少年修仙传客户端代码仓库
Hale Cai
2019-07-23 b8f5fad69934f971b0ee6c1d327fea24ddb3af43
8157 【前端】【300起】优化缥缈仙域自动化
3个文件已修改
39 ■■■■■ 已修改文件
Fight/GameActor/GA_Hero.cs 27 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Guard/GuardModel.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/HazyRegion/HazyRegionWin.cs 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_Hero.cs
@@ -453,15 +453,26 @@
        }
        set
        {
            m_StartAutoHazyRegion = value;
            if (m_StartAutoHazyRegion != value)
            {
                if (value)
                {
                    SysNotifyMgr.Instance.ShowTip("Automatic_PMXY");
                }
                else
                {
                    SysNotifyMgr.Instance.ShowTip("Automatic_PMXY1");
                }
#if UNITY_EDITOR
            Debug.Log("自动开始飘渺仙域: " + m_StartAutoHazyRegion);
                Debug.Log("自动开始飘渺仙域: " + value);
#endif
            }
            m_StartAutoHazyRegion = value;
        }
    }
    private float m_CalcAutoHazyRegionTime = 0;
    public float LastChkCanAutoHazyRegionTime = 0;
    private float m_HazyAutoWaitTime = 5;
    public float hazyAutoWaitTime = 5;
    HazyRegionModel m_HazyRegionModel;
    HazyRegionModel hazyRegionModel
    {
@@ -568,11 +579,11 @@
        if (_tmpTime != m_CalcTime)
        {
            m_CalcTime = _tmpTime;
            Debug.LogFormat("自动执行缥缈仙玉倒计时: {0} / {1}", m_CalcTime, m_HazyAutoWaitTime);
            Debug.LogFormat("自动执行缥缈仙玉倒计时: {0} / {1}", m_CalcTime, hazyAutoWaitTime);
        }
#endif
        if (LastChkCanAutoHazyRegionTime < m_HazyAutoWaitTime)
        if (LastChkCanAutoHazyRegionTime < hazyAutoWaitTime)
        {
            return;
        }
@@ -597,7 +608,7 @@
            if (_eventID == -1)
            {
                hazyRegionModel.SendBackHazyRegion();
                m_HazyAutoWaitTime = 2;
                hazyAutoWaitTime = 2;
#if UNITY_EDITOR
                Debug.LogFormat("所有寻访都已经结束了, 这里结束寻访, 设置下次等待时间 2");
#endif
@@ -605,7 +616,7 @@
            else
            {
                hazyRegionModel.SendGotoIncident(_eventID);
                m_HazyAutoWaitTime = 2;
                hazyAutoWaitTime = 2;
#if UNITY_EDITOR
                Debug.LogFormat("进行 {0} 寻访, 设置下次等待时间 2", _eventID);
#endif
@@ -616,7 +627,7 @@
            if (dailyQuestModel.usableActivePoint > hazyRegionModel.openActviePoint)
            {
                hazyRegionModel.SendOpenHazyRegion();
                m_HazyAutoWaitTime = 2;
                hazyAutoWaitTime = 2;
#if UNITY_EDITOR
                Debug.LogFormat("开启寻访, 设置等待时间为 2");
#endif
System/Guard/GuardModel.cs
@@ -32,7 +32,7 @@
        public void OnPlayerLoginOk()
        {
            // SnxxzGame.Instance.StartCoroutine(Co_LoadGuard());
            SnxxzGame.Instance.StartCoroutine(Co_LoadGuard());
        }
        public override void UnInit()
System/HazyRegion/HazyRegionWin.cs
@@ -73,6 +73,12 @@
        protected override void OnPreOpen()
        {
            var _hero = PlayerDatas.Instance.hero;
            if (_hero != null)
            {
                _hero.LastChkCanAutoHazyRegionTime = 0;
                _hero.hazyAutoWaitTime = 3;
            }
        }
        protected override void OnActived()
@@ -113,7 +119,6 @@
        void Display()
        {
            m_Btn_VipFunc.gameObject.SetActive(false);
            m_EntrancePanel.gameObject.SetActive(false);
            m_IncidentPanel.gameObject.SetActive(false);
@@ -133,7 +138,6 @@
        void OpenHazyRegionEntrance()
        {
            m_EntrancePanel.gameObject.SetActive(true);
            m_Btn_VipFunc.gameObject.SetActive(true);
            m_BottomScaleTween.Stop();
            m_BottomScaleTween.SetStartState();
            m_AlphaTween.SetStartState();
@@ -151,14 +155,12 @@
        void CloseHazyRegionIncident()
        {
            m_IncidentPanel.Dispose();
            m_IncidentPanel.gameObject.SetActive(false);
        }
        void CloseHazyRegionEntrance()
        {
            m_EntrancePanel.Dispose();
            m_EntrancePanel.gameObject.SetActive(false);
            m_Btn_VipFunc.gameObject.SetActive(false);
        }
        void StartEntranceAnimation()