| | |
| | | public PlayerRankData rank { get { return m_Rank; } }
|
| | |
|
| | | StoreModel m_StoreModel;
|
| | | StoreModel StoreModel {
|
| | | StoreModel StoreModel
|
| | | {
|
| | | get { return m_StoreModel ?? (m_StoreModel = ModelCenter.Instance.GetModel<StoreModel>()); }
|
| | | }
|
| | |
|
| | |
| | | break;
|
| | | case PlayerDataRefresh.EquipShowSwitch:
|
| | | baseData.equipShowSwitch = value;
|
| | | if (hero != null)
|
| | | {
|
| | | int _level = baseData.godWeaponLV_4;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(value, 4, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(4, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(4, 0);
|
| | | }
|
| | | _level = baseData.godWeaponLV_1;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(value, 1, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(1, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(1, 0);
|
| | | }
|
| | | _level = baseData.godWeaponLV_2;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(value, 2, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(2, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(2, 0);
|
| | | }
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.LuckValue:
|
| | | break;
|
| | |
| | | baseData.godWeaponLV_1 = (int)value;
|
| | | if (hero != null)
|
| | | {
|
| | | hero.SwitchGodWeapon(1, baseData.godWeaponLV_1);
|
| | | int _level = (int)value;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(baseData.equipShowSwitch, 1, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(1, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(1, 0);
|
| | | }
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_2:
|
| | | baseData.godWeaponLV_2 = (int)value;
|
| | | if (hero != null)
|
| | | {
|
| | | hero.SwitchGodWeapon(2, baseData.godWeaponLV_2);
|
| | | int _level = (int)value;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(baseData.equipShowSwitch, 2, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(2, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(2, 0);
|
| | | }
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_3:
|
| | | baseData.godWeaponLV_3 = (int)value;
|
| | | if (hero != null)
|
| | | {
|
| | | hero.SwitchGodWeapon(3, baseData.godWeaponLV_3);
|
| | | int _level = (int)value;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(baseData.equipShowSwitch, 3, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(3, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(3, 0);
|
| | | }
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_4:
|
| | | baseData.godWeaponLV_4 = (int)value;
|
| | | if (hero != null)
|
| | | {
|
| | | hero.SwitchGodWeapon(4, baseData.godWeaponLV_4);
|
| | | int _level = (int)value;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(baseData.equipShowSwitch, 4, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(4, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(4, 0);
|
| | | }
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_SoulDust:
|