| Core/GameEngine/Model/TelPartialConfig/tagItemPlusConfig.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/GameEngine/Model/TelPartialConfig/tagItemPlusMaxConfig.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/NetworkPackage/ClientPack/ClientToMapServer/CA3_Item/CA316_tagCMEquipPlusEvolve.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/NetworkPackage/ClientPack/ClientToMapServer/CA3_Item/CA316_tagCMEquipPlusEvolve.cs.meta | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/EquipGem/EquipEvolution.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/EquipGem/EquipEvolutionWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/EquipGem/EquipStrengthModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/GameEngine/Model/TelPartialConfig/tagItemPlusConfig.cs
@@ -4,16 +4,18 @@ public partial class ItemPlusConfig : IConfigPostProcess { private static Dictionary<string, ItemPlusConfig> ItemPlus = new Dictionary<string, ItemPlusConfig>(); private static Dictionary<int, ItemPlusConfig> ItemPlus = new Dictionary<int, ItemPlusConfig>(); public void OnConfigParseCompleted() { ItemPlus.Add(StringUtility.Contact(type, level).ToString(), this); var key = type * 100 + level; ItemPlus[key] = this; } public static ItemPlusConfig GetTypeAndLevel(int type, int level) { var key = type * 100 + level; ItemPlusConfig itemPlus = null; ItemPlus.TryGetValue(StringUtility.Contact(type, level).ToString(), out itemPlus); ItemPlus.TryGetValue(key, out itemPlus); return itemPlus; } } Core/GameEngine/Model/TelPartialConfig/tagItemPlusMaxConfig.cs
@@ -4,19 +4,21 @@ public partial class ItemPlusMaxConfig : IConfigPostProcess { private static Dictionary<string, ItemPlusMaxConfig> t_ItemPM = new Dictionary<string, ItemPlusMaxConfig>(); private static Dictionary<int, ItemPlusMaxConfig> t_ItemPM = new Dictionary<int, ItemPlusMaxConfig>(); private static Dictionary<int, int> m_ItemPlusMaxLvDict = new Dictionary<int, int>(); public void OnConfigParseCompleted() { t_ItemPM.Add(StringUtility.Contact(EquipType, equipStar).ToString(), this); var key = EquipType * 100 + equipStar; t_ItemPM[key] = this; } public static ItemPlusMaxConfig GetEquipTypeAndEquipStar(int equipType, int equipStar)//获取强化类型,装备星数 { var key = equipType * 100 + equipStar; ItemPlusMaxConfig itemPMax = null; t_ItemPM.TryGetValue(StringUtility.Contact(equipType, equipStar).ToString(), out itemPMax); t_ItemPM.TryGetValue(key, out itemPMax); return itemPMax; } Core/NetworkPackage/ClientPack/ClientToMapServer/CA3_Item/CA316_tagCMEquipPlusEvolve.cs
New file @@ -0,0 +1,18 @@ using UnityEngine; using System.Collections; // A3 16 装备强化进化 #tagCMEquipPlusEvolve public class CA316_tagCMEquipPlusEvolve : GameNetPackBasic { public ushort ItemIndex; //装备在背包中索引 public CA316_tagCMEquipPlusEvolve () { combineCmd = (ushort)0x03FE; _cmd = (ushort)0xA316; } public override void WriteToBytes () { WriteBytes (ItemIndex, NetDataType.WORD); } } Core/NetworkPackage/ClientPack/ClientToMapServer/CA3_Item/CA316_tagCMEquipPlusEvolve.cs.meta
New file @@ -0,0 +1,12 @@ fileFormatVersion: 2 guid: f9ffe59f03c369a43bced6b271dac0ac timeCreated: 1552534826 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: System/EquipGem/EquipEvolution.cs
@@ -23,7 +23,7 @@ } private void OnClickEvolutionBtn() { WindowCenter.Instance.Open<EquipEvolutionWin>(); } } System/EquipGem/EquipEvolutionWin.cs
@@ -31,6 +31,7 @@ protected override void AddListeners() { m_CloseButton.AddListener(()=> { CloseImmediately(); }); } protected override void OnPreOpen() System/EquipGem/EquipStrengthModel.cs
@@ -47,6 +47,7 @@ public Dictionary<int, EquipStrengthClass> EquipStrengthDic = new Dictionary<int, EquipStrengthClass>();//强化数据 public Dictionary<int, EquipMaxLvClass> EquipLevelMaxDic = new Dictionary<int, EquipMaxLvClass>();//强化类型的最大等级上限 public Dictionary<int, int> PartTypeDic = new Dictionary<int, int>();//强化的部位类型 public Dictionary<int, int> EvolutionTypeMaxDic = new Dictionary<int, int>(); public event Action EquipStrengthUpdate;//强化数据刷新 public event Action SelectEquipRefresh;//二级页签刷新 public event Action SelectLevelRefresh;//一级页签刷新 @@ -94,6 +95,7 @@ var strengthenLevelLimit = FuncConfigConfig.Get("StrengthenLevelLimit").Numerical1; PartTypeDic = ConfigParse.GetDic<int, int>(strengthenLevelLimit); GetEquipLevelMax(); GetEvolutionTypeMax(); } public void OnBeforePlayerDataInitialize() @@ -142,9 +144,15 @@ CA301_tagEquipPlus CA301 = new CA301_tagEquipPlus(); CA301.PackType = (byte)packTyp; CA301.ItemIndex = (ushort)equipIndex; GameNetSystem.Instance.SendInfo(CA301);//向服务器发送装备位 GameNetSystem.Instance.SendInfo(CA301); } public void SendEquipPlusEvolve(int equipIndex) { CA316_tagCMEquipPlusEvolve CA316 = new CA316_tagCMEquipPlusEvolve(); CA316.ItemIndex =(ushort)equipIndex; GameNetSystem.Instance.SendInfo(CA316); } private void GetEquipLevelMax() { var itemPlusMax = ItemPlusMaxConfig.GetValues(); @@ -235,7 +243,7 @@ return itemPlusConfig; } public EquipPlusEvolveClass GetEquipPlusEvolve(int equipType, int equipLv=0)//获取装备进化数据 public EquipPlusEvolveClass GetEquipPlusEvolve(int equipType, int equipLv = 0)//获取装备进化数据 { EquipPlusEvolveClass equipPlusEvolve = new EquipPlusEvolveClass(); var equipPlusEvolveConfig = EquipPlusEvolveConfig.GetEquipPlaceAndEvolveLV(equipType, equipLv); @@ -258,25 +266,56 @@ if (config != null) { equipPlusEvolve.AttrName = config.Name; float value= Dic2[key]; float value = Dic2[key]; switch (config.ISPercentage) { case 0: if (equipLv == 0) { equipPlusEvolve.AttrValue = 0.ToString(); } equipPlusEvolve.AttrValue = value.ToString(); break; case 1: equipPlusEvolve.AttrValue = (value/100).ToString()+"%"; if (equipLv == 0) { equipPlusEvolve.AttrValue = 0.ToString() + "%"; } equipPlusEvolve.AttrValue = (value / 100).ToString() + "%"; break; case 2: equipPlusEvolve.AttrValue = value.ToString()+"%"; if (equipLv == 0) { equipPlusEvolve.AttrValue = 0.ToString() + "%"; } equipPlusEvolve.AttrValue = value.ToString() + "%"; break; } } } } return equipPlusEvolve; } private void GetEvolutionTypeMax() { var evolveValues = EquipPlusEvolveConfig.GetValues(); foreach (var value in evolveValues) { if (EvolutionTypeMaxDic.ContainsKey(value.EquipPlace)) { var lv = EvolutionTypeMaxDic[value.EquipPlace]; if (value.EvolveLV > lv) { EvolutionTypeMaxDic[value.EquipPlace] = value.EvolveLV; } } else { EvolutionTypeMaxDic.Add(value.EquipPlace, value.EvolveLV); } } } }