| | |
| | | strengthModel.SelectLevelRefresh += SelectLevelRefresh;
|
| | | strengthModel.EquipStrengthUpdate += EquipStrengthUpdate;
|
| | | strengthModel.EquipStrengthLvUpdate += EquipStrengthLvUpdate; |
| | | PlayerDatas.Instance.playerDataRefreshEvent += PlayerDataRefreshEvent; |
| | | PlayerDatas.Instance.playerDataRefreshEvent += PlayerDataRefreshEvent;
|
| | |
|
| | | m_Controller.JumpIndex(GetJumpIndex(strengthModel.SelectLevel, strengthModel.SelectEquipPlace)); |
| | | }
|
| | |
|
| | | |
| | |
|
| | | protected override void OnAfterOpen() |
| | | { |
| | | } |
| | |
| | | }
|
| | | }
|
| | | #endregion
|
| | |
|
| | | int GetJumpIndex(int selectLevel, int selectPlace)
|
| | | {
|
| | | var jumpIndex = 0;
|
| | | var equipSets = equipModel.GetAllEquipSets();
|
| | | foreach (var level in equipSets)
|
| | | {
|
| | | if (level > selectLevel)
|
| | | {
|
| | | return jumpIndex;
|
| | | }
|
| | | var equipSet = equipModel.GetEquipSet(level);
|
| | | if (equipSet == null)
|
| | | {
|
| | | continue;
|
| | | }
|
| | | if (equipSet.unLocked)
|
| | | {
|
| | | var slotCount = model.GetUnlockEquipSlotCount(level);
|
| | | if (slotCount > 0)
|
| | | {
|
| | | jumpIndex++;
|
| | | if (model.selectLevel == level)
|
| | | {
|
| | | var places = model.GetMosaicEquipPlaces();
|
| | | foreach (var place in places)
|
| | | {
|
| | | if (equipSet.IsSlotUnLocked(place))
|
| | | {
|
| | | if (selectLevel == level && selectPlace == place)
|
| | | {
|
| | | return jumpIndex;
|
| | | }
|
| | | jumpIndex++;
|
| | | }
|
| | | }
|
| | | }
|
| | | }
|
| | | }
|
| | | }
|
| | | return 0;
|
| | | }
|
| | |
|
| | | private void OnClickStrengBtn()
|
| | | {
|
| | |
| | | {
|
| | | strengthModel.SelectLevel = -1;
|
| | | strengthModel.SelectEquipPlace = -1;
|
| | |
|
| | | if (!strengthModel.jumpEquipPosition.Equals(Int2.zero))
|
| | | {
|
| | | strengthModel.SelectLevel = strengthModel.jumpEquipPosition.x;
|
| | | strengthModel.SelectEquipPlace = strengthModel.jumpEquipPosition.y;
|
| | | strengthModel.jumpEquipPosition = Int2.zero;
|
| | | return;
|
| | | }
|
| | |
|
| | | var equipSets = equipModel.GetAllEquipSets();
|
| | | foreach (var level in equipSets)
|
| | | {
|