| System/Skill/ExpertSkillSelectWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Skill/TreasureSkillModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/Skill/ExpertSkillSelectWin.cs
@@ -108,7 +108,7 @@ for (int i = 0; i < m_SkillExperts.Length; i++) { var potential = skill.potentials[i]; m_SkillExperts[i].Display(potential.id, skill.level >= potential.limitLevel, OnSelect); m_SkillExperts[i].Display(potential.id, PlayerDatas.Instance.baseData.LV >= potential.limitLevel, OnSelect); } } } @@ -125,9 +125,6 @@ { if (selectExpert != 0) { TreasureSkill skill; model.TryGetSkill(selectSkillId, out skill); var level = 0; TreasurePotential expert; if (model.TryGetPotential(selectExpert, out expert)) @@ -135,7 +132,7 @@ level = expert.level; } m_Select.gameObject.SetActive(skill.level >= expert.limitLevel); m_Select.gameObject.SetActive(PlayerDatas.Instance.baseData.LV >= expert.limitLevel); SkillConfig skillConfig; if (level == 0) System/Skill/TreasureSkillModel.cs
@@ -52,6 +52,7 @@ packModel.refreshItemCountEvent += RefreshItemCountAct; FuncOpen.Instance.OnFuncStateChangeEvent += OnFuncStateChangeEvent; PlayerDatas.Instance.playerDataRefreshEvent += PlayerDataRefreshEvent; } public void OnBeforePlayerDataInitialize() @@ -75,6 +76,15 @@ { packModel.refreshItemCountEvent -= RefreshItemCountAct; FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChangeEvent; PlayerDatas.Instance.playerDataRefreshEvent -= PlayerDataRefreshEvent; } private void PlayerDataRefreshEvent(PlayerDataType dataType) { if (dataType == PlayerDataType.LV) { UpdateRedpoint(); } } private void OnFuncStateChangeEvent(int id) @@ -379,7 +389,7 @@ { for (int i = 0; i < treasureSkill.potentials.Count; i++) { if (treasureSkill.level >= treasureSkill.potentials[i].limitLevel) if (PlayerDatas.Instance.baseData.LV >= treasureSkill.potentials[i].limitLevel) { return true; }