| | |
| | | using System; |
| | | using Snxxz.UI; |
| | | |
| | | public class EquipmentInitialization |
| | | { |
| | | private int _equipIndex;//装备位置 |
| | | private int _equipPartStarLV;//装备强化等级 |
| | | private int _proficiency;//熟练度 |
| | | public int EquipIndex |
| | | { |
| | | get { return _equipIndex; } |
| | | set { _equipIndex = value; } |
| | | } |
| | | public int EquipPartStarLV |
| | | { |
| | | |
| | | get { return _equipPartStarLV; } |
| | | set { _equipPartStarLV = value; } |
| | | } |
| | | |
| | | public int Proficiency |
| | | { |
| | | get { return _proficiency; } |
| | | set { _proficiency = value; } |
| | | } |
| | | |
| | | public EquipmentInitialization() { } |
| | | public EquipmentInitialization(int equipIndex, int equipPartStarLV, int proficiency) |
| | | { |
| | | this._equipIndex = equipIndex; |
| | | this._equipPartStarLV = equipPartStarLV; |
| | | this._proficiency = proficiency; |
| | | } |
| | | } |
| | | |
| | | public class StrengthenModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk |
| | | { |
| | | public Dictionary<int, EquipmentInitialization> _EqInfo = new Dictionary<int, EquipmentInitialization>();//接收服务器下发的数值 |
| | | Dictionary<int, int> DefineIndexDic = new Dictionary<int, int>();//装备强化类型 |
| | | Dictionary<int, int> EquipMaxDic = new Dictionary<int, int>();//装备强化最大上限强化类型 |
| | | List<string> listStrengtheningAll = new List<string>();//用于全身装备属性 |
| | | public Dictionary<int, Redpoint> StrengthengRedPoint = new Dictionary<int, Redpoint>();//强化部位红点 |
| | | public delegate void Delegate_Ha3b3(HA3B3_tagMCEquipPartStarLVInfo info); |
| | | public static event Delegate_Ha3b3 Event_Ha3b3; //事件刷新的委托 |
| | | public static event Action<int> RefreshEquipUpgradLvAct; |
| | | public int MoneyMax = 0;//所需最大的钱数 |
| | | |
| | | |
| | | public bool LevelAstrictBool = true; |
| | | public int equipmentA = 0; |
| | | {
|
| | | PackModel _playerPack; |
| | | PackModel playerPack |
| | | { |
| | | get { return _playerPack ?? (_playerPack = ModelCenter.Instance.GetModel<PackModel>()); } |
| | | PackModel playerPack { get { return _playerPack ?? (_playerPack = ModelCenter.Instance.GetModel<PackModel>()); } }
|
| | | public void OnBeforePlayerDataInitialize()
|
| | | {
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| | |
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| | | } |
| | | StrengthenModel m_StrengthengModel; |
| | | StrengthenModel strengthengmodel { get { return m_StrengthengModel ?? (m_StrengthengModel = ModelCenter.Instance.GetModel<StrengthenModel>()); } } |
| | | public class EquipRedDot |
| | | { |
| | | public int CurrentLevel;//当前等级 |
| | | public int Money;//所需的钱数 |
| | | } |
| | | Dictionary<int, EquipRedDot> DicEquip = new Dictionary<int, EquipRedDot>(); |
| | | public override void Init() |
| | | { |
| | | listStrengtheningAll = ItemPlusSumAttrConfig.GetKeys(); |
| | | FuncConfigConfig funConfig = FuncConfigConfig.Get("StrengthenLevelLimit"); |
| | | |
| | | DefineIndexDic = ConfigParse.GetDic<int, int>(funConfig.Numerical2); |
| | | EquipMaxDic = ConfigParse.GetDic<int, int>(funConfig.Numerical1); |
| | | |
| | | |
| | | |
| | | {
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| | |
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| | |
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| | | } |
| | | |
| | | public override void UnInit() |
| | | { |
| | | |
| | | {
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| | |
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| | | } |
| | | |
| | | public void OnPlayerLoginOk() |
| | | { |
| | | |
| | | playerPack.refreshItemCountEvent -= OnItemRefreshEvent; |
| | | playerPack.itemCntAddEvent -= OnEquipRefreshEvent; |
| | | FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChange; |
| | | |
| | | playerPack.refreshItemCountEvent += OnItemRefreshEvent;//背包刷新 |
| | | playerPack.itemCntAddEvent += OnEquipRefreshEvent;//角色装备刷新 |
| | | FuncOpen.Instance.OnFuncStateChangeEvent += OnFuncStateChange; |
| | | |
| | | FuncConfigConfig StrengthenRedPointLevel = FuncConfigConfig.Get("StrengthenRedPointLevel");//强化红点规则 |
| | | string[] strStrengthenRedPointLevel = ConfigParse.GetMultipleStr(StrengthenRedPointLevel.Numerical1); |
| | | StrengthengRedPointAdd(); |
| | | ClassList.Clear(); |
| | | for (int i = 0; i < strStrengthenRedPointLevel.Length; i++) |
| | | { |
| | | ClassList.Add(int.Parse(strStrengthenRedPointLevel[i])); |
| | | } |
| | | ClassList.Add(600); |
| | | MoneyData(); |
| | | int playerLv = PlayerDatas.Instance.baseData.LV; |
| | | |
| | | ulong copper = UIHelper.GetMoneyCnt(3); |
| | | if (playerLv >= 150 && MoneyMax > (int)copper) |
| | | { |
| | | LevelAstrictBool = false; |
| | | } |
| | | } |
| | | private void OnFuncStateChange(int obj) |
| | | { |
| | | if (obj == 1) |
| | | { |
| | | MoneyData(); |
| | | } |
| | | } |
| | | |
| | | public void OnBeforePlayerDataInitialize() |
| | | { |
| | | _EqInfo.Clear(); |
| | | MoneyMax = 0; |
| | | // LevelAstrictBool = true; |
| | | } |
| | | private void OnEquipRefreshEvent(PackType type, int index, int id) |
| | | { |
| | | MoneyData(); |
| | | } |
| | | |
| | | private void OnItemRefreshEvent(PackType type, int index, int id) |
| | | { |
| | | if (type == PackType.Equip) |
| | | { |
| | | MoneyData(); |
| | | } |
| | | } |
| | | private const int RedPoint_key2 = 10601; |
| | | public Redpoint redPointStre = new Redpoint(MainRedDot.RedPoint_key1, RedPoint_key2); |
| | | public Redpoint StrengthRedpoint |
| | | { |
| | | get |
| | | { |
| | | return redPointStre; |
| | | } |
| | | } |
| | | public void MoneyRequired(int EquippedWith, int EquipmentLevel)//获取最高阶所需的钱数 |
| | | { |
| | | //int Type = GameDefineIndex(EquippedWith); |
| | | ////ItemPlusConfig _tagItemPlue = ItemPlusConfig.GetTypeAndGrade(Type, EquipmentLevel); |
| | | //if (_tagItemPlue == null)
|
| | | //{
|
| | | // return;
|
| | | //} |
| | | //if (DicEquip.ContainsKey(EquippedWith)) |
| | | //{ |
| | | // DicEquip[EquippedWith].CurrentLevel = EquipmentLevel; |
| | | // DicEquip[EquippedWith].Money = _tagItemPlue.costCount; |
| | | //} |
| | | //else |
| | | //{ |
| | | // EquipRedDot _EquipRedDot = new EquipRedDot(); |
| | | // _EquipRedDot.CurrentLevel = EquipmentLevel; |
| | | // _EquipRedDot.Money = _tagItemPlue.costCount; |
| | | // DicEquip.Add(EquippedWith, _EquipRedDot); |
| | | //} |
| | | MoneyData(); |
| | | } |
| | | public void MoneyData()//获取金钱数据 |
| | | { |
| | | equipmentA = 0; |
| | | MoneyMax = ContrastObtain(); |
| | | ulong copper = UIHelper.GetMoneyCnt(3); |
| | | //redPointStre.state = RedPointState.None; |
| | | foreach (int key in StrengthengRedPoint.Keys) |
| | | { |
| | | StrengthengRedPoint[key].state = RedPointState.None; |
| | | } |
| | | if (!FuncOpen.Instance.IsFuncOpen(1)) |
| | | return; |
| | | if (copper != 0 && MoneyMax != 0 && copper >= (ulong)MoneyMax) |
| | | { |
| | | // redPointStre.state = RedPointState.Simple; |
| | | Lowest(); |
| | | } |
| | | } |
| | | private int ContrastObtain() |
| | | { |
| | | MoneyMax = 0; |
| | | SinglePack singlePack = playerPack.GetSinglePack(PackType.Equip); |
| | | if (singlePack == null) |
| | | return MoneyMax; |
| | | |
| | | foreach (var key in DicEquip.Keys) |
| | | { |
| | | ItemModel itemModel = singlePack.GetItemByIndex(key); |
| | | if (itemModel != null) |
| | | { |
| | | ItemConfig _Item = ItemConfig.Get((int)itemModel.itemId); |
| | | ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig(); |
| | | if (EquipMax(_Item.EquipPlace) != 3) |
| | | { |
| | | //_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(EquipMax(_Item.EquipPlace), _Item.LV, _Item.ItemColor); |
| | | } |
| | | else |
| | | { |
| | | //_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(EquipMax(_Item.EquipPlace), 0, 0); |
| | | } |
| | | if (_itemPM.levelMax > DicEquip[key].CurrentLevel) |
| | | { |
| | | if (DicEquip[key].Money > MoneyMax) |
| | | { |
| | | MoneyMax = DicEquip[key].Money; |
| | | } |
| | | |
| | | } |
| | | } |
| | | } |
| | | return MoneyMax; |
| | | } |
| | | |
| | | public void OnEquipmentToStrengthen(HA3B3_tagMCEquipPartStarLVInfo info) |
| | | { |
| | | for (int i = 0; i < info.Count; i++) |
| | | { |
| | | if ((int)info.InfoList[i].EquipIndex > 0 && (int)info.InfoList[i].EquipIndex <= 10) |
| | | { |
| | | AddInfo(i, info); |
| | | } |
| | | } |
| | | } |
| | | public bool TheRatingPrompt(int ItemID)//评级提示 |
| | | { |
| | | ItemConfig _Item = ItemConfig.Get(ItemID); |
| | | if (_EqInfo.ContainsKey(_Item.EquipPlace)) |
| | | { |
| | | int EqInfoLV = _EqInfo[_Item.EquipPlace].EquipPartStarLV;//装备等级 |
| | | ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig(); |
| | | if (EquipMax(_Item.EquipPlace) != 3) |
| | | { |
| | | //_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(EquipMax(_Item.EquipPlace), _Item.LV, _Item.ItemColor); |
| | | } |
| | | else |
| | | { |
| | | //_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(EquipMax(_Item.EquipPlace), 0, 0); |
| | | } |
| | | |
| | | int MaxLV = _itemPM.levelMax; |
| | | if (EqInfoLV >= MaxLV) |
| | | return true; |
| | | else |
| | | return false; |
| | | } |
| | | return false; |
| | | } |
| | | |
| | | public void AddInfo(int equipPlace, HA3B3_tagMCEquipPartStarLVInfo info)//装备位置 |
| | | { |
| | | int index = (int)info.InfoList[equipPlace].EquipIndex; |
| | | MoneyRequired(index, (int)info.InfoList[equipPlace].EquipPartStarLV); |
| | | if (_EqInfo.ContainsKey(index)) |
| | | { |
| | | _EqInfo[index].EquipIndex = index; |
| | | bool isUpgrad = false; |
| | | if ((int)info.InfoList[equipPlace].EquipPartStarLV > _EqInfo[index].EquipPartStarLV) |
| | | { |
| | | isUpgrad = true; |
| | | } |
| | | |
| | | _EqInfo[index].EquipPartStarLV = (int)info.InfoList[equipPlace].EquipPartStarLV; |
| | | _EqInfo[index].Proficiency = (int)info.InfoList[equipPlace].Proficiency; |
| | | if (Event_Ha3b3 != null) |
| | | Event_Ha3b3(info); |
| | | |
| | | if (isUpgrad && RefreshEquipUpgradLvAct != null) |
| | | { |
| | | RefreshEquipUpgradLvAct(index); |
| | | } |
| | | } |
| | | else |
| | | { |
| | | EquipmentInitialization equip = new EquipmentInitialization(); |
| | | equip.EquipIndex = index; |
| | | equip.EquipPartStarLV = (int)info.InfoList[equipPlace].EquipPartStarLV; |
| | | equip.Proficiency = (int)info.InfoList[equipPlace].Proficiency; |
| | | _EqInfo.Add(index, equip); |
| | | } |
| | | } |
| | | |
| | | public int GameDefineIndex(int _location)//强化类型返回 |
| | | { |
| | | |
| | | if (DefineIndexDic.ContainsKey(_location)) |
| | | { |
| | | return DefineIndexDic[_location]; |
| | | } |
| | | else |
| | | { |
| | | return 0; |
| | | } |
| | | } |
| | | |
| | | public int EquipMax(int _location)//强化最大上限返回类型 |
| | | { |
| | | if (EquipMaxDic.ContainsKey(_location)) |
| | | { |
| | | return EquipMaxDic[_location]; |
| | | } |
| | | else |
| | | { |
| | | return 0; |
| | | } |
| | | |
| | | } |
| | | public int StrengthenTheCeiling(int _equippedWith = 1)//装备位 |
| | | { |
| | | if (!_EqInfo.ContainsKey(_equippedWith)) |
| | | { |
| | | return 0; |
| | | } |
| | | int EquipPartStarLV = _EqInfo[_equippedWith].EquipPartStarLV; |
| | | ItemModel itemModel = playerPack.GetItemByIndex(PackType.Equip, _equippedWith); |
| | | ; |
| | | ItemConfig _Item = ItemConfig.Get((int)itemModel.itemId); |
| | | ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig(); |
| | | if (EquipMax(_Item.EquipPlace) != 3) |
| | | { |
| | | //_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(EquipMax(_Item.EquipPlace), _Item.LV, _Item.ItemColor); |
| | | } |
| | | else |
| | | { |
| | | //_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(EquipMax(_Item.EquipPlace), 0, 0); |
| | | } |
| | | |
| | | if (_itemPM.levelMax >= EquipPartStarLV) |
| | | { |
| | | return EquipPartStarLV; |
| | | } |
| | | else |
| | | { |
| | | return _itemPM.levelMax; |
| | | } |
| | | } |
| | | public Dictionary<int, Dictionary<int, int>> StrengtheningAll()//全身属性 |
| | | { |
| | | Dictionary<int, Dictionary<int, int>> _dic = new Dictionary<int, Dictionary<int, int>>(); |
| | | int _wholeBodyLevel = 0; |
| | | foreach (int key in _EqInfo.Keys) |
| | | { |
| | | _wholeBodyLevel += _EqInfo[key].EquipPartStarLV; |
| | | } |
| | | for (int i = 0; i < listStrengtheningAll.Count; i++) |
| | | { |
| | | if (int.Parse(listStrengtheningAll[i]) > _wholeBodyLevel) |
| | | { |
| | | int _index = listStrengtheningAll.IndexOf(listStrengtheningAll[i]); |
| | | _dic = GeneralProperties(_index, int.Parse(listStrengtheningAll[i])); |
| | | return _dic; |
| | | } |
| | | |
| | | } |
| | | return null; |
| | | } |
| | | |
| | | Dictionary<int, Dictionary<int, int>> GeneralProperties(int _index, int key) |
| | | { |
| | | Dictionary<int, Dictionary<int, int>> _dic = new Dictionary<int, Dictionary<int, int>>(); |
| | | if (_index <= 0) |
| | | { |
| | | Dictionary<int, int> _dic1 = new Dictionary<int, int>(); |
| | | _dic.Add(0, _dic1); |
| | | Dictionary<int, int> _dic2 = new Dictionary<int, int>(); |
| | | var config = ItemPlusSumAttrConfig.Get(key); |
| | | _dic2.Add(config.attType[0], config.attValue[0]); |
| | | _dic2.Add(config.attType[1], config.attValue[1]); |
| | | _dic.Add(key, _dic2); |
| | | return _dic; |
| | | } |
| | | else |
| | | { |
| | | Dictionary<int, int> _dic1 = new Dictionary<int, int>(); |
| | | |
| | | var config = ItemPlusSumAttrConfig.Get(listStrengtheningAll[(_index - 1)]); |
| | | _dic1.Add(config.attType[0], config.attValue[0]); |
| | | _dic1.Add(config.attType[1], config.attValue[1]); |
| | | _dic.Add(int.Parse(listStrengtheningAll[(_index - 1)]), _dic1); |
| | | |
| | | Dictionary<int, int> _dic2 = new Dictionary<int, int>(); |
| | | config = ItemPlusSumAttrConfig.Get(key); |
| | | _dic2.Add(config.attType[0], config.attValue[0]); |
| | | _dic2.Add(config.attType[1], config.attValue[1]); |
| | | _dic.Add(key, _dic2); |
| | | return _dic; |
| | | } |
| | | } |
| | | //==========装备红点 |
| | | List<int> StrengthList = new List<int>(); |
| | | private bool IsFairyDevice(int Index) |
| | | { |
| | | if (Index == 9 || Index == 10) |
| | | { |
| | | SinglePack singlePack = playerPack.GetSinglePack(PackType.Equip); |
| | | if (singlePack != null && singlePack.GetAllItems().ContainsKey(Index)) |
| | | { |
| | | ItemModel item = singlePack.GetItemByIndex(Index); |
| | | ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig(); |
| | | //_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(strengthengmodel.EquipMax(Index), 0, 0); |
| | | if (_itemPM.levelMax > strengthengmodel._EqInfo[Index].EquipPartStarLV)//最大可升阶等级和服务端对比 |
| | | { |
| | | return true; |
| | | } |
| | | } |
| | | } |
| | | return false; |
| | | } |
| | | private int Compare(string x, string y)//数组排列 |
| | | { |
| | | var _index_x = int.Parse(x); |
| | | var _index_y = int.Parse(y); |
| | | bool havex = IsFairyDevice(_index_x); |
| | | bool havey = IsFairyDevice(_index_y); |
| | | if (havex.CompareTo(havey) != 0) |
| | | { |
| | | return -havex.CompareTo(havey); |
| | | } |
| | | var _sort_x = StrengthList.IndexOf(_index_x); |
| | | var _sort_y = StrengthList.IndexOf(_index_y); |
| | | return _sort_x.CompareTo(_sort_y); |
| | | } |
| | | private void StrengthengRedPointAdd() |
| | | { |
| | | string str = FuncConfigConfig.Get("EquipArea").Numerical1; |
| | | int[] intList = ConfigParse.GetMultipleStr<int>(str); |
| | | if (StrengthList.Count <= 0) |
| | | { |
| | | for (int i = 0; i < intList.Length; i++) |
| | | { |
| | | StrengthList.Add(intList[i]); |
| | | } |
| | | } |
| | | List<string> SortList = new List<string>(); |
| | | for (int i = 0; i < intList.Length; i++) |
| | | { |
| | | SortList.Add((intList[i]).ToString()); |
| | | } |
| | | SortList.Sort(Compare); |
| | | string[] StrengthenDisplay = SortList.ToArray(); |
| | | for (int i = 0; i < StrengthenDisplay.Length; i++) |
| | | { |
| | | int equippedWith = int.Parse(StrengthenDisplay[i]); |
| | | if (!StrengthengRedPoint.ContainsKey(equippedWith)) |
| | | { |
| | | int RedPoint_Strength = RedPoint_key2 * 10 + equippedWith; |
| | | Redpoint redPoint = new Redpoint(RedPoint_key2, RedPoint_Strength); |
| | | StrengthengRedPoint.Add(equippedWith, redPoint); |
| | | } |
| | | } |
| | | } |
| | | |
| | | |
| | | List<int> ClassList = new List<int>();//红点阶级 |
| | | List<int> equipmentRed = new List<int>();//当前存在的装备 |
| | | int LowestZbw = 0; |
| | | private void Lowest()//筛选强化部位上最低阶级装备 |
| | | { |
| | | equipmentRed.Clear(); |
| | | int LowestLV = 0; |
| | | var StrengthengRedPointAllKey = StrengthengRedPoint.Keys; |
| | | foreach (int key in StrengthengRedPointAllKey) |
| | | { |
| | | ItemModel itemModel = playerPack.GetItemByIndex(PackType.Equip, key); |
| | | if (itemModel != null) |
| | | { |
| | | ItemConfig _Item = ItemConfig.Get((int)itemModel.itemId); |
| | | ItemPlusMaxConfig _itemPM = new ItemPlusMaxConfig(); |
| | | if (EquipMax(_Item.EquipPlace) != 3) |
| | | { |
| | | //_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(EquipMax(_Item.EquipPlace), _Item.LV, _Item.ItemColor); |
| | | } |
| | | else |
| | | { |
| | | //_itemPM = ItemPlusMaxConfig.GetEquipTypeAndPhaseColor(EquipMax(_Item.EquipPlace), 0, 0); |
| | | } |
| | | if (_itemPM.levelMax > DicEquip[key].CurrentLevel) |
| | | { |
| | | if (LowestLV == 0) |
| | | { |
| | | LowestLV = DicEquip[key].CurrentLevel; |
| | | LowestZbw = key; |
| | | } |
| | | if (DicEquip[key].CurrentLevel < LowestLV) |
| | | { |
| | | LowestLV = DicEquip[key].CurrentLevel; |
| | | LowestZbw = key; |
| | | } |
| | | equipmentRed.Add(key); |
| | | } |
| | | } |
| | | |
| | | } |
| | | |
| | | //DesignDebug.LogError(LowestZbw); |
| | | //DesignDebug.LogError(DicEquip[LowestZbw].CurrentLevel); |
| | | if (!DicEquip.ContainsKey(LowestZbw)) |
| | | { |
| | | return; |
| | | } |
| | | int Lv = ClassifyJudge(DicEquip[LowestZbw].CurrentLevel); |
| | | |
| | | RedPointPart(Lv); |
| | | } |
| | | private int ClassifyJudge(int Lv) |
| | | { |
| | | for (int i = 0; i < ClassList.Count; i++) |
| | | { |
| | | if (Lv < ClassList[i]) |
| | | { |
| | | return ClassList[i]; |
| | | } |
| | | } |
| | | return 0; |
| | | } |
| | | |
| | | private void RedPointPart(int Lv) |
| | | { |
| | | //DesignDebug.LogError("得到限制等级"+ Lv); |
| | | for (int i = 0; i < equipmentRed.Count; i++) |
| | | { |
| | | if (_EqInfo.ContainsKey(equipmentRed[i]) && _EqInfo[(equipmentRed[i])].EquipPartStarLV < Lv && LevelAstrictBool) |
| | | { |
| | | equipmentA = equipmentRed[i]; |
| | | StrengthengRedPoint[(equipmentRed[i])].state = RedPointState.Simple; |
| | | // DesignDebug.LogError("得到装备位" + (equipmentRed[i])); |
| | | return; |
| | | } |
| | | } |
| | | {
|
| | |
|
| | | } |
| | | //===========羽翼精炼 |
| | | Dictionary<int, WingRefineAttrModel> _DicWingRe = new Dictionary<int, WingRefineAttrModel>(); |
| | |
| | | { |
| | | if (tegWing.Count <= 0) |
| | | { |
| | | tegWing= WingRefineAttrConfig.GetValues(); |
| | | tegWing = WingRefineAttrConfig.GetValues(); |
| | | } |
| | | //var tegWing = WingRefineAttrConfig.GetValues(); |
| | | foreach (var values in tegWing) |
| | |
| | | if (tegWing.Count <= 0) |
| | | { |
| | | tegWing = WingRefineAttrConfig.GetValues(); |
| | | } |
| | | // var configs = WingRefineAttrConfig.GetValues(); |
| | | }
|
| | | // var configs = WingRefineAttrConfig.GetValues();
|
| | | foreach (var values in tegWing) |
| | | { |
| | | if (Item.LV == values.wingsPhase) |
| | |
| | | if (tegWing.Count <= 0) |
| | | { |
| | | tegWing = WingRefineAttrConfig.GetValues(); |
| | | } |
| | | // var wingRefineAttrConfigs = WingRefineAttrConfig.GetValues(); |
| | | }
|
| | | // var wingRefineAttrConfigs = WingRefineAttrConfig.GetValues();
|
| | | foreach (var value in tegWing) |
| | | { |
| | | if (itemModel.config.LV == value.wingsPhase) |
| | |
| | | { |
| | | return false; |
| | | } |
| | | } |
| | | }
|
| | |
|
| | |
|
| | | } |
| | | |