| | |
| | | public event Action<int> treasureLevelProgressUpdateEvent;
|
| | | public event Action<int> treasureStageUpEvent;
|
| | | public event Action<int> humanTreasureStateChangeEvent;
|
| | | public event Action skillLevelUpRedpointUpdate;
|
| | |
|
| | | bool m_WaitOpenDetailsWin = false;
|
| | | public bool waitOpenDetailsWin {
|
| | |
| | | {
|
| | | treasure.skillLevelUpRedpoint.state = RedPointState.Simple;
|
| | | treasure.autoSelectPotential = k;
|
| | | if (skillLevelUpRedpointUpdate != null)
|
| | | {
|
| | | skillLevelUpRedpointUpdate();
|
| | | }
|
| | | return;
|
| | | }
|
| | | }
|
| | |
| | | var itemConfig = Config.Instance.Get<ItemConfig>(item.id);
|
| | | var itemColor = itemConfig.ItemColor;
|
| | | if (minCostItemColor == 0 || itemColor < minCostItemColor ||
|
| | | (itemColor == minCostItemColor && minCostItemCount < item.count))
|
| | | (itemColor == minCostItemColor && item.count < minCostItemCount))
|
| | | {
|
| | | minCostItemColor = itemColor;
|
| | | minCostItemCount = item.count;
|
| | |
| | | treasures[minCostTreasure].skillLevelUpRedpoint.state = RedPointState.Simple;
|
| | | treasures[minCostTreasure].autoSelectPotential = minCostPotentialIndex;
|
| | | }
|
| | | }
|
| | | if (skillLevelUpRedpointUpdate != null)
|
| | | {
|
| | | skillLevelUpRedpointUpdate();
|
| | | }
|
| | | }
|
| | |
|
| | |
| | | }
|
| | | }
|
| | | }
|
| | | UpdateSkillLevelUpRedpoints();
|
| | | }
|
| | |
|
| | | public void HumanTreasureStateChange(int _id)
|