502 lines
No EOL
18 KiB
Lua
502 lines
No EOL
18 KiB
Lua
local CSTextManager = CS.XTextManager
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local XUiEquipDetail = XLuaUiManager.Register(XLuaUi, "UiEquipDetail")
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local _SELECTTYPE = {
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Left = 1,
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Right = 2
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}
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local _SELECTBOARD = {
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LeftBoard = 1,
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RightBoard = 6
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}
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function XUiEquipDetail:OnAwake()
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self:InitAutoScript()
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XUiEquipDetail.BtnTabIndex = XEquipConfig.EquipDetailBtnTabIndex
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self.AssetPanel =
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XUiPanelAsset.New(
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self,
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self.PanelAsset,
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XDataCenter.ItemManager.ItemId.FreeGem,
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XDataCenter.ItemManager.ItemId.ActionPoint,
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XDataCenter.ItemManager.ItemId.Coin
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)
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end
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--参数isPreview为true时是装备详情预览,传templateId进来
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--characterId只有需要判断武器共鸣特效时才传
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function XUiEquipDetail:OnStart(equipId, isPreview, characterId, forceShowBindCharacter, childUiIndex, openUiType)
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self.IsPreview = isPreview
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self.EquipId = equipId
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self.CharacterId = characterId
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self.ForceShowBindCharacter = forceShowBindCharacter
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self.TemplateId = isPreview and self.EquipId or XDataCenter.EquipManager.GetEquipTemplateId(equipId)
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self.OpenUiType = openUiType
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local sceneRoot = self.UiSceneInfo.Transform
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local root = self.UiModelGo.transform
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self.PanelWeapon = root:FindTransform("PanelWeapon")
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self.PanelWeaponPlane = sceneRoot:FindTransform("Plane")
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self.PanelWeaponPlane.gameObject:SetActiveEx(false)
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if
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not isPreview and
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XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Awareness) and
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XDataCenter.EquipManager.IsEquipWearingByCharacterId(equipId, characterId)
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then
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self.StartAwarenessIndex = XDataCenter.EquipManager.GetEquipSite(equipId)
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self.BtnGridGroup:SelectIndex(self.StartAwarenessIndex)
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end
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self:InitTabBtnState()
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local btnIndex = self.TabIndex or childUiIndex or XUiEquipDetail.BtnTabIndex.Detail
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self.TabGroup = {
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self.BtnDetail,
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self.BtnStrengthen,
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self.BtnResonance
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}
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self.PanelTabGroup:Init(
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self.TabGroup,
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function(tabIndex)
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self:OnClickTabCallBack(tabIndex)
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end,
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btnIndex
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)
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self.PanelTabGroup:SelectIndex(btnIndex)
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self.BtnStrengthenMax.CallBack = function()
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XUiManager.TipMsg(CSTextManager.GetText("EquipStrengthenMaxLevel"))
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end
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if not XDataCenter.VoteManager.IsInit() then
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XDataCenter.VoteManager.GetVoteGroupListRequest(
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function()
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self:SetPanelRole()
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self:ShowPanelRole(true)
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end
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)
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else
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self:SetPanelRole()
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self:ShowPanelRole(true)
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end
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--self.PanelAsset.gameObject:SetActiveEx(not isPreview)
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self:RegisterHelpBtn()
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end
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function XUiEquipDetail:OnEnable()
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if
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not self.IsPreview and XDataCenter.EquipManager.IsMaxLevelAndBreakthrough(self.EquipId) and
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self.TabIndex == XUiEquipDetail.BtnTabIndex.Strengthen
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then
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self.PanelTabGroup:SelectIndex(XUiEquipDetail.BtnTabIndex.Detail)
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end
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self:UpdateStrengthenBtn()
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self:InitClassifyPanel()
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-- 刷新强化/突破界面
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if self.TabIndex == XUiEquipDetail.BtnTabIndex.Strengthen then
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if XDataCenter.EquipManager.CanBreakThrough(self.EquipId) then
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XDataCenter.EquipManager.TipEquipOperation(self.EquipId, nil, nil, true)
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end
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end
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end
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function XUiEquipDetail:OnDestroy()
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self.PanelWeaponPlane.gameObject:SetActiveEx(true)
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if self.Resource then
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CS.XResourceManager.Unload(self.Resource)
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self.Resource = nil
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end
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end
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function XUiEquipDetail:OnReleaseInst()
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return self.TabIndex
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end
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function XUiEquipDetail:OnResume(value)
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self.TabIndex = value
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end
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function XUiEquipDetail:OnGetEvents()
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return {
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XEventId.EVENT_EQUIP_STRENGTHEN_NOTYFY,
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XEventId.EVENT_EQUIP_BREAKTHROUGH_NOTYFY,
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XEventId.EVENT_EQUIP_CAN_BREAKTHROUGH_TIP_CLOSE,
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XEventId.EVENT_EQUIP_RECYCLE_NOTIFY
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}
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end
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function XUiEquipDetail:OnNotify(evt, ...)
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local args = {...}
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if self.IsPreview then
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return
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end
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if evt == XEventId.EVENT_EQUIP_STRENGTHEN_NOTYFY then
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local equipId = args[1]
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if equipId ~= self.EquipId then
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return
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end
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if
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XDataCenter.EquipManager.IsReachBreakthroughLevel(equipId) and
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XDataCenter.EquipManager.IsMaxBreakthrough(equipId)
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then
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self.PanelTabGroup:SelectIndex(XUiEquipDetail.BtnTabIndex.Detail)
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self:UpdateStrengthenBtn()
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return
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end
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elseif evt == XEventId.EVENT_EQUIP_BREAKTHROUGH_NOTYFY then
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local equipId = args[1]
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if equipId ~= self.EquipId then
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return
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end
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self:UpdateStrengthenBtn()
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self:InitClassifyPanel()
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elseif evt == XEventId.EVENT_EQUIP_CAN_BREAKTHROUGH_TIP_CLOSE then
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local equipId = args[1]
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if equipId ~= self.EquipId then
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return
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end
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if not equipId then
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return
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end
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self:UpdateStrengthenBtn()
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self:OpenOneChildUi("UiEquipBreakThrough", self.EquipId, self)
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elseif evt == XEventId.EVENT_EQUIP_RECYCLE_NOTIFY then
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self:Close()
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end
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end
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function XUiEquipDetail:InitClassifyPanel()
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self.FxUiLihuiChuxian01.gameObject:SetActiveEx(false)
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if XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Weapon) then
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local breakthroughTimes =
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not self.IsPreview and XDataCenter.EquipManager.GetBreakthroughTimes(self.EquipId) or 0
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local resonanceCount = not self.IsPreview and XDataCenter.EquipManager.GetResonanceCount(self.EquipId) or 0
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local modelConfig =
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XDataCenter.EquipManager.GetWeaponModelCfg(self.TemplateId, self.Name, breakthroughTimes, resonanceCount)
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if modelConfig then
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XModelManager.LoadWeaponModel(
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modelConfig.ModelId,
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self.PanelWeapon,
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modelConfig.TransformConfig,
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self.Name,
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nil,
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{gameObject = self.GameObject, usage = XEquipConfig.WeaponUsage.Show, IsDragRotation = true},
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self.PanelDrag
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)
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end
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self.PanelWeapon.gameObject:SetActiveEx(true)
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self.ImgLihuiMask.gameObject:SetActiveEx(false)
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elseif XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Awareness) then
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local breakthroughTimes =
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not self.IsPreview and XDataCenter.EquipManager.GetBreakthroughTimes(self.EquipId) or 0
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local resource =
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CS.XResourceManager.Load(XDataCenter.EquipManager.GetEquipLiHuiPath(self.TemplateId, breakthroughTimes))
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local texture = resource.Asset
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self.MeshLihui.sharedMaterial:SetTexture("_MainTex", texture)
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if self.Resource then
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CS.XResourceManager.Unload(self.Resource)
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end
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self.Resource = resource
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XScheduleManager.ScheduleOnce(
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function()
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self.FxUiLihuiChuxian01.gameObject:SetActiveEx(true)
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end,
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500
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)
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self.PanelWeapon.gameObject:SetActiveEx(false)
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end
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end
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function XUiEquipDetail:InitTabBtnState()
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if self.IsPreview then
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self.PanelTabGroup.gameObject:SetActiveEx(false)
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return
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end
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self.BtnStrengthen.gameObject:SetActiveEx(
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not XFunctionManager.CheckFunctionFitter(XFunctionManager.FunctionName.EquipStrengthen)
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)
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self.BtnResonance.gameObject:SetActiveEx(
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not XFunctionManager.CheckFunctionFitter(XFunctionManager.FunctionName.EquipResonance) and
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XDataCenter.EquipManager.CanResonanceByTemplateId(self.TemplateId)
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)
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self.BtnStrengthen:SetDisable(not XFunctionManager.JudgeCanOpen(XFunctionManager.FunctionName.EquipStrengthen))
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self.BtnResonance:SetDisable(not XFunctionManager.JudgeCanOpen(XFunctionManager.FunctionName.EquipResonance))
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if self.TabIndex == XUiEquipDetail.BtnTabIndex.Resonance then
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self.BtnResonance:SetButtonState(CS.UiButtonState.Select)
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end
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end
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function XUiEquipDetail:UpdateStrengthenBtn()
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if self.IsPreview then
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return
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end
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local equipId = self.EquipId
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if XDataCenter.EquipManager.CanBreakThrough(equipId) then
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self.BtnStrengthen:SetNameByGroup(0, CSTextManager.GetText("EquipBreakthroughBtnTxt1"))
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self.BtnStrengthen:SetNameByGroup(1, CSTextManager.GetText("EquipBreakthroughBtnTxt2"))
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else
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self.BtnStrengthen:SetNameByGroup(0, CSTextManager.GetText("EquipStrengthenBtnTxt1"))
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self.BtnStrengthen:SetNameByGroup(1, CSTextManager.GetText("EquipStrengthenBtnTxt2"))
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end
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local isMaxLevel = XDataCenter.EquipManager.IsMaxLevelAndBreakthrough(equipId)
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self.BtnStrengthen.gameObject:SetActiveEx(not isMaxLevel)
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self.BtnStrengthenMax.gameObject:SetActiveEx(isMaxLevel)
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end
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---=============
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--@desc 刷新强化/突破界面
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---=============
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function XUiEquipDetail:UpdateStrengthenPanel()
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if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.EquipStrengthen) then
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return
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end
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if XDataCenter.EquipManager.CanBreakThrough(self.EquipId) then
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self:OpenOneChildUi("UiEquipBreakThrough", self.EquipId, self)
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else
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self:OpenOneChildUi("UiEquipStrengthen", self.EquipId, self)
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end
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self:ShowPanelRole(false)
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self.ImgLihuiMask.gameObject:SetActiveEx(true)
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end
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-- auto
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-- Automatic generation of code, forbid to edit
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function XUiEquipDetail:InitAutoScript()
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self:AutoAddListener()
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end
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function XUiEquipDetail:AutoAddListener()
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self:RegisterClickEvent(self.BtnBack, self.OnBtnBackClick)
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self:RegisterClickEvent(self.BtnMainUi, self.OnBtnMainClick)
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self:RegisterAwarenessSwitch()
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end
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-- auto
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function XUiEquipDetail:OnBtnBackClick()
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if XLuaUiManager.IsUiShow("UiEquipResonanceSelect") or XLuaUiManager.IsUiShow("UiEquipResonanceAwake") then
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self:OpenOneChildUi("UiEquipResonanceSkill", self.EquipId, self)
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else
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self:Close()
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end
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end
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function XUiEquipDetail:OnBtnMainClick()
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XLuaUiManager.RunMain()
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end
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function XUiEquipDetail:OnClickTabCallBack(tabIndex)
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self:ShowSwitchPanel(false)
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if tabIndex == XUiEquipDetail.BtnTabIndex.Detail then
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self:OpenOneChildUi("UiEquipDetailChild", self.EquipId, self.IsPreview, self.OpenUiType)
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self.ChildUiEquipDetailChild.RefreshData(self.ChildUiEquipDetailChild, self.EquipId, self.IsPreview)
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self.ImgLihuiMask.gameObject:SetActiveEx(false)
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self:ShowPanelRole(true)
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if XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Awareness) then
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self:ShowSwitchPanel(true)
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end
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elseif tabIndex == XUiEquipDetail.BtnTabIndex.Strengthen then
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self:UpdateStrengthenPanel()
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elseif tabIndex == XUiEquipDetail.BtnTabIndex.Resonance then
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if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.EquipResonance) then
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return
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end
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self:OpenOneChildUi("UiEquipResonanceSkill", self.EquipId, self)
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self.ImgLihuiMask.gameObject:SetActiveEx(false)
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self:ShowPanelRole(false)
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--v1.28-如果装备设置意识位置按钮组显示
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if XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Awareness) then
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self:ShowSwitchPanel(true)
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end
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end
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self.TabIndex = tabIndex
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self:RefreshNumberBtn()
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end
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function XUiEquipDetail:RegisterHelpBtn()
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local isClassifyEqual =
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XDataCenter.EquipManager.IsClassifyEqualByTemplateId(self.TemplateId, XEquipConfig.Classify.Weapon)
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local keyStr = isClassifyEqual and "EquipWeapon" or "EquipAwareness"
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self:BindHelpBtn(self.BtnHelp, keyStr)
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end
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function XUiEquipDetail:SetPanelRole()
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if XArrangeConfigs.GetType(self.TemplateId) == XArrangeConfigs.Types.Weapon then
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local weaponUsers = XDataCenter.EquipManager.GetWeaponUserTemplateIds(self.TemplateId)
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for _, v in pairs(weaponUsers) do
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local go = CS.UnityEngine.Object.Instantiate(self.PanelText, self.PaneContent)
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local tmpObj = {}
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tmpObj.Transform = go.transform
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tmpObj.GameObject = go.gameObject
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XTool.InitUiObject(tmpObj)
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tmpObj.Text.text = v.Name .. "-" .. v.TradeName
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self:CheckShowRoleTag(v.Id, tmpObj)
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tmpObj.GameObject:SetActiveEx(true)
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end
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self.IsPanelRoleCanShow = weaponUsers and #weaponUsers > 0
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end
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end
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function XUiEquipDetail:ShowPanelRole(IsShow)
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if XArrangeConfigs.GetType(self.TemplateId) == XArrangeConfigs.Types.Weapon and self.IsPreview then
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self.PanelRole.gameObject:SetActiveEx(IsShow and self.IsPanelRoleCanShow)
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else
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self.PanelRole.gameObject:SetActiveEx(false)
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end
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end
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function XUiEquipDetail:CheckShowRoleTag(Id, obj)
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local IsShow = false
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local tabMap = XCharacterConfigs.GetRecommendTabMap(Id, XCharacterConfigs.RecommendType.Equip)
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for _, v in pairs(tabMap or {}) do
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if v.GroupId then
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local voteIds = XDataCenter.VoteManager.GetVoteIdListByGroupId(v.GroupId)
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for _, v2 in pairs(voteIds or {}) do
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local template = XCharacterConfigs.GetCharDetailEquipTemplate(v2)
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if template.EquipRecomend == self.TemplateId then
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IsShow = true
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break
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end
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end
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end
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if IsShow then
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break
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end
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end
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obj.Image.gameObject:SetActiveEx(IsShow)
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end
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function XUiEquipDetail:RegisterAwarenessSwitch()
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self.BtnLeft.CallBack = function()
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self:SelectAwarenessSwitch(_SELECTTYPE.Left, self.SelectAwarenessIndex)
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end
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self.BtnRight.CallBack = function()
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self:SelectAwarenessSwitch(_SELECTTYPE.Right, self.SelectAwarenessIndex)
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end
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local btns = {}
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for equipSite = 1, XEquipConfig.EquipSite.Awareness.Six do
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table.insert(btns, self["BtnNumber" .. equipSite])
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end
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self.BtnGridGroup:Init(
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btns,
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function(index)
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if self.SelectAwarenessIndex == index then
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return
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end
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-- 装备可否共鸣过滤
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if not self:CheckIsInAndCanResonance(index) then
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return
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end
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self:RefreshAwarenessSelect(index)
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self:UpdateStrengthenBtn()
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end
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)
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end
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function XUiEquipDetail:SelectAwarenessSwitch(type, selectIndex)
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local index = selectIndex
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if _SELECTTYPE.Left == type then
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if index > _SELECTBOARD.LeftBoard then
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if self:CheckIsInAndCanResonance(index - 1) then
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self:RefreshAwarenessSelect(index - 1)
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else
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self:SelectAwarenessSwitch(type, index - 1)
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end
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end
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else
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if index < _SELECTBOARD.RightBoard then
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if self:CheckIsInAndCanResonance(index + 1) then
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self:RefreshAwarenessSelect(index + 1)
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else
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self:SelectAwarenessSwitch(type, index + 1)
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end
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end
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end
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end
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function XUiEquipDetail:RefreshAwarenessSelect(equipSite)
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if not XDataCenter.EquipManager.GetWearingEquipIdBySite(self.CharacterId, equipSite) then
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return
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end
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self.EquipId = XDataCenter.EquipManager.GetWearingEquipIdBySite(self.CharacterId, equipSite)
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self.SelectAwarenessIndex = equipSite
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self.TemplateId = self.isPreview and self.EquipId or XDataCenter.EquipManager.GetEquipTemplateId(self.EquipId)
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self:InitTabBtnState()
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self:UpdateStrengthenBtn()
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self:RefreshNumberBtn()
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self:RefreshSwitchBtnShow()
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self:InitClassifyPanel()
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if XLuaUiManager.IsUiShow("UiEquipDetailChild") then
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self.ChildUiEquipDetailChild.RefreshData(self.ChildUiEquipDetailChild, self.EquipId, self.IsPreview)
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end
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--v1.28-如果处于共鸣Ui刷新界面数据
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if XLuaUiManager.IsUiShow("UiEquipResonanceSkill") then
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self.ChildUiEquipResonanceSkill.RefreshData(self.ChildUiEquipResonanceSkill, self.EquipId)
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end
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--v1.28-如果处于共鸣内Ui切换意识则切换共鸣界面
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if XLuaUiManager.IsUiShow("UiEquipResonanceSelect") or XLuaUiManager.IsUiShow("UiEquipResonanceAwake") then
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self:OpenOneChildUi("UiEquipResonanceSkill", self.EquipId, self)
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end
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end
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function XUiEquipDetail:ShowSwitchPanel(value)
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self.PanelTab.gameObject:SetActiveEx(
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value and self.CharacterId and
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(XDataCenter.EquipManager.GetCharacterWearingAwarenessIdCount(self.CharacterId) > 1) and
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XDataCenter.EquipManager.IsEquipWearingByCharacterId(self.EquipId, self.CharacterId)
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)
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end
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function XUiEquipDetail:RefreshSwitchBtnShow() --切换按钮的表现
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local canShowBtnLeft = false
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local canShowBtnRight = false
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for i = _SELECTBOARD.LeftBoard, self.SelectAwarenessIndex - 1 do
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if XDataCenter.EquipManager.GetWearingEquipIdBySite(self.CharacterId, i) then
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canShowBtnLeft = true
|
||
break
|
||
end
|
||
end
|
||
for i = self.SelectAwarenessIndex + 1, _SELECTBOARD.RightBoard do
|
||
if XDataCenter.EquipManager.GetWearingEquipIdBySite(self.CharacterId, i) then
|
||
canShowBtnRight = true
|
||
break
|
||
end
|
||
end
|
||
self.BtnLeft.gameObject:SetActiveEx(canShowBtnLeft)
|
||
self.BtnRight.gameObject:SetActiveEx(canShowBtnRight)
|
||
end
|
||
|
||
function XUiEquipDetail:RefreshNumberBtn() --为了兼容switch的按钮需要
|
||
for i = 1, XEquipConfig.EquipSite.Awareness.Six do
|
||
if self:CheckIsInAndCanResonance(i) then
|
||
local state = i == self.SelectAwarenessIndex and CS.UiButtonState.Select or CS.UiButtonState.Normal
|
||
self["BtnNumber" .. i]:SetButtonState(state)
|
||
else
|
||
self["BtnNumber" .. i]:SetButtonState(CS.UiButtonState.Disable)
|
||
end
|
||
end
|
||
end
|
||
|
||
--v1.28-快捷选择兼容共鸣和详情页签判断
|
||
function XUiEquipDetail:CheckIsInAndCanResonance(equipSite)
|
||
local equipId = XDataCenter.EquipManager.GetWearingEquipIdBySite(self.CharacterId, equipSite)
|
||
return equipId and (self.TabIndex ~= XUiEquipDetail.BtnTabIndex.Resonance or
|
||
self.TabIndex == XUiEquipDetail.BtnTabIndex.Resonance and XDataCenter.EquipManager.CanResonance(equipId))
|
||
end |