diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua index 3325e0b578..456a0ebe65 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua @@ -4183,9 +4183,9 @@ function this.CheckHeroIsCanAddGodPrint(index,herodata) elseif index==2 then isCan=herodata.heroConfig.Profession==2 elseif index==3 then - isCan=herodata.heroConfig.Profession==4 - elseif index==4 then isCan=herodata.heroConfig.Profession==3 + elseif index==4 then + isCan=herodata.heroConfig.Profession==4 elseif index==5 then isCan=herodata.heroConfig.Job==1 elseif index==6 then diff --git a/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua b/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua index 11c94235f4..2a9d8a7326 100644 --- a/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua @@ -269,14 +269,14 @@ function this.SetLoopUI() local rules=v.OpenRules if rules[1]==1 then if PlayerManager.level= v.OpenRules[2] then + table.insert(_d, v.SlotPosition) + end + elseif v.OpenRules[1]==2 then + if curHeroData.star>=v.OpenRules[2] then + table.insert(_d, v.SlotPosition) + end + end + end end - for i = 1, loopCount do - if _data[i]==nil then - return i - end - if didLen == LengthOfTable(_data) then - return 0 + local wearList={} + if curHeroData.soulPrintList and #curHeroData.soulPrintList>0 then + for k, v in pairs(curHeroData.soulPrintList) do + table.insert(wearList,v.position) end end + for i=1,#_d do + if CheckListIsContainValue1(wearList,_d[i])==false then + return _d[i] + end + end + return 0 end function this.ShowRedPotDataAndSort(allData) local didMaxLen,didLen,didLv,maxLv = HeroManager.GetSoulPrintLoopUIMaxData(curHeroData)