| System/BlessedLand/BlessedLandModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/FairyAu/FairyBasicFunctionWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/MainInterfacePanel/LowSettingTip.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/BlessedLand/BlessedLandModel.cs
@@ -174,8 +174,8 @@ void UpdateRedpoint() { if (!FuncOpen.Instance.IsFuncOpen(227)) if (!PlayerDatas.Instance.fairyData.HasFairy) { return; } System/FairyAu/FairyBasicFunctionWin.cs
@@ -27,7 +27,6 @@ [SerializeField] Button donateBtn; [SerializeField] Button lilianBtn; [SerializeField] Button cgBtn; [SerializeField] Button fudiBtn; [SerializeField] Button zbgBtn; [SerializeField] Text zbgTime; @@ -88,10 +87,6 @@ } WindowCenter.Instance.Open<FairyFeastTransmitListWin>(); }); fudiBtn.AddListener(() => { WindowCenter.Instance.Open<BlessedLandWin>(); }); zbgBtn.AddListener(() => { WindowCenter.Instance.Open<FamilyZBGWin>(); @@ -109,7 +104,6 @@ familyModel.UpdateZhenfaRedpoint(); cgBtn.SetActive(fairyFeastModel.activeOpenday > TimeUtility.OpenDay); fudiBtn.SetActive(FuncOpen.Instance.IsFuncOpen(227)); } System/MainInterfacePanel/LowSettingTip.cs
@@ -35,6 +35,7 @@ [SerializeField] Button m_Achievement;//成就按钮 [SerializeField] UIEffect m_AchievementEffect; [SerializeField] Button m_GatherSoul;//聚魂按钮 [SerializeField] Button m_FD;//福地按钮 TreasureModel treasureModel { get { return ModelCenter.Instance.GetModel<TreasureModel>(); } } ComposeWinModel composeModel { get { return ModelCenter.Instance.GetModel<ComposeWinModel>(); } } @@ -60,6 +61,7 @@ m_FaQiBtn.AddListener(OpenFaqi); m_Achievement.AddListener(OpenAchievement); m_GatherSoul.AddListener(OpenGatherSoul); m_FD.AddListener(OpenFD); RedpointCenter.Instance.redpointValueChangeEvent += RedpointValueChangeEvent; RedpointValueChangeEvent(11401); RedpointValueChangeEvent(11403); @@ -290,6 +292,11 @@ MainPositionTween.SetRecoverToSkillTimer(); WindowCenter.Instance.Open<GatherSoulBaseWin>(); } void OpenFD() { MainPositionTween.SetRecoverToSkillTimer(); WindowCenter.Instance.Open<BlessedLandWin>(); } } }