UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,2,curHeroData,curEquipTreasureDatas[index],nil,pos)
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UIManager.OpenPanel(UIName.RoleEquipTreasureChangePopup,this,2,curHeroData,curEquipTreasureDatas[i],nil,pos)
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end
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end
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end
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end
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end
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end
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@ -208,7 +208,6 @@ function RoleEquipTreasureChangePopup:OnOpen(_openThisPanel,_type,_curHeroData,_
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isShowBtn = _isShowBtn
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isShowBtn = _isShowBtn
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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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Log("openType:"..tostring(type))
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--初始化
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--初始化
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for i = 1, 2 do
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for i = 1, 2 do
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this.treasurePanel[i].bg:SetActive(false)
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this.treasurePanel[i].bg:SetActive(false)
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@ -377,15 +376,7 @@ function this.ShowEquipData(i)
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local baseInfo = EquipTreasureManager.GetCurLvPropertyValue(1,equipData[i].levelPool,equipData[i].lv)
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local baseInfo = EquipTreasureManager.GetCurLvPropertyValue(1,equipData[i].levelPool,equipData[i].lv)
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this.treasurePanel[i].BaseAttriNum.text = string.format("[强化等级:%s/%s]",equipData[i].lv,equipData[i].maxLv)
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this.treasurePanel[i].BaseAttriNum.text = string.format("[强化等级:%s/%s]",equipData[i].lv,equipData[i].maxLv)
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this.SetPropertyShow1(baseInfo,this.BasePropertyList[i],this.treasurePanel[i].BaseAttriGrid)
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this.SetPropertyShow1(baseInfo,this.BasePropertyList[i],this.treasurePanel[i].BaseAttriGrid)
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if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" then
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this.treasurePanel[i].strongAttri.gameObject:SetActive(false)
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this.treasurePanel[i].refineMasterAttri:SetActive(false)
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else
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--强化共鸣
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this.GongMingSetData(1,this.strongPropertyList[i],this.treasurePanel[i].strongAttriGrid,this.treasurePanel[i].strongAttriNum,this.treasurePanel[i].strongAttri)
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--精炼共鸣
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this.GongMingSetData(2,this.RefineMonsterPropertyList[i],this.treasurePanel[i].refineMasterAttriGrid,this.treasurePanel[i].refineMasterAttriNum,this.treasurePanel[i].refineMasterAttri)
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end
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--(精炼属性)
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--(精炼属性)
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local refineInfo = EquipTreasureManager.GetCurLvPropertyValue(2,equipData[i].refinePool,equipData[i].refineLv,true)
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local refineInfo = EquipTreasureManager.GetCurLvPropertyValue(2,equipData[i].refinePool,equipData[i].refineLv,true)
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this.treasurePanel[i].RefineAttriNum.text = string.format("[精炼等级:%s/%s]",equipData[i].refineLv,equipData[i].maxRefineLv)
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this.treasurePanel[i].RefineAttriNum.text = string.format("[精炼等级:%s/%s]",equipData[i].refineLv,equipData[i].maxRefineLv)
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@ -393,9 +384,18 @@ function this.ShowEquipData(i)
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this.treasurePanel[i].RefineAttri:SetActive(false)
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this.treasurePanel[i].RefineAttri:SetActive(false)
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else
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else
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this.treasurePanel[i].RefineAttri:SetActive(true)
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this.treasurePanel[i].RefineAttri:SetActive(true)
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this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,589)
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this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,250)
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this.SetPropertyShow1(refineInfo,this.RefinePropertyList[i],this.treasurePanel[i].RefineAttriGrid)
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this.SetPropertyShow1(refineInfo,this.RefinePropertyList[i],this.treasurePanel[i].RefineAttriGrid)
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end
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end
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if equipData[i].upHeroDid == "" or equipData[i].upHeroDid == "0" then
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this.treasurePanel[i].strongAttri.gameObject:SetActive(false)
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this.treasurePanel[i].refineMasterAttri:SetActive(false)
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else
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--强化共鸣
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this.GongMingSetData(1,this.strongPropertyList[i],this.treasurePanel[i].strongAttriGrid,this.treasurePanel[i].strongAttriNum,this.treasurePanel[i].strongAttri,i)
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--精炼共鸣
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this.GongMingSetData(2,this.RefineMonsterPropertyList[i],this.treasurePanel[i].refineMasterAttriGrid,this.treasurePanel[i].refineMasterAttriNum,this.treasurePanel[i].refineMasterAttri,i)
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end
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--(神应属性)
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--(神应属性)
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-- local treeInfo=SacredTreeManager.GetCurLvPropertyValue(3,equipData[i].treePool,equipData[i].treeLv or 0)
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-- local treeInfo=SacredTreeManager.GetCurLvPropertyValue(3,equipData[i].treePool,equipData[i].treeLv or 0)
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-- this.treasurePanel[i].TreeAttriNum.text = string.format("[神应等级:%s/%s]",equipData[i].treeLv,equipData[i].maxTreeLv)
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-- this.treasurePanel[i].TreeAttriNum.text = string.format("[神应等级:%s/%s]",equipData[i].treeLv,equipData[i].maxTreeLv)
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@ -403,7 +403,9 @@ function this.ShowEquipData(i)
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-- this.treasurePanel[i].TreeAttri:SetActive(false)
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-- this.treasurePanel[i].TreeAttri:SetActive(false)
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-- else
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-- else
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-- this.treasurePanel[i].TreeAttri:SetActive(true)
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-- this.treasurePanel[i].TreeAttri:SetActive(true)
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-- this.treasurePanel[i].bgScroll:GetComponent("RectTransform").sizeDelta = Vector2.New(800,589)
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-- local vec = this.treasurePanel[index].bgScroll:GetComponent("RectTransform").sizeDelta
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-- vec.y = vec.y + 100
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-- this.treasurePanel[index].bgScroll:GetComponent("RectTransform").sizeDelta = vec
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-- this.SetPropertyShow2(treeInfo,this.TreePropertyList[i],this.treasurePanel[i].TreeAttriGrid,this.TreePropertyList2[i])
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-- this.SetPropertyShow2(treeInfo,this.TreePropertyList[i],this.treasurePanel[i].TreeAttriGrid,this.TreePropertyList2[i])
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-- end
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-- end
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if i == 1 then
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if i == 1 then
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@ -413,7 +415,7 @@ function this.ShowEquipData(i)
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end
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end
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function this.GongMingSetData(curTabIndex,proPreList,grid,title,go)
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function this.GongMingSetData(curTabIndex,proPreList,grid,title,go,index)
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--获取穿戴宝物强化/精炼的最小等级
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--获取穿戴宝物强化/精炼的最小等级
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local minLv--最小等级
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local minLv--最小等级
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local maxlv --最大等级
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local maxlv --最大等级
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@ -423,7 +425,7 @@ function this.GongMingSetData(curTabIndex,proPreList,grid,title,go)
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end
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end
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go.gameObject:SetActive(true)
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go.gameObject:SetActive(true)
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for i = 1, #curHeroData.jewels do
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for i = 1, #curHeroData.jewels do
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local curEquipTreasureData = EquipTreasureManager.GetTreasureData(curHeroData.jewels[i])
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local curEquipTreasureData = EquipTreasureManager.GetSingleTreasureByIdDyn(curHeroData.jewels[i])
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if curTabIndex == 1 then
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if curTabIndex == 1 then
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if minLv then
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if minLv then
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if curEquipTreasureData.lv < minLv then
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if curEquipTreasureData.lv < minLv then
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@ -477,6 +479,9 @@ function this.GongMingSetData(curTabIndex,proPreList,grid,title,go)
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go.gameObject:SetActive(false)
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go.gameObject:SetActive(false)
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return
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return
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end
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end
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local vec = this.treasurePanel[index].bgScroll:GetComponent("RectTransform").sizeDelta
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vec.y = vec.y + 100
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this.treasurePanel[index].bgScroll:GetComponent("RectTransform").sizeDelta = vec
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go.gameObject:SetActive(true)
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go.gameObject:SetActive(true)
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if curTabIndex == 1 then
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if curTabIndex == 1 then
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title.text = string.format("<color=#FE2F33>强化大师%s级</color>",curJewelResonanceConfig.SortId)
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title.text = string.format("<color=#FE2F33>强化大师%s级</color>",curJewelResonanceConfig.SortId)
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