| System/OpenServerActivity/BossFirstBloodModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/OpenServerActivity/BossFirstBloodWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/OpenServerActivity/BossFirstBloodModel.cs
@@ -63,8 +63,10 @@ } } public Int2 GetFirstNPCRedPoint() { //先找红点,没有红点则找最低级未领奖励的BOSS Int2 npcinfo = Int2.zero; int i = 0; foreach (var key in npcIDConfig) @@ -79,6 +81,19 @@ } i++; } i = 0; foreach (var key in npcIDConfig) { var npcID = int.Parse(key); var state = GetPersonalKillAwardState(npcID); if (GetPersonalKillAwardState(npcID) != 2) { npcinfo.x = i; npcinfo.y = npcID; return npcinfo; } i++; } return npcinfo; } System/OpenServerActivity/BossFirstBloodWin.cs
@@ -22,6 +22,7 @@ [SerializeField] Text m_KillTime; [SerializeField] UIEffect m_Effect; [SerializeField] Button m_RedPack; [SerializeField] Text m_RedMoney; [SerializeField] RedpointBehaviour redPonint; BossFirstBloodModel model @@ -298,6 +299,7 @@ } // 红包状态 var state = model.GetBossKillAwardState(npcID); m_RedMoney.gameObject.SetActive(false); if (state == 0) { m_RedPack.SetColorful(null, true); @@ -311,6 +313,7 @@ else if (state == 2) { m_RedPack.SetColorful(null, false); m_RedMoney.gameObject.SetActive(true); m_Effect.Stop(); }