少年修仙传客户端代码仓库
client_Wu Xijin
2019-01-24 1be3202fcc709a3f12630ee71c9c872ed12aa63f
5920 【前端】【1.5.100】诛仙塔功能开发
4个文件已修改
74 ■■■■ 已修改文件
Core/GameEngine/Model/Config/JadeDynastyTowerConfig.cs 36 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Config/JadeDynastyTowerConfig.cs.meta 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/JadeDynastyTower/JadeDynastyTowerHintWin.cs 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/JadeDynastyTower/JadeDynastyTowerRewardBehaviour.cs 24 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Config/JadeDynastyTowerConfig.cs
@@ -1,6 +1,6 @@
//--------------------------------------------------------
//    [Author]:            第二世界
//    [  Date ]:           Tuesday, January 22, 2019
//    [  Date ]:           Thursday, January 24, 2019
//--------------------------------------------------------
using UnityEngine;
@@ -14,6 +14,8 @@
        public int floorId { get ; private set ; }
        public int floorIndex { get ; private set ; }
        public string floorName { get ; private set; } 
        public int[] rewardIdsFirstS;
        public int[] rewardCountsFirstS;
        public int[] rewardIdsLevelS;
        public int[] rewardCountsLevelS;
        public int[] rewardIdsLevelA;
@@ -38,53 +40,67 @@
            
                floorName = rawContents[2].Trim();
            
                string[] rewardIdsLevelSStringArray = rawContents[3].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                string[] rewardIdsFirstSStringArray = rawContents[3].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                rewardIdsFirstS = new int[rewardIdsFirstSStringArray.Length];
                for (int i=0;i<rewardIdsFirstSStringArray.Length;i++)
                {
                     int.TryParse(rewardIdsFirstSStringArray[i],out rewardIdsFirstS[i]);
                }
                string[] rewardCountsFirstSStringArray = rawContents[4].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                rewardCountsFirstS = new int[rewardCountsFirstSStringArray.Length];
                for (int i=0;i<rewardCountsFirstSStringArray.Length;i++)
                {
                     int.TryParse(rewardCountsFirstSStringArray[i],out rewardCountsFirstS[i]);
                }
                string[] rewardIdsLevelSStringArray = rawContents[5].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                rewardIdsLevelS = new int[rewardIdsLevelSStringArray.Length];
                for (int i=0;i<rewardIdsLevelSStringArray.Length;i++)
                {
                     int.TryParse(rewardIdsLevelSStringArray[i],out rewardIdsLevelS[i]);
                }
            
                string[] rewardCountsLevelSStringArray = rawContents[4].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                string[] rewardCountsLevelSStringArray = rawContents[6].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                rewardCountsLevelS = new int[rewardCountsLevelSStringArray.Length];
                for (int i=0;i<rewardCountsLevelSStringArray.Length;i++)
                {
                     int.TryParse(rewardCountsLevelSStringArray[i],out rewardCountsLevelS[i]);
                }
            
                string[] rewardIdsLevelAStringArray = rawContents[5].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                string[] rewardIdsLevelAStringArray = rawContents[7].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                rewardIdsLevelA = new int[rewardIdsLevelAStringArray.Length];
                for (int i=0;i<rewardIdsLevelAStringArray.Length;i++)
                {
                     int.TryParse(rewardIdsLevelAStringArray[i],out rewardIdsLevelA[i]);
                }
            
                string[] rewardCountsLevelAStringArray = rawContents[6].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                string[] rewardCountsLevelAStringArray = rawContents[8].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                rewardCountsLevelA = new int[rewardCountsLevelAStringArray.Length];
                for (int i=0;i<rewardCountsLevelAStringArray.Length;i++)
                {
                     int.TryParse(rewardCountsLevelAStringArray[i],out rewardCountsLevelA[i]);
                }
            
                string[] rewardIdsLevelBStringArray = rawContents[7].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                string[] rewardIdsLevelBStringArray = rawContents[9].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                rewardIdsLevelB = new int[rewardIdsLevelBStringArray.Length];
                for (int i=0;i<rewardIdsLevelBStringArray.Length;i++)
                {
                     int.TryParse(rewardIdsLevelBStringArray[i],out rewardIdsLevelB[i]);
                }
            
                string[] rewardCountsLevelBStringArray = rawContents[8].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                string[] rewardCountsLevelBStringArray = rawContents[10].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                rewardCountsLevelB = new int[rewardCountsLevelBStringArray.Length];
                for (int i=0;i<rewardCountsLevelBStringArray.Length;i++)
                {
                     int.TryParse(rewardCountsLevelBStringArray[i],out rewardCountsLevelB[i]);
                }
            
                unLockEquipPlace=IsNumeric(rawContents[9]) ? int.Parse(rawContents[9]):0;
                unLockEquipPlace=IsNumeric(rawContents[11]) ? int.Parse(rawContents[11]):0;
            
                specialRewardDescription = rawContents[10].Trim();
                specialRewardDescription = rawContents[12].Trim();
            
                fightPower=IsNumeric(rawContents[11]) ? int.Parse(rawContents[11]):0;
                fightPower=IsNumeric(rawContents[13]) ? int.Parse(rawContents[13]):0;
            }
            catch (Exception ex)
            {
Core/GameEngine/Model/Config/JadeDynastyTowerConfig.cs.meta
@@ -1,6 +1,6 @@
fileFormatVersion: 2
guid: bcb7d8fc32f347441a4024465ce1df51
timeCreated: 1548127880
timeCreated: 1548315669
licenseType: Pro
MonoImporter:
  serializedVersion: 2
System/JadeDynastyTower/JadeDynastyTowerHintWin.cs
@@ -55,12 +55,14 @@
            m_Floor.text = config.floorName;
            var isLastFloor = model.IsTopFloor(model.currentFloor);
            if (isLastFloor && model.currentFloor == model.highestPassFloor)
            if (model.currentFloor == model.highestPassFloor)
            {
                m_Reward.gameObject.SetActive(true);
                m_UnLockEquipPlace.gameObject.SetActive(false);
                m_Reward.SetItem(config.rewardIdsLevelS[0], config.rewardCountsLevelS[0]);
                var itemConfig = Config.Instance.Get<ItemConfig>(config.rewardIdsLevelS[0]);
                m_Description.text = Language.Get("JadeDynastyNameReward", itemConfig.ItemName);
            }
            else
            {
@@ -74,11 +76,11 @@
                {
                    m_UnLockEquipPlace.gameObject.SetActive(false);
                    m_Reward.gameObject.SetActive(true);
                    m_Reward.SetItem(config.rewardIdsLevelS[0], config.rewardCountsLevelS[0]);
                    m_Reward.SetItem(config.rewardIdsFirstS[0], config.rewardCountsFirstS[0]);
                }
            }
            m_Description.text = config.specialRewardDescription;
                m_Description.text = config.specialRewardDescription;
            }
        }
    }
System/JadeDynastyTower/JadeDynastyTowerRewardBehaviour.cs
@@ -3,7 +3,7 @@
//    [  Date ]:           Monday, January 21, 2019
//--------------------------------------------------------
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using TableConfig;
@@ -20,19 +20,33 @@
        [SerializeField] Text m_ExtraRewardFloor;
        [SerializeField] Text m_ExtraRewardDescription;
        JadeDynastyTowerModel model { get { return ModelCenter.Instance.GetModel<JadeDynastyTowerModel>(); } }
        public void Display(int floor)
        {
            var config = Config.Instance.Get<JadeDynastyTowerConfig>(floor);
            var rewardLevelS = new List<Item>();
            if (model.currentFloor > model.highestPassFloor)
            {
                for (var i = 0; i < config.rewardIdsFirstS.Length; i++)
                {
                    rewardLevelS.Add(new Item(config.rewardIdsFirstS[i], config.rewardCountsFirstS[i]));
                }
            }
            for (var i = 0; i < config.rewardIdsLevelS.Length; i++)
            {
                rewardLevelS.Add(new Item(config.rewardIdsLevelS[i], config.rewardCountsLevelS[i]));
            }
            for (var i = 0; i < m_RewardsLevelS.Length; i++)
            {
                var behaviour = m_RewardsLevelS[i];
                if (i < config.rewardIdsLevelS.Length)
                if (i < rewardLevelS.Count)
                {
                    var id = config.rewardIdsLevelS[i];
                    var count = config.rewardCountsLevelS[i];
                    behaviour.gameObject.SetActive(true);
                    behaviour.SetItem(id, count);
                    behaviour.SetItem(rewardLevelS[i]);
                }
                else
                {