| Main/System/HeroDebut/HeroDebutCallWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/HeroDebut/HeroDebutManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/HeroReturn/HeroReturnCallWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/HeroReturn/HeroReturnManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/System/HeroDebut/HeroDebutCallWin.cs
@@ -340,6 +340,8 @@ scroller.Refresh(); int listCount = list?.Count ?? 0; historyButton.SetActive(listCount > 0); if (list != null) { for (int i = 0; i < listCount; i++) Main/System/HeroDebut/HeroDebutManager.cs
@@ -116,7 +116,6 @@ UIManager.Instance.CloseWindow<HeroDebutPopWin>(); if (UIManager.Instance.IsOpened<HeroDebutWin>()) UIManager.Instance.CloseWindow<HeroDebutWin>(); gameRecDict.Clear(); UpdateRedpoint(); } } @@ -125,6 +124,8 @@ { if (type == operaType && state == 0) { gameRecDict.Clear(); isSendFirst = true; onStateUpdate?.Invoke(activityID); TryPopWin(); UpdateRedpoint(); @@ -501,8 +502,8 @@ if (heroConfig == null) return 0; // 没获得武将本体不可领取 if (!HeroManager.Instance.HasHero(heroId))return 0; if (!HeroManager.Instance.HasHero(heroId)) return 0; if (IsStarUpFreeHave(starHeroIndex, config.AwardIndex)) return 2; if (IsHeroStarCntOk(heroConfig.HeroID, config.NeedStar)) return 1; return 0; Main/System/HeroReturn/HeroReturnCallWin.cs
@@ -352,6 +352,7 @@ scroller.Refresh(); int listCount = list?.Count ?? 0; historyButton.SetActive(listCount > 0); if (list != null) { for (int i = 0; i < listCount; i++) Main/System/HeroReturn/HeroReturnManager.cs
@@ -117,7 +117,6 @@ UIManager.Instance.CloseWindow<HeroReturnPopWin>(); if (UIManager.Instance.IsOpened<HeroReturnWin>()) UIManager.Instance.CloseWindow<HeroReturnWin>(); gameRecDict.Clear(); UpdateRedpoint(); } } @@ -126,6 +125,8 @@ { if (type == operaType && state == 0) { gameRecDict.Clear(); isSendFirst = true; onStateUpdate?.Invoke(activityID); TryPopWin(); UpdateRedpoint();