| | |
| | | ## 根据多种条件更新进度,如装备多品质的
|
| | | # @param conditionCountDict: 条件对应件数,条件需用元组为key {(c, ...):cnt, ..}
|
| | | if successType in ShareDefine.OSASuccTypeList:
|
| | | if OpenServerActivity.GetOSACelebrationState(curPlayer) != 1:
|
| | | if OpenServerActivity.GetOSACelebrationState(curPlayer) > 1:
|
| | | return
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("Success", successType)
|
| | | if not ipyDataList:
|
| | |
| | |
|
| | | def UptateSuccessProgress(curPlayer, successType, newCnt, condition=[]):
|
| | | if successType in ShareDefine.OSASuccTypeList:
|
| | | if OpenServerActivity.GetOSACelebrationState(curPlayer) != 1:
|
| | | if OpenServerActivity.GetOSACelebrationState(curPlayer) > 1:
|
| | | return
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("Success", successType)
|
| | | if not ipyDataList:
|
| | |
| | | if successType not in ShareDefine.SuccessTypeList:
|
| | | return
|
| | | if successType in ShareDefine.OSASuccTypeList:
|
| | | if OpenServerActivity.GetOSACelebrationState(curPlayer) != 1:
|
| | | if OpenServerActivity.GetOSACelebrationState(curPlayer) > 1:
|
| | | return
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("Success", successType)
|
| | | if not ipyDataList:
|