少年修仙传客户端代码仓库
Client_PangDeRong
2018-10-25 68b687a3e2df27e4f82a93c1c2638da79ae4fe1d
4350  【前端】新增强化套装界面索引
3个文件已修改
45 ■■■■ 已修改文件
System/Strengthening/EquipSuit/PlayerSuitModel.cs 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/EquipSuitTips.cs 23 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/WindowJump/WindowJumpMgr.cs 15 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/EquipSuit/PlayerSuitModel.cs
@@ -110,6 +110,13 @@
            CheckTypeBtnRedPointCondition();
        }
        #region 处理跳转数据
        public void SetJumpModel(int suitType)
        {
            EquipSuitTips.E_SuitType = (SuitType)suitType;
        }
        #endregion
        private void RefreshFuncOpenState(int funcId)
        {
            if (funcId != (int)FuncOpenEnum.Suit)
System/Strengthening/EquipSuitTips.cs
@@ -138,19 +138,22 @@
        }
        else
        {
            E_SuitType = SuitType.LowSuit;
            bool isSwitch = true;
            foreach(var red in SuitModel.suitCellRedPointDict.Values)
            if(!WindowJumpMgr.Instance.IsJumpState)
            {
                if(red.state == RedPointState.Simple)
                E_SuitType = SuitType.LowSuit;
                bool isSwitch = true;
                foreach (var red in SuitModel.suitCellRedPointDict.Values)
                {
                    isSwitch = false;
                    break;
                    if (red.state == RedPointState.Simple)
                    {
                        isSwitch = false;
                        break;
                    }
                }
            }
            if (SuitModel.typeBtnRedPoint.state == RedPointState.Simple && isSwitch)
            {
                E_SuitType = SuitType.HighSuit;
                if (SuitModel.typeBtnRedPoint.state == RedPointState.Simple && isSwitch)
                {
                    E_SuitType = SuitType.HighSuit;
                }
            }
        }
        equipPartlist = SuitModel.GetEquipOrderlist(E_SuitType);
System/WindowJump/WindowJumpMgr.cs
@@ -47,6 +47,8 @@
    ImpactRankModel rankModel { get { return ModelCenter.Instance.GetModel<ImpactRankModel>(); } }
    ComposeWinModel composeModel { get { return ModelCenter.Instance.GetModel<ComposeWinModel>(); } }
    MapModel mapModel { get { return ModelCenter.Instance.GetModel<MapModel>(); } }
    PlayerSuitModel suitModel { get { return ModelCenter.Instance.GetModel<PlayerSuitModel>(); } }
    public bool IsJumpState { get; private set; }
    public int jumpPhase { get; private set;}
    public int jumpType { get; private set; }
@@ -118,8 +120,14 @@
            case JumpUIType.StrengthFunc4:
            case JumpUIType.StrengthFunc5:
            case JumpUIType.EquipWashType2:
            case JumpUIType.StrengthFunc1Type2:
            case JumpUIType.EquipSuitType2:
            case JumpUIType.StrengthFunc1Type2:
                SetJumpLogic<EquipReinforceWin>(_tagWinSearchModel.TABID);
                break;
            case JumpUIType.EquipHighSuit:
            case JumpUIType.EquipLowSuit:
                int suitType = 0;
                int.TryParse(_tagWinSearchModel.SelectActive,out suitType);
                suitModel.SetJumpModel(suitType);
                SetJumpLogic<EquipReinforceWin>(_tagWinSearchModel.TABID);
                break;
            case JumpUIType.ComposeFunc1:
@@ -1188,7 +1196,7 @@
    StrengthFunc2 = 13,
    StrengthFunc3 = 14,
    StrengthFunc4 = 15,
    EquipSuitType2 = 241, //套装界面
    EquipLowSuit = 241, //普通套装界面
    StrengthFunc5 = 16,
    EquipWashType2 = 239, //装备洗练界面
    ComposeFunc1 = 17,
@@ -1395,6 +1403,7 @@
    DogzFunc2Type2 = 251, //神兽强化界面
    BindGoldWheel = 252, //绑玉转盘界面
    FlashRushToBuy = 253, //精彩活动—限时抢购界面
    EquipHighSuit = 254, //强化套装界面
    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