diff --git a/Assets/ManagedResources/Prefabs/UI/Resolve/ResolvePanel.prefab b/Assets/ManagedResources/Prefabs/UI/Resolve/ResolvePanel.prefab
index c4f22d5dc4..6d18c6c2f0 100644
--- a/Assets/ManagedResources/Prefabs/UI/Resolve/ResolvePanel.prefab
+++ b/Assets/ManagedResources/Prefabs/UI/Resolve/ResolvePanel.prefab
@@ -10600,6 +10600,7 @@ RectTransform:
- {fileID: 4663419730025427567}
- {fileID: 5373429256794595735}
- {fileID: 466593261980153343}
+ - {fileID: 8633555331539142215}
m_Father: {fileID: 249968238702547965}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -11452,6 +11453,85 @@ Animator:
m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorControllerStateOnDisable: 0
+--- !u!1 &6867206597551021426
+GameObject:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 6
+ m_Component:
+ - component: {fileID: 56467236738518938}
+ - component: {fileID: 2703524141127747054}
+ - component: {fileID: 3311643116072573029}
+ m_Layer: 5
+ m_Name: Text
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!224 &56467236738518938
+RectTransform:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 6867206597551021426}
+ m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
+ m_LocalPosition: {x: 0, y: 0, z: 0}
+ m_LocalScale: {x: 1, y: 1, z: 1}
+ m_Children: []
+ m_Father: {fileID: 8633555331539142215}
+ m_RootOrder: 0
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+ m_AnchorMin: {x: 0.5, y: 0.5}
+ m_AnchorMax: {x: 0.5, y: 0.5}
+ m_AnchoredPosition: {x: 0, y: 0}
+ m_SizeDelta: {x: 35, y: 35}
+ m_Pivot: {x: 0.5, y: 0.5}
+--- !u!222 &2703524141127747054
+CanvasRenderer:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 6867206597551021426}
+ m_CullTransparentMesh: 0
+--- !u!114 &3311643116072573029
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 6867206597551021426}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 708705254, guid: f70555f144d8491a825f0804e09c671c, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ m_Material: {fileID: 0}
+ m_Color: {r: 1, g: 1, b: 1, a: 1}
+ m_RaycastTarget: 1
+ m_OnCullStateChanged:
+ m_PersistentCalls:
+ m_Calls: []
+ m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
+ Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
+ m_FontData:
+ m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
+ m_FontSize: 23
+ m_FontStyle: 0
+ m_BestFit: 0
+ m_MinSize: 0
+ m_MaxSize: 50
+ m_Alignment: 4
+ m_AlignByGeometry: 0
+ m_RichText: 1
+ m_HorizontalOverflow: 1
+ m_VerticalOverflow: 1
+ m_LineSpacing: 1
+ m_Text: 100
--- !u!1 &6886743111393572980
GameObject:
m_ObjectHideFlags: 0
@@ -11827,6 +11907,81 @@ MonoBehaviour:
m_FillClockwise: 1
m_FillOrigin: 0
m_UseSpriteMesh: 0
+--- !u!1 &7265240548483264191
+GameObject:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 6
+ m_Component:
+ - component: {fileID: 8633555331539142215}
+ - component: {fileID: 2571934949732263402}
+ - component: {fileID: 4319416126592036627}
+ m_Layer: 5
+ m_Name: treeLv
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!224 &8633555331539142215
+RectTransform:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 7265240548483264191}
+ m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
+ m_LocalPosition: {x: 0, y: 0, z: 0}
+ m_LocalScale: {x: 1, y: 1, z: 1}
+ m_Children:
+ - {fileID: 56467236738518938}
+ m_Father: {fileID: 5211199677466938847}
+ m_RootOrder: 7
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+ m_AnchorMin: {x: 1, y: 0}
+ m_AnchorMax: {x: 1, y: 0}
+ m_AnchoredPosition: {x: 24.6, y: -5.4}
+ m_SizeDelta: {x: 45, y: 45}
+ m_Pivot: {x: 1, y: 0}
+--- !u!222 &2571934949732263402
+CanvasRenderer:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 7265240548483264191}
+ m_CullTransparentMesh: 0
+--- !u!114 &4319416126592036627
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 7265240548483264191}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ m_Material: {fileID: 0}
+ m_Color: {r: 1, g: 1, b: 1, a: 1}
+ m_RaycastTarget: 1
+ m_OnCullStateChanged:
+ m_PersistentCalls:
+ m_Calls: []
+ m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
+ Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
+ m_Sprite: {fileID: 21300000, guid: 895a1069d68145244a20a7a3629262de, type: 3}
+ m_Type: 0
+ m_PreserveAspect: 0
+ m_FillCenter: 1
+ m_FillMethod: 4
+ m_FillAmount: 1
+ m_FillClockwise: 1
+ m_FillOrigin: 0
+ m_UseSpriteMesh: 0
--- !u!1 &7308303796595219447
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/ManagedResources/~Lua/Common/Language.lua b/Assets/ManagedResources/~Lua/Common/Language.lua
index 74ba2f7daf..64c781b914 100644
--- a/Assets/ManagedResources/~Lua/Common/Language.lua
+++ b/Assets/ManagedResources/~Lua/Common/Language.lua
@@ -1603,7 +1603,7 @@ Language = {
[11602] = GetLanguageStrById("恭送神将会获得仙缘余尘,若神将已升级,突破或进阶,还会返还%s%s消耗的金币、成长护符和九转金丹,是否确定恭送所选神将?\n\n\t\t\t\t\t\t\t送神后获得:"),
[11603] = GetLanguageStrById("宝物分解"),
[11604] = GetLanguageStrById("宝物将分解为"),
- [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