【魂印 神印】==========================穿戴修改
parent
e7e8bb0990
commit
f961a7b87e
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@ -4183,9 +4183,9 @@ function this.CheckHeroIsCanAddGodPrint(index,herodata)
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elseif index==2 then
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elseif index==2 then
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isCan=herodata.heroConfig.Profession==2
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isCan=herodata.heroConfig.Profession==2
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elseif index==3 then
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elseif index==3 then
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isCan=herodata.heroConfig.Profession==4
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elseif index==4 then
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isCan=herodata.heroConfig.Profession==3
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isCan=herodata.heroConfig.Profession==3
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elseif index==4 then
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isCan=herodata.heroConfig.Profession==4
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elseif index==5 then
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elseif index==5 then
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isCan=herodata.heroConfig.Job==1
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isCan=herodata.heroConfig.Job==1
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elseif index==6 then
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elseif index==6 then
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@ -269,14 +269,14 @@ function this.SetLoopUI()
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local rules=v.OpenRules
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local rules=v.OpenRules
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if rules[1]==1 then
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if rules[1]==1 then
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if PlayerManager.level<rules[2] then
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if PlayerManager.level<rules[2] then
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this.SetLoopPre(loopList[loopCount],2,nil,didLv)
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this.SetLoopPre(loopList[loopCount],2,v.SlotPosition,didLv)
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break
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break
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else
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else
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this.SetLoopPre(loopList[loopCount],1)
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this.SetLoopPre(loopList[loopCount],1)
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end
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end
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elseif rules[1]==2 then
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elseif rules[1]==2 then
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if curHeroData.star<rules[2] then
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if curHeroData.star<rules[2] then
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this.SetLoopPre(loopList[loopCount],2,nil,didLv)
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this.SetLoopPre(loopList[loopCount],2,v.SlotPosition,didLv)
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break
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break
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else
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else
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this.SetLoopPre(loopList[loopCount],1)
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this.SetLoopPre(loopList[loopCount],1)
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@ -286,8 +286,8 @@ function this.SetLoopUI()
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--数据赋值
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--数据赋值
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for k=1,#curHeroData.soulPrintList do
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for k=1,#curHeroData.soulPrintList do
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local index=curHeroData.soulPrintList[k].position
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local index=k --curHeroData.soulPrintList[k].position
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this.SetLoopPre(loopList[index],3,index,curHeroData.soulPrintList[k])
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this.SetLoopPre(loopList[index],3,k,curHeroData.soulPrintList[k])
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end
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end
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end
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end
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function this.GetSoulLockTip()
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function this.GetSoulLockTip()
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@ -345,7 +345,7 @@ function this.SetLoopPre(root,type,index,data,curIndex)
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Util.GetGameObject(unlock,"circle"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circle)
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Util.GetGameObject(unlock,"circle"):GetComponent("Image").sprite=this.spLoader:LoadSprite(SoulPrintSpriteByQuantity[equipConfig[data.equipId].Quality].circle)
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Util.GetGameObject(unlock,"Name"):GetComponent("Text").text=GetLanguageStrById(itemConfig[data.equipId].Name)
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Util.GetGameObject(unlock,"Name"):GetComponent("Text").text=GetLanguageStrById(itemConfig[data.equipId].Name)
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Util.AddOnceClick(root,function()
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Util.AddOnceClick(root,function()
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local pos=index
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local pos=data.position
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LogBlue("卸下时 "..data.equipId)
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LogBlue("卸下时 "..data.equipId)
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UIManager.OpenPanel(UIName.SoulPrintPopUp,2,curHeroData.dynamicId,data.equipId,pos,function()
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UIManager.OpenPanel(UIName.SoulPrintPopUp,2,curHeroData.dynamicId,data.equipId,pos,function()
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PopupTipPanel.ShowTip(Language[11904])
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PopupTipPanel.ShowTip(Language[11904])
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@ -464,20 +464,47 @@ end
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--自动获取魂印的位置 如果有位置返回位置 如果没位置返回0
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--自动获取魂印的位置 如果有位置返回位置 如果没位置返回0
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function this.GetPos()
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function this.GetPos()
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local _data={}
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local _data={}
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for k=1,loopCount do
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-- for k=1,loopCount do
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if Util.GetGameObject(loopList[k].gameObject,"UnLock").activeSelf then
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-- if Util.GetGameObject(loopList[k].gameObject,"UnLock").activeSelf then
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table.insert(_data,k,k)
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-- table.insert(_data,k,k)
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-- end
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-- end
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-- for i = 1, loopCount do
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-- if _data[i]==nil then
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-- return i
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-- end
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-- if didLen == LengthOfTable(_data) then
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-- return 0
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-- end
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-- end
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local _d = {}
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for k, v in ConfigPairs(equipSignSetting) do
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if v.OpenRules then
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if v.OpenRules[1]==1 then
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if PlayerManager.level >= v.OpenRules[2] then
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table.insert(_d, v.SlotPosition)
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end
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elseif v.OpenRules[1]==2 then
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if curHeroData.star>=v.OpenRules[2] then
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table.insert(_d, v.SlotPosition)
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end
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end
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end
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end
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for i = 1, loopCount do
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if _data[i]==nil then
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end
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return i
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end
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local wearList={}
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if curHeroData.soulPrintList and #curHeroData.soulPrintList>0 then
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for k, v in pairs(curHeroData.soulPrintList) do
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table.insert(wearList,v.position)
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end
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end
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for i=1,#_d do
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if CheckListIsContainValue1(wearList,_d[i])==false then
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return _d[i]
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end
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end
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end
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if didLen == LengthOfTable(_data) then
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return 0
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return 0
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end
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end
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end
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end
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function this.ShowRedPotDataAndSort(allData)
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function this.ShowRedPotDataAndSort(allData)
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local didMaxLen,didLen,didLv,maxLv = HeroManager.GetSoulPrintLoopUIMaxData(curHeroData)
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local didMaxLen,didLen,didLv,maxLv = HeroManager.GetSoulPrintLoopUIMaxData(curHeroData)
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if curHeroData.soulPrintList and #curHeroData.soulPrintList >= didLen then
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if curHeroData.soulPrintList and #curHeroData.soulPrintList >= didLen then
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