浏览代码

Merge branch 'master' of https://e.coding.net/shenyou-gfg/gfgclient/client

zhaoyang 3 年之前
父节点
当前提交
0eaefef63c

+ 1 - 1
GameClient/Assets/Editor/Xasset/Builds/BuildTask.cs

@@ -9,7 +9,7 @@ namespace VEngine.Editor.Builds
     public class BuildTask
     {
         private readonly string[] EXCLUDE_EXTS = new string[] { ".meta" };
-        private readonly string[] EXCLUDE_DIRS = new string[] { "Assets/Res/.svn" };
+        private readonly string[] EXCLUDE_DIRS = new string[] { "Assets/Res/.svn", "Assets/Res/MD5" };
         private readonly BuildAssetBundleOptions buildAssetBundleOptions;
         private readonly List<Asset> bundledAssets = new List<Asset>();
         private readonly string bundleExtension;

+ 18 - 14
GameClient/Assets/Game/HotUpdate/Data/Cache/StoryBonusDataCache.cs

@@ -16,24 +16,28 @@ namespace GFGGame
             {
                 bonusList.AddRange(bonusData.bonusOnce);
             }
-            if (bonusData.bonusBase != null)
-            {
-                bonusList.AddRange(bonusData.bonusBase);
-            }
-            if (bonusData.bonusRandom != null && bonusData.bonusRandom.Count > 0)
+            else
             {
-                if (doRandom)
-                {
-                    StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelID);
-                    StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
-                    List<ItemData> randomList = DropOutDataCache.GetDropItemDatas(fightCfg.bonusRandomArr, true);
-                    bonusList.AddRange(randomList);
-                }
-                else
+                if (bonusData.bonusRandom != null && bonusData.bonusRandom.Count > 0)
                 {
-                    bonusList.AddRange(bonusData.bonusRandom);
+                    if (doRandom)
+                    {
+                        StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelID);
+                        StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
+                        List<ItemData> randomList = DropOutDataCache.GetDropItemDatas(fightCfg.bonusRandomArr, true);
+                        bonusList.AddRange(randomList);
+                    }
+                    else
+                    {
+                        bonusList.AddRange(bonusData.bonusRandom);
+                    }
                 }
             }
+            if (bonusData.bonusBase != null)
+            {
+                bonusList.AddRange(bonusData.bonusBase);
+            }
+            
             return bonusList;
         }
 

二进制
GameClient/Assets/ResIn/Config/excelConfig.sqlite.bytes