| Core/ResModule/SceneLoader.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/BetterItemGet/BetterEquipGetModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Compose/New/ComposeEquipWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/KnapSack/Logic/EquipTip.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/KnapSack/New/RoleEquipWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/WindowJump/WindowJumpMgr.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/ResModule/SceneLoader.cs
@@ -17,7 +17,7 @@ } else { var assetInfo = new AssetInfo(StringUtility.Contact("maps/", folder), name); var assetInfo = new AssetInfo(StringUtility.Contact("maps/", folder).ToLower(), name); texture2D = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as Texture2D; } System/BetterItemGet/BetterEquipGetModel.cs
@@ -211,16 +211,14 @@ private void OnPackageRefresh(PackType _packType) { if (_packType != PackType.rptItem) { return; } var keys = new List<string>(betterEquipModels.Keys); for (int i = keys.Count - 1; i >= 0; i--) { var guid = keys[i]; var itemModel = playerPack.GetItemModelByGUID(guid); if (itemModel == null || itemModel.packType != PackType.rptItem) if (itemModel == null || (itemModel.packType != PackType.rptItem && itemModel.packType != PackType.rptJadeDynastyItem)) { betterEquipModels.Remove(guid); } @@ -259,23 +257,26 @@ private void OnPackageItemRefresh(PackType _packType, int _index, int _itemId) { if (_packType == PackType.rptEquip) switch(_packType) { //穿上装备的时候的处理 var item = playerPack.GetItemModelByIndex(_packType, _index); if (item != null) { RemoveLowGradeItemByEquipPlace(_index, item.equipScore); } OnPackageRefresh(PackType.rptItem); } else if (_packType == PackType.rptItem) { var itemModel = playerPack.GetItemModelByIndex(PackType.rptItem,_index); if(itemModel == null) { OnPackageRefresh(_packType); } case PackType.rptEquip: case PackType.rptJadeDynastyEquip: //穿上装备的时候的处理 var item = playerPack.GetItemModelByIndex(_packType, _index); if (item != null) { RemoveLowGradeItemByEquipPlace(_index, item.equipScore); } break; default: var itemConfig = Config.Instance.Get<ItemConfig>(_itemId); var packType = GeneralDefine.GetPackTypeByItemType(itemConfig.Type); var itemModel = playerPack.GetItemModelByIndex(packType, _index); if (itemModel == null) { OnPackageRefresh(_packType); } break; } } System/Compose/New/ComposeEquipWin.cs
@@ -81,6 +81,7 @@ private int preThirdType = 0; [SerializeField] int initSuccessRate = 0; private int curComposeEquipIndex = -1; public static int selectEquipPlace; ItemCompoundConfig compoundModel = null; bool isIncreaseRate = false; int successRate = 0; @@ -132,6 +133,7 @@ composeWinModel.UpdateThirdTypeEvent -= UpdateThirdType; selectModel.UpdateSelectEvent -= UpdateSelect; composeWinModel.UpdateEquipTypeEvent -= UpdateEquipType; selectEquipPlace = -1; } protected override void OnAfterClose() @@ -165,6 +167,20 @@ { curComposeEquipIndex = -1; } List<ComposeWinModel.ComposeThirdTypeData> thirdTypeDatas = null; composeWinModel.TryGetThirdTypeData((int)ComposeFuncType.Equip, curSecondType, curThirdType, out thirdTypeDatas); if (thirdTypeDatas != null) { for (int i = 0; i < thirdTypeDatas.Count; i++) { var itemConfig = Config.Instance.Get<ItemConfig>(thirdTypeDatas[i].itemCompound.makeID[0]); if (itemConfig.EquipPlace == selectEquipPlace) { curComposeEquipIndex = i; break; } } } } private void CreateTypeCell() System/KnapSack/Logic/EquipTip.cs
@@ -875,8 +875,11 @@ jadeDynastySuitObj.SetActive(false); return; } curJadeDynastySuitAttr.SetDisplay(itemAttrData.packType,false,itemAttrData.itemConfig.EquipPlace); nextJadeDynastySuitAttr.SetDisplay(itemAttrData.packType, true, itemAttrData.itemConfig.EquipPlace); PackType packType = itemAttrData.packType == PackType.rptDeleted ? PackType.rptJadeDynastyItem : itemAttrData.packType; curJadeDynastySuitAttr.SetDisplay(packType,false,itemAttrData.itemConfig.EquipPlace); nextJadeDynastySuitAttr.SetDisplay(packType, true, itemAttrData.itemConfig.EquipPlace); } private void SetMidUIHeight(float midHeight) System/KnapSack/New/RoleEquipWin.cs
@@ -67,7 +67,7 @@ { _oneKeySellBtn.onClick.AddListener(OnClickOneKeySell); _sortBtn.onClick.AddListener(() => { OnClickSortBtn(); }); m_JadeDynasty.SetListener(() => { WindowJumpMgr.Instance.WindowJumpTo(JumpUIType.JadeDynastyEquip); }); m_JadeDynasty.SetListener(() => { WindowJumpMgr.Instance.WindowJumpTo(JumpUIType.JadeDynastyEquip292); }); } protected override void AddListeners() System/WindowJump/WindowJumpMgr.cs
@@ -193,10 +193,22 @@ case JumpUIType.EquipCompose269: case JumpUIType.EquipCompose270: case JumpUIType.EquipCompose291: int[] types = GetSearchData(_tagWinSearchModel.ID).conditions; if(types.Length > 0) case JumpUIType.EquipCompose293: case JumpUIType.EquipCompose294: case JumpUIType.EquipCompose295: case JumpUIType.EquipCompose296: case JumpUIType.EquipCompose297: case JumpUIType.EquipCompose298: int[] types = GetSearchData(_tagWinSearchModel.ID).conditions; if(types.Length > 2) { composeModel.SetJumpToModel((ComposeFuncType)_tagWinSearchModel.TABID + 1,types[0],types[1]); ComposeEquipWin.selectEquipPlace = types[2]; composeModel.SetJumpToModel((ComposeFuncType)_tagWinSearchModel.TABID + 1, types[0], types[1]); SetJumpLogic<ComposeWin>(_tagWinSearchModel.TABID); } else if (types.Length > 1) { composeModel.SetJumpToModel((ComposeFuncType)_tagWinSearchModel.TABID + 1, types[0], types[1]); SetJumpLogic<ComposeWin>(_tagWinSearchModel.TABID); } break; @@ -382,7 +394,7 @@ case JumpUIType.JadeDynastyBoss290: SetJumpLogic<LootPreciousFrameWin>(_tagWinSearchModel.TABID); break; case JumpUIType.JadeDynastyEquip: case JumpUIType.JadeDynastyEquip292: SetJumpLogic<JadeDynastyKnapSackWin>(_tagWinSearchModel.TABID); break; case JumpUIType.LootPreciousFrameSpec: @@ -1611,7 +1623,14 @@ JadeDynastyTowerRank289 = 289,//排行榜-诛仙塔 JadeDynastyBoss290 = 290,//诛仙Boss EquipCompose291 = 291,//装备合成-诛仙装备 JadeDynastyEquip=292,//诛仙装备 JadeDynastyEquip292=292,//诛仙装备 EquipCompose293 = 293,//装备合成-诛仙装备-合成披风 EquipCompose294 = 294,//装备合成-诛仙装备-合成如意 EquipCompose295 = 295,//装备合成-诛仙装备-合成诛仙剑 EquipCompose296 = 296,//装备合成-诛仙装备-合成戮仙剑 EquipCompose297 = 297,//装备合成-诛仙装备-合成陷仙剑 EquipCompose298 = 298,//装备合成-诛仙装备-合成绝仙剑 DhszTs = 1001,//定海神针功法提升界面 HyqTs = 1002,//皓月枪功法提升界面 GyzTs = 1003,//鬼牙刃功法提升界面