| System/Equip/EquipFightPower.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Equip/EquipSet.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/RoleParticulars/OtherPlayerEquipModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/RoleParticulars/OtherPlayerEquipWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/Equip/EquipFightPower.cs
@@ -376,9 +376,9 @@ } stars.Sort((int x, int y) => { return x.CompareTo(y); }); var twoSuitLevel = stars.Count > 1 ? stars[1] : 0; var fiveSuitLevel = stars.Count > 4 ? stars[4] : 0; var eightSuitLevel = stars.Count > 7 ? stars[7] : 0; var twoSuitLevel = stars.Count > 1 ? stars[1] : -1; var fiveSuitLevel = stars.Count > 4 ? stars[4] : -1; var eightSuitLevel = stars.Count > 7 ? stars[7] : -1; CountSuitProperties(level, twoSuitLevel, fiveSuitLevel, eightSuitLevel, ref propertyContainer); Equation.Instance.Clear(); System/Equip/EquipSet.cs
@@ -82,6 +82,8 @@ public EquipAppearance GetAppearance() { var appearance = new EquipAppearance(); appearance.job = PlayerDatas.Instance.baseData.Job; var clothes = equipSlots[(int)RoleEquipType.Clothes].equip.value; if (string.IsNullOrEmpty(clothes)) { @@ -169,6 +171,7 @@ public struct EquipAppearance { public int job; public int clothes; public int weapon; public int secondary; System/RoleParticulars/OtherPlayerEquipModel.cs
@@ -151,6 +151,7 @@ var suitLevels = equipDetailsGroup.GetSuitLevels(); var appearance = new EquipAppearance() { job = playerJob, clothes = equips.ContainsKey((int)RoleEquipType.Clothes) ? equips[(int)RoleEquipType.Clothes].itemId : 0, weapon = equips.ContainsKey((int)RoleEquipType.Weapon) ? equips[(int)RoleEquipType.Weapon].itemId : 0, secondary = equips.ContainsKey((int)RoleEquipType.Weapon2) ? equips[(int)RoleEquipType.Weapon2].itemId : 0, @@ -227,6 +228,7 @@ public void Clear() { selectedLevel = 0; equipDetailsGroups.Clear(); } @@ -380,9 +382,9 @@ stars.Sort((int x, int y) => { return x.CompareTo(y); }); var twoSuitLevel = stars.Count > 1 ? stars[1] : 0; var fiveSuitLevel = stars.Count > 4 ? stars[4] : 0; var eightSuitLevel = stars.Count > 7 ? stars[7] : 0; var twoSuitLevel = stars.Count > 1 ? stars[1] : -1; var fiveSuitLevel = stars.Count > 4 ? stars[4] : -1; var eightSuitLevel = stars.Count > 7 ? stars[7] : -1; return new Dictionary<EquipSuitType, int>() { { EquipSuitType.TwoSuit, twoSuitLevel }, System/RoleParticulars/OtherPlayerEquipWin.cs
@@ -14,6 +14,7 @@ public class OtherPlayerEquipWin : Window { [SerializeField] RectTransform m_Content; [SerializeField] Button m_Close; [SerializeField] CyclicScroll m_EquipLevelScroll; [SerializeField] EquipSlots m_EquipSlots; @@ -24,6 +25,7 @@ OtherPlayerEquipModel model { get { return ModelCenter.Instance.GetModel<OtherPlayerEquipModel>(); } } EquipModel equipModel { get { return ModelCenter.Instance.GetModel<EquipModel>(); } } bool resetRoleRotation = false; #region Built-in protected override void BindController() { @@ -36,11 +38,13 @@ protected override void OnPreOpen() { resetRoleRotation = true; m_Content.gameObject.SetActive(false); model.selectedLevelChangeEvent += OnSelectedLevelChange; } protected override void OnAfterOpen() { model.selectedLevelChangeEvent += OnSelectedLevelChange; } protected override void OnPreClose() @@ -56,19 +60,24 @@ { base.OnActived(); DisplayEquipLevels(); DisplayEquips(); DisplayFightPoint(); DisplayAppearance(true); DisplaySuitInfo(); if (model.selectedLevel != 0) { m_Content.gameObject.SetActive(true); DisplayEquips(); DisplayFightPoint(); DisplayAppearance(); DisplaySuitInfo(); } } #endregion private void OnSelectedLevelChange() { m_Content.gameObject.SetActive(true); DisplayEquips(); DisplayFightPoint(); DisplayAppearance(false); DisplayAppearance(); DisplaySuitInfo(); } @@ -106,17 +115,19 @@ m_FightPoint.text = model.GetFightPoint().ToString(); } private void DisplayAppearance(bool resetRotation) private void DisplayAppearance() { var appearance = model.GetEquipAppearance(); UI3DModelExhibition.Instance.ShowPlayer(m_Role, new UI3DPlayerExhibitionData() { job = PlayerDatas.Instance.baseData.Job, job = appearance.job, clothesId = appearance.clothes, weaponId = appearance.weapon, secondaryId = appearance.secondary, keepRotation = !resetRotation, keepRotation = resetRoleRotation, }); resetRoleRotation = false; } private void DisplaySuitInfo()