| System/DailyQuest/DailyQuestModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/SkyTower/SkyTowerModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/SkyTower/SkyTowerVictoryWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/DailyQuest/DailyQuestModel.cs
@@ -252,7 +252,7 @@ UpdateDailyActionRedpoint((int)DailyQuestType.HazyRegion); } if (id == skyTowerModel.redpoint01.id) if (id == skyTowerModel.redpoint03.id) { UpdateDailyActionRedpoint((int)DailyQuestType.SkyTower); } @@ -757,6 +757,8 @@ { UpdateRedpoints(); } else if (PlayerDatas.Instance.baseData.LV > 50) UpdateDailyActionRedpoint((int)DailyQuestType.SkyTower); break; case PlayerDataType.Family: UpdateDailyActionRedpoint((int)DailyQuestType.FairyTask); @@ -845,7 +847,7 @@ dailyQuest.redpoint.state = hazyRegionModel.redpoint.state; break; case DailyQuestType.SkyTower: dailyQuest.redpoint.state = skyTowerModel.redpoint03.state; dailyQuest.redpoint.state = skyTowerModel.IsRecommendNextLevel() ? RedPointState.None : RedPointState.Simple; break; case DailyQuestType.DungeonAssist: break; System/SkyTower/SkyTowerModel.cs
@@ -229,6 +229,21 @@ } } public bool IsRecommendNextLevel() { if (!IsChallengable()) { return false; } var config = SkyTowerConfig.Get(currentFloor); if (PlayerDatas.Instance.baseData.FightPoint < config.fightPower) { return false; } return true; } } } System/SkyTower/SkyTowerVictoryWin.cs
@@ -59,13 +59,13 @@ base.DrawItemRewards(); base.DrawPassGrade(); m_NextLevelContainer.gameObject.SetActive(IsRecommendNextLevel()); m_NextLevelContainer.gameObject.SetActive(model.IsRecommendNextLevel()); } protected override void DrawExitTimer(int seconds) { m_NextLevelTimer.text = Language.Get("SkyTowerNextLevel", Mathf.Clamp(seconds, 0, int.MaxValue)); if (IsRecommendNextLevel()) if (model.IsRecommendNextLevel()) { m_ExitTimer.text = Language.Get("DemonDungeonExit"); } @@ -86,21 +86,6 @@ } } private bool IsRecommendNextLevel() { if (!model.IsChallengable()) { return false; } var config = SkyTowerConfig.Get(model.currentFloor); if (PlayerDatas.Instance.baseData.FightPoint < config.fightPower) { return false; } return true; } }