| | |
| | | }
|
| | | }
|
| | |
|
| | | //领取该roundType类型所有可领取的奖励
|
| | | public void HaveAllMissionAward(int roundType)
|
| | | {
|
| | | var act = GetOperationInfo();
|
| | | if (act == null || !act.TryGetRound(roundType, out var round) || round.AwardList == null)
|
| | | return;
|
| | | if (playerInfoDict == null || !playerInfoDict.TryGetValue((byte)roundType, out var playerInfo) || playerInfo == null)
|
| | | return;
|
| | |
|
| | | for (int i = 0; i < round.AwardList.Length; i++)
|
| | | {
|
| | | var award = round.AwardList[i];
|
| | | int state = GetAwardState(roundType, award.AwardIndex);//0 不可领取 1 可领取 2 已领取
|
| | | if (state == 1)
|
| | | {
|
| | | SendGetAward(roundType, (int)award.NeedValue);
|
| | | }
|
| | | }
|
| | | }
|
| | |
|
| | | public void UpdateRedpoint()
|
| | | {
|
| | | redPoint.state = RedPointState.None;
|