【神将】神将上限999,继续通过碎片合成会导致游戏崩溃

dev_chengFeng
zhangqiang 2021-01-21 11:10:29 +08:00
parent f86c0122bc
commit fc167398d6
4 changed files with 171 additions and 90 deletions

View File

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View File

@ -11,7 +11,7 @@ local resolveBooleList={false,false,false,false,false,false,false,false}
local curSelectQuantityList={}--当前选择后的稀有度 选项 {0=true1=false ...} 稀有度是依次减小的
local curResolveAllItemList={}--最终向后段发送的分解list
local isShowTishi=false
local endHeroNum = 0
--碎片合成
local itemData
local compoundNum=0
@ -131,7 +131,11 @@ function BagResolveAnCompoundPanel:BindEvent()
this.SendBackCompoundReCallBack(drop)
end)
else
if endHeroNum > 0 then
PopupTipPanel.ShowTip(Language[10200])
else
PopupTipPanel.ShowTip("神将已达上限")
end
end
elseif itemData.itemConfig.ItemType==ItemType.Box then--宝箱
if compoundNum>0 then
@ -293,7 +297,7 @@ function this.OnShowLayout3Data()
this.btnCompoundText.text=Language[10210]
local maxCompoundValue = math.floor(itemData.num/itemData.itemConfig.UsePerCount)
compoundMaxNum=maxCompoundValue > gameSetting.HeroCompoundLimit and gameSetting.HeroCompoundLimit or maxCompoundValue
local endHeroNum=gameSetting.HeroNumlimit-LengthOfTable(HeroManager.heroDataLists)
endHeroNum=gameSetting.HeroNumlimit-LengthOfTable(HeroManager.heroDataLists)
compoundMaxNum=compoundMaxNum >endHeroNum and endHeroNum or compoundMaxNum
elseif itemData.itemConfig.ItemType==ItemType.Box then--宝箱
this.nameText.text=Language[10211]
@ -307,10 +311,14 @@ function this.OnShowLayout3Data()
compoundMaxNum=itemData.num
end
compoundNum=1
this.Slider:GetComponent("Slider").value=1
compoundNum= compoundNum>=compoundMaxNum and compoundMaxNum or compoundNum
Log("compoundNum "..compoundNum)
if compoundMaxNum > 0 then
this.Slider:GetComponent("Slider").value=1
this.Slider:GetComponent("Slider").minValue=1
else
this.Slider:GetComponent("Slider").value=0
this.Slider:GetComponent("Slider").minValue=0
end
this.Slider:GetComponent("Slider").maxValue=compoundMaxNum
--this.ShowCompoundNumData(compoundNum)
this.ShowCompoundNumData(compoundMaxNum)

View File

@ -390,14 +390,19 @@ function FindTreasureMainPanel:ActivityRewardSingleShow(_activityRewardGo,reward
end)
end)
Util.AddOnceClick(lockBtn, function()
if rewardData.lock == 0 then
rewardData.lock = 1
PopupTipPanel.ShowTip("已锁定任务!")
else
Util.AddOnceClick(lockLockImage, function()
rewardData.lock = 0
PopupTipPanel.ShowTip("已将任务解锁!")
end
NetManager.MissingRoomLockRequest(rewardData.missionId,rewardData.lock, function()
--刷新界面
TaskManager.RefreshFindTreasureStatrData2(rewardData.missionId,rewardData.lock)
LogPink("rewardData.lock "..rewardData.lock)
self:ActivityRewardSingleShow(activityRewardGo,rewardData)
end)
end)
Util.AddOnceClick(lockOpenImage, function()
rewardData.lock = 1
PopupTipPanel.ShowTip("已锁定任务!")
NetManager.MissingRoomLockRequest(rewardData.missionId,rewardData.lock, function()
--刷新界面
TaskManager.RefreshFindTreasureStatrData2(rewardData.missionId,rewardData.lock)

View File

@ -59,12 +59,18 @@ function RewardItemSingleShowPopup:BindEvent()
item.itemId= _itemData.id
item.itemNum=compoundNum*_itemData.itemConfig.UsePerCount
Log("sssssssssssssss "..item.itemId.." "..item.itemNum)
local gameSetting = ConfigManager.GetConfigData(ConfigName.GameSetting, 1)
local endHeroNum=gameSetting.HeroNumlimit-LengthOfTable(HeroManager.heroDataLists)
if endHeroNum > 0 then
NetManager.HeroComposeRequest(item,function (drop)
this.SendBackCompoundReCallBack(drop)
end)
if compoundNum<=0 then
PopupTipPanel.ShowTip(Language[10200])
end
else
PopupTipPanel.ShowTip("神将已达上限")
end
else
PopupTipPanel.ShowTip(Language[11592])
end