| System/Strengthening/GodBeastModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Strengthening/GodBeastSlidingList.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/Strengthening/GodBeastModel.cs
@@ -398,10 +398,11 @@ for (int i = 0; i < RedPointLIst.Count; i++) { ItemModel _itemModel = playerPack.GetItemModelByIndex(PackType.rptDogzEquip, RedPointLIst[i]); int MaxLv= QualityLimit[_itemModel.chinItemModel.ItemColor];//获取最大强化等级 var _IudetDogzEquipPlus = _itemModel.GetUseDataModel((int)ItemUseDataKey.Def_IudetDogzEquipPlus); if (_IudetDogzEquipPlus != null) { if (_IudetDogzEquipPlus[0] < Lv) if (_IudetDogzEquipPlus[0]<MaxLv && _IudetDogzEquipPlus[0] < Lv) { Lv = _IudetDogzEquipPlus[0]; IndexId = RedPointLIst[i]; System/Strengthening/GodBeastSlidingList.cs
@@ -385,12 +385,18 @@ int childCode = 0; for (childCode = 0; childCode < cell.transform.childCount; childCode++) { GodBeastChildNodes GodBeastChildNodes = cell.transform.GetChild(childCode).GetComponent<GodBeastChildNodes>(); int cellCount = (cell.transform.childCount) * gridlineIndex + (childCode + 1); if (cellCount > 100) { GodBeastChildNodes.gameObject.SetActive(false); continue; } GodBeastChildNodes.ItemCell.gameObject.SetActive(false); GodBeastChildNodes.ChoosenImg.SetActive(false); GodBeastChildNodes.TextNumber.gameObject.SetActive(false); GodBeastChildNodes.NumberNow.gameObject.SetActive(false); int cellCount = (cell.transform.childCount) * gridlineIndex + (childCode + 1); GodBeastChildNodes.ButtonDown.RemoveAllListeners(); if (cellCount - 1 < GodBeastBagList.Count) {