少年修仙传客户端代码仓库
6680 子 【2.0】【开发】五行专精激活方式变更 / 【2.0】【前端】五行专精激活方式变更
2个文件已修改
25 ■■■■■ 已修改文件
System/Skill/ExpertSkillConditionCell.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Skill/ExpertSkillSelectWin.cs 22 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Skill/ExpertSkillConditionCell.cs
@@ -44,7 +44,8 @@
            var skillConfig = SkillConfig.Get(skillId + level - 1);
            var property = skillConfig.RequireProperty();
            var propertyConfig = PlayerPropertyConfig.Get(property);
            m_Condition.text = string.Format("{0}灵根{1}激活", propertyConfig.Name, skillConfig.RequirePropertyValue());
            var valueLabel = UIHelper.AppendColor(TextColType.Green, skillConfig.RequirePropertyValue().ToString());
            m_Condition.text = string.Format("{0}灵根{1}激活", propertyConfig.Name, valueLabel);
            m_Description.text = skillConfig.Description;
            m_Line.gameObject.SetActive(level < skillConfig.SkillMaxLV);
System/Skill/ExpertSkillSelectWin.cs
@@ -160,8 +160,9 @@
                m_Reiki.text = propertyConfig.Name;
                m_Reiki.color = UIHelper.GetPropertyColor(property);
                var propertyValueLabel = UIHelper.AppendColor(TextColType.Green, UIHelper.GetPropertyValue((PropertyType)property).ToString());
                m_ReikiPoint.text = string.Format("我的{0}灵根:{1}",
                    propertyConfig.Name, UIHelper.GetPropertyValue((PropertyType)property));
                    propertyConfig.Name, propertyValueLabel);
                datas.Clear();
                for (int i = 1; i <= skillConfig.SkillMaxLV; i++)
@@ -172,15 +173,17 @@
                    }
                }
                if (!animationStep)
                {
                    m_LayoutElement.preferredHeight = datas.Count > 2 ? 440 : 302;
                }
                m_CyclicScroll.enabled = true;
                m_CyclicScroll.Dispose();
                m_CyclicScroll.Init(datas);
                if (!animationStep)
                {
                    m_LayoutElement.preferredHeight = datas.Count > 2 ? 440 : 302;
                    m_CyclicScroll.ReArrange();
                }
                StartCoroutine(Co_Arrange(animationStep, datas.Count > 2 ? 440 : 302));
            }
        }
@@ -216,13 +219,18 @@
        void DisplayButtonState()
        {
            var selectExpertSkill = 0;
            model.TryGetExpertSkill(selectSkillId, out selectExpertSkill);
            var used = selectExpertSkill == selectExpert;
            TreasurePotential expert;
            if (model.TryGetPotential(selectExpert, out expert))
            {
                var satisfyActive = model.SatisfyActiveExpert(selectExpert);
                var activeLevel = 0;
                model.TryGetExpertActiveLevel(selectExpert, out activeLevel);
                m_Select.gameObject.SetActive(activeLevel > 0 && !satisfyActive);
                m_Select.gameObject.SetActive(activeLevel > 0 && !satisfyActive && !used);
                m_Active.gameObject.SetActive(satisfyActive);
            }
        }