| | |
| | | private bool RedPointChange = false;
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| | | private bool IsRedPoint = false;
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| | | public int FunctionForecastIndex = 0;
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| | | private bool Isbool=true;
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| | | public override void Init()
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| | | {
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| | | AddList();
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| | |
| | |
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| | | public void OnBeforePlayerDataInitialize()
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| | | {
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| | | //PlayerDatas.Instance.PlayerDataRefreshInfoEvent -= OnPlayersUpLV;
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| | | //FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChangeEvent;
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| | | //treasureModel.treasureStateChangeEvent -= treasureStateChangeEvent;
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| | | //treasureModel.treasureStageUpEvent -= treasureStageUpEvent;
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| | | Isbool = true;
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| | | FunctionForecastIndex = 0;
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| | | DicOpenFuncState.Clear();
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| | | StageManager.Instance.onStageLoadFinish -= OnStageLoadFinish;
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| | |
| | |
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| | | public void OnPlayerLoginOk()
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| | | {
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| | | //FuncOpen.Instance.OnFuncStateChangeEvent += OnFuncStateChangeEvent;
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| | | //PlayerDatas.Instance.PlayerDataRefreshInfoEvent += OnPlayersUpLV;
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| | | //treasureModel.treasureStateChangeEvent += treasureStateChangeEvent;
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| | | //treasureModel.treasureStageUpEvent += treasureStageUpEvent; |
| | | Isbool = true;
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| | | StageManager.Instance.onStageLoadFinish += OnStageLoadFinish;
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| | | PlayerDatas.Instance.PlayerDataRefreshInfoEvent += Updatefighting;
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| | | GlobalTimeEvent.Instance.secondEvent -= secondEvent;
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| | | GlobalTimeEvent.Instance.secondEvent += secondEvent;
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| | | RedPoint_State();
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| | | // RedDotStatus();
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| | | }
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| | |
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| | | private void secondEvent()
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| | | {
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| | | if (!Isbool)
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| | | {
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| | | Isbool = true;
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| | | }
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| | | }
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| | |
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| | | private void Updatefighting(PlayerDataRefresh _tCDBPlayerRefresh)
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| | | {
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| | | if (_tCDBPlayerRefresh == PlayerDataRefresh.LV &&PlayerDatas.Instance.baseData.LV>=100)
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| | | {
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| | | RedPoint_State();
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| | | if (Isbool)
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| | | {
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| | | RedPoint_State();
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| | | Isbool = false;
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| | | } |
| | | }
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| | | }
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| | |
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| | |
| | | IsRedPoint = false;
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| | | }
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| | | }
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| | | //private void treasureStageUpEvent(int obj)
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| | | //{
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| | | // RedDotStatus();
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| | | //}
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| | |
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| | | //private void treasureStateChangeEvent(int obj)
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| | | //{
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| | | // RedDotStatus();
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| | | //}
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| | |
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| | | //private void OnFuncStateChangeEvent(int obj)
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| | | //{
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| | | // RedDotStatus();
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| | | //}
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| | |
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| | | //private void OnPlayersUpLV(PlayerDataRefresh obj)
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| | | //{
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| | | // if (obj == PlayerDataRefresh.LV)
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| | | // {
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| | | // RedDotStatus();
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| | | // }
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| | | //}
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| | | private void AddList()//添加列表信息
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| | | {
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| | | if (FunctionList.Count <= 0)
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| | |
| | | DicAwardItem.Add(functionForecastConfig.FuncId, _award);
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| | | }
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| | | }
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| | | // DebugEx.LogError(DicAwardItem);
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| | | }
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| | |
|
| | | }
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| | |
| | | }
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| | | }
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| | | }
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| | | //private void RedDotStatus()//红点1
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| | | //{
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| | | // for (int i = 0; i < FunctionList.Count; i++)
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| | | // {
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| | | // if (!FuncOpen.Instance.IsFuncOpen(FunctionList[i].FuncId))
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| | | // {
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| | | // redPointStre1.state = RedPointState.None;
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| | | // if (OpenFuncId != FunctionList[i].FuncId)
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| | | // {
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| | | // RedPointChange = false;
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| | | // }
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| | | // if (OpenFuncId != FunctionList[i].FuncId || !RedPointChange)
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| | | // {
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| | | // OpenFuncId = FunctionList[i].FuncId;
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| | | // IsRedPoint = false;
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| | | // TrailerClassification(FunctionList[i].FuncId);
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| | | // }
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| | | // return;
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| | | // }
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| | | // }
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| | | //}
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| | |
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| | | //private void TrailerClassification(int funcID)//红点1
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| | | //{
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| | | // FuncOpenLVConfig funcoPenConfig = Config.Instance.Get<FuncOpenLVConfig>(funcID);
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| | | // var functionForecastConfig = Config.Instance.Get<FunctionForecastConfig>(funcID);
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| | | // if (funcoPenConfig.LimitMagicWeapon != 0 || funcoPenConfig.LimitMissionID != 0)
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| | | // {
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| | | // if (funcoPenConfig.LimitMagicWeapon != 0)//法宝
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| | | // {
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| | | // int faBaoID = funcoPenConfig.LimitMagicWeapon / 100;
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| | | // MagicWeapon(faBaoID, funcID);
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| | | // return;
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| | | // }
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| | | // else if (funcoPenConfig.LimitMissionID != 0)//任务
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| | | // {
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| | | // if (functionForecastConfig.RedPointLV <= 0)
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| | | // {
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| | | // return;
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| | | // }
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| | | // if (PlayerDatas.Instance.baseData.LV >= functionForecastConfig.RedPointLV)
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| | | // {
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| | | // RedPointChange = true;
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| | | // IsRedPoint = true;
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| | | // }
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| | | // if (IsRedPoint)
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| | | // {
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| | | // redPointStre1.state = RedPointState.Simple;
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| | | // }
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| | | // else
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| | | // {
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| | | // redPointStre1.state = RedPointState.None;
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| | | // }
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| | | // return;
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| | | // }
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| | | // }
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| | | // else//等级
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| | | // {
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| | | // if (functionForecastConfig.RedPointLV <= 0)
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| | | // {
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| | | // return;
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| | | // }
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| | | // if (PlayerDatas.Instance.baseData.LV >= functionForecastConfig.RedPointLV)
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| | | // {
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| | | // RedPointChange = true;
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| | | // IsRedPoint = true;
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| | | // }
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| | | // if (IsRedPoint)
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| | | // {
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| | | // redPointStre1.state = RedPointState.Simple;
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| | | // }
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| | | // else
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| | | // {
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| | | // redPointStre1.state = RedPointState.None;
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| | | // }
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| | | // return;
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| | | // }
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| | | //}
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| | | TreasureModel treasureModel { get { return ModelCenter.Instance.GetModel<TreasureModel>(); } }
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| | | //private void MagicWeapon(int fabaoID, int funcID)//红点1
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| | | //{
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| | | // var functionForecastConfig = Config.Instance.Get<FunctionForecastConfig>(funcID);
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| | | // if (functionForecastConfig.RedPointLV > 0)//根据填的等级来
|
| | | // {
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| | | // if (PlayerDatas.Instance.baseData.LV >= functionForecastConfig.RedPointLV)
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| | | // {
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| | | // RedPointChange = true;
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| | | // IsRedPoint = true;
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| | | // }
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| | | // if (IsRedPoint)
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| | | // {
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| | | // redPointStre1.state = RedPointState.Simple;
|
| | | // }
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| | | // else
|
| | | // {
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| | | // redPointStre1.state = RedPointState.None;
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| | | // }
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| | | // return;
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| | | // }
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| | | // Treasure treasure;//根据解锁法宝的百分比
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| | |
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| | | // if (treasureModel.TryGetTreasure(fabaoID, out treasure)
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| | | // && treasure.state == TreasureState.Collected)
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| | | // {
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| | | // var list = treasure.treasureStages;
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| | | // var funcStage = 0;
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| | | // for (int i = 0; i < list.Count; i++)
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| | | // {
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| | | // if (list[i].unlockType == TreasureStageUnlock.Func &&
|
| | | // list[i].func == funcID)
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| | | // {
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| | | // funcStage = i;
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| | | // break;
|
| | | // }
|
| | | // }
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| | | // if (treasure.stage == funcStage - 1 || funcStage == 0)
|
| | | // {
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| | | // float exp = ((float)treasure.exp / treasure.treasureStages[funcStage].exp) * 100;
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| | | // if (functionForecastConfig.RedPointPercentage > -1)
|
| | | // {
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| | | // if (exp >= functionForecastConfig.RedPointPercentage)
|
| | | // {
|
| | | // RedPointChange = true;
|
| | | // IsRedPoint = true;
|
| | | // }
|
| | | // if (IsRedPoint)
|
| | | // {
|
| | | // redPointStre1.state = RedPointState.Simple;
|
| | | // }
|
| | | // }
|
| | | // else
|
| | | // {
|
| | | // redPointStre1.state = RedPointState.None;
|
| | | // }
|
| | | // }
|
| | | // }
|
| | | //}
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| | |
|
| | | public IEnumerator WhetherToPlayTheBox()
|
| | | {
|
| | | yield return new WaitForSeconds(0.7f);
|
| | |
| | | {
|
| | | functionForecastValue= Config.Instance.GetAllValues<FunctionForecastConfig>();
|
| | | }
|
| | | // var functionForecastValue = Config.Instance.GetAllValues<FunctionForecastConfig>();
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| | | foreach (var value in functionForecastValue)
|
| | | {
|
| | | if (value.OpenNumber == Inedx)
|