少年修仙传客户端代码仓库
client_linchunjie
2018-12-11 3bfd0d44ebbd466143139cc9c7f857e4765e3b34
5389【前端】【1.3】【1.3.100】神兵特效展示界面新增战力与属性展示
3个文件已修改
22 ■■■■■ 已修改文件
System/Realm/ActivateShow.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Role/GodWeaponPreviewWin.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Role/MagicianModel.cs 17 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Realm/ActivateShow.cs
@@ -203,7 +203,7 @@
            var dict = _model.GetEffectPropertyUpper(_type, stage);
            fightPower += UIHelper.GetFightPower(dict);
            var requireLevel = _model.GetGodWeaponStageRequireLevel(_type, stage);
            fightPower += _model.TryGetEffectFightPower(_type, requireLevel);
            fightPower += _model.TryGetEffectFightPower(_type, stage);
            titleIconKey = "GodWeaponEffectTitle";
System/Role/GodWeaponPreviewWin.cs
@@ -100,10 +100,9 @@
        private void DisplayFightPower()
        {
            var requireLevel = model.GetGodWeaponStageRequireLevel(selectGodWeaponType, selectStage);
            var fightPower = 0;
            var dict = model.GetEffectPropertyUpper(selectGodWeaponType, selectStage);
            fightPower += model.TryGetEffectFightPower(selectGodWeaponType, requireLevel);
            fightPower += model.TryGetEffectFightPower(selectGodWeaponType, selectStage);
            if (dict != null)
            {
                fightPower += UIHelper.GetFightPower(dict);
System/Role/MagicianModel.cs
@@ -714,15 +714,24 @@
            return false;
        }
        public int TryGetEffectFightPower(int type, int level)
        public int TryGetEffectFightPower(int type, int stage)
        {
            if (effectFightPower.ContainsKey(type))
            var previousFightPower = 0;
            if (stage - 1 > 0)
            {
                if (effectFightPower[type].ContainsKey(level))
                var previousLevel = GetGodWeaponStageRequireLevel(type, stage - 1);
                if (effectFightPower.ContainsKey(type)
                    && effectFightPower[type].ContainsKey(previousLevel))
                {
                    return effectFightPower[type][level];
                    previousFightPower = effectFightPower[type][previousLevel];
                }
            }
            var level = GetGodWeaponStageRequireLevel(type, stage);
            if (effectFightPower.ContainsKey(type)
                && effectFightPower[type].ContainsKey(level))
            {
                return effectFightPower[type][level] - previousFightPower;
            }
            return 0;
        }