| | |
| | |
|
| | | private void OnPackageRefresh(PackType _packType)
|
| | | {
|
| | | if (_packType != PackType.rptItem)
|
| | | {
|
| | | return;
|
| | | }
|
| | | var keys = new List<string>(betterEquipModels.Keys);
|
| | | for (int i = keys.Count - 1; i >= 0; i--)
|
| | | {
|
| | | var guid = keys[i];
|
| | | var itemModel = playerPack.GetItemModelByGUID(guid);
|
| | | if (itemModel == null || itemModel.packType != PackType.rptItem)
|
| | | if (itemModel == null |
| | | || (itemModel.packType != PackType.rptItem
|
| | | && itemModel.packType != PackType.rptJadeDynastyItem))
|
| | | {
|
| | | betterEquipModels.Remove(guid);
|
| | | }
|
| | |
| | |
|
| | | private void OnPackageItemRefresh(PackType _packType, int _index, int _itemId)
|
| | | {
|
| | | if (_packType == PackType.rptEquip)
|
| | | switch(_packType)
|
| | | {
|
| | | //穿上装备的时候的处理
|
| | | var item = playerPack.GetItemModelByIndex(_packType, _index);
|
| | | if (item != null)
|
| | | {
|
| | | RemoveLowGradeItemByEquipPlace(_index, item.equipScore);
|
| | | }
|
| | | OnPackageRefresh(PackType.rptItem);
|
| | | }
|
| | | else if (_packType == PackType.rptItem)
|
| | | {
|
| | | var itemModel = playerPack.GetItemModelByIndex(PackType.rptItem,_index);
|
| | | if(itemModel == null)
|
| | | {
|
| | | OnPackageRefresh(_packType);
|
| | | }
|
| | | case PackType.rptEquip:
|
| | | case PackType.rptJadeDynastyEquip:
|
| | | //穿上装备的时候的处理
|
| | | var item = playerPack.GetItemModelByIndex(_packType, _index);
|
| | | if (item != null)
|
| | | {
|
| | | RemoveLowGradeItemByEquipPlace(_index, item.equipScore);
|
| | | }
|
| | | break;
|
| | | default:
|
| | | var itemConfig = Config.Instance.Get<ItemConfig>(_itemId);
|
| | | var packType = GeneralDefine.GetPackTypeByItemType(itemConfig.Type);
|
| | | var itemModel = playerPack.GetItemModelByIndex(packType, _index);
|
| | | if (itemModel == null)
|
| | | {
|
| | | OnPackageRefresh(_packType);
|
| | | }
|
| | | break;
|
| | | }
|
| | | }
|
| | |
|