Merge branch 'master' into HazyRegion_1
| | |
| | | {
|
| | | int _count = _actor.ActorInfo.GetStatusCount((byte)_effectValue.value1, h0605.OwnerID);
|
| | | _count += 1;
|
| | | if (!_actor.ActorInfo.status4012.ContainsKey((byte)_effectValue.value1))
|
| | | {
|
| | | _actor.ActorInfo.status4012.Add((byte)_effectValue.value1, new Dictionary<uint, int>());
|
| | | }
|
| | | _actor.ActorInfo.status4012[(byte)_effectValue.value1][h0605.OwnerID] = _count;
|
| | | }
|
| | | }
|
| | |
| | | onReceiveStatus(h0605.SkillID);
|
| | | }
|
| | |
|
| | | #if UNITY_EDITOR
|
| | | Debug.LogFormat("增加 {0} Buff: {1}", h0605.ObjID, h0605.SkillID);
|
| | | #endif
|
| | | }
|
| | |
|
| | | public bool CanCastSkill(uint sid)
|
| | |
| | | }
|
| | | else
|
| | | {
|
| | | if (!_actor.ActorInfo.status4012.ContainsKey((byte)_effectValue.value1))
|
| | | {
|
| | | _actor.ActorInfo.status4012.Add((byte)_effectValue.value1, new Dictionary<uint, int>());
|
| | | }
|
| | | _actor.ActorInfo.status4012[(byte)_effectValue.value1][objID] = _count;
|
| | | }
|
| | | }
|
| | |
| | | }
|
| | | else
|
| | | {
|
| | | if (!_actor.ActorInfo.status4012.ContainsKey((byte)_effectValue.value1))
|
| | | {
|
| | | _actor.ActorInfo.status4012.Add((byte)_effectValue.value1, new Dictionary<uint, int>());
|
| | | }
|
| | | _actor.ActorInfo.status4012[(byte)_effectValue.value1][h0606.ObjID] = _count;
|
| | | }
|
| | | }
|
| | |
| | |
|
| | | m_StatusDict[sid].Clear();
|
| | | m_StatusDict.Remove(sid);
|
| | | Debug.LogFormat("删除:{0} 所有Buff", sid);
|
| | | }
|
| | |
|
| | | if (m_OwnerList.Contains(sid))
|
| | |
| | | protected override void OnPreOpen() |
| | | { |
| | | m_Skip.gameObject.SetActive(false); |
| | | if (Application.isEditor) |
| | | { |
| | | Clock.AlarmAfter(5, () => { m_Skip.gameObject.SetActive(true); }); |
| | | } |
| | | } |
| | | |
| | | protected override void OnAfterOpen() |
| | | { |
| | |
| | | public int star; |
| | | public int strengthenLevel; |
| | | public int score; |
| | | public bool isOverdue; |
| | | public int auctionSurplusTime; |
| | | public int overdueSurplusTime; |
| | | public int levelLimit; |
| | |
| | | isEquiped = isEquiped, |
| | | isPreview = false, |
| | | score = item.score, |
| | | isOverdue =ItemLogicUtility.Instance.IsOverdue(guid), |
| | | auctionSurplusTime = item.isAuction ? item.auctionSurplusTime : 0, |
| | | overdueSurplusTime = item.overdueSurplusTime, |
| | | levelLimit = item.isAuction ? 0 : item.config.UseLV, |
| | |
| | | if (baseInfo.isAuction) |
| | | { |
| | | m_SurplusTimeContainer.gameObject.SetActive(true); |
| | | if (baseInfo.auctionSurplusTime > 0) |
| | | if (!baseInfo.isOverdue) |
| | | { |
| | | m_SurplusTime.text = TimeUtility.SecondsToHMSCHSRetain(baseInfo.auctionSurplusTime); |
| | | } |
| | |
| | | } |
| | | else if (itemConfig.ExpireTime > 0) |
| | | { |
| | | m_SurplusTimeContainer.gameObject.SetActive(true); |
| | | if (!baseInfo.isOverdue) |
| | | { |
| | | if (baseInfo.overdueSurplusTime > 0) |
| | | { |
| | | m_SurplusTimeContainer.gameObject.SetActive(true); |
| | | m_SurplusTime.text = TimeUtility.SecondsToConsumeRebate(baseInfo.overdueSurplusTime); |
| | | } |
| | | else |
| | | { |
| | | m_SurplusTimeContainer.gameObject.SetActive(false); |
| | | } |
| | | } |
| | | else |
| | | { |
| | | m_SurplusTimeContainer.gameObject.SetActive(true); |
| | | m_SurplusTime.text = "已过期"; |
| | | } |
| | | } |
| | |
| | | } |
| | | |
| | | int equipPlace = item.config.EquipPlace; |
| | | if ((RoleEquipType)equipPlace == RoleEquipType.Wing)
|
| | | {
|
| | | var wing = packModel.GetItemByIndex(PackType.Equip, SpiritWeaponModel.WING_EQUIPINDEX);
|
| | | if (wing == null)
|
| | | {
|
| | | if (!SpiritWeaponModel.hasAutoEquipWing)
|
| | | {
|
| | | SpiritWeaponModel.hasAutoEquipWing = true;
|
| | | ItemOperateUtility.Instance.PutOnItem(item.guid);
|
| | | return;
|
| | | }
|
| | | }
|
| | | }
|
| | |
|
| | | switch ((RoleEquipType)equipPlace) |
| | | { |
| | | case RoleEquipType.Weapon: |
| | |
| | | } |
| | | else |
| | | { |
| | | return item.overdueSurplusTime < 0; |
| | | var isoverdue = false; |
| | | switch ((ItemTimeType)item.config.EndureReduceType)
|
| | | {
|
| | | case ItemTimeType.EquipedTime:
|
| | | isoverdue = item.GetUseDataFirstValue(44) > 0 && item.overdueSurplusTime < 0;
|
| | | break;
|
| | | case ItemTimeType.RealityTime:
|
| | | isoverdue = item.overdueSurplusTime < 0;
|
| | | break;
|
| | | } |
| | | |
| | | return isoverdue; |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | public class SpiritWeaponModel : Model |
| | | { |
| | | public static bool hasAutoEquipWing { |
| | | get { |
| | | return LocalSave.GetBool(StringUtility.Contact("HasAutoEquipWing_", PlayerDatas.Instance.baseData.PlayerID)); |
| | | } |
| | | set { |
| | | LocalSave.SetBool(StringUtility.Contact("HasAutoEquipWing_", PlayerDatas.Instance.baseData.PlayerID), value); |
| | | } |
| | | } |
| | | |
| | | public const int WING_EQUIPINDEX = 0; |
| | | |
| | | public override void Init() |