| | |
| | | base.OnSettlement(turnFightStateData); |
| | | if (battleState == StoryBattleState.Battle) |
| | | { |
| | | EquipModel.Instance.CalcAllFloorItems(); |
| | | BattleManager.Instance.MainFightRequest(4); |
| | | } |
| | | } |
| | |
| | | { |
| | | base.HaveRest(); |
| | | battleState = StoryBattleState.Break; |
| | | EquipModel.Instance.CalcAllFloorItems(); |
| | | BattleManager.Instance.MainFightRequest(0); |
| | | } |
| | | |
| | |
| | | //再检查一次有没装备未处理 |
| | | if (PackManager.Instance.GetSinglePack(PackType.DropItem).GetItems().Count > 0) |
| | | { |
| | | //构建所有物品 |
| | | List<int> dropList = new List<int>(); |
| | | foreach (var item in PackManager.Instance.GetSinglePack(PackType.DropItem).GetItems()) |
| | | { |
| | | dropList.Add(item.gridIndex); |
| | | } |
| | | EquipModel.Instance.NotifyItemDrop(dropList, null); |
| | | EquipModel.Instance.CalcAllFloorItems(); |
| | | BattleDebug.LogError("RequestFight: 装备未处理"); |
| | | return false; |
| | | } |