| Fight/GameActor/GA_Hero.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Auction/AuctionBetterConfirmWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Auction/AuctionModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/HazyRegion/HazyRegionDialogueWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/HazyRegion/HazyRegionWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Fight/GameActor/GA_Hero.cs
@@ -477,7 +477,7 @@ } private float m_CalcAutoHazyRegionTime = 0; public float LastChkCanAutoHazyRegionTime = 0; public float hazyAutoWaitTime = 1; public float hazyAutoWaitTime = 3; HazyRegionModel m_HazyRegionModel; HazyRegionModel hazyRegionModel { @@ -524,7 +524,7 @@ #endif } if (m_CalcAutoHazyRegionTime > 2) if (m_CalcAutoHazyRegionTime > 3) { startAutoHazyRegion = true; } @@ -609,7 +609,7 @@ if (_eventID == -1) { hazyRegionModel.SendBackHazyRegion(); hazyAutoWaitTime = 1; hazyAutoWaitTime = 2; #if UNITY_EDITOR Debug.LogFormat("所有寻访都已经结束了, 这里结束寻访, 设置下次等待时间 2"); #endif @@ -617,7 +617,7 @@ else { hazyRegionModel.SendGotoIncident(_eventID); hazyAutoWaitTime = 1; hazyAutoWaitTime = 2; #if UNITY_EDITOR Debug.LogFormat("进行 {0} 寻访, 设置下次等待时间 2", _eventID); #endif System/Auction/AuctionBetterConfirmWin.cs
@@ -75,6 +75,9 @@ } else { if (ItemLogicUtility.Instance.IsRealmEquip(auctionHelpModel.ItemModel.itemId)) //拍卖装备自己使用不做任何处理,后续依然可拍卖,也可穿戴 return; ItemOperateUtility.Instance.UseItem(auctionHelpModel.ItemModel.guid); } } System/Auction/AuctionModel.cs
@@ -501,17 +501,23 @@ { myAuctionRefresh(); } if (isPushAuctionItem && isServerPrepare) if (PlayerDatas.Instance.baseData.LV < 150) { if (!NewBieCenter.Instance.inGuiding && !WindowCenter.Instance.IsOpen<LoadingWin>() && StageLoad.Instance.stageType == Stage.E_StageType.Dungeon) if (isPushAuctionItem && isServerPrepare) { WindowJumpMgr.Instance.ClearJumpData(); WindowCenter.Instance.CloseAll(WindowCenter.CloseAllIgnoreType.BaseAndCustom); WindowCenter.Instance.Open<AuctionHouseWin>(false, 2); if (!NewBieCenter.Instance.inGuiding && !WindowCenter.Instance.IsOpen<LoadingWin>() && StageLoad.Instance.stageType == Stage.E_StageType.Dungeon) { WindowJumpMgr.Instance.ClearJumpData(); WindowCenter.Instance.CloseAll(WindowCenter.CloseAllIgnoreType.BaseAndCustom); WindowCenter.Instance.Open<AuctionHouseWin>(false, 2); } } } else { SysNotifyMgr.Instance.ShowTip("AuctionSuccess"); } } public void ReceivePackage(HB503_tagGCPlayerAuctionRecordInfo package)//拍卖行玩家拍卖记录 System/HazyRegion/HazyRegionDialogueWin.cs
@@ -93,7 +93,7 @@ if(model.auto) { m_WaitForCloseTime += Time.deltaTime; if(m_WaitForCloseTime > 1) if(m_WaitForCloseTime > 3) { m_WaitForCloseTime = 0; OnClickEmpty(); System/HazyRegion/HazyRegionWin.cs
@@ -74,7 +74,7 @@ if (_hero != null) { _hero.LastChkCanAutoHazyRegionTime = 0; _hero.hazyAutoWaitTime = 1; _hero.hazyAutoWaitTime = 2; } }