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@@ -394,7 +394,7 @@ namespace GFGGame
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.SetRightButton(true, "好的");
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.SetRightButton(true, "好的");
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return;
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return;
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}
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}
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- int _suitId = DressUpMenuSuitDataManager.CheckCurDressIsSuit(); ;
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+ int _suitId = EquipDataCache.cacher.CheckCurDressIsSuit(); ;
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if (_fightCfg.needItemId > 0 && (_suitId <= 0 && EquipDataCache.cacher.equipDatas.IndexOf(_fightCfg.needItemId) < 0 || _suitId > 0 && Array.IndexOf(SuitCfgArray.Instance.GetCfg(_suitId).partsArr, _fightCfg.needItemId) < 0) || _fightCfg.needSuitId > 0 && _suitId != _fightCfg.needSuitId)
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if (_fightCfg.needItemId > 0 && (_suitId <= 0 && EquipDataCache.cacher.equipDatas.IndexOf(_fightCfg.needItemId) < 0 || _suitId > 0 && Array.IndexOf(SuitCfgArray.Instance.GetCfg(_suitId).partsArr, _fightCfg.needItemId) < 0) || _fightCfg.needSuitId > 0 && _suitId != _fightCfg.needSuitId)
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{
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{
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AlertUI.Show("未穿戴必须品~").SetRightButton(true, "好的");
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AlertUI.Show("未穿戴必须品~").SetRightButton(true, "好的");
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@@ -741,7 +741,7 @@ namespace GFGGame
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DressUpMenuItemDataManager.RemoveNewDressItem(_currentMenuType, id);
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DressUpMenuItemDataManager.RemoveNewDressItem(_currentMenuType, id);
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RarityIconController.UpdateRarityIcon(listItem.m_rarity, id, false);
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RarityIconController.UpdateRarityIcon(listItem.m_rarity, id, false);
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- ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
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+ ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType, true);
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}
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}
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if (listItem.target.data == null)
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if (listItem.target.data == null)
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{
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{
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@@ -779,7 +779,7 @@ namespace GFGGame
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listItem.m_iconSelected.visible = EquipDataCache.cacher.CheckDressUpItemIsOn(id);
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listItem.m_iconSelected.visible = EquipDataCache.cacher.CheckDressUpItemIsOn(id);
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listItem.m_loaBorder.url = "ui://DressUp/hz_kuangk_" + itemCfg.rarity;
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listItem.m_loaBorder.url = "ui://DressUp/hz_kuangk_" + itemCfg.rarity;
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RarityIconController.UpdateRarityIcon(listItem.m_rarity, id, false);
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RarityIconController.UpdateRarityIcon(listItem.m_rarity, id, false);
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- ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
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+ ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType, true);
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listItem.m_ScoreType.visible = true;
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listItem.m_ScoreType.visible = true;
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// int mainScore;
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// int mainScore;
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@@ -801,7 +801,7 @@ namespace GFGGame
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private void UpdateListPartsSelected()
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private void UpdateListPartsSelected()
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{
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{
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int count = _ui.m_partsList.m_list.numChildren;
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int count = _ui.m_partsList.m_list.numChildren;
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- int suitId = DressUpMenuSuitDataManager.CheckCurDressIsSuit();
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+ int suitId = EquipDataCache.cacher.CheckCurDressIsSuit();
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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@@ -824,7 +824,7 @@ namespace GFGGame
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private void UpdateListSuitPartsSelected()
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private void UpdateListSuitPartsSelected()
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{
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{
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int count = _ui.m_partsList2.m_list.numChildren;
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int count = _ui.m_partsList2.m_list.numChildren;
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- int suitId = DressUpMenuSuitDataManager.CheckCurDressIsSuit();
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+ int suitId = EquipDataCache.cacher.CheckCurDressIsSuit();
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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