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local numStr = "" - if num >= 1000000 then - numStr = tostring(math.floor(num / 10000)) - else - numStr = tostring(num) - end +function SetNumShow(numGrid,numPre,numStr,isShow) local numTb = StringConvertToTable(tostring(numStr)) local numList = {} for i = 1,numGrid.transform.childCount - 1 do @@ -2313,7 +2307,7 @@ function SetNumShow(numGrid,numPre,num) numList[i].text = numTb[i] end end - if num >= 1000000 then + if isShow then numGrid.transform:GetChild(numGrid.transform.childCount-1).gameObject:SetActive(true) else numGrid.transform:GetChild(numGrid.transform.childCount-1).gameObject:SetActive(false) diff --git a/Assets/ManagedResources/~Lua/Modules/Explore/ExploreMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Explore/ExploreMainPanel.lua index 73e7bb7f4c..253cd2de7d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Explore/ExploreMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Explore/ExploreMainPanel.lua @@ -187,7 +187,13 @@ function ExploreMainPanel:SetMapData() self.mapList[k].mapBg.gameObject:SetActive(false) self.mapList[k].mapBgIma.sprite = self.spLoader:LoadSprite(v.iconName) self.mapList[k].mapBgIma:SetNativeSize() - SetNumShow(self.mapList[k].minForce,self.mapList[k].force.gameObject,v.force) + local numStr = "" + if v.force >= 1000000 then + numStr = tostring(math.floor(v.force / 10000)) + else + numStr = tostring(v.force) + end + SetNumShow(self.mapList[k].minForce,self.mapList[k].force.gameObject,numStr,v.force >= 1000000) if PlayerManager.level < v.openLevel then self.mapList[k].condition.gameObject:SetActive(true) if v.openLevel ~= 999 then diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/GeneralSizeFitterPopup_ExploreSelectFormation.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/GeneralSizeFitterPopup_ExploreSelectFormation.lua index 6fb34dd0dc..c3e4282990 100644 --- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/GeneralSizeFitterPopup_ExploreSelectFormation.lua +++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/GeneralSizeFitterPopup_ExploreSelectFormation.lua @@ -71,7 +71,8 @@ function this:OnShow() this.itemList[i].notOpenTip = Util.GetGameObject(this.itemList[i].go, "notOpenTip"):GetComponent("Text") this.itemList[i].formation = Util.GetGameObject(this.itemList[i].go, "formation") this.itemList[i].name = Util.GetGameObject(this.itemList[i].formation, "name"):GetComponent("Text") - this.itemList[i].power = Util.GetGameObject(this.itemList[i].formation, "power/Text"):GetComponent("Text") + this.itemList[i].power = Util.GetGameObject(this.itemList[i].formation, "power") + this.itemList[i].powerPre = Util.GetGameObject(this.itemList[i].power, "Text") this.itemList[i].scroll = Util.GetGameObject(this.itemList[i].formation, "scroll") this.itemList[i].heroList = {} for j = 1,6 do @@ -106,7 +107,15 @@ function this:Refresh(_data,_item) _item.notOpenTip.gameObject:SetActive(false) _item.formation.gameObject:SetActive(true) _item.name.text = string.format("队伍%s",_data.index) - _item.power.text = FormationManager.GetFormationPower(_data.formationId) + local force = FormationManager.GetFormationPower(_data.formationId) + local numStr = "" + if force >= 100000000 then + numStr = tostring(math.floor(force / 10000)) + else + numStr = tostring(force) + end + SetNumShow(_item.power,_item.powerPre,numStr,force >= 100000000) + --_item.power.text = FormationManager.GetFormationPower(_data.formationId) for j, demon in ipairs(_item.heroList) do _item.heroList[j].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(1)) _item.heroList[j].hero:SetActive(false)