| Core/GameEngine/Login/Launch.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/ResModule/AssetBundle/AssetBundleUtility.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Lua/Gen/AssetBundleUtilityWrap.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Auction/AuctionShelfWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Equip/EquipModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/EquipGem/EquipStrengthFull.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/EquipGem/EquipStrengthModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/EquipGem/EquipStrengthRein.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/EquipGem/EquipStrengthSelectBehaviour.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/EquipGem/EquipStrengthUpper.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/EquipGem/EquipStrengthWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/KnapSack/New/BagWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/GameEngine/Login/Launch.cs
@@ -840,7 +840,6 @@ { AssetBundleUtility.Instance.Sync_LoadAll("ui/prioritywindow"); SnxxzGame.Instance.StartCoroutine(AssetBundleUtility.Instance.Initialize()); SnxxzGame.Instance.StartCoroutine(AssetBundleUtility.Instance.InitalizeUIResources()); done = false; progress = 0f; } Core/ResModule/AssetBundle/AssetBundleUtility.cs
@@ -108,21 +108,11 @@ yield return StartCoroutine(Co_LoadMainfestFile("ui")); yield return StartCoroutine(Co_LoadMainfestFile("lua")); initialized = true; } public IEnumerator InitalizeUIResources() { #if !UNITY_IOS yield return StartCoroutine(Co_LoadAssetBundle(ResourcesPath.windowFileBundleName)); yield return StartCoroutine(Co_LoadAssetBundle(ResourcesPath.uiprefabFileBundleName)); initializedUIAssetBundle = true; #else initializedUIAssetBundle = true; yield break; #endif initialized = true; } private IEnumerator Co_LoadMainfestFile(string _category) Lua/Gen/AssetBundleUtilityWrap.cs
@@ -183,10 +183,6 @@ { System.Collections.IEnumerator gen_ret = gen_to_be_invoked.InitalizeUIResources( ); translator.PushAny(L, gen_ret); return 1; } System/Auction/AuctionShelfWin.cs
@@ -54,9 +54,10 @@ private void OnClickUseBtn() { CloseImmediately(); itemTipsModel.SetItemTipsModel(PackType.Item, auctionHelpModel.ItemModel.guid, false, true); itemTipsModel.SetBagTipsBtn(itemTipsModel.curAttrData); itemTipsModel.ShowUICtrl(); ItemOperateUtility.Instance.GotoUseItem(auctionHelpModel.ItemModel.itemInfo.index); //itemTipsModel.SetItemTipsModel(PackType.Item, auctionHelpModel.ItemModel.guid, false, true); //itemTipsModel.SetBagTipsBtn(itemTipsModel.curAttrData); //itemTipsModel.ShowUICtrl(); } private void OnClickAuction() { System/Equip/EquipModel.cs
@@ -31,6 +31,8 @@ PackModel packModel { get { return ModelCenter.Instance.GetModel<PackModel>(); } } EquipStarModel starModel { get { return ModelCenter.Instance.GetModel<EquipStarModel>(); } } public event Action appearanceChangeEvent; public override void Init() { ParseConfig(); @@ -487,6 +489,15 @@ equipSets[clientPlace.x].UpdateEquipSlot(clientPlace.y, equip == null ? string.Empty : equip.guid); appearance.value = GetAppearance(selectedLevel.value); if (clientPlace.x == PlayerDatas.Instance.baseData.equipShowSwitch / 10) { if (appearanceChangeEvent != null) { appearanceChangeEvent(); } } break; } System/EquipGem/EquipStrengthFull.cs
@@ -6,12 +6,102 @@ using System.Collections; using UnityEngine.UI; namespace Snxxz.UI { namespace Snxxz.UI { public class EquipStrengthFull:MonoBehaviour { public class EquipStrengthFull : MonoBehaviour { [SerializeField] ItemCell m_ItemEquip; [SerializeField] Text NeedMoney; [SerializeField] Text m_AttributesText1; [SerializeField] Text m_AttributesText2; [SerializeField] Text m_AttributesText3; [SerializeField] Text m_TextNumber; [SerializeField] Text m_TextMaxLv; PackModel packModel { get { return ModelCenter.Instance.GetModel<PackModel>(); } } EquipStrengthModel strengthModel { get { return ModelCenter.Instance.GetModel<EquipStrengthModel>(); } } public void SetEquipStrengthFull(string equipGuid, int level, int equipPlace) { int equipIndex = EquipPlaceMapConfig.GetServerPlace(level, equipPlace); int equipLv = 0; EquipStrengthClass equipStrength = new EquipStrengthClass(); if (strengthModel.EquipStrengthDic.ContainsKey(equipIndex))//获取当前强化等级 { equipLv = strengthModel.EquipStrengthDic[equipIndex].EquipPartStarLV; equipStrength = strengthModel.EquipStrengthDic[equipIndex]; } var itemPlus = strengthModel.GetEquipConfig(level, equipPlace); if (itemPlus == null) { DebugEx.LogError("没有索引到对应的强化表数据"); return; } NeedMoney.text = SetMoneyText(itemPlus); m_TextNumber.text = "+" + equipLv; int equipType = strengthModel.GetEquipStrengthType(equipPlace); var equipMaxLv = strengthModel.EquipLevelMaxDic[equipType]; if (equipMaxLv != null) { m_TextMaxLv.text = Language.Get("ZBQH_02", equipMaxLv.MaxStar, equipMaxLv.MaxLv); } var item = packModel.GetItemByGuid(equipGuid); if (item != null) { m_ItemEquip.Init(item); } var equipLvNowList = strengthModel.GetEquipValueList(level, equipPlace); m_AttributesText1.gameObject.SetActive(false); m_AttributesText2.gameObject.SetActive(false); m_AttributesText3.gameObject.SetActive(false); for (int i = 0; i < 3; i++) { if (i < equipLvNowList.Count) { int type = i; var _equipLv = equipLvNowList[type]; switch (type) { case 0: m_AttributesText1.gameObject.SetActive(true); GameObject addText = m_AttributesText1.transform.Find("Number").gameObject; addText.SetActive(false); m_AttributesText1.text = _equipLv.StrName + ":" + _equipLv.AttValue; break; case 1: m_AttributesText2.gameObject.SetActive(true); GameObject addText1 = m_AttributesText2.transform.Find("Number").gameObject; addText1.SetActive(false); m_AttributesText2.text = _equipLv.StrName + ":" + _equipLv.AttValue; break; case 2: m_AttributesText3.gameObject.SetActive(true); GameObject addText2 = m_AttributesText3.transform.Find("Number").gameObject; addText2.SetActive(false); m_AttributesText3.text = _equipLv.StrName + ":" + _equipLv.AttValue; break; } } } } private string SetMoneyText(ItemPlusConfig itemPlusConfig) { string strMoneyText = string.Empty; ulong money = UIHelper.GetMoneyCnt(3); ulong needMoney = (ulong)itemPlusConfig.costCount; string MoneyStr = ItemLogicUtility.Instance.OnChangeCoinsUnit(UIHelper.GetMoneyCnt(3)); string NeedMoneyStr = ItemLogicUtility.Instance.OnChangeCoinsUnit(needMoney); if (money >= needMoney) { strMoneyText = "<color=#fffaf0>" + NeedMoneyStr + "/" + MoneyStr + "</color>"; } else { strMoneyText = "<color=#ff0000>" + NeedMoneyStr + "/" + MoneyStr + "</color>"; } return strMoneyText; } } } System/EquipGem/EquipStrengthModel.cs
@@ -24,10 +24,15 @@ public int AttValue; public string StrName; } public class EquipMaxLvClass { public int MaxLv; public int MaxStar; } public class EquipStrengthModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk { public Dictionary<int, EquipStrengthClass> EquipStrengthDic = new Dictionary<int, EquipStrengthClass>();//强化数据 public Dictionary<int, int> EquipLevelMaxDic = new Dictionary<int, int>();//强化类型的最大等级上限 public Dictionary<int, EquipMaxLvClass> EquipLevelMaxDic = new Dictionary<int, EquipMaxLvClass>();//强化类型的最大等级上限 public Dictionary<int, int> PartTypeDic = new Dictionary<int, int>();//强化的部位类型 public event Action EquipStrengthUpdate;//强化数据刷新 public event Action SelectEquipRefresh;//二级页签刷新 @@ -53,7 +58,6 @@ SelectLevelRefresh(); } } } } private int selectEquipPlace = -1;//装备部位 @@ -135,15 +139,19 @@ { if (EquipLevelMaxDic.ContainsKey(value.EquipType)) { var lv = EquipLevelMaxDic[value.EquipType]; var lv = EquipLevelMaxDic[value.EquipType].MaxLv; if (value.levelMax > lv) { EquipLevelMaxDic[value.EquipType] = value.levelMax; EquipLevelMaxDic[value.EquipType].MaxLv = value.levelMax; EquipLevelMaxDic[value.EquipType].MaxStar = value.equipStar; } } else { EquipLevelMaxDic.Add(value.EquipType, value.levelMax); EquipMaxLvClass equipMaxLvClass = new EquipMaxLvClass(); equipMaxLvClass.MaxStar = value.equipStar; equipMaxLvClass.MaxLv = value.levelMax; EquipLevelMaxDic.Add(value.EquipType, equipMaxLvClass); } } } @@ -163,7 +171,7 @@ int lv = 0; if (EquipLevelMaxDic.ContainsKey(type)) { lv = EquipLevelMaxDic[type]; lv = EquipLevelMaxDic[type].MaxLv; } return lv; } @@ -173,7 +181,7 @@ List<EquipTypeClass> EquipTypeList = new List<EquipTypeClass>(); int type = GetEquipStrengthType(equipPlace); int equiplv = 0; int equipIndex = level * 10 + equipPlace; int equipIndex = EquipPlaceMapConfig.GetServerPlace(level, equipPlace); if (EquipStrengthDic.ContainsKey(equipIndex)) { equiplv = EquipStrengthDic[equipIndex].EquipPartStarLV; @@ -196,7 +204,6 @@ } EquipTypeList.Add(equipType); } } return EquipTypeList; @@ -206,7 +213,7 @@ ItemPlusConfig itemPlusConfig = new ItemPlusConfig(); int type = GetEquipStrengthType(equipPlace); int equiplv = 0; int equipIndex = level * 10 + equipPlace; int equipIndex = EquipPlaceMapConfig.GetServerPlace(level, equipPlace); if (EquipStrengthDic.ContainsKey(equipIndex)) { equiplv = EquipStrengthDic[equipIndex].EquipPartStarLV; System/EquipGem/EquipStrengthRein.cs
@@ -20,12 +20,13 @@ [SerializeField] Text m_AttributesText2; [SerializeField] Text m_AttributesText3; [SerializeField] Text m_SliderText; [SerializeField] Text m_TextNumber; [SerializeField] Text m_TextMaxLv; PackModel packModel { get { return ModelCenter.Instance.GetModel<PackModel>(); } } EquipStrengthModel strengthModel { get { return ModelCenter.Instance.GetModel<EquipStrengthModel>(); } } public void SetEquipStrengthRein(string equipGuid,int level,int equipPlace) { //ItemLogicUtility.Instance.OnChangeCoinsUnit(UIHelper.GetMoneyCnt(3)); int equipIndex = level * 10 + equipPlace; { int equipIndex = EquipPlaceMapConfig.GetServerPlace(level, equipPlace); int equipLv = 0; EquipStrengthClass equipStrength=new EquipStrengthClass(); if (strengthModel.EquipStrengthDic.ContainsKey(equipIndex))//获取当前强化等级 @@ -43,6 +44,14 @@ if (item != null) { m_ItemEquip.Init(item); } m_TextNumber.text = "+" + (equipLv + 1); NeedMoney.text = SetMoneyText(itemPlus); int equipType = strengthModel.GetEquipStrengthType(equipPlace); var equipMaxLv = strengthModel.EquipLevelMaxDic[equipType]; if (equipMaxLv != null) { m_TextMaxLv.text = Language.Get("ZBQH_02", equipMaxLv.MaxStar, equipMaxLv.MaxLv); } ItemCellModel cellModel = new ItemCellModel(2100, true, (ulong)1, 0); m_ItemMoney.Init(cellModel); @@ -100,6 +109,23 @@ } } private string SetMoneyText(ItemPlusConfig itemPlusConfig) { string strMoneyText = string.Empty; ulong money = UIHelper.GetMoneyCnt(3); ulong needMoney = (ulong)itemPlusConfig.costCount; string MoneyStr = ItemLogicUtility.Instance.OnChangeCoinsUnit(UIHelper.GetMoneyCnt(3)); string NeedMoneyStr = ItemLogicUtility.Instance.OnChangeCoinsUnit(needMoney); if (money >= needMoney) { strMoneyText = "<color=#fffaf0>" + NeedMoneyStr + "/"+ MoneyStr + "</color>"; } else { strMoneyText = "<color=#ff0000>" + NeedMoneyStr + "/" + MoneyStr + "</color>"; } return strMoneyText; } } } System/EquipGem/EquipStrengthSelectBehaviour.cs
@@ -61,11 +61,17 @@ void DisplayBase() { int itemIndex = EquipPlaceMapConfig.GetServerPlace(equipLevel, equipPlace); var strengthLv = 0; if (strengthModel.EquipStrengthDic.ContainsKey(itemIndex)) { strengthLv = strengthModel.EquipStrengthDic[itemIndex].EquipPartStarLV; } var item = packModel.GetItemByGuid(equipGuid); if (item != null) { m_Item.Init(item); m_ItemName.text = item.config.ItemName; m_Item.Init(item); m_ItemName.text = Language.Get("ZBQH_01", item.config.ItemName, strengthLv); m_ItemName.color = UIHelper.GetUIColor(item.config.ItemColor, true); } } System/EquipGem/EquipStrengthUpper.cs
@@ -6,12 +6,104 @@ using System.Collections; using UnityEngine.UI; namespace Snxxz.UI { namespace Snxxz.UI { public class EquipStrengthUpper:MonoBehaviour { public class EquipStrengthUpper : MonoBehaviour { [SerializeField] ItemCell m_ItemEquip; [SerializeField] Text NeedMoney; [SerializeField] Text m_AttributesText1; [SerializeField] Text m_AttributesText2; [SerializeField] Text m_AttributesText3; [SerializeField] Text m_TextNumber; [SerializeField] Text m_TextMaxLv; PackModel packModel { get { return ModelCenter.Instance.GetModel<PackModel>(); } } EquipStrengthModel strengthModel { get { return ModelCenter.Instance.GetModel<EquipStrengthModel>(); } } public void SetEquipStrengthUpper(string equipGuid, int level, int equipPlace) { int equipIndex = EquipPlaceMapConfig.GetServerPlace(level, equipPlace); int equipLv = 0; EquipStrengthClass equipStrength = new EquipStrengthClass(); if (strengthModel.EquipStrengthDic.ContainsKey(equipIndex))//获取当前强化等级 { equipLv = strengthModel.EquipStrengthDic[equipIndex].EquipPartStarLV; equipStrength = strengthModel.EquipStrengthDic[equipIndex]; } var itemPlus = strengthModel.GetEquipConfig(level, equipPlace); if (itemPlus == null) { DebugEx.LogError("没有索引到对应的强化表数据"); return; } NeedMoney.text = SetMoneyText(itemPlus); m_TextNumber.text = "+" + (equipLv + 1); int equipType = strengthModel.GetEquipStrengthType(equipPlace); var equipMaxLv = strengthModel.EquipLevelMaxDic[equipType]; if (equipMaxLv != null) { m_TextMaxLv.text = Language.Get("ZBQH_02", equipMaxLv.MaxStar, equipMaxLv.MaxLv); } var item = packModel.GetItemByGuid(equipGuid); if (item != null) { m_ItemEquip.Init(item); } var equipLvNowList = strengthModel.GetEquipValueList(level, equipPlace); var equipAddLvList = strengthModel.GetEquipValueList(level, equipPlace, 1); m_AttributesText1.gameObject.SetActive(false); m_AttributesText2.gameObject.SetActive(false); m_AttributesText3.gameObject.SetActive(false); for (int i = 0; i < 3; i++) { if (i < equipLvNowList.Count) { int type = i; var _equipLv = equipLvNowList[type]; var _equipAddLv = equipAddLvList[type]; switch (type) { case 0: m_AttributesText1.gameObject.SetActive(true); Text addText = m_AttributesText1.transform.Find("Number").GetComponent<Text>(); m_AttributesText1.text = _equipLv.StrName + ":" + _equipLv.AttValue; addText.text = "+" + (_equipAddLv.AttValue - _equipLv.AttValue); break; case 1: m_AttributesText2.gameObject.SetActive(true); Text addText1 = m_AttributesText2.transform.Find("Number").GetComponent<Text>(); m_AttributesText2.text = _equipLv.StrName + ":" + _equipLv.AttValue; addText1.text = "+" + (_equipAddLv.AttValue - _equipLv.AttValue); break; case 2: m_AttributesText3.gameObject.SetActive(true); Text addText2 = m_AttributesText3.transform.Find("Number").GetComponent<Text>(); m_AttributesText3.text = _equipLv.StrName + ":" + _equipLv.AttValue; addText2.text = "+" + (_equipAddLv.AttValue - _equipLv.AttValue); break; } } } } private string SetMoneyText(ItemPlusConfig itemPlusConfig) { string strMoneyText = string.Empty; ulong money = UIHelper.GetMoneyCnt(3); ulong needMoney = (ulong)itemPlusConfig.costCount; string MoneyStr = ItemLogicUtility.Instance.OnChangeCoinsUnit(UIHelper.GetMoneyCnt(3)); string NeedMoneyStr = ItemLogicUtility.Instance.OnChangeCoinsUnit(needMoney); if (money >= needMoney) { strMoneyText = "<color=#fffaf0>" + NeedMoneyStr + "/" + MoneyStr + "</color>"; } else { strMoneyText = "<color=#ff0000>" + NeedMoneyStr + "/" + MoneyStr + "</color>"; } return strMoneyText; } } } System/EquipGem/EquipStrengthWin.cs
@@ -29,6 +29,10 @@ EquipModel equipModel { get { return ModelCenter.Instance.GetModel<EquipModel>(); } } PackModel packModel { get { return ModelCenter.Instance.GetModel<PackModel>(); } } EquipStarModel equipStarModel { get { return ModelCenter.Instance.GetModel<EquipStarModel>(); } } private bool IsAutomaticBool = false; private float WaitTime = 0.1f; private float Times = 0f; #region Built-in protected override void BindController() { @@ -44,10 +48,15 @@ protected override void OnPreOpen() { strengthModel.IsChangeBool = true; IsAutomaticBool = false; Times = 0f; m_StopBtn.gameObject.SetActive(false); m_AutomaticBtn.gameObject.SetActive(true); OpenSelect();//默认选择 DisplayEquips(); SetStrengthenedState(); strengthModel.SelectEquipRefresh += SelectEquipRefresh; strengthModel.SelectLevelRefresh += SelectLevelRefresh; strengthModel.EquipStrengthUpdate += EquipStrengthUpdate; @@ -62,7 +71,6 @@ strengthModel.SelectEquipRefresh -= SelectEquipRefresh; strengthModel.SelectLevelRefresh -= SelectLevelRefresh; strengthModel.EquipStrengthUpdate -= EquipStrengthUpdate; } @@ -70,27 +78,65 @@ protected override void OnAfterClose() { } protected override void LateUpdate() { if (IsAutomaticBool) { Times += Time.deltaTime; var isBool = StrengtheBool(); var upperLimitBool = UpperLimitBool(); if (Times >= WaitTime && isBool && upperLimitBool) { Times = 0; int itemIndex = EquipPlaceMapConfig.GetServerPlace(strengthModel.SelectLevel, strengthModel.SelectEquipPlace); strengthModel.SendEquip(itemIndex); } else if (!isBool || !upperLimitBool) { IsAutomaticBool = false; OnClickStopBtn(); } } else { Times = 0f; } } #endregion private void OnClickStrengBtn() { int itemIndex = strengthModel.SelectLevel * 10 + strengthModel.SelectEquipPlace; strengthModel.SendEquip(itemIndex); if (StrengtheBool()) { int itemIndex = EquipPlaceMapConfig.GetServerPlace(strengthModel.SelectLevel, strengthModel.SelectEquipPlace); strengthModel.SendEquip(itemIndex); } } private void OnClickAutomaticBtn() { m_StopBtn.gameObject.SetActive(true); m_AutomaticBtn.gameObject.SetActive(false); if (StrengtheBool()) { IsAutomaticBool = true; m_StopBtn.gameObject.SetActive(true); m_AutomaticBtn.gameObject.SetActive(false); } } private void OnClickStopBtn() { IsAutomaticBool = false; m_StopBtn.gameObject.SetActive(false); m_AutomaticBtn.gameObject.SetActive(true); } private void EquipStrengthUpdate() { SetStrengthenedState(); if (strengthModel.SelectLevel != -1) { SetStrengthenedState(); m_Controller.m_Scorller.RefreshActiveCellViews(); } } void DisplayEquips() { @@ -128,12 +174,31 @@ private void SelectEquipRefresh() { m_Controller.m_Scorller.RefreshActiveCellViews(); strengthModel.IsChangeBool = true; SetStrengthenedState(); if (IsAutomaticBool) { Times = 0f; OnClickStopBtn(); IsAutomaticBool = false; } } private void SelectLevelRefresh() { DisplayEquips(); strengthModel.IsChangeBool = true; if (IsAutomaticBool) { Times = 0f; OnClickStopBtn(); IsAutomaticBool = false; } DisplayEquips(); if (strengthModel.SelectLevel != -1) { SetStrengthenedState(); } } private void OnRefreshCell(ScrollerDataType type, CellView cell) { @@ -166,8 +231,8 @@ var equiped = !string.IsNullOrEmpty(equipGuid); if (equiped) { int equipIndex = equipLevel * 10 + equipPlace; int star= equipStarModel.GetEquipStarLevel(equipLevel, equipPlace); int equipIndex = EquipPlaceMapConfig.GetServerPlace(equipLevel, equipPlace); int star = equipStarModel.GetEquipStarLevel(equipLevel, equipPlace); int equipLv = 0; if (strengthModel.EquipStrengthDic.ContainsKey(equipIndex))//获取当前强化等级 { @@ -175,7 +240,7 @@ } int equipType = strengthModel.GetEquipStrengthType(equipPlace); var itemPlusMaxConfig = ItemPlusMaxConfig.GetEquipTypeAndEquipStar(equipType, equipPlace);//获取强化等级上限值 var itemPlusMaxConfig = ItemPlusMaxConfig.GetEquipTypeAndEquipStar(equipType, star);//获取强化等级上限值 if (itemPlusMaxConfig == null) { DebugEx.LogError("未查找到表数据"); @@ -188,11 +253,14 @@ { m_BottomFrame.SetActive(false); m_EquipStrengthFull.gameObject.SetActive(true); m_EquipStrengthFull.SetEquipStrengthFull(equipGuid, equipLevel, equipPlace); } else if (maxLv > equipLv && equipLv >= itemPlusMaxConfig.levelMax)//强化上限 { m_BottomFrame.SetActive(false); m_EquipStrengthUpper.gameObject.SetActive(true); m_EquipStrengthUpper.SetEquipStrengthUpper(equipGuid, equipLevel, equipPlace); } else if (itemPlusMaxConfig.levelMax > equipLv)//可强化过 { @@ -207,8 +275,90 @@ m_NotEquipped.SetActive(true); } } } private void OpenSelect() { strengthModel.SelectLevel = -1; strengthModel.SelectEquipPlace = -1; var equipSets = equipModel.GetAllEquipSets(); foreach (var level in equipSets) { var equipSet = equipModel.GetEquipSet(level); if (equipSet == null) { continue; } if (equipSet.unLocked) { var slotCount = model.GetUnlockEquipSlotCount(level); if (slotCount > 0) { if (strengthModel.SelectLevel == -1) { strengthModel.SelectLevel = level; } if (strengthModel.SelectLevel == level) { var places = model.GetMosaicEquipPlaces(); foreach (var place in places) { if (strengthModel.SelectEquipPlace == -1) { strengthModel.SelectEquipPlace = place; } } } } } } } private bool StrengtheBool() { bool isbool = false; var itemPlus = strengthModel.GetEquipConfig(strengthModel.SelectLevel, strengthModel.SelectEquipPlace); if (itemPlus == null) { return false; } ulong money = UIHelper.GetMoneyCnt(3); ulong needMoney = (ulong)itemPlus.costCount; if (money >= needMoney) { isbool = true; } else { ServerTipDetails.DisplayNormalTip(Language.Get("Z1011")); isbool = false; } return isbool; } private bool UpperLimitBool() { bool isBool = false; int equipIndex = EquipPlaceMapConfig.GetServerPlace(strengthModel.SelectLevel, strengthModel.SelectEquipPlace); int star = equipStarModel.GetEquipStarLevel(strengthModel.SelectLevel, strengthModel.SelectEquipPlace); int equipLv = 0; if (strengthModel.EquipStrengthDic.ContainsKey(equipIndex))//获取当前强化等级 { equipLv = strengthModel.EquipStrengthDic[equipIndex].EquipPartStarLV; } int equipType = strengthModel.GetEquipStrengthType(strengthModel.SelectEquipPlace); var itemPlusMaxConfig = ItemPlusMaxConfig.GetEquipTypeAndEquipStar(equipType, star);//获取强化等级上限值 if (itemPlusMaxConfig.levelMax > equipLv) { isBool = true; } else { isBool = false; } return isBool; } } } System/KnapSack/New/BagWin.cs
@@ -279,7 +279,7 @@ { gridCell.itemCellBtn.OnOneParaClick = (int info) => { if (itemModel.itemInfo.isBind!= 1) if (itemModel.itemInfo.isBind== 1) { AuctionHelpModel auctionHelpModel = ModelCenter.Instance.GetModel<AuctionHelpModel>(); auctionHelpModel.ItemModel = itemModel;