| | |
| | | targetInfo.ServerID = sourceData.ServerID; |
| | | targetInfo.EmblemID = sourceData.EmblemID; |
| | | targetInfo.EmblemWord = UIHelper.ServerStringTrim(sourceData.EmblemWord); |
| | | targetInfo.IsDismiss = sourceData.IsDismiss; |
| | | targetInfo.TotalStar = sourceData.TotalStar; |
| | | targetInfo.OverState = sourceData.OverState; |
| | | targetInfo.BatMemCount = sourceData.BatMemCount; |
| | |
| | | if (BatState == 1 && MyFamilyInfo != null) |
| | | { |
| | | int overState = MyFamilyInfo.OverState; |
| | | if (overState == 1 || overState == 3) return 4; |
| | | if (overState == 2 || overState == 4) return 5; |
| | | if (overState == 1) return 4; |
| | | if (overState == 2) return 5; |
| | | } |
| | | |
| | | return 1; |
| | |
| | | /// <summary> |
| | | /// 获取我的剩余开启次数 |
| | | /// 仅在休战期(BatState==1)可开启 |
| | | /// 对手公会未解散: 有参与战斗(BatCnt>0)的玩家可开启1次 |
| | | /// 对手公会已解散: 所有参赛成员均可开启1次 |
| | | /// 参战且已战斗成员可开启1次 |
| | | /// 每人最多1次 |
| | | /// </summary> |
| | | public int GetMyOpenRemainCount() |
| | |
| | | if (!MyFamilyMembers.TryGetValue(myPlayerId, out var myMem)) |
| | | return 0; |
| | | |
| | | // 未参与战斗不能开启 |
| | | if (myMem.BatCnt <= 0) |
| | | return 0; |
| | | |
| | | // 已开启过则不能再次开启 |
| | | if (myMem.GridNum > 0) |
| | | return 0; |
| | | |
| | | // 对手公会已解散: 所有参赛成员均可开启 |
| | | if (EnemyFamilyInfo != null && EnemyFamilyInfo.IsDismiss == 1) |
| | | return 1; |
| | | |
| | | // 对手公会未解散: 参战成员均可开启1次(已开启的被 GridNum 过滤) |
| | | // 参战且已战斗成员可开启1次(已开启的被 GridNum 过滤) |
| | | return 1; |
| | | } |
| | | |