From b36ebe510cfb23d3fe9ceabffc282c2955915480 Mon Sep 17 00:00:00 2001 From: zhangqiang <657634622@qq.com> Date: Mon, 24 Aug 2020 16:29:27 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BF=AE=E6=94=B9=E5=AE=9D=E7=89=A9=E5=88=86?= =?UTF-8?q?=E8=A7=A3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/ManagedResources/~Lua/Common/Language.lua | 7 ++++--- .../~Lua/Modules/Expedition/ExpeditionMainPanel.lua | 2 +- .../Popup/View/GeneralPopup_ResolveEquipTreasure.lua | 3 ++- .../~Lua/Modules/RoleInfo/EquipTreasureManager.lua | 5 +++-- 4 files changed, 10 insertions(+), 7 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Common/Language.lua b/Assets/ManagedResources/~Lua/Common/Language.lua index 56ea689af5..28630a78cf 100644 --- a/Assets/ManagedResources/~Lua/Common/Language.lua +++ b/Assets/ManagedResources/~Lua/Common/Language.lua @@ -2213,7 +2213,7 @@ [12212] = "宝物分解", [12213] = "无可分解宝物!", [12214] = "最多选择%s个宝物!", - [12215] = "请选择需要分解的宝器!", + [12215] = "请选择需要分解的宝物!", [12216] = "这里?", [12217] = "无法用于无限循环的方法", [12218] = "未命中", @@ -2271,8 +2271,8 @@ [12270] = "材料", [12271] = "(注意:本次出售包含金色或红色装备!)", [12272] = "出售数量不可为0个", - [12273] = "宝物将分解为宝魂,若宝物已强化或精炼,分解后将清空强化和精炼等级,并100%返还养成材料。", - [12274] = "(注意:本次出售包含金色或红色宝器!)", + [12273] = "宝物将分解为", + [12274] = "(注意:本次出售包含金色或红色宝物!)", [12275] = "分解后获得:", [12276] = "神将归元成功,等级重置为1级", [12277] = "未查询到符合条件的装备!", @@ -2292,4 +2292,5 @@ [12291] = "请选择需要合成的神将", [12292] = "%s星同阵营神将", [12293] = "完成上方任务即可免费领取神将", + [12294] = ",若宝物已强化或精炼,分解后将清空强化和精炼等级,并100%返还养成材料。", } diff --git a/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionMainPanel.lua index 78a74530ab..53450703eb 100644 --- a/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionMainPanel.lua @@ -61,7 +61,7 @@ function ExpeditionMainPanel:InitComponent() --self.mask = Util.GetGameObject(self.parent, "mask") --self.mask:SetActive(false) npc = NameManager.roleSex == ROLE_SEX.BOY and "live2d_npc_map" or "live2d_npc_map_nv" - local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one*0.2 or Vector3.one * 0.12 + local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.26 or Vector3.one * 0.26 self.liveNode = poolManager:LoadLive(npc, Util.GetTransform(self.parent, "playerLive"), scale, Vector3.zero) SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic") if SkeletonGraphic then diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveEquipTreasure.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveEquipTreasure.lua index 033fefd1b1..ba74f8dc2f 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveEquipTreasure.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveEquipTreasure.lua @@ -83,7 +83,8 @@ function this:OnShow(_parent,...) isEquipShowSure=true end end - this.bodyText.text= string.format( Language[12273],ConfigManager.GetConfigData(ConfigName.ItemConfig,29)) + local itemName = ConfigManager.GetConfigData(ConfigName.ItemConfig,29).Name + this.bodyText.text= Language[12273]..itemName..Language[12294] this.bodyText2:GetComponent("Text").text=Language[12274] this.bodyText2.gameObject:SetActive(isEquipShowSure) this.tipText.text = Language[12275] diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua index aff9258c12..4c2c9bd2e0 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua @@ -592,7 +592,7 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData) for i, v in pairs(selectEquipTreasureData) do local curEquipTreasureData = allTreasures[i] if not curEquipTreasureData then return end - --先把精炼的材料放进去 因为有宝器 放前边 + --先把精炼的材料放进去 因为有宝器 放前边 if curEquipTreasureData.refineLv > 0 then for i=0,curEquipTreasureData.refineLv-1 do local refineJewelRankupConfig =ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",2,"Level",i,"PoolID",curEquipTreasureData.refinePool) @@ -618,7 +618,8 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData) end if curEquipTreasureData.lv > 0 then for i=0,curEquipTreasureData.lv - 1 do - local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",1,"Level",i,"PoolID",curEquipTreasureData.LevelupPool) + local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",1,"Level",i,"PoolID",curEquipTreasureData.levelPool) + if lvJewelRankupConfig then --强化消耗的材料 if lvJewelRankupConfig.UpExpend then