少年修仙传客户端代码仓库
leonard Wu
2018-08-09 c71467a3c4258891c90244e5f15157ed2d564bab
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
3个文件已修改
22 ■■■■ 已修改文件
Fight/GameActor/GAStaticDefine.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Treasure/TreasureCollectBriefInfoBehaviour.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Treasure/TreasureModel.cs 18 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GAStaticDefine.cs
@@ -361,7 +361,7 @@
                else if (target is GA_NpcFightNorm)
                {
                    _casterRealm = PlayerDatas.Instance.baseData.realmLevel;
                    _targetRealm = (int)target.ActorInfo.realm;
                    _targetRealm = (int)target.ActorInfo.realm == 0 ? 99999999 : (int)target.ActorInfo.realm;
                }
            }
            else if (target is GA_Hero)
System/Treasure/TreasureCollectBriefInfoBehaviour.cs
@@ -106,7 +106,7 @@
            model.humanTreasureStateChangeEvent -= OnHumanTreasureStateChange;
            model.potentialLevelChangeEvent -= OnPotentialLevelChange;
            RedpointCenter.Instance.redpointValueChangeEvent += OnRedpointUpdate;
            RedpointCenter.Instance.redpointValueChangeEvent -= OnRedpointUpdate;
        }
        private void OnHumanTreasureStateChange(int _treasureId)
System/Treasure/TreasureModel.cs
@@ -869,19 +869,17 @@
                {
                    return;
                }
                treasure.skillLevelUpRedpoint.state = RedPointState.None;
                if (treasure.state != TreasureState.Collected || !treasure.IsMaxStage())
                {
                    return;
                }
                var anyPointialLevelupAble = false;
                for (int i = 0; i < treasure.potentials.Count; i++)
                if (treasure.state == TreasureState.Collected && treasure.IsMaxStage())
                {
                    var potential = treasure.potentials[i];
                    if (SatisyPotentialLevelUp(treasure.id, potential.id))
                    for (int i = 0; i < treasure.potentials.Count; i++)
                    {
                        anyPointialLevelupAble = true;
                        break;
                        var potential = treasure.potentials[i];
                        if (SatisyPotentialLevelUp(treasure.id, potential.id))
                        {
                            anyPointialLevelupAble = true;
                            break;
                        }
                    }
                }
                treasure.skillLevelUpRedpoint.state = anyPointialLevelupAble ? RedPointState.Simple : RedPointState.None;