少年修仙传客户端代码仓库
client_Zxw
2018-09-26 3e06f7892e9fd71eab425c0ac76c1927f89cd924
2614 【前端】神兽——强化功能
4个文件已修改
45 ■■■■ 已修改文件
System/Strengthening/CrystalSelectionWin.cs 5 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/GodBeastAttributes.cs 28 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/GodBeastEntry.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/GodBeastSlidingList.cs 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/CrystalSelectionWin.cs
@@ -42,7 +42,10 @@
        protected override void OnPreOpen()
        {
            m_TextDisplay.text = "你拥有" + godBeastModel.Crystal_ItemModel.itemInfo.ItemCount + "个强化水晶";
            string str = godBeastModel.Crystal_ItemModel.chinItemModel.ItemName;
            m_TextDisplay.text = string.Format(Language.Get("OwnQuantity_SH"), godBeastModel.Crystal_ItemModel.itemInfo.ItemCount,
                UIHelper.GetTextColorByItemColor(godBeastModel.Crystal_ItemModel.chinItemModel.ItemColor, str, true));
            m_Slider.minValue = 0;
            m_Slider.maxValue = godBeastModel.Crystal_ItemModel.itemInfo.ItemCount;
            if (godBeastModel.Absorption_Dic.ContainsKey(godBeastModel.ItemInde))
System/Strengthening/GodBeastAttributes.cs
@@ -207,10 +207,7 @@
                    m_BottomBox.SetActive(false);
                    m_Text_two.SetActive(false);
                    m_FrameNull.SetActive(false);
                    m_TextAttributes1.gameObject.SetActive(false);
                    m_TextAttributes2.gameObject.SetActive(false);
                    m_TextAttributesAdd1.gameObject.SetActive(false);
                    m_TextAttributesAdd2.gameObject.SetActive(false);
                    FullLevelAttributes();//设置满级属性
                    m_FullLevel.SetActive(true);
                    GodBeast_Number = GodBeastNumber;
                    GodBeast_Part = GodBeastPart;
@@ -496,6 +493,29 @@
            }
        }
        private void FullLevelAttributes()//设置满级属性
        {
            var DogzEquipConfig = DogzEquipPlusConfig.GetEquipplaceAndLevel(GodBeastPart, DogZLv);
            int[] AttType = ConfigParse.GetMultipleStr<int>(DogzEquipConfig.attType);
            int[] AttValue = ConfigParse.GetMultipleStr<int>(DogzEquipConfig.attValue);
            m_TextAttributesAdd1.gameObject.SetActive(false);
            m_TextAttributesAdd2.gameObject.SetActive(false);
            if (AttType.Length > 1)
            {
                m_TextAttributes1.gameObject.SetActive(true);
                m_TextAttributes2.gameObject.SetActive(true);
                string StrName1 = Config.Instance.Get<PlayerPropertyConfig>(AttType[0]).Name;
                string StrName2 = Config.Instance.Get<PlayerPropertyConfig>(AttType[1]).Name;
                m_TextAttributes1.text = StrName1 + ":" + AttValue[0];
                m_TextAttributes2.text = StrName2 + ":" + AttValue[1];
            }
            else
            {
                m_TextAttributes2.gameObject.SetActive(false);
                string StrName1 = Config.Instance.Get<PlayerPropertyConfig>(AttType[0]).Name;
                m_TextAttributes1.text = StrName1 + ":" + AttValue[0];
            }
        }
    }
}
System/Strengthening/GodBeastEntry.cs
@@ -37,7 +37,7 @@
                {
                    if (itemModel[i].EquipPlace == godBeastPart)
                    {
                        ItemCellModel ItemModel = new ItemCellModel(itemModel[i].itemId, true, 0, itemModel[i].itemInfo.IsBind);
                        ItemCellModel ItemModel = new ItemCellModel(itemModel[i].itemId, true, 0, 0);//不显示绑定
                        m_itemCell.Init(ItemModel);
                        var itemConfig = Config.Instance.Get<ItemConfig>(itemModel[i].itemId);
                        var IudetDogzEquipPlus = itemModel[i].GetUseDataModel((int)ItemUseDataKey.Def_IudetDogzEquipPlus);// 神兽装备强化信息列表 [强化等级, 强化熟练度]
System/Strengthening/GodBeastSlidingList.cs
@@ -334,19 +334,19 @@
            switch (Type)
            {
                case 0:
                    m_Label.text = "强化水晶";
                    m_Label.text = Language.Get("Crystal_SH");
                    break;
                case 2:
                    m_Label.text = "蓝色以下";
                    m_Label.text = Language.Get("BelowBlue_SH");
                    break;
                case 3:
                    m_Label.text = "紫色以下";
                    m_Label.text = Language.Get("BelowPurple_SH");
                    break;
                case 4:
                    m_Label.text = "橙色以下";
                    m_Label.text = Language.Get("BelowOrange_SH");
                    break;
                case 10:
                    m_Label.text = "全部";
                    m_Label.text = Language.Get("All_SH");
                    break;
                default:
                    break;