| | |
| | | {
|
| | | return;
|
| | | }
|
| | | treasure.skillLevelUpRedpoint.state = RedPointState.None;
|
| | | if (treasure.state != TreasureState.Collected || !treasure.IsMaxStage())
|
| | | {
|
| | | return;
|
| | | }
|
| | | var anyPointialLevelupAble = false;
|
| | | for (int i = 0; i < treasure.potentials.Count; i++)
|
| | | if (treasure.state == TreasureState.Collected && treasure.IsMaxStage())
|
| | | {
|
| | | var potential = treasure.potentials[i];
|
| | | if (SatisyPotentialLevelUp(treasure.id, potential.id))
|
| | | for (int i = 0; i < treasure.potentials.Count; i++)
|
| | | {
|
| | | anyPointialLevelupAble = true;
|
| | | break;
|
| | | var potential = treasure.potentials[i];
|
| | | if (SatisyPotentialLevelUp(treasure.id, potential.id))
|
| | | {
|
| | | anyPointialLevelupAble = true;
|
| | | break;
|
| | | }
|
| | | }
|
| | | }
|
| | | treasure.skillLevelUpRedpoint.state = anyPointialLevelupAble ? RedPointState.Simple : RedPointState.None;
|