| | |
| | | |
| | | public WaitHeroFuncResponse waitResponse; //请求武将功能,与服务端交互 |
| | | |
| | | public const float lihuiScale = 0.6f; //立绘缩放大小 |
| | | |
| | | |
| | | |
| | | public override void Init() |
| | | { |
| | |
| | | } |
| | | |
| | | |
| | | |
| | | |
| | | #region 招募 |
| | | |
| | | public HappXBTitle selectCallType; //寻宝枚举类型 |
| | | public int selectCallIndex;//0:1抽 1:10抽 对应配置顺序 |
| | | public const string skipKey = "SkipHeroCall"; |
| | | |
| | | |
| | | |
| | | public bool IsNewHero(int heroID) |
| | | { |
| | | var bookInfo = GetHeroBookInfo(heroID); |
| | | if (bookInfo != null) |
| | | { |
| | | if (bookInfo.BookInitState < 2) |
| | | { |
| | | //更精准的 需要比较本次抽的同武将个数 和 背包里有的个数再比较 |
| | | if (HappyXBModel.Instance.GetCountInResult(heroID) >= HeroManager.Instance.GetHeroCountByID(heroID)) |
| | | { |
| | | return true; |
| | | } |
| | | else |
| | | { |
| | | return false; |
| | | } |
| | | } |
| | | else |
| | | { |
| | | return false; |
| | | } |
| | | } |
| | | |
| | | return true; |
| | | } |
| | | #endregion |
| | | |
| | | |
| | | } |
| | | |
| | | public struct WaitHeroFuncResponse |