| | |
| | | UpdatePlayerUI3DModel();
|
| | | UpdateFightPower();
|
| | | UpdateSuitBtnPlayerEffect();
|
| | | UpdateStoneSuitBtnPlayerEffect();
|
| | | TimeDownMgr.CoolTimeData data;
|
| | | if (TimeDownMgr.Instance.Get(TimeDownMgr.CoolTimeType.BagSort, out data))
|
| | | {
|
| | |
| | | UpdatePlayerUI3DModel();
|
| | | UpdateFightPower();
|
| | | UpdateSuitBtnPlayerEffect();
|
| | | UpdateStoneSuitBtnPlayerEffect();
|
| | | if (config != null)
|
| | | {
|
| | | UpdateSuitPlayerEffect(equipModel.GetJadeDynastyEquipPlace(index));
|
| | |
| | |
|
| | | private void UpdateStoneSuitBtnPlayerEffect(bool isSave = false)
|
| | | {
|
| | | List<int> suitTypes = null;
|
| | | List<int> suitLvs = null;
|
| | | bool isActiveSuit = equipModel.TryGetIsActiveStoneSuit(out suitTypes, out suitLvs);
|
| | | if (isActiveSuit)
|
| | | {
|
| | | for (int i = 0; i < suitTypes.Count; i++)
|
| | | {
|
| | | int suitType = suitTypes[i];
|
| | | int suitLv = suitLvs[i];
|
| | | bool isLocalSaveActiveSuit = equipModel.IsLocalSaveActiveStoneSuit(suitType, suitLv);
|
| | | if (!isLocalSaveActiveSuit)
|
| | | bool isPlay = equipModel.IsPlayStoneSuitEffect();
|
| | | if(isPlay && !isSave)
|
| | | {
|
| | | if (!stoneBtnEffect.IsPlaying)
|
| | | {
|
| | | stoneBtnEffect.Play();
|
| | | }
|
| | | break;
|
| | | }
|
| | | else
|
| | | {
|
| | | if (stoneBtnEffect.IsPlaying)
|
| | | {
|
| | | stoneBtnEffect.Stop();
|
| | | }
|
| | | }
|
| | | }
|
| | | }
|
| | | else
|
| | | {
|
| | | if (stoneBtnEffect.IsPlaying)
|
| | | {
|
| | | stoneBtnEffect.Stop();
|
| | | }
|
| | | }
|
| | |
|
| | | if (isSave && stoneBtnEffect.IsPlaying)
|
| | | {
|
| | | stoneBtnEffect.Stop();
|
| | | equipModel.SetLockLocalSaveActiveStoneSuit(suitTypes, suitLvs);
|
| | | equipModel.StopPlayStoneSuitEffect(stoneBtnEffect, isSave);
|
| | | }
|
| | | }
|
| | |
|
| | |
| | |
|
| | | private void ClickStoneAttr()
|
| | | {
|
| | | UpdateStoneSuitBtnPlayerEffect(true);
|
| | | WindowCenter.Instance.Open<JadeDynastyStoneSuitAttrWin>();
|
| | | }
|
| | |
|