svn逻辑同步
parent
5154fdbac0
commit
c4751eed0a
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@ -9290,7 +9290,7 @@ ParticleSystem:
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--- !u!199 &8784777500139318308
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ParticleSystemRenderer:
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serializedVersion: 6
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m_ObjectHideFlags: 2
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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@ -14582,7 +14582,7 @@ ParticleSystem:
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--- !u!199 &6409678742855279415
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ParticleSystemRenderer:
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serializedVersion: 6
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m_ObjectHideFlags: 2
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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@ -19709,7 +19709,7 @@ ParticleSystem:
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--- !u!199 &5134806021683923440
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ParticleSystemRenderer:
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serializedVersion: 6
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m_ObjectHideFlags: 2
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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@ -24754,7 +24754,7 @@ ParticleSystem:
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--- !u!199 &8594092854800795284
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ParticleSystemRenderer:
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serializedVersion: 6
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m_ObjectHideFlags: 2
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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@ -29536,7 +29536,7 @@ ParticleSystem:
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--- !u!199 &5592400397920860441
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ParticleSystemRenderer:
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serializedVersion: 6
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m_ObjectHideFlags: 2
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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@ -1095,7 +1095,7 @@
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[11094] = "职业限定:%s",
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[11095] = "件激活)</color>",
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[11096] = "搜索进度:",
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[11097] = "初始",
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[11097] = "情报",
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[11098] = "满星",
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[11099] = "传记",
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[11100] = "内容未开放",
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@ -2195,4 +2195,11 @@
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[12194] = "瑶池魇妖化作一阵青烟消失~~",
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[12195] = "大闹天宫进入重置阶段,请等待凌晨5点后进入!",
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[12196] = "无符合要求的神将!",
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[12197] = "已成功恢复神将!",
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[12198] = "哦了",
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[12199] = "求求你输个ID吧!",
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[12200] = "后刷新",
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[12201] = "保留",
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[12202] = "贪婪节点无数据",
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[12203] = "您已完成求援!",
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}
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@ -11,7 +11,7 @@ local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local isFristOpenTime = Timer.New()
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local orginLayer=0--层级
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local list={}
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--初始化组件(用于子类重写)
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function BagPanel:InitComponent()
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@ -127,7 +127,7 @@ function this:OnClickAllBtn()
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itemData = {}
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itemData = this.GetBagItemData()
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local allEquipData = {}
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allEquipData = EquipManager.GetAllEquipData3()
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allEquipData = EquipManager.GetAllEquipData2()
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for i, v in pairs(allEquipData) do
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table.insert(itemData, v)
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end
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@ -191,10 +191,10 @@ function this.OnRefreshSoulPanelBagData()
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this:SetItemData(itemData, ItemBaseType.SoulPrint)
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end
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local orginLayer2
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--设置背包列表数据
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function this:SetItemData(_itemDatas)
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list={}
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this.ItemsSortData(_itemDatas)
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if not this.ScrollView then
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local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
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@ -208,7 +208,16 @@ function this:SetItemData(_itemDatas)
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go.gameObject:SetActive(false)
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end
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this.SingleItemDataShow(go, _itemDatas[index])
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if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
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table.insert(list,go)
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end
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end)
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--特效层级重设
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for i=1,#list do
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Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer2)
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end
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orginLayer2 = this.sortingOrder
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orginLayer = this.sortingOrder
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if this.isFristOpen then
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this.ScrollView:ForeachItemGO(function(index, go)
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@ -368,9 +377,7 @@ function this.SingleItemDataShow(_go, _itemData)
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Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circleBg2)
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Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/Icon"):GetComponent("Image").sprite=Util.LoadSprite(_itemData.icon)
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Util.GetGameObject(_go.gameObject,"GameObject/item/circleFrameBg/circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[itemConfig[_itemData.itemConfig.Id].Quantity].circle)
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UI_Effect_Kuang_JinSe:SetActive(true)
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Util.AddParticleSortLayer(_go, this.sortingOrder-orginLayer)
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orginLayer=this.sortingOrder
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UI_Effect_Kuang_JinSe.gameObject:SetActive(true)
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-- Util.GetGameObject(_go.transform, "GameObject/item/resetLv"):GetComponent("Text").text = "+" .. _itemData.level
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end
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end
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@ -543,11 +550,16 @@ function this.SetPlayerHead()
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this.playerHead:SetPosition(Vector3.New(-5, 0, 0))
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end
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local orginLayer
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function BagPanel:OnSortingOrderChange()
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Util.AddParticleSortLayer(this.ItemViewEffect, self.sortingOrder - this.EffectOrginLayer)
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Util.AddParticleSortLayer(this.vipPrivilegeBtn, self.sortingOrder - this.EffectOrginLayer)
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--特效层级重设
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for i=1,#list do
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Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer)
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end
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orginLayer = this.sortingOrder
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--Util.AddParticleSortLayer(this.itemEffect, self.sortingOrder - this.EffectOrginLayer)
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this.EffectOrginLayer = self.sortingOrder
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@ -683,7 +695,7 @@ function this.GetBagItemData()
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local _index = 1
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local _bagItemData = {}
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for i, v in pairs(BagManager.bagDatas) do
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if v.isBag and v.num > 0 and v.itemConfig.ItemType ~= ItemType.Pokemon then
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if v.isBag and v.num > 0 and v.itemConfig.ItemType ~= ItemType.Pokemon and v.itemConfig.ItemType ~= ItemType.HunYin then
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--进背包 数量大于零的 不是异妖部件
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_bagItemData[_index] = v
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_index = _index + 1
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@ -702,7 +714,9 @@ function BagPanel:OnDestroy()
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ClearRedPointObject(RedPointType.Bag_BoxAndBlueprint, tabs1RedPoint[ItemBaseType.Special])
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ClearRedPointObject(RedPointType.Setting, this.headRedpot)
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ClearRedPointObject(RedPointType.VipPrivilege, this.vipRedPoint)
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list={}
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orginLayer2=0
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orginLayer=0
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end
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--跳转显示新手提示圈
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@ -117,25 +117,6 @@ function this.GetAllEquipData2()
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return equips
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end
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--背包专用 去除已穿装备
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--做装备叠加特殊组拼数据 去除魂印
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function this.GetAllEquipData3()
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local equips = {}
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for i, v in pairs(this.equipDatas) do
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if v.upHeroDid == "0" and v.position~=5 then
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--table.insert(equips,v)
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if equips[v.id] then
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equips[v.id].num = equips[v.id].num + 1
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else
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equips[v.id] = v
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equips[v.id].num = 1
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end
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end
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end
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--table.sort(equips, function(a,b) return a.id < b.id end)
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return equips
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end
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--获取单个装备数据
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function this.GetSingleEquipData(_equipDid)
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if this.equipDatas[_equipDid] then
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@ -33,6 +33,16 @@ function this:BindEvent()
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PopupTipPanel.ShowTip(Language[11007])
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return
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end
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local isFinish = 0
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for i = 1, #allMyAidData do
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if allMyAidData[i].num == allMyAidData[i].hadtakenum and allMyAidData[i].hadtakenum == guildHelpConfig[1].RecourseTime[2] then
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isFinish = isFinish + 1
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end
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end
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if isFinish >= 2 then
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PopupTipPanel.ShowTip(Language[12203])
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return
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end
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local itemId1 = nil
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local itemId2 = nil
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if MyGuildManager.MyFeteInfo.guildHelpInfo and #MyGuildManager.MyFeteInfo.guildHelpInfo > 0 then
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@ -473,9 +473,12 @@ local funcList2={
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[7]=function() --踩宝箱只发0
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NetManager.GetTrialBoxRewardRequest(0,function(msg)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointRemove, MapManager.curTriggerPos)--删除宝箱点
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1,function()
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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end)
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-- UIManager.OpenPanel(UIName.RewardItemPopup,msg.boxDrop,1,function()
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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-- end)
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local data = TrialMiniGameManager.IdToNameIconNum(msg.boxDrop.itemlist[1].itemId,msg.boxDrop.itemlist[1].itemNum)
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PopupTipPanel.ShowColorTip(data[1],data[2],data[3])
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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end)
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end,
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[13] = function() -- 试炼副本答题游戏1
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@ -12,6 +12,9 @@ local heroRankupConfig=ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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local jewelConfig=ConfigManager.GetConfig(ConfigName.JewelConfig)
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local choosedList
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local pinjieImage={"r_hero_pinjiebiao_01","r_hero_pinjiebiao_02"} --该死的品阶图片 1是未激活 2是激活
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local orginLayer2 = 0
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local orginLayer = 0
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--初始化组件(用于子类重写)
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function RoleInfoPopup:InitComponent()
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@ -168,6 +171,9 @@ end
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function RoleInfoPopup:OnDestroy()
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soulPrintPreList={}
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this.pinjieList={}
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soulPrintPreList={}
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orginLayer2=0
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orginLayer=0
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end
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--设置技能选中外框
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@ -374,6 +380,7 @@ function this.EquipInfo()
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end
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end
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--魂印
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function this.SoulPrintInfo()
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local curHeroSoulPrintDatas = {}
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this.soulPrintInfo.gameObject:SetActive(#curHeroData.soulPrintList~=0)
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@ -385,6 +392,13 @@ function this.SoulPrintInfo()
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end
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soulPrintPreList[i].name="Pre"..i
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--特效层级重设
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for i=1,#soulPrintPreList do
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Util.AddParticleSortLayer(soulPrintPreList[i], this.sortingOrder- orginLayer2)
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end
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orginLayer2 = this.sortingOrder
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orginLayer=this.sortingOrder
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local frame=Util.GetGameObject(soulPrintPreList[i],"Frame"):GetComponent("Image")
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local icon=Util.GetGameObject(soulPrintPreList[i],"circleFrameBg/Icon"):GetComponent("Image")
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frame.sprite=Util.LoadSprite(GetQuantityImageByquality(equipConfig[v.equipId].Quality))
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@ -423,4 +437,12 @@ function this.TalismanInfo()
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end
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end
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function this.OnSortingOrderChange()
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--特效层级重设
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for i=1,#soulPrintPreList do
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Util.AddParticleSortLayer(soulPrintPreList[i], this.sortingOrder- orginLayer)
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end
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orginLayer = this.sortingOrder
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end
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return RoleInfoPopup
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@ -29,6 +29,10 @@ local _PanelType = {
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[3] = PanelType.requiem,
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[4] = PanelType.StarSoul,
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}
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local list={}
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local orginLayer2=0
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local orginLayer=0
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--初始化组件(用于子类重写)
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function HeroAndEquipResolvePanel:InitComponent()
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@ -310,7 +314,7 @@ function this.SortTypeClick(_sortType,_btn)
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this.SingleEquipTreasureDataShow(go, equipTreasureData[index])
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end)
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elseif tabType == 4 then
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LogBlue(tostring(tabSortType))
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list={}
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soulPrintData= BagManager.GetAllSoulPrintData(tabSortType)
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this.soulPrintChooseType=tabSortType
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if(not soulPrintData or #soulPrintData<1) then
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@ -321,7 +325,15 @@ function this.SortTypeClick(_sortType,_btn)
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this.selectText.text = Language[11775].."0/"..#soulPrintData
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this.ScrollView3:SetData(soulPrintData, function (index, go)
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this:SetSoulPrintData(go, soulPrintData[index],index)
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table.insert(list,go)
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end)
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--特效层级重设
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for i=1,#list do
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Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer2)
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end
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orginLayer2 = this.sortingOrder
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orginLayer = this.sortingOrder
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end
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end
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@ -1109,6 +1121,9 @@ function HeroAndEquipResolvePanel:OnDestroy()
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this.ScrollView = nil
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this.ScrollView2 = nil
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this.ScrollView3=nil
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list={}
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orginLayer2=0
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orginLayer=0
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end
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--根据品质获取
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@ -1130,4 +1145,14 @@ function this.GetAllEquiptreasureByQuantity(Quantity)
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end)
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return equipTreasure
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end
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function this.OnSortingOrderChange()
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--特效层级重设
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for i=1,#list do
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Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer)
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end
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orginLayer = this.sortingOrder
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end
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return HeroAndEquipResolvePanel
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@ -66,12 +66,14 @@ end
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function this.OpenTreasure(star)
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local config= ConfigManager.GetConfigData(40)
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local configs= string.split(config.Value,'|')
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-- for i=1,#configs do
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-- if configs[i]
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-- end
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-- if PlayerManager.level>= then
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-- end
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for i=1,#configs do
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if string.split(configs[i],'#')[1]==1 then --玩家等级
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return PlayerManager.level >= string.split(configs[i],'#')[2]
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end
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if string.split(configs[i],'#')[2] and string.split(configs[i],'#')[2] ==2 then --英雄星级
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return star >= string.split(configs[i],'#')[2]
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end
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end
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end
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--获取当前宝物升级数据
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@ -250,6 +250,7 @@ function this:AllEquipUpBtnOnClick()
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curHeroEquipDatas[equipData.equipType+4]=equipData
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end
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end
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local equipEffectPos={}
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local treasureEffectPos={}
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--如果身上的装备 带锁 则不替换
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@ -331,9 +332,8 @@ function this:AllEquipUpBtnOnClick()
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else
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PopupTipPanel.ShowTip(Language[11826])
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end
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--6星英雄才能穿宝物
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if isCanUpEquipTreasure then
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if curHeroData.star >=6 then
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--if EquipTreasureManager.OpenTreasure(curHeroData.star) then
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--穿戴宝物
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if allTreasureIds and #allTreasureIds>0 then
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--for i = 1, #allEquipIds do
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@ -351,7 +351,7 @@ function this:AllEquipUpBtnOnClick()
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else
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PopupTipPanel.ShowTip(Language[11827])
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end
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end
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--end
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end
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PlaySoundWithoutClick(SoundConfig.Sound_Wear)
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@ -392,10 +392,9 @@ function this.ShowHeroEquip()
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if config then
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local limits = string.split(config.Value, "|")
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if limits then
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local heroConfig=ConfigManager.GetConfigData(ConfigName.HeroConfig,curHeroData.id)
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local lvs=string.split(limits[1],"#")
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local stars=string.split(limits[2],"#")
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if PlayerManager.level>=tonumber(lvs[2]) and heroConfig~=nil and heroConfig.MaxRank>=tonumber(stars[2]) then
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if PlayerManager.level>=tonumber(lvs[2]) and curHeroData.star >=tonumber(stars[2]) then
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isCanUpEquipTreasure = true
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this.equipTreasureBtn.gameObject:SetActive(true)
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this.treasure1.gameObject:SetActive(true)
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@ -13,7 +13,7 @@ local tabs = {}
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local itemData = {}
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local currentDataList = {}
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local chooseIdList = {}
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||||
local list={}
|
||||
|
||||
function SoulPrintHandBook:InitComponent()
|
||||
this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn")
|
||||
|
@ -68,7 +68,11 @@ function SoulPrintHandBook:RemoveListener()
|
|||
end
|
||||
|
||||
function SoulPrintHandBook:OnSortingOrderChange()
|
||||
this.sortingOrder = self.sortingOrder
|
||||
--特效层级重设
|
||||
for i=1,#list do
|
||||
Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer)
|
||||
end
|
||||
orginLayer = self.sortingOrder
|
||||
end
|
||||
|
||||
function SoulPrintHandBook:OnOpen()
|
||||
|
@ -88,6 +92,7 @@ function SoulPrintHandBook:OnDestroy()
|
|||
this.scrollView=nil
|
||||
end
|
||||
|
||||
local orginLayer2=0
|
||||
--打开页面时,页面数据刷新
|
||||
function this.OnRefresh(index)
|
||||
local tempData={}
|
||||
|
@ -101,17 +106,18 @@ function this.OnRefresh(index)
|
|||
end
|
||||
end
|
||||
--预设容器
|
||||
local list={}
|
||||
list={}
|
||||
this.scrollView:SetData(tempData,function(index,root)
|
||||
this.SetScrollPre(root,tempData[index])
|
||||
table.insert(list,root )
|
||||
table.insert(list,root)
|
||||
end)
|
||||
this.scrollView:SetIndex(1)
|
||||
|
||||
--特效层级重设
|
||||
for i=1,#list do
|
||||
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer)
|
||||
Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer2)
|
||||
end
|
||||
orginLayer2 = this.sortingOrder
|
||||
orginLayer = this.sortingOrder
|
||||
end
|
||||
--设置预设
|
||||
|
|
|
@ -31,6 +31,9 @@ local index=0--当前索引
|
|||
local isShow=true--默认显示装备中的魂印
|
||||
local _specialData={}
|
||||
|
||||
local list={}
|
||||
|
||||
local orginLayer2 = 0
|
||||
function SoulPrintPanel:InitComponent()
|
||||
this.upView = SubUIManager.Open(SubUIConfig.UpView, this.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
|
||||
this.helpBtn= Util.GetGameObject(this.gameObject, "HelpBtn")
|
||||
|
@ -109,12 +112,13 @@ end
|
|||
|
||||
function SoulPrintPanel:RemoveListener()
|
||||
end
|
||||
|
||||
local orginLayer = 0
|
||||
function SoulPrintPanel:OnSortingOrderChange()
|
||||
-- for i=1,6 do
|
||||
-- Util.AddParticleSortLayer( this.effectList[i], this.sortingOrder - orginLayer)
|
||||
-- end
|
||||
orginLayer = this.sortingOrder
|
||||
--特效层级重设
|
||||
for i=1,#list do
|
||||
Util.AddParticleSortLayer(list[i], self.sortingOrder- orginLayer)
|
||||
end
|
||||
orginLayer = self.sortingOrder
|
||||
end
|
||||
|
||||
function SoulPrintPanel:OnOpen(_curHeroData,_heroDatas)
|
||||
|
@ -163,6 +167,9 @@ function SoulPrintPanel:OnDestroy()
|
|||
SubUIManager.Close(this.upView)
|
||||
this.scrollView=nil
|
||||
loopList={}
|
||||
list={}
|
||||
orginLayer2=0
|
||||
orginLayer=0
|
||||
end
|
||||
|
||||
--点击左
|
||||
|
@ -276,9 +283,9 @@ function this.SetLoopPre(root,type,index,data,curIndex)
|
|||
Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[0].circleBg1)
|
||||
Util.GetGameObject(lock,"Text"):GetComponent("Text").text=string.format( Language[11947],data)
|
||||
elseif type==3 then
|
||||
Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=true
|
||||
--Util.GetGameObject(bg,"Frame"):GetComponent("Image").enabled=true
|
||||
Util.GetGameObject(bg,"bg"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg1)
|
||||
Util.GetGameObject(bg,"Frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByqualityPoint(equipConfig[data.equipId].Quality))
|
||||
--Util.GetGameObject(bg,"Frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByqualityPoint(equipConfig[data.equipId].Quality))
|
||||
Util.GetGameObject(unlock,"circleFrame"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circleBg2)
|
||||
Util.GetGameObject(unlock,"Icon"):GetComponent("Image").sprite=Util.LoadSprite(GetResourcePath(itemConfig[data.equipId].ResourceID))
|
||||
Util.GetGameObject(unlock,"circle"):GetComponent("Image").sprite=Util.LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circle)
|
||||
|
@ -317,13 +324,24 @@ function this.SetScrollData()
|
|||
local data =SoulPrintManager.GetAllSoulPrint(isShow,curHeroData.id,curHeroData.dynamicId)
|
||||
this.empty:SetActive(#data==0)
|
||||
this.ShowRedPotDataAndSort(data)
|
||||
|
||||
list={}
|
||||
this.scrollView:SetData(data,function(index,root)
|
||||
this.SetScrollPre(root,data[index])
|
||||
table.insert(list,root)
|
||||
end)
|
||||
--特效层级重设
|
||||
for i=1,#list do
|
||||
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer2)
|
||||
end
|
||||
orginLayer2 = this.sortingOrder
|
||||
orginLayer = this.sortingOrder
|
||||
this.scrollView:SetIndex(1)
|
||||
end
|
||||
--设置魂印列表预设
|
||||
function this.SetScrollPre(root,data)
|
||||
local effect = Util.GetGameObject(root,"UI_Effect_Kuang_JinSe")
|
||||
|
||||
local frame=Util.GetGameObject(root,"Frame"):GetComponent("Image")
|
||||
local icon=Util.GetGameObject(root,"Icon"):GetComponent("Image")
|
||||
local name=Util.GetGameObject(root,"Name"):GetComponent("Text")
|
||||
|
@ -351,8 +369,11 @@ function this.SetScrollPre(root,data)
|
|||
PopupTipPanel.ShowTip(Language[11950])
|
||||
return
|
||||
end
|
||||
if this.GetCurHeroSoulPrintState(data.id) then
|
||||
PopupTipPanel.ShowTip(Language[11950])
|
||||
return
|
||||
end
|
||||
local pos=this.GetPos()--位置
|
||||
|
||||
UIManager.OpenPanel(UIName.SoulPrintPopUp,1,curHeroData.dynamicId,data.id,pos,function()
|
||||
PopupTipPanel.ShowTip(Language[11604])
|
||||
this.RefreshShow()
|
||||
|
@ -390,6 +411,7 @@ function this.ShowRedPotDataAndSort(allData)
|
|||
end)
|
||||
return
|
||||
end
|
||||
|
||||
local allUpSoulPrint = {}--所有已上魂印
|
||||
if curHeroData.soulPrintList then
|
||||
for i = 1, #curHeroData.soulPrintList do
|
||||
|
@ -398,9 +420,17 @@ function this.ShowRedPotDataAndSort(allData)
|
|||
end
|
||||
--LogError("allUpSoulPrint "..LengthOfTable(allUpSoulPrint).." "..#allData)
|
||||
local haveRedPointSid = {}--所有已标记红点魂印
|
||||
|
||||
local temp=SoulPrintManager.GetAllSoulPrint(true,curHeroData.id,curHeroData.dynamicId)
|
||||
local limitSoulPrint = {}
|
||||
for i = 1, #temp do
|
||||
if not limitSoulPrint[temp[i].id] and equipConfig[temp[i].id].limit == 1 and temp[i].upHero ~= "" then
|
||||
limitSoulPrint[temp[i].id] = temp[i].id
|
||||
end
|
||||
end
|
||||
for i = 1, #allData do
|
||||
--这个英雄没有装备这个魂印,并且可以装备,别的英雄也没有装备,并且不在haveRedPointSid列表里
|
||||
if not allUpSoulPrint[allData[i].id] and equipConfig[allData[i].id].Range and equipConfig[allData[i].id].Range[1] == 0 and allData[i].upHero == "" and not haveRedPointSid[allData[i].id] then
|
||||
--这个英雄没有装备这个魂印,并且可以装备,并且不在haveRedPointSid列表里
|
||||
if not allUpSoulPrint[allData[i].id] and equipConfig[allData[i].id].Range and equipConfig[allData[i].id].Range[1] == 0 and allData[i].upHero == "" and not haveRedPointSid[allData[i].id] then
|
||||
allData[i].isShowRedPot = 1--有空位可以穿戴
|
||||
haveRedPointSid[allData[i].id] = allData[i].id
|
||||
else
|
||||
|
@ -420,6 +450,10 @@ function this.ShowRedPotDataAndSort(allData)
|
|||
allData[i].isShowRedPot = 1--有空位可以穿戴
|
||||
haveRedPointSid[allData[i].id] = allData[i].id
|
||||
end
|
||||
|
||||
if limitSoulPrint[allData[i].id] then
|
||||
allData[i].isShowRedPot = 0
|
||||
end
|
||||
end
|
||||
table.sort(allData, function(a,b)
|
||||
if a.isShowRedPot > b.isShowRedPot then
|
||||
|
|
Binary file not shown.
Binary file not shown.
|
@ -2200,3 +2200,4 @@
|
|||
12200,后刷新
|
||||
12201,保留
|
||||
12202,贪婪节点无数据
|
||||
12203,您已完成求援!
|
||||
|
|
|
Loading…
Reference in New Issue