| | |
| | | return -skillUp_x.CompareTo(skillUp_y);
|
| | | }
|
| | | }
|
| | |
|
| | | TreasureDungeon treasureDungeonx;
|
| | | TreasureDungeon treasureDungeony;
|
| | | if (model.TryGetTreasureDungeon(x, out treasureDungeonx)
|
| | | && model.TryGetTreasureDungeon(y, out treasureDungeony))
|
| | | {
|
| | | bool redpointx = treasureDungeonx.challengeRedpoint.state == RedPointState.Simple;
|
| | | bool redpointy = treasureDungeony.challengeRedpoint.state == RedPointState.Simple;
|
| | | if (redpointx != redpointy)
|
| | | {
|
| | | return -redpointx.CompareTo(redpointy);
|
| | | }
|
| | | }
|
| | |
|
| | | bool lock_x = treasure_x.state == TreasureState.Locked;
|
| | | bool lock_y = treasure_y.state == TreasureState.Locked;
|
| | | if (lock_x != lock_y)
|
| | |
| | | var _component = m_Treasures[currentCategory][presentSelectIndex];
|
| | | _component.PlayHighestShow();
|
| | | }
|
| | | else
|
| | | {
|
| | | TreasureDungeon treasureDungeon;
|
| | | if (model.TryGetTreasureDungeon(selectTreasure, out treasureDungeon))
|
| | | {
|
| | | if (treasureDungeon.challengeRedpoint.state == RedPointState.Simple)
|
| | | {
|
| | | OnPointDownTreasure(selectTreasure);
|
| | | }
|
| | | }
|
| | | }
|
| | | jumpTreasure = 0;
|
| | | }
|
| | | #endregion
|