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工作室修复次数可以储存

hexiaojie 2 years ago
parent
commit
221388742e

+ 7 - 2
GameClient/Assets/Game/HotUpdate/Data/VO/RoleLimitData.cs

@@ -24,13 +24,18 @@ namespace GFGGame
         /// </summary>
         public int PlayTimesResetExtra;
 
+        /// <summary>
+        /// 最大存储次数
+        /// </summary>
+        public int MaxStorageCount;
+
         public void FromMessage(UnitLimitInfoProto proto)
         {
             BuyTimes = proto.BuyTimes;
             PlayTimes = proto.PlayTimes;
             TotalPlayMax = proto.PlayTimesMax;
             PlayTimesResetExtra = proto.PlayTimesResetExtra;
+            MaxStorageCount = proto.MaxStorageCount;
         }
-
     }
-}
+}

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/Studio/StudioBaseView.cs

@@ -113,8 +113,8 @@ namespace GFGGame
         protected void UpdateView()
         {
             var limitData = RoleLimitDataManager.GetLimitData(this._studioCfg.limit);
-            var limitCfg = LimitCfgArray.Instance.GetCfg(this._studioCfg.limit);
-            _txtNum.text = string.Format("剩余次数:{0}/{1}", limitData.TotalPlayMax - limitData.PlayTimes, limitCfg.num + limitData.PlayTimesResetExtra);
+            _txtNum.text = string.Format("剩余次数:{0}/{1}", limitData.TotalPlayMax - limitData.PlayTimes,
+                limitData.MaxStorageCount);
         }
 
         private void UpdateView(int limitId)

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/Studio/StudioFilingView.cs

@@ -110,7 +110,7 @@ namespace GFGGame
             _ui.m_btnAdd.visible = limitCfg.itemID > 0;
             _ui.m_loaBg.url = ResPathUtil.GetBgImgPath(_studioCfg.res);
             _ui.m_btnChange.title = _studioCfg.name;
-            _ui.m_txtNum.text = string.Format("剩余次数:{0}/{1}", limitData.TotalPlayMax - limitData.PlayTimes, limitCfg.num + limitData.PlayTimesResetExtra);
+            _ui.m_txtNum.text = string.Format("剩余次数:{0}/{1}", limitData.TotalPlayMax - limitData.PlayTimes, limitData.MaxStorageCount);
 
             SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(_studioCfg.suitId);
             _ui.m_txtSuitName.text = suitCfg.name;