| | |
| | | int unlockValue = GetUnlockValue(type, id); |
| | | int resourceType = GetResourceType(type, id); |
| | | string resourceValue = GetResourceValue(type, id); |
| | | if ((UnlockWay == 3 || UnlockWay == 4) && resourceValue == "") |
| | | if ((UnlockWay == 3 || UnlockWay == 4 || UnlockWay == 5) && resourceValue == "") |
| | | { |
| | | int skinID = 0; |
| | | if (UnlockWay == 3) |
| | |
| | | else if (UnlockWay == 4) |
| | | { |
| | | skinID = unlockValue; // UnlockValue 直接就是 skinID |
| | | } |
| | | else if (UnlockWay == 5) |
| | | { |
| | | int modelID = unlockValue; // UnlockValue 是 ModelID |
| | | if (!ModelConfig.HasKey(modelID)) return; |
| | | skinID = ModelConfig.Get(modelID).SkinID; // 拿到形象对应的皮肤ID |
| | | } |
| | | |
| | | if (!HeroSkinConfig.HasKey(skinID)) return; |
| | |
| | | case PhantasmPavilionUnlockWay.Skin: |
| | | bool hasSkin = HeroUIManager.Instance.IsHeroSkinActive(HeroConfig.GetHeroIDBySkinID(unlockValue), unlockValue); |
| | | return hasSkin; |
| | | case PhantasmPavilionUnlockWay.Model: |
| | | // 如果对应的形象已解锁,则该头像也解锁 |
| | | return IsUnlock(PhantasmPavilionType.Model, unlockValue); |
| | | default: |
| | | return false; |
| | | } |
| | |
| | | : PhantasmPavilionState.Locked; |
| | | case PhantasmPavilionUnlockWay.Skin: |
| | | return HeroUIManager.Instance.IsHeroSkinActive(HeroConfig.GetHeroIDBySkinID(unlockValue), unlockValue) |
| | | ? PhantasmPavilionState.Activated |
| | | : PhantasmPavilionState.Locked; |
| | | case PhantasmPavilionUnlockWay.Model: |
| | | return IsUnlock(PhantasmPavilionType.Model, unlockValue) |
| | | ? PhantasmPavilionState.Activated |
| | | : PhantasmPavilionState.Locked; |
| | | default: |
| | |
| | | Activate = 1, // 默认(创角色就可以用的) |
| | | Item, // 道具 |
| | | Hero, // 武将 |
| | | Skin, // 皮肤 |
| | | Skin, // 皮肤 |
| | | Model, // 形象 |
| | | |
| | | } |
| | | |
| | | /// 幻境阁物品的状态 |