| | |
| | | [SerializeField] Button m_RemoveBook;
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| | | [SerializeField] ImageEx m_UpgradeImage;
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| | | [SerializeField] Button m_Upgrade;
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| | | [SerializeField] Image m_LevelUpRed;
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| | |
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| | | [SerializeField] UIEffect m_FailureEffect;
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| | |
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| | |
| | | DisplayUpgradeCost();
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| | | DisplayGetSkill();
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| | | DisplaySuccessRatio();
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| | |
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| | | m_LevelUpRed.gameObject.SetActive(m_Treasure.id == model.GetSkillLevelUpRedpointTreasure()
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| | | && m_Treasure.GetPotentialByIndex(m_Treasure.autoSelectPotential).id == selectedPotential);
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| | | }
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| | | else
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| | | {
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| | |
| | | }
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| | | }
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| | |
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| | | for (int i = 0; i < m_Treasure.potentials.Count; i++)
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| | | if (m_Treasure.skillLevelUpRedpoint.state == RedPointState.Simple)
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| | | {
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| | | if (model.SatisyPotentialLevelUp(_treasure.id, m_Treasure.potentials[i].id))
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| | | if (m_Treasure.autoSelectPotential < m_Treasure.potentials.Count)
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| | | {
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| | | _index = i;
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| | | break;
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| | | _index = m_Treasure.autoSelectPotential;
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| | | }
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| | | }
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| | | else
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| | | {
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| | | for (int i = 0; i < m_Treasure.potentials.Count; i++)
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| | | {
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| | | Item item;
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| | | if (model.SatisyPotentialLevelUp(_treasure.id, m_Treasure.potentials[i].id, out item))
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| | | {
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| | | _index = i;
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| | | break;
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| | | }
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| | | }
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| | | }
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| | |
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| | |
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| | | selectedPotential = m_Treasure.potentials[_index].id;
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| | |
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| | |
| | | if (m_Treasure != null && _id == m_Treasure.skillLevelUpRedpoint.id)
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| | | {
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| | | DisplayAddBookRedpoint();
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| | | m_LevelUpRed.gameObject.SetActive(m_Treasure.id == model.GetSkillLevelUpRedpointTreasure()
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| | | && m_Treasure.GetPotentialByIndex(m_Treasure.autoSelectPotential).id == selectedPotential);
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| | | }
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| | | }
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| | |
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| | |
| | | m_AddBookRedpoint.gameObject.SetActive(false);
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| | | return;
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| | | }
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| | | bool levelUpHighSuccess = model.SatisyPotentialLevelUp(model.selectedTreasure, model.selectedPotential);
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| | | Item item;
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| | | bool levelUpHighSuccess = model.SatisyPotentialLevelUp(model.selectedTreasure, model.selectedPotential, out item);
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| | | m_AddBookRedpoint.gameObject.SetActive(levelUpHighSuccess);
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| | | }
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| | |
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