| System/Achievement/AchievementModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Treasure/TreasureCollectBriefInfoBehaviour.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/WorldMap/LocalMapFindPath.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/WorldMap/LocalMapTag.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/Achievement/AchievementModel.cs
@@ -8,7 +8,7 @@ namespace Snxxz.UI { [XLua.LuaCallCSharp] public class AchievementModel : Model, IBeforePlayerDataInitialize public class AchievementModel : Model, IBeforePlayerDataInitialize { public event Action<int> achievementProgressUpdateEvent; public event Action<int> achievementCompletedEvent; @@ -272,7 +272,7 @@ case 37: WindowCenter.Instance.Close<TreasureBaseWin>(); WindowCenter.Instance.Open<MainInterfaceWin>(); MapTransferUtility.Instance.MoveToLocalMapPosition(config.Condition2.Vector3Parse()); MapTransferUtility.Instance.MoveToLocalMapPosition(config.Condition2.Vector3Parse() * 0.5f); break; case 38: var guid = GetHighestSorceEquipByPlace(new List<int>() { config.Condition[0] }); @@ -483,7 +483,7 @@ if (_places.Contains(item.config.EquipPlace)) { if (!ItemLogicUtility.Instance.IsOverdue(item.guid) && (ItemLogicUtility.Instance.IsJobCompatibleItem( item.itemId)) && item.score > score) && (ItemLogicUtility.Instance.IsJobCompatibleItem(item.itemId)) && item.score > score) { guid = item.guid; } System/Treasure/TreasureCollectBriefInfoBehaviour.cs
@@ -129,6 +129,10 @@ { m_UnknownDescription.text = chapterConfig.unknown; } else { m_UnknownDescription.text = Language.Get("FabaoState_Text_7"); } } } System/WorldMap/LocalMapFindPath.cs
@@ -297,7 +297,10 @@ { var config = mapnpcConfig.Get(item); var npcConfig = NPCConfig.Get(config.NPCID); DrawFunctionNpc(item); if (npcConfig.Show != 0) { DrawFunctionNpc(item); } } } } System/WorldMap/LocalMapTag.cs
@@ -153,7 +153,7 @@ } break; case TagType.JumpPoint: MapTransferUtility.Instance.MoveToLocalMapPosition(new Vector3(jumpPoint.x, jumpPoint.z, 0) * 2); MapTransferUtility.Instance.MoveToLocalMapPosition(new Vector3(jumpPoint.x, jumpPoint.z, 0) ); break; default: {