| System/CrossServerOneVsOne/CrossServerOneVsOnePlayerLeaveCoolDownWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/CrossServerOneVsOne/CrossServerOneVsOneWaitPlayerCoolDownWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Dungeon/DungeonData.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/CrossServerOneVsOne/CrossServerOneVsOnePlayerLeaveCoolDownWin.cs
@@ -42,6 +42,7 @@ coolTime = -1; beginTime = model.GetCoolDownEndTime(DungeonCoolDownType.PlayerLeave); model.dungeonCoolDownEvent += OnBeginTimeEvent; model.updateMissionEvent += UpdateFBHelp; } protected override void OnAfterOpen() @@ -51,6 +52,7 @@ protected override void OnPreClose() { model.dungeonCoolDownEvent -= OnBeginTimeEvent; model.updateMissionEvent -= UpdateFBHelp; } protected override void OnAfterClose() @@ -59,6 +61,19 @@ #endregion private void UpdateFBHelp() { int playerId = (int)PlayerDatas.Instance.baseData.PlayerID; int enterPlayerId = model.mission.PlayerEnterMap; if (enterPlayerId != 0 && enterPlayerId != playerId) { if (m_CoolDownContainer.gameObject.activeInHierarchy) { m_CoolDownContainer.gameObject.SetActive(false); } } } private void OnBeginTimeEvent(DungeonCoolDownType _type) { if (_type != DungeonCoolDownType.PlayerLeave) System/CrossServerOneVsOne/CrossServerOneVsOneWaitPlayerCoolDownWin.cs
@@ -61,7 +61,11 @@ private void OnBeginTimeEvent(DungeonCoolDownType _type) { if (_type != DungeonCoolDownType.WaitPlayer) { { if (m_CoolDownContainer.gameObject.activeInHierarchy) { m_CoolDownContainer.gameObject.SetActive(false); } return; } System/Dungeon/DungeonData.cs
@@ -114,11 +114,12 @@ public int hasSit; public int isHelp; public int helpCount; public int[] relation; public int roundNum; public int[] roundWinerIDList; public int prepareTime; public int isStart; public int[] relation; public int roundNum; //跨服1Vs1 当前回合 public int[] roundWinerIDList; //跨服1Vs1 回合胜利的Id列表 public int prepareTime; //跨服1Vs1 回合结束倒计时 public int isStart; //跨服1Vs1回合开始 public int PlayerEnterMap; //判断玩家ID不是自己则清除等待时间显示 public long totalExp { get