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[11605] = GetLanguageStrById(",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。"), + [11605] = GetLanguageStrById(",若宝物已强化、精炼或神应,分解后将清空强化、精炼等级和神应等级,并100%返还养成材料。"), [11606] = GetLanguageStrById("(注意:本次出售包含金色或红色宝物!)"), [11607] = GetLanguageStrById("分解后获得:"), [11608] = GetLanguageStrById("神将归元成功,等级重置为1级"), diff --git a/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_EquipTreasure.lua b/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_EquipTreasure.lua index 682b47f110..5b761566f9 100644 --- a/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_EquipTreasure.lua +++ b/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_EquipTreasure.lua @@ -131,6 +131,7 @@ function this.SingleHeroDataShow(go,_equipTreasureData) end Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text =SubString2(GetLanguageStrById(_equipTreasureData.itemConfig.Name),8) + Util.GetGameObject(_go.transform, "treeLv/Text"):GetComponent("Text").text = _equipTreasureData.treeLv Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(_equipTreasureData.itemConfig.PropertyName)) local choosed =Util.GetGameObject(_go.transform, "choosed") choosed:SetActive(selectEquipTreasureData[_equipTreasureData.idDyn] ~= nil) diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua index d2816bed59..c917e220ee 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureStrongPopup.lua @@ -91,7 +91,7 @@ function EquipTreasureStrongPopup:BindEvent() return end this:SetWindShow(3,0) - -- this:RefreshRedPoint(0,false) + this:RefreshRedPoint(0,false) end) --强化按钮 @@ -200,13 +200,20 @@ function EquipTreasureStrongPopup:BindEvent() return end) - --神应按钮 + --神应升级按钮 Util.AddClick(this.btnShenying, function() + --材料是否足够 + if isMatEnough==false then + UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,matId) + return + end NetManager.SendUpgradeGodTreeRequest(curEquipData.idDyn,1,function (msg) PopupTipPanel.ShowTip("升级成功") - this:SetWindShow(type) + Timer.New(function() + this:SetWindShow(type,0) + end,0.1):Start() this.treasureDatas[curIndex]:OnOpen(false, {curEquipData.id,0}, 1, false, false, false, 0,curEquipData.idDyn) - this:RefreshRedPoint(0,true) + this:RefreshRedPoint(0.2,true) local oldWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv ,curEquipData.refineLv - 1,curEquipData.treeLv) local newWarPowerValue = EquipTreasureManager.CalculateWarForceBySid(curEquipData.id,curEquipData.lv,curEquipData.refineLv,curEquipData.treeLv) if oldWarPowerValue ~= newWarPowerValue then @@ -251,7 +258,7 @@ function EquipTreasureStrongPopup:RefreshRedPoint(delta,isRefreshTabRed) end this.btn_strongPageRed.gameObject:SetActive(redDataStrong) this.btn_refinePageRed.gameObject:SetActive(redDataRefine) - this.btn_shenyingPageRed.gameObject:SetActive(redDataRefine) + this.btn_shenyingPageRed.gameObject:SetActive(redDataShenying) end end diff --git a/Assets/ManagedResources/~Lua/Modules/SacredTree/SacredTreeManager.lua b/Assets/ManagedResources/~Lua/Modules/SacredTree/SacredTreeManager.lua index 440b01d4d9..00e0778b76 100644 --- a/Assets/ManagedResources/~Lua/Modules/SacredTree/SacredTreeManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/SacredTree/SacredTreeManager.lua @@ -194,35 +194,28 @@ function this.GetPropText(_treeLv,index) if _treeLv >= maxSacredLevel then--如果当前神树等级超出魂灵宝所能达到的最大等级就取最大 configNextData = nil end - -- LogRed("#configData.Property:"..tostring(#configData.Property)) for i = 1, #configData.Property do local bool = MonsterCampManager.GetFourElementTotalWave() >= ClientAttriData[i][2] - local color1 = bool and "#F3D98F" or "#A0A0A0"--是否解锁了当前属性 - local color2 = bool and "#00FF00" or "#A0A0A0"--是否解锁了当前属性 - local propArr=configData.Property[i] - local propId=propArr[1] - data[propId] = {} - data[propId].currValue = propArr[2] - -- if PropertyConfig[propArr[1]].Style == 1 then - -- data[propId].currValue = propArr[2] - -- elseif PropertyConfig[propArr[1]].Style == 2 then - -- data[propId].currValue = propArr[2] - -- end - -- LogPink("configNextData:"..tostring(configNextData)) - if configNextData then - local nextPropArr=configNextData.Property[i] - data[propId].nextValue = nextPropArr[2] - -- if PropertyConfig[nextPropArr[1]].Style == 1 then - -- data[propId].nextValue = nextPropArr[2] - propArr[2] - -- elseif PropertyConfig[nextPropArr[1]].Style == 2 then - -- data[propId].nextValue = nextPropArr[2] - propArr[2] - -- end - else - local color = not bool and "A0A0A0" or "F3D98F" - data[propId].nextValue = string.format("已达上限",color) + if bool then + local propArr=configData.Property[i] + local propId=propArr[1] + data[propId] = {} + data[propId].currValue = propArr[2] + if configNextData then + local nextPropArr=configNextData.Property[i] + data[propId].nextValue = nextPropArr[2] + else + local color = not bool and "A0A0A0" or "F3D98F" + data[propId].nextValue = string.format("已达上限",color) + end end - -- LogGreen(data[i].text1.." "..data[i].text2) end - return data + local propertyData = {} + for i = 1, #ClientAttriData do + if data[ClientAttriData[i][1]] then + propertyData[ClientAttriData[i][1]]=data[ClientAttriData[i][1]] + end + end + return propertyData end return this \ No newline at end of file