【物品特效】不再根据品质显示特效,根据新字段Quantity1判断显示
parent
5d60ef45ab
commit
be7cc055a1
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@ -143,10 +143,10 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
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if _itemData.itemType == 1 or _itemData.itemType == 0 then--物品
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--item
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if effectLayer > 0 then
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self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5)
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self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6)
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self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7)
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if effectLayer > 0 and _itemData.configData.Quantity1 then
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self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5)
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self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
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self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
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end
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if _itemData.configData == nil then
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_itemData.configData = _itemData.itemConfig
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@ -177,10 +177,10 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
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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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end)
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if effectLayer > 0 then
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self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5)
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self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6)
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self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7)
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if effectLayer > 0 and _itemData.configData.Quantity1 then
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self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5)
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self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
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self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
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end
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elseif _itemData.configData.ItemType == ItemType.TalentItem then
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--天赋材料
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@ -205,10 +205,10 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
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_itemData.id = _itemData.configData.Id
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, _itemData,nil,self.isRewardItemPop)
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end)
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if effectLayer > 0 then
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self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5 or _itemData.configData.Quantity == 4)
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self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6)
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self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7)
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if effectLayer > 0 and _itemData.configData.Quantity1 then
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self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5 or _itemData.configData.Quantity1 == 4)
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self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
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self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
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end
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elseif _itemData.configData.ItemType == ItemType.Blueprint then
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local lanTuData = WorkShopManager.GetLanTuIsOpenLock(_itemData.backData.itemId)
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@ -267,10 +267,10 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
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--Log("self.isRewardItemPop "..tostring(self.isRewardItemPop))
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UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, _itemData.backData,nil,self.isRewardItemPop)
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end)
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if effectLayer > 0 then
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self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5 or _itemData.configData.Quantity == 4)
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self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6)
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self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7)
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if effectLayer > 0 and _itemData.configData.Quantity1 then
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self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5 or _itemData.configData.Quantity1 == 4)
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self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
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self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
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end
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elseif _itemData.itemType == 3 then
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--hero
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@ -299,10 +299,10 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
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Util.AddOnceClick(self.frameBtn, function()
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UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,2,_itemData.backData.id,_itemData.backData.equipId,_itemData.backData.exp,_itemData.backData.rebuildLevel)
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end)
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if effectLayer > 0 then
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self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5)
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self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity == 6)
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self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity == 7)
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if effectLayer > 0 and _itemData.configData.Quantity1 then
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self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity1 == 5)
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self.UI_Effect_Kuang_HongSe:SetActive(_itemData.configData.Quantity1 == 6)
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self.UI_effect_WuCai_Kuang:SetActive(_itemData.configData.Quantity1 == 7)
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end
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elseif _itemData.itemType == 5 then
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self.num:SetActive(false)
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@ -407,10 +407,10 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
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-- 卸载头像框特效
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self:UnLoadFrameEffect()
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if effectLayer > 0 then
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self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity == 5)
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self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity == 6)
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self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity == 7)
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if effectLayer > 0 and itemDataConFig.Quantity1 then
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self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity1 == 5)
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self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity1 == 6)
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self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity1 == 7)
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end
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if itemDataConFig.ItemType == ItemType.NoType then
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--0无特殊分类
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@ -465,10 +465,10 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
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self.icon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[itemSId].ResourceID))
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self.starGrid:SetActive(true)
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EquipManager.SetEquipStarShow(self.spLoader, self.starGrid,itemSId)
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if effectLayer > 0 then
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self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity == 5 or itemDataConFig.Quantity == 4)
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self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity == 6)
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self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity == 7)
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if effectLayer > 0 and itemDataConFig.Quantity1 then
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self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity1 == 5 or itemDataConFig.Quantity1 == 4)
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self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity1 == 6)
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self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity1 == 7)
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end
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Util.AddOnceClick(self.frameBtn, function()
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-- UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, itemSId)
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@ -489,10 +489,10 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
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Util.AddOnceClick(self.frameBtn, function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, itemSId,nil,self.isRewardItemPop,true)
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end)
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if effectLayer > 0 then
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self.UI_Effect_Kuang_JinSe:SetActive(itemConfig[itemSId].Quantity == 5)
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self.UI_Effect_Kuang_HongSe:SetActive(itemConfig[itemSId].Quantity == 6)
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self.UI_effect_WuCai_Kuang:SetActive(itemConfig[itemSId].Quantity == 7)
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if effectLayer > 0 and itemConfig[itemSId].Quantity1 then
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self.UI_Effect_Kuang_JinSe:SetActive(itemConfig[itemSId].Quantity1 == 5)
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self.UI_Effect_Kuang_HongSe:SetActive(itemConfig[itemSId].Quantity1 == 6)
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self.UI_effect_WuCai_Kuang:SetActive(itemConfig[itemSId].Quantity1 == 7)
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end
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elseif itemDataConFig.ItemType == ItemType.Blueprint then
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--蓝图
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@ -519,10 +519,10 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
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self.innateImage:SetActive(false)
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self.innateText.text = ""
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end
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if effectLayer > 0 then
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self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity == 5)
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self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity == 6)
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self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity == 7)
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if effectLayer > 0 and itemDataConFig.Quantity1 then
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self.UI_Effect_Kuang_JinSe:SetActive(itemDataConFig.Quantity1 == 5)
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self.UI_Effect_Kuang_HongSe:SetActive(itemDataConFig.Quantity1 == 6)
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self.UI_effect_WuCai_Kuang:SetActive(itemDataConFig.Quantity1 == 7)
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end
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elseif itemDataConFig.ItemType == ItemType.Talisman then
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--法宝
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