少年修仙传客户端代码仓库
client_Wu Xijin
2019-03-07 0fae82433d0f6d95bc29d388edfb06f5c02cc58e
3335 新版装备开发
3个文件已修改
171 ■■■■■ 已修改文件
System/Auction/AuctionHouseWin.cs 140 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Equip/EquipModel.cs 29 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/EquipStar/EquipStarWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Auction/AuctionHouseWin.cs
@@ -1,108 +1,108 @@
//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Wednesday, February 27, 2019
//--------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Snxxz.UI {
    public class AuctionHouseWin : Window
    {
        #region Built-in
//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Wednesday, February 27, 2019
//--------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Snxxz.UI {
    public class AuctionHouseWin : Window
    {
        #region Built-in
        [SerializeField] FunctionButtonGroup m_FuncBtnGroup;
        [SerializeField] Button m_CloseBtn;
        [SerializeField] Button m_LeftBtn;
        [SerializeField] Button m_RightBtn;
        [SerializeField] FunctionButton m_FullServiceAuctionWin;//全服拍卖
        [SerializeField] FunctionButton m_FamilyAuctionWin;//仙盟拍卖
        [SerializeField] FunctionButton m_MyAuction;//我的拍卖
        [SerializeField] FunctionButton m_MyFocus;//我的关注
        [SerializeField] Button m_AttentionButton;//我的关注商品
        [SerializeField] Button m_TransactionRecordButton;//成交记录
        [SerializeField] Text m_MoneyText;
        protected override void BindController()
        [SerializeField] FunctionButton m_FullServiceAuctionWin;//全服拍卖
        [SerializeField] FunctionButton m_FamilyAuctionWin;//仙盟拍卖
        [SerializeField] FunctionButton m_MyAuction;//我的拍卖
        [SerializeField] FunctionButton m_MyFocus;//我的关注
        [SerializeField] Button m_AttentionButton;//我的关注商品
        [SerializeField] Button m_TransactionRecordButton;//成交记录
        [SerializeField] Text m_MoneyText;
        protected override void BindController()
        {
            AuctionInquiry.Instance.SendQueryAttentionAuctionItem();//查询拍卖行的关注物品
        }
        protected override void AddListeners()
            AuctionInquiry.Instance.SendQueryAttentionAuctionItem();//查询拍卖行的关注物品
        }
        protected override void AddListeners()
        {
            m_CloseBtn.AddListener(OnClickClose);
            m_LeftBtn.AddListener(OnClickLeftBtn);
            m_RightBtn.AddListener(OnClickRight);
            m_FullServiceAuctionWin.AddListener(OnClickFullServiceAuction);
            m_RightBtn.AddListener(OnClickRight);
            m_FullServiceAuctionWin.AddListener(OnClickFullServiceAuction);
            m_FamilyAuctionWin.AddListener(OnClickFamilyAuction);
            m_MyAuction.AddListener(OnClickMyAuction);
            m_MyFocus.AddListener(OnClickMyFocus);
            m_MyFocus.AddListener(OnClickMyFocus);
         
            m_AttentionButton.AddListener(OnClickAttentionButton);
            m_TransactionRecordButton.AddListener(OnClickTransactionRecordButton);
        }
        protected override void OnPreOpen()
        {
            m_MoneyText.text = UIHelper.GetMoneyCnt(1).ToString();
            m_AttentionButton.AddListener(OnClickAttentionButton);
            m_TransactionRecordButton.AddListener(OnClickTransactionRecordButton);
        }
        protected override void OnPreOpen()
        {
            m_MoneyText.text = UIHelper.GetMoneyCnt(1).ToString();
        }
        protected override void OnActived()
        {
            OnClickFullServiceAuction();
            m_FuncBtnGroup.TriggerByOrder(functionOrder);
        }
        protected override void OnAfterOpen()
        }
        protected override void OnAfterOpen()
        {
            PlayerDatas.Instance.PlayerDataRefreshInfoEvent += Updatefighting;
        }
        protected override void OnPreClose()
        {
            PlayerDatas.Instance.playerDataRefreshEvent += Updatefighting;
        }
        protected override void OnPreClose()
        {
            CloseChild();
            if (!WindowCenter.Instance.IsOpen<MainInterfaceWin>())
            {
                WindowCenter.Instance.Open<MainInterfaceWin>();
            }
        }
        protected override void OnAfterClose()
            }
        }
        protected override void OnAfterClose()
        {
            PlayerDatas.Instance.PlayerDataRefreshInfoEvent -= Updatefighting;
            PlayerDatas.Instance.playerDataRefreshEvent -= Updatefighting;
        }
        #endregion
        private void Updatefighting(PlayerDataRefresh info)
        #endregion
        private void Updatefighting(PlayerDataType info)
        {
            if (info == PlayerDataRefresh.Gold)
            if (info == PlayerDataType.Gold)
            {
                m_MoneyText.text = UIHelper.GetMoneyCnt(1).ToString();
            }
        }
        }
        private void OnClickClose()
        {
            CloseImmediately();
        }
        }
        private void OnClickLeftBtn()
        {
            m_FuncBtnGroup.TriggerLast();
        }
        }
        private void OnClickRight()
        {
            m_FuncBtnGroup.TriggerNext();
        }
        }
        private void OnClickFullServiceAuction()
        {
            CloseChild();
            WindowCenter.Instance.Open<FullServiceAuctionWin>(true);
            functionOrder = m_FullServiceAuctionWin.order;
        }
        }
        private void OnClickFamilyAuction()
        {
            CloseChild();
@@ -140,11 +140,11 @@
            {
                WindowCenter.Instance.Close(window);
            }           
        }
    }
}
        }
    }
}
System/Equip/EquipModel.cs
@@ -134,11 +134,10 @@
        public List<int> GetViewableEquipSets()
        {
            var sets = new List<int>();
            var keys = new List<int>(equipSets.Keys);
            var index = 0;
            for (index = 0; index < keys.Count; index++)
            for (index = 0; index < sortedLevels.Count; index++)
            {
                var level = keys[index];
                var level = sortedLevels[index];
                var set = equipSets[level];
                if (set.unLocked)
                {
@@ -150,9 +149,29 @@
                }
            }
            if (index <= keys.Count - 1)
            if (index <= sortedLevels.Count - 1)
            {
                sets.Add(equipSets[keys[index]].level);
                sets.Add(equipSets[sortedLevels[index]].level);
            }
            return sets;
        }
        public List<int> GetUnLockedEquipSets()
        {
            var sets = new List<int>();
            for (var i = 0; i < sortedLevels.Count; i++)
            {
                var level = sortedLevels[i];
                var set = equipSets[level];
                if (set.unLocked)
                {
                    sets.Add(set.level);
                }
                else
                {
                    break;
                }
            }
            return sets;
System/EquipStar/EquipStarWin.cs
@@ -346,7 +346,7 @@
        private void CreateLevelBehaviours()
        {
            var levels = equipModel.GetViewableEquipSets();
            var levels = equipModel.GetUnLockedEquipSets();
            var gap = levels.Count - levelBehaviours.Count;
            for (var i = 0; i < gap; i++)
            {