| | |
| | | // 主线上阵武将才需要提醒 觉醒>升星>突破>升级 |
| | | public int GetFuncState(HeroInfo hero) |
| | | { |
| | | if (!hero.isAttrActive) |
| | | return 0; |
| | | |
| | | var heroCnt = PackManager.Instance.GetItemCountByID(PackType.Hero, hero.heroId); |
| | | if (!hero.IsInTeamByTeamType(TeamType.Story)) |
| | | { |
| | | if (hero.heroStar < hero.GetCurMaxStar() && heroCnt > 1) |
| | | { |
| | | return 2; |
| | | } |
| | | return 0; |
| | | } |
| | | |
| | | var heroCnt = PackManager.Instance.GetItemCountByID(PackType.Hero, hero.heroId); |
| | | var itemPack = PackManager.Instance.GetSinglePack(PackType.Item); |
| | | //5星后才能觉醒 |
| | | if (hero.heroStar < starLevelCanAwake) |
| | |
| | | } |
| | | } |
| | | |
| | | if (heroCnt > 1) return 2; |
| | | if (hero.heroStar < hero.GetCurMaxStar() && heroCnt > 1) |
| | | { |
| | | return 2; |
| | | } |
| | | |
| | | var maxBreakLV = HeroBreakConfig.GetMaxBreakLv(hero.heroId); |
| | | if (hero.breakLevel < maxBreakLV) |
| | |
| | | List<Redpoint> heroOnTeamRedpointList = new List<Redpoint>(); //上阵的武将红点 |
| | | List<Redpoint> heroBookRedpointList = new List<Redpoint>(); //图鉴所有武将红点 |
| | | |
| | | //生效未上阵的 可吞噬的共用一个红点 |
| | | Redpoint heroEatRedPoint = new Redpoint(MainRedDot.HeroCardRedpoint, MainRedDot.HeroCardRedpoint * 10 + 8); |
| | | //新标识的红点 所有武将统一个 |
| | | Redpoint newMarkRedPoint = new Redpoint(MainRedDot.HeroCardRedpoint, MainRedDot.HeroCardRedpoint * 10 + 9); |
| | | void InitHeroOnTeamRedpointList() |
| | |
| | | } |
| | | |
| | | newMarkRedPoint.state = newHeroIDList.Count > 0 ? RedPointState.New : RedPointState.None; |
| | | |
| | | heroEatRedPoint.state = RedPointState.None; |
| | | var _list = HeroManager.Instance.GetHeroList(); |
| | | foreach (var hero in _list) |
| | | { |
| | | if (!hero.isAttrActive) |
| | | { |
| | | continue; |
| | | } |
| | | if (hero.heroStar >= hero.GetCurMaxStar()) |
| | | { |
| | | continue; |
| | | } |
| | | |
| | | if (HeroManager.Instance.GetHeroCountByID(hero.heroId) > 1) |
| | | { |
| | | heroEatRedPoint.state = RedPointState.Simple; |
| | | break; |
| | | } |
| | | } |
| | | |
| | | } |
| | | |
| | | |