道具获取扫荡文案修改
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@ -88,14 +88,16 @@ function MopUpUI:refreshTarget()
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self.rewardCell:refreshItemById(self.target.id)
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self.rewardCell:hideCountTx()
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uiMap["mop_up_ui.bg.item_node.desc_1"]:setText(GFunc.getRewardName(GConst.REWARD_TYPE.ITEM, self.target.id))
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local curProgress = DataManager.BagData.ItemData:getItemNumById(self.target.id) or 0
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local itemNameTx = GFunc.getRewardName(GConst.REWARD_TYPE.ITEM, self.target.id)
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local progressTx
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if curProgress >= self.target.value then
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progressTx = string.format("<color=#49FF49>%s</color>/%s", curProgress, self.target.value)
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else
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itemNameTx = itemName .. "<color=#FF4949>(" .. I18N:getGlobalText(I18N.GlobalConst.MOP_UP_DESC_3) .. ")</color>"
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progressTx = string.format("<color=#FF4949>%s</color>/%s", curProgress, self.target.value)
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end
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uiMap["mop_up_ui.bg.item_node.desc_1"]:setText(itemNameTx)
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uiMap["mop_up_ui.bg.item_node.desc_2"]:setText(progressTx)
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uiMap["mop_up_ui.bg.item_node.progress_slider"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = curProgress / self.target.value
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end
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@ -152,15 +152,9 @@ function ArmorInfoComp:refreshSelectArmor()
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icon:setSprite(atlas, name, function ()
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icon:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize()
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end)
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if costNum - haveNum > 0 then
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add:setActive(true)
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icon:setTouchEnable(true)
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else
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add:setActive(false)
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icon:setTouchEnable(false)
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end
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add:setActive(costNum - haveNum > 0)
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icon:addClickListener(function()
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UIManager:showUI("app/ui/dungeon/item_get_ui", {id = costId, value = costNum - haveNum})
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UIManager:showUI("app/ui/dungeon/item_get_ui", {id = costId, value = costNum - haveNum < 0 and 0 or costNum - haveNum})
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end)
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else
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costNode:setActive(false)
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@ -111,15 +111,9 @@ function WeaponInfoComp:refresh()
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icon:setSprite(atlas, name, function ()
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icon:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_IMAGE):SetNativeSize()
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end)
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if costNum - haveNum > 0 then
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add:setActive(true)
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icon:setTouchEnable(true)
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else
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add:setActive(false)
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icon:setTouchEnable(false)
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end
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add:setActive(costNum - haveNum > 0)
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icon:addClickListener(function()
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UIManager:showUI("app/ui/dungeon/item_get_ui", {id = costId, value = costNum - haveNum})
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UIManager:showUI("app/ui/dungeon/item_get_ui", {id = costId, value = costNum - haveNum < 0 and 0 or costNum - haveNum})
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end)
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else
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costNode:setActive(false)
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@ -17,6 +17,8 @@ local PAGE_DISCOUNT_LEVEL_SELL_CELL = "app/ui/shop/cell/level_sell_cell" -- 助
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local PAGE_DISCOUNT_GROW_SELL_CELL = "app/ui/shop/cell/grow_sell_cell" -- 成长
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local PAGE_DISCOUNT_COIN_SELL_CELL = "app/ui/shop/cell/coin_sell_cell" -- 金币
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local PAGE_DISCOUNT_ARENA_SELL_CELL = "app/ui/shop/cell/arena_gift_sell_cell" -- 竞技场
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local PAGE_DISCOUNT_WEAPON_SELL_CELL = "app/ui/shop/cell/weapon_gift_sell_cell" -- 武器
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local PAGE_DISCOUNT_ARMOR_SELL_CELL = "app/ui/shop/cell/armor_gift_sell_cell" -- 防具
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function ShopComp:init()
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self.uiMap = self.baseObject:genAllChildren()
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