| Main/System/Battle/BattleField/BattleField.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/BattleField/StoryBattleField.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/BattleField/StoryBossBattleField.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Main/AutoFightModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/MainLevel/MainBossEnterWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/System/Battle/BattleField/BattleField.cs
@@ -676,6 +676,7 @@ recordPlayer.HaveRest(); battleObjMgr.HaveRest(BattleCamp.Blue); battleObjMgr.DestroyTeam(BattleCamp.Blue); BattleManager.Instance.ClearStoryQueue(); SetBattleStartState(); // 清理死亡处理记录 Main/System/Battle/BattleField/StoryBattleField.cs
@@ -38,6 +38,7 @@ public override void Init(int MapID, int FuncLineID, JsonData _extendData, List<TeamBase> _redTeamList, List<TeamBase> _blueTeamList, byte turnMax) { chapter = FuncLineID / 10000; wave = MapID == 1 ? FuncLineID % 100 : 1;//第几波怪 level = (FuncLineID % 10000) / 100; @@ -257,9 +258,8 @@ byte reqType; if (battleState == StoryBattleState.Break || AutoFightModel.Instance.restartMainStoryBattle) if (battleState == StoryBattleState.Break) { AutoFightModel.Instance.restartMainStoryBattle = false; reqType = 2; } else if (battleState == StoryBattleState.Battle) Main/System/Battle/BattleField/StoryBossBattleField.cs
@@ -78,12 +78,15 @@ protected override void OnSettlement(JsonData turnFightStateData) { base.OnSettlement(turnFightStateData); BattleManager.Instance.MainFightRequest(2); BattleManager.Instance.MainFightRequest(4); AutoFightModel.Instance.ApplyAutoFightToSettings(); } public override void WhaleFall() { UIManager.Instance.CloseWindow<StoryBossBattleWin>(); AutoFightModel.Instance.restartMainStoryBattle = true; AutoFightModel.Instance.isPause = false; Main/System/Main/AutoFightModel.cs
@@ -40,7 +40,6 @@ //自动模式, 真正点击战锤消耗开启,和休息(或无材料)停止 public bool isPause = false; //如打BOSS的情况,暂停自动战斗 后续可以补充每X秒检测下是否有异常 public bool restartMainStoryBattle = false; bool m_IsAutoAttack = false; public bool isAutoAttack { @@ -142,14 +141,19 @@ if (storyBattleField != null && storyBattleField.GetBattleMode() != BattleMode.Stop) { //战斗中改变模式 isAutoAttack = isAutoAttackSet; storyBattleField.AutoSetBattleMode(); ApplyAutoFightToSettings(); } QuickSetting.Instance.SendPackage(); ChangeAutoEvent?.Invoke(); } public void ApplyAutoFightToSettings() { isAutoAttack = isAutoAttackSet; BattleManager.Instance.storyBattleField?.AutoSetBattleMode(); } //自动处理装备,需要等待穿戴返回false,其他情况返回true public bool TryAutoFightDoEquip(ItemModel item) Main/System/MainLevel/MainBossEnterWin.cs
@@ -146,6 +146,7 @@ BattleManager.Instance.SendTurnFight(2); BattleManager.Instance.storyBattleField.CleanBattle(); AutoFightModel.Instance.isPause = true; AutoFightModel.Instance.isAutoAttack = false; } CloseWindow(); }