| Core/GameEngine/Model/Config/DailyQuestConfig.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/GameEngine/Model/Config/DailyQuestConfig.cs.meta | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/DailyQuest/DailyQuestBehaviour.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/GameEngine/Model/Config/DailyQuestConfig.cs
@@ -1,6 +1,6 @@ //-------------------------------------------------------- // [Author]: Fish // [ Date ]: Wednesday, May 15, 2019 // [ Date ]: Tuesday, November 12, 2019 //-------------------------------------------------------- using System.Collections.Generic; @@ -26,6 +26,7 @@ public readonly string Description; public readonly string QuestTypeDescribe; public readonly int order; public readonly string AwardImg; public DailyQuestConfig() { @@ -67,6 +68,8 @@ QuestTypeDescribe = tables[11]; int.TryParse(tables[12],out order); AwardImg = tables[13]; } catch (Exception ex) { Core/GameEngine/Model/Config/DailyQuestConfig.cs.meta
@@ -1,6 +1,6 @@ fileFormatVersion: 2 guid: ae69f94aed5143b41b0f92a45fc7de90 timeCreated: 1557892230 timeCreated: 1573562593 licenseType: Pro MonoImporter: serializedVersion: 2 System/DailyQuest/DailyQuestBehaviour.cs
@@ -34,6 +34,7 @@ [SerializeField] RedpointBehaviour m_RedpointBehaviour; [SerializeField] RedpointBehaviour m_FuncRedpointBehaviour; [SerializeField] UIEffect m_UIEffect; [SerializeField] Image m_AwardImg; AchievementGuideEffect m_AchievementEffect; @@ -71,6 +72,13 @@ dailyQuestConfig = DailyQuestConfig.Get(this.data.id); m_Title.text = dailyQuestConfig.Title; m_Icon.SetSprite(dailyQuestConfig.Icon); m_AwardImg.gameObject.SetActive(false); if (dailyQuestConfig.AwardImg != string.Empty) { m_AwardImg.gameObject.SetActive(true); m_AwardImg.SetSprite(dailyQuestConfig.AwardImg); } m_Goto.RemoveAllListeners(); m_Goto.AddListener(GotoDailyQuest); @@ -176,6 +184,7 @@ DisplayProgressAndActiveValue(); } private void DisplayProgressAndActiveValue() { var config = DailyQuestConfig.Get(this.data.id); @@ -217,7 +226,7 @@ m_Goto.gameObject.SetActive(state == DailyQuestModel.DailyQuestState.Normal || state == DailyQuestModel.DailyQuestState.CanBuyTimes); m_Complete.gameObject.SetActive(false); m_TimeMiss.gameObject.SetActive(false); switch (state) { case DailyQuestModel.DailyQuestState.Locked: