| | |
| | | public event Action<int> treasureLevelProgressUpdateEvent;
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| | | public event Action<int> treasureStageUpEvent;
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| | | public event Action<int> humanTreasureStateChangeEvent;
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| | | public event Action skillLevelUpRedpointUpdate;
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| | |
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| | | bool m_WaitOpenDetailsWin = false;
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| | | public bool waitOpenDetailsWin {
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| | |
| | | {
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| | | treasure.skillLevelUpRedpoint.state = RedPointState.Simple;
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| | | treasure.autoSelectPotential = k;
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| | | if (skillLevelUpRedpointUpdate != null)
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| | | {
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| | | skillLevelUpRedpointUpdate();
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| | | }
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| | | return;
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| | | }
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| | | }
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| | |
| | | treasures[minCostTreasure].autoSelectPotential = minCostPotentialIndex;
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| | | }
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| | | }
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| | | if (skillLevelUpRedpointUpdate != null)
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| | | {
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| | | skillLevelUpRedpointUpdate();
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| | | }
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| | | }
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| | |
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| | | public int GetSkillLevelUpRedpointTreasure()
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