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@@ -128,25 +128,18 @@ namespace GFGGame
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}
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}
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private async void OnClickBtnUp()
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private async void OnClickBtnUp()
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{
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{
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- if (ItemDataManager.GetItemNum(skillLvCfg.costID) < skillLvCfg.costNum)
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+
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+ if (!ItemUtil.CheckItemEnough(skillLvCfg.costID, skillLvCfg.costNum))
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{
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{
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- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(skillLvCfg.costID);
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- PromptController.Instance.ShowFloatTextPrompt(itemCfg.name + "不足");
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+ long has = ItemDataManager.GetItemNum(skillLvCfg.costID);
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+ ItemUtil.BuyCurrency(skillLvCfg.costID, skillLvCfg.costNum - has);
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return;
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return;
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}
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}
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- bool isEnough = true;
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+
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for (int i = 0; i < skillLvCfg.materiarsArr.Length; i++)
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for (int i = 0; i < skillLvCfg.materiarsArr.Length; i++)
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{
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{
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- int needCount = skillLvCfg.materiarsArr[i][1];
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- long hasCount = ItemDataManager.GetItemNum(skillLvCfg.materiarsArr[i][0]);
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- if (hasCount < needCount)
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- {
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- isEnough = false;
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- PromptController.Instance.ShowFloatTextPrompt("升级材料不足");
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- break;
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- }
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+ if (!ItemUtil.CheckItemEnough(skillLvCfg.materiarsArr[i][0], skillLvCfg.materiarsArr[i][1], true)) return;
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}
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}
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- if (!isEnough) return;
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bool result = await SkillSProxy.ReqUpgradeCardSkill(_cardId, _skillId);
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bool result = await SkillSProxy.ReqUpgradeCardSkill(_cardId, _skillId);
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if (result)
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if (result)
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