少年修仙传客户端代码仓库
9939 子 【BT0.1】【主干】装备升星修改 / 【BT0.1】【主干】装备升星修改
2个文件已修改
30 ■■■■■ 已修改文件
System/EquipStar/EquipStarWin.cs 21 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/ItemTip/TipStarPropertyWidget.cs 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/EquipStar/EquipStarWin.cs
@@ -517,12 +517,18 @@
                yield return WaitingForSecondConst.WaitMS2000;
            }
            for (var i = 0; i < m_Stars.Length; i++)
            //循环显示不同颜色,如10星在第一颗图标星换颜色
            int starCnt = stars.Count;
            int starLevel = model.GetStarLevel(new Int2(model.selectedLevel.value, model.selectedPlace.value));
            int iconCnt = m_Stars.Length;
            int loop = ((int)Math.Max(starLevel - 1, 0)) / iconCnt;
            for (var i = 0; i < iconCnt; i++)
            {
                if (i < stars.Count)
                if (i < starCnt)
                {
                    var star = stars[i];
                    m_Stars[i].Display(star.actived);
                    var starIndex = loop * iconCnt + i < starLevel ? loop * iconCnt + i : i;
                    var star = stars[starIndex];
                    m_Stars[i].Display(star.actived, starIndex / iconCnt);
                    if (star.newGet)
                    {
                        m_Stars[i].PlayEffect();
@@ -553,10 +559,11 @@
            public Image imageStar;
            public UIEffect newStarEffect;
            public void Display(bool active)
            public void Display(bool active, int loopIndex)
            {
                container.SetActive(true);
                imageStar.SetActive(active);
                container.gameObject.SetActive(true);
                imageStar.gameObject.SetActive(active);
                imageStar.SetSprite("ImgStar_" + loopIndex);
            }
            public void Hide()
System/ItemTip/TipStarPropertyWidget.cs
@@ -17,13 +17,16 @@
        public void Display(ItemTipUtility.StarInfo starInfo)
        {
            for (int i = 0; i < m_Stars.Length; i++)
            var iconCnt = m_Stars.Length;
            for (int i = 0; i < iconCnt; i++)
            {
                var behaviour = m_Stars[i];
                if (i < starInfo.maxLevel)
                {
                    behaviour.SetActive(true);
                    behaviour.SetSprite(i < starInfo.starLevel ? "BJKM_6" : "BJKM_7");
                    behaviour.gameObject.SetActive(true);
                    var loop = (starInfo.starLevel - 1) / iconCnt;
                    var starIndex = loop * iconCnt + i < starInfo.starLevel ? loop : loop - 1;
                    behaviour.SetSprite(i < starInfo.starLevel ? "ImgStar_" + starIndex : "BJKM_7");
                }
                else
                {