| | |
| | | jobPosNameText.text = HeroUIManager.Instance.GetJobName(hero.heroConfig.Class); |
| | | descText.text = hero.heroConfig.Desc; |
| | | fightPowerText.text = UIHelper.ReplaceLargeArtNum(hero.CalculateFightPower()); |
| | | PlayerMainDate.Instance.AddPowerNotOnTeam(hero); |
| | | // PlayerMainDate.Instance.AddPowerNotOnTeam(hero); |
| | | lockImg.SetActive(hero.isLock); |
| | | unLockImg.SetActive(!hero.isLock); |
| | | |
| | |
| | | redpointAwake.SetActive(false); |
| | | redpointGift.SetActive(false); |
| | | redpointLVUP.SetActive(false); |
| | | if (!hero.IsInTeamByTeamType(TeamType.Story)) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | |
| | | var heroCnt = PackManager.Instance.GetItemCountByID(PackType.Hero, hero.heroId); |
| | | var itemPack = PackManager.Instance.GetSinglePack(PackType.Item); |
| | | |
| | | //5星后才能觉醒 |
| | | if (hero.heroStar >= HeroUIManager.Instance.starLevelCanAwake) |
| | | { |
| | | //判断觉醒材料是否足够 |
| | | var maxAwakeLV = HeroAwakeConfig.GetMaxAwakeLV(hero.heroId); |
| | | if (hero.awakeLevel < maxAwakeLV) |
| | | { |
| | | var config = HeroQualityAwakeConfig.GetQualityAwakeConfig(hero.Quality, hero.awakeLevel); |
| | | if (itemPack.GetCountById(config.UPCostItem[0]) >= config.UPCostItem[1]) |
| | | { |
| | | redpointAwake.SetActive(true); |
| | | } |
| | | } |
| | | } |
| | | |
| | | if (heroCnt > 1) |
| | | { |
| | |
| | | redpointLVUP.SetActive(true); |
| | | } |
| | | } |
| | | |
| | | |
| | | if (!hero.IsInTeamByTeamType(TeamType.Story)) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | |
| | | //5星后才能觉醒 |
| | | if (hero.heroStar >= HeroUIManager.Instance.starLevelCanAwake) |
| | | { |
| | | //判断觉醒材料是否足够 |
| | | var maxAwakeLV = HeroAwakeConfig.GetMaxAwakeLV(hero.heroId); |
| | | if (hero.awakeLevel < maxAwakeLV) |
| | | { |
| | | var config = HeroQualityAwakeConfig.GetQualityAwakeConfig(hero.Quality, hero.awakeLevel); |
| | | if (itemPack.GetCountById(config.UPCostItem[0]) >= config.UPCostItem[1]) |
| | | { |
| | | redpointAwake.SetActive(true); |
| | | } |
| | | } |
| | | } |
| | | |
| | | |
| | | } |
| | | } |