| | |
| | | [SerializeField]
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| | | ScrollerController suirAttrCtrl;
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| | |
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| | | [Header("诛仙套装")]
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| | | [SerializeField] GameObject jadeDynastySuitObj;
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| | | [SerializeField] JadeDynastySuitAttrBeh curJadeDynastySuitAttr;
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| | | [SerializeField] JadeDynastySuitAttrBeh nextJadeDynastySuitAttr;
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| | |
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| | | [SerializeField] List<GameObject> attrCutLinelist = new List<GameObject>();
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| | | #endregion
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| | |
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| | |
| | | SetWashAttrUI();
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| | | SetGemAttrUI();
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| | | SetSuitAttrUI();
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| | | SetJadeDynastySuitAttr();
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| | | for (int i = 0; i < attrCutLinelist.Count; i++)
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| | | {
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| | | if (i == curAttrTypeNum - 1)
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| | |
| | | }
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| | | }
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| | |
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| | | private void SetJadeDynastySuitAttr()
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| | | {
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| | | if (jadeDynastySuitObj == null) return;
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| | |
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| | | if(itemAttrData.itemConfig.EquipPlace >= (int)RoleEquipType.JadeDynasty_Cloak
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| | | && itemAttrData.itemConfig.EquipPlace <= (int)RoleEquipType.JadeDynasty_Sword4)
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| | | {
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| | | jadeDynastySuitObj.SetActive(true);
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| | | }
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| | | else
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| | | {
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| | | jadeDynastySuitObj.SetActive(false);
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| | | return;
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| | | }
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| | |
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| | | bool isMaxSuitLv = false;
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| | | int maxSuitLv = 1;
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| | | int curSuitLv = itemAttrData.packType == PackType.rptJadeDynastyItem ? maxSuitLv : 0;
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| | | bool isShowNext = !isMaxSuitLv && itemAttrData.packType == PackType.rptJadeDynastyItem;
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| | | nextJadeDynastySuitAttr.gameObject.SetActive(isShowNext);
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| | | if(isShowNext)
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| | | {
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| | | curJadeDynastySuitAttr.SetDisplay(curSuitLv);
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| | | nextJadeDynastySuitAttr.SetDisplay(curSuitLv + 1);
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| | | }
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| | | else
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| | | {
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| | | curJadeDynastySuitAttr.SetDisplay(curSuitLv);
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| | | }
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| | | }
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| | |
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| | | private void SetMidUIHeight(float midHeight)
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| | | {
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| | | scrollRect.enabled = false;
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