少年修仙传客户端代码仓库
client_linchunjie
2019-03-27 8aa0870edd912b7525caaeb38603f4873e3ebe72
3335 删掉无意义代码
1个文件已修改
73 ■■■■ 已修改文件
System/Treasure/TreasureData.cs 73 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Treasure/TreasureData.cs
@@ -16,16 +16,15 @@
    public class Treasure
    {
        public int id { get; private set; }
        public int level { get; private set; }
        public int exp { get; private set; }
        public int level { get; private set; }
        public TreasureState state { get; set; }
        TreasureState m_State = TreasureState.Locked;
        public TreasureState state
        public List<TreasureStage> treasureStages = new List<TreasureStage>();
        public Treasure(int id)
        {
            get { return m_State; }
            set { m_State = value; }
            this.id = id;
        }
        public int skillId
@@ -41,13 +40,6 @@
            }
        }
        public List<TreasureStage> treasureStages = new List<TreasureStage>();
        public Treasure(int id)
        {
            this.id = id;
        }
        public void RefreshLevel(int level, int exp)
        {
            this.level = level;
@@ -56,8 +48,7 @@
        public void ParseStage(TreasureUpConfig config)
        {
            var _stage = new TreasureStage(config);
            treasureStages.Add(_stage);
            treasureStages.Add(new TreasureStage(config));
        }
    }
@@ -69,64 +60,40 @@
    public class TreasureStage
    {
        public int id { get; private set; }
        public int stage { get; set; }
        public TreasureStageUnlock unlockType { get; private set; }
        public Dictionary<int, int> propertyDict { get; private set; }
        public Dictionary<int, int> skillDict { get; private set; }
        public int func { get; private set; }
        public Item item { get; private set; }
        public int treasure { get; private set; }
        public int treasureSoul { get; private set; }
        public int exp { get; set; }
        public int powerEx { get; set; }
        public int stateSfxId { get; private set; }
        public const int selectedSfxId = 5144;
        public string sfxGotState { get; private set; }
        public string sfxUnGotState { get; private set; }
        public TreasureStage(TreasureUpConfig _config)
        public TreasureStage(TreasureUpConfig config)
        {
            id = _config.ID;
            unlockType = TreasureStageUnlock.None;
            if (_config.UnLockFuncID != 0)
            if (config.UnLockFuncID != 0)
            {
                unlockType = TreasureStageUnlock.Func;
                func = _config.UnLockFuncID;
                func = config.UnLockFuncID;
            }
            else if (_config.UnLockSkill != null && _config.UnLockSkill.Length > 1)
            else if (config.UnLockSkill != null && config.UnLockSkill.Length > 1)
            {
                unlockType = TreasureStageUnlock.Skill;
                skillDict = new Dictionary<int, int>();
                for (int i = 0; i < _config.UnLockSkill.Length; i++)
                for (int i = 0; i < config.UnLockSkill.Length; i++)
                {
                    skillDict.Add(i + 1, _config.UnLockSkill[i]);
                    skillDict.Add(i + 1, config.UnLockSkill[i]);
                }
            }
            else if (!string.IsNullOrEmpty(_config.AddAttr))
            else if (!string.IsNullOrEmpty(config.AddAttr))
            {
                unlockType = TreasureStageUnlock.Property;
                propertyDict = ConfigParse.GetDic<int, int>(_config.AddAttr);
                propertyDict = ConfigParse.GetDic<int, int>(config.AddAttr);
            }
            exp = _config.NeedExp;
            stage = _config.LV;
            powerEx = _config.PowerEx;
            switch (unlockType)
            {
                case TreasureStageUnlock.Property:
                    stateSfxId = propertyDict.ContainsKey(6) ? 5142 : 5139;
                    sfxGotState = propertyDict.ContainsKey(6) ? "Effect_FaBao_Icon_ShengMing" : "Effect_FaBao_Icon_GongJi";
                    sfxUnGotState = propertyDict.ContainsKey(6) ? "Effect_FaBao_Icon_ShengMing" : "Effect_FaBao_Icon_GongJi";
                    break;
                default:
                    stateSfxId = 5141;
                    sfxGotState = "Effect_FaBao_Icon_JiNeng_01";
                    sfxUnGotState = "Effect_FaBao_Icon_JiNeng_02";
                    break;
            }
            exp = config.NeedExp;
            stage = config.LV;
            powerEx = config.PowerEx;
        }
        public int GetSkill(int _job)
@@ -145,8 +112,8 @@
                case TreasureStageUnlock.Property:
                    return UIHelper.GetFightPower(propertyDict);
                case TreasureStageUnlock.Skill:
                    var _job = PlayerDatas.Instance.baseData.Job;
                    var _skillCfg = SkillConfig.Get(GetSkill(_job));
                    var job = PlayerDatas.Instance.baseData.Job;
                    var _skillCfg = SkillConfig.Get(GetSkill(job));
                    if (_skillCfg != null)
                    {
                        return _skillCfg.FightPower;