【神将】神将上限999,继续通过碎片合成会导致游戏崩溃
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@ -11,7 +11,7 @@ local resolveBooleList={false,false,false,false,false,false,false,false}
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local curSelectQuantityList={}--当前选择后的稀有度 选项 {0=true,1=false ...} 稀有度是依次减小的
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local curResolveAllItemList={}--最终向后段发送的分解list
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local isShowTishi=false
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local endHeroNum = 0
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--碎片合成
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local itemData
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local compoundNum=0
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@ -131,7 +131,11 @@ function BagResolveAnCompoundPanel:BindEvent()
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this.SendBackCompoundReCallBack(drop)
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end)
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else
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if endHeroNum > 0 then
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PopupTipPanel.ShowTip(Language[10200])
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else
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PopupTipPanel.ShowTip("神将已达上限")
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end
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end
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elseif itemData.itemConfig.ItemType==ItemType.Box then--宝箱
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if compoundNum>0 then
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@ -293,7 +297,7 @@ function this.OnShowLayout3Data()
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this.btnCompoundText.text=Language[10210]
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local maxCompoundValue = math.floor(itemData.num/itemData.itemConfig.UsePerCount)
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compoundMaxNum=maxCompoundValue > gameSetting.HeroCompoundLimit and gameSetting.HeroCompoundLimit or maxCompoundValue
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local endHeroNum=gameSetting.HeroNumlimit-LengthOfTable(HeroManager.heroDataLists)
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endHeroNum=gameSetting.HeroNumlimit-LengthOfTable(HeroManager.heroDataLists)
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compoundMaxNum=compoundMaxNum >endHeroNum and endHeroNum or compoundMaxNum
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elseif itemData.itemConfig.ItemType==ItemType.Box then--宝箱
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this.nameText.text=Language[10211]
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@ -307,10 +311,14 @@ function this.OnShowLayout3Data()
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compoundMaxNum=itemData.num
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end
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compoundNum=1
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this.Slider:GetComponent("Slider").value=1
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compoundNum= compoundNum>=compoundMaxNum and compoundMaxNum or compoundNum
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Log("compoundNum "..compoundNum)
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if compoundMaxNum > 0 then
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this.Slider:GetComponent("Slider").value=1
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this.Slider:GetComponent("Slider").minValue=1
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else
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this.Slider:GetComponent("Slider").value=0
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this.Slider:GetComponent("Slider").minValue=0
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end
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this.Slider:GetComponent("Slider").maxValue=compoundMaxNum
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--this.ShowCompoundNumData(compoundNum)
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this.ShowCompoundNumData(compoundMaxNum)
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@ -390,14 +390,19 @@ function FindTreasureMainPanel:ActivityRewardSingleShow(_activityRewardGo,reward
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end)
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end)
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Util.AddOnceClick(lockBtn, function()
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if rewardData.lock == 0 then
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rewardData.lock = 1
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PopupTipPanel.ShowTip("已锁定任务!")
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else
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Util.AddOnceClick(lockLockImage, function()
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rewardData.lock = 0
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PopupTipPanel.ShowTip("已将任务解锁!")
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end
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NetManager.MissingRoomLockRequest(rewardData.missionId,rewardData.lock, function()
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--刷新界面
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TaskManager.RefreshFindTreasureStatrData2(rewardData.missionId,rewardData.lock)
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LogPink("rewardData.lock "..rewardData.lock)
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self:ActivityRewardSingleShow(activityRewardGo,rewardData)
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end)
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end)
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Util.AddOnceClick(lockOpenImage, function()
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rewardData.lock = 1
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PopupTipPanel.ShowTip("已锁定任务!")
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NetManager.MissingRoomLockRequest(rewardData.missionId,rewardData.lock, function()
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--刷新界面
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TaskManager.RefreshFindTreasureStatrData2(rewardData.missionId,rewardData.lock)
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@ -59,12 +59,18 @@ function RewardItemSingleShowPopup:BindEvent()
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item.itemId= _itemData.id
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item.itemNum=compoundNum*_itemData.itemConfig.UsePerCount
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Log("sssssssssssssss "..item.itemId.." "..item.itemNum)
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local gameSetting = ConfigManager.GetConfigData(ConfigName.GameSetting, 1)
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local endHeroNum=gameSetting.HeroNumlimit-LengthOfTable(HeroManager.heroDataLists)
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if endHeroNum > 0 then
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NetManager.HeroComposeRequest(item,function (drop)
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this.SendBackCompoundReCallBack(drop)
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end)
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if compoundNum<=0 then
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PopupTipPanel.ShowTip(Language[10200])
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end
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else
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PopupTipPanel.ShowTip("神将已达上限")
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end
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else
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PopupTipPanel.ShowTip(Language[11592])
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end
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