xiyou_sanguo
zhangjiannan 2025-10-23 18:47:36 +08:00
parent 356925708a
commit dbdf53dfea
4 changed files with 210 additions and 215 deletions

View File

@ -572,7 +572,7 @@ function this.IsActivityTypeOpen(type)
table.walk(globalActConfigs, function(actConfigInfo)
if this.mission and this.mission[actConfigInfo.Id] then
activityId = actConfigInfo.Id
LogError("找到服务器活动相关配置,类型:" .. tostring(activityId))
--LogError("找到服务器活动相关配置,类型:" .. tostring(activityId))
end
end)
return activityId

View File

@ -1,133 +1,137 @@
--新的命格管理
GiftManager = {}
local this = GiftManager
local giftConfig=ConfigManager.GetConfig(ConfigName.GiftConfig)
local equipConfig=ConfigManager.GetConfig(ConfigName.EquipConfig)
local giftConfig = ConfigManager.GetConfig(ConfigName.GiftConfig)
local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
function this.Initialize()
this.allHeroGifts={}
this.playerGifts={}
this.allHeroGifts = {}
this.playerGifts = {}
end
--初始化命石
function this.InitGemsInfo(msg)
end
--初始化英雄礼物
function this.InitHeroGift(id,list)
this.allHeroGifts[id]=list
function this.InitHeroGift(id, list)
this.allHeroGifts[id] = list
end
--初始化主角礼物
function this.InitPlayerGift(list)
this.playerGifts=list
function this.InitPlayerGift(list)
this.playerGifts = list
end
--获取收取等级和最大数量
function this.GetCollectLvAndNum()
local lv=0
local maxNum=0
local collect=0
local curNum=0
for i=1,#this.playerGifts do
local id=this.playerGifts[i]
local lv = 0
local maxNum = 0
local collect = 0
local curNum = 0
for i = 1, #this.playerGifts do
local id = this.playerGifts[i]
if equipConfig[id] then
collect=collect+equipConfig[id].Gift
collect = collect + equipConfig[id].Gift
end
end
if CheckFunctionOpen(FUNCTION_OPEN_TYPE.Train) then
collect=collect+HeroManager.ReturnGiftCount()
collect = collect + HeroManager.ReturnGiftCount()
end
for k, v in ConfigPairs(giftConfig) do
if collect>=v.Gift and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).value >= v.Harmony then
lv=v.Id
curNum=v.Box
if collect >= v.Gift and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).value >= v.Harmony then
lv = v.Id
curNum = v.Box
else
maxNum=v.Box
maxNum = v.Box
break
end
end
if maxNum==0 then
maxNum=curNum
if maxNum == 0 then
maxNum = curNum
end
return lv,curNum,maxNum
return lv, curNum, maxNum
end
--设置英雄礼物 type 1穿 2
function this.SetHeroGift(id,list,type)
if this.allHeroGifts[id]==nil then
this.allHeroGifts[id]={}
function this.SetHeroGift(id, list, type)
if this.allHeroGifts[id] == nil then
this.allHeroGifts[id] = {}
end
for i=1,#list do
if type==1 then
table.insert(this.allHeroGifts[id],list[i])
elseif type==2 then
table.removebyvalue(this.allHeroGifts[id],list[i])
for i = 1, #list do
if type == 1 then
table.insert(this.allHeroGifts[id], list[i])
elseif type == 2 then
table.removebyvalue(this.allHeroGifts[id], list[i])
end
end
HeroManager.ChangeHeroGift(id,this.allHeroGifts[id])
HeroManager.ChangeHeroGift(id, this.allHeroGifts[id])
end
--设置主角礼物
function this.SetPlayerGift(list)
for i=1,#list do
table.insert(this.playerGifts,list[i])
for i = 1, #list do
table.insert(this.playerGifts, list[i])
end
end
--移除主角礼物
function this.RemovePlayerGift(list)
for i=1,#list do
table.removebyvalue(this.playerGifts,list[i])
for i = 1, #list do
table.removebyvalue(this.playerGifts, list[i])
end
end
function this.GetHeroGifts(_id)
if this.allHeroGifts[_id] then
return this.allHeroGifts[_id]
end
return {}
end
function this.GetPlayerGifts()
return this.playerGifts
end
function this.changeGiftsByType(_type,_list)
function this.changeGiftsByType(_type, _list)
end
--获取英雄礼物增加的属性
function this.GetHeroGiftAddPro(_id)
local data={}
local data = {}
if not this.allHeroGifts[_id] then
LogError("英雄gift======================nil")
return data
end
local addPro=0
if this.playerGifts and #this.playerGifts>0 then
for i=1,#this.playerGifts do
local id=this.playerGifts[i]
if equipConfig[id] and equipConfig[id].HeroGitUp and equipConfig[id].HeroGitUp>0 then
addPro=addPro + equipConfig[id].HeroGitUp
local addPro = 0
if this.playerGifts and #this.playerGifts > 0 then
for i = 1, #this.playerGifts do
local id = this.playerGifts[i]
if equipConfig[id] and equipConfig[id].HeroGitUp and equipConfig[id].HeroGitUp > 0 then
addPro = addPro + equipConfig[id].HeroGitUp
end
end
end
--HeroGitUp
local list=this.allHeroGifts[_id]
for i=1,#list do
local id=list[i]
local list = this.allHeroGifts[_id]
for i = 1, #list do
local id = list[i]
local pro = equipConfig[id].Property
if pro and #pro>0 then
if pro and #pro > 0 then
for k = 1, #pro do
local key=pro[k][1]
local value=pro[k][2]
if tonumber(key)~=0 and tonumber(key)~=nil then
local key = pro[k][1]
local value = pro[k][2]
if tonumber(key) ~= 0 and tonumber(key) ~= nil then
if not data[key] then
data[key] = 0
end
data[key] = data[key] + value
data[key] = data[key] + value
end
end
end
--英雄礼物不会加成主角属性
-- local pro2 = equipConfig[id].PlayerProperty
-- if pro2 and #pro2>0 then
@ -139,16 +143,16 @@ function this.GetHeroGiftAddPro(_id)
-- end
-- end
end
local trainAdd=0
local trainAdd = 0
if CheckFunctionOpen(FUNCTION_OPEN_TYPE.Train) then
trainAdd=HeroManager.ReturnGiftAtt()
trainAdd = HeroManager.ReturnGiftAtt()
-- for k, v in ipairs(data) do
-- data[k]=data[k]*(1+t)
-- end
end
if addPro>0 then
if addPro > 0 then
for k, v in pairs(data) do
data[k]=math.floor(v*(1+addPro/10000+trainAdd)+0.5)
data[k] = math.floor(v * (1 + addPro / 10000 + trainAdd) + 0.5)
end
end
return data
@ -156,39 +160,39 @@ end
--获取英雄礼物增加的白板属性属性(表里配置的属性)
function this.GetHeroGiftAddOriginalPro(_id)
local data={}
local data = {}
if not this.allHeroGifts[_id] then
LogError("英雄gift======================nil")
return data
end
local addPro=0
if this.playerGifts and #this.playerGifts>0 then
for i=1,#this.playerGifts do
local id=this.playerGifts[i]
if equipConfig[id] and equipConfig[id].HeroGitUp and equipConfig[id].HeroGitUp>0 then
addPro=addPro + equipConfig[id].HeroGitUp
local addPro = 0
if this.playerGifts and #this.playerGifts > 0 then
for i = 1, #this.playerGifts do
local id = this.playerGifts[i]
if equipConfig[id] and equipConfig[id].HeroGitUp and equipConfig[id].HeroGitUp > 0 then
addPro = addPro + equipConfig[id].HeroGitUp
end
end
end
--HeroGitUp
local list=this.allHeroGifts[_id]
for i=1,#list do
local id=list[i]
local list = this.allHeroGifts[_id]
for i = 1, #list do
local id = list[i]
local pro = equipConfig[id].Property
if pro and #pro>0 then
if pro and #pro > 0 then
for k = 1, #pro do
local key=pro[k][1]
local value=pro[k][2]
if tonumber(key)~=0 and tonumber(key)~=nil then
local key = pro[k][1]
local value = pro[k][2]
if tonumber(key) ~= 0 and tonumber(key) ~= nil then
if not data[key] then
data[key] = 0
end
data[key] = data[key] + value
data[key] = data[key] + value
end
end
end
--英雄礼物不会加成主角属性
-- local pro2 = equipConfig[id].PlayerProperty
-- if pro2 and #pro2>0 then
@ -200,54 +204,53 @@ function this.GetHeroGiftAddOriginalPro(_id)
-- end
-- end
end
return data
end
--检测英雄礼物合成红点
function this.CheckHeroGiftComRed()
local giftList=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.EquipConfig,"Position",8)
local giftList = ConfigManager.TryGetAllConfigsDataByKey(ConfigName.EquipConfig, "Position", 8)
if giftList then
for i=1,#giftList do
local curequipSign=giftList[i]
if curequipSign.Formula and #curequipSign.Formula>0 and type(curequipSign.Formula[1][1])~="userdata" then
local key=curequipSign.Formula[1][1]
local value=curequipSign.Formula[1][2]
local isMatEnough=false
for i = 1, #giftList do
local curequipSign = giftList[i]
if curequipSign.Formula and #curequipSign.Formula > 0 and type(curequipSign.Formula[1][1]) ~= "userdata" then
local key = curequipSign.Formula[1][1]
local value = curequipSign.Formula[1][2]
local isMatEnough = false
local datas = BagManager.GetBagItemDataByItemType(ItemBaseType.HeroGift)
local curBagSoulPrintDatas = {}
local maxNum=0
local maxNum = 0
for i = 1, #datas do
if curequipSign.Star>0 then
if curequipSign.Star > 0 then
if datas[i].id == key then
for j=1,datas[i].num do
if maxNum==value then
for j = 1, datas[i].num do
if maxNum == value then
break
end
maxNum=maxNum+1
maxNum = maxNum + 1
end
end
else
if equipConfig[datas[i].id].Quality == key then
for j=1,datas[i].num do
if maxNum==value then
for j = 1, datas[i].num do
if maxNum == value then
break
end
maxNum=maxNum+1
maxNum = maxNum + 1
end
end
end
end
if maxNum>=value then
isMatEnough=true
if maxNum >= value then
isMatEnough = true
end
local resource=curequipSign.Resource
local isGoldEough=true
if resource and #resource>0 and type(resource[1][1])~="userdata" then
for i=1,#resource do
if BagManager.GetItemCountById(resource[i][1]) <resource[i][2] then
isGoldEough=false
local resource = curequipSign.Resource
local isGoldEough = true
if resource and #resource > 0 and type(resource[1][1]) ~= "userdata" then
for i = 1, #resource do
if BagManager.GetItemCountById(resource[i][1]) < resource[i][2] then
isGoldEough = false
end
end
end
@ -258,53 +261,51 @@ function this.CheckHeroGiftComRed()
end
end
return false
end
--检测主角礼物合成红点
function this.CheckPlayerGiftComRed()
local giftList=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.EquipConfig,"Position",7)
local giftList = ConfigManager.TryGetAllConfigsDataByKey(ConfigName.EquipConfig, "Position", 7)
if giftList then
for i=1,#giftList do
local curequipSign=giftList[i]
if curequipSign.Formula and #curequipSign.Formula>0 and type(curequipSign.Formula[1][1])~="userdata" then
local key=curequipSign.Formula[1][1]
local value=curequipSign.Formula[1][2]
local isMatEnough=false
for i = 1, #giftList do
local curequipSign = giftList[i]
if curequipSign.Formula and #curequipSign.Formula > 0 and type(curequipSign.Formula[1][1]) ~= "userdata" then
local key = curequipSign.Formula[1][1]
local value = curequipSign.Formula[1][2]
local isMatEnough = false
local datas = BagManager.GetBagItemDataByItemType(ItemBaseType.PlayerGift)
local curBagSoulPrintDatas = {}
local maxNum=0
local maxNum = 0
for i = 1, #datas do
if curequipSign.Star>0 then
if curequipSign.Star > 0 then
if datas[i].id == key then
for j=1,datas[i].num do
if maxNum==value then
for j = 1, datas[i].num do
if maxNum == value then
break
end
maxNum=maxNum+1
maxNum = maxNum + 1
end
end
else
if equipConfig[datas[i].id].Quality == key then
for j=1,datas[i].num do
if maxNum==value then
for j = 1, datas[i].num do
if maxNum == value then
break
end
maxNum=maxNum+1
maxNum = maxNum + 1
end
end
end
end
if maxNum>=value then
isMatEnough=true
if maxNum >= value then
isMatEnough = true
end
local resource=curequipSign.Resource
local isGoldEough=true
if resource and #resource>0 and type(resource[1][1])~="userdata" then
for i=1,#resource do
if BagManager.GetItemCountById(resource[i][1]) <resource[i][2] then
isGoldEough=false
local resource = curequipSign.Resource
local isGoldEough = true
if resource and #resource > 0 and type(resource[1][1]) ~= "userdata" then
for i = 1, #resource do
if BagManager.GetItemCountById(resource[i][1]) < resource[i][2] then
isGoldEough = false
end
end
end
@ -315,28 +316,28 @@ function this.CheckPlayerGiftComRed()
end
end
return false
end
--检测英雄红点
function this.CheckRoleRedPointById(_id)
local isOpen=CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift)
if isOpen==false then
local isOpen = CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift)
if isOpen == false then
return false
end
local lv,cur,max=this.GetCollectLvAndNum()
local lv, cur, max = this.GetCollectLvAndNum()
--LogError("lv==============="..lv.." cur=="..cur.." max=="..max)
if this.allHeroGifts[_id] then
local list=this.allHeroGifts[_id]
if #list>=cur then
local list = this.allHeroGifts[_id]
if #list >= cur then
return false
end
local suitIds={}
for i=1,#list do
table.insert(suitIds,equipConfig[list[i]].SuiteID)
local suitIds = {}
for i = 1, #list do
table.insert(suitIds, equipConfig[list[i]].SuiteID)
end
local allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.HeroGift)
for i=1,#allEquip do
if CheckListIsContainValue1(list,allEquip[i].id)==false and CheckListIsContainValue1(suitIds,equipConfig[allEquip[i].id].SuiteID)==false then
for i = 1, #allEquip do
if CheckListIsContainValue1(list, allEquip[i].id) == false and CheckListIsContainValue1(suitIds, equipConfig[allEquip[i].id].SuiteID) == false then
return true
end
end
@ -346,59 +347,58 @@ function this.CheckRoleRedPointById(_id)
return false
end
--检测主角红点
function this.CheckPlayerRedPoint()
local isOpen=CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift)
if isOpen==false then
local isOpen = CheckFunctionOpen(FUNCTION_OPEN_TYPE.Gift)
if isOpen == false then
return false
end
local suitIds={}
for i=1,#this.playerGifts do
table.insert(suitIds,equipConfig[this.playerGifts[i]].SuiteID)
local suitIds = {}
for i = 1, #this.playerGifts do
table.insert(suitIds, equipConfig[this.playerGifts[i]].SuiteID)
end
local allEquip = BagManager.GetBagItemDataByItemType(ItemBaseType.PlayerGift)
for i=1,#allEquip do
if CheckListIsContainValue1(this.playerGifts,allEquip[i].id)==false and CheckListIsContainValue1(suitIds,equipConfig[allEquip[i].id].SuiteID)==false then
for i = 1, #allEquip do
if CheckListIsContainValue1(this.playerGifts, allEquip[i].id) == false and CheckListIsContainValue1(suitIds, equipConfig[allEquip[i].id].SuiteID) == false then
return true
end
end
return false
end
--获取英雄潜能等级
function this.GetHeroPotencyLvById(did)
local lv=0
if this.playerGifts and #this.playerGifts>0 then
for i=1,#this.playerGifts do
local id=this.playerGifts[i]
if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew>0 and type(equipConfig[id].PotentialNew[1])~="userdata" then
lv=lv+equipConfig[id].PotentialNew[2]
local lv = 0
if this.playerGifts and #this.playerGifts > 0 then
for i = 1, #this.playerGifts do
local id = this.playerGifts[i]
if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew > 0 and type(equipConfig[id].PotentialNew[1]) ~= "userdata" then
lv = lv + equipConfig[id].PotentialNew[2]
end
end
end
if this.allHeroGifts and this.allHeroGifts[did] then
local list=this.allHeroGifts[did]
for i=1,#list do
local id=list[i]
if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew>0 and type(equipConfig[id].PotentialNew[1])~="userdata" then
lv=lv+equipConfig[id].PotentialNew[2]
local list = this.allHeroGifts[did]
for i = 1, #list do
local id = list[i]
if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew > 0 and type(equipConfig[id].PotentialNew[1]) ~= "userdata" then
lv = lv + equipConfig[id].PotentialNew[2]
end
end
end
--LogError("礼物增加 潜能 lv====================================="..lv)
lv=lv+TianShuMiJuanManger.GetAddPotentialLV()
lv = lv + TianShuMiJuanManger.GetAddPotentialLV()
return lv
end
--获取主角礼物添加的潜能等级
function this.GetPlayerGiftAddPotencyLv()
local lv=0
if this.playerGifts and #this.playerGifts>0 then
for i=1,#this.playerGifts do
local id=this.playerGifts[i]
if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew>0 and type(equipConfig[id].PotentialNew[1])~="userdata" then
lv=lv+equipConfig[id].PotentialNew[2]
local lv = 0
if this.playerGifts and #this.playerGifts > 0 then
for i = 1, #this.playerGifts do
local id = this.playerGifts[i]
if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew > 0 and type(equipConfig[id].PotentialNew[1]) ~= "userdata" then
lv = lv + equipConfig[id].PotentialNew[2]
end
end
end
@ -407,33 +407,32 @@ end
--获取英雄礼物添加的潜能等级
function this.GetHeroGiftAddPotencyLv(did)
local lv=0
local lv = 0
if this.allHeroGifts and this.allHeroGifts[did] then
local list=this.allHeroGifts[did]
for i=1,#list do
local id=list[i]
if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew>0 and type(equipConfig[id].PotentialNew[1])~="userdata" then
lv=lv+equipConfig[id].PotentialNew[2]
local list = this.allHeroGifts[did]
for i = 1, #list do
local id = list[i]
if equipConfig[id] and equipConfig[id].PotentialNew and #equipConfig[id].PotentialNew > 0 and type(equipConfig[id].PotentialNew[1]) ~= "userdata" then
lv = lv + equipConfig[id].PotentialNew[2]
end
end
end
return lv
end
--获取主角礼物增加的属性
function this.GetPlayerGiftAddPro()
local data={}
for i=1,#this.playerGifts do
local id=this.playerGifts[i]
LogError("id=========================="..id)
local data = {}
for i = 1, #this.playerGifts do
local id = this.playerGifts[i]
LogError("id==========================" .. id)
local pro = equipConfig[id].PlayerProperty
if pro and #pro>0 then
if pro and #pro > 0 then
for k = 1, #pro do
local key=pro[k][1]
local value= pro[k][2]
if tonumber(key) ~=nil and tonumber(key)~=0 then
if key~=0 and key~=nil then
local key = pro[k][1]
local value = pro[k][2]
if tonumber(key) ~= nil and tonumber(key) ~= 0 then
if key ~= 0 and key ~= nil then
if not data[key] then
data[key] = 0
end
@ -442,55 +441,46 @@ function this.GetPlayerGiftAddPro()
end
end
end
local pro2 = equipConfig[id].Property
if pro2 and #pro2>0 and pro2[1][1]~=0 and pro2[1][1]~=nil then
if pro2 and #pro2 > 0 and pro2[1][1] ~= 0 and pro2[1][1] ~= nil then
for k = 1, #pro2 do
local key=pro2[k][1]
local value=pro2[k][2]
if tonumber(key) ~=nil and tonumber(key)~=0 then
local key = pro2[k][1]
local value = pro2[k][2]
if tonumber(key) ~= nil and tonumber(key) ~= 0 then
if not data[key] then
data[key] = 0
end
if value and value~=0 then
LogError("pro2[k][1]==="..key.." value=="..value)
data[key] = data[key] + value
if value and value ~= 0 then
LogError("pro2[k][1]===" .. key .. " value==" .. value)
data[key] = data[key] + value
end
end
end
end
end
return data
end
function this.CheckGemRed()
return false
end
function this.CheckSuperGemRed()
return false
end
function this.GetPlayerGiftAdd()
local addPro=0
if this.playerGifts and #this.playerGifts>0 then
for i=1,#this.playerGifts do
local id=this.playerGifts[i]
if equipConfig[id] and equipConfig[id].HeroGitUp and equipConfig[id].HeroGitUp>0 then
addPro=addPro + equipConfig[id].HeroGitUp
local addPro = 0
if this.playerGifts and #this.playerGifts > 0 then
for i = 1, #this.playerGifts do
local id = this.playerGifts[i]
if equipConfig[id] and equipConfig[id].HeroGitUp and equipConfig[id].HeroGitUp > 0 then
addPro = addPro + equipConfig[id].HeroGitUp
end
end
end
return addPro/100
return addPro / 100
end
return this
return this

View File

@ -175,7 +175,7 @@ function this.RefreshWindowData()
--显示上面赠送的
local list = GiftManager.GetPlayerGifts()
LogError("#list=============================" .. #list)
local maxNum = 16
local maxNum = 12
if #list > maxNum then
maxNum = #list + 4
end

View File

@ -31,7 +31,7 @@ function RoleGiftPanel:InitComponent()
for i = 1, 2 do
tabs[i] = Util.GetGameObject(self.transform, "Tabs/Btn" .. i)
local nameTxt = Util.GetGameObject(tabs[i], "Text"):GetComponent("Text")
nameTxt.fontSize = 40
nameTxt.fontSize = 40
nameTxt.text = tableName[i]
redTabs[i] = Util.GetGameObject(tabs[i], "red")
if i == 2 then
@ -226,6 +226,8 @@ function this.RefreshWindowData()
--显示上面赠送的
local list = GiftManager.GetHeroGifts(curHeroData.dynamicId)
lv, curNum, maxNum = GiftManager.GetCollectLvAndNum()
LogError("礼物数量:" .. tostring(lv) .. "/" .. tostring(curNum) .. "/" .. tostring(maxNum) .. "/" .. tostring(#list))
--[[
if #list >= 50 then
curNum = #list + 6
maxNum = #list + 6
@ -233,8 +235,10 @@ function this.RefreshWindowData()
curNum = 50
maxNum = 50
end
this.lvTxt.text = Language[12731] .. lv .. Language[10065]
LogError("lv=========" .. lv .. " curnum==" .. curNum .. " maxNum==" .. maxNum)
]]
local giftConfig = ConfigManager.GetConfig(ConfigName.GiftConfig)
this.lvTxt.text = GetLanguageStrById("鸿蒙阵") .. giftConfig[lv].Harmony .. Language[10065]
--LogError("lv=========" .. lv .. " curnum==" .. curNum .. " maxNum==" .. maxNum)
--maxNum=0
local giftDatas = {}
allUpIds = {}
@ -300,7 +304,6 @@ function this.RefreshWindowData()
.. string.format(GetLanguageStrById(Language[12183]), math.floor(originalList[i] * HeroManager.ReturnGiftAtt()),
HeroManager.ReturnGiftAtt())
]]
elseif i == #proList then
this.proGrid.transform:GetChild(i - 1).gameObject:SetActive(true)
this.proGrid.transform:GetChild(i - 1):GetComponent("Text").text = proList[i]
@ -359,7 +362,9 @@ function this.SingleUpItemShow(_go, data, _index)
add:SetActive(false)
red:SetActive(false)
lockText.gameObject:SetActive(true)
lockText.text = Language[12731] .. lv + 1 .. Language[10056]
--lockText.text = Language[12731] .. lv + 1 .. Language[10056]
local giftConfig = ConfigManager.GetConfig(ConfigName.GiftConfig)
lockText.text = GetLanguageStrById("鸿蒙阵") .. giftConfig[lv + 1].Harmony .. Language[10056]
else
lockObj:SetActive(false)
lockText.gameObject:SetActive(false)