| System/FindPrecious/FindPreciousModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/FindPrecious/FindPreciousTimer.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Team/MyTeamWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/FindPrecious/FindPreciousModel.cs
@@ -383,9 +383,12 @@ _redpointId == BossHomeModel.BOSSHOME_REDPOINT || _redpointId == PersonalBossModel.PERSONAL_REDPOINTID) { var count = worldBossModel.worldBossRedPoint.count + bossHomeModel.bossHomeRedpoint.count + personalBossModel.personalRedpoint.count; findPreciousRedpoint.state = count > 0 ? RedPointState.Quantity : RedPointState.None; findPreciousRedpoint.count = count; var worldBossRedpointCount = worldBossModel.worldBossRedPoint.count; var bossHomeRedpointCount = bossHomeModel.bossHomeRedpoint.count; var personalBossRedpointCount = personalBossModel.personalRedpoint.count; var totalCount = worldBossRedpointCount + bossHomeRedpointCount + personalBossRedpointCount; findPreciousRedpoint.state = totalCount > 0 ? RedPointState.Quantity : RedPointState.None; findPreciousRedpoint.count = totalCount; } } System/FindPrecious/FindPreciousTimer.cs
@@ -26,7 +26,6 @@ if (IsValidClockSetting(_rebornTime)) { clocks[_npcId] = new BossRebornClock(_npcId, _rebornTime); if (!bossIds.Contains(_npcId)) { bossIds.Add(_npcId); @@ -69,14 +68,7 @@ private bool IsValidClockSetting(DateTime _rebornTime) { if ((_rebornTime - DateTime.Now).TotalSeconds < FindPreciousModel.PREPOSE_SECONDS) { return false; } else { return true; } return (_rebornTime - DateTime.Now).TotalSeconds >= FindPreciousModel.PREPOSE_SECONDS; } public class BossRebornClock System/Team/MyTeamWin.cs
@@ -289,7 +289,8 @@ Teammate mate; if (model.myTeam.TryGetMember(i, out mate)) { sign.Display(mate.mapId == PlayerDatas.Instance.baseData.MapID ? TeammateNearByBehaviour.LocationState.NearBy : TeammateNearByBehaviour.LocationState.FarAway); var isNearBy = mate.mapId == PlayerDatas.Instance.baseData.MapID; sign.Display(isNearBy ? TeammateNearByBehaviour.LocationState.NearBy : TeammateNearByBehaviour.LocationState.FarAway); } else {