少年修仙传客户端代码仓库
client_linchunjie
2018-08-20 32c588a827e75274741bec80c13e0ae1d3b72220
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
2个文件已修改
73 ■■■■■ 已修改文件
System/FindPrecious/FindPreciousBossBriefInfoBehaviour.cs 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Treasure/TreasureCollectBriefInfoBehaviour.cs 66 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FindPrecious/FindPreciousBossBriefInfoBehaviour.cs
@@ -92,18 +92,11 @@
            if (m_Realm != null)
            {
                if (_realm > 0)
                {
                    m_Realm.gameObject.SetActive(true);
                    var realmConfig = ConfigManager.Instance.GetTemplate<RealmConfig>(_realm);
                    if (realmConfig != null)
                    {
                        m_Realm.SetSprite(realmConfig.Img);
                    }
                }
                else
                {
                    m_Realm.gameObject.SetActive(false);
                }
            }
        }
System/Treasure/TreasureCollectBriefInfoBehaviour.cs
@@ -189,17 +189,6 @@
                    return;
                }
                if (FuncOpen.Instance.IsFuncOpen(126))
                {
                    treasureId = GetTreasureSoulTreasure();
                    if (treasureId != 0)
                    {
                        this.displayTreasureId = treasureId;
                        displayState = DisplayState.TreasureSoul;
                        effectState = 0;
                        return;
                    }
                    treasureId = GetNextChallengeTreasure();
                    if (treasureId != 0)
                    {
@@ -207,27 +196,6 @@
                        displayState = DisplayState.WaitUnLock;
                        effectState = 0;
                        return;
                    }
                }
                else
                {
                    treasureId = GetNextChallengeTreasure();
                    if (treasureId != 0)
                    {
                        this.displayTreasureId = treasureId;
                        displayState = DisplayState.WaitUnLock;
                        effectState = 0;
                        return;
                    }
                    treasureId = GetTreasureSoulTreasure();
                    if (treasureId != 0)
                    {
                        this.displayTreasureId = treasureId;
                        displayState = DisplayState.TreasureSoul;
                        effectState = 0;
                        return;
                    }
                }
            }
@@ -332,21 +300,6 @@
                        }
                        m_Description.text = Language.Get("FabaoState_Text_4", Mathf.RoundToInt(progress * 100f));
                        break;
                    case DisplayState.TreasureSoul:
                        if (treasure != null)
                        {
                            var privilege = treasure.unLockPrivilege;
                            if (privilege != 0)
                            {
                                var privilegeConfig = ConfigManager.Instance.GetTemplate<TreasurePrivilegeConfig>(privilege);
                                m_Description.text = Language.Get("FabaoState_Text_8", privilegeConfig.Name);
                            }
                            else
                            {
                                m_Description.text = Language.Get("FabaoState_Text_8", config.Name);
                            }
                        }
                        break;
                    case DisplayState.WaitUnLock:
                        Achievement achievement = null;
@@ -484,24 +437,6 @@
         );
        }
        private int GetTreasureSoulTreasure()
        {
            return humanTreasures.Find((x) =>
            {
                Treasure treasure;
                if (model.TryGetTreasure(x, out treasure))
                {
                    var humanTreasure = treasure as HumanTreasure;
                    return humanTreasure != null && humanTreasure.humanState == HumanTreasureState.CastSoul;
                }
                else
                {
                    return false;
                }
            }
             );
        }
        private int GetNextChallengeTreasure()
        {
            for (int i = 0; i < humanTreasures.Count; i++)
@@ -606,7 +541,6 @@
            AwakenAble,//可觉醒
            CollectSoul,//可集魂
            AwakenUnderway,//觉醒进行中
            TreasureSoul,//法宝魂觉醒中
            WaitUnLock,//等待解封
            PotentialUp,//潜力提升进行中
            PotentialUpAble,//潜力可提升