using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System;
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using Snxxz.UI;
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//强化界面面板
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public class StrengtheningSripts : MonoBehaviour
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{
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[SerializeField] ItemCell UpIteemCell;
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[SerializeField] ItemCell NowIteemCell;
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[SerializeField] ItemCell FullIteemCell;
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[SerializeField] Text GradeTextNext;
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[SerializeField] Text m_DefenseText;//防御力
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[SerializeField] Text m_DefenseNum;//防御增加值
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[SerializeField] Text m_LifeValueText;//生命
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[SerializeField] Text m_LifeValueNum;//生命增加值
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[SerializeField] Text m_AttText;//攻击
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[SerializeField] Text m_AttNum;//攻击增加值
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[SerializeField] Text m_Money_text;//背包铜钱数量
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[SerializeField] Text m_PromoteLimit;
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private Dictionary<int, string> _toggleName = new Dictionary<int, string>();//关于响应事件字典存储
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Dictionary<int, string> _toponym = new Dictionary<int, string>();
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private string[] _locationSort = new string[] { };//装备位优先级数组
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private List<int> _wear = new List<int>();//有穿戴的装备
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private List<int> _notWear = new List<int>();//未穿戴的装备
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private List<int> _fullLevel = new List<int>();//满阶的装备
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private GameObject _ScrollRectPanel;//活动框面板
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private Transform _content;//Toggle组
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public ScrollRect _Scrobar;//索引条
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private Button _stopBtn;//停止强化
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private Button _strengBtn;//强化按钮
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private Button _automaticBtn;//自动强化按钮
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private Text _StrengImage;//强化Image
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private Image TheningFloor;//控制显隐
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private Transform _TheningTop;//强化面板总
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private Transform _GridGreenImage;//强化面板
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private Image _gridAblueImage;//所需的金币
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private Text _moneyText;//需要升级的金钱
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private Button _MoneyButton;//金币按钮弹框
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private Text _gradText;//当前等级
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private Slider _slider;//经验条
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private Text _sliderText;//熟练度
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private Transform _GridGreenB;//满级面板
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private Text _LevelTextB;//满级的等级
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private Slider _GBSlider;//满级滑动条
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private Text _FillAText;//满级超出内容
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private Transform _AttributesBig;//未装备面板
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private int _tag;//用来当做标记位(当前的装备位置)
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private int _StrengtheningType = 0;//强化类型标记
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private int _StrengthenLevel = 0;//用来标记当前强化等级
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private ulong _money;//需要消耗的钱数
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EquipmentInitialization _equipment;
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private bool _boolIE;//是否再强化中
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private bool _open = true;
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private bool _ToggleDown = true;//默认第一次
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private int _lvInt;
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int _numberText;
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private float _flotA;
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private float _flotB;
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private bool _effects = true;
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public Transform _TheningFloor;
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public IntensifySmoothSlider _SmoothSlider;//Slider
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GetItemPathModel _GetItemPath;
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GetItemPathModel GetItemPath { get { return _GetItemPath ?? (_GetItemPath = ModelCenter.Instance.GetModel<GetItemPathModel>()); } }
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StrengthenModel m_StrengthengModel;
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StrengthenModel strengthengmodel { get { return m_StrengthengModel ?? (m_StrengthengModel = ModelCenter.Instance.GetModel<StrengthenModel>()); } }
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ItemTipsModel _itemTipsModel;
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ItemTipsModel itemTipsModel { get { return _itemTipsModel ?? (_itemTipsModel = ModelCenter.Instance.GetModel<ItemTipsModel>()); } }
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PackModel _playerPack;
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PackModel playerPack { get { return _playerPack ?? (_playerPack = ModelCenter.Instance.GetModel<PackModel>()); } }
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PlayerMainDate m_MainModel;
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PlayerMainDate onMainModel { get { return m_MainModel ?? (m_MainModel = ModelCenter.Instance.GetModel<PlayerMainDate>()); } }
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PlayerTaskDatas m_PlayerTask;
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public static Action IsFightUp;
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[SerializeField] UIEffect _UIEffect1A;
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[SerializeField] UIEffect _UIEffect1B;
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[SerializeField] UIEffect _UIEffect1C;
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[SerializeField] UIEffect _UIEffect1D;
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[SerializeField] GameObject m_ImageBGObj;
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public float _Delaytime = 0.1f;//延迟时间
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public float _Contracttime = 0.15f;//发包时间
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private bool IsGuide = false;
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void Awake()
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{
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#region 属性赋值
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_ScrollRectPanel = this.transform.Find("StrengBackground/ManagementFrame/ScrollRectPanel").gameObject;
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_content = this.transform.Find("StrengBackground/ManagementFrame/ScrollRectPanel/Viewport/Content");
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_stopBtn = this.transform.Find("BottomFrame/StopBtn").GetComponent<Button>();
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_strengBtn = this.transform.Find("BottomFrame/StrengBtn").GetComponent<Button>();
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_StrengImage = this.transform.Find("BottomFrame/StrengBtn/StrengImage").GetComponent<Text>();
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_automaticBtn = this.transform.Find("BottomFrame/AutomaticBtn").GetComponent<Button>();
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TheningFloor = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor").GetComponent<Image>();
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_TheningTop = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop").transform;
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_GridGreenImage = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/StrengthenGreenATips").transform;
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_MoneyButton = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/StrengthenGreenATips/DownImage").GetComponent<Button>();
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_moneyText = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/StrengthenGreenATips/DownImage/Level_2_TAB").GetComponent<Text>();
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_gradText = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/StrengthenGreenATips/GradientAImage/GradText").GetComponent<Text>();
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_slider = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/StrengthenGreenATips/Slider").GetComponent<Slider>();
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_sliderText = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/StrengthenGreenATips/Slider/Background/NumericalText").GetComponent<Text>();
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_GridGreenB = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/GridGreenB").transform;
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_LevelTextB = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/GridGreenB/GridGreenBTips/Gradient/GradientText").GetComponent<Text>();
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_GBSlider = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/GridGreenB/GridGreenBTips/Slider").GetComponent<Slider>();
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_FillAText = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/GridGreenB/GridGreenBTips/Slider/Background/SkilledArticleText").GetComponent<Text>();
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_AttributesBig = this.transform.Find("StrengBackground/ManagementFrame/Background/TheningFloor/TheningTop/AttributesBigTips").transform;
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#endregion
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_toggleName.Add(1, "WeaponPlate");//武器
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_toggleName.Add(2, "DeputyPlate");//副手
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_toggleName.Add(3, "HelmetPlate");//帽子
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_toggleName.Add(4, "ChestPlate");//衣袍
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_toggleName.Add(5, "BeltPlate");//腰带
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_toggleName.Add(6, "ShinPads");//下装
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_toggleName.Add(7, "BootsPlate");//鞋履
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_toggleName.Add(8, "NecklacePlate");//项链
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_toggleName.Add(9, "FairyPlate1");//仙器1
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_toggleName.Add(10, "FairyPlate2");//仙器2
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_toponym.Add(1, Language.Get("Z1001"));
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_toponym.Add(2, Language.Get("Z1002"));
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_toponym.Add(3, Language.Get("Z1003"));
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_toponym.Add(4, Language.Get("Z1004"));
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_toponym.Add(5, Language.Get("Z1005"));
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_toponym.Add(6, Language.Get("Z1006"));
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_toponym.Add(7, Language.Get("Z1007"));
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_toponym.Add(8, Language.Get("Z1008"));
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_toponym.Add(9, Language.Get("Z1009"));
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_toponym.Add(10, Language.Get("Z1010"));
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}
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bool EffectsJudgment(int _tag)//特效判断
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{
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for (int i = 0; i < _wear.Count; i++)
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{
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if (_wear[i] == _tag)
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return true;
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}
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return false;
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}
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private void OnEnable()
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{
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IsGuide = NewBieCenter.Instance.inGuiding && NewBieCenter.Instance.currentGuide == 10;
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_effects = true;
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_open = true;
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_money = PlayerDatas.Instance.baseData.allSliver;
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StrengthenModel.Event_Ha3b3 += EquipPartStar;//刷新服务器关于装备信息
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PlayerDatas.Instance.PlayerDataRefreshInfoEvent += RefreshMoney;//金钱的刷新
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Initialize();
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WindowCenter.Instance.windowBeforeCloseEvent += windowBeforeCloseEvent;
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}
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private void windowBeforeCloseEvent(Window obj)
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{
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if (obj as GetItemPathWin)
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{
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if (IsGuide)
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{
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NewBieCenter.Instance.StartNewBieGuide(92);
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IsGuide = false;
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}
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}
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}
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void Start()
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{
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#region 按钮注册
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_stopBtn.onClick.AddListener(StopBtn);
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UIEventTrigger.Get(_strengBtn.gameObject).OnDown = StrengBtn;
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UIEventTrigger.Get(_strengBtn.gameObject).OnUp = UpButton;
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_automaticBtn.onClick.AddListener(AutomaticBtn);
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_MoneyButton.onClick.AddListener(MoneyButton);
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#endregion
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}
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public void Initialize()
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{
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ClearToArray();
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m_Money_text.text = ItemLogicUtility.Instance.OnChangeCoinsUnit(UIHelper.GetMoneyCnt(3));
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_locationSort = LocationSort();//装备位优先级数组
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TheEquipment();//通过数组来份类是否穿戴
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DynamicAssignment();//动态赋值名称
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FindBind();
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if (strengthengmodel.equipmentA == 0)
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{
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_content.GetChild(0).GetComponent<Toggle>().isOn = true;//每次都是点亮第一个
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_Scrobar.verticalNormalizedPosition = 1;
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}
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else
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{
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string str = _toggleName[strengthengmodel.equipmentA];
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_content.transform.Find(str).GetComponent<Toggle>().isOn = true;
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for (int i = 0; i < _content.childCount; i++)
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{
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if (_content.GetChild(i).name == str)
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{
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int type = i;
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if (type >= 4)
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{
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var _position = (10 - type) * 104 + (10 - type - 1) * 4;
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_position -= 444;
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_Scrobar.verticalNormalizedPosition = Mathf.Clamp01(_position / (1076.0f - 444));
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_Scrobar.verticalNormalizedPosition = Mathf.Clamp01(_Scrobar.verticalNormalizedPosition + (50 / (1076.0f - 444)));
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}
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else
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{
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_Scrobar.verticalNormalizedPosition = 1;
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}
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}
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}
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}
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_stopBtn.gameObject.SetActive(false);
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}
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void MoneyButton()//金币按钮弹框
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{
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GetItemPath.SetChinItemModel(2100);
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}
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#region Toggle按钮的点击事件
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void WeaponPlateT(bool _bool)
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{
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EventResponse(_bool, 1);
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}
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void DeputyPlateT(bool _bool)
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{
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EventResponse(_bool, 2);
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}
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void ChestPlateT(bool _bool)
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{
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EventResponse(_bool, 4);
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}
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void HelmetPlateT(bool _bool)
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{
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EventResponse(_bool, 3);
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}
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void NecklacePlateT(bool _bool)
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{
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EventResponse(_bool, 8);
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}
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void BeltPlateT(bool _bool)
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{
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EventResponse(_bool, 5);
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}
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void ShinPadsT(bool _bool)
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{
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EventResponse(_bool, 6);
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}
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void BootsPlateT(bool _bool)
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{
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EventResponse(_bool, 7);
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}
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void FairyPlate1T(bool _bool)
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{
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EventResponse(_bool, 9);
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}
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void FairyPlate2T(bool _bool)
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{
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EventResponse(_bool, 10);
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}
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#endregion
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void StopBtn()//停止强化
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{
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StopCoroutine("AutomaticRein");
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_boolIE = false;
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onMainModel.StrengthegingBool = _boolIE;
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if (IsFightUp != null)
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{
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IsFightUp();
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}
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_automaticBtn.gameObject.SetActive(true);//自动强化按钮
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_strengBtn.interactable = true;//强化按钮
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_StrengImage.color = new Color32(51, 8, 0, 255);
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_stopBtn.gameObject.SetActive(false);//停止强化按钮
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}
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void StrengBtn(GameObject obj)//强化
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{
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if (!_strengBtn.interactable)
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{
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return;
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}
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int _theType = SwitchControl(_tag);
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if (_theType == 1)
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{
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ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _tag);
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ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
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if (strengthengmodel.EquipMax(_tag) != 3)
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{
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_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_tag), ItemConfig.Get((int)item.itemId).LV, ItemConfig.Get(item.itemId).ItemColor);
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}
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else
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{
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_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_tag), 0, 0);
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}
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if (_itemPM.levelMax > strengthengmodel._EqInfo[_tag].EquipPartStarLV)
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{
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if (Judgment(_tag))
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{
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_boolIE = true;
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onMainModel.StrengthegingBool = _boolIE;
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StartCoroutine("AutomaticRein");
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}
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else
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{
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StopBtn();
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GetItemPath.SetChinItemModel(2100);
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}
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}
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else
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{
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ServerTipDetails.DisplayNormalTip(Language.Get("Z1012"));//装备强化满级
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}
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}
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else if (_theType == 2)
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{
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ServerTipDetails.DisplayNormalTip(Language.Get("Z1013"));//请佩戴装备
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}
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else if (_theType == 3)
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{
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ServerTipDetails.DisplayNormalTip(Language.Get("Z1012"));//装备强化满级
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}
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}
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void UpButton(GameObject obj)
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{
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if (!_strengBtn.interactable)
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{
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return;
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}
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StopCoroutine("AutomaticRein");
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_boolIE = false;
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onMainModel.StrengthegingBool = _boolIE;
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if (IsFightUp != null)
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{
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IsFightUp();
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}
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}
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void AutomaticBtn()//自动强化
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{
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int _theType = SwitchControl(_tag);
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if (_theType == 1)
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{
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ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _tag);
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ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
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if (strengthengmodel.EquipMax(_tag) != 3)
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{
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_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_tag),
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ItemConfig.Get(item.itemId).LV, ItemConfig.Get(item.itemId).ItemColor);
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}
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else
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{
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_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_tag), 0, 0);
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}
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if (_itemPM.levelMax > strengthengmodel._EqInfo[_tag].EquipPartStarLV)
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{
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if (Judgment(_tag))
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{
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_automaticBtn.gameObject.SetActive(false);//自动强化按钮
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_strengBtn.interactable = false;//强化按钮
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_StrengImage.color = new Color32(51, 8, 0, 150);
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_stopBtn.gameObject.SetActive(true);//停止强化按钮
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_boolIE = true;
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onMainModel.StrengthegingBool = _boolIE;
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StartCoroutine("AutomaticRein");
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}
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else
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{
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StopBtn();
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GetItemPath.SetChinItemModel(2100);
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}
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}
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else
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{
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ServerTipDetails.DisplayNormalTip(Language.Get("Z1012"));//装备强化满级
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}
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}
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else if (_theType == 2)
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{
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ServerTipDetails.DisplayNormalTip(Language.Get("Z1013"));//请佩戴装备
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if (IsGuide)
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{
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NewBieCenter.Instance.StartNewBieGuide(92);
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IsGuide = false;
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}
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}
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else if (_theType == 3)
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{
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ServerTipDetails.DisplayNormalTip(Language.Get("Z1012"));//装备强化满级
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}
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}
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IEnumerator AutomaticRein()//自动强化开始的协程
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{
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while (_boolIE)
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{
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if (Judgment(_tag))
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{
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if (_open)
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{
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CA301_tagEquipPlus _tagEPlus = new CA301_tagEquipPlus();
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_tagEPlus.ItemIndex = (ushort)_tag;
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_tagEPlus.PackType = 1;
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GameNetSystem.Instance.SendInfo(_tagEPlus);//向服务器发送装备位
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}
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yield return new WaitForSeconds(_Contracttime);
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}
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else
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{
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StopBtn();
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int _type = strengthengmodel.GameDefineIndex(_tag);//强化类型的返回
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ItemPlusConfig _itemPlus = ItemPlusConfig.GetTypeAndGrade(_type, strengthengmodel._EqInfo[_tag].EquipPartStarLV);
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_moneyText.text = MoneyContrast(_money);
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GetItemPath.SetChinItemModel(2100);
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yield return null;
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}
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}
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}
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void StrengthenRefresh()//数据的强化
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{
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int _number = strengthengmodel._EqInfo[_tag].EquipPartStarLV;//当前部位的等级
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ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _tag);
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if (item == null)
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{
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return;
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}
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ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
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if (strengthengmodel.EquipMax(_tag) != 3)
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{
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_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_tag),
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ItemConfig.Get(item.itemId).LV, ItemConfig.Get(item.itemId).ItemColor);
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}
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else
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{
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_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_tag), 0, 0);
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}
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if (_itemPM.levelMax >= _number)
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{
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if (Judgment(_tag))
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{
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StrengtheningA(_tag);
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}
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if (_number >= _itemPM.levelMax)
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{
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TheningFloor.color = new Color32(255, 255, 255, 0);
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_GridGreenImage.gameObject.SetActive(false);
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_AttributesBig.gameObject.SetActive(false);
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_GridGreenB.gameObject.SetActive(true);
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DisplayPromoteLv(_tag);
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_UIEffect1D.StopImediatly();
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FullLevel(_tag);
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_wear.Clear();
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_notWear.Clear();
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_fullLevel.Clear();
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TheEquipment();
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if (IsGuide)
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{
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NewBieCenter.Instance.StartNewBieGuide(92);
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IsGuide = false;
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}
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_automaticBtn.gameObject.SetActive(true);//自动强化按钮
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_strengBtn.interactable = true;//强化按钮
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_StrengImage.color = new Color32(51, 8, 0, 255);
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_stopBtn.gameObject.SetActive(false);//停止强化按钮
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StopCoroutine("AutomaticRein");
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_boolIE = false;
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onMainModel.StrengthegingBool = _boolIE;
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if (IsFightUp != null)
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{
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IsFightUp();
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}
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}
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}
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}
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List<int> StrengthList = new List<int>();
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string[] LocationSort()//装备位优先级
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{
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string _array = FuncConfigConfig.Get("StrengthenDisplay").Numerical1;
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string[] _Sarray = new string[] { };//接收排序
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List<string> SortList = new List<string>();
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if (StrengthList.Count <= 0)
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{
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for (int i = 0; i < ConfigParse.GetMultipleStr(_array).Length; i++)
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{
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StrengthList.Add(int.Parse(ConfigParse.GetMultipleStr(_array)[i]));
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}
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}
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for (int i = 0; i < ConfigParse.GetMultipleStr(_array).Length; i++)
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{
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SortList.Add(ConfigParse.GetMultipleStr(_array)[i]);
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}
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SortList.Sort(Compare);
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_Sarray = SortList.ToArray();
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return _Sarray;
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}
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private int Compare(string x, string y)//数组排列
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{
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var _index_x = int.Parse(x);
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var _index_y = int.Parse(y);
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bool havex = IsFairyDevice(_index_x);
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bool havey = IsFairyDevice(_index_y);
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if (havex.CompareTo(havey) != 0)
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{
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return -havex.CompareTo(havey);
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}
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var _sort_x = StrengthList.IndexOf(_index_x);
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var _sort_y = StrengthList.IndexOf(_index_y);
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return _sort_x.CompareTo(_sort_y);
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}
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private bool IsFairyDevice(int Index)
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{
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if (Index == 9 || Index == 10)
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{
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SinglePack singlePack = playerPack.GetSinglePack(PackType.Equip);
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if (singlePack != null && singlePack.GetAllItems().ContainsKey(Index))
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{
|
ItemModel item = singlePack.GetItemByIndex(Index);
|
ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
|
_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(Index), 0, 0);
|
if (_itemPM.levelMax > strengthengmodel._EqInfo[Index].EquipPartStarLV)//最大可升阶等级和服务端对比
|
{
|
return true;
|
}
|
}
|
}
|
return false;
|
}
|
|
void TheEquipment()//通过数组来份类是否穿戴
|
{
|
for (int i = 0; i < _locationSort.Length; i++)
|
{
|
SinglePack singlePack = playerPack.GetSinglePack(PackType.Equip);
|
if (singlePack == null)
|
{
|
_notWear.Add(int.Parse(_locationSort[i]));//未穿戴
|
continue;
|
}
|
|
if (singlePack.GetAllItems().ContainsKey(int.Parse(_locationSort[i])))
|
{
|
ItemModel item = singlePack.GetItemByIndex(int.Parse(_locationSort[i]));
|
ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
|
if (strengthengmodel.EquipMax(int.Parse(_locationSort[i])) != 3)
|
{
|
_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(int.Parse(_locationSort[i])),
|
ItemConfig.Get(item.itemId).LV, ItemConfig.Get(item.itemId).ItemColor);
|
}
|
else
|
{
|
_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(int.Parse(_locationSort[i])), 0, 0);
|
}
|
if (_itemPM.levelMax > strengthengmodel._EqInfo[int.Parse(_locationSort[i])].EquipPartStarLV)//最大可升阶等级和服务端对比
|
{
|
_wear.Add(int.Parse(_locationSort[i]));//未满阶
|
}
|
else
|
{
|
_fullLevel.Add(int.Parse(_locationSort[i]));//满阶
|
}
|
}
|
else
|
{
|
_notWear.Add(int.Parse(_locationSort[i]));//未穿戴
|
}
|
}
|
}
|
|
|
void DynamicAssignment()//动态赋值名称
|
{
|
|
for (int i = 1; i <= _locationSort.Length; i++)
|
{
|
|
if (i <= _wear.Count)//有装备
|
{
|
_content.GetChild(i - 1).gameObject.name = _toggleName[(_wear[i - 1])];
|
int part = (_wear[i - 1]);
|
_content.GetChild(i - 1).transform.Find("RedPoint").GetComponent<RedpointBehaviour>().redpointId = strengthengmodel.StrengthengRedPoint[part].id;
|
ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _wear[i - 1]);
|
_content.GetChild(i - 1).transform.Find("BGMImage").gameObject.SetActive(false);
|
ItemCell _ItemCell = _content.GetChild(i - 1).transform.Find("ItemCell").GetComponent<ItemCell>();
|
_ItemCell.gameObject.SetActive(true);
|
_ItemCell.Init(item);
|
_content.GetChild(i - 1).transform.Find("ContentText").GetComponent<Text>().text = ItemColor((int)item.itemId, (_wear[i - 1]));
|
_content.GetChild(i - 1).transform.Find("ContentText").gameObject.SetActive(true);
|
_content.GetChild(i - 1).transform.Find("TextBGPanel").gameObject.SetActive(false);
|
}
|
else
|
{
|
if (i - _wear.Count <= _notWear.Count)//没装备
|
{
|
|
_content.GetChild(i - 1).gameObject.name = _toggleName[(_notWear[i - _wear.Count - 1])];
|
int part = (_notWear[i - _wear.Count - 1]);
|
_content.GetChild(i - 1).transform.Find("RedPoint").GetComponent<RedpointBehaviour>().redpointId = strengthengmodel.StrengthengRedPoint[part].id;
|
_content.GetChild(i - 1).transform.Find("BGMImage").gameObject.SetActive(true);
|
_content.GetChild(i - 1).transform.Find("ItemCell").gameObject.SetActive(false);
|
_content.GetChild(i - 1).transform.Find("ContentText").gameObject.SetActive(false);
|
_content.GetChild(i - 1).transform.Find("TextBGPanel").gameObject.SetActive(true);
|
_content.GetChild(i - 1).transform.Find("TextBGPanel/UpText").GetComponent<Text>().text = Language.Get("Z1015") + _toponym[(_notWear[i - _wear.Count - 1])];
|
}
|
else//满阶
|
{
|
_content.GetChild(i - 1).gameObject.name = _toggleName[(_fullLevel[i - _wear.Count - _notWear.Count - 1])];
|
int part = (_fullLevel[i - _wear.Count - _notWear.Count - 1]);
|
_content.GetChild(i - 1).transform.Find("RedPoint").GetComponent<RedpointBehaviour>().redpointId = strengthengmodel.StrengthengRedPoint[part].id;
|
_content.GetChild(i - 1).transform.Find("BGMImage").gameObject.SetActive(false);
|
ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _fullLevel[i - _wear.Count - _notWear.Count - 1]);
|
ItemCell _ItemCell = _content.GetChild(i - 1).transform.Find("ItemCell").GetComponent<ItemCell>();
|
_ItemCell.gameObject.SetActive(true);
|
_ItemCell.Init(item);
|
_content.GetChild(i - 1).transform.Find("ContentText").GetComponent<Text>().text = ItemColor((int)item.itemId, (_fullLevel[i - _wear.Count - _notWear.Count - 1]));
|
_content.GetChild(i - 1).transform.Find("ContentText").gameObject.SetActive(true);
|
_content.GetChild(i - 1).transform.Find("TextBGPanel").gameObject.SetActive(false);
|
}
|
}
|
}
|
}
|
|
void FindBind()//Toggle 的动态赋值
|
{
|
for (int i = 0; i < _content.childCount; i++)
|
{
|
_content.GetChild(i).transform.GetComponent<Toggle>().onValueChanged.RemoveAllListeners();
|
}
|
_content.Find("WeaponPlate").GetComponent<Toggle>().onValueChanged.AddListener(
|
delegate (bool _bool)
|
{
|
WeaponPlateT(_bool);
|
}
|
);
|
_content.Find("DeputyPlate").GetComponent<Toggle>().onValueChanged.AddListener(
|
delegate (bool _bool)
|
{
|
DeputyPlateT(_bool);
|
}
|
);
|
_content.Find("HelmetPlate").GetComponent<Toggle>().onValueChanged.AddListener(
|
delegate (bool _bool)
|
{
|
HelmetPlateT(_bool);
|
}
|
);
|
_content.Find("ChestPlate").GetComponent<Toggle>().onValueChanged.AddListener(
|
delegate (bool _bool)
|
{
|
ChestPlateT(_bool);
|
}
|
);
|
_content.Find("BeltPlate").GetComponent<Toggle>().onValueChanged.AddListener(
|
delegate (bool _bool)
|
{
|
BeltPlateT(_bool);
|
}
|
);
|
_content.Find("ShinPads").GetComponent<Toggle>().onValueChanged.AddListener(
|
delegate (bool _bool)
|
{
|
ShinPadsT(_bool);
|
}
|
);
|
_content.Find("BootsPlate").GetComponent<Toggle>().onValueChanged.AddListener(
|
delegate (bool _bool)
|
{
|
BootsPlateT(_bool);
|
}
|
);
|
_content.Find("NecklacePlate").GetComponent<Toggle>().onValueChanged.AddListener(
|
delegate (bool _bool)
|
{
|
NecklacePlateT(_bool);
|
}
|
);
|
_content.Find("FairyPlate1").GetComponent<Toggle>().onValueChanged.AddListener(
|
delegate (bool _bool)
|
{
|
FairyPlate1T(_bool);
|
}
|
);
|
_content.Find("FairyPlate2").GetComponent<Toggle>().onValueChanged.AddListener(
|
delegate (bool _bool)
|
{
|
FairyPlate2T(_bool);
|
}
|
);
|
}//查找Toggle和赋值
|
|
int SwitchControl(int _arrayNumber)//返回是否有穿戴装备
|
{
|
_wear.Clear();
|
_notWear.Clear();
|
_fullLevel.Clear();
|
TheEquipment();
|
for (int i = 0; i < _wear.Count; i++)//有装备
|
{
|
if (_wear[i] == _arrayNumber)
|
return 1;
|
}
|
|
for (int j = 0; j < _notWear.Count; j++)//无装备
|
{
|
if (_notWear[j] == _arrayNumber)
|
return 2;
|
}
|
for (int k = 0; k < _fullLevel.Count; k++)//满阶
|
{
|
if (_fullLevel[k] == _arrayNumber)
|
return 3;
|
}
|
return 0;
|
}
|
|
void FullLevel(int _number)//满级面板的赋值
|
{
|
TheningFloor.color = new Color32(255, 255, 255, 0);
|
int _theTpye = strengthengmodel.GameDefineIndex(_number);
|
ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _number);
|
FullIteemCell.Init(item);
|
FullIteemCell.cellBtn.RemoveAllListeners();
|
FullIteemCell.cellBtn.AddListener(() =>
|
{
|
itemTipsModel.SetItemTipsModel(PackType.Equip, item.guid);
|
});
|
ItemPlusMaxConfig _tagItem = new ItemPlusMaxConfig();
|
if (strengthengmodel.EquipMax(_number) != 3)
|
{
|
_tagItem = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_number),
|
ItemConfig.Get(item.itemId).LV, ItemConfig.Get(item.itemId).ItemColor);
|
}
|
else
|
{
|
_tagItem = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_number), 0, 0);
|
}
|
_LevelTextB.text = _tagItem.levelMax.ToString();
|
if (_tagItem.levelMax == strengthengmodel._EqInfo[_number].EquipPartStarLV)
|
{
|
|
_FillAText.text = string.Format(Language.Get("Z1016"), strengthengmodel._EqInfo[_number].Proficiency);
|
}
|
else
|
{
|
ItemPlusConfig _tagItem_A = ItemPlusConfig.GetTypeAndGrade(_theTpye, strengthengmodel._EqInfo[_number].EquipPartStarLV);
|
ItemPlusConfig _tagItem_B = ItemPlusConfig.GetTypeAndGrade(_theTpye, _tagItem.levelMax);
|
int _beyond = _tagItem_A.upExpTotal - _tagItem_B.upExpTotal + strengthengmodel._EqInfo[_number].Proficiency;
|
_FillAText.text = string.Format(Language.Get("Z1016"), _beyond);
|
|
}
|
}
|
|
void StrengtheningA(int _tag)//强化面板的赋值
|
{
|
TheningFloor.color = new Color32(255, 255, 255, 255);
|
ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _tag);
|
NowIteemCell.Init(item);
|
ItemConfig tagItem = ItemConfig.Get(item.itemId.ToString());
|
|
NowIteemCell.cellBtn.RemoveAllListeners();
|
NowIteemCell.cellBtn.AddListener(() =>
|
{
|
itemTipsModel.SetItemTipsModel(PackType.Equip, item.guid, false);
|
itemTipsModel.curAttrData.SetStrengthData(strengthengmodel.StrengthenTheCeiling(item.itemPlace) + 1, strengthengmodel.GameDefineIndex(item.itemPlace
|
));
|
itemTipsModel.ShowUICtrl();
|
});
|
//当前阶
|
UpIteemCell.Init(item);
|
UpIteemCell.cellBtn.RemoveAllListeners();
|
UpIteemCell.cellBtn.AddListener(() =>
|
{
|
itemTipsModel.SetItemTipsModel(PackType.Equip, item.guid);
|
});
|
int _levelNum = strengthengmodel._EqInfo[_tag].EquipPartStarLV;//获取服务端的当前等级
|
int _strType = strengthengmodel.GameDefineIndex(_tag);
|
;//强化类型返回
|
ItemPlusConfig _tagItem = ItemPlusConfig.GetTypeAndGrade(_strType, _levelNum);
|
if (_ToggleDown)
|
{
|
_SmoothSlider.delay = 0f;
|
_SmoothSlider.stage = _levelNum;
|
_SmoothSlider.ResetStage();
|
_SmoothSlider.value = (float)Math.Round((double)strengthengmodel._EqInfo[_tag].Proficiency / _tagItem.upExpNeed, 2, MidpointRounding.AwayFromZero);
|
_ToggleDown = false;
|
}
|
else
|
{
|
if (_levelNum > _StrengthenLevel)
|
{
|
if (EffectsJudgment(_tag))
|
_UIEffect1B.Play();
|
_StrengthenLevel = _levelNum;
|
}
|
_SmoothSlider.delay = _Delaytime;
|
_SmoothSlider.stage = _levelNum;
|
_SmoothSlider.value = (float)Math.Round((double)strengthengmodel._EqInfo[_tag].Proficiency / _tagItem.upExpNeed, 2, MidpointRounding.AwayFromZero);
|
}
|
|
_gradText.text = _levelNum.ToString();//当前等级赋值
|
GradeTextNext.text = (_levelNum + 1).ToString();//下级等级赋值
|
_moneyText.text = MoneyContrast(_money);
|
|
_sliderText.text = strengthengmodel._EqInfo[_tag].Proficiency.ToString() + "/" + _tagItem.upExpNeed.ToString();
|
|
if (_tagItem.attType.Split('|').Length == 1)
|
{
|
Dictionary<int, int> _dicOne = AsStipulated((int)item.itemId);
|
PlayerPropertyConfig _playPM = PlayerPropertyConfig.Get(_tagItem.attType);
|
if (ItemPlusConfig.GetTypeAndGrade(_strType, _levelNum + 1) == null)
|
return;
|
ItemPlusConfig _tagItemA = ItemPlusConfig.GetTypeAndGrade(_strType, _levelNum + 1);
|
m_DefenseText.gameObject.SetActive(false);
|
m_LifeValueText.gameObject.SetActive(false);
|
m_AttText.gameObject.SetActive(true);
|
m_AttText.text = string.Format(Language.Get("Z1060"), _playPM.Name, int.Parse(_tagItem.attValue) + _dicOne[67], int.Parse(_tagItem.attValue) + _dicOne[68]);
|
m_AttNum.text = string.Format(Language.Get("Strengthen_ValueNum"), int.Parse(_tagItemA.attValue) - int.Parse(_tagItem.attValue));
|
}
|
else
|
{
|
m_AttText.gameObject.SetActive(false);
|
m_DefenseText.gameObject.SetActive(true);
|
m_LifeValueText.gameObject.SetActive(true);
|
|
Dictionary<int, int> _dicTwo = AsStipulated((int)item.itemId);
|
string[] _str = new string[] { };
|
string[] _strA = new string[] { };
|
_str = _tagItem.attType.Split('|');
|
_strA = _tagItem.attValue.Split('|');
|
PlayerPropertyConfig _playPMA = PlayerPropertyConfig.Get(_str[0]);
|
if (ItemPlusConfig.GetTypeAndGrade(_strType, _levelNum + 1) == null)
|
return;
|
ItemPlusConfig _tagItemB = ItemPlusConfig.GetTypeAndGrade(_strType, _levelNum + 1);
|
string[] _strB = new string[] { };
|
string[] _strB1 = new string[] { };
|
_strB = _tagItemB.attType.Split('|');
|
_strB1 = _tagItemB.attValue.Split('|');
|
m_DefenseText.text = string.Format(Language.Get("Z1061"), _playPMA.Name, int.Parse(_strA[0]) + _dicTwo[6]);
|
m_DefenseNum.text = string.Format(Language.Get("Strengthen_ValueNum"), int.Parse(_strB1[0]) - int.Parse(_strA[0]));
|
PlayerPropertyConfig _playPMB = PlayerPropertyConfig.Get(_str[1]);
|
m_LifeValueText.text = string.Format(Language.Get("Z1061"), _playPMB.Name, int.Parse(_strA[1]) + _dicTwo[8]);
|
m_LifeValueNum.text = string.Format(Language.Get("Strengthen_ValueNum"), int.Parse(_strB1[1]) - int.Parse(_strA[1]));
|
Array.Clear(_str, 0, _str.Length);
|
Array.Clear(_strA, 0, _strA.Length);
|
Array.Clear(_strB, 0, _strB.Length);
|
Array.Clear(_strB1, 0, _strB1.Length);
|
}
|
}
|
|
|
|
|
|
Dictionary<int, int> AsStipulated(int _id)//获取物品表的属性值
|
{
|
Dictionary<int, int> _dic = new Dictionary<int, int>();
|
ItemConfig tagCIM = ItemConfig.Get(_id);
|
if (tagCIM.Effect1 != 0)
|
{
|
_dic.Add(tagCIM.Effect1, tagCIM.EffectValueA1);
|
}
|
if (tagCIM.Effect2 != 0)
|
{
|
_dic.Add(tagCIM.Effect2, tagCIM.EffectValueA2);
|
}
|
if (tagCIM.Effect3 != 0)
|
{
|
_dic.Add(tagCIM.Effect3, tagCIM.EffectValueA3);
|
}
|
if (tagCIM.Effect4 != 0)
|
{
|
_dic.Add(tagCIM.Effect4, tagCIM.EffectValueA4);
|
}
|
if (tagCIM.Effect5 != 0)
|
{
|
_dic.Add(tagCIM.Effect5, tagCIM.EffectValueA5);
|
}
|
if (_dic.Count == 0)
|
return null;
|
return _dic;
|
}
|
|
|
|
|
|
public void ClearToArray()//关于数组的清空赋值
|
{
|
_wear.Clear();
|
_notWear.Clear();
|
_fullLevel.Clear();
|
Array.Clear(_locationSort, 0, _locationSort.Length);
|
for (int i = 0; i < _content.childCount; i++)
|
{
|
_content.GetChild(i).GetComponent<Toggle>().isOn = false;
|
}
|
}
|
|
|
void EventResponse(bool _bool, int _equipped)//按钮绑定的事件响应
|
{
|
if (_bool)
|
{
|
_ToggleDown = true;
|
StopBtn();//停止强化
|
_tag = _equipped;
|
_StrengtheningType = strengthengmodel.GameDefineIndex(_tag);//获取强化类型
|
ColrToPitchUp(_equipped);
|
_StrengthenLevel = strengthengmodel._EqInfo[_equipped].EquipPartStarLV;//得到部位强化等级
|
int _locationIndex = SwitchControl(_equipped);
|
if (_locationIndex == 1)
|
{
|
StrengtheningA(_equipped);
|
_GridGreenImage.gameObject.SetActive(true);
|
m_ImageBGObj.SetActive(false);
|
_AttributesBig.gameObject.SetActive(false);
|
_GridGreenB.gameObject.SetActive(false);
|
if (!_UIEffect1D.IsPlaying)
|
{
|
_UIEffect1D.Play();
|
}
|
}
|
else if (_locationIndex == 2)
|
{
|
_GridGreenImage.gameObject.SetActive(false);
|
TheningFloor.color = new Color32(255, 255, 255, 0);
|
m_ImageBGObj.SetActive(true);
|
_AttributesBig.gameObject.SetActive(true);
|
_GridGreenB.gameObject.SetActive(false);
|
_UIEffect1D.StopImediatly();
|
_UIEffect1C.StopImediatly();
|
_UIEffect1A.StopImediatly();
|
_UIEffect1B.StopImediatly();
|
}
|
else if (_locationIndex == 3)
|
{
|
FullLevel(_equipped);
|
_GridGreenImage.gameObject.SetActive(false);
|
m_ImageBGObj.SetActive(false);
|
_AttributesBig.gameObject.SetActive(false);
|
_GridGreenB.gameObject.SetActive(true);
|
DisplayPromoteLv(_equipped);
|
_UIEffect1D.StopImediatly();
|
_UIEffect1C.StopImediatly();
|
_UIEffect1A.StopImediatly();
|
_UIEffect1B.StopImediatly();
|
}
|
}
|
}
|
|
void DisplayPromoteLv(int _index)
|
{
|
var itemModel = playerPack.GetItemByIndex(PackType.Equip, _index);
|
if (itemModel != null)
|
{
|
var itemConfig = ItemConfig.Get(itemModel.itemId);
|
var type = strengthengmodel.GameDefineIndex(_index);
|
if (ItemPlusMaxConfig.GetItemPlusMaxLv(type) > itemConfig.LV)
|
{
|
var nextLv = itemConfig.LV + 1;
|
m_PromoteLimit.text = Language.Get("ItemPlusPromoteLimit", nextLv);
|
}
|
else
|
{
|
m_PromoteLimit.text = string.Empty;
|
}
|
}
|
}
|
|
|
void ColrToPitchUp(int _equipped)//颜色变化的切换
|
{
|
Transform _tran = _content.transform.Find(_toggleName[_equipped] + "/ContentText").transform;
|
_tran.GetComponent<Text>().color = new Color32(255, 250, 240, 255);
|
for (int i = 1; i <= 10; i++)
|
{
|
if (_equipped == i)
|
continue;
|
Transform _tranA = _content.transform.Find(_toggleName[i] + "/ContentText").transform;
|
_tranA.GetComponent<Text>().color = new Color32(236, 215, 174, 255);
|
}
|
}
|
|
|
void EquipPartStar(HA3B3_tagMCEquipPartStarLVInfo info)//服务器下发的数据初始化
|
{
|
SoundPlayer.Instance.PlayUIAudio(14);
|
TheDynamicChange(_tag, strengthengmodel._EqInfo[_tag].EquipPartStarLV);//刷新等级和阶数
|
StrengthenRefresh();//强化刷新
|
Refresh();
|
if (EffectsJudgment(_tag))
|
{
|
_UIEffect1A.Play();
|
if (!_UIEffect1C.IsPlaying)
|
{
|
_UIEffect1C.Play();
|
}
|
|
}
|
|
|
}
|
|
|
|
void RefreshMoney(PlayerDataRefresh _tCDBPlayerRefresh)
|
{
|
|
switch (_tCDBPlayerRefresh)
|
{
|
case PlayerDataRefresh.Silver:
|
_money = PlayerDatas.Instance.baseData.allSliver;
|
_moneyText.text = MoneyContrast(_money);
|
m_Money_text.text = ItemLogicUtility.Instance.OnChangeCoinsUnit(UIHelper.GetMoneyCnt(3));
|
break;
|
default:
|
break;
|
}
|
}
|
|
|
string MoneyContrast(ulong _haveMoney)//金钱对比
|
{
|
int _needMoney = 0;
|
int _levelNumber = strengthengmodel._EqInfo[_tag].EquipPartStarLV;//获取服务端的当前等级
|
ItemPlusConfig _tagItem = ItemPlusConfig.GetTypeAndGrade(_StrengtheningType, _levelNumber);
|
_needMoney = _tagItem.costCount;
|
string str = null;
|
if (_haveMoney >= (ulong)_needMoney)
|
{
|
str = "<color=#fffaf0>" + (_needMoney / 10000).ToString() + Language.Get("Z1014") + "</color>";
|
return str;
|
}
|
else
|
{
|
str = "<color=#ff0000>" + (_needMoney / 10000).ToString() + Language.Get("Z1014") + "</color>";
|
return str;
|
}
|
}
|
|
|
bool Judgment(int _number)//判断金钱是否足够能否强化
|
{
|
int _strType = strengthengmodel.GameDefineIndex(_number);// 化类型返回
|
int _levelNumber = strengthengmodel._EqInfo[_number].EquipPartStarLV;//获取服务端的当前等级
|
ItemPlusConfig _tagItem = ItemPlusConfig.GetTypeAndGrade(_strType, _levelNumber);
|
if (_money >= (ulong)_tagItem.costCount)
|
{
|
return true;
|
}
|
else
|
{
|
return false;
|
}
|
}
|
|
private void Refresh()
|
{
|
foreach (var key in strengthengmodel._EqInfo.Keys)
|
{
|
TheDynamicChange(key, strengthengmodel._EqInfo[key].EquipPartStarLV);
|
}
|
}
|
|
void TheDynamicChange(int _equippedWithA, int _equipmentLevel)//动态修改(装备位和装备等级)
|
{
|
ItemModel item = playerPack.GetItemByIndex(PackType.Equip, _equippedWithA);
|
if (item == null)
|
return;
|
|
Text _nameText = _content.Find(_toggleName[_equippedWithA] + "/ContentText").GetComponent<Text>();
|
string str = null;
|
ItemConfig _Item = ItemConfig.Get((int)item.itemId);
|
ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
|
if (strengthengmodel.EquipMax(_equippedWithA) != 3)
|
{
|
_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_equippedWithA), _Item.LV, _Item.ItemColor);
|
}
|
else
|
{
|
_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_equippedWithA), 0, 0);
|
}
|
switch (_Item.ItemColor)
|
{
|
case 0:
|
case 1:
|
str = _Item.ItemName + " +" + StrengthenTheCeiling(_itemPM.levelMax, _equipmentLevel);
|
_nameText.text = UIHelper.AppendStringColor(_Item.ItemColor, str, true);
|
break;
|
case 2:
|
|
str = _Item.ItemName + " +" + StrengthenTheCeiling(_itemPM.levelMax, _equipmentLevel);
|
_nameText.text = UIHelper.AppendStringColor(_Item.ItemColor, str, true);
|
break;
|
case 3:
|
|
str = _Item.ItemName + " +" + StrengthenTheCeiling(_itemPM.levelMax, _equipmentLevel);
|
_nameText.text = UIHelper.AppendStringColor(_Item.ItemColor, str, true);
|
break;
|
case 4:
|
|
str = _Item.ItemName + " +" + StrengthenTheCeiling(_itemPM.levelMax, _equipmentLevel);
|
_nameText.text = UIHelper.AppendStringColor(_Item.ItemColor, str, true);
|
break;
|
case 5:
|
str = _Item.ItemName + " +" + StrengthenTheCeiling(_itemPM.levelMax, _equipmentLevel);
|
_nameText.text = UIHelper.AppendStringColor(_Item.ItemColor, str, true);
|
break;
|
case 6:
|
str = _Item.ItemName + " +" + StrengthenTheCeiling(_itemPM.levelMax, _equipmentLevel);
|
_nameText.text = UIHelper.AppendStringColor(_Item.ItemColor, str, true);
|
break;
|
default:
|
break;
|
}
|
}
|
|
|
int StrengthenTheCeiling(int _Max, int _equipmentLevel)//强化上限
|
{
|
if (_Max >= _equipmentLevel)
|
return _equipmentLevel;
|
else
|
return _Max;
|
}
|
|
string ItemColor(int ItemID, int _equipmentLevel)//颜色的赋值和装备强化等级
|
{
|
string str = null;
|
ItemConfig _Item = ItemConfig.Get(ItemID);
|
ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig();
|
if (strengthengmodel.EquipMax(_Item.EquipPlace) != 3)
|
{
|
_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_Item.EquipPlace), _Item.LV, _Item.ItemColor);
|
}
|
else
|
{
|
_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(_Item.EquipPlace), 0, 0);
|
}
|
switch (_Item.ItemColor)
|
{
|
case 0:
|
case 1:
|
str = _Item.ItemName + " +" + StrengthenTheCeiling(_itemPM.levelMax, strengthengmodel._EqInfo[_equipmentLevel].EquipPartStarLV);
|
return UIHelper.AppendStringColor(_Item.ItemColor, str, true);
|
case 2:
|
str = _Item.ItemName + " +" + StrengthenTheCeiling(_itemPM.levelMax, strengthengmodel._EqInfo[_equipmentLevel].EquipPartStarLV);
|
return UIHelper.AppendStringColor(_Item.ItemColor, str, true);
|
case 3:
|
str = _Item.ItemName + " +" + StrengthenTheCeiling(_itemPM.levelMax, strengthengmodel._EqInfo[_equipmentLevel].EquipPartStarLV);
|
return UIHelper.AppendStringColor(_Item.ItemColor, str, true);
|
case 4:
|
str = _Item.ItemName + " +" + StrengthenTheCeiling(_itemPM.levelMax, strengthengmodel._EqInfo[_equipmentLevel].EquipPartStarLV);
|
return UIHelper.AppendStringColor(_Item.ItemColor, str, true);
|
case 5:
|
str = _Item.ItemName + " +" + StrengthenTheCeiling(_itemPM.levelMax, strengthengmodel._EqInfo[_equipmentLevel].EquipPartStarLV);
|
return UIHelper.AppendStringColor(_Item.ItemColor, str, true);
|
case 6:
|
str = _Item.ItemName + " +" + StrengthenTheCeiling(_itemPM.levelMax, strengthengmodel._EqInfo[_equipmentLevel].EquipPartStarLV);
|
return UIHelper.AppendStringColor(_Item.ItemColor, str, true);
|
default:
|
return str;
|
}
|
}
|
|
void OnDisable()//界面关闭时调用
|
{
|
_open = false;
|
StopBtn();//停止强化关闭携程
|
StrengthenModel.Event_Ha3b3 -= EquipPartStar;//刷新服务器关于装备信息
|
PlayerDatas.Instance.PlayerDataRefreshInfoEvent -= RefreshMoney;//金钱的刷新
|
WindowCenter.Instance.windowBeforeCloseEvent -= windowBeforeCloseEvent;
|
int playerLv = PlayerDatas.Instance.baseData.LV;
|
if (playerLv >= 150)
|
{
|
foreach (int key in strengthengmodel.StrengthengRedPoint.Keys)
|
{
|
strengthengmodel.StrengthengRedPoint[key].state = RedPointState.None;
|
}
|
|
if (strengthengmodel.LevelAstrictBool)
|
{
|
strengthengmodel.LevelAstrictBool = false;
|
}
|
strengthengmodel.equipmentA = 0;
|
}
|
}
|
|
}
|