【物品特效】不再根据品质显示特效,根据新字段Quantity1判断显示

dev_chengFeng
gaoxin 2021-07-09 14:56:57 +08:00
parent 5d60ef45ab
commit be7cc055a1
1 changed files with 36 additions and 36 deletions

View File

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